Tecalco
Tecalco
Sheet
AC 13 · HP 9 · 30 ft., swim 30 ft.Saving throws
Skills
- Animal HandlingWIS
- ArcanaINT
- InsightWIS
- MedicineWIS
- NatureINT
- PerceptionWIS
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresBonus action
- Hungry JawsLizardfolkAs a bonus action, you can make a special bite attack. If it hits, it deals its normal damage and grants temporary hit points equal to your Constitution modifier, minimum 1. You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Always on
- DruidicLevel 1
Knows Druidic, a secret language used by druids to leave hidden messages. Also always has Speak with Animals prepared.
- Primal Order: MagicianLevel 1
Magician: Knows one additional Druid cantrip. Adds his Wisdom modifier, minimum +1, to Intelligence (Nature) checks.
- SpellcastingLevel 1
Can cast Druid spells using Wisdom. Knows two Druid cantrips, plus one additional cantrip from Primal Order: Magician. Prepares four level 1 Druid spells after a Long Rest. Uses a Druidic Focus as a spellcasting focus.
- Creature TypeLizardfolkHumanoid.
- SizeLizardfolkMedium.
- SpeedLizardfolk30 feet, with a swimming speed of 30 feet.
- BiteLizardfolkYour fanged maw is a natural weapon that can make unarmed strikes, dealing 1d6 + Strength modifier piercing damage on a hit.
- Hold BreathLizardfolkYou can hold your breath for up to 15 minutes at a time.
- Natural ArmorLizardfolkWhen not wearing armor, your AC is 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- Nature's IntuitionLizardfolkYou gain proficiency in two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival. Tecalco chooses Nature and Survival.
- AlertCriminal
Alert Origin Feat: Tecalco adds his Proficiency Bonus to Initiative rolls. When he rolls Initiative, he can immediately swap his Initiative with a willing ally in the same combat. Criminal training grants proficiency with Sleight of Hand, Stealth, and Thieves' Tools.
Spells
8 spellsSpellcasting. Tecalco casts with Wisdom (spell save DC 13, to hit with spell attacks).
Cantrips (at will): , ,
1st level (2 slots): , , , ,
Gear
8 itemsWeapons
- QuarterstaffA simple wooden staff suitable for walking and defense.
Armor
- ShieldA plain wooden shield, worn smooth by damp weather.
Tools
- Thieves' ToolsA small set of tools for picking locks and disarming simple traps.
Gear
- Druidic focusA knotted wooden focus wrapped in river grass.
- Explorer's PackA sturdy pack containing basic travel provisions and supplies.
- Dark common clothesDark, weathered clothing with a hood.
- CrowbarA heavy iron bar useful for prying doors and crates.
Purse
- Pouch with 15 gpA pouch containing starting coin.
Appearance
Tecalco is a broad-shouldered lizardfolk with dark olive scales dulled by years of river silt and sun. Pale mineral deposits trace the creases around his claws, and his hide smells faintly of wet reeds. He stands very still, taking up more room than he seems to notice, while his amber eyes track every movement around him.
Mannerisms
He angles his head as if listening for water beneath the floor. Before answering a question, he often wets one claw and draws a small line through dust or soil.
Personality
Patient, practical, and hard to startle, Tecalco prefers watching a situation unfold before choosing a side. He has little interest in status, but remembers every favor and slight with unnerving precision. He is unexpectedly gentle with small animals and impatient with people who waste food or water.
Ideals
Balance. A river cannot be ordered to flow straight, and no law is sacred merely because it is written. Take only what the land and the moment can bear.
Bonds
He keeps a pouch of marsh seeds from the settlement he wronged, and means to return them to a restored wetland. He still quietly watches for word of the boat crew he left behind.
Flaws
He treats promises as negotiable when circumstances change, then convinces himself that the change was obvious to everyone. When frightened, he can become so still and watchful that allies mistake his silence for indifference.
Quirks
Background
Tecalco grew up along a slow, reed-choked river where flood seasons swallowed paths and returned them changed. He learned to read water, mud, and animal tracks before he learned the names outsiders gave to things. When a trading post rose nearby, he found work guiding boats through hidden channels, then began guiding other cargo through them too, past tolls and watchmen. He never thought of himself as cruel or daring. A route was open, a bargain was offered, and he took what the moment allowed. A smuggling run went wrong when his crew diverted a shipment of medicinal roots from a marsh settlement already suffering through a dry season. Tecalco abandoned the cargo and led the angry villagers to a spring his people had kept secret. He left the criminal crew soon after, carrying a small bundle of seeds and a debt he could not measure in coin. A wandering druid taught him the old signs of the living world, and Tecalco took to the lessons as naturally as he had taken to rivercraft. He now travels as a druid and occasional thief, trying to keep waterways healthy, repay what he can, and decide whether a rule deserves obedience before he breaks it.
“He learned to read water, mud, and animal tracks before he learned the names outsiders gave to things.”
- Background
- Criminal
Connections
Species
Lizardfolk
Media
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