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  TWC6 
   
  
   
   
   
  CREDITS: 
   
  Designer:  Jon Hild 
   
  Cover Art:  Joel Amat Guell 
   
  http://joelamatguell.deviantart.com/ 
   
  Watermark:  Zeezee Canning 
   
  http://zeezeeazc123.deviantart.com/gallery/ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  “Maztica Alive!” Logo:  Cliff Wolter  
   
  http://yardarkwood.deviantart.com/gallery/ 
   
  Interior Artists:  
   
  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 II 
   
  
   
   
   
  TABLE OF CONTENTS 
  MAZTICA ALIVE! ..................... 1 
  INTRODUCTION ...................... 1 
  MONSTER DESCRIPTIONS .......... 1 
       AHUIZOTL ............................ 2 
       ANADJIIN, LOPANGAN ........... 3 
       CAMAZOTZ, THE FIRST ........... 4 
       CAYMA ............................... 6 
       CHANEQUE .......................... 7 
       CHARINTI ............................ 8 
       CHICKCHARNEY .................... 9 
       CIHUATETEO ...................... 10 
       CIPACTLI ........................... 11 
       COROLLAX ......................... 12 
       CRYSTAL SCORPION ............. 13 
       EKOLID ............................. 14  
       EZCOCHITLI ........................ 15 
       FEATHERED SCORPION ......... 17 
       FIRE LIZARD OF ZATAL .......... 17  
       FIRE NEWT, ZATAL .............. 18  
            GIANT STRIDER ............... 18  
            OVERLORD .................... 18 
            DEATHFLAME ................. 19  
            FLAME SERVANT ............. 19 
       GOLD-CLAD GIANT KING ..... 21  
       GOLEM, MAZTICAN  ............ 22 
       H’CALAN .......................... 23 
       HUACA ............................. 24 
       HURACHNID ...................... 25 
        
   
   
  
   
  1 
   
  MAZTICA ALIVE! 
   
  The Maztica Alive Community was founded 
  with the sole purpose of bringing this 
  wonderfully vibrant Mesoamerican setting into 
  modern gaming.  We are constantly looking for 
  new authors, artists, and even if you just have 
  what you think is a good “idea,” we could 
  certainly use you!  The group is growing every 
  day, with active members in the Piazza and 
  Candlekeep communities.  There is also a Yahoo 
  Group and the discussions continue among all 
  levels of immersion in the lore. 
   
  The Piazza – Maztica Forum    
   
  http://thepiazza.org.uk/bb/viewforum.php?f=39
  &sid=a97b8dd14548d757c297ece6e02ed8b3 
   
  Candlekeep – Maztica Alive Workshop 
   
  http://forum.candlekeep.com/topic.asp?TOPIC_I
  D=19368&whichpage=1 
   
  Maztica Alive! Yahoo Group 
   
  https://groups.yahoo.com/neo/groups/MazticaAl
  ive/info 
   
  The following can be found on the Dungeon 
  Masters Guild. 
   
  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* 
  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 
  TWA1 
  The Ruins 
  TWA2 
  The Curse of Zarzumotl 
  TWA3 
  Blood Offering 
   
  Each of these sourcebooks can be found at: 
   
  http://www.dmsguild.com/product/171534/TWC
  1-The-Maztica-Campaign-Guide 
  INTRODUCTION 
   
  TWC6?  Where is TWC5? 
   
  Before the creation of TWC6 The True World 
  Bestiary II Monsters A-H, a fifth edition 
  bestiary of Maztica was written by author 
  Leonaru and made available on the Dungeon 
  Master’s Guild.  Leonaru was contacted and 
  agreed to update the Bestiary of Maztica to make 
  it compatible with the Maztica Alive setting 
  lore.  The 2nd edition monsters for Maztica were 
  officially updated and ready to use, and should 
  be up shortly on DMs Guild as TWC5. 
   
  But can there ever be enough monsters?  This 
  sourcebook adds new creatures to challenge 
  your players in the True World.  Some of the 
  creatures within these pages are updates from 
  other sources (such as the corollax and ekolid), 
  but the vast majority are brand new.  There are 
  creatures from Mesoamerican myth (like the 
  chaneque and cipactli) and others are designed 
  with True World lore specifically in mind.  
  There are creatures here from Maztica, Lopango 
  and even the continent’s vast Underdark.   
   
  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. 
   
