TEXT: XIBALBA
  
  Xibalba
  W
  ith a name that means the “Place of Fear” in an
  archaic Payit tongue, Xibalba’s tortures and
  inflexible order are the closest the Maztican
  afterlife gets to the Nine Hells. Along with
  Mictlan, it is one of two planes known for
  mortal visitors, and many a legend involves at
  least a brief foray in this lawful evil temeno.
  The MGP Series
  The MGP tag stands for the Maztican Great Pyramid. The
  Great Pyramid is an entire cosmology introduced in the 1991
  Maztica Campaign Set and followed up on in both TWC1
  The Maztican Campaign Guide and MGP0 The Great
  Pyramid. 
    Seventeen planes known as temenos exist as part of this
  ziggurat-shaped cosmology and this product fully describes
  one of them - the lawful evil plane of Xibalba.
  Overview of Xibalba
  Dominated by a massive city encircled with rivers of
  scorpions, blood, and pus, the city consists of houses of
  torment and a ballgame court of massive proportions.
  Surrounding the city is an endless and unforgiving desert
  populated by ravenous vulture-demons but it is said that there
  is a place hidden in the west where a damned tonalli (soul)
  can find brief respite or a mortal visitor can find succor.
  Xibalba is a “Shadow World” of the Great Pyramid and the
  final destination of tonalli who were utterly inflexible in life
  and often used their rigidity as an excuse for cruelty.
  Demons of Xibalba
  It is difficult to explain to foreign born men and women that
  Xibalba is a hell, yet is occupied by powerful and unique
  demons. In truth, this is a result of semantics and translation
  into the Faerûnian common tongue. The term “demon,” in the
  sense that an Amnian would understand, is not an accurate
  descriptor for the supernatural beings that inhabit Xibalba.
  Due to their outlook, “devil” may be closer to reality, but even
  that is not a wholly accurate name. The supernatural beings
  of Xibalba simply are what they are.  
  There are three levels in the hierarchy of these demons. At
  the very bottom are infernal creatures that share much in
  common with normal animals like vultures, jaguars and bats.
  These creatures are far crueler than their mortal kin and are
  of a supernatural nature. The jaguars and bats occupy houses
  where the higher ranked demons like to torture souls and
  mortals alike. The vulture-beings are known as dtutuncan and
  lead mortals to danger so they can pick at the bones of the
  dead, though they are more than capable themselves when in
  a flock.  
  Next is the demonic hierarchy. This consists of ten unique
  beings that oversee a number of forms of human suffering
  both in Xibalba and in the mortal world of Maztica.  
  The demoness Xquic is also often lumped into this group, but
  she actually stands by herself outside the hierarchy as an exile
  and a traitor.
  The demonic hierarchy are identified in pairs that relate to
  different forms of human suffering; Xiq'iri'pat ("Scab
  Stripper") and Kuchuma Kik' ("Blood Gatherer"), whose
  powers are capable of sickening people's blood; Ajal Puj ("Pus
  Demon") and Ajal Q'ana ("Jaundice Demon"), who cause
  people's bodies to swell up and often explode in a shower of
  blood; Ch'amiya B'aq ("Bone Scepter") and Ch'amiya Jolom
  ("Skull Scepter"), who turn dead bodies into skeletons to
  destroy their enemies; Kik'Re' ("Bloody Teeth") and
  Kik'Rixk'Aq' ("Bloody Claws"), who hide in the unswept areas
  of people's houses and stab them to death when they are most
  vulnerable; and Xiq ("Wing") and Patan ("Packstrap"), who
  cause people to die by coughing up copious amounts of blood.
  Note that these are the incarnations as the demons as they
  presently stand and in the past there were other names and
  incarnations.
  Finally there are two godlike beings known as Jun Kame
  ("One Death") and Wuqub' Kame ("Seven Death"), who were
  once deities of death worshiped by the early folks of Payit.
  They surrendered much of their power in a wager with two
  mortal twin humans known as the Hero Twins when they
  were defeated in a ballgame match. Their divinity is gone, but
  they still wield power in the True World and absolute power in
  Xibalba.  
  Reaching Xibalba
  Xibalba can be reached by any spell or ability that
  would also allow a character to enter the Nine Hells.
  Only folks who worship at least one member of the
  Maztican pantheon itself may do so with success.
