As you travel across the Anuarach desert and meet the Bedine people, sharing cups of tea around a little fire in the cold and clear desert nights, you hear a lot of legends and stories about giant spiders fighting giant scorpions, and I've seen some terrible examples of both, but the Calim Desert and the large caves near Menzoberranzan have the most monstrous scorpions in Faerun.
Scorpions are considered part of the Arachnid family on Earth, but on Toril they are not considered a part of Spiderkind, and consider that this includes the Driders - which includes the many living around Menzoberranzan; Chitine, Bebilith, Aranea - which includes the many living in the Calim desert; Ettercaps, Neogi, Spellgaunts, Myrlochar and the Choldrith, plus a few more intelligent and non-intelligent spider things, the Scorpions and the half humanoid, half scorpion Tlincalli are not included, even though there are a few arachnids in the list which should be considered Scorpions, But more on those in a moment.
The Tlincallis are still a huge problem in the nation of Amn, not that far from Candlekeep as the crow flies. In 1374 DR, some 125 years ago now, an army of Tlincallis surged out of the Underdark beneath Amn and attacked the Sailor's City, which in Amn is now known as Muranndin, the kingdom of Ogres, Orcs, and Giants. A lot has been going on in that region and not a great many know to steer well clear of Muranndin, but, humans and elves certainly should, halflings doubly so, considering we are a culinary delicacy among those races. More on that later, the important part is that, not too far from the prosperous city of Athkatla, over the Small Teeth mountain pass, is a kingdom of monsters and all around that region can be found an alarming number of Tlincallis, the Scorpion people, who are highly unpleasant.
The Tlincallis, or scorpion folk, are a chimeric blend of human and arachnid. Their upper bodies resemble those of humans, while their lower halves are those of enormous scorpions, complete with formidable stingers. These creatures, clad in natural chitinous armor, roam the arid deserts, hunting during the twilight hours and finding refuge from the extreme temperatures by burying themselves in loose sand or seeking shelter in ruins or shallow caves.
Tlincallis are nomadic by nature, lingering only as long as the hunting in an area remains fruitful. Their campsites are transient, chosen for proximity to resources and safety for their young. When it is time to lay eggs, the females deposit them in warm, concealed locations, often among stands of cacti. These eggs are encased in hard shells coated with a paralytic poison, a defense mechanism ensuring that most predators are incapacitated if they attempt to breach them.
These creatures are pragmatic hunters, consuming whatever they catch, be it desert wildlife or unfortunate caravans crossing their path. However, when they have young to feed, they exhibit a chilling behavior. Capturing prey alive, they paralyze and bind them with their spiked chains, reserving these captives for their offspring. As night falls, the young Tlincallis emerge from their lairs to feed, a gruesome initiation into their predatory existence.
Among the Tlincallis, there exists a profound respect for skilled hunters. They are keenly aware of their standing in the food chain and will either serve, avoid, or confront superior hunters, such as blue dragons, based on a calculated assessment of risk and reward. This pragmatic approach underscores their survivalist culture, one where strength and cunning are paramount.
Despite their prowess, Tlincallis rarely engage in complex crafting or city-building. Their tools and weapons are rudimentary, forged from scavenged materials. However, their spiked chains and natural weapons are more than sufficient for their needs, a mark of their adaptability and resourcefulness.
For those venturing into the realms where Tlincallis roam, understanding their capabilities is crucial. These large monstrosities boast a natural armor class of 15, a reflection of their hardy chitinous exoskeletons. They have 85 hit points, indicating their resilience, and a speed of 40 feet, which speaks to their agility in their harsh desert environment.
Their physical prowess is further evidenced by their Strength and Constitution scores, both at 16, granting them a formidable +3 modifier. Dexterity, though slightly lower at 13, still provides a +1 modifier, ensuring they are not easily caught off guard. Their mental faculties are less pronounced, with an Intelligence of 8, but their Wisdom at 12 and Charisma at 8 point to a keen survival instinct and a lack of social grace.
In terms of skills, they excel in Perception, Stealth, and Survival, each with a +4 modifier, allowing them to be both elusive predators and adept trackers. Their darkvision extends to 60 feet, enabling them to hunt effectively under the cover of darkness, and their passive perception of 14 ensures they are rarely surprised.
Linguistically, they communicate in their own tongue, Tlincalli, a language as harsh and guttural as the desert winds. Their challenge rating of 5, with an experience point value of 1,800, marks them as formidable opponents for adventurers.
A Tlincalli's multi-attack in combat allows it to strike with its longsword or spiked chain and its venomous sting. The longsword attack, with a +6 to hit and dealing 1d8+3 slashing damage (or 1d10+3 if wielded two-handed), demonstrates their proficiency with simple yet effective weaponry. With a +6 to hit, the spiked chain reaches up to 10 feet, dealing 1d6+3 piercing damage and potentially grappling and restraining foes with a DC 11 escape difficulty.
Their sting, however, is their most fearsome weapon. It is a significant threat with a +6 to hit and dealing 1d6+3 piercing damage plus 4d6 poison damage. The accompanying DC 14 Constitution saving throw to avoid being poisoned—and possibly paralyzed—adds a chilling dimension to their attacks. The ability for the target to repeat the saving throw at the end of each turn provides a glimmer of hope for those ensnared by this deadly appendage.