  Spellcasting.  A number of creatures within this 
  book utilize spells that can be found in TWM2 
  Fangs and Feathers – A Book of Spells for the 
  True World.  If you do not have this 
  supplement, replace these abilities with others of 
  your choice. 
  
   
  2 
   
  AHUIZOTL 
   
  The ahuizotl is a cruel creature that inhabits 
  small lakes and ponds and enjoys drowning its 
  victims to later feed upon.  They prefer to eat a 
  creatures eyeballs, teeth and fingernails and 
  leave the remaining parts of the corpse to rot. 
    Stealthy Predator.  Despite its size, the 
  ahuizotl can hide in waters as low as 3 ft. deep.  
  From this position, they ambush their prey, 
  preferring sentient prey over normal animals, 
  and attack with their tail hand.  Grappled victims 
  are then brought into the depths where the 
  ahuizotl attempts to drown the victim.  Ahuizotl 
  tend to bide their time, and typically choose to 
  remain hidden until the perfect opportunity to 
  attack arises. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  ANADJIIN, LOPANGAN 
   
  Having traveled to Lopango from another world 
  long ago, the Lopangan anadjiin are smaller and 
  physically weaker than their progenitors, but no 
  less fierce.  They inhabit the northern wilds of 
  Lopango and rogues occasionally venture into 
  territories where they undoubtedly come into 
  conflict with less alien races.   
      Eternal War.  The Lopangan anadjiin are 
  rumored to have come to Lopango in order to 
  cull the population of degenerate illithid known 
  as the 
  yagrel.  They war with these beings 
  incessantly, but never quite hunt their enemies to 
  extinction. 
    Maintain the Balance.  Lopangan anadjiin are 
  notoriously aware of the delicate balance of the 
  ecosystem on whatever world and region they 
  occupy.  They avoid killing creatures that are 
  rare or nearing extinction and have even done so 
  at their own peril.  There are rare Lopangan 
  anadjiin that manifest as powerful druids. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  CAMAZOTZ, THE FIRST 
   
  Camazotz  is an evil that plagues the darkest 
  places in Maztica.  He is a unique being also 
  known as The First, a reference to the legend 
  that he is indeed the first human to walk the 
  lands of the True World.  At one time a favored 
  priest of Zaltec, Camazotz (alternatively spelled 
  Camezotz) now rivals his former master. 
    Primeval Man.  Legend holds it (and the gods 
  do not deny) that the Father of the Gods, Kukul, 
  severed his own fingers in order to form the first 
  of mankind.  Of these five, Camazotz was the 
  first to spring to life, and also the greatest of the 
  group.  The gods adored Kukul’s creations and 
  among them, Camazotz was favored. 
    Exalted of the Eater of Hearts.  In the early 
  days, all the gods were honored by the fledgling 
  race of man, but before even the discovery of 
  hishna, Camazotz particularly favored Zaltec, 
  the Bringer of War and Eater of Hearts.  He 
  made many sacrifices to his deity, cutting out 
  countless hearts to offer the hungry god.   
    Hubris and Wrath.  Like all spoiled children, 
  Camazotz was not satisfied with his lot in life.  
  As the years turned into decades, Camazotz 
  continued his priestly duties, but as Zaltec 
  feasted on hearts , Camazotz consumed the 
  blood of his sacrifices.  It was not long before he 
  saw himself as an equal to the gods, or even 
  their superior.  Zaltec, not one to forgive, smote 
  the would be deity on the steps of his own 
  temple, just as Camazotz consumed the blood of 
  one who had turned to his worship.   
    The Maztican Vampire.  Another player in the 
  cosmic game and former lover of Zaltec known 
  as Itzapaplotl greatly enjoyed the spectacle and 
  betrayal that Camazotz represented.  On a whim 
  she attempted to return Camazotz to life, but 
  even she underestimated his will.  He did return, 
  but his thirst for blood has grown tenfold.  Now 
  an immortal creature, Camazotz, once the first 
  Man, had now become the First Vampire. 
    Husband to Many.  Camazotz is not a 
  Faerunian vampire and does not have spawn as 
  they do.  Instead, he has coopted some of the 
  most sacred souls of the gods – women who die 
  during childbirth that often come to him for 
  succor.  These desperate souls are known as the 
  cihuateteo. 
   
                            CAMAZOTZ’S LAIR 
   
  Camazotz’s actual lair is in an unknown location 
  in a ruined city that has been buried under 
  hundreds of feet of earth.  Recent events may 
  have uncovered the lair itself. 
   