  Faerunians may reach the temeno through a portal
  or gateway created by an ally (or enemy), however. 
    Sometimes, even the most evil of supernatural
  inhabitants of Xibalba will bargain or deal with
  particularly charismatic Mazticans but foreign
  trespassers are rarely afforded the same luxury. The
  game effects amount to Disadvantage on all
  Charisma based checks when dealing with Xibalban
  outsiders. 
   Many of the same reasons a Faerunian PC might
  want or need to travel to the Nine Hells could also
  apply to Xibalba. Perhaps there is a particular tonalli
  which the PCs must speak with for a long lost
  secret? Perhaps instead this information can only
  be garnered from one of the plane’s terrible
  demons? Some spellcasters (hishnacasters in
  particular) are now known to summon demons
  from this terrible realm, and the demons
  themselves have been known to enter the mortal
  world on many occasions.
  Then there are the Hero Twins. Are they gods or men? What
  secrets do they hold and can they offer power over the
  demons themselves? Are there riches to be found with their
  aid?
  2
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  Features of Xibalba
  Xibalba, like all tenemos with the exception of Mictlan, is but
  a single infinite realm with only one level. No matter where
  one stands on the plane, a grand ball court (the grandest in all
  the multiverse) is in view through the dust and haze. No
  matter how far one travels from this “center” of the plane, it is
  always less than a day’s travel to return. If a traveler heads due
  west from the ball court they will pass through demon
  infested wastes to reach the Calpulli of the Sun and Moon
  where the Hero Twins hold court and can offer some succor
  to the tormented spirits of the plane for a short time.
  East, north and south also lead into barren wastes, but they
  are not unoccupied. The entire temeno is known for its unique
  entities who’s only purpose in existence is ensuring the tonalli
  of the plane suffer for eternity. Most spirits only know of the
  existence of the Hero Twins but do not know where they
  reside and the dtutuncan routinely confound those who seek
  them out.
  The Grand Ballcourt
  This massive stadium is the spiritual and physical center of
  the plane of Xibalba. With the exception of tonalli that escape
  into the wastes, every soul to ever occupy Xibalba spends the
  majority of its time here. Distance in the stadium is distorted
  and is unsettling for living beings. The seating is almost
  vertical and living creatures who attempt to watch the game
  must make a DC 14 Wisdom saving throw every hour or
  willingly lean over and drop into lower levels of seating
  causing 21 (6d6) bludgeoning damage in the process. Allies
  can easily prevent this from occurring and affected PCs snap
  out of the trance that leads to these falls at the start of their
  next turn.  
    The grand ball game itself is extremely lopsided. A team of
  four of the demonic hierarchy often squares off against an
  equal number of randomly selected souls of the dead. The
  demons enjoy administering different tortures and
  humiliations for the tonalli during the game itself, but the
  souls still attempt to endure it. This is because they know that
  once the game is concluded they are sacrificed on the ball
  court itself, erasing them permanently from existence. The
  gore from the game and subsequent sacrifice itself is left right
  where it lays unless one of the players decides to eat the
  leavings. Rot does not occur on Xibalba so the entrails and
  gore can remain indefinitely.  
    In all of the time of creation, the demonic entities have
  only lost on three occasions. Twice, however, the winning
  teams did not obtain a proper agreement from the demons
  and their torment afterwards was only prolonged. The balls
  used in the game are the heads of these victors - still very
  much aware and suffering.  
    The Hero Twins however, somehow convinced the demons
  to release them upon their victory. It is said that they
  challenged the demons themselves and humiliated them by
  playing with only two players against the opposing four.
  Perhaps it was respect gained in these overwhelming odds
  that the demons honored their bargain. The respect lost led to
  Jun Kame and Wuqub' Kame's loss of much of their personal
  power and divinity.  
   
