Creature Reference Back to Creatures

Cueyatl Warchief

Small · Humanoid · CR 7 · Lawful Evil

Armor Class
16 (studded leather, shield)
Hit Points and Hit Dice
117 (18d6+54)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Small
Type Humanoid
Alignment Lawful Evil
XP 2900
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 20 ft (6.1 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3

Languages

Cueyatl

Traits

Amphibious

Can breathe air and water.

Insect Affinity

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

Jungle Camouflage

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

Locked Saddle

Can’t be knocked prone dismounted or moved vs. its will while mounted.

Mounted Warrior

While mounted mount can’t be charmed or frightened.

Slippery

Advantage: saves/ability checks to escape a grapple.

Spirited Charge

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

Standing Leap

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

Reactions

Mounted Parry

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

About Cueyatl Warchief

Cueyatl Warchief is a small humanoid with a Challenge Rating of 7. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 117 hit points (derived from 18d6+54).

Cueyatl Warchief has communication capabilities including Cueyatl. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Cueyatl Warchief

2 tips available

When using Cueyatl Warchief in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Cueyatl Warchief

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Cueyatl Warchief?
Cueyatl Warchief has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Cueyatl Warchief?
Cueyatl Warchief is a Small Humanoid, which affects how certain spells and abilities interact with it.
What languages does Cueyatl Warchief speak?
Cueyatl Warchief can communicate in Cueyatl.

Related D&D 5e Content

Related Creatures