  REGIONAL EFFECTS 
   
  Camazotz has kept his lair hidden for ages, but 
  the region that surrounds it has attracted many of 
  the cruelest werejaguars known.  Animals within 
  a mile of the city are also feral and violent. 
  
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  CAYMA 
   
  The cayma are a race of small, jungle dwelling 
  lizardfolk common in the southern continents of 
  Lopango and Katashaka.   
    History of Servitude.  Cayma were created and 
  abandoned in the early days of the world by the 
  Sarrukh.  For nearly their entire existence, they 
  have served on race or another, most recently a 
  breed of cruel sorcerous orcs displaced from the 
  northern reaches of Katashaka.  Many cayma are 
  breaking free from this ages old tradition now, 
  due to their harsh treatment under the orcs. 
    Loyal Servants.  Though many are breaking 
  from tradition, loyalty has literally been bred 
  into the cayma, and they derive both pleasure 
  and certain advantages from loyally serving 
  others.  This extends to those whom they 
  consider friends. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7 
   
  CHANEQUE 
   
  Chaneque are nasty gnome-like fey who delight 
  in collecting souls.  They leave their victims as 
  soulless husks that continue living, but do not 
  feel emotion or even bother to care for 
  themselves.  These victims often wander back to 
  their homes instinctually, then they gradually 
  sicken and die.   
    Soul Collectors.  Chaneque are indiscriminate 
  in those they target, but they are possessive of 
  their acquisitions.  They often hide the gems 
  created by their thievery deep in the roots of the 
  kapok trees that the Chaneque often inhabit.  
  Friends and family of their victims often beseech 
  the Chaneque to release their loved ones and 
  a particularly useful service or treasure can 
  sometimes convince them to do acquiesce.  
  Once the victim’s body dies, there is nothing 
  that can be done except to possibly free the 
  soul to go onto its eternal reward. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
  CHARINTI 
   
  The charinti are one of many races of 
  scorpionfolk native to the Underdark of Maztica.  
  Unlike most of their other brethren, they do not 
  have tail stingers and neither use, nor are 
  immune to poison.  Instead, they have two to six 
  whip-like feelers that appear in pairs along their 
  abdomen.  These feelers continually twitch and 
  tend to flail about when the creatures are 
  agitated. 
    Back from Extinction.  The charinti were 
  created long ago by the scorpionfolk god Ek-
  Chua as menial servants for the tlincalli race of 
  scorpionfolk.  Over time, they grew to resent 
  their lot in life and fell under the sway of the 
  obyrith demon lord Obox-ob.  Unanimously, the 
  gods ordered their genocide and for centuries, 
  the effort seemed to be 
  successful.  It has 
  recently been 
  revealed that the 
  obyrith lord 
  himself 
  sequestered many 
  charinti on his 
  Abyssal home plane 
  of Zionyn, and the 
  race has made a 
  resurgence back in 
  Maztica.   
    Obyrith-Touched.  
  Though their 
  numbers are small, 
  the vast majority of 
  obyrith-touched 
  scorpionfolk 
  are of the 
  charinti 
  subrace.  They 
  are often seen in the 
  company of the dreaded 
  ekolid or worse 
  creatures.  
  Charinti, 
  whether obyrith-touched or not, venerate the 
  demon, and are not welcome in major 
  scorpionfolk settlements. 
    Living Libraries.  Early in their existence, the 
  tlincalli had little in the way of written language.  
  In order to remember histories, laws and vitally 
  important religious rituals, Ek-Chua created the 
  charinti with an eidetic memory.  Those who 
  haven’t been touched by Obox-ob’s 
  madness 
  are 
  essentially 
  living 
  libraries and 
  their knowledge 
  is sought out by 
  any who wish to 
  know the histories 
  of the Maztican 
  Underdark. 
   
