Tlincalli Swarmlord (5e Creature)

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Tlincalli Swarmlord[edit]

Huge monstrosity, neutral evil


Armor Class 16 (Natural Armor)
Hit Points 157 (15d12 + 60)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 10 (+0) 18 (+4) 10 (+0)

Saving Throws Dex +5, Con +8, Wis +8, Cha +4
Skills Intimidation +4, Perception +8, Stealth +5, Survival +8
Proficiency Bonus +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft. ft., tremorsense 120 ft. ft., passive Perception 18
Languages Tlincalli
Challenge 10 (5,900 XP)


Spellcasting. The tlincalli is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 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.

Tunneler. The tlincalli can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Poisonous. A creature that consumes the tlincalli's flesh or blood must make DC 16 Constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and is 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. On a successful save, the target takes half as much damage.

ACTIONS

Multiattack. The tlincalli uses its Frightful Presence. It then makes two attacks: one with its greatsword and one with its sting.

Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 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.

Frightful Presence. Each creature of the tlincalli's choice that is within 120 feet of the tlincalli and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tlincalli's Frightful Presence for the next 24 hours.

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.

REACTIONS

Poison-Barbed Armor. When a creature within 5 feet misses the tlincalli with a melee attack or when the tlincalli fails to escape a creature's grapple, the tlincalli makes a sting attack against the creature.

Tlincalli5e.jpeg
source

Roughly one in five tlincalli diviners receives a message from their tremorsense when they reach adulthood. While the nature of this message is unknown, it is ostensibly a terrible one that compels the tlincalli to burrow deep into the stone on its own, leaving its military or ritual duties behind. When it returns, it does so not as a diviner, but as the highest seat of honor a tlincalli can hope for; a swarmlord.
A swarmlord towers over most tlincalli, typically scraping along the top of the great chasms their cities are built in. Rather than leading religious practice and military action, they are the altar at which lesser tlincalli worship their gods and the great war beasts that siege the fortresses of their enemies. They are rarely seen on the surface outside of these sieges, especially since they can not lay or fertilize eggs.
The weapons and armor of a tlincalli are specially crafted for each one by legions of the most skilled smith slaves in the hive-city. For their blades, they wield great sharpened slabs of metal that take a squad of tlincalli to present, while their armor is built around large stinger-like hooks that burrow into their skin, coating their body in the viscous poison that flows through their veins.

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