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  TWC7 
   
  
   
  2 
   
  CREDITS: 
   
  Designer:  Jon Hild 
   
  Cover Art:  Borruen 
   
  https://borruen.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
  Interior Artist:  Thamara Gomez 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by 
  Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
   
  TRUE WORLD BESTIARY III 
   
  
   
  3 
   
  ABOUT THIS BOOK 
   
  This compendium of creatures is the third for 
  “official” use with the “Maztica Alive!” 
  campaign.  Maztica Alive represents a 
  representation of the fabled continent of Maztica 
  that has grown organically from the events 
  described in the Maztica Series of novels and the 
  Maztica Boxed Set (1991). 
   
    In addition, there are creatures in these pages 
  that hail from the far away land of Lopango 
  (detailed in TWC2).  The majority of the entries 
  in this book are new and have never before been 
  detailed in a D&D product.  Some are variations 
  on creatures found elsewhere, but most are taken 
  from real world Mesoamerican myth or are 
  simply creations from the mind of the author. 
   
    This book also hopes to clear up some 
  confusion about earlier iterations of creatures 
  from The Maztica Bestiary.  Inconsistencies in 
  lore from that book are repaired in the section 
  labelled “TWC5 Errata.” 
   
    Finally, all Maztica Alive monsters from every 
  DMsGuild product are put into order using both 
  the creatures’ CRs and in an alphabetical listing.  
  Their source is also stated making reference 
  easy. 
   
    At the completion of this book, the following 
  additional Maztica Alive products are available 
  on DMsGuild.  
   
   
  TWC1 
  The Maztica Campaign Guide 
  TWC2 
  Lopango – Land of the Sacred Sun 
  TWC3 
  Claw and Sting – The Scorpionfolk of 
  the Maztican Underdark 
  TWC4 
  Esmeralda – Island of Revolution and 
  Supernatural Threats 
  TWC5 
  The Maztica Bestiary* 
  TWC6 
  True World Bestiary II – Monsters    
  A-H 
  TWN1 
  Azure Skies 
  TWM1 Diamond Eyes – A True World Tale of 
  Betrayal 
  TWM2 Fangs and Feathers – A Book of Spells 
  for the True World 
  TWM3 The Grand History of the True World 
  TWM4 The Penguinfolk 
  TWM5 The Smoky Mirror* 
  TWM6 Children of Qotal* 
  TWM7 Wyrms of the True World - 
  Acalanahuatzi 
  TWA1 
  The Ruins 
  TWA2 
  The Curse of Zarzumotl 
  TWA3 
  Blood Offering 
  TWA4 
  The Siege of Heroika 
  TWA5 
  Resistance! 
  TWR1 
  The Sea Demon’s Pearl 
  TWR2 
  The Maztican Ball Game 
   
  Each of these sourcebooks can be found at: 
   
  http://www.dmsguild.com/product/171534/TWC
  1-The-Maztica-Campaign-Guide 
   
  MONSTER DESCRIPTIONS 
   
  The monsters in this sourcebook follow the 
  format of the Monster Manual.  Additional notes 
  unique to this sourcebook are given below. 
   
  Languages.  The “common” tongue in Maztica 
  actually refers to what was once known as 
  Nexalan, but is now generally known among the 
  inhabitants as “Maztican.”  It is easy enough to 
  replace this language with whatever local tongue 
  is most common nearest to the given creature.  
  Natican is also listed as a language in some 
  cases, referring to the common tongue of 
  Lopango. 
   
  TWC1 The Maztican Campaign Guide.  A 
  number of creatures within this book utilize 
  weapons or spells from TWC1.  There are also 
  numerous lore references made to the material in 
  TWC1.   
   
   
   
   
   
  
   
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  TABLE OF CONTENTS 
  ABOUT  THIS BOOK.................. 3 
  MONSTER DESCRIPTIONS .......... 3 
  TABLE OF CONTENTS ................ 4 
  IMPERATONTI ........................................ 5 
  ITZAPAPLOTL, THE OBSIDIAN BUTTERFLY ..... 7 
  KOATLICAN ........................................... 7 
  KOTHOGGO .......................................... 9 
  KOLAN COLOSSUS ................................ 10 
  LODESTONE OOZE ................................ 11  
  LUSCAN ............................................. 13 
  LYCANTHROPE ..................................... 14 
      WEREEAGLE ..................................... 14 
      WEREPIRANHA ................................. 15 
  MANTICORE, MAZTICAN ........................ 16 
  MATLAZIHUA ...................................... 17 
  MICTLANECA (TEMPLATE) ...................... 18 
      TRIBAL WARRIOR .............................. 18 
  NAGUAL ............................................ 20  
  OBYRITH-TOUCHED (TEMPLATE) . ............ 20 
      TLINCALLI ........................................ 21 
  OCELOTL  ........................................... 22  
      MYSTIC  .......................................... 22  
  OPISTACANTHI .................................... 23  
  PALOPHONTI ....................................... 23 
  PENGUINFOLK ..................................... 25  
  PLAINSJAN, LOPANGAN ......................... 25  
  PLUMED BEHEMOTH  ............................ 26 
       PLUMED BEHEMOTH PTERANODON ...... 27 
  QARQACHA ........................................ 27 
  QUETZALDAUN .................................... 28 
  SAND ELDER ....................................... 29 
  SCORILLA ........................................... 30 
  STONE GUARDIAN ................................ 31 
       EAGLE ............................................ 31 
       JAGUAR .......................................... 31 
       SERPENT ......................................... 31 
  TZAKANDI. LOPANGAN .......................... 32 
  TZITZIMITL .......................................... 33 
  XIUHCOUATL ....................................... 35 
  YAGREL ............................................. 36 
       YAGREL ELDER BRAIN ........................ 36 
  YAHUI ............................................... 37 
  ZIZIMIME ........................................... 38 
  TWC5 ERRATA .................... 39 
  ALPHABETICAL LISTING .......... 40 
   
   
   
  
   
  5 
   
  IMPERATONTI 
   
  Imperatonti, also known as the emperor 
  scorpionfolk, are a barbaric and proud race 
  of scorpionfolk that are physically far 
  stronger than their tlincalli cousins.  They 
  are not unintelligent, but they are certainly 
  not as ambitious as their smaller kin, and 
  this tends to have them seen as gullible.     
    Children of Vulkoon.  Long ago, the 
  greatest of all imperatonti was a massive 
  specimen named Vulkoon.  Favored among 
  the gods, Vulkoon assisted the demon lord 
  Obox-ob in imprisoning a rival who had 
  conspired to become the sole scorpionfolk 
  deity.  When the heroic Vulkoon found 
  success, Obox-ob betrayed him and his kin, 
  leading to the deaths of nearly his entire 
  brood.   
  
   
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    Vulkoon became the sworn enemy of 
  the demon lord that day and along with 
  many followers, he fled to the southern 
  lands of Lopango.  Soon after, Vulkoon 
  was declared the first Scorpion King 
  among his people and upon his death, he 
  ascended to the mantle of divinity.  To 
  this day his kin, the imperatonti, worship 
  Vulkoon with pure adoration. 
    Quick to Anger.  Of all the 
  scorpionfolk races, the imperatonti are 
  by far the least sadistic and they are not 
  intentionally cruel.  However, 
  imperatonti are prone to fits of anger and 
  it takes these barbaric folk long to 
  
   
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  forgive slights even if the offender has been 
  undoubtedly proven innocent.  This flaw has 
  caused long wars with a variety of other 
  races.  
   
