Destrachan are the subterranean cousin of the Zezir. They trade the bright red colouration of their surface cousins for a more muted brown. Destrachan are blind, and use highly-advanced tunable ears to echolocate. They are capable of great and highly-focused bursts of sound, which they use to stun prey, protect themselves, and carve out burrows from solid rock.

Breath Weapon (Recharge 5-6). The zezir breathes fire in a 10-foot cone. Each creature in the area must make a Dexterity saving throw (DC 12), taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Pack Tactics. The zezir has advantage on an attack roll against a creature if at least one of the zezir's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Hearing and Smell. The zezir has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Nervous Assault. Ranged Spell Attack: +6 to hit, range 80ft., one target. Hit 13 (3d8) thunder damage. If the target is immune to psychic damage, it takes half damage.

Friendly creatures with the Sonic Tuning trait are immune to this effect, and other creatures with the sonic tuning trait suffer no damage on a successful save.

Destructive Harmonics (Recharge 5-6). The destrachan blasts destructive energy around itself. Each creature within 15 feet of the destrachan must make a DC 13 Constitution saving throw, taking 21 (4d8 + 3) thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Sonic Tuning. The destrachan has advantage on saving throws against effects which deal thunder damage, or require the destrachan to hear.

Pack Tactics. The destrachan has advantage on an attack roll against a creature if at least one of the destrachan's allies is within 5 feet of the creature and the ally isn't incapacitated.

Chaneque vary in what constitutes 'defense'. Some will allow creatures to pass through, but take objection if travellers hunt or deform the landscape. Others will refuse to allow any creature passage unmolested.

Literally the 'inhabitants of dangerous places', the chaneque are fey spirits of nature and the elements. Each individual chaneque lays claim to a particular area or geographical feature, and defends it from intruders. This might be a valley, stream, field, forest or similar.

The ahuizotl possesses a large tail with a great four-fingered hand on the end. When it ambushes potential prey, it uses this tail to pull them into the water where they drown. The ahuizotl typically feasts on the eyes, teeth and nails or claws of its prey; it can draw sustenance from this food as if it had consumed an entire body.

Somewhere between a big cat, an otter and a monkey, the ahuizotl is a fearsome predator of fresh waters. It typically lurks at the bottom of a river or waterfall plunge pool, flattening its body to a surprising degree to pass unnoticed.

Tail (Slam) One creature grappled by the ahuizotl's tail must make a Strength saving throw (DC 15). On a failed save, the creature takes 23 (3d12 + 4) bludgeoning damage, is knocked prone, and the ahuizotl can move the target up to 20 feet (as long as it remains within 10 ft of the ahuizotl). On a successful saving throw, the target takes half damage and the ahuizotl may move the target up to half the distance.

Tail (Crush) One creature grappled by the ahuizotl's tail must make a Strength saving throw (DC 15). On a failed save, the creature takes 23 (3d12 + 4) bludgeoning damage, and if it was holding its breath, it runs out of breath. On a successful saving throw, the target takes half damage and doesn't lose its breath.

Tail (Grapple) The ahuizotl makes an attempt to grapple one medium or smaller creature it can see within 10 ft. The ahuizotl makes a Strength (Athletics) check (athletics bonus +10) opposed by the target's Strength (Athletics) or Dexterity (Acrobatics) check. The ahuizotl has advantage if the target is already grppled by it or one of its allies. If the ahuizotl wins, the target takes 17 (2d12 + 4) bludgeoning damage and the target is grappled, and is restrained while the grapple lasts. The ahuizotl can grapple one target at a time with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) piercing damage, and the target must make a DC 15 Dexterity saving throw. On a failed save, the target is blinded until the end of the ahuizotl's next turn.

Multiattack. The ahuizotl makes one attack with its bite, and uses one of its tail actions.

Grappling Tail. The ahuizotl adds double its proficiency bonus to Strength (Athletics) checks made to initiate a grapple with its tail.

Aquatic Ambusher. The ahuizotl has advantage on Dexterity (Stealth) checks made to hide in streams, rivers, and lakes. The ahuizotl can hide when only lightly obscured by freshwater obstacles.

Zezir are raptor-sized fire lizards. They hunt in packs, cooking most small residents of the desert in a single spark. Alternately, they use co-ordinated gouts of flame breath to corral larger prey into dangerous locations, including sinking sand and dangerous gorges. Zezir are red, with prominent black stripes.

Typically, a knowledgeable or wary traveller can make an offering to a chaneque in order to pass its protected area, or else to take resources or similar from it. The exact offering required is unclear, and different peoples vary in what they offer. Perhaps each chaneque has very specific tastes, but there is great difference between individuals; or perhaps a given chaneque is happy with any old offering. Typical tributes include tobacco leaves, nuts and berries, freshly-caught fish too small to eat, and the like.

A typical chaneque stands around 1m in height. They have childlike heads, or alternately wear masks depicting grotesquely old and deformed faces. Most chaneque resemble dwarves, although in regions dominated by races other than demi-humans they may be reptilian, amphibian, avian or such like as appropriate.

Each chaneque has elemental attributes appropriate to its native environment. The chaneque presented here all originate from desert regions

Chaneque Spook

A spook is a chaneque with the particular ability to frighten a creature's tonalli (a part of the soul) from their body and entomb it beneath the earth. A creature so afflicted becomes sickened, and eventually dies unless its soul is returned

Unwinding Fate A creature that has had its tornalli removed has lost the part of its soul that connects to its destiny. This induces a sickness, and ultimately death if not rectified. Carrying a tornalli requires no hands, but picking up a dropped tornalli takes an action that requires one free hand. A tornalli can only be touched directly by a fey, a construct, or the original owner; all other creatures simply pass through. However, another creature can transport the tornalli in any container. A creature may only ever carry one tornalli on its person at a time. A tornalli left unattended naturally returns to its owner. While the owner is on the same plane, the tornalli moves in its direction at a rate of 10 ft per minute, and passes through all objects. A chaneque spook or minor chaneque can spend 1 minute to raise a small mound of earth, which contains the tornalli and prevents this movement. A creature suffering from Unwinding Fate" to "with its tornalli in the possession of a chaneque frightened of that chaneque. Additionally, the first time each day that creature fails a saving throw, it gains 1 level of exhaustion (in addition to any other effects). These levels of exhaustion can't be removed while the creature suffers lacks its tornalli. The effects of Unwinding Fate on a living creature can be removed with a Remove Curse spell or similar effect. Resurrecting a creature that dies without its tornalli requires either releasing the tornalli, or a True Resurrection spell or similar.