Cueyatl Warchief

Small Humanoid, lawful evil

Armor Class 16 (studded leather, shield)

Hit Points 117 (18d6+54)

Speed swim +30, walk +30, climb +20

Challenge 7

STR
18
+4
DEX
14
+2
CON
16
+3
INT
10
+0
WIS
16
+3
CHA
12
+1

Skills perception +3

Senses darkvision 60', passive Perception 13

Languages Cueyatl

Special Abilities

Amphibious. Can breathe air and water.

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

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

Locked Saddle. Can't be knocked prone dismounted or moved vs. its will while mounted.

Mounted Warrior. While mounted mount can't be charmed or frightened.

Slippery. Advantage: saves/ability checks to escape a grapple.

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

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

Actions

Multiattack. Two Lances. If mounted mount can then make one melee weapon attack.

Lance. Melee Weapon Attack: +7 to hit, 10 ft., one target, 10 (1d12+4) piercing damage + 7 (2d6) poison.

Javelin. Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 30/120' one target 7 (1d6+4) piercing damage + 7 (2d6) poison.

Reactions

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

Source: Tome of Beasts 3 · OGL/Open