  ITZAPAPLOTL 
   
  Also known as the Obsidian Butterfly, 
  Itzapaplotl has been the scourge of the True 
  World for ages, and she was particularly deadly 
  during Maztica’s time on Abeir.  She first 
  arrived on the same “cosmic ship” that brought 
  the avatars of the gods to Toril a time before 
  recorded history, but she came as a stowaway, 
  and has existed only to destroy what the gods 
  have created. 
    Eye of Kukul.  In ages past, Itzapaplotl briefly 
  became the lover of the foul deity Zaltec and he 
  shared in her great cruelties.  It is not known 
  who betrayed whom, but the relationship ended 
  in violence and Itzapaplotl was nearly killed by 
  Zaltec and his brothers and sisters.  Instead of 
  being slain outright, she was banished from the 
  world and as she left, she tore out great swaths 
  of land, expending most of her power.  She cast 
  this molten stone high into the sky above and 
  flew to it as it cooled, forming her Void 
  Kingdom of Tamoacha.   
    Itzapaplotl now inhabits this floating chunk of 
  obsidian with hundreds, if not thousands of her 
  tzitzimitl, and she cannot come to ground unless 
  the Eye of Kukul (the Sun) is hidden from the 
  world, as it is during a solar eclipse.  On Abeir, 
  the sun did not have the same effect on the 
  Obsidian Butterfly, and she had no need to 
  follow the ancient edict on the primal world in 
  its metallic sky. 
    Mother of the Tzitzimitl.  Soon after her 
  banishment and formation of Tamoacha, 
  Itzapaplotl ventured into the Great Pyramid of 
  the Underworld and kidnapped hundreds of the 
  soul shepherds known as zizimime. She 
  corrupted these beings in the fire and cold of the 
  void and soon her “children” the tzitzimitl were 
  born.  Itzapaplotl is rarely found without dozens 
  of these cruel beings in attendance.    
   
   
  KOATLICAN 
   
  In the prehistory of the gods there existed a 
  goddess of fertility known as Coatlicue.  
  Coatlicue does not appear in even the most 
  ancient of legends and she was likely slain 
  long before mankind even stepped from the 
  caves and jungles from whence they came.  
  Coatlicue’s corpse rots for all time, hidden 
  in the deepest pit of the True World’s 
  underdark in a maze known as the Serpent 
  Skirt.  None who enter return, and even the 
  fearsome tlincalli avoid the Serpent Skirt at 
  all cost. 
    Bizarre Physiology. Koatlican spawn from 
  the corpse of the dead goddess, yet their 
  shape does not resemble hers.  Draped in a 
  skirt of serpents, koatlicans set their deadly 
  gaze from a humanoid skull which protrudes 
  from just below what might be a chest.  
  Larger, more deadly snakes protrude from 
  where its head and arms might be, were it 
  even remotely humanoid. 
     Insanity and Death.  If koatlicans have 
  any connection to their mother goddess’ 
  portfolio of fertility, it does not make itself 
  apparent in their abilities.  Koatlicans radiate 
  an aura of violent insanity and their gaze can 
  cause rotting and eventual death.  There is a 
  reason so few return from the Serpent Skirt 
  alive. 
    Ancient Tongue.  Koatlicans speak an 
  unknown language that only they can 
  understand, and do so continuously in a 
  powerful booming voice, even while 
  attacking.  Magical attempts at 
  comprehending the words only result in the 
  same insanity that infects their aura. 
   
   
   
   
   
  
   
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  KOTHOGGO 
   
  Kothoggo are weapons of war among the 
  Green Folk in the southern jungles.  They 
  are insatiable creatures that can wipe out 
  entire villages, but are doomed to die only 
  shortly after their creation. 
    Chimeric Beast.  A kothoggo retains some 
  of the worst features of a giant reptile, an 
  insect, and even some vaguely human or 
  ape-like features.  They do in fact contain 
  parts of all these creatures, having been 
  transformed at one time from a normal 
  human.   
    Brain Eaters.  Kothoggo must eat the 
  brains of sentient creatures to survive.  If 
  they go a single day without doing so, they 
  die quickly, and because of this their 
  lifespans tend to be limited.  They have been 
  known to wipe out an entire village, only to 
  collapse upon the headless corpses a day 
  later as their food supply runs out.    
      Transformation Magic.  The lands of the 
  Green Folk are known for the strange ruins 
  of societies that none can remember.  These 
  ruins are universally considered taboo, but 
  not every Green Folk has followed tradition 
  throughout time.  In one instance, a 
  foolhardy and curious hunter entered a small 
  pyramid and found nothing but hundreds of  
  
   
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  tiny red mushrooms inside.  Taking some 
  with him, he eventually consumed a small 
  quantity and within a tenday, he transformed 
  into the first known kothoggo.  The hunter 
  was slain before he could devour all of his 
  kin, but the Green Folk figured out what had 
  caused the change.  They realized they had a 
  very effective weapon that they could use 
  against their rivals. 
    
   
   
   
   
   
   
   
  KOLAN COLOSSUS 
   
  Rounded enormous stone heads have 
  always graced the lands surrounding 
  the major cities of Kolan, particularly 
  near Cabez.  Throughout Kolan’s 
  history, even during their subjugation 
  by the Empire of Nexal, the heads 
  stood testament to some long 
  forgotten culture, but never gave any 
  indication that they were anything but 
  sculptures. 
    Somnolent Guardians.  Cordell’s 
  lieutenant Jalimar Trollslayer was not 
  content with the lands given to him by 
  the Golden Legion outside of 
  Helmsport.  He decided to mount an 
  expedition nominally in search of 
  “greater wonders” but in truth it was 
  only an attempt to seek out additional 
  stores of gold to steal from the 
  natives.   
    Jalimar arrived many months later in 
  Kolan and grew curious about the 
  stone heads.  He was certain that they 
  
   
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  were tied to hidden wealth and the Kolan did 
  not otherwise appear to have any.  He 
  ordered the fifty or so Payit that he brought 
  with him on his expedition to begin digging 
  around the heads, and they found that the 
  heads were in fact, attached to a much larger 
  body.  Apparently this disturbance was also 
  enough to awaken these grand constructs 
  and they proceeded to crush both Jalimar 
  and all of his allies.   
  Once the deed was done, the colossus 
  simply returned to its original position as the  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kolan stood by and observed.    
    Even today, the Grand Pochteca 
  does not care to tempt fate, and the 
  Kolan continues to ignore the 
  colossal heads.  It is not known 
  exactly what circumstances might 
  cause them to rise again. 
   
  LODESTONE OOZE 
   
  The lodestone ooze is perhaps one 
  of the reasons true metallurgy 
  never developed properly in the 
  True World for the formation of 
  weaponry.  Since the invasion of 
  Cordell and his heavily metal laden 
  legions, the lodestone oozes have 
  fed well. 
    Iron Eaters.  Lodestone oozes 
  detect steel and other ferrous based 
  metals from a distance and are 
  single minded in their hunger to 
  dissolve such materials.  In nature, 
  only the purest deposits of iron can 
  feed such creatures, but the shields 
  
   
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  and weaponry of Faerun are a favorite 
  meal.  Unfortunately, the lodestone ooze 
  dissolves its meals with acid and this 
  acid is just as effective on flesh. 
    Magnetic Aura.  Lodestone oozes 
  generate a field of magnetism in their 
  immediate vicinity that makes it very 
  difficult to hold onto items made of 
  ferrous metals – much less to use them. 
   
