Page 123 - Tomb of Annihilation
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speak Common. After serving him for the duration of successful one. In addition, the creature is poisoned for
the enchantment, the serpent slithered off and found 1 hour whether or not its save succeeds.
its way to Omu. Azi Mas has a good memory; he can re- Xopal believes it's his destiny to transform into a much
member names and faces and is quick to warn his mas- more powerful form of yuan-ti- a metamorphosis that
ters if yuan-ti pass through whom he hasn't seen before. will occur when he develops a poison so virulent that
even innate immunity to poison can't withstand it. Xopal
TREASURE
uses the zombies as test subjects; once he's overcome
The storeroom contains fifty bolts of cloth; six crates
their immunity, he plans to conduct further tests on
of bronze bars; three barrels of salt and spices; and
live yuan-ti.
three chests containing rope, oil, lanterns, paper, and
blankets. From the supplies, characters can assemble BOTTLED POISONS
enough gear to make five explorer's packs. The presence of so many poisons makes combat in this
Mesmerizing Incense. Also present is a sealed case room hazardous. If a workbench is exposed to explosive
containing ten blocks of temple incense. Lighting a
force, such as that generated by a thunderwave or fire-
block creates a hazy cloud that fills a 20-foot-diameter ball spell, the bottles smash and create a 15-foot-radius
sphere and moves with the block. Any creature that
sphere of poisonous vapors that lasts for 1 minute. Any
starts its turn in the cloud and breathes the air must
creature that enters the area for the first time on a turn
succeed on a DC 16 Constitution saving throw or fall
or starts its tum within the sphere must make a DC 15
into a dreamlike stupor laced with nightmarish visions.
Constitution saving throw, taking 18 (4d8) poison dam-
Though it remains awake, the creature is poisoned.
age on a failed save. Creatures are affected even if they
Even yuan-ti are vulnerable to this effect, which lasts
hold their breath or don't need to breathe.
for 1 hour after a creature leaves the cloud, or until it
Among the poisons is a stoppered bronze jug used for
receives a lesser restoration spell or similar magic.
fermenting jungle roots into soporific gas. Removing
the stopper releases the gas, which fills a 15-foot-radius
14. VENOM DISTILLERY
sphere centered on the jug. See area 3 for the effect of
The south door is locked, and the lock contains a the soporific gas.
cleverly hidden poison needle trap. To pick the lock, a
'TREASURE
character with thieves' tools must succeed on a DC 15
Dexterity check. Finding the trap requires a successful Xopal carries a brass key that unlocks the south door.
DC 20 Wisdom (Perception) check; once found, it can Characters who search through the poisons can loot
be disabled with a successful DC 12 Dexterity check. twenty doses of serpent venom, five doses of essence of
A character who tries to pick the lock without first dis- ether, and five doses of torpor (see "Poisons" in chapter
8 of the Dungeon Master's Guide).
abling the trap must make a DC 16 Dexterity saving
throw. On a failed save, the character is pricked by the
15. SNAKE PIT
needle, takes 5 (ldlO) poison damage, and is blinded.
The blindness is permanent but can be cured with a
lesser restoration spell or similar magic.
A rickety wooden walkway threads around the walls of a
deep pit. Foul odors waft up from below. Somewhere in
The air in here is moist and sticky. Natural light spills I
the gloom beneath you, thousands of snakes writhe.
from cracks in the ceiling, and mud coats the floor.
Stone workbenches are laden with clay bottles of various
Despite appearances, the rickety wooden walkway is
shapes and sizes. Toadstools, snakeroot, and belladonna
safe. The yuan-ti sometimes hurl disobedient s laves
plants grow among the clutter, fed by water seeping from
into the pit to be devoured by the serpents. The pit is
above. Standing near the plants is a hairless man with 50 feet deep and filled with poisonous snakes. When
scaly skin and a bronze syringe. Lurking in the shadows a creature falls or sets foot in the pit, a swarm of poi-
around him are five slouching humans that reek of decay. sonous s nakes forms around it and attacks . A virtually
inexhaustible number of swarms can be created in this
fashion. A swarm that has nothing to attack ceases to
Yuan-ti use this chamber to extract venom from snakes. exist as its constituents slither apart.
Xopal (pronounced zoh-PAUL), a yuan-ti pureblood, To climb the wet cavern walls, a character must suc-
bottles and blends the venom to create deadly new ceed on a DC 15 Strength (Athletics) check.
strains. Five human zombies serve Xopal as laborers.
Xopal carries a bronze syringe containing three doses 16. BLOOD BATHS
of a poison cocktail. As an action, he can make a melee
weapon attack with the syringe (+3 to hit), which deals 1
piercing damage and injects one dose of poison on a hit. The iron stench of blood floods this chamber. Along one
Any creature injected with a dose of poison must make a
wall, a row of gore-filled pools sink Into the floor. Blood
DC 14 Constitution saving throw, taking 10 (3d6) poison I
trails and bloody footprints run between the pools.
damage on a failed save, or half as much damage on a
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