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Physical Description

By Huntinsnake Tlincalli have the lower halves of scorpions with three pairs of two toed legs. Each one is comprised of 3 separate segments with hard outer shelling. At the front are two strong pincers. The human top half of a tlincalli is muscular, fit, and coated in carapace. They have bug like, insectoid faces with small amounts of hair. A long tail barbed with a spike full of paralytic poison leads down the body. Tlincalli usually have copper coloration to their body's, but can be grayish or tan in color. The humanoid half has five clawed fingers, that are coated in hard natural armor.



5E[]

Tlincalli[]

Tlincalli or "Scorpion-Folk" as they are colloquially known are like centaurs if centaurs were half giant scorpion and have scorpion person.

Tlincalli Traits[]

Your Tlincalli character has the following racial traits.

Ability Score Increase. Your Strength or Constitution score increases by 2 and your Dexterity score increases by 1.

Age. Most Scorpion Folk don't live past twenty.

Alignment. Scorpion folk tend to be right bastards and as such lean towards evil, thankfully their isolationist nature leads to neutral stance.

Size. Tlincalli stand between 6 to 8 feet tall, with their lower scorpion bodies reaching about 4 to 6 feet from base to tail. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Insectoid Carapace. You gain a +1 bonus to Armor Class and while you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier or your Constitution modifier. You can use a shield and still gain this benefit.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Insectoid Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your arachnid legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Stinger strike. As an action, you can make one attack with your stinger against a single target. It deals 1d6 piercing damage and the target must succeed on a DC 14 Constitution saving throw. On a failure the target takes 3d4 poison damage and is paralyzed until the end of your next turn; on a succesful save the target takes half poison damage and is not paralyzed.

Survivor. You gain proficiency in one of the following skills of your choice: Intimidation, Perception, Stealth, or Survival.

Languages. You can speak, read, and write Common, and Tlincalli.

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