   
   
  Calpulli of the Sun and Moon
  Far to the west of the Grand Ball Court lies the Calpulli of the
  Sun and Moon. It is the abode of the Hero Twins and only
  respite that can be found anywhere on the plane. The twins
  are named Xbalanque and Hunahpu, but those names are
  intentionally forbidden from being spoken anywhere in
  Xibalba.
  They came to Xibalba in ancient times to reclaim the tonalli
  of their fallen father and uncle Hun Hunahpu and Vucub
  Hunahpu after the two were unfairly slain during a ball game
  on Maztica where it is rumored Zaltec himself had secretly
  participated. Not knowing that they faced an actual god, the
  two suffered an untimely death before what should have been
  their time. The Twins came to avenge their relatives but were
  too late. The uncle and father had defeated the demons in a
  match and now their heads were used as the game's balls. The
  demons tried every trick they knew to humiliate the Hero
  Twins, but they had been warned beforehand by Xquic and
  managed to thwart their every trick. The Hero Twins won the
  match and outsmarted the demons in every way.
  As part of the deal of their victory, no inhabitants of Xibalba
  may enter the Calpulli of the Sun and the Moon without the
  express permission of the Hero Twins. They allow tonalli to
  enter, but the souls cannot stay long. Within hours of entering
  they begin to fade until they finally disappear and reform right
  back in the city of Xibalba. Such escapees are typically sought
  out and targeted for punishment beyond even the norm, but
  most tonalli feel it was worth their short respite.
  Unfortunately upon their return, all knowledge of the Calpulli
  of the Sun and Moon’s location is gone. If they ever wish to
  return, they must somehow escape once again and find their
  way westward once again.
  Three Rivers of Xibalba
  Surrounding the city and grand ball court are three “rivers”
  that form an effective blockade which prevent tonalli from
  escaping into the wastes. These rivers are unnamed, but are
  rather easy to describe.
  The first is a river comprised entirely of hot blood. Though it
  isn’t boiling, it still causes 3 (1d6) fire damage if touched or 14
  (4d6) fire damage for every round of immersion. The River of
  Blood is also easily visible from the ball court, and tonalli are
  more than willing to call attention to potential escapees in
  order to gain what they think will be the temporary goodwill of
  the demons.
  As if a river of hot blood wasn’t vile enough, the second‘s
  foul nature could turn the stomach of a ghoul. The stench of
  rot and a cloud of buzzing flies is the first indication that one
  is approaching the River of Pus. Walking within 30 feet of the
  river forces a creature to make a DC 13 Constitution save or
  be poisoned until the start of its next turn. On a successful
  save, the creature is immune for 24 hours. Entering the river
  forces a new save at Disadvantage.
  The final river consists wholly of scorpions that flow along
  with a current like any river would. Entering the river forces
  the poor creature to suffer 21 (6d6) piercing damage and
  make a DC 14 Constitution save or suffer an additional 18
  (4d6) poison damage from hundreds of tiny stings.
  3
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  The Six Houses of Xibalba
  Nearly all portals to Xibalba from the Material Plane lead
  directly to a courthouse only a short distance from the Ball
  Court. Visitors are in no immediate danger, but will usually be
  greeted by every one of the demons in the hierarchy. What
  they will likely not know however, is that most of the demons
  are illusions, typically with the exception of one pair.
  Perceiving the deception is remarkably difficult, requiring a
  DC 20 Wisdom (Perception) check to identify the ruse.
  One of the “demons” will invariably order visiting mortals to
  sit. The command is a magical suggestion which requires a
  DC 14 Wisdom save to resist. The seat itself has a blazing hot
  internal fire that is undetectable until it is too late. A PC who
  sits takes 14 (4d6) fire damage, and incites uproariously loud
  laughter from the illusionary and real demons present. The
  demons love nothing more than to humiliate mortals. Due to
  their lawful nature, they do stick to a set of rules, however, and
  will not outright kill PCs, unless of course they are attacked
  first. If visiting PCs are seeking something in Xibalba,
  whether it is an item, a specific tonalli, or information; the
  demons are typically willing to make a deal or wager with the
  mortals. A successful DC 11 Charisma (Persuasion) check
  will allow PCs to initiate the bargaining. Failing the check will
  cause the demons to demand the mortals return to where they
  came from and a success will start negotiations. Remember
  that PCs that are non native to the True World suffer
  Disadvantage in such a check. PCs who fail and refuse to
  leave are attacked by the pair of non-illusionary demons.
  The terms of a bargain typically involve the characters
  surviving a night in one to six of the Houses of Xibalba and
  possibly to play the gods in a ball game. The purpose of
  staying in each of these houses is to humiliate mortals, and
  the demons do not expect them to survive. Making it look too
  easy is a good way to go directly to a ball game of which the
  possibility is included in every contract.  
  The House of Darkness
  The first house is the least deadly of them all, but can severely
  weaken PCs who must attend others. It is a house of pure
  darkness where no outside light can enter. As part of the
  challenge, each PC is typically given a candle which they
  cannot allow to go out throughout a full evening. The candle
  can be maintained, but PCs may not rest at all during the
  night. Keeping the candle lit is supernaturally exhausting and
  PCs who participate in the challenge receive 1d4-1 levels of
  exhaustion at the challenge’s conclusion.
  The House of Cold
  As its name implies, the second house is supernaturally cold.
  A strong wind blows through the house at all times and PCs
  must make a DC 14 Constitution saving throw each hour (a
  typical evening in this house lasts 9 hours) or suffer 14 (4d6)
  cold damage.
  PCs can use magic to avoid the effects of the cold, but if
  they do so and the demons detect it they will most likely insist
  on a Ball Game Challenge.  
   