    
     
   
   
   
   
   
   
  
   
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  LUSKAN 
  The luskans are terrible beasts of the 
  sea – great predators whose hunger 
  knows no bounds.  Some of the more 
  primitive folk of the island realms 
  closest to Maztica and Lopango 
  worship them as gods of nature, and 
  many a sacrifice has been offered to 
  them in the past. 
    Sharktopus.  The first luskan was 
  encountered by men of Faerun when 
  two full ships of Waterdhavians were 
  sunk by one of the creatures.  The 
  third ship that hobbled back to 
  Waterdeep told great tales of the 
  octopus-shark hybrid that decimated 
  their ranks.  Ignorant mainlanders thus 
  have given the creature the name 
  “sharktopus,” but inhabitants of the 
  True World understand her true 
  origins. 
    Dragon Turtle Foes.  Dragon turtles 
  are certainly known to exist in True 
  World waters, but Luskans are known 
  to have battles with the creatures and 
  they never occupy the same territory.  
  Sahuagin are the only known 
  predators that the luskan can exist 
  alongside. 
    Blue Holes.  Luskans have a 
  preference for lairing inside massive 
  
   
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  underwater sinkholes known as blue holes.  
  Local fisherman know to avoid these areas. 
    Spawn of Luska.  Rumors abound of a 
  legendary creature that spawned the original 
  luskans who herself is known as Luska.  
  Apparently, this creature is known to have 
  the head of a dragon, rather than that of a 
  shark. 
   
  LYCANTHROPE 
   
  True World lycanthropes come in many 
  different forms.  The werejaguar is well 
  known and there are rumors of weresharks, 
  wereoctopi and even the jagre are 
  considered by some (incorrectly) to be a 
  form of lycanthropy.  Below are two new 
  additions - the noble wereagle and the 
  hunger driven Short Folk whose curse 
  changes them into the dreaded 
  werepiranha.  
    Each lycanthrope has three forms, a 
  humanoid form, animal form and a hybrid.     
    The hybrid form of the wereagle, looks 
  remarkably similar to the aarakockra and 
  can often be confused for the bird-folk.  In 
  animal form, they appear much like giant 
  eagles, but are closer to their humanoid 
  form in size. 
    The werepiranha hybrid form looks like a 
  feral humanoid (almost always halflings) 
  but have incredibly sharp serrated teeth.  
  Their hybrid form has the normal 
  appearance of a piranha, but is relatively 
  speaking, much larger in size. 
     
  WEREEAGLE 
   
  Wereeagles are a noble creature who 
  remove themselves from civilization and 
  keep to their own homes, built where giant 
  eagles, the quetzaldaun and aarakocra 
  reside.  They are a rare species and refuse 
  to pass their “curse” on to others 
  intentionally.  Wereagles are the only 
  known humans said to be welcome among 
  the reclusive quetzaldaun. 
      Hakuna Hunters.  Perhaps one of the 
  most significant reasons wereeagles are 
  welcome amongst both the aarakocra and 
  the quetzaldaun is due to their penchant for 
  hunting and slaying hakuna.  Hakuna have 
  decimated nests of both avian humanoids in 
  the past and wereeagles keep their 
  populations low. 
  
   
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    Nobility without Titles.  Wereeagles are 
  naturally noble and polite beings that 
  behave in many ways like the powerful 
  giant eagles.  In human form, they are 
  often mistaken for some form of royalty 
  due to the way they present themselves.  
  Their personalities are not haughty, 
  however. 
   
  WEREPIRANHA 
   
  Werepiranha are one of the few forms of 
  lycanthropes that are almost universally 
  found among nonhumans.  Entire tribes of 
  jungle halflings have succumbed to the  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  disease and many have bred true for entire 
  generations.  Though they are called 
  “werepiranhas” their animal forms are 
  actually a prehistoric piranha-like fish 
  known as serrasalmidae that is much larger 
  in size, but very similar in appearance. 
    Pack Eaters.  The more savage clans of 
  halflings are known to willfully choose to 
  become infected with lycanthropy.  When 
  the change occurs, dissenters are often the 
  first consumed.  The halflings will usually 
  fully abandon their villages and move 
  directly into nearby rivers and streams, only 
  occasionally returning to their old homes.  
  The pack then swims together, hunts 
  together, and certainly feed together.  An 
  individual werepiranha is not typically much 
  of a threat, but a dozen or so could pick 
  apart any “big folk” that enter their waters.  
  Should they find themselves hunting on land 
  in halfling form (a rare occurrence), 
  werepiranha also have not forgotten the uses 
  of kurari poison. 
   
  MANTICORE, MAZTICAN 
   
  The Maztican manticore is similar to the 
  breed known in greater Faerun, but might in 
  fact be a more primitive or magically altered 
  form.  It is unknown which breed is the 
  original. 
    Scorpionfolk Guards.  Maztican 
  manticores are frequently the favored pets 
  and guardians for the tlincalli and as such, 
  tend to live underground, rather in the skies 
  above.  They do not have wings and are 
  incapable of flight.  Even those that do not 
  serve a master tend to stay hidden in caves 
  and caverns.  An entire pride of free 
  
   
  17 
   
  manticores are known to stalk the canyons 
  of the desert dwarves in the House of Tezca 
  when the sun goes down. 
    Aversion to the Sun.  Like their Faerunian 
  cousins, Maztican manticores are fierce 
  predators, but have a distinct aversion to 
  strong sunlight.  This does not translate into 
  any particular weakness, but it is safe to 
  travel in the light of day in regions known to 
  be inhabited by these fierce and cruel 
  predators. 
   
   
   
   
   
  MATLAZIHUA 
   
  Many a lone hunter, farmer or wanderers in 
  the jungles of the True World have come 
  upon a beautiful woman dressed in white 
  flowers and plumage.  Those in the know 
  run as fast as they can, but the temptation 
  these creatures offer is too often 
  overwhelming.  The men who succumb are 
  never seen again. 
    Shapechanging Beasts.  Amnians 
  who have heard the rumors of the 
  fabled matlazihua tend to assume the 
  stories are of some form of vampire.  
  The fact that many of the sightings 
  have occurred in the light of day 
  have squashed these rumors.  The 
  matlazihua is actually a cruel 
  predator that has learned to 
  shapechange into the form of a 
  physically beautiful human dressed 
  in all white – the fabled “White 
  Woman” of a dozen myths.  Its true 
  form is a horror to behold – an 
  enormous maw filled with a row of 
  shark-like teeth and only a single leg 
  which it uses to hop at a speedy 
  pace. 
    Hidden Demesnes.  The White 
  Women are notoriously difficult to 
  root out once discovered.  They 
  never outright attack, particularly 
  against greater numbers, and their 
  homes are nearly impossible to find.  
  A matlazihua will usually wait until 
  they find a lone individual and only 
  after that being has been charmed 
  will it reveal its true self (often, 
  when the victim’s defenses are 
  compromised). 
   
   
   
   
   
   
  
   
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  MICTLANECA 
   
  In the mountains of Huacli lies the city of 
  Mictlatepec, also known as the City of the 
  Dead.  The city goes about its daily 
  business as it has for centuries, but 
  there is one major difference 
  from a normal city that can be difficult 
  to determine until it is too late – the 
  whole city is full of the undead men 
  and women known as the mictlaneca. 
    Unfortunately, the plague of death 
  has not stayed in place as of late, and 
  the mictlaneca have spread to other parts of 
  the True World. 
    Living Undead.  The mictlaneca are 
  humanoids who become undead, but 
  maintain many of the traits of their former 
  
   
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  lives and often behave in a very similar 
  manner.  Depending on their standing in life, 
  they take on the traits of zombies, ghouls, 
  ghasts or wights. 
    Talisman of Perpetual Life.  Only one of 
  these items is known to exist currently but 
  another might easily be created as 
  knowledge of the rite spreads throughout the 
  True World.  This talisman of hishna created 
  the first mictlaneca, the ancient ruler of 
  Mictlatepec named Alban.  Only by wearing 
  this talisman upon the moment of death can 
  a mictlaneca gain the powers of a wight. 
    Knife of Perpetual Service.  In order to 
  bring his followers with him for eternity, 
  Alban used a knife of perpetual service to 
  create the other mictlaneca – those with the 
  powers of ghasts, ghouls or zombies.  
  Sacrificing an individual humanoid with 
  such a device causes that being to rise the 
  following evening as one of the living dead.  
  More knives have since been created and 
  many exist outside of Mictlatepec. 
   
