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Title Page Tenochtitlan by chamakoso
Page 4 Aztec Warrior (Comm) by Kate-Venom
Page 5 "Axolotl Druid" by SD Nemec
Page 6 Tallon the Fruit Bat by Diniece Henderson
Page 7 Aztec zombie by Sveta Kudakova
Page 8 Huitzilopochtli by Israel Perez
Page 9 "Quetzalcoatl Trial" by Lucas Parolin
Page 11 Huixtocihuatl by Jonathan Higareda
Page 12 Aztec Warrior by Henry TheMouthArtist
Page 14 Xipe Totec by Moises Tabares
Page 15 Tezcatlipoca by Feig Felipe Pérez
Page 16 Cihuateteo by CESA83
Page 22 Map of Teotlalli by RiverNote
Page 28 Ahuizotl by David Romero
Page 29 Amoxoaque by CarloMoran
Page 30 La Llorona by Adam Duff
Page 31 Dragon Chronicles - Swamp Serpent by Robert Crescenzio
Page 32 Ehecacoatl by Ah-Puch-Zegno
Page 33 MYL Card Illustrations by Tatii Lange
Page 35 Obsidian Golem by Canada-Guy-Eh
Page 36 Quinametzin the Aztec giant by Krzysztof Porchowski Jr
Page 37 Will O`Wisp by Raquel Rubio
Page 38 Tliltcoatl by Boris Otaegui Alchao
Page 39 Yoaltepuztli by verreaux
Table
of Contents
Chapter 1: Character Options..........pg.4
Human...............................................................................................4 Atlateca - Triton ...............................................................................4 Oceloteca - Tabaxi...........................................................................4 Dragonborn Variant: Quetzalteca................................................5 Tototeca - Aarokocra.......................................................................5 Cipacteca - Lizardfolk.....................................................................5 Axoloteca...........................................................................................6 Tzinacanteca - Batfolk.....................................................................7 Ozomalteca - Monkeyfolk...............................................................8
Chapter 2: Subclasses.......................pg.9
- Barbarian Primal Path of the Hummingbird........................9
- Bard Subclass: College of the Feathered Serpent............10
- Cleric Domain: Parenthood Domain....................................11
- Martial Subclass: Cuauhocelotl.............................................12
- Monastic Tradition: Way of the Flayed Lord.......................14
- Roguish Archetype: The Smoking Mirror...........................15
- Warlock Patron: The Cihuateteo..........................................16
Chapter 3: Spells............................pg.17
Chapter 4: Magic/Mundane Items......pg.20
Chapter 5: The Teteo......................pg.24
Chapter 6: Monsters of Teotlalli....pg.28
Character Options
Human
Humans in Teotlalli are descendants of the people that came before them after their bones were saved by Mictlantecuhtli and were used to make the humans of the 1st, 2nd, 3rd, 4th, 5th Suns. The humans are stronger than their 5th sun ancestors they received a gift from the teteo called
Humans in Teotlalli
The humans in Teotlalli live separately depending on their beliefs. Those in the West follow the mortal descendant of Quetzalcoatl and his belief to learn from nature and apply it to the short life that is had.
People in the South follow the descendant of Huitzilopochtli who believe in the sustenance of life through sacrifice by blood however they follow a protocol and guidelines of sacrifices.
To the North the people follow the descendant of Tezcatlipoca who rules with mystery and intrigue. A puppet on the throne of lies and conflict while the puppet master pulls the strings.
Lastly the East is home to the descendant of Xipe Totec and the people are united like flower petals to the bud.
Names
People in Teotlalli get their names from the day they were born. Because some days are considered unlucky parents had ways to fudge the exact date to get a more suitable name. They would get names that corresponds to their calendar.
For example in the Faerunian Calendar a person if was born on the 16th of Uktar(November) then the child would get a name Chicuacen Malinalli (Six Grass) To explain this further I will make another section of this PDF in the near future.
Finally a few days after their birth infants would get a personalized name boys would get names that correspond to their standing in society or get named after objects and personality quirks. Female infants would get girlish names like that of flowers or jewelry.
Male Names. Atl, Coyotl, Cuetzpalli, Cuetlachtli, Cuauhtemoc, Cualli, Cuauhtli, Eztli, Ichtaca, Icnoyotl, Ihuicatl, Itotia, Ixtli, Izel, Ohtli, Patli, Tenoch, Tochtli, Toltecatl, Xipil, Xiuhcoatl, Yaotl, Yolotli, Zolin, Zuma,
Female Names. Ahuic, Amoxtli, Anacaona, Apozanolotl, Atlacoya, Atlatonin, Chipahua Cihuaton, Citlalic ,Cozamalotl ,Cuicatl, Huixtocihuatl, Necahual, Ohtli, Quetzalli, Tlachinolli, Tozi, Zyanya
Atlateca - Triton
Atlateca (People of Water) are the children of Tlaloc and Chalchiuhtlicue and reside usually by the seaside or under the water, Atlateca are highly intelligent and in some ways more advanced than humans and thanks to being children of water spirits they have the ability to manipulate water as they see fit making them excellent water magic casters.
Born from Tlalocan
The Atlateca are born from the souls of humans and are transformed by the rain spirits. They are born with the intuition and love of Chalchiuhtlicue and the rage and gluttony of Tlaloc. Not only do they take humanoid form they also gain the ability to breathe underwater to the blessing of the parental Teteo.
Atlateca see humans as advanced and the humans see the Atlateca just as advanced So they often come together to make tools, weaponry and great architecture to their Teteo. It is common to see both humans and Atlateca to coexist in certain cities.
To the North, They are unfortunately shunned and mistreated due to the natives living in most wooded areas.
To the South they are respected just as they to their parental teteo and helped made the city that floated on top of the Great Lake.
To the East they live in mutual harmony and teach other races their ways though there are few and far between.
To the West Atlateca are the majority living in most of the cities.
Oceloteca - Tabaxi
Oceloteca are just as mysterious as their birth however according to legend Tezcatlipoca came down to Teotlalli and possesed his human champion and soon his champion grew fur and claws. Days later his head morphed into that of a jaguar and soon the champion of Tezcatlipoca impregnated the local population and gave birth to the Oceloteca.
The Oceloteca can be curious to their surroundings and tend to wander about the world searching for new experiences; however they are unfortunately the object to the other nations. While in the north where the decendant of Tezcatlipoca lived they live in harmony with most races however in the south they are usually killed on the spot due to the pelts being so similar to that of jaguars.
Dragonborn Variant: Quetzalteca
Born from the blood of Quetzalcoatl they walk the lands with grace and a radiant aura. The Quetzalteca are made in the image of Quetzalcoatl and are believed to be the voices of their great father. It is rare to see one and the majority of the Quetzalteca live in the West where they are close to their parent teotl Quetzalcoatl.
Ability Score Increase. Your Strength, Wisdom, and Charisma scores each increase by 1.
Flight of Quetzalcoatl. Thanks to your spiritual parentage you gain the ability to sprout magical feathers giving you a flying speed of 30 feet for 10 minutes. After you use this feature you cannot do so again after a short or long rest.
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.
Presence of the Feathered Serpent. You have a knack for peaceful diplomacy regardless of others race, religion or creeds. When you make a Charisma(Persuasion) check you can do so with advantage. Once you use this trait, you can’t do so again until you finish a short or long rest.
Aztec Warrior by Kate-Venom
Link by Kate-Venom
Tototeca - Aarokocra
The Tototeca are Creations of Ehecatl and were conceived by taking various birds such as hummingbirds, eagles, turkeys and quail. The Tototeca have a bit of history being the 2nd race made in the world of Teotlalli and have Been at war with humans 4 centuries however, they have grown to understand one another and some Tototeca have taken other humans under their wing he shows them the ways of war.
Cipacteca - Lizardfolk
The Cipacteca are crocodile-like people made from the blood of Cipactli. Depending on the legend it is said that the spilled blood of Cipactli during the fight between him and Mixcoatl caused the blood to give birth to the Cipacteca. Although they were born from Cipactli they do not share the same idea with their Father they do and like to visit civilization helping them to make weapons for them. The teotl Xipe Totec has seen them and gave them the gift of making makeshift weapons from other living creatures that wander the lands of Teotlalli.
Axoloteca
Born from the blood of the pychopomph teotl Xolotl and construction of broken human bones from Mictlan. The Axoloteca are curious and just like their parent deity tricksters.
Born from the Bones of Mictlan
Xolotl had taken some broken bones from Mictlantecuhtli. Once Xolotl had climbed his way out of the underworld he took an axolotl and began to transform the bodies of axolotl and made them humanoid though they were much shorter than the average human. They can grow up to 3 to 4 feet in height and weigh up to 60 pounds.
Axoloteca Traits
Your Axoloteca character has the following traits.
Ability Score Increase. Your Constitution score increases by 2.
Age. Axoloteca mature very fast, as a result they mature at the age of 5 years and live up to 40 to 50 years.
Alignment. Due to their parental deities they lean towards chaotic alignments though some can be raised to be neutral.
Size. Axoloteca can grow up to 3 to 4 feet in height and weigh up to 60 pounds. Your size is small.
Speed. Your base walking speed is 25 feet. You also have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Languages. You can speak, read, and write Common, Aquan, and one extra language of your choice.
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.
Natural Regeneration. When you benefit from a short or long rest, you regain hit points equal to your highest hit die for free, even if you do not spend any hit die during that rest.
Blessings of Xolotl. Due to your parental deity being a god of diseases you advantage on Constitution saving throws.
Magical Antenna. You can use your antenna as a spellcasting focus.
Ezzo
Ability Score Increase. Your Strength score increases by 1.
Hardened Tail. You possess an abnormally large and muscular tail that you can use in battle. As a bonus action, you can use your tail to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Spitting Blood. While you are grappled or when you get hit with a melee attack as a reaction you can spew a gooey substance that looks like blood. The target must make a Dexterity saving throw. On a failed save the target is covered in acid for 1 minute or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns. The damage increases to 4d4 at 6th level, 5d4 at 11th level, and 6d4 at 16th level.
Once you use this trait, you can’t use it again until you complete a short or long rest.
Tle
Ability Score Increase. Your Charimsa score increases by 1.
Xolotl’s Fire. Due to you being a child of Xolotl you gain resistance to fire damage.
Antenna of Flames. Being a child of the god Xolotl you gain the ability to use one of his supernatural fire abilities. You know the firebolt cantrip. When you reach 3rd level, you can cast the Burning Hands spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flaming Sphere spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Huiteco
Ability Score Increase. Your Intelligence score increases by 1.