   
   
   
  The House of Jaguars
  Tecuani are the jaguar-like demons of Xibalba and a half
  dozen hide in the shadows of the third House of Xibalba.
  Surviving this house is essentially straight up battles as the
  creatures attack in pairs at different times of the night. They
  come from the shadows with little warning and attempting to
  rest almost always triggers an attack. Clever PCs can
  eliminate all six tecuani early this way and receive a full
  night’s rest. If the DM desires, such clever behavior could
  incite the demons to make a Ball Game Challenge.
  The House of Bats
  Like the house of jaguars, the house of bats is an evening of
  battles. This one pits the PCs up against a six tzinacan, the
  bat-like entities that love to behead their victims with their
  razor edged claws. Like the tecuani, they attack in pairs at
  different points in the evening but they are accompanied by
  hundreds of normal bats that obscure vision and prevent easy
  targeting of the actual foes. This gives PCs Disadvantage on
  all melee attack and damage rolls while fighting the tzinacan.
  The house interior appears much like a cavern and the
  normal bats cling to the ceiling while they are inactive. Slaying
  the swarm before the tzinacan attack makes the battles easier,
  but this could cause the demons to insist on a Ball Game
  Challenge.
  The House of Blades
  In this house small obsidian blades continually shoot from
  tiny apertures in the wall and smash into tiny fragments at
  opposite ends. Each minute a PC spends in the house, he will
  suffer 7 (3d4) damage from the flying blades. There are safe
  zones in the house though and if they are found, the house of
  blades becomes a location where the party could receive a full
  night of rest. Finding a safe zone requires a DC 14
  Intelligence (Investigation) check, but also subjects the
  searching PC to a blade attack each round.
  PCs who emerge from the House of Blades with no damage
  are likely to incite a Ball Game Challenge from the demons.
  The House of Heat
  Occasional flames burst in random locations in the House of
  Heat which quickly die out on their own. The damage caused
  is less than that of the House of Cold (DC 14 Dexterity saving
  throw or take 7 (2d6) fire damage, save negates), but the room
  is also supernaturally warm. In addition to the damage, PCs
  must make a successful DC 14 Constitution save at the end of
  the evening or suffer 1d4-1 level of Exhaustion. The flames
  will "attack" once each hour in a 9 hour evening.
  4
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  The Ball Game Challenge
  If the PCs have made a deal to endure evenings in one to six
  of the Houses in a bargain with the demons and seem to be
  having an easy time of their ordeal, the demons may alter the
  conditions and trade any remaining evenings for a game in the
  Grand Ball Court. Two demons, along with two additional
  players taken from the hordes of tonalli will match up against
  the PCs for the final challenge of whatever deal was made.
  This event can be handled in a number of ways. DMs may
  want to familiarize themselves with the game rules introduced
  in TWR2 The Maztican Ball Game (found in the DMSGuild)
  or simply describe the events of the game allowing good role
  playing to lead to a win. Two PCs at least must volunteer to
  play, but perhaps Xquic (hidden in the throngs of tonalli)
  contacts her sons the Hero Twins who ask to join the PCs in a
  classic rematch. The demons must comply by their own laws.
  The Flowers of Xibalba
  A possible reason for PCs to travel to Xibalba and bargain
  with its cruel demons is for one of the unique and magical
  flowers that are found singly in the otherwise barren wastes
  of the desert. Some are found by the vulture-like dtutuncan
  and plucked for favors from the demon hierarchy. The flowers
  have many unique powers and some possess the only known
  cure for supernatural diseases unleashed on the mortal plane.
  The search for a particular flower can be the basis of an
  entire adventure set in Xibalba or it can appear as random
  treasure. However, considering many of the effects of the
  flowers are powerfully beneficial, the DM should consider
  dispensing them with extreme caution. Such flowers can not
  be duplicated or grown through any normal or magical form
  of botany. If the PCs come across a flower randomly, the DM
  may determine its powers using the tables below to provide
  inspiration. They may also roll 1d6 three times to select an
  appearace, a method of use and a power from the tables. 
    This is an opportunity for the DM to be as creative as they
  would like to be and the tables can be ignored entirely. The
  Flowers of Xibalba are all unique, and PCs should never come
  across two that have identical properties.
  Flower Appearance
  Roll Appearance
  1 A crystalline bell shaped tulip with a glowing blue rim.
  It is capable of holding a pint of liquid such as water.
