Page 121 - Tomb of Annihilation
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Magic Resistance. You have advantage on saving
TELEPORTER
throws against spells and other magical effects.
The eastern booth contains an alcove. set into the floor
Poison Immunity. You are immune to poison damage
of which is a faintly glowing stone disk engraved with a
and the poisoned condition.
serpentine symbol. This is one of Ras Nsi's magic tele-
porters (see "Teleporters,'' page 114).
10. HAREM
TREASURE
An iron portcullis seals the entrance to this chamber. To
Characters who loot these chambers gain the following
raise it, a creature must lift a lever in area 9.
treasures: a white gold tiara made from two intertwined
vipers with topaz eyes (750 gp), a jade trinket box
A fountain of cool water bubbles on the floor ahead. The
shaped like a flytrap with curling golden leaves (250 gp),
scent oflllies fills the air, and silken drapes drift lazily in and two golden cobra candlesticks (75 gp each).
the heat. Archways open into shaded booths heaped with
11. THRONE ROOM
cushions and trays of sugared sweets. Lounging about
are a dozen scantily clad humanoids with eyes like those
of snakes and scaly patches on their arms, legs, necks,
Four pillars support the vaulted ceiling, and steps as·
and backs. Watching over them are a pair of inhuman
cend to an iron throne carved in the likeness of a hydra.
bipedal reptiles.
Painted on the wall behind it is a large blue triangle. To
the south, an engraved stone disk is set into the floor of
Ras Nsi's concubines live in luxury within these cham- an alcove. A ten-foot-wide opening in the east wall leads
bers. Eleven yuan-ti purebloods and a doppelganger to a flooded cave.
disguised as a pureblood comprise the harem. Two
yuan-ti broodguards (see appendix D) watch over the
harem at all hours. Circumstances determine this room's occupants:
Ras Nsi used to spend much of his time here, sam·
• During the day, Ras Nsi (see appendix D) "sits" in the
piing the harem's delights. S ince the death curse took
throne while addressing two type 1 yuan-ti malisons
hold of him, he has cloistered himself elsewhere. The
who routinely advise him. Standing guard in the mid-
purebloods neither help nor hinder the characters, and
dle of the room is Ras Nsi's champion, Sekelok (see
they fear Ras Nsi enough not to betray him willingly.
below), and three yuan-ti broodguards (see appendix
Despite Ras Nsi's efforts to hide the effects of the death
D). Hidden behind the throne are four ghouls that
curse, the concubines know that he is sick and dying.
obey Ras Nsi's commands. Each ghoul has a blue tri-
Ras Nsi's yuan-ti champion, Sekelok (area 11), is fas-
angle tattooed on its forehead.
cinated by the concubine Neema and courts disaster by
• At night, Ras Nsi retires to area 12. leaving the other
visiting her in the dead of night. Neema browbeats the
yuan-ti (including Sekelok) and the ghouls here. Se-
other concubines to cover up her affair.
kelok sometimes sneaks off to the harem (area 10).
• If the gong in area 9 is struck, Sekelok and the other
DOPPELGANGER SPY
yuan-ti leave to investigate while the ghouls hide be-
The doppelganger infiltrated the temple by killing and
hind the throne and Ras Nsi withdraws to area 12.
assuming the form of a male yuan-ti pureblood named
Ishmakahl (pronounced ISH-mah-kawl). It has been
SEKELOK
sent by Zagmira, a Red Wizard, to spy on Ras NsL Un-
Sekelok is a tall, muscular yuan-ti pureblood. He has
fortunately for its employers, the doppelganger has had
the statistics of a champion (see appendix D), with
little contact with Ras Nsi since arriving at the fane; these changes:
however, it has learned a few things by eavesdropping
Sekelok is neutral evil.
on Sekelok and Neema's intimate conversations.
He wears no armor, but his scales are as hard as
Ishmakahl appears as a handsome ChuJtan man with
steel (AC 18).
eyes like a snake's. If the characters make contact with
• He is immune to poison damage and the poisoned
the doppelganger on behalf of the Red Wizards, it offers
condition.
to help them steal any puzzle cubes from Ras Nsi's lair
• He has darkvision out to a range of 60 feet.
(area 12). lshmakahl knows the layout of the temple and
• He speaks Abyssal, Common, and Draconic.
knows there's a secret door somewhere in the throne
He has advantage on saving throws against spells and
room (area 11) that leads to Ras Nsi's lair. The doppel-
other magical effects.
ganger also knows that Ras Nsi's lair can be reached
• He has the Innate Spellcasting trait described below.
via the fane's teleporters, though it doesn't know how to
activate them. ll advises the characters to break into the Innate Spe/lcosting. Sekelok's spellcasting ability is Charisma
lair when Sekelok next visits the harem. (spell save DC 13). He can innately cast the following spells,
Ishmakahl is secretly contemplating a defection to requiring no material components:
the yuan-ti. If its plan shows any signs of backfiring, the
At will: animal friendship (snakes only), poison spray
doppelganger reveals itself to Ras Nsi or Sekelok, and
3/day: suggestion
warns him about the intruders.
CHAPTER 4 I FANE Of' TRE NIGHT ~F.RPE:!l.'T
120

