Tlincalli Diviner (5e Creature)

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Tlincalli Diviner[edit]

Large monstrosity, neutral evil


Armor Class 15 (Natural Armor)
Hit Points 119 (14d10 + 42)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 8 (-1) 16 (+3) 8 (-1)

Saving Throws Wis +6, Cha +2
Skills Perception +6, Stealth +4, Survival +6
Proficiency Bonus +3
Senses darkvision 60 ft. ft., tremorsense 60 ft. ft., passive Perception 16
Languages Tlincalli
Challenge 7 (2,900 XP)


Spellcasting. The tlincalli is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The tlincalli has the following cleric spells prepared:

Cantrips (at will): resistance, thaumaturgy, toll the dead
1st level (4 slots): bane, command, inflict wounds
2nd level (3 slots): enhance ability, spiritual weapon
3rd level (2 slots): dispel magic, spirit shroud

Rampage. When the tlincalli reduces a creature to 0 hit points with a melee attack on its turn, the tlincalli can take a bonus action to move up to half its speed and make a sting attack.

ACTIONS

Multiattack. The tlincalli makes two attacks: one with its quarterstaff and one with its sting.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used in two hands.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Mad Burrow. The tlincalli's burrowing speed doubles but it takes 2 (1d4) slashing damage for every 5 feet is burrows beyond 20 feet until the end of its turn.


Tlincalli5e.jpeg
source

Roughly one in five tlincalli are born able to feel the workings of the gods through the rumbling of the ground. These diviners act as military commanders, leading groups of at least five others in patrols and raids, and leading entire hive-city segments in worship of their pantheon. Roughly one in five diviners metamorphose into a swarmlords.
Diviners partake in many rituals that outsiders typically view as strange. The most frequent of these is their tremor divination, where multiple diviners map out the grid of their eleven-sign zodiac and use their tremorsense to observe creatures unwittingly moving above it from which they draw absolute conclusions. If a military defeat is prophesied and yet a victory occurs, multiple diviners may institute a "stinger race" in which those destined to die in the battle instead choose a direction and run until they are killed in battle or drop dead from exhaustion.

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