  
   
  9 
   
  CHICKCHARNEE 
   
  Chickcharnee appear to be furred, tailed owls 
  with long legs and reddish eyes, but they are in 
  fact fey who inhabit tropical islands off the coast 
  of the southern regions of Maztica.  They are 
  inherently kind creatures, but they insist on 
  receiving respect when encountered and are 
  quick to take offense to even minor 
  transgressions.  The head curse that they incur is 
  quite debilitating and the chickcharnee will often 
  insist the afflicted offender make amends for 
  whatever real or perceived transgressions they 
  are responsible for.   
    Chickcharnee who are impressed with both 
  manners and respectful behavior have been 
  known to assist by freely giving knowledge of 
  the surrounding area, or even small tokens and 
  gifts (often rare shells).  Chickcharnee are 
  excellent sources for finding long buried 
  treasures or other hidden island secrets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  10 
   
  CIHUATETEO 
   
  Exclusively female, cihuateteo are tragic souls 
  that have returned to unlife with a lust for blood 
  similar to that of Faerunian vampires.  They are 
  cold to the touch, but never pale, and 
  horrifyingly, they are just as often pregnant as 
  not. 
    Eternal Reward Denied.  War has always been 
  sacred to the Mazticans, particularly in the 
  nation of Kultaka or the refugees from long ago 
  abandoned Nexal.  To die in war is a near 
  guaranteed means of earning an eternal reward 
  in the afterlife no matter which tenemo (plane) a 
  soul occupies.  Honor even greater than a 
  warrior’s death, however, is given to the souls of 
  women who die during childbirth.  It is believed 
  that their eternal reward is the greatest of all.   
    Unfortunately, the First Man has learned how 
  to deny the women this reward.  Perhaps through 
  pacts with some dark powers, or even just 
  through the force of his great will, Camazotz has 
  learned to snatch these souls in route to the 
  afterlife and force them into foul mockeries of 
  what they once were.  Camazotz refers to 
  the cihuateteo as his “wives” and in his 
  twisted mind, loves them.   
    Vampire Spawn.  Cihuateteo are capable 
  of creating vampire spawn, but not by 
  biting their victims.  Rather, Camazotz is 
  known to visit each of his wives throughout 
  the centuries, and when he leaves, the 
  cihuateteo is often left pregnant with 
  unborn vampire spawn.   
    Once birthed, the spawn will feed on their 
  mother’s teat, from which they receive 
  blood, rather than milk.  The vampire 
  spawn are rarely found far from their 
  mother.  Cihuateteo are violently 
  overprotective of their children and spoil 
  them rottenly.   
   
   
   
   
   
   
   
  
   
  11 
   
  CIPACTLI 
   
  This cipactli is a vicious ambush predator that 
  lives in the swampier regions of Maztica, 
  particularly near slow moving rivers, ponds and 
  lakes.   
    In general appearance, cipactli are crocodilian, 
  but also have some features reminiscent of frogs 
  and fish.  Their most striking feature, however, 
  is the toothy mouths found at each joint, 
  including their shoulders, elbows and knees.  
  The cipactli is capable of attacking with each 
  mouth. 
    Sahuagin Predators.  Sahuagin may pride 
  themselves on being the greatest predators of the 
  deep seas, but when they come to ground in the 
  swamps of Kultaka, the cipactli are known to 
  take many down.  Their presence indirectly 
  protects Kultakan villages from the worst of the 
  sahuagin raids so killing one of these creatures 
  has become punishable by death.  When young 
  Kultakan warriors enter the swamps to test their 
  mettle against the sahuagin, they avoid these 
  creatures as best they can, and it may be the one 
  being a Kultakan willingly runs from.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
   
  COROLLAX 
   
  This corollax is a clever parrot-like bird with 
  bright red plumage and a sociable nature.  They 
  do not appreciate being startled, and tend to 
  release their color spray if frightened.   
    Jungle Dwellers.  Corollax nest in large 
  colonies of up to 200 birds and typically do so 
  among multiple closely placed jungle trees.  
  Startling an entire colony can cause an effect 
  that might be observed from miles away. 
    Willing Familiars.  If well treated and bribed 
  with plentiful jungle fruits, a corollax can be 
  convinced to become a familiar as long as the 
  caster performs the find familiar ritual within the 
  corollax’s presence.  A successful Wisdom 
  (Animal Handling) check is required or else the 
  ritual is a failure and that particular corollax can 
  never be beseeched again by the 
  caster attempting the 
  binding. 
  . 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  13 
   