  MICTLANECA TEMPLATE 
   
  A humanoid can become a mictlaneca.  
  When a creature becomes a mictlaneca, it 
  retains all of its statistics except as noted 
  below.  New abilities are based on the base 
  creature’s CR. 
    Type.  The creature’s type becomes 
  undead.   
    Alignment.  The good-evil axis of the 
  creature’s alignment becomes evil.   
    Resistances. Necrotic 
    Immunities.  Charmed, exhaustion, 
  poison, poisoned 
    Sunlight Hypersensitivity.  The mictlaneca 
  takes 10 radiant damage when it starts its 
  turn in sunlight.  While in sunlight, it has 
  disadvantage on attack rolls and ability 
  checks. 
    New Abilities/Actions.  The creature gains 
  the following abilities and actions based on 
  its original CR.  Each ability uses the 
  proficiency and stat bonuses of the base 
  creature. 
     
  CR Range New Ability/Action 
  CR 0-1/2 
  Undead Fortitude (as Zombie) 
  CR 1-2 
  Bite (as Ghoul) 
  CR 3+ 
  Bite and Stench (as Ghast) 
  *CR 3+ 
  Life Drain (as Wight) 
   
  *Only if created with Talisman of Perpetual 
  Life 
   
   
   
  
   
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  NAGUAL 
   
  The nagual is a shapeshifter that can 
  take the form of an array of animals 
  each with its own set of abilities.  Some 
  believe that Gultec, the legendary jaguar 
  knight of old was in fact a nagual, but 
  most believe this to be false. 
    Talented Shapechangers.  Nagual can 
  shapechange into normal animals with 
  nary a thought.  They are incredibly 
  adept at this change and are known to 
  do so continually during an actual 
  battle.  Their natural form is that of a 
  traditionally dressed tribal human 
  shaman .  Most nagual are known to 
  walk the wilds of Pezelac. 
    Helpful or Harmful Spirits.  Nagual 
  are fey spirits given form, and as such, 
  they have very strong feelings towards 
  the mortals that occupy the material 
  world.  These feeling manifest 
  themselves as a strong desire to either 
  help or harm.  A nagual might frighten 
  off predators from a lost traveler or 
  become the predator itself.   
   
  OBYRITH-TOUCHED 
   
  The primal demon Obox-ob has always 
  sought to make inroads into the scorpionfolk 
  of Toril and particularly into the True 
  World.  He has suffered many setbacks – 
  most notably to the barbarian god of the 
  imperatonti known as Vulkoon.  Even more 
  recently, it led an incursion into mainland 
  Faerun in the underdark city of Oaxaptupa.  
  The obyrith-touched are his minions 
  alongside the dreaded ekolid – and they are 
  a horror to behold. 
    Transformed Scorpionfolk.  Every obyrith 
  touched was once scorpionfolk – charinti, 
  tlincalli, imperatonti, opistacanthi and even 
  some rumored palophonti.  Whether through 
  misfortune or devotion each scorpionfolk 
  became twisted and remolded into a vile 
  version of its former self – one surrounded 
  by only madness and a desire to please their 
  verminous lord. 
    Maddening Aura.  Obox-ob is of an 
  ancient brand of demons known as the 
  obyrith who are known for their essential 
  wrongness and innate powers to induce 
  madness.  The obyrith-touched claim a 
  similar aura, but one that induces a specific 
  form of arachnophobia which can easily 
  debilitate a victim.   
   
  OBYRITH-TOUCHED TEMPLATE 
   
  
   
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  Any creature that the DM determines to be 
  scorpionfolk can gain the obyrith-touched 
  template.  Currently, this includes tlincalli 
  (from Volo’s Guide to Monsters page 193), 
  charinti (from TWC6), the imperatonti, 
  opistacanthi and palophonti from this book. 
    Obyrith-touched statistics remain 
  the same as the base creature except 
  as listed below.   
    Alignment.  The obyrith-touched 
  becomes chaotic evil. 
    Senses.  The obyrith touched gains 
  blindsight to a range of 10 feet and 
  darkvision to a range of 60 feet.  
  Sometimes, the eyes of the obyrith 
  touched disappear from their face, 
  but this does not hamper their 
  ability to see. 
    Resistances.  The obyrith-touched 
  gains resistance to cold, fire, 
  lightning, bludgeoning, piercing and 
  slashing from nonmagical weapons. 
    Immunities.  The obyrith touched 
  is immune to poison and the 
  poisoned condition.   
    Aura of Madness.  Any creature 
  that is not immune to mind 
  affecting magic or is not 
  scorpionfolk itself that starts its turn 
  within 30 feet of an obyrith-touched 
  tlincalli must make a Wisdom 
  saving throw with a DC of 13.  If 
  they fail the save, they are 
  paralyzed with a fear of scorpions 
  and have the paralyzed condition as 
  long as the obyrith-touched (or any 
  other scorpion-like being) remains 
  in sight.  The save can be repeated 
  at the beginning of each turn to end 
  the effect. 
  
   
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  OCELOTL 
   
  Ocelotls are a slightly smaller offshoot of 
  the tabaxi that inhabit only the most 
  hidden places deep within the jungles.  
  Local humans have endless legends about 
  their strange powers and avoid them at all 
  costs.  Even other tabaxi tend to give them 
  a wide berth. 
    Masters of the Mind.  Ocelotl command 
  a power that is otherwise unknown in the 
  True World.  They are masters of psionics 
  and use their powers to mislead those who 
  would seek them out.  They are not a 
  violent or cruel race, but they are known 
  to be quite xenophobic, and are desperate 
  to remain hidden from the rest of the 
  world. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  23 
   
  OPISTACANTHI 
   
  The opistacanthi are a race of scorpionfolk 
  that tend to be much smaller than their 
  tlincalli brethren.  They are also the only 
  subrace where almost as many can be found 
  aboveground as there are belowground. 
    Envenomed Bows.  The opistacanthi use a 
  Maztican war bow known as the tlahhuītōlli 
  to great effect.  Unlike most scorpionfolk, 
  the poison from their tail stingers remains 
  potent for many hours after exposure to air, 
  and more than enough drips from the tip for 
  them to envenom their arrows. 
    Monstrous Guardians.  The opistacanthi 
  are physically the weakest of the 
  scorpionfolk and they are aware of this 
  shortcoming.  Therefore, many opistacanthi 
  communities contain guardians that they 
  raised from birth.  The scorilla, whether 
  created by the opistacanthi or some mad 
  hishnashaper in the past, is the most 
  common of these guardians. 
   
  PALOPHONTI 
   
  In the depths of the deepest oceans, a 
  gigantic race of aquatic scorpionfolk roams.  
  They are cruel and uncaring, but prefer more 
  than anything not to be disturbed.  Their 
  connection to other scorpionfolk is tenuous 
  at best and they claim to have existed long 
  before even the tlincalli zodiac of deities. 
    Prehistoric Race.  The palophonti have 
  existed in the oceans of Toril since the Days 
  of Thunder.  Like other scorpionfolk, their 
  bodies are an amalgamation of a humanoid 
  torso and the body of a scorpion.  The 
  palophonti, however, are enormous 
  creatures, and their scorpion halves are that 
  of an extinct species of sea scorpion that no 
  longer exists in Toril’s oceans (as far as 
  anyone knows).  These scorpions had not yet 
  fully developed their stingers, and the 
  palophonti has their whip-like tail that can 
  spread a disease known as the slimy doom. 
    Historians of the Sea.  The palophonti 
  know secrets of the sea that are far beyond 
  the knowledge of most others.  If they were 
  not so cruel, they might be known as great 
  oracles of the oceans.  It is nearly impossible 
  to get these creatures to give up their vast 
  knowledge of ancient times, but exceptions 
  have been known.  The reasons to approach 
  a palophonti for hidden knowledge would 
  need to be dire indeed. 
   
