Tecuani, whose name literally means “people-eater”, are jaguar humanoids that live in the forests and jungles in the southern parts of the Mexica empire. The tecuani are a superstitious, yet proud race. They welcome outsiders but are known to be particularly hot-tempered and quick to feud.
The tecuani people prize strength above all other attributes and their chieftains are always the strongest and most able-bodied of the tribe. These leaders remain in power until a new, younger, and stronger tecuani challenges and bests him or her in single combat which often leads to death. Those tecuani born weak or slow are often euthanized by their parents at a very young age; failure to do so is a crime, punishable by exile or death.
On rare occasions, a tecuani may be born with an unusual attribute such as a strange pattern in its fur, extra toes, or horns. The tecuani fear these children and mark them as brujos, or “witches”. The tecuani brujos grow up to become powerful sorcerers and omen-readers who operate on the outskirts of the tribe. Chieftains often seek the advice of the tribe’s brujos, especially in dire times.
Errata:
- Adjusted the tecuani walking speed to 30 feet and its climb speed to 20 feet.
- Changed the tecuani’s claw and bite damage one die less.
Tecuani
Medium humanoid (tecuani), lawful neutral
Armor Class 15 (hide, shield)
Hit Points 13 (3d8)
Speed 30 ft., climb 20 ft.
Abilities Str 15 (+2), Dex 12 (+1), Con 10 (+0), Int 7 (-2), Wis 12 (+1), Cha 9 (-1)
Skills Athletics +4, Stealth +3
Senses darkvision 60 ft., passive Perception 11
Languages Tecuani
Challenge 1/2 (100 XP)
Keen Smell. The tecuani has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tecuani moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the tecuani can make one bite attack against it as a bonus action.
Actions
Multiattack. The tecuani makes two attacks: one with its javelin and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/100 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Tecuani Chieftain
Medium humanoid (tecuani), lawful neutral
Armor Class 14 (hide)
Hit Points 33 (6d8 + 6)
Speed 30 ft., climb 20 ft.
Abilities Str 17 (+3), Dex 14 (+2), Con 12 (+1), Int 9 (-1), Wis 12 (+1), Cha 10 (+0)
Skills Athletics +5, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 11
Languages Tecuani
Challenge 2 (450 XP)
Keen Smell. The tecuani has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tecuani moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tecuani can make one bite attack against it as a bonus action.
Actions
Multiattack. The tecuani makes three attacks: two with its glaive and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Glaive. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Reaction
No Sell. The tecuani can use its reaction to ignore damage from a nonmagical attack that deals bludgeoning, piercing, or slashing damage. When it does so, the damage it takes from the attack is reduced by 12 (1d10 + 7).
Tecuani Brujo (Bruja)
Medium humanoid (tecuani), lawful evil
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., climb 20 ft.
Abilities Str 9 (-1), Dex 12 (+1), Con 10 (+0), Int 9 (-1), Wis 14 (+2), Cha 16 (+3)
Skills Deception +5, Religion +4, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Infernal, Tecuani
Challenge 4 (1,100 XP)
Keen Smell. The tecuani has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tecuani moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 9 Strength saving throw or be knocked prone. If the target is prone, the tecuani can make one bite attack against it as a bonus action.
Spellcasting. The tecuani is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:
- Cantrips (at will): fire bolt, mage hand, minor illusion
- 1st level (4 slots): disguise self, fog cloud, witchbolt
- 2nd level (3 slots): detect thoughts, invisibility, levitate
- 3rd level (2 slots): clairvoyance, fireball
Sorcery Points. The tecuani has 5 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
- Empowered Spell. When the tecuani rolls damage for a spell, it can spend 1 sorcery point to re-roll up to 3 damage dice. It must use the new rolls. The tecuani can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
- Quickened Spell. When the tecuani casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) piercing damage.
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) slashing damage.
Tecuania Playable Race
Interested in bringing tecuani as a playable race into your Dungeons & Dragons Fifth Edition campaign setting? Be sure to check them out over on my Patreon page.
Tecuani playable race for Dungeons & Dragons Fifth Edition.
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