  CRYSTAL SCORPION 
  The crystal scorpion is a powerful guardian for 
  the scorpionfolk cities of the True World 
  Underdark.  They are constructs, akin to golems, 
  though they take the shape of enormous 
  scorpions with powerful, glowing crystalline 
  legs. 
    Faerzress Infused.  Crystal scorpions are 
  new creations inspired by the worker deity 
  Corantllil.  When the tlincalli founded 
  Oaxaptupa, they discovered nodes of the 
  Underdark radiation known as faerzress.  The 
  stone and crystal sources of the radiation were 
  brought back to T’lincal and after 
  experimentation by Corantllil’s diviners, 
  the crystal scorpions were forged.  
  Now, T’lincal itself has at least one at 
  near every major entrance, and 
  many of the satellite cities do as 
  well. 
    Closely Guarded Secret.  
  Only Corantllil’s diviners 
  know the arcane processes to 
  create such powerful 
  constructs.  Stolen 
  knowledge would be worth a 
  king’s ransom to members 
  of other races, though the 
  offending thief would be mercilessly hunted 
  down. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  14 
   
   
   
  EKOLID 
   
  The ekolid is a terrible primeval demon servitor 
  of the demon lord Obox-ob.  They are of a breed 
  of demons known as obyrith, and they revel in 
  madness.  Ekolid are said to represent the innate 
  and primal fear that all beings have of crawling 
  things and parasites. 
    An ekolid appears to be a two foot insect with 
  the body of a winged ant.  Its back contains a 
  glowing, lime green sac that seethes and roils 
  with the movements of its plentiful larva.  Its 
  face is a mass of skulls, brown and drooling, and 
  its wings are delicate gossamer. 
     Inhabitants of Zionyn.  Zionyn is the 663rd 
  layer of the Abyss and the “homeland” of the 
  ekolid.  While independent ekolid are savage 
  and feral, there is a semblance of civilization on 
  this lair and it is riddled with elaborate hive 
  cities.  Thousands of victims are brought to 
  marketplaces in these cities where they are 
  bought and sold, or more often used as living 
  incubators for ekolid larva. 
    Tlincalli Allies.  Obox-ob has taken a 
  newfound interest in the scorpionfolk of 
  Maztica, particularly the tlincalli.  Ekolid are 
  found in the company of tlincalli with increasing 
  frequency and are typically accompanied by at 
  least one of the obyrith-touched.  Obox-ob’s true 
  designs on the tlincalli and Faerun are unknown, 
  but the diviners of the other gods are becoming 
  suspicious. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  15 
   
  EZCOCHITLI 
   
  This sinister plant has 
  decimated entire regions of 
  sentient life.  It is slow 
  moving, but cruel and 
  cunning.  It delights in the 
  slow death of its victims. 
    Difficult to Kill.  The 
  ezcochitli is a massive plant 
  that can sustain more damage 
  than most can deal it.  In 
  addition, its ability to 
  regenerate make it nearly 
  unkillable and more often it 
  is best avoided. 
    Salt Aversion.  Though it 
  does the creature no damage, 
  ezcochitli cannot (or simply 
  will not) cross land that has 
  been salted.  Locals who are 
  aware of the creature’s 
  existence often trap it within 
  a circle of salt and do not 
  allow others to enter or leave 
  the area of its inhabitance, 
  lest they spread the infection. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  16 
   
  FEATHERED SCORPION 
   
  In a world of brutal efficiency and cruel 
  callousness there is little room for gentleness 
  and mercy.  Yet somehow, in True World 
  Underdark, the rainbow plumed feathered 
  scorpions have thrived.   
    Pachutalixi’s Chosen.  The good 
  scorpionfolk God Pachutalixi long ago forged 
  a friendship with the human deity Qotal. So 
  impressed was he with Qotal’s couatls that the 
  benevolent scorpion god decided to give life 
  to a race of his own and he sacrificed a 
  significant portion of his divinity to do so. In 
  reaction to this great honor, Qotal favored the 
  scorpion god with his own pluma magic to 
  assist in their creation and once the feat was 
  done, he never felt a need to take it back. 
    Healing Touch.  The feathered scorpions 
  coexist alongside some of the most evil 
  scorpionfolk.  They are mostly tolerated due to 
  their ability to heal the wounded, and with the 
  daily bloodletting that occurs in scorpionfolk 
  society, their services are always needed.  On 
  a deeper, spiritual level, the feathered 
  scorpions believe their selflessness will help 
  heal the scorpionfolk 
  souls as well.   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  17 
   
