Cueyatl

Deep in the coastal jungles, the frog-like cueyatl subjugate other humanoids, forcing them into labor or delivering them to enigmatic gods.

Deadly Poisons. Giant ants and venomous aquatic life in the cueyatl diet help them generate poisonous secretions from their skin and in their saliva. The cueyatl use this poison to coat their weapons both for hunting and war.

Savage Pirates. Knifing through the water in their outrigger canoes, the cueyatl attack ships that blunder into their coastal waters with great ferocity. The cargo is often left aboard if the cueyatl have no immediate use for it; the ships’ crews are their main targets, sacrificed to appease their temperamental gods.

Fiercely Obedient. Their priesthoods work together closely under the cueyatl priest-kings. These priest-kings speak with the authority of the gods, and the cueyatl never waver in their obedience, even to the point of self-sacrifice.

Cueyatl

Small humanoid, lawful evil
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft., climb 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 10 (+0) 11 (+0) 10 (+0)

Skills Stealth +3
Senses darkvision 60 ft., passive Perception 10
Languages Cueyatl
Challenge 1/2 (100 XP)

Amphibious. The cueyatl can breathe air and water.

Jungle Camouflage. The cueyatl has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.

Slippery. The cueyatl has advantage on saving throws and ability checks made to escape a grapple.

Standing Leap. The cueyatl’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage plus 7 (2d6) poison damage or 4 (1d8) piercing damage plus 7 (2d6) poison damage if used with two hands to make a melee attack.

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