Xolotl’s Lightning. Due to you being a child of Xolotl you gain resistance to lightning damage.
Lightning Rod Antenna. Being a child of the god Xolotl you gain the ability to use one of his supernatural lightning abilities. You know the Lightning Lure cantrip. When you reach 3rd level, you can cast the Witch Bolt spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Dragon's Breath(Lightning variant) spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Axolotl Druid by SD Nemec
Tzinacanteca - Batfolk
The Tzinacanteca are bat-like people made by Itzpapolotl from taking butterflies and ripping off their wings and replacing them with obsidian glass shards. Afterwards she took a piece of her hair and gave it to them and now they have hair on their bodies. Finally picking off a giant fruit and feeding it and thus the Tzinahcantli were born.
Family Stick Together
Tzinacanteca just like their animal counterparts have a sense of community and care for one another. Even if a Tzinacanteca pup's family is killed by humans or nature, another group of Tzinacanteca will take the pups in and raise them as their own no matter the circumstances.
Physical Appearance
Due to their abnormal size some races in Teotlalli might find Tzinacanteca terrifying from afar but up close they are friendly. People have mistakenly killed Tzinacanteca due to their shadow in the moonlight so most Tzinacanteca tend to keep their distance and worry about themselves in their group. Adult Tzinacanteca grow up to be 4 to 5 feet tall upright and weigh about between 60 and 65 pounds. Their fur comes in blacks and browns, though very rarely they come in snow white fur.
Tzinacanteca Traits
Ability Score Increase. Your Wisdom score increases by 2.
Age. Tzinacanteca have relatively short life spans maturing at 10 years old it's very rare to see one live over 60 years
Alignment. Tzinacanteca usually look out for each other even those who are from a different colony. They tend to lean more Lawful Good to Neutral Good.
Size. You are between 4 to 5 feet tall and weigh about 90 to 120 lb. Your size is small.
Speed. Your base walking speed is 30 feet.
Flight. You gain a flying speed of 30 feet while you aren't wearing medium or heavy armor.
Languages. You can speak common and undercommon however you cannot read nor write.
Screech. Unless deafen, you can use your bonus action to emit a high-pitch Screech to detect illusion and invisible creatures or objects within 30 feet of you with wisdom( perception) checks instead of investigating them physically.
Blindsight(5ft.) At close range your echolocation is extremely precise, granting you blindsight at a very short distance
Vampire Bat
Ability Score Increase. Your Dexterity score increases by 1.
Stealthy Flight While Flying you have advantage on stealth checks.
Pounce. You can leap 10 feet straight toward a creature and then make a melee bite attack on the same turn, on a hit you deal 1d6 piercing damage + your dexterity modifier and heal half as much damage (rounded up) you dealt to the target.
Fruit Bat
Ability Score Increase. Your Charisma score increases by 1.
Emergency Food. You can cast Goodberry once per long rest without expending a spell slot.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Tallon the Fruit Bat by Diniece Henderson
Ozomalteca - Monkeyfolk
The Ozomalteca are a monkey race and the previous people of the 2nd Sun and hold a grudge on Tezcatlipoca on changing their physique and their way of life. Quetzalcoatl is the only god from the pantheon that they respect and see his creation the Quetzalteca as equals. As for Tezcatlipoca’s Oceloteca they see them as bitter enemies as they remind the Ozomalteca of Tezcatlipoca and will not hesitate to drag them to human civilization to brand them as criminals to be sacrificed.
Ozomalteca Traits
Ability Score Increase. Your Strength score increases by 1.
Age. Ozomalteca live short lives up to 30 to 45 years if they are lucky.
Alignment. Most Ozomalteca are of the chaotic alignments; however, very few lean towards Neutral or Neutral good alignments.
Size. Ozomalteca stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 35 feet and has a climbing speed of 30 feet.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spider
Ability Score Increase. Dexterity score increases by 2
Nimble Feet. You can take the Disengage or Hide action as a bonus action. You can't use this feature again until you finish a short or long rest.
From Tree to Tree. You gain proficiency in the Acrobatics and the Athletics skills.
Howler
Ability Score Increase. Constitution score increases by 2
Mockery of the Gods. You gain the Vicious Mockery cantrip. Charisma is your spellcasting modifier for it.
Song of Ozomatli. When you reach 3rd level, you can cast the shatter spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the thunder step spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn’t require material components. Charisma is your spellcasting ability for these spells.
Aztec zombie by Sveta Kudakova
Subclasses for Teotlalli
Barbarian Primal Path of the Hummingbird
When it came to the people of Teotlalli no warrior was more intimidating than a man who took the Path of the Hummingbird. Barbarians who go down this path do so with pride. To be a manifestation of Huitzilopochtli is an honor and a privilege to be one with war.
Aura of Huitzilopochtli
When you choose this path at 3rd level, you can take on aspects of Huitzilopochtli when you rage. Your eyes burn with a bright white light, the air swirls around you with faint screaming. When enraged you send a flash of bright light in a 15 foot radius. You can choose up to a number of creatures based on your constitution modifier that are immune to the flash. Targets within range must succeed a Constitution saving throw.
DC = 8 + proficiency bonus + Wisdom modifier
On a failed save creatures within range take 3d6 fire damage and are blinded for one minute and at the end of the targets turn they can repeat a constitution saving throw to not be blinded . On a successful save the creature takes half as much damage and is not blinded.
Huitzilopochtli by Israel Perez
Screams of Death
At 6th level, you can unleash the scream of a hundred death whistles as you enter the fray. When you roll initiative while you aren't surprised or incapacitated, you can use your reaction to unleash a volley of haunting screams. Every hostile creature within 60 feet of you must succeed on a Wisdom saving throw.
DC = 8 + proficiency bonus + Wisdom modifier
On a failed save, hostile creatures are frightened of you until the end of their next turn.
Flight of the Hummingbird
At 10th level, While enraged you can call upon Huitzilopochtli as an action to give you wings of an hummingbird. While in this state your flying speed is 30 feet. Once you have used this feature, you cannot do so again until you rage again. If you are a race that has a fly speed your flight increases to an additional 15 feet.
Serenity of Huitzilopochtli
At 14th level as an action, you let out a roar of Huitzilopochtli’s might turning everything around you into a brilliant white. A spectral puddle forms around you and a cactus grows in the middle then a white eagle perches unto the cactus with a serpent in its mouth. A 45 foot radius is centered around you and is considered difficult terrain to creatures that are hostile towards you meanwhile allies gain double their movement speed while they are in range.
Once you use this feature can't so again until a long rest.
Bard Subclass: College of the feathered Serpent
Bards in this College are followers of Quetzalcoatl and are taught under their school called a Tepozcalli in the class of The Feathered Serpent. Bards who join this college are usually teachers, scholars, and poets. They are to be a reflection of the god Quetzalcoatl and show the populace that they are indeed a disciple of the Feathered Serpent. However; just like a warrior in the battlefield they must be quick with their words and their feathered pens.
Knowledge of the Feathered Serpent
Starting at 3rd level, expertise in 2 skills of your choice and you gain proficiency in one type of artisans tools or two languages of your choice.
Shield of Quetzalcoatl
At 3rd level as an action you create a strong vortex of air with a 15 foot radius which hovers around a creature of your choice within range, granting the target a +2 bonus to AC for the duration, and you gain resistance to either thunder, or bludgeoning damage (Your choice) for one minute.
In addition, you can cast Warding Wind alongside using this feature without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Quetzalcoatl’s Flight
At 6th level you can expend one use of your Bardic Inspiration to feel the winds of Quetzalcoatl flowing through you making you and your friends feel quicker and more agile. As a bonus action you can expend your bardic inspiration to dash, disengage or hide. When you give a target an Bardic Inspiration they gain the benefits of Quetzalcoatl’s Flight.
Additionally, You can choose a number of creatures equal to your charisma modifier within 30 feet of you to fly to an unoccupied space within 60 feet as a reaction without provoking opportunity attacks.
Inquiry of the Feathered Serpent
At 6th level you have gained the insight of Quetzalcoatl, accessing knowledge of your opponent. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense if it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Manifestation of Quetzalcóatl
At 14th level as an action you grow wings that can soar through the sky. You gain flying speed is 60 feet this effect lasts for 5 minutes.
Additionally, as a bonus action you can flap your wings to create three strong miniature tornadoes within 30 feet that you can see within range and as a bonus action move them up to 30 feet. Any target caught in the path of the tornadoes must make a strength saving throw against your spell save DC. On a failed save, the creature takes 7d8 bludgeoning damage and is pushed 20 feet away from the tornado. On a successful save, the creature takes half as much damage and isn't pushed.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
"Quetzalcoatl Trial" by Lucas Parolin
Cleric Domain: Parenthood Domain
Clerics who take this domain embody the caring and nurturing side of raising a family. In this domain there are mostly women than men due to not many Teotl embodying fatherhood. If you are playing a male cleric of this domain, Ce Acatl Topiltzin Quezalcoatl would be a patron to you.
Bonus Proficiencies
At 1st level, you gain proficiency in the Nature and Survival skills. Additionally, you can add your Wisdom modifier to any Intelligence (Nature) check concerning common plants, their uses, or their ailments.
Bonus Cantrip
At 1st level you gain Spare the Dying cantrip if you don't have it already.
Welcome Guest
When you choose this domain at 1st level, identifying yourself as a cleric of motherhood makes you a welcome guest in any rural community. When in a non-hostile community, its residents are happy to freely provide food and lodging equal to poor conditions for yourself and up to four others. In addition, you add double your proficiency bonus to Charisma(Persuasion) checks and Wisdom (Insight) checks when interacting with common folk, such as farmers, laborers, and simple craftsmen.
Channel Divinity: Blessings of Tonatzin
Starting at 2nd level, as an action, you can use your Channel Divinity to bolster your allies. All creatures of your choice, within 30 feet of you, gain a number of temporary hit points equal to your cleric level. These temporary hit points last until the creature finishes a short rest.
Channel Divinity: Parent’s Comfort
Starting at 6th level, you can use your Channel Divinity to rid creatures of ongoing, debilitating conditions. As an action, you generate a burst of rejuvenating energy in a 30-foot radius centered on you. All creatures of your choice within the area, are cured of one of the following conditions or afflictions; one disease, the blinded, deafened, paralyzed, or poisoned condition
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Family Always Comes First
At 17th level your parental instincts kick into overdrive giving you the ability to save the ones you consider family. When an ally is reduced to zero hit points within 60 feet that you can see you teleport to an unoccupied space within 5 feet of that ally. Any attacks made against you or your fallen ally are made with disadvantage and saving throws used against you are made with advantage. At the start of your next turn when you heal your ally you heal them with double the amount rolled. Once you use this feature you cannot do so again after a long rest.