  2 A purple dahlia with yellow and pinkish stamen that
  writhe constantly like tentacles.
  3 A rainbow-hued rose. Each petal contains every color
  of the rainbow.
  4 A pure black peony interspersed with streaks of
  electric greens and yellows.
  5
  A silver and gold amaryllis that has a hazy, dream-like
  quality. Almost as if it is being observed in the bright
  sun independent of actual illumination.
  6
  A massive sunflower with alternating red and sky blue
  petals. The seeds are colored cyan and are ripe, but are
  infertlle.
  Note that under no circumstances may more than one
  creature gain the benefits of a single flower.
  Flower Usage
  Roll Means of Use
  1
  Flower must be dried and used as a potpourri. First
  creature to inhale its pleasant aroma gains the flower's
  benefit.
  2
  Petals of the flower are dried and can be used to brew
  tea. A creature must imbibe the entire brew to gain its
  benefit.
  3 Flower must be picked and worn in hair for a full week
  before gaining its benefits.
  4
  Entire plant must be ground into a paste and smeared
  onto a creature's body in order for the creature to gain
  its benefits.
  5
  Flower must be shaken and a creature must be coated
  in the resultant deluge of pollen in order to gain all of
  the benefits of the flower.
  6
  Flower must be consumed, but only under a special
  circumstance such as under the light of a full moon or
  during a solar eclipse.
  The following abilities take effect the moment a creature
  uses the flower as indicated in the Flower Usage table above.
  Flower Granted Abilities
  Roll Ability
  1
  Creature is granted the permanent ability to fly at a
  speed of 30 feet. The ability is magical and if dispelled
  returns after a Long or Short Rest.
  2 Once per day, the creature may choose to reroll a
  single failed saving throw.
  3 Creature gains a permanent +1 bonus to a single
  ability score.
  4 Creature gains proficiency in a skill which they did not
  already have.
  5 Creature can make an additional melee attack once per
  day as a bonus action.
  6 Creature gains permanent resistance to once source of
  damage.
  The following example Flower of Xibalba utilizes only some
  random elements from the tables.
  Example Flower of Xibalba
  A crystalline bell shaped tulip with a glowing blue rim. It is
  capable of holding a pint of liquid such as water. If the flower
  is filled with any liquid and shattered, the spilled water
  transmutes all it touches to gold before evaporating. This
  effect can transmute enough material into gold to amount to
  1d10+2 x 1,000 gp.
  5
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  Dtutuncan
  A hellish vulture-like bird of the Xibalban wastes, this
  creature's name means "those who cross the sky" in the Payit
  tongue. The bird has no eyes but amazing senses and it only
  has a single leg. Its breath is the cold wind of death. 
     Sentries of the Heirarchy. The dtutuncan serve the
  demonic heirarchy as sentries and scouts. Their perception is
  remarkable and can pick out escaped tonalli or tresspassing
  mortals who brave the wastes of Xibalba searching for the
  elusive flowers of Xibalba or the abode of the Hero  
  Twins. 
    Seekers of the Wastes. The dtutuncan are the lowest form
  of demon in Xibalba and resent their position. They are
  forever attempting to gain the favor of the heirarchy and can
  do so by killing enough mortals, capturing errant tonalli, or
  delivering a flower of Xibalba to one of the demon heirarchy.
  Dtutuncan are the lowest form of
  demon in Xibalba, and all demons
  once held their form. But where do
  the dtutuncan originate?
  6
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  Dtutuncan
  Medium fiend, lawful evil
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 11 (+0) 15 (+2) 11 (+0) 12 (+1) 8 (-1)
  Skills Deception +1, Perception +5
  Damage Immunities necrotic
  Damage Resistances cold, fire
  Senses blindsight 200 ft. (blind beyond this radius),
  passive Perception 15
  Languages Infernal, Maztican
  Challenge 1 (200 XP)
  Keen Smell. The dtutuncan has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pack Tactics. The dtutuncan has advantage on an
  attack against a creature if at least one of the
  dtutuncan's allies is within 5 feet of the creature and
  the ally isn't incapacitated.
  Actions
  Multiattack. The Dtutuncan makes 2 attacks. One
  with its claw, and one with its soul stealing breath.
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one target. Hit: 4 (1d6+1) piercing damage.
  Soul Stealing Breath. When the dtutuncan attacks with
  its claw, it also inhales deeply, drawing in both air
  and a portion of the soul of the creature it is
  attacking. This results in 7 (2d6) necrotic damage. A
  successful DC 13 Constitution save halves the
  damage. If the attack reduces the creatures hit points
  to zero, the dtutuncan has captured its soul, keeping
  it safe for transport to the demonic heirarchy.
  