   
  
   
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  25 
   
  PENGUINFOLK 
   
  The penguinfolk are a transplant from 
  another world to which survival and 
  necessity have changed dramatically.  They 
  are anthropomorphic penguins that were 
  once known as the dohwar, but have long 
  since abandoned that name. 
    Servants of the Skulls.  When the 
  penguinfolk arrived in Maztica in 1361 DR 
  they were immediately beset upon by 
  predators and enemies from all sides.  They 
  would surely have not survived had they not 
  discovered an ancient sentient artifact of the 
  Creator Race known as the batrachi and this 
  artifact taught the penguinfolk how to 
  defend themselves.  This transformation, 
  however, came at a price and the future of 
  the penguinfolk is now in question. 
    Adamantine weapons.  The penguinfolk 
  have access to vast stores of the remarkable 
  metal known as adamantine and have been 
  given the knowledge on its use and alter 
  some if its properties for advancing 
  weaponry.  This is a secret that goes far 
  beyond the metallurgical knowledge of 
  almost anywhere else in the True World and 
  they guard the secret with their lives.  Even 
  some of the penguinfolks’ natural weapons 
  have made use of this remarkable metal.    
   
  PLAINSJAN, 
  LOPANGAN  
   
  Plainsjan are vicious little imp-like 
  creatures from another world that 
  arrived in Toril (and Lopango in 
  particular) around the same time as the 
  Lopangan anadjiin.  They attack in 
  packs that consist of an even number of 
  creatures.   
    Twin Born.  Plainsjan are always born 
  as twins and are inseparable from birth.  
  A plainsjan that loses its twin becomes 
  listless and lazy, and does not often 
  survive for much longer.  Occasionally 
  one will find an adopted master, but the 
  master must be as cruel and sadistic as 
  the plainsjan itself. 
    Pack Predator.  A plainsjan on its own 
  is not a terribly powerful opponent, but 
  the bleeding attacks of their claws and 
  poison in their bites can quickly take 
  down creatures much larger than 
  themselves.   
   
   
   
   
  
   
  26 
   
  PLUMED BEHEMOTH 
   
  When Maztica was sent to Abeir for just 
  over a century, the new world was not just 
  foreign, it was also a terribly hostile place.  
  The gods had not foreseen the upheaval, nor 
  had they prepared for their century of sleep.  
  Some, however, managed to extend just a 
  small amount of their power into Abeir 
  before it was too late. 
    Spark of Divine Power.  Qotal’s divine 
  soul reached into the new world and sought 
  out as many of the beasts known to some as 
  dinosaurs and to others as behemoths.  He 
  forever changed these creatures, and at least 
  in the southern jungles, the newly formed 
  plumed behemoths defended the True World 
  in subtle ways that most of its inhabitants 
  will never actually know or understand. 
    Plumed behemoths tend to stay neutral in 
  regard to creatures native to the True 
  World, but have an inherent hatred for 
  anything Abeiran – including the 
  dragonborn who have settled peacefully. 
    Feathered Dinosaurs.  Plumed 
  behemoths look the same as the base 
  dinosaur except they tend to have far more 
  feathers in different parts of their bodies 
  that display every color of the rainbow.  
  The skin or scales of aquatic behemoths 
  become multihued instead. 
    Plumed behemoths behave much like the 
  unicorns of Faerun and desire to be left 
  alone when they are not actively 
  protecting its inhabitants.   
   
  PLUMED BEHEMOTH TEMPLATE 
  Any dinosaur may be given the plumed 
  behemoth template.  When a dinosaur 
  becomes a plumed behemoth, it retains all 
  of its statistics except as noted below. 
   
  HUNDRED WINGS 
     
  While the plumed behemoths choose most 
  often to remain unknown and unseen, 
  none could miss the fabled Battle of 
  Hundred Wings.  Four dozen rainbow 
  plumed pteranodons and quetzalcoatlus 
  (from Tomb of Annihilation), each 
  immune to his fiery blasts – killed a 
  powerful red dragon over the city of 
  Tulom-Itzi.  Many thought this a sign that 
  Qotal had returned, and in a way, it was a 
  representation that their god had not fully 
  abandoned them. 
    The pteranodons still live somewhere  in 
  the hills of Far Payit. 
   
   
  
   
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    Intelligence.  Plumed behemoths are far 
  more intelligent than their prehistoric 
  brethren.  Increase their intelligence score to 
  10. 
    Immunity.  A plumed dinosaur gains 
  immunity to the one form of damage type 
  most associated with the attack modes of the 
  creatures it was designed to defend against.  
  A plumed behemoth that lived in the vicinity 
  of a blue dragon, for example, would be 
  immune to lightning.  Over time this 
  immunity can change as new threats arrive – 
  but the plumed dinosaur never has more 
  than one type of immunity. 
    Alignment.  Plumed behemoths know that 
  they were designated protectors of the True 
  World from the horrors of Abeir during the 
  continent’s exile.  As such, they are either 
  lawful neutral or (less often) even lawful 
  good. 
    Languages.  Plumed behemoths can 
  understand one language of people who live 
  in closest proximity, but they cannot speak. 
    New Action - Invisibility.  Once each day, 
  as an action, the plumed behemoth can 
  magically turn invisible until it attacks or 
  until its concentration ends (as if 
  concentrating on a spell). Any equipment 
  the Plumed Behemoth wears or carries is 
  invisible with it. 
   
  QARQACHA 
   
  Though they sometimes attempt to pass 
  themselves off as harmless (if filthy) 
  hermits in the mountains of Lopango, 
  qarqachas are in fact terrible fiends from the 
  steep slopes of Gehenna.    Unnatural 
  Appearance.  Qarqacha are shapechangers 
  who can easily polymorph from the 
  appearance of an old unkempt human male 
  hermit to that of its natural form – a bestial 
  llama with heads at both ends of its body.  
  In its natural (unnatural?) form, the 
  quarqacha is horrifying to look at and can 
  cause those who meet its gaze to freeze in 
  place.  Though the fiend’s appearance would 
  not normally appear to be so mobile, its 
  quick charge attack has been known to 
  flatten even the heartiest of Natican heroes. 
    Mountain Hermit.  Qarqacha, like the 
  llama they somewhat resemble, are 
  inhabitants of the mountains of Lopango.  
  They are the bane of villages and hamlets 
  that are established in such places.  A 
  qarqacha’s presence causes livestock to 
  sicken, plants to wither and domesticated 
  animals to violently misbehave.  The baying 
  of a qarqacha travels for many miles in the 
  clear mountain air creating a sense of dread 
  that can only be shaken upon the creature’s 
  destruction or banishment. 
    Qarqacha almost always appear to these 
  communities in the form of a harmless 
  hermit long before they realize the evil that 
  
   
  28 
   
  they are in fact dealing with.  Qarqacha 
  delight in human suffering. 
   
