Tzakandi (5e Creature)

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Tzakandi[edit]

Medium aberration, lawful evil


Armor Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 17 (+3)

Saving Throws Str +8, Int +4, Wis +5, Cha +6
Skills Insight +5, Intimidation +6, Perception +5, Stealth +6, Survival +5
Proficiency Bonus +3
Damage Resistances acid
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 6 (2,300 XP)


Magic Resistance. The tzakandi has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The tzakandi's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

ACTIONS

Multiattack. The tzakandi makes two attacks with its shortsword.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the tzakandi. Hit: The target takes 60 (10d10 + 5) piercing damage. If this damage reduces the target to 0 hit points, the tzakandi kills the target by extracting and devouring its brain.

Acid Spit (Recharge 6). The tzakandi spits a glob of acid at one creature within 30 feet of it. The target must make a DC 12 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) acid damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the tzakandi gains temporary hit points equal to the damage dealt. If the target is Medium or smaller, it is grappled (escape DC 16).


Tzakandi-3e.png
A typical tzakandi, [Source]

Tzakandi are an illithid ceremorph created from more aggressive, less intelligent tadpoles. While such tadpoles would typically be nothing more than food for an elder brain, certain situations require that one's ranks include fodder that exceeds the loyalty and capability of typical thralls, such as hostile environments like dense jungles and swamps leading to most tzakandi being lizardfolk in origin. In other cases, an elder brain may simply find humanoids who have not undergone ceremorphosis revolting, using even the chafe of its stock to avoid such unslightly things.

Servant Caste. When a tzakandi is created, it immediately employs itself into the service of the first mind flayer it sees, whom it serves with unquestioning loyalty. Tzakandi typically serve as shock-troops and bodyguards, with their ferocity in melee combat only being rivaled among illithid by their vampiric brethren, which lack the tzakandi's discipline.

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