  FIRE LIZARD OF ZATAL 
  The fire lizard is an offshoot of the itzamti 
  lizards of the Maztican deserts that resides 
  exclusively on the slopes of Mount Zatal, and 
  can often be seen wading in pools of lava.  They 
  are of a much deeper shade of red than the 
  itzamti and their eyes are also fiery red rather 
  than spotted orange.  Some say the fire lizard 
  was created by hishna magic which somehow 
  combined the itzamti with a pyrolisk. 
    The fire lizards tend to ignore creatures that 
  don’t harass them, but they are fully capable of 
  defending themselves when startled.  Fire lizards 
  do not swallow their prey whole, instead using 
  their combustion gaze to cook a meal before 
  eating.  In lean times, which are unfortunately 
  frequent on the desolate slopes of Mount Zatal, 
  they have been known to attack humans. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  18 
   
  FIRENEWT, ZATAL 
   
  Fire newts are flame loving relatives of 
  lizardfolk found only in oppressively hot 
  environments such as deserts or volcanos.  
  In the bowels of Mount Zatal, there is said to be 
  multiple tribes.  Their incessant war among 
  themselves has largely been responsible for 
  preventing their spread throughout the True 
  World.  The firenewts of Zatal have long been 
  separated from their Faerunian counterparts, and 
  numerous differences have become apparent 
  over time. 
    Flame Zealots.  In Faerun, firenewts are 
  fanatical in their worship of the fire lord 
  Kossuth.  In Maztica, however, this zealotry has 
  transferred to another deity known as Tezca – 
  and they sacrifice countless orcs, men and even 
  each other to his boundless appetite. 
    Variants and Steeds.  The typical firenewt is 
  lorded over by clerical firenewts favored by 
  Tezca.  Sometimes referred to as Flame 
  Servants, they are in turn lorded over by 
  tyrannical overlords, who are essentially the 
  royalty and war chief of their respective tribes.  
  When an overlord suspects his death is growing 
  near (usually due to a growing weakness, and 
  the resultant fear of its underlings), an overlord 
  might choose undeath.  Tezca offers these 
  creatures a fate similar to death knights, and they 
  become known as deathflames.   
    As in the rest of the realms, the firenewts of 
  Mount Zatal bond early with a giant strider, 
  whom they use as a steed and ally. 
   
  
   
  19 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  21 
   
  GOLD-CLAD GIANT KING 
   
  The gold-clad giant kings are a sad race of 
  greedy giants distantly related to stone giants.  
  They harbor a great shame for transgressions 
  long passed by, and it has eternally damaged 
  their psyche. 
    Mark of Shame.  Ages ago in Faerun, the giant 
  children of Annam fought the dragons and their 
  deities.  The Gold-Clad Giants Kings were a 
  large clan of stone giants (of a forgotten name) 
  who were initially instrumental in key battles.  
  When the dragon deity Garyx personally entered 
  the fray, however, the entire clan fled the field of 
  battle, leaving their allied storm giant brethren 
  behind to perish.  The clan of stone giants 
  realized their cowardice would forever mark 
  them as outcasts and they fled for new lands.   
    New Beginnings.  The stone giants searched 
  long and far, but eventually settled in the 
  mountains of the fiery land known as Lopango.  
  The patriarchal deity of these lands Virachoa, 
  who was known elsewhere as Kukul, accepted 
  the shamed giants with open arms.   
    Gold Hoarders.  The giants worshiped 
  Virachoa properly for many decades, but soon 
  after, their shame manifested in dark ways.  
  They began to show love not for their god – but 
  rather of material things, particularly gold.  
  Virachoa initially turned a blind eye to their 
  actions but once the giants began to enslave 
  humankind to dig their mines, he could take no 
  more.  Virachoa cursed the giants and visited a 
  Great Flood upon them.  Eventually, Virachoa 
  relented, but the damage had been done and the 
  Giant-Kings grew even more resentful. 
   
  
   
  22 
   
  GOLEM, MAZTICAN 
   
  The Maztican golem is a 
  construct whose creation has 
  long since been 
  forgotten.  They are 
  terribly powerful 
  creatures with 
  immunities to 
  many forms of 
  damage.   
    Ancient Ruins.  
  Maztican 
  golems are 
  one of the 
  main reasons 
  native 
  Mazticans 
  avoid ancient 
  ruins altogether.  They 
  are tireless, near unstoppable, 
  and guard many of the most 
  ancient sites in the True 
  World. Once roused, they can 
  only be avoided by the 
  complete evacuation of 
  whatever site they are set to 
  guard.  Oftentimes, they work 
  in tandem with traps designed 
  by their creators which 
  prevent a hasty retreat. 
    Construction Weaving.  The ruins of Olbi 
  in the Sands of Itzcala are a mysterious 
  series of caves that show a propensity 
  for powerful magic and at least one 
  Maztican golem is known to exist in 
  its depths.  There are 
  rumors that the 
  secret of the 
  Maztican golem’s 
  creation in fact, 
  lies somewhere 
  within these 
  ruins.   
    The 
  rumors are 
  true, and an 
  item much 
  like a manual 
  of golems can 
  be found 
  within the caverns.  This 
  item is not a book per se, but 
  rather a weaving of magical 
  phrases and instructions made 
  of wholly of feathers.  Many 
  nations and their rulers would 
  pay handsomely for such an 
  item.  
     