  QUETZALDAUN 
   
  The quetzaldaun are a brightly plumed 
  subspecies of the aarakocra blessed with 
  gifts the deity Qotal in return for a pledge of 
  eternal service. 
    Dragon Foes.  Other than the tlalocoatl 
  (and perhaps some hitherto unknown 
  species), dragons are incredibly rare in the 
  True World.  This has not always been the 
  case, and long ago the dragons almost 
  hunted the aeree progenitor race to 
  extinction.  The aeree beseeched the gods 
  for help and Qotal appeared to a particularly 
  brave tribe offering his aid.  These aeree 
  were given immunities to the terrible breath 
  weapons of the dragons and while the battles 
  were still costly, the tribe managed to route 
  most of their ancient foes.  The quetzaldaun 
  have never recovered in their old numbers 
  but still remain to battle should their 
  enemies return.  Though few know of their 
  bravery, it was the quetzaldaun, sometimes 
  allied with plumed behemoths, which kept 
  the worst of the dragon attacks from Abeir 
  in the last century. 
    Changing Immunities and Attacks.  A 
  quetzaldaun’s supernatural powers are based 
  solely on defeating the dragon’s that might 
  have otherwise hunted them into extinction.  
  Because of this, their energy immunity and 
  attacks change dependent on the closest 
  dragon.  If a red dragon were to attack, for 
  example, all nearby quetzaldaun would be 
  immune to fire and likely add cold damage 
  to their weapon attacks.   
   
   
   
   
  
   
  29 
   
  SAND ELDER 
   
  None know exactly where the sand elders 
  came from, but they are known to be an 
  ancient race of which very few still survive.  
  Only the dwarves of the Sands of Itzcala and 
  the Dog People have had any interactions 
  with these passive behemoths, but both 
  groups give them a wide berth.   
    These massive beings spend the majority of 
  their time dreaming away the ages, and 
  appear to be nothing more than massive 
  sandstone formations when they are not 
  active. 
    Ancient Historians.  It is said that the sand 
  elders know more about the history of the 
  True World than any other being and that 
  their knowledge predates even that of the 
  gods.  They are sought out by many, but are 
  nearly impossible to find when they don’t 
  want to be.  They are said to be uncaring 
  beings but they are not cruel or wantonly 
  destructive. 
    A Dying Race.  It is believed that there are 
  only perhaps a dozen sand elders left in 
  existence, though one has not been 
  destroyed in thousands of years.  Should one 
  
   
  30 
   
  of the remaining sand elders be slain, those 
  remaining would wail with a sound that 
  would be heard across the continent.  Most 
  live in the Sands of Itzcala, but there is at 
  least one in the House of Tezca. 
   
   
  SCORILLA 
   
  The dreaded Scorilla, as its name implies, is 
  a terrible amalgam of gorilla and giant 
  scorpion that has adopted the worst traits of 
  both species. 
    Slaves of the Opistacanthi.  The tree-
  dwelling opistacanthi know they are 
  physically the weakest of the scorpionfolk 
  races and the Scorilla provides them with a 
  sense of “muscle” to both protect their 
  villages and attack others when needed.  
  There is no deadlier a sight than charging 
  scorillas followed by the deadly arrows of 
  the scorpionfolk. 
    Scorilla Origins.  Like the owlbear, 
  scholars debate the origins of the scorilla.  
  The opistacanthi claim to have created the 
  creature in a long past age, but others 
  speculate older origins. 
   
   
   
   
   
   
   
   
   
  
   
  31 
   
   
  STONE GUARDIAN 
   
  Religion is an important aspect of life for the 
  peoples of the Maztican continent.  Temples 
  in fact, are often the cultural and social 
  centers of each city.  Eagle and Jaguar 
  Knights protect them fervently but in 
  addition to these living defenses, ever-
  vigilant guardians made of stone sleep until 
  they detect a threat of some sorts.  These are 
  the stone guardians, constructs that come in 
  a variety of forms.  Three of the most 
  common are detailed here.  
   
  EAGLE 
   
  Eagle stone guardians are rarely found in 
  temples that don’t belong to the faith of 
  Qotal but it is not unheard of (particularly 
  among the sister deities).  They have the 
  power to emit a sonic scream and do so 
  almost with an inherent cunning when 
  working in tandem with other eagle stone 
  guardians.  They like to target obvious 
  spellcasters, particularly any who wield 
  hishna magic. 
   
  JAGUAR 
   
  Jaguar stone guardians are capable 
  combatants that can pass through the stone 
  walls of a temple to pounce from a position 
  of surprise.  Jaguar stone guardians are a 
  favorite of Zaltec’s temples and are also 
  used frequently by those of Tezca, Azul and 
  Plutoq.  They always attack those who wield 
  pluma magic first. 
   
  SERPENT 
   
  Serpent stone guardians are deadly 
  poisonous in addition to having the ability to 
  constrict.  They are the favorite of Nula and 
  Watil’s temples, are never used by Kiltzi’s 
  and can be found with others occasionally.  
  Older, abandoned temples of Qotal typically 
  have serpent stone guardians that still 
  function. 
  
   
  32 
   
  TZAKANDI, LOPANGAN 
   
  Ceremorphosis is the process in which 
  illithid implant tadpoles into humanoids, 
  starting the process of transformation that 
  “births” new mind flayers.  The degenerate 
  race of illithid known as the yagrel have 
  experimented with ceremorphosis on many 
  other races and as of yet, the tzakandi is 
  their most successful. 
      Lizardfolk of the Tzakan Marsh.  The 
  tzakandi were once a great tribe of 
  lizardfolk of the Tzakan marsh in the 
  northern reaches of Lopango.  They fought 
  a desperate war with the yagrel and despite 
  some major losses, managed to utilize their 
  knowledge of the swamp to keep safe and 
  protected.  That all changed when the 
  yagrel started to perform ceremorphosis on 
  captured members of the tribe.  Once the 
  tzakandi warriors were sent back into their 
  swamp, the rest of the tribe quickly fell.  
  Now the swamp is almost exclusively the 
  domain of these terrible creatures, and only 
  pockets of resistance still remain. 
    A Shared Idea.  Few true illithids know 
  of the yagrel in Lopango, but those who do 
  are disgusted by the abominations.  
  However, somehow the process of 
  changing lizardfolk into tzakandi has 
  spread beyond the boundaries of the True 
  World.  Tzakandi can now be found in 
  Faerun’s mainland as well, but in their 
  utilization of non-yagrel tadpoles – the 
  resultant tzakandi are different from those 
  in Lopango.  Tzakandi are particularly well 
  known in the illithid city of Oryndoll whose 
  illithids use lizardfolk captured from Surkh.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  33 
   
   
  TZITZIMITL 
   
  The tzitzimitl are the vile star demons 
  universally feared by all races and peoples 
  of Maztica.  Their cruelty is legendary, 
  though they are luckily bound by the same 
  ancient edict as their creator, Itzapaplotl.  
  They may stalk the world only in the event 
  of a solar eclipse. 
      Children of the Obsidian Butterfly.  
  Upon her construction of the Void 
  Kingdom of Tamoacha, Itzapaplotl’s first 
  move was to travel to the Great Pyramid of 
  the Maztican afterlife.  To the chagrin of 
  the entire pantheon, she gathered thousands 
  of the soul shepherds known as zizimime 
  and corrupted them into these foul demons.  
  The tzitzimitl follow Itzapaplotl’s orders 
  without question. 
     The Eye of Kukul.  Tzitzimitl are held to 
  the same ancient edict that prevents their 
  mother, Itzapaplotl, from terrorizing the 
  True World.  They may only come to 
  ground in the True World during a solar 
  eclipse.  Planewalking Mazticans, while 
  rare, have also encountered the star demons 
  in the afterworld. 
   