Huixtocihuatl by Jonathan Higareda
Martial Subclass: Cuauhocelotl
Bravado.
When a creature targets you with a melee weapon attack You can use your reaction to attempt to demoralize your opponent. When you do so you give the creature advantage on the hit. If the target does not reduce you to 0 hit points the target must make a wisdom saving throw
DC = 8 + proficiency bonus + Charisma modifier
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Cuauhocelotl Order.
At 3rd level, you undergo the rituals and tests required to join a cuauhocelotl order. Choose one of the following cuauhocelotl orders:
Coyotl: Cleverness and opportunism rank among the coyote cuauhocelotl’s prized traits, while discretion may be the better part of valor under less-thanideal circumstances. Despite the preceding philosophy, abandoning a friend during combat disgraces the order. Spying also comes naturally to the wily coyote. You have advantage on Dexterity (Stealth) checks made while wearing light or no armor.
Cuauhtli: Keen observation rather than rash reactions win the day. Eagle cuauhocelotls take in their surroundings and then carefully assess every situation. Withdrawal is an acceptable alternative when faced with a superior adversary. An impulsive action that imperils others violates the eagle cuauhocelotl’s core values. Eagle cuauhocelotls see what others miss. You have advantage on Wisdom (Perception) checks that rely on sight.
Ocelotl: Preparation is more important than participation. The always calculating jaguar determines when and where to fight. When the time and place are ideal, there can be no surrender nor retreat. With experience, the jaguar cuauhocelotl’s predatory senses and agility greatly improve. You have advantage on Strength (Athletics) checks and Dexterity (Acrobatics) checks made to climb a surface or maintain your balance on a narrow surface.
Coatl: None can defeat you except yourself. Pain offers the path to vanquishing fear. The serpent’s scales must be pierced to reveal the cuauhocelotl’s true mettle. When the serpent conquers fear, anything becomes possible. Absent the trepidation of failure, trickery and treachery hold the keys to victory. These cuauhocelotls undergo a gruesome scarification ritual that transforms you into a fearless soldier. You have advantage on saving throws against being frightened.
Once you select a Cuauhocelotl order, you cannot change it. If you commit a transgression that violates the tenets of your order, such as displaying cowardice on the battlefield, you do not gain any additional cuauhocelotl order features until you make amends for your sin by redeeming yourself in battle or through magical redemption such as a wish or similar magic.
"Aztec Warrior by Henry TheMouthArtist
Improved Cuauhocelotl Order.
At 7th level, your Cuauhocelotl order bestows the following additional benefits.
Coyotl: You learn to attack in the manner of your beastly namesake. You have advantage on an attack roll against a creature if at least one of your allies is within five feet of the creature and the ally is not incapacitated. You may use this feature once on each of your turns.
Cuāuhtli: Your visual senses detect the minutest details. You do not suffer disadvantage on attack rolls made against an unseen target, and unseen targets do not have advantage on attack rolls made against you.
Ocelotl: You develop the hunting skills of a predatory cat. If you move at least 20 feet straight toward a creature and then hit it with a melee attack, that target must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Coatl: You speak with forked tongue and can twist words beyond recognition. You have advantage on Charisma (Deception) checks made to tell lies or disguise yourself. Additionally, you have advantage on saving throws against being charmed and against spells and effects where a creature automatically succeeds on its saving throw if it cannot be charmed, such as compulsion and suggestion.
Sacrifice to the Gods
At 10th level, When you kill a creature with a melee weapon, you can rip out its heart (or equivalent) to give to your patron deity. They are pleased by this display and heal you 4d6 + your proficiency bonus amount of hit points. This feature does not work on Constructs, Oozes, Elemental, Swarms, or other creatures without a heart. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Higher Orders.
At 15th level, you become one with your order, reaching the zenith of your orderly powers. Each order gains the following abilities:
Coyotl: You can skulk into the background, allowing you to quickly disappear from sight. You can use the Hide action as a bonus action on your turn.
Cuauhtli: Your visual acuity reaches unprecedented heights. You automatically know the exact location of any invisible creature that ends its turn within 10 feet of you, though you still cannot see it.
Ocelotl: You master the ability to run down your prey. While wearing light or no armor, your speed increases by 10 feet.
Coatl: Antibodies course through your veins, granting you immunity against poison damage.
Manifestation of the Order
Starting at 18th level, you can take the abilities of the order you have chosen at 3rd level.
Coyotl: You learn the tricks of a coyote. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Cuauhtli: You grow wings of an eagle and gain a flying speed of 30 feet. Additionally you can leave a creature's attack range without provoking attacks of opportunity.
Ocelotl: You gain the claws of a jaguar and as an action you can pounce onto a target that you can see within 20 feet then hit it with a melee attack on the same turn.
Coatl: You grow scales that harden at will. Your armor class is increased by 2 and
Monastic Tradition: Way of the Flayed Lord
After training with the Flayed Monks you mastered the way of stretching your skin to bizarre and disturbing lengths to most but for those who go this route it is a true honor for Xipe Totec. In addition to your bizzare loose skin you are also able to manipulate nature and metal alike. Growing maize on your back and heating metal without the use of a fire.
Arts of our Flayed Lord
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Entangle, Snare, Barkskin, Earthbind, Heat Metal, or Spike Growth without providing material components. Additionally, you gain the Thorn Whip cantrip if you don’t already know it.
Maize o’Plenty
At 6th level during a short or long rest you can plant seeds of maize into your skin; afterwards it sprouts into 1d4 + 2 Good Kernel plants and each plant carries 5 cobs of maize healing you for 5 hit points for each cob for 1 minute.
Additionally, you can cast the Goodberry spell by spending 1 ki point.
The Lords Cactus Thorns
At 11th level when you burn a ki point to activate a flurry of blows you can spend another ki point to quickly grow magical cactus thorns from your knuckles. For each attack hit the target takes 1d8 piercing damage and 1d10 poison damage.
Wrath of the Flayed Lord
At 17th level you invoke the wrath of Xipe Totec making your opponents feel pain they wish they have never felt. Skin feeling as it is being flayed and as if cactus thorns are piercing your heart and lungs and in death will sprout new life such is the way of Xipe Totec.
As part of any attack you make with a monk weapon or unarmed strike against a target creature you can see, you can implant a virulent seed of the flayed god inside that creature. This seed gradually grows inside the body of the target, causing the creature to feel as if it is being flayed alive. At the start of each of its turns, the target makes a Constitution saving throw against your ki save DC. On a failed save, the target suffers 1d10 piercing damage and 1d10 slashing damage. This damage ignores any resistances to those damage types. This effect lasts for 1 minute, or until the target succeeds on a Constitution saving throw to end the effect on itself. You may use this feature once, and regain its use after finishing a long rest or until you spend 10 ki points.
Xipe Totec by Moises Tabares
Roguish Archetype: The Smoking Mirror
You learn the way of the roguish Tezcatlipoca which will bless you with a few abilities.
Tezcatlipoca's Sight
When you choose this archetype at 3rd level you have Darkvision. You can see in dim light within 90 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. If you are playing a race that has darkvision you gain additional 30 feet of darkvision.
Pounce of The Smoking Mirror
At 3rd Level You gain the strength of the jaguars of Tezcatlipoca surprising your enemies when they least expect it. You are able to pounce onto a target that you can see within 20 feet then hit it with with a melee weapon attack on the same turn, that target must succeed on a Strength saving throw
DC = 8 + your proficiency bonus + your Strength/Dexterity modifier (Your Choice)
or be knocked prone. If the target is prone, you can make an attack against it as a bonus action.
Eyes of the Smoking Mirror
Starting at 9th level, an action you can emanate a 30ft radius dark fog centered on yourself. The cloud moves with you and its area is considered heavily obscured. The dark fog lasts for 1 minute. Once you have used this ability, you cannot do so again until you complete a short rest.
Tezcatlipoca’s Seduction
At 13th level, you learn to infuse innocent-seeming words with an enchanting magic that can inspire lust in even the most loyal hearted individuals. If you speak to a humanoid alone for at least 1 minute, you can attempt to seed indecent thoughts into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw
(DC = 8 + your proficiency bonus + your Charisma modifier)
or be charmed by you or another creature of your choice. The target is charmed in this way for 24 hours, until it is attacked or damaged. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this feature, you can’t use it again until you finish a short or long rest.
Avatar of Tezcatlipoca
At 17th level as an action you transform into an avatar of Tezcatlipoca. Your eyes shine a brilliant lunar yellow and your skin turns into a nightly black. You grow claws and fangs of a jaguar. You gain the following benefits.
- The instant you transform, other creatures within 15 feet of you that can see you must each succeed on a wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action.
- When you are in dim light or darkness, as a bonus action you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
- Summon a 7th level Shadowblade lasts for a minute, no concentration required.
- Because of your jaguar like claws, you have a climbing speed of 30 feet. In addition, your claws are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. On hit, you deal slashing damage equal to 3d4 + your Strength modifier.
Once you use this trait, you can’t use it again until you finish a long rest.
Tezcatlipoca by Feig Felipe Pérez
Warlock Patron: The Cihuateteo
Expanded Spell List
The cihuateteo lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Cihuateteo Expanded Spells 1st dissonant whispers, heroism 2nd blindness/deafness, moonbeam 3rd bestow curse, speak with dead 4th confusion, phantasmal killer 5th contagion, dream
Midwife.
At 1st level, you gain proficiency with Medicine from your experience and knowledge of childbirth.
Transference of Motherly Woes
Starting at 1st level, your patron grants you the ability to transfer the profound melancholy of loss onto other creatures. As an action, choose one creature you can see within 30 feet of you and the target must succeed on a Wisdom saving throw against your warlock spell save DC to avoid succumbing to crippling sadness. On a failed saving throw, the target has disadvantage on attack rolls, while attack rolls made against the target have advantage. In addition, the target cannot speak or communicate with other creatures in a meaningful way. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Transference of Motherly Suffering
Starting at 6th level, your patron grants you the ability to transfer the agonizing pain of childbirth onto other creatures. As an action choose one creature you can see within 30 feet of you and the target must make a constitution saving throw against your warlock spell save DC to to avoid becoming wracked by excruciating muscle contractions and spasms. On a failed save, the target’s speed is dropped to zero, it has disadvantage on attack rolls, ability checks, and Dexterity saving throws, and it cannot use reactions. On its turn, it can use either an action or a bonus action, but not both. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends.