One cold morning, as I journeyed along the mountain pass road headed to Athkatla, I witnessed firsthand the deadly efficiency of these creatures. Snow had begun to fall, a harbinger of the heavy snows that would soon close the pass for the season. The caravan captain, believing it safe to make the passage before the worst weather set in, had pushed forward with a string of wagons laden with goods.
As we neared a narrow stretch of the pass, the Tlincallis struck. They emerged from shallow pits filled with warm oil, an adaptation that baffled me at the time but now speaks to their cunning in overcoming the cold mountain habitat. Used to the more tropical temperatures of the Underdark and the distant land of Maztica, they had taken to wearing furs, blending eerily with the snow-dusted landscape.
The attack was swift and brutal. The Tlincallis, wrapped in furs and armed with their spiked chains, descended upon the caravan with deadly precision. They moved with startling agility, their chitinous legs propelling them easily over the snow-covered ground. The caravan guards caught off guard, fought valiantly but were quickly overwhelmed by the sheer ferocity of the scorpion folk.
I watched as the Tlincallis used their stingers to paralyze the guards, their bodies crumpling into the snow as the venom took hold. Those who managed to resist the initial onslaught found themselves ensnared by the spiked chains, their struggles futile against the relentless grip of their captors. Realizing the dire situation, the caravan captain ordered a retreat, but it was too late.
The Tlincallis were not interested in slaughter alone. They sought captives for their young, and as the snow continued to fall, they began binding the paralyzed and wounded to the rocky outcroppings and sparse trees along the pass. The sight was both horrific and mesmerizing, a display of the cold efficiency of these desert-dwelling hunters.
As the caravan remnants fled back down the pass, I remained hidden, observing the Tlincallis as they secured their captives and retreated to their oil-filled pits. The snow, now falling heavily, began to cover the tracks of their attack, leaving behind only the eerie silence of the mountains and the distant, muffled cries of those left behind.
One or more blue dragons in the Small Teeth mountain range may be orchestrating this invasion of Scorpion folk. The blue dragon or dragons might have innovated this warm oil method and the use of furs to help keep the Tlincalli active above the Underdark, even in winter months in the mountains. If this is the case, it could be a disaster for the whole region, even worse than a monster city ruled by the very devious and ambitious Ogre mages of Muranndin. The machinations of a blue dragon are not to be underestimated, as their cunning and ambition know no bounds. If these creatures are under such a powerful influence, the threat to Athkatla and the surrounding lands is more dire than previously imagined.
Oh yes, before I end this entry in my journal, I should also talk about the Uropygus and the Solifugid, two relatives of the Giant Scorpions who often get included in the category of Spiderkind.
Uropygus, also known as Giant Whip Scorpions, Giant Pedipalps, Monstrous Uropygids, or occasionally Giant Vinegaroons, are formidable creatures found primarily in the Underdark, particularly near Drow cities like Menzoberranzan. They are the largest type of pedipalpi, with segmented bodies covered in spiny, bone-armored exoskeletons. Their appearance is intimidating, with long, spindly legs and a scorpion-like tail that ends in a stinger resembling a scorpion. The Uropygus is often nicknamed the Giant Vinegaroon due to its ability to spray a yellow, sultry, and acrid gas up to three times a day, affecting those within a 20-foot radius with uncontrollable spasms and tremors. Their eyes are small but sharp, capable of seeing in total darkness, aiding them in their nocturnal hunts and survival in the depths of the Underdark.
Solifugids, also known as False Spiders, Camel Spiders, or Sun Spiders, are intriguing arachnids with unique adaptations that set them apart from traditional spiders. Their segmented bodies, covered in fur ranging from brown to yellowish hues, provide camouflage in their desert habitats. Their eyes gleam either glossy green-black or red, adding to their fearsome appearance. Unlike typical spiders, solifugids lack developed pincers but possess hooked beaks and ten powerful legs. Their foremost legs are equipped with muscular forejoints and hooked clamps, allowing them to maintain a strong grip on their prey. Solifugids are known for their agility and speed, capable of moving swiftly across desert sands or rocky terrain. They have an immunity to most forms of poison and can see in areas of total darkness, giving them a significant advantage in hunting.
Uropygus and Solifugids are carnivorous creatures, feeding on various prey. Solifugids avoid consuming other solifugids, finding their flesh abhorrent. Each species has adapted to different habitats: large solifugids prefer hot desert climates like those found in Calimshan and Anauroch, emerging at night when temperatures are cooler. Huge solifugids roam temperate wastelands such as the Shaar and Raurin deserts, often ambushing prey in gullies or rocky outcrops. Giant solifugids inhabit the underground regions of temperate climates, particularly within the Underdark, where they are formidable predators.
Full stat blocks for the 5th edition can be found on my Patreon page; the Tlincalli stats are already part of the 5th edition; you can find them in Mordenkainen Presents: Monsters of the Multiverse, on page 243.
My name is AJ Pickett, also known as Picaroon Highhand, the Lorekeeper in these journals. Thanks for listening, and as always, I will be back with more for you very soon.
No comments:
Post a Comment