    
   
   
   
   
   
   
   
   
   
   
  
   
  34 
   
   
  
   
  35 
   
  XIUHCOUATL 
   
  Xiuhcouatl are fiery counterparts to the 
  celestial couatl.  Where couatl are good 
  celestials, dedicated to eradicating evil in 
  the True World, the xiuhcouatl are fiends 
  that want to watch it all burn. 
      Tezca’s Children.  The xiuhcouatl are 
  beholden to Tezca much in the same way 
  couatl regard their lord Qotal.  Tezca is 
  said to sit in a lake of molten lava 
  surrounded by these creatures who are 
  ready to obey his every whim.  Knowing 
  their 
  
   
  36 
   
  penchant for destruction, he sends them to 
  punish mortals who truly anger him.  Stories 
  of entire towns put to flame by the dreaded 
  xiuhcouatl are commonplace in Maztican 
  legend. 
    Flame Tongue.  Where the couatl can 
  polymorph into the form of a humanoid, a 
  xiuhcouatl can transform itself into an 
  intelligent flame tongue weapon.  The 
  weapon of choice is typically the 
  macuahuitl.  Tezca is known to wield a 
  massive xiuhcouatl maca himself, and will 
  occasionally task one to serve a powerful 
  mortal during important missions. 
   
  YAGREL 
   
  The yagrel is a degenerate illithid that has 
  lost most, but not all of its once formidable 
  powers of the mind.  What they have lost in 
  mental capacity has been made up in sheer 
  strength and brute force.   
    Devolved from Illithids.  None know 
  
   
  37 
   
  where the yagrel came from originally, but it 
  is well known that they were once true 
  illithid.  Centuries of war with a race known 
  as the anadjiin has forced them to develop 
  strengths where they were once weak, while 
  losing abilities that were mostly ineffectual 
  against their enemy.  The yagrel inhabit vast 
  stretches of jungle that separate the 
  continent of Maztica from that of Lopango.  
  They make it incredibly difficult for folk of 
  one continent to make it to the other alive.  
  It is rumored that similar illithid 
  transformations have occurred on 
  other worlds. 
    Elder Brain.  Yagrel elder brains 
  are even less recognizable than the 
  yagrel themselves.  Vicious creatures 
  to the extreme, they still retain a 
  potential for powerful psionics, but 
  now resort to more physical means 
  when forced from their foul smelling 
  pools of brine. 
   
  YAHUI 
   
  The yahui is a savage race of 
  lizardfolk that delight in sacrifice and 
  cruelty.  In many swamps, they have 
  been hunted to extinction by normal 
  lizardfolk who are frequently their 
  primary targets.  Yahui retain the 
  appearance of most other lizardfolk, 
  but have developed the hard shell of 
  a turtle that offers them far greater 
  protection from attack. 
      The Night of Wailing.  Well over 
  a century ago, the Night of Wailing 
  transformed men into orcs, trolls and 
  worse – creatures seen for the first 
  time in the True World.  The magic 
  unleashed at that moment however, 
  had effects that spread beyond the 
  borders of Nexal and into some of 
  the most dismal swamps.  Entire villages of 
  normal lizardfolk were transformed into the 
  dreaded yahui, but their distance from 
  human civilizations kept this information 
  unknown.  Now the yahui hunt mankind 
  mercilessly, and though humans may not 
  know their origin, they are certainly aware 
  of their existence. 
    Sacrifice as a Way of Life.  The yahui 
  rarely kill during their hunts, but rather try 
  to incapacitate their targets, using nets and 
  javelins dripping with a sleep poison.  The 
  yahui have come to worship Zaltec as their 
  creator and constantly wish to feed their 
  hungry deity. 
   
   
   
  
   
  38 
   
  ZIZIMIME 
   
  Zizimime are the skeletal 
  shepherds of the dead who guide a 
  soul to their final destination in 
  the afterlife of the True World’s 
  inhabitants.  Some have evolved 
  to prefer one plane over all others 
  and slowly change in appearance, 
  attitude and sometimes abilities. 
    Soul Shepherds.  When a mortal 
  dies, its tonalli (soul) reaches the 
  top of a great pyramid, where it is 
  greeted by a skeletal humanoid 
  known as a zizimime.  The 
  zizimime does not judge or 
  confront the soul no matter what 
  life the being led.  Instead it 
  answers any questions the soul 
  might have (if they are confused) 
  and soon after guides them off to 
  another platform in a direction 
  associated with their alignment.  Souls are 
  incapable of disobeying a zizimime’s 
  direction, even if they know they are headed 
  for an eternity of torment. 
    Mutable Forms.  Zizimime take their jobs 
  seriously and know they are responsible for 
  the order of the afterlife.  However, many do 
  begin to find an affinity for one particular 
  plane.  Over time, the zizimime might shirk 
  its duties and spend more and more of its 
  time on its plane of choice.  Its form will 
  eventually come to more closely resemble 
  an inhabitant of its particular plane.  New 
  abilities and features invariably pop up, but 
  they always at the very least retain their 
  skeletal features.  Itzapaplotl took advantage 
  of this trait by kidnapping thousands of 
  zizimime and transforming them into her 
  dreaded star demons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  39 
   
   
  MAZTICA BESTIARY ERRATA 
   
  The Maztica Bestiary, written by author 
  Leonaru, can be found on DMsGuild and for 
  the “Maztica Alive” campaign, it has been 
  designated as “TWC5.”  However, there are 
  differences in lore and in some cases, 
  statistics that are not compatible with the 
  campaign.  This portion of the book is 
  designed to rectify or explain such 
  inconsistencies. 
    In addition, many of the creatures found in 
  TWC5 have been omitted from the 
  alphabetical listing on the following pages.  
  In many cases, the omissions are of 
  creatures that have been updated from 
  earlier editions and were not necessarily tied 
  to a Maztican campaign.  It is up to you if 
  you would like to include them in your 
  “Maztica Campaign.” 
    The Maztica Alive campaign does not use 
  the versions of the jaguar or plumazotl 
  found in TWC5 and both can instead be 
  found in TWC1. 
    In some cases, only minor changes needed 
  to be made.  These changes are listed for 
  each monster as shown below. 
   
  From TWC5 The Maztican Bestiary 
   
  Ahuizotl – There are technically two 
  creatures called the ahuizotl that exist in 
  Maztica.  The one in TWC5 is the rarer of 
  the two, known only in the True World.  It 
  will therefore be referred to as the 
  “Maztican Ahuizotl” from this point 
  forward.  The TWC6 version is known in 
  greater Faerun, possibly as a transplant from 
  the True World. 
   
  Bacar – The bacar of the modern age have 
  the statistics provided in TWC5, but the 
  following is a more accurate description. 
   
   
   
   
   
  The bacar once guarded the sacred site of 
  Ixtzul; an ancient ruin where the great 
  star-worm H’Calos once slumbered. The 
  bacar temporarily were under the control of 
  Mirandos of Helm soon before she freed the 
  star-worm and brought vast destruction upon 
  the True World. Now the bacar roam free 
  finding their own way with motivations not 
  yet understood. 
    Pluma and Hishna Forged. The bacar 
  were created when Revered Counselor 
  Greyst Seven Cloud of the valley of Ixtzul 
  realized that the star-worm H’Calos would 
  need guardians to keep it in eternal slumber. 
  He looked at the ever vigilant ants that lay 
  under his feet and realized he had found the 
  perfect candidate.  He used both pluma and 
  hishna magic to create the bacar. 
    Hive-Minded. The bacar become 
  increasingly intelligent as they share 
  information about their surroundings 
  telepathically. One bacar in each colony, 
  however, becomes queen and is responsible 
  for both procreation and expansion.  The 
  queen does not need others in her proximity 
  to maintain her full intelligence but she is 
  also virtually helpless when she is in the 
  process of laying eggs. 
    Eternal Guardians. A staff could be 
  forged that can be used to control the queen, 
  who in turn controls her colony. Mirandos of 
  Helm once used a staff of control, but it has 
  been lost and the secrets of its forging may 
  only be found hidden somewhere in the 
  decimated ruin of Ixtzul. 
   