  Tecuani
  The tecuani are the most powerful of the non-unique demons
  in Xibalba. They are cruel predators that enjoy making their
  prey suffer for as long as they can before using their sabre-like
  teeth to end their victims life. 
   
  The House of Jaguars. There are an unknown number of
  tecuani found in Xibalba and the number may very well be
  infinite. Typically, they inhabit hidden caverns and the dark
  corners of the wastes. In the city of Xibalba itself, though six
  are chosen for a special purpose, and that is to torment
  mortals that are tasked with spending an evening in the
  House of Jaguars. Tecuani relish the chance to maim and kill
  mortal visitors, as the tonalli that constitute their normal fare
  do not tend to put up quite the same level of  
  resistance. 
  The Final Stage. Tecuani are the  
  final stage before transfomation  
  into the greater demons that  
  inhabit the city of Xibalba. In 
  order for the tecuani to  
  advance any further, an  
  "opening" of sorts must  
  occur within the demonic  
  heirarchy. This only happens  
  when a demon has been slain  
  or is for some reason cast out  
  of the heirarchy as an exile. On  
  extremely rare occasions, tecuani are  
  selected for transformation into other unique demons of
  variable power, but this occurs equally rarely. 
  Then there Were Two. Tecuani is the first stage where
  demons are paired up with another. Tecuani are  
  only ever found in twos unless one has fallen to  
  calamity.
  Tecuani are the final stage of
  development for the non-
  heirarchical demons of Xibalba.
  Only the greatest are chosen to
  advance, and only in extremely rare
  circumstances.
  7
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  Tecuani
  Large fiend, lawful evil
  Armor Class 14 (natural armor)
  Hit Points 59 (7d10 + 21)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 12 (+1)
  Skills Perception +3
  Damage Immunities necrotic
  Damage Resistances cold, fire
  Senses passive Perception 13
  Languages Maztican, Infernal
  Challenge 4 (1100 XP)
  Keen Hearing and Seeing. The tecuani has advantage on
  Wisdom (Perception) checks that rely on hearing or
  sight.
  Pack Tactics. The tecuani has advantage on an attack roll
  against a creature if at least one of the tecuani's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Actions
  Multiattack. The Tecuani makes 2 attacks: one with its
  bite and one with its claws.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 13 (2d8+4) piercing damage plus 10 (3d6)
  necrotic damage.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 11 (2d6+4) slashing damage.
  
  Tzinacan
  Tzinacan are the bat demons that inhabit hidden caverns and
  the dark places of Xibalba. They also inhabit the infamous
  House of Bats, where they are known for their ability to
  decapitate mortals visitors.
   
    The House of Bats. With no visible sun, Xibalba still has a
  cycle of night and day, including "seasons" where night and
  day vary in length. Night is certainly the purvue of the
  tzinacan, who roam the wastes in pairs, often accompanied by
  hundreds of normal bats. 
    In the city of Xibalba, however, the tzinacan are well-known
  for their role in the House of Bats, a horrifying test of the
  demonic heirarchy.  
    The Second Stage. Dtutuncan who serve the demonic
  heirarchy well or simply get lucky are often transformed into
  this second stage of development. A tzinacan's main role is to
  behead mortals in order to obtain a ball for the Ball Game.
  Demons tend to eat the ball after or even at some point during
  a game, so there is always a need for fresh mortal heads.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  Dtutuncan are tranformed through
  a painful process into the bat-
  demons known as the tzinacan.
  Tzinican in turn forever seek to
  advance to the powerful jaguar-
  form of the tecuani.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Tzinacan
  Small fiend, lawful evil
  Armor Class 13
  Hit Points 55 (10d6 + 20)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 8 (+1)
  Damage Immunities necrotic
  Damage Resistances cold, fire
  Senses blindsight 60 ft., passive Perception 13
  Languages Infernal, Maztican
  g
  g
  Challenge 3 (709 XP)
  Echolocation. The tzinacan can't use its blindsight while
  deafened.
  Keen Hearing. The tzinacan has advantage on Wisdom
  checks that rely on hearing.
  Wing Blades. If a tzinacan reduces a creature to 0 hit
  points and the creature has a head, it beheads the
  creature, killing it outright.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 12 (3d6+2) slashing damage plus 10 (3d6)
  necrotic damage.
  