Troubled Thoughts.
At 10th level, horrific images and ideas troubling to most others swirl through your consciousness, making you gain resistance to psychic damage and immune to being frightened. In addition, when another creature attempts to possess you, read your thoughts, or telepathically communicate with you, that creature must succeed on a Wisdom saving throw against your warlock save DC or become frightened until the end of its next turn, regardless of whether you successfully saved against the triggering effect.
Call of the Cihuateteo
Starting at 14th level You can let out a scream of pain and sorrow that frightens the souls of even the bravest of warriors. As an action you create phantoms of the cihuateteo with the visage of the creature's mother equal to your charisma modifier you then choose creatures within 60 feet of you. The chosen creatures must make a wisdom saving throw against your warlock spell save DC. On a failed save the target is overwhelmed with dread and sorrow and is considered paralyzed and takes 5d6 psychic damage. On the start of their turn they can reroll their save and on a success they are no longer paralyzed. On a successful saving throw the target takes 3d6 psychic damage. Once you use this feature you must complete a short or long rest.
Cihuateteo by CESA83
Spells
Bee Swarm
1st-level Conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (a drop of honey)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger, Sorcerer, Wizard
- Subclasses: Nature Cleric, Oath of the Ancients Paladin
You shoot angry bees from your fingertips in a 30 by 5 foot line. Each creature in that area must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Hummingbird’s Strike
4th-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Ranger, Sorcerer, Wizard
- Subclasses: Nature Cleric
You summon spectral hummingbirds that fly towards your target with sharp beaks. On a hit, the target takes 3d10 piercing damage. Additionally the hummingbird then digs into the target's body reaching into their soul dealing 3d6 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.
Hunger of Cipactli
4th-level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Teeth of a crocodile)
- Duration: 5 minutes
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
You call upon the spirit of Cipactli and a pool of water appears full of crocodiles born from Cipactli. A 20-foot-radius sphere of darkness and bitter cold waters appears, centered on a point that you can see within range and lasting for the duration. These waters are filled with the crocodiles and a snapping noise that can be heard up to 30 feet away. Creatures that are caught in the radius must make a dexterity saving throw. On a failed save you are blinded until you use your action to wipe the muck that lurks in the waters. The lake is filled with pitfalls and branches to entangle creatures and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 piercing damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take another 2d6 piercing damage.
Itztlacoliuhqui's Shivering Smite
5th-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: : V
- Duration: Concentration, up to 1 minute
- Classes: Paladin
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon begins to form ice crystals. On hit attack deals 3d10 cold damage and must make a constitution saving throw. On a failed save the wound becomes frostbitten and the target goes into a uncontrollable shiver with the same effects as the Seizure disease.
For the duration, an affected creature makes another saving throw at the end of each of its turns. It takes 1d10 cold damage on a failed save, or the spell ends on a successful one.
Itzpapalotl's Obsidian Shield
3rd-Level Abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
- Subclasses: Arcane Trickster Rogue, Artillerist Artificer, Battle Smith Artificer, Eldritch Knight Fighter, Hexblade Warlock
You extend your arms to the side and obsidian wings appear to shield you from in coming projectiles. While in this shield you have a +5 to your AC and when you are hit with a melee or ranged attack you can use your reaction to shoot out shards of obsidian at your target. The target must make a dexterity saving throw or take 4d6 slashing damage.
Jaws of the Jaguar
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Teeth of a jaguar)
- Duration: 1 minute
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
You create a set of spectral jaguar jaws that streak toward and attack a chosen creature. On a successful ranged spell attack, the creature takes 3d6 piercing damage and it must make a Strength saving throw or be knocked and held prone. The creature makes a new saving throw at the start of each of its turns, and on a success, it breaks free and the spell ends.
Mictlantecuhtli’s Wave of the Dead
6th-level Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid, Ranger, Warlock
- Subclasses: Aberrant Mind Sorcerer
You summon hordes of undead charging at anyone who dare oppose you. Creatures in a 45 foot radius must make a dexterity saving throw or take 7d8 necrotic damage and 2d6 bludgeoning damage or half as much on a successful one. Additionally, on a failed save creatures are grappled. On the start of their turn they can reroll their save. On a failed save they take an additional 2d6 bludgeoning damage and on a sucess they are no longer restrained from the hands of the dead.
Piedra Del Sol
9th-level Evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Small golden emblem of ***)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Sorcerer, Wizard
You sacrifice your soul to the current sun god and with their power allows you to engulf the area in their holy and radiant flames. Creatures within a 100 feet radius that are under 150 hit points are instantaneously obliterated regardless of resistances, immunities, or class abilities. Other creatures within range must make a constitution saving throw or take 150 fire damage on a failed save or half as much on a successful one.
Quetzalcoatl’s Spitting Venom
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You summon a spectral serpent that spit venom within 60 feet. On a hit the target takes 3d4 acid damage. The die improves at 6th(4d4) 11th(5d4) 17th(6d4) levels.
Quetzalcoatl’s Tempest
2nd-Level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
A powerful updraft capable of carrying creatures up in the air in a 25-foot radius starting from a point within range. Creatures that are medium or smaller in the area when you cast the spell must succeed on a Strength saving throw or be lifted 50 feet by the powerful updraft. At the beginning of the creature's turn they take fall damage and are knocked prone.
At Higher Levels. When you cast this spell for every two slot levels above 2nd. You can affect creatures one size category larger.
Scream of Death
3rd-level Evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, M (Death Whistle)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
You bring out a death whistle and with it you amplify the ominous shrieks. Ten creatures that you can see within range must make a wisdom saving throw or take 3d6 thunder and 3d6 psychic damage and are frightened for 1 minute. You can reroll the saving throw at the end of each round.
Steam of Temazcal
5th-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (Clay and fire wood.)
- Duration: 1 day
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Choose a 20-foot circle area on the ground within range. That area creates a dome made of clay with a entrance on one side that you choose and there is a fireplace inside in the middle of the dome. A creature that takes a short rest while inside the Temazcal can complete the short rest in half the time, and regains the maximum number of hit points possible from any hit dice it spends during the rest, rather than rolling. A creature that takes a long rest while bathing within the hot spring is cured of any diseases or poisons afflicting it, has its exhaustion level reduced by 2, rather than 1, and gains 10 temporary hit points. You can create a permanent hot spring by casting this spell in the same location every day for one year. When the spell ends, the dome is destroyed and is turned into dust.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points granted increases by 5 for each slot level above 4th.
Tezcatlipoca’s Rain of Jaguars
8th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (Claws and teeth of a jaguar)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
You throw the claws and teeth of jaguars into the air and spectral jaguars appear. Creatures in a 50 foot cube must succeed a Dexterity saving throw. On a failed save creatures in the area take 12d8 slashing and half as much on a successful one.
Tlachtli Curveball
2nd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A small piece of rubber)
- Duration: Instantaneous
- Classes: Bard, Druid, Ranger
You summon a spectral rubber ball and kick it to a creature within range. On a hit, the target takes 1d6 bludgeoning and 1d6 necrotic damage.
If you decide to kick the ball to an ally they can use their reaction to kick it to a creature within double the range. On a hit, the target takes 2d6 bludgeoning and 2d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage die increases by 1 for each slot level above 2nd.
Tlaloc’s Rain of Fire
6th-level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A charred piece of flesh.)
- Duration: Instantaneous
- Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
You point your finger towards the sky and a blazing heat envelops the area with hot burning coals coming out of the clouds. Each creature in a 60-foot-radius centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Xoc’s Regulate Temperature
2nd level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a drop of water or a chili pepper)
- Duration: 24 hours
You rub the items over your body as you were applying an ointment. Your body temperature can be cooled or warmed depending on your environment and have advantage on constitution saving throws under extreme weather.
Xochiquetzal’s Soothing Aroma
3rd-level Transmutation
- Casting Time: 10 Minutes
- Range: 300 feet
- Components: V, M (a petal from a Cempoalxóchitl)
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
You release a relaxing scent into the air. Every humanoid and giant within 300 feet that can smell the aroma must succeed on a Wisdom saving throw or be charmed until the spell ends. While charmed by the aroma, a target is incapacitated and ignores the other scents from other casters. If the charmed target is more than 5 feet away from the caster, the target must move on its turn toward the caster by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the caster, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
Magic/Mundane Items
Cozolli (Cradle)
Common item
A cradle that can be worn like a travelers pack. Commonly used to carry infants and small children.
Death Whistle
instrument, minor tier, common
As an action when you blow into this instrument creatures within 30 feet must make a DC12 wisdom saving throw or be frightened for 1 minute. On a successful save, creature are immune to the whistles effects for 24 hours.
Ethereal Death Whistle
Wondrous item, instrument, minor tier, uncommon
This Instrument has 3 charges. When you blow into this death whistle you can expend 1 charge to cast Speak with Dead.
Huitzilopochtli’s Xiuhcoatl
Legendary weapon, artifact
Huitzilopochtli’s Xiuhcoatl is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to celestials, fiends and undead. If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the weapon polymorphs into a large snake will attack the wielder.
Weapon’s Properties
Huitzilopochtli’s Xiuhcoatl has the following properties:
Fighting Spirit of Huitzilopochtli
While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, On a hit you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Spells
While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.
Sentience
Huitzilopochtli’s Xiuhcoatl is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common.
Personality
The weapon’s purpose is to bring ruin to Coyolxauhqui. Killing Coyolxauhqui’s worshipers, destroying the goddess' works, and foiling her machinations all help to fulfill this goal.
Itzpapalotl’s Fang
Legendary weapon, any sword
This blade is made of the fangs of Itzpapalotl herself. As you hold the blade you feel light as a butterfly. On a hit, the target takes damage from the weapon plus 4d6 radiant damage. When you land a hit the target must make a DC 18 constitution saving throw. On a failed save the creature is tagged with an aroma which will attract small insects to eat the creature from the inside out. This effect lasts for 5d4 rounds and at the end of the total rolled rounds the target is considered dead. To dispel this affect is to cast the lesser restoration spell.
Jar of Endless Salt
Rare item, major tier.
This jar with a symbol of a salt rock contains an endless amount of salt. The jar weighs 10 pounds.
You can use an action to remove the lid and speak one of three Command words, whereupon an amount of salt pours out of the flask. The salt stops pouring out at the start of your next turn. Choose from the following options:
• "Cup" produces 10 pounds of salt.