   
  Mudman – Considering these mudmen may 
  have different statistics from a future 
  Faerunian version, from this point forward, 
  they will also be referred to as “Maztican 
  Mudmen.” 
    Add the following to their description. 
   
   
  
   
  40 
   
   
   
  Kukul’s Forgotten Children. In legends, it 
  is said that the great god Kukul failed 
  in his first three attempts at creating 
  mankind. The mudman is said to be his 
  first attempt, men originally made of clay 
  who washed away in the rains of 
  Kukul’s son Azul. 
   
   
  Star Worm – The original star worm 
  H’Calos has been destroyed and is no longer 
  a threat to the True World.  However, it has 
  had previously unknown offspring that are 
  currently much smaller in size.  It is 
  unknown how long it might take one of 
  these creatures to reach maturity, but if they 
  do – dozens of full sized star worms would 
  spell doom for the majority of the True 
  World. 
   
  General Monster Changes 
   
  Language - Any creature from TWC5 that 
  has a human tongue such as “Payit” listed as 
  one of its languages should have this 
  changed to “Maztican.”  Maztican is a 
  general term which refers to any human 
  tongue that the creature will be able to 
  understand and speak based on its closest 
  human neighbors. 
   
  Actions – Some creatures have a “maca” or 
  “macahuitl” listed as a weapon attack.  
  Replace this with a mācuahuitl,” which can 
  be found in TWC1 The Maztica Campaign 
  Guide.  Likewise, anywhere a “spear” is 
  indicated, replace the attack with a 
  tepoztōpīlli. 
   
  MAZTICA ALIVE MONSTER 
  ALPHABETICAL LISTING 
   
  Name 
  CR 
  Source 
  Acalanahuatzi 
  22 
  TWM7 
  Ahuizotl 
  6 
  TWC6 
  Ahuizotl, Maztican 
  8 
  TWC5 
  Anadjiin, Lopangan 
  4 
  TWC6 
  Bacar 
  1/2 
  TWC5 
  Bacar, Queen 
  3 
  TWC5 
  Camazotz, The First 
  24 
  TWC6 
  Capybara 
  0 
  TWC5 
  Capybara, Giant 
  1/2 
  TWC5 
  Cayma 
  1/4 
  TWC6 
  Chac 
  3 
  TWC5 
  Chac, Acalanhuatzi 
  3 
  TWM7 
  Chaneque 
  1 
  TWC6 
  Charinti 
  3 
  TWC6 
  Chickcharnee 
  1/8 
  TWC6 
  Chimera, Maztican 
  4 
  TWC5 
  Cihuateteo 
  9 
  TWC6 
  Cipactli 
  4 
  TWC6 
  Corollax 
  1/8 
  TWC6 
  Coyote   
  1/8 
  TWC5 
  Coyote Lord 
  1 
  TWC5 
  Crystal Scorpion 
  11 
  TWC6 
  Displacer Beast, Maztican 
  4 
  TWC5 
  Dragon, Rain Adult 
  9 
  TWC5 
  Dragon, Rain Ancient 
  20 
  TWC5 
  Dragon, Rain Wyrmling 
  2 
  TWC5 
  Dragon, Rain Young 
  7 
  TWC5 
  Ekolid 
  4 
  TWC6 
  Ezcochitli 
  6 
  TWC6 
  Feathered Scorpion 
  6 
  TWC6 
  Fire Ant, Giant Male 
  1/2 
  TWC1 
  Fire Ant, Giant Queen 
  1 
  TWC1 
  Fire Ant, Giant Worker 
  1/4 
  TWC1 
  Fire Lizard of Zatal 
  2 
  TWC6 
  Firenewt, Zatal 
  1 
  TWC6 
  Firenewt, Zatal Deathflame 
  9 
  TWC6 
  Firenewt, Zatal Flame Servant 
  3 
  TWC6 
  Firenewt, Zatal Overlord 
  4 
  TWC6 
  Firiji 
  1/4 
  TWA2 
  Geonid, Maztican 
  1/8 
  TWA2 
  Giant Cave Locust 
  1/8 
  TWA2 
  Giant Strider, Zatal 
  1/2 
  TWC6 
  Gold-Clad Giant King 
  7 
  TWC6 
  Golem, Maztican 
  11 
  TWC6 
  Hakuna 
  7 
  TWC5 
  H'Calan 
  4 
  TWC6 
  Huaca 
  1/2 
  TWC7 
  Hurachnid 
  8 
  TWC7 
  Imperatonti 
  6 
  TWC7 
  Itzamti 
  1 
  TWC5 
  
   
  41 
   
  Itzamti, Fire Lizard 
  1/2 
  TWA2 
  Ixitxachitl, Maztican 
  9 
  TWR1 
  Iztapaplotl, The Obsidian 
  Butterfly 
  27 
  TWC7 
  Jagre 
  7 
  TWC5 
  Jaguar 
  1/4 
  TWC1 
  Jaguar Lord 
  6 
  TWC5 
  Jaguar, Giant 
  2 
  TWC5 
  Kamatlan, Kamadan 
  3 
  TWC5 
  Koatlican 
  11 
  TWC7 
  Kolan Colossus 
  17 
  TWC7 
  Kothoggo 
  7 
  TWC7 
  Lodestone Ooze 
  4 
  TWC7 
  Luskan 
  6 
  TWC7 
  Lycanthrope, Wereagle  
  3 
  TWC7 
  Lycanthrope, Werejaguar 
  3 
  TWC5 
  Lycanthrope, Werejaguar 
  Servitor 
  1 
  TWC5 
  Lycanthrope, Werepiranha 
  1/4 
  TWC7 
  Manticore, Maztican 
  3 
  TWC7 
  Matlazihua 
  1 
  TWC7 
  Mictlaneca 
  * 
  TWC7 
  Mudman, Maztican 
  1/2 
  TWC5 
  Nagual 
  1 
  TWC7 
  Obyrith-Touched 
  * 
  TWC7 
  Ocelotl Mystic 
  1/4 
  TWC7 
  Opistacanthi 
  2 
  TWC7 
  Palophonti 
  13 
  TWC7 
  Pasocada Ghost 
  3 
  TWC5 
  Penguinfolk Adamantine Claw 
  3 
  TWC7 
  Plainsjan, Lopangan 
  1/8 
  TWC7 
  Plumazotl, Bird 
  1/4 
  TWC1 
  Plumazotl, Humanoid 
  2 
  TWC1 
  Plumed Behemoth 
  * 
  TWC7 
  Porcupine 
  0 
  TWC5 
  Porcupine, Giant 
  1/4 
  TWC5 
  Qarqacha 
  4 
  TWC7 
  Quetzaldaun 
  1/2 
  TWC7 
  Sand Elder 
  20 
  TWC7 
  Sand Shark 
  1 
  TWR1 
  Scorilla 
  4 
  TWC7 
  Star Worm 
  18 
  TWC5 
  Stone Guardian, Eagle 
  4 
  TWC7 
  Stone Guardian, Jaguar 
  4 
  TWC7 
  Stone Guardian, Serpent 
  4 
  TWC7 
  Tapir 
  1/8 
  TWC1 
  Tapir, Giant 
  1/2 
  TWC5 
  Tzakandi, Lopangan 
  2 
  TWC7 
  Tzitzimitl 
  5 
  TWC7 
  Xiuhcouatl 
  4 
  TWC7 
  Yagrel 
  4 
  TWC7 
  Yagrel, Elder Brain 
  15 
  TWC7 
  Yahui 
  1/2 
  TWC7 
  Yallagog 
  1/4 
  TWA2 
  Zarzumotl 
  10 
  TWA2 
  Zizimime 
  5 
  TWC7 
   
  *Template 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWC7 - True World Bestiary III - Monsters I-Z [5e].pdf