  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  The Demonic Hierarchy
  The twelve members of the demonic hierarchy range in CR
  from 17 to 23 and unless the PCs are extremely high level
  they should avoid coming into direct conflict with them. In
  ages past they would frequently enter the mortal world and
  cause all manner of suffering but since Jun Kame and Wuqub'
  Kame lost their divinity, they have tended to remain
  sequestered in the city of Xibalba. The PCs can avoid direct
  conflict with the demons by agreeing to spend nights in some
  of the houses or even to face off against them in the Maztican
  Ball game.  
    If the PCs are itching to combat enemies more powerful than
  the tecuani but less deadly than the demonic hierarchy, there
  are also a number of less powerful unique demons that
  inhabit both the wastes and the city. These are always
  outcasts and some (such as Xquic) even have alignments
  different from the standard lawful evil.  
    If the PCs are of significantly high level and do intend to
  battle the demons, the DM will need to develop statistics and
  powers for the demons. Remember, they always come in pairs
  and depending on where the battle occurs, more might join.
  For their powers, the DM might want to read up on the
  demons online (each name is taken directly from actual
  Mayan mythology) using inspiration from the devils and
  demon lords from Mordenkainen’s Tome of Foes. In order to
  accomplish most of what a PC might desire by visiting
  Xibalba, killing a member of the demonic hierarchy is rarely a
  necessity.
  Jun Kame and Wuqub' Kame
  "One Death" and "Seven Death" also known among some
  cultures as Hune-Came and Vucub-Came respectively, were
  the undisputed leaders of Xibalba (Jun Kame's horrific form is
  depicted on the cover of this product). Long ago, the two
  brothers were lesser deities who had worshipers primarily
  among the Payit and were both gods of death.  
    The gods became aggravated from the mortal sounds of a
  ball Game played by Vucub Hunahpuh and Hun Hunahpuh
  and decided to invite the mortals to compete in Xibalba itself.
  With little choice in rejecting the offer of the gods of death, the
  mortals agreed and were summarily slaughtered during the
  match. 
    Due to this interaction with the gods the body of Hun
  Hunahpuh still managed to impregnate the daughter of Jun
  Came, a fledgling demoness that did not inherit her father's
  full divinity. Her children, Xbalanque and Hunahpu, however,
  were born semidivine and from birth planned revenge on their
  grandfather and granduncle. 
    The Hero Twins challenged the gods to a game but were first
  forced to endure the six Houses of Xibalba which they did
  easily using their supernatural powers. As part of their deal,
  the gods would have to give up their divinity in order to play
  fairly against the supposed human mortals. The weakened
  gods were soundly defeated despite using Hun Hunahpuh's
  head as the ball which deeply disturbed the twins. Because of
  their loss, the gods were never able to regain their
  relinquished power.
   
   
   
  Credits
  Author
  Jon Hild  
  Cover Art
  Francisco Vargas  https://www.deviantart.com/franciscomoxi  
  Dtutuncan Art
  Verreaux Aquilae  https://www.deviantart.com/verreaux  
  Tecuani Art
  Jacob Blackmon  https://www.deviantart.com/prodigyduck  
  Tzinacan Art
  Mike "KingOvRats"   https://www.deviantart.com/kingovrats  
  Lords of Xibalba
  Milton Sobreiro  milton.sobreiro.com
  "Maztica Alive" Logo
  Cliff Wolter  https://www.deviantart.com/yardarkwood  
   
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
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  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. ©2018 Wizards of the Coast LLC, PO Box 707,
  Renton, WA 98057-0707, USA. Manufactured by Hasbro SA,
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  Content Agreement for Dungeon Masters Guild. All other
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  Holmes and published under the Community Content
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  10
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/MGP1 - Xibalba.pdf