• "Jar" produces 50 pounds of salt.
• "Landslide" produces 100 pounds of salt that gushes forth in a landslide 30 feet long and 5 foot wide. As a Bonus Action while holding the jar, you can aim the landslide at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Macuahuitl
Common Item
Macuahuitl Martial Melee Weapon
Cost: 15gp
Weight: 2lbs
Damage: 1d8 Bludgeoning
Properties: Versatile (1d10)
Made from hardwood such as oak, this weapon resembles a long, flat paddle with obsidian or flint chips embedded into the weapon’s edges. The insertion of these incredibly sharp stones gives the weapon unmatched cutting power at the cost of increased fragility.
When you attack a creature with this weapon and roll a natural 20 on the attack roll, you score a critical hit as normal and the target must make a DC 13 dexterity saving throw. On a failed save a shard of obsidian pierces into the target's skin and takes 1d8 piercing damage at the start of each of its turns. Any creature within five feet can take an action to stanch the deep laceration with a successful DC 10 Wisdom (Medicine) check. The deep laceration also closes if the target receives magical healing
Mask of the Dead
Wondrous item, major tier, rare
When worn you can see the world between the material and the ethereal planes. This mask has 3 charges that you can use to cast the speak with dead spell while wearing this mask. The charges recharge at dawn.
Molcaxitl (Molcajete)
Common item
Used for grinding various food products.
Mictlantecuhtli's Staff
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.
The staff has 20 charges for the following properties. It regains 3d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Random Properties.
The Ruler of Mictlan's Staff has the following random properties:
- 1 minor beneficial property
- 1 major beneficial property
- 2 minor detrimental properties
The Guide of Itzcuintlan. Casts 'Faithful Hound', uses 4 charges.
Mountains of Tepectli Monamictlan. Creates a large shockwave emanating from the staff, the sound can be heard up to 120ft away. Every creature within the range must make a DC 17 Constitution Saving Throw or take 2d6 thunder damage. On a successful save you take half damage. This attack uses 1 charge at base and you can spend 1 charge to increase the damage by 1d6, to a maximum of 5d6.
The Path of Iztepetl. Obsidian spikes appear in a 30-foot line in front of you, the spikes last for 1 minute. The area with spikes count as difficult terrain and deal 2d4 piercing damage for every 5 feet traveled. This attack uses 1 charge at base and you can spend 1 charge to increase the damage by 1d4, to a maximum of 4d4.
Echoes of Cehueloyan. Casts 'Scream of Death', uses 3 charges.
Winds of Pancuetlacaloyan. Casts 'Whirlwind', uses 7 charges.
Hands of Timiminaloayan. Summons an invisible mage hand, you can use your action to throw an arrow from the hand, the arrow functions as a dart but deals 1d6 piercing damage. Casting the spell takes 1 charge and you may spend a charge to increase 1 attack by 1d6, to a maximum of 5d6.
Jaguars of Teocoyocualloa. Casts 'Conjure Animals', can only summon Jaguars (Panthers). Casting the spell takes 3 charges and you may spend 1 or 2 charges to upcast the spell to 4th or 5th level.
Waters of Izmictlan Apanohualoyan. Casts 'Create or Destroy Water' or 'Control Water.' Casting the spell 'Create or Destroy Water' takes 1 charge and you may spend charges to increase the spell level by one level, you can increase it to a maximum of 5th level. Casting the spell 'Control Water' takes 4 charges.
Tezcatlipoca’s Dagger
This dagger holds immense power and while holding it you have the urge to sink the dagger into flesh like a jaguar of the night. While attuned to this dagger you gain darkvision of 120 feet when you make a melee attack and on hit you deal an additional 4d6 piercing damage.
As an action you can speak a command word to cover the area in a 60 foot radius in a black dark fog that you and friendly creatures can see. unfriendly targets are considered blind until the fog is dispelled by a gust of wind spell.
Tlaloc's Axe of Lightning
Legendary weapon, artifact
This axe is a magic weapon. As an action you hold this axe upward you rise 10 feet in the air and slam into the ground shooting lighting in a 30 foot radius. Creatures in the area must make a dexterity saving throw. On a failed save creatures within range take 6d6 lightning damage and are paralyzed for one minute and at the end of the target's turn they can repeat a constitution saving throw to not be paralyzed.
On a successful save the creature takes half as much damage and are not paralyzed. On a hit, the target takes damage from the battleaxe plus 4d6 lightning damage.
The battleaxe's property can't be used again until the next dawn. In the meantime, the battleaxe can still be used as a magic weapon. Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Xipe Totec’s Flayed Hand
Wondrous item, Artifact
While you wear this glove as an action you can grow a small forest in a 500 foot radius centered on you when you dig your fingers into the ground and use a command word. You cannot use this again until the following dawn.
Alpha Map of Teotlalli
This is a start when it comes to Teotlalli this is a regional map of Teotlalli. As of right now I plan to expand this a bit. To the north will be tribes like the Haudenosaunee (Iroquois), the Diné (Navajo) and the Néhinaw (Cree). The Maya and the Tawantinsuyu (Inca) will be next but I'm going to start small. Names and such are not final and will change with coming updates.
Map of Teotlalli by RiverNote
The Four Tezcatlipoca
Teteo | Roles | Alignment | Domain |
---|---|---|---|
Tezcatlipoca | Teotl of Discord, Divination, Hurricanes, Jaguars, Night, Obsidian, Sorcery, Temptation, and War. | Chaotic Neutral | Trickery, Knowledge |
Quetzalcoatl | Teotl of winds, storms, learning, knowledge,life, creativity, Air, Intelligence, and Serpents. | Lawful Good | Life, Nature, Tempest |
Xipe Totec | Teotl of Agriculture, Disease, Liberation, Rebirth, Seasons, , and Blacksmithing | Neutral | Forge, Nature, Life |
Huitzilopochtli | Teotl of war, sun(Former), human sacrifice and Patron of former Tenochtitlan | Lawful Neutral | War, Light |
Quetzalcoatl
One of the most well known of the teteo, he is the Teotl of the west, arts and crafts, and wind. The most docile of all the teteo he only asks for serpents and butterflies to be sacrificed in his name. Human hearts though he does appreciate the thought it is considered taboo to sacrifice a human in his name.
He played a major role in guiding the pantheon of teteo to the new world they call Teotlalli and used his power of the winds to make the lifeless planet to spin in circles to give the planet winds to erode the high mountains that were there. Although his relationship with Tezcatlipoca his brother, is still very hostile towards each other.
Tezcatlipoca
Teotl to the North, Tezcatlipoca is the Teotl of the night sky , ancestral memory, and in some cases time. He is a patron teotl to the Oceloteca in the land of Teotlalli.
He is responsible for the destruction of the 2nd, 3rd, and 4th Suns. The second due to a rivalry with Quetzalcoatl, the third due to him capturing the heart of Xochiquetzal and making Tlaloc very upset which caused a rain of fire and burned all the people of the Third world and a fourth making Chalchiuhtlicue cry blood for 52 years. Needless to say he's not very popular with the other teteo. Though there are some people who shout his name in the land of Teotlalli.
Huitzilopochtli
Teotl to the South, he is the manifestation of war. Known to lead his people to do horrific deeds such as having his priests ask for a man's daughter in marriage and soon to flay her skin and make a young boy wear it. However after the fall of the fifth world and him being resurrected he has changed in a sense. He has grown more calm yet calculated and has begun to develop a father-daughter relationship with the young Teotl Tlālticpactlahuilli.
Xipe Totec
Teotl to the East, Xipe Totec is god of spring, and patron of seeds, planting, metalworkers and gemstone workers. Despite his horrifying appearance he is a neutral spirit and quite approachable. Though sacrifices in his name were inhumane they have been toned down to bloodletting and soaking the fields in blood to give the plants nutrients to grow faster and stronger. His image can be found in almost every blacksmith and jewelry shop.
The Other Major Teteo
Teteo | Role | Alignment | Domain |
---|---|---|---|
Centeotl | Male Teotl of Corn | N | Life, Nature |
Chalchiuhtlicue | Teotl of Beauty, Fertility, Love, Rivers, Seas, Storms, and Water. | NG | Nature, Tempest, Parenthood |
Chantico | Teotl of the Family Hearth, Home, Volcanoes | NG | Life, Parenthood |
Chicomecoatl | Female Teotl of Corn | N | Life, Nature |
Coatlicue | Former Mother Earth | CG | Trickery, War, Parenthood |
Coyolxauhqui | Former Moon Goddess | CN | Trickery |
Ehecatl | Teotl of Winds | N | Tempest |
Huehuecoyotl | Teotl of Dance, Luck, Mischief, Music, Sexuality, and Song. | CN | Trickery |
Huixtocihuatl | Teotl of Salt | CG | Life, Nature |
Itzpapalotl | Teotl of the Heavens, Death and Stone | N | Death, Light |
Itztlacoluihqui | Teotl of Frost, Former Teotl of Justice | LE | Death |
Mayahuel | Teotl of the Maguey plant | NG | Light, Life, Nature Parenthood |
Mictlantecuhtli | Teotl of Darkness, Death, Undead, and the Underworld.(Mictlan) | LE | Death, Grave |
Mictēcacihuātl | Teotl of Death, Wife to Mictlantecuhtli | NG | Life, Death |
Mixcoatl | Teotl of the Hunt | NG | Nature |
Opochtli | Teotl of Hunting and Fishing | N | Life, Nature |
Patecatl | Teotl of Medicine, Endurance, Fertility, Healing, and Love. | NG | Life |
Piltzintecuhtli | Teotl of the Rising Sun, Healing, Summer, Sun, and Prophecy. | LG | Life |
Tecciztecatl | Magic, Former Moon Spirit, Trickery. | N | Trickery |
Tepēyōllōtl | Teotl of Earthquakes, Echoes and Jaguars. | CN | Tempest, Nature |
Tlaloc | Teotl of Rain, Water, Lightning, Floods, Droughts, and Agriculture | NG | Life, Tempest |
Tlālticpactlahuilli * | Teotl of the Sixth Sun | NG | Life, Light |
Tlazōlteōtl | Teotl of purification, steam baths, midwives, filth and a patroness of adulterers | CN | Trickery, Tempest |
Tonatiuh | Former Sun God and ex Teotl of Sickness, formerly known as Nanautzin | CN | Light |
Xiuhtecuhtli | Teotl of Fire, Hearth, Time, Afterlife, and Day. | N | Nature, Light |
Xochipilli | Teotl of Summer, Flowers, Pleasure, Love, Feasting, Creativity, and Souls. | CG | Nature, Light |
Xochiquetzal | Teotl of Flowers, Grain, Pleasure, and Weavers | NG | Nature, Parenthood |
Xolotl | Teotl of Thunder, Dogs, Illness and Deformity | N | Death, Grave |
Yacatecuhtli | Teotl of Commerce and Travelers | CG | Knowledge, Trickery |
Yancuimetztli * | Teotl of the Moon | N | Knowledge, Light |
Zacatzontli | Teotl of Roads | NG | Knowledge |
- New Teteo
Information will come out soon!
