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Cueyatl Warchief 2014

CR 7 humanoid

Small humanoid, lawful evil


Armor Class
16 (studded leather, shield)
Hit Points
117 (18d6+54)
Speed
30 ft., climb 20 ft., swim 30 ft.

STR18 (+4)
DEX14 (+2)
CON16 (+3)
INT10 (+0)
WIS16 (+3)
CHA12 (+1)

Saving Throws
Skills
Perception +3
Senses
darkvision 60 ft., passive Perception 13
Languages
Cueyatl
Challenge
7 (2,900 XP) · Proficiency Bonus +3

Amphibious.

Can breathe air and water.

Insect Affinity.

Insects understand warchief and view it favorably. Warchief can communicate simple ideas through words and gestures with insectoid Beasts and warchief has advantage on Wis (Animal Handling) made when interacting with such Beasts.

Jungle Camouflage.

Advantage on Dex (Stealth) checks made to hide in jungle terrain.

Locked Saddle.

Can’t be knocked prone dismounted or moved vs. its will while mounted.

Mounted Warrior.

While mounted mount can’t be charmed or frightened.

Slippery.

Advantage: saves/ability checks to escape a grapple.

Spirited Charge.

If it moves 20'+ straight toward a creature while mounted and then hits with Lance attack on the same turn the warchief can use a bonus action to command its mount to make one melee weapon attack vs. that creature as a reaction.

Standing Leap.

Its long jump is up to 20' and its high jump is up to 10 ft. with or with o a running start.

Reactions

Mounted Parry.

Adds 3 to its AC or its mount's AC vs. one melee attack that would hit it or its mount. To do so warchief must see attacker and be wielding a melee weapon.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details