   
  
   
  23 
   
  H’CALAN 
   
  Long ago, a menace known as H’Calos tore 
  apart entire towns and stripped them of all living 
  beings.  The beast was put down, and the 
  menace was thought put down forever.  None 
  realized that H’Calos had somehow spawned 
  however, and now an entire brood plagues the 
  underground ways of Maztica’s underdark. 
    Eternally Hungry.  H’Calos was known to 
  consume quantities of meat that seemed nearly 
  impossible, even for its great bulk.  Its spawn are 
  no different and they can consume up to their 
  own substantial weight on any given day.  There 
  is 
  no such event as 
  discovering a h’calan which has been sated. 
    Metamorphosis.  H’calans are massive 
  creatures, but their predecessor was gargantuan 
  in size.  It is unknown if the h’calans will ever 
  naturally grow to become the devastating force 
  that their father once was, or what exactly could 
  trigger such a massive growth spurt, but should 
  it ever occur, dozens of hungry beasts of that 
  magnitude could spell doom for much of the 
  True World. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  24 
   
  HUACA 
   
  Huaca are the wispy ancestral spirits of 
  mankind found in the wild places of 
  Lopango.     
    Guardian Spirits.  The insubstantial spirits 
  known as huaca, if properly respected and 
  placated, are a major boon for the Lopangan 
  race of humans known as the Natican.  They 
  are known to protect travelers or the lost 
  from beings that might wish them harm.  An 
  angry huaca who has not been brought small 
  pieces of turquoise, bud of coral, or 
  decorative shells will simply ignore those 
  who seek their aid.  Huaca are generally 
  bound to a region, often a single mountain 
  or wooded region which they may not travel 
  beyond. 
    Huaca Totems.  In their spirit form, huaca 
  cannot affect the world around them, and 
  only appear as ghostly mist with barely 
  distinguishable human faces.  Long ago, 
  however, the 
  Natican learned to 
  craft stone 
  totems that a huaca could possess to obtain a 
  physical body.  The huaca animate the 
  various forms carved into these totems at 
  which point they are capable of combat.   
    Immortality.  Huaca are a benign form of 
  undead and are essentially immortal.  If their 
  stone forms are destroyed, a Natican 
  craftsman will have to reconstruct a properly 
  consecrated totem (of which there can be 
  only one at a time in a region), but the spirits 
  can then instantly possess their new form.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  25 
   
  HURACHNID 
   
  The hurachnid has a truly vile appearance.  
  What may at first seem to be a giant 
  scorpion consuming the rotting corpse of a 
  long-dead human, the two bodies combined 
  are in fact one creature.   
    Life Balanced with Unlife.  When the 
  scorpionfolk god Huoxopica and his wife 
  Ixtilli first created the scorpionfolk, the 
  hurachnid was “birthed” by the will of 
  unknown powers to counter and balance 
  their powerful act of creation.  The 
  hurachnid feeds on corpses, but thoroughly 
  enjoys creating them itself.  They seek to 
  always snuff out the energy of life and 
  consume the shells that are left behind. 
    Ghast Masters.  The belly of a hurachnid is 
  said to be infinitely large on the inside and 
  those who have seen one disgorge ghast 
  upon ghast certainly agree.  The hurachnid 
  itself is a strong fighter and its deadly 
  stinger paralyzes even the heartiest of 
  opponents, but hurachnids can create a near 
  endless supply of ghasts by 
  disgorging them from their 
  distended bellies.  
  The ghasts 
  serve 
  their 
  master dutifully and the 
  hurachnid will disgorge 
  as many as they can 
  during battle.  When 
  encountered, a 
  hurachnid typically 
  is accompanied 
  by two of 
  its 
  ghasts. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Maztica 5e/TWC6 - True World Bestiary II - Monsters A-H [5e].pdf