Afterlife
When it comes to the afterlife it's not based on what alignment you are but rather on how you died. If you died due to drowning then your soul would go to Tlalocan, a plane ruled by Tlaloc. It is said to be a paradise filled with every flower and a sparkling river.
Or if an infant died at a young age they would go to Tamoanchán where Itzpalolotl ruled and a tree with nipples would feed the infant's souls. But for everyone else they would go to Mictlan where they would travel through the realm in order to reach Mictlantecuhtli where they are rewarded eternal rest.
When a soul dies they aren’t sent to a plane that corresponds to their alignment. Instead in this world they are sent to a few worlds. One is Mictlan where Mictlantecuhtli and his wife watch over the souls of the dead.
Mictlan
Mictlan is an underworld realm that is home to Mictlantecuhtli and Mictecacihuatl where the souls journey through nine layers to finally meet Mictlantecuhtli and be given eternal rest. There is a river that flows through the underworld called the Apanohuaia River where the gargantuan monster named Xochitonal resides to devour the souls who get lost when crossing the river. Unlike the Nine Hells in the Forgetten Realms, Mictlan is a journey to eternal rest and on their journey is a dog called Xoloitzcuintle and their coat was either white or vermilion. It's color is the only way to see in the place full of darkness; however, if the person in question was not kind to dogs they would spend their lives here for all eternity.
The First Layer
Itzcuintlán, The first layer of Mictlan consists of crossing the great Apanohuaia River with the help of an animal guide that is bestowed unto kind people by the teotl Xolotl. The river's surface is covered in a dense greenish grey fog that is only traverable with the help of the animal guide Xoloitzcuintle as they guide you though the river. Lurking in the river is the sea monster Xochitonal, described as a large iguana with mouths on each joint and with claws sharper than obsidian.
The Second Layer
The Second level is Tepectli Monamictlan it is a place where two giant hills crash into one another. Each time they crash a sharp piercing ringing shoots through the ears of mortal souls causing them to flinch and cover their ears. The Soul must either wait for the right moment to continue its way or break through the ringing and push onward. Those who get caught in the hill colliding with each other are crushed and their soul returns to the first layer starting the journey from scratch.
The Third Layer
Then comes the third layer of Mictlan, Iztepetl. In this layer of Mictlan the souls must cross a path of obsidian and flint. Cutting and shredding through the skin of the dead to shred the blood and muscle that the spirit may still have in their bodies. This is to shred what flesh that tied them to the living.
The Fourth Layer
The fourth layer of Mictlan is called Cehueloyan, it is a place of sorrow and woe where the words of the midwife echo through the vast fields of snow and through these words the spirit remembers the saddest moments of its life. It must go through to get rid of them.
The Fifth Layer
In the middle of the journey is Pancuetlacaloyan, a place with so much wind that bodies float like flags. Souls that cannot overcome the harsh winds are blown away. This layer of Mictlan was at the foot of the last hill Izteecayan and there began a very cold desert area, composed of eight moors that had to go.
The Sixth Layer
Next comes Timiminaloayan, the sixth layer of Mictlan. Where invisible hands throw arrows that must be dodged by the souls. Each Arrow represents a person who had an influence on the departed be it good or bad. This is also the process to get rid of any blood that the deceased has.
The Seventh Layer
In the seventh layer is know as Teocoyocualloa. In this layer you are attacked by wild beasts. The deceased makes it out the chest is sliced open by a jaguar and then your heart is ripped out. This is to symbolize that you have left all worldly possessions and moving on.
The Eighth Layer
The eighth level is Apanohualoyan, a place where a fog covers the area and Waters reach up to their waists. In the fog the departed see their life pass as they wade over the dark waters. They must get through to seek eternal rest those who don’t drown and do not get eternal rest.
The Ninth Layer
The last level is Chiconahualoyan where the souls finally meet Mictlantecuhtli for the ultimate test and it goes as follows. The deceased fights for his survival, and reflects on the existence of life and how it is a constant battle. By recognizing the efforts of others and their courage (including that of the other deceased at his side and the hardships they have gone through), he goes to the next stage.
The deceased thinks about their condition and must be able to act without thinking, to detach themselves from reasoning.
The third state is that of the desire for importance, where the deceased must open his eyes to the fact that if he had not been blinded for a single moment by the desire to dominate the other, he would have lived a life more prosperous.
In the fourth state of consciousness, that of clarity, the deceased must realize that people were present for him or to help him and that sometimes he did not give them any importance. He needs to come to terms with his relationships and put his mind in order.
Once his mind is clear, the deceased has clear access to what he wanted to achieve in his life, what was his goal and his vision. The challenge at this level is to feel that a clear vision and healthy relationships would have brought greater success.
Reaching the sixth state supposes an active will to help others in the achievement of their goals. The deceased must recognize that asking for or providing help is a strength.
The deceased must wake up at a stage where he accepts to unite with his life as it was without experiencing resistance, complaints or regrets.
The eighth state is that of plenitude, where the deceased must feel a deep connection between what surrounds him, the world and himself to move on to the next stage.
The deceased must experience unity, admit that there is no separation between inside and outside, between him and others and that existence is an inseparable whole. By this path he attains eternal rest.
Creation Myth
In the beginning, The being known as Ometeotl, a being both male and female, both good and bad, created itself and gave birth to four sons, the Tezcatlipocas of the North, South, East, and West. Their names were Tezcatlipoca, Xipe Totec, Huitzilopochtli and Quetzalcoatl. Shortly after their birth They tried to create people but there was something lurking in the cosmic Waters below eating anything they created and it was named Cipactli. So Tezcatlipoca came up with a plan to lure it out with his foot and Cipactli took the bait then four teteo trapped Cipactli and strangled it to death.
However; it was mostly dead. Cipactli was still moving and wanted blood and so the Teteo promised Cipactli to give it blood. After the defeat of Cipactli they began to create the first sun to do this they lit up a pyre and Tezcatlipoca wanting to be the first Sun tied the sun around his waist, flew up to the heavens and became the first sun. There was one problem however, Tezcatlipoca could only produce half a sun. Over time however Tezcatlipoca and Quetzalcoatl start to have a rivalry so Quetzalcoatl grabs a club and knocks Tezcatlipoca out of the sky and into the water. Tezcatlipoca emerges from the ocean as a giant jaguar and kills his people in a fit of rage.
Afterwards Quetzalcoatl became the sun and although he was doing a good job the humans of the second world became rude and disrespectful and they offended Tezcatlipoca and he turned them into monkeys.
This is where the Ozomalteca were born. Quetzalcoatl, upset that the humans were turned into monkeys, blows them off in a hurricane and drifts into space.
Tlaloc the god of rain becomes the third sun and does a good job giving people much more rain and making the soil fertile but Tezcatlipoca seduces Tlaloc’s wife Xochiquetzal and becomes so upset that he will not let it rain. The people plead and beg for Tlaloc to give them rain angered Tlaloc unleashed a rain of fire and burnt all of his people into a crisp.
The Next sun was Tlaloc’s new wife Chalchiuhtlicue and was doing a good job of being the sun and loved her people as if a mother loved her children however Tezcatlipoca grew jealous of Chalchiuhtlicue and accused her of showing false love this hurt Chalchiuhtlicue greatly and cried blood for 52 years.
Quetzalcoatl, frustrated to remake humanity, goes to Mictlan and meets with Mictlantecuhtli, the lord of the dead. Mictlantecuhtli challenges Quetzalcoatl to play his conch horn however when Quetzalcoatl went in to blow the horn there was no sound. Mictlantecuhtli had played a trick on him. Quetzalcoatl called upon bees to help him produce sounds and ants to make holes and played a note.
Mictlantecuhtli was shocked and gave Quetzalcoatl the bones of humanity. On his way up to the earth he tripped and broke the bones. Quetzalcoatl then sacrificed himself and showered the bones with his blood he peoples skin began to form from the dried bones from Mictlan and the teteo seeing the sacrifice that Quetzalcoatl made the teteo did the same and when it was up to someone to become the new sun Tecciztecatl boasted that he should be the sun.
The Teteo weren’t too keen on him being the sun then came the humble Nanahuatzin the sickly god offered to be the sun and Tecciztecatl laughed at him. But when the time came to jump into the great pyre Tecciztecatl tried so many times but he turned away in cowardice.
Nanahuatzin without hesitation jumped into the fire and from the flames came the Nanahuatzin now known as Tonatiuh. Ashamed of himself Tecciztecatl jumped into the fire and from the flames Tecciztecatl came out as a sun.
Now that there were two suns the sky was two bright so Huitzilopochtli grabbed a rabbit and threw it at Tecciztecatl and the rabbit dimmed his light and made the moon. Now that Tonatiuh was the sun he did not move. So Quetzalcoatl turned into a falcon and questioned Tonatiuh. Tonatiuh demanded the hearts of man. The humans grabbed stone knives and tore through their stomach and ripped their hearts out and then Tonatiuh began to fly across the sky.
A World Reborn
During the era of the fifth sun ruled by Tonatiuh the halt of the sacrifice of humans for their blood halted the sun in its place and soon the earth began to rumble. Monuments and buildings began to topple to the ground and rose from the ground was Cipactli and it began to devour everything. Cipactli flailed and roared and with its tail, knocked Tonatiuh out of the sky and he fell into the ocean snuffing out his flame.
When Tonatiuh was knocked out of the sky the Tzitzimime descended from the stars and slaughtered then ate the flesh off peoples bones then took their souls to Mictlan.
The teteo fought Cipactli and they were victorious but some of the teteo were devoured by Cipactli. The bodies of the teteo that were devoured by Cipactli began to glow with life and gave the lands life while making sure that Cipactli remained dead.
After the defeat of Cipactli the teteo began to migrate for centuries. They found a place to settle and placed Cipactli’s corpse in the water and molded his body deforming it to suit their needs and wants. They made mountains from his teeth, rivers from his tears, the seas from his eyes, and life from its blood. The teteo dug a hole into Cipactli and Xipe Totec Tezcatilpoca to the East planted a seed in the hole and sprouted a great tree and soon the tree began to produce seeds and soon made the people called the Amoxoaque people made from trees that are to be the embodiment of nature.
Quetzalcoatl began to remake humanity again and dipped their bones in his blood and so the people of the 6th sun were reborn. After a few centuries, humans began to build and grow again just like the people of the old world. The teteo called them Yencuiteca meaning “The New People.” The Yencuiteca began to build cities for the teteo as thanks for their knowledge of hunting, arts, architecture, agriculture, and language.
Soon the teteo began to do their part and make this world and land much stronger and better than it was however there was no sun...
Making of the Sixth Sun.
The Teteo began to create the Great Pyre for the next god but no one had the guts to be a next sun. Tonatiuh cried out why he couldn’t be the sun. The teteo looked at him and said
“The time of blood is over though you have asked for our sacrifice just so you would glide across the sky. All the others asked for no such thing.”
Tonatiuh replied “You all doubted me when I was the weak Nanahuatzin. I proved myself to all of you and I demand that I become the sun once again!”
Huitzilopochtli having enough of Tonatiuh’s tantrum picked up a sick bird and threw it at Tonatiuh causing him to grow sores and become the same way he was before. Xochiquetzal raised her granddaughter and told the teteo that her granddaughter will be the next sun and the previous suns will have to teach her ways of being the sun. So in the Pyre she leaped and it burned her.
Moments passed and the flames calmed and crawled from the pyre was Tlālticpactlahuilli. Hair was black as charred wood and skin gold as the sun. Her eyes were all kinds of red and orange like metal being taken out of a furnace. The teteo gave the young sun gifts and the one she enjoyed the most was chocolate.
She demanded that chocolate be offered to her in her name. The teteo were confused and asked her about the blood of humans. She being both mortal and a teteo disliked the taste and preferred not to take the lives of people.
The teteo acknowledged her preferences and she went down to Teotlalli and spoke to the humans and told them that she would need 500lbs of chocolate each 52 years.
The Birth of the Moon and the Stars
After a few years Tlālticpactlahuilli began to feel as if he was the only one to own the sky. She was lonely so she went to find some friends there in Teotlalli and she found children birthed from noble families.
Tlālticpactlahuilli ran through the field with the children and asked if they wanted to play hide and seek; the children agreed. So they hid in the bushes, in the tree, down in the undergrowth, by the river, they hid anywhere they could. Tlālticpactlahuilli began her search and after she found them and tagged them she left a mark on where they were tagged. One by one she found more and more children but she had to go back home in the sky. She said farewell and raced towards the sky. After a few decades have passed the children have become old and have passed on but instead of going to the afterlife to live with Mictlan they went towards the heavens.
Tlālticpactlahuilli was waiting all this time. She assigned ev’ry soul to be a star in the night sky. As for who was going to be the moon She assigned a girl now a woman to be the new moon. The goddesses name was Yancuimetztli. So now when you look up at the night sky of Teotlalli you can hear all the children playing up in the night sky, can you see all of them?
Creation of the Mecahuehuetl
Up in the mountain near the remains of Mixcoatl lived a man named Olanxo and this man would go up to the mountains and sing. One day the god Xochipilli saw the man and walked up to him and asked if he would play him something to accompany his singing. He planted a seed and it sprouted in minutes to a full grown tree. Xochipilli then cut it down and gathered the wood and hollowed it down. Then he took a branch and with its sap glued it to the top of the body. After that he carved a flower from the wood and used the sap again and glued it to the top of the branch.then he wove strings from the vines and created strings. This finally made the first Mecahuehuetl. Olanxo looked in awe at the fine creation and when Xochipilli lucked the first string it was said that the birds flew and danced in the sky above. Olanxo and Xochipilli performed many songs and nature danced to their music. Hours go by and Tlālticpactlahuilli rests for the night. Olanxo bids Xochipilli farewell, but before he can walk away Xochipilli gives him the instrument he created from nature itself. Olanxo gave his thanks and went back to his village.
More Myths will be added soon!
Ahuizotl
Small monstrosity, unaligned
- Armor Class 15 (natural armor)
- Hit Points 71 (13d6 + 26)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 8 (-1) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 2 (450 XP)
Amphibious. The Ahuizotl can breathe air and water.
Spiky Coat. A creature that touches the ahuizotl or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 4 (1d8) piercing damage.
Mimicry. The Ahuizotl can mimic sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The ahuizotl can use its Tail Grab. It then makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tail Grab. The ahuizotl grabs a creature or item. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be grappled (escape DC 14). The ahuizotl can then move up to its speed as a bonus action. The grappled creature must succeed on a DC 14 Strength saving throw or be pulled along 5 feet behind the ahuizotl. A creature being dragged by the ahuizotl makes attack rolls and Dexterity saving throws with disadvantage. If the target is an object or weapon being held by another creature, that creature must succeed on a DC 14 Strength saving throw, or the ahuizotl pulls the object away from the creature. After stealing an object or weapon, the ahuizotl can move up to its speed as a bonus action. The ahuizotl can only grapple one creature or hold one weapon or object at a time. If holding a weapon, it can use its Tail Grab action to make one attack with the weapon with no proficiency bonus.
Pet of Tlacocan. The Ahuizotl is a dog-like monster with the end of a tail. It is a guardian of lakes and rivers and is said to be a messenger of Tláloc and Chalchiuhtlicue to look for people that they deemed perfect to spend eternity with. However, this does not mean it wasn’t malicious. Ahuizotl does have a life of its own and will drown and devour its victims. It lures people by mimicking a baby’s wail or a woman's screams for help. It has also been said to attack fishing canoes but people could offer up their catch to appease the Ahuizotl.
Ahuizotl by David Romero
Amoxoaque
Huge plant, Lawful neutral
- Armor Class 16 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
- Damage Vulnerabilities fire
- Damage Resistances bludgeoning, piercing
- Senses passive Perception 13
- Languages Common, Druidic, Elvish, Sylvan
- Challenge 13 (10,000 XP)
False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
Siege Monster. The treant deals double damage to objects and structures.
Innate Spellcasting. The Amoxoaque's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Speak with Plants, Spike Growth, Hail of Thorns
3/day each: Entangle, Plant Growth, Tree Stride
1/day each: Wrath of Nature, Wall of ThornsActions
Multiattack. The treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
People of the Forest. The Amoxoaque are tree spirits inhabiting forests as their guardians, natural beings who have the ability to turn anyone into a tree who has destroyed any tree as a consequence. Amoxoaques are overprotective with their land, which is why they were in charge of punishing those who damaged it. Thus, they managed to instill fear among the community and communicate the fate that awaited the destroyers.
Skin of Bark. Their appearance is like that of an authentic tree with very little characteristics of a humanoid. This is because the Amoxoaques put aside their human form when they emerged from the tree of life called Tonacacíhuatl, when it broke in the city of Tamoanchan.
Living History. Legend assures that the tree people lived in peace at the time of the second sun, a kingdom that was run by Quetzalcóatl. However, when Tezcatlipoca sent an intense deluge to Earth (which lasted 52 years), almost all of the Amoxoaques died. Now only a few remain around the forests of Teotlalli, taking care that no one hurts them and punishing those who do. They hide among the plants, like sentinels who watch over the conservation of mother earth.
Amoxoaque by CarloMoran
Chocacihuatl
Medium undead, chaotic evil
- Armor Class 12
- Hit Points 63 (14d8)
- Speed 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 18 (+4)
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Ethereal Sight. The Chocacihuatl can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Chocacihuatl can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Decaying Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) necrotic damage.
Etherealness. The Chocacihuatl enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Chocacihuatl that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this Chocacihuatl's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Hopeless Wail (1/Day). The Chocacihuatl emits a magical cry. Every humanoid and giant within 60 feet of the Chocacihuatl that can hear the wail must succeed on a DC 15 Constitution saving throw or be cursed with Chocacihuatl's sadness. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
The Weeping Lady
Poor Souls Lost. Chocacihuatl Are women who have committed crimes against their families and then ended their lives by suicide. The said crimes can vary however the most well known is that a mother murders her family out of wrath or envy. She will either live out her days and live with the fact that she killed her family or she will commit suicide. They are often seen by rivers and it is rare to hear one by a river let alone see a Chocacihuatl.
Mark of the Wailer. When a Chocacihuatl notices someone she will give chase and if or when she gets close to you she will mark you. When someone is marked my the Chocacihuatl they must go to a priest as soon as they can for if 3 days elapse the victim of the Chocacihuatl will die and their soul will turn into a Tlemacoa.
La Llorona by Adam Duff
Offspring of the titanic caiman that formed the Earth, the Cipactli are large crocodilians with a sharp toothed maw at each body joint.
From Monster to the World. When the Teteo created the people of the 6th world Cipactli would swim in the waters and eat anything the Teteo would create so Huitzilopochtli dove into the waters and tore cipactli limb from limb his teeth were made into mountains, his skin into the earth and his eyes into water and rain.
From Blood Came Offspring. the blood of Cipactli soaked the earth and from the blood grew the spawn of Cipactli that were fiendish in nature. They are much bigger than regular crocodiles and can grow up to 20 to 35 feet. Up to twelve meters long, their thick armor protects against clubs or arrows, but each mouth is a vulnerability. Because of this, the Cipactli have had to learn stealth. They are primarily ambush predators, hiding among the trees and lunging at passing deer, javalina, and people. Sometimes they will sit in a river, using their limb-mounted mouths to consume passing fish.
Cipactli Spawn
Large fiend, chaotic neutral
- Armor Class 16 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 8 (-1) 14 (+2) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; non-obsidian attacks
- Senses passive Perception 12
- Languages understands Aquan
- Challenge 6 (2,300 XP)
Amphibious.. The Cipactli Spawn can breathe air and water.
Actions
Multiattack. The Cipactli Spawn makes two attacks: one with its bite and one with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage.
Dragon Chronicles - Swamp Serpent by Robert Crescenzi
Ehecacoatl
Medium dragon (Subspecies Couatl), lawful good
- Armor Class 19 (natural armor)
- Hit Points 97 (13d8 + 39)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)
- Saving Throws Con +5, Wis +7, Cha +6
- Damage Resistances radiant
- Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical weapons
- Senses truesight 120 ft., passive Perception 15
- Languages all, telepathy 120 ft.
- Challenge 4 (1,100 XP)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scryingMagic Weapons. The couatl's weapon attacks are magical.
Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Ehecacoatl by Ah-Puch-Zegno
Huey Mazatl
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 19 (3d10 + 3)
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 12 (+1) 6 (-2) 15 (+2) 10 (+0)
- Saving Throws Con +3
- Skills Athletics +4
- Senses passive Perception 12
- Languages Can understand common but can't speak it
- Challenge 1/4 (50 XP)
Trampling Charge. If the Huey Mazatl moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC14 Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.
The Huey Mazatl was born from nature itself and acts as a mount to the people of Teotlalli. Many people used them to haul supplies and goods to cities with markets. Wild Huey Mazatl are very timid and are rarely seen but there are some people who have captured them and domesticated them into being rideable mounts. The first to domesticate Huey Mazatl was a man of the Chichimeca Nomads in the lands to the West by the name of Achcauhtli (meaning "leader.") Achcauhtli taught his tribe and then soon used them in combat with many successful raids.
Physiology
Huey Mazatl at birth are about foot long and weigh 35 to 50 pounds and at maturity they reach up to 9 to 15 feet tall and weigh up to 900 to 2,200 pounds.
Male Huey Mazatl during mating season their horns grow half their size and their antlers start to shed. The bigger the antlers the more likely the Huey Mazatl will attract female Huey Mazatl. With female Huey Mazatl their antlers shrink and sprout honeysuckle and with the honeysuckle the smell travels in a 5 mile radius to attract nearby Huey Mazatl.
Huitzicuezaltol
Tiny beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 3 (2d4 - 1)
- Speed 10 ft., fly 120 ft.
STR DEX CON INT WIS CHA 6 (-2) 25 (+7) 8 (-1) 10 (+0) 14 (+2) 12 (+1)
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Understands Common but can't speak it.
- Challenge 1/8 (25 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Beaks. Melee Weapon Attack: +9 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (1d6+7) piercing damage
Gift from the 5th Sun. This hummingbird is a gift from Huitzilopochtli. It is said that f you kill it you will evoke the wrath of the war god. These Hummingbirds have the flames of Huitzilopochtli when he was a sun god and now these birds are made from human souls who have died in battle.
Physiology
Huitzicuezaltol (loosely translated to Flaming Hummingbird) are a group of birds that live in the southern regions of Teotlalli and are considered to be some villages sacred bird. Some households take these birds as pets and some teachers in the West even have them as familiars.
Mazacóatl
Large monstrosity, unaligned
- Armor Class 16 (natural armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 10 (+0) 12 (+1) 8 (-1)
- Senses blindsight 10 ft., passive Perception 11
- Languages —
- Challenge 5 (1,800 XP)
Flyby. The mazacoatl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
The Mazacoatl is a fantastic animal with the body of a serpent and deer ergot, he lived in Mictlan, the Underworld from where he used to be absent to carry out his evil deeds, which were not few.
Myth
This beautiful snake had the ability to become a woman in order to seduce men who came too close to the waters. Once she had achieved her seductive purpose, she killed them ruthlessly, without the slightest remorse.
With women he proceeded in a different way: he induced them to climb on his back and since they were mounted, he took pleasure in burning their entrails, forcing them to writhe in pain, which is why he was extremely feared by females. It says that its flesh, white and soft, had the ability to grant men great virile power, although of course it was unthinkable to eat the Mazacóatl, since it was impossible to kill her. Due to this quality, it was considered the symbol par excellence of sexual relations and, therefore, it was related to the fertility of the earth.
MYL Card Illustrations by Tatii Lange
Tlacacitlalcuitlatli
Large construct, unaligned
- Armor Class 21 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 20 (+5) 5 (-3) 11 (+0) 6 (-2)
- Saving Throws Str +12, Con +10
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 13 (10,000 XP)
Immutable Form. The Tlacacitlalcuitlatli is immune to any spell or effect that would alter its form.
Magic Resistance. The Tlacacitlalcuitlatli has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Tlacacitlalcuitlati weapon attacks are magical.
Constructed Nature. The Tlacacitlalcuitlatli doesn't require air, food, drink, or sleep.
Actions
Multiattack. The Tlacacitlalcuitlatli makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Obsidian Shards. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d4 + 7) piercing damage.
Slow (Recharge 5-6). The Tlacacitlalcuitlatli targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Made by Xiuhtecuhtli, the Tlacacitlalcuitlatli serve as protectors of civilization. They are highly regarded as guardians of small villages and very few thieves would dare face a Tlacacitlalcuitlatli. They have been known to slice through even the toughest of metals that the blacksmiths can forge. Xiuhtecuhtli gave the people a book on how to make them and how to control them. In return? Xiuhtecuhtli requires feasts and a heart of a human every 52 years.
Obsidian Golem by Canada-Guy-Eh
Quinametzin
Huge giant, neutral
- Armor Class 15 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 50 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 19 (+4) 10 (+0) 12 (+1) 8 (-1)
- Skills Perception +4
- Senses passive Perception 14
- Languages Giant
- Challenge 5 (1,800 XP)
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
The Quinametzin were a race of giants during the cycle of the first Sun. They built great cities and temples and respected the teteo, but when Quetzalcoatl knocked Tezcatlipoca who was the current sun at the time from the sky, they were killed by Tezcatlipoca and his jaguars. Some say that there were a few survivors who buried themselves beneath the vaults of Teotihuacan and Cholula, hibernating, to reawaken when the time was right. Standing sixty feet tall, and with great obsidian spears and clubs, the Quinametzin may not be kind to the miniature usurpers currently strutting around on the surface.
Quinametzin the Aztec giant by Krzysztof Porchowski Jr
Tlemacoa
Small elemental, unaligned
- Armor Class 22 (natural armor)
- Hit Points 7 (2d6)
- Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 14 (+2) 16 (+3) 11 (+0)
- Damage Vulnerabilities force
- Damage Resistances acid, cold, fire, psychic, radiant, thunder
- Damage Immunities lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, invisible, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses truesight 120 ft., passive Perception 13
- Languages Celestial, Common
- Challenge 1 (200 XP)
Incorporeal. The Tlemacoa can move through other creatures and objects as if they were difficult terrain. It takes 1d4 force damage if it ends its turn inside an object.
Variable Illumination. The Tlemacoa sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The Tlemacoa can alter the radius as a bonus action.
Magic Resistance. The Tlemacoa has advantage on saving throws against spells and other magical effects.
Remembrance of the Dead. The Tlemacoa passes through you with a warm sensation and attempts to bring warm memories of the deceased. The target must make a wisdom saving throw. On a failed save, The target gets on their knees and proceeds to wail in sorrow. You are considered knocked prone for 1 minute. At the beginning of the targets turn they can make a wisdom saving throw to break out of effects of the Tlemacoa.
Some say that these wisps are the spirits who died soon after they're dearly beloved passed away mere moments before they did or are they just creations of the fire god Xiuhtecuhtli. No one knows for sure however these spirits though not hostile are extremely dangerous. When one touches you it goes into your mind and reaches in deep memories you have long suppressed. Some even show you a visage of your family passing away and you can do nothing but watch.
Though it will not outright kill you, your grief will be so great that you will weep so much that you dehydrate yourself leaving you a husk.
Will O`Wisp by Raquel Rubio
Tlilcoatl
Huge beast, Chaotic Neutral
- Armor Class 15 (natural armor)
- Hit Points 37 (5d12 + 5)
- Speed 15 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
- Proficiency Bonus +2
- Senses blindsight 10 ft., passive Perception 11
- Languages —
- Challenge 4 (1100 XP)
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
It is a long and powerful snake found in the swamps and flooded caves of Teotlalli. This gleaming black snake is thick enough that a man's arms can barely wrap around it. The scales are shiny black. The head is large, with burning eyes and beard-like appendages on the back, similar to those on the chin. The tail is forked.
Behavior. The powerful mouth of a Tlilcoatl can generate a suction strong enough to attract prey from a distance. Tlilcoatl feed primarily on fish, but are not above drowning and eating people. They can spit venom like passersby, incapacitating them enough to absorb them, drag them underwater, and devour them.
Tliltcoatl by Boris Otaegui Alchao
Yoaltepuztli
Medium undead, neutral
- Armor Class 9
- Hit Points 37 (5d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 9 (-1) 15 (+2) 6 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities acid, necrotic, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- Senses passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
The Yoaltepuztli lives in the dense forests and could be found throughout the lands of Teotlalli. It is headless and in some accounts he was known to carry his head around by the hair. People went to the forests to search for the Yoaltepuztli because according to legend, if you are brave enough to seek him out and meet with it, the Yoaltepuztli would consider granting you wishes. Many would try to commune with this creature to try to obtain money or a military victory. The headless Yoaltepuztli would make a loud cracking sound, like a tree falling in the forest. From this sound came the creature’s nickname, “The Night Axe.” The sound came from the Yoaltepuztli opening up his chest when he sensed humans nearby. Like the Tlacanexquimilli, this monster would offer humans its cactus thorns. If he sensed great bravery among his human visitors, he would give that person more thorns. If the Yoaltepuztli was in a bad mood or didn't wish to be disturbed by humans, sometimes he would strike down his visitors and curse them with poverty and misery.
In one tale, if a human visitor could tear out the heart of the Yoaltepuztli from its already opened up torso, this led to a whole other series of fortunes and misfortunes. If you could keep the creature away from its heart for one day, the lucky – or unlucky – human would get to see the heart transform. If the heart turned into a ball of feathers the next day the human would be prosperous and lucky throughout his life. If the heart turned into a black blob, the human would be forever cursed.
Yoaltepuztli by verreaux
Updates and Changes
May 2021
- Axoloteca Ezzo's "Student of Diseases" has been removed.
- Axoloteca's "Magical Antenna." has been changed to only being a spellcasting focus.
- Added which classes get which spells
- Alphabetized magic items
- Added mundane items category
- Updated College of the Feathered Serpents "Knowledge of the Feathered Serpent" feature
- Updated the Vampire Tzina'Cantli pounce racial ability.
- Updated Monks Monastic Tradition: Way of the Flayed Lord "Maize O' Plenty" Ability
- Added a Table of Contents
- Corrected some grammatical and spelling issues
August 2021
- Added Subclasses for Fighter, Cleric, and Warlock
- Added Aztec "Gods" Section (Under Development)
- Added Monsters (Under Development)
- Added a Map (Under Development)
- Added a Magic Item "Ruler of Mictlan's Staff"