5e SRD >Creatures >

Chomtzitzimitl

Medium fiend, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 25 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 13 (+1)

Saving Throws Dex +5, Con +5
Skills Acrobatics +5, Athletics +5, Stealth +55
Damage Vulnerabilities jadeite
Damage Immunities necrotic
Condition Immunities stunned
Senses darkvision 60 ft, passive Perception 11
Languages Primordial Notoan
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Flyby. The chomtzitzimitl doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Keen Sense. The chomtzitzimitl has advantage on Wisdom (Perception) checks.
  • Sense Living. A chomtzitzimitl can detect the presence of a living creature within 60 feet. If the creature is protected by magic, then the chomtzitzimitl reduces the range of the line of sight to 30 feet.

ACTIONS

  • Multiattack. The chomtzitzimitl makes two Claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and the creature bleeds profusely. A bleeding creature must succeed on a DC 15 Constitution saving throw at the start of its turn or take 5 (2d4) necrotic damage and continue bleeding. On a successful save, the creature takes no necrotic damage and the effect ends. A creature takes only 5 necrotic damage per turn from this effect no matter how many times it’s been clawed, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 14 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.
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Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning