Page 130 - Tomb of Annihilation
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the hags. The  clone has gear scavenged from dead   The trickster gods can tell whether or not a creature is
               adventurers.                                    humanoid, and they have no interest in possessing other
             •  The new character is the sole survivor of  a doomed   types of  creatures.
               adventuring company that breached the tomb in order   While inhabiting a host body, a trickster god acts like
               to find and destroy the Soulmonger.             an overbearing passenger. The host creature remains in
                                                               control of  its actions but inherits a flaw from the god, as
             SPIRITS OF THE NINE                               wc11 as a special power. When a trickster god inhabits
                                                               a player character, give the player that god's card (see
             TRICKSTER GODS                                    appendix F). A character doesn't know what power and

             Acererak trapped the spirits of Omu's nine trickster   flaw are gained from a specific trickster god until  that
             gods in the tomb he constructed in their name, and   god inhabits the character for the first time. Both the
             they're not happy about it. The spirits don't know the   flaw and the power end  when the spirit leaves the host.
             tomb's layout or defenses, but they offer advice and mag-
                                                               LEAVING A  HOST
             ical powers to those they inhabit. Of  course. their assis-
             tance comes at a price.                           A trickster god never willingly leaves a  host, but its  spirit
                                                               is forced out if a host dies or leaves the tomb, or if  a host
             SPIRITUAL INHABITATION                            is targeted by the break enchantment function of the
             The spirits are bound inside magic items scattered   dispel evil and  good spell. A trickster god can also be
             throughout the tomb. When a creature of the human-  forced out by another trickster god (see "Fighting Over a
             oid type touches such an item, the trickster god bound   Host" below).
             within attempts to inhabit that creature. With a success-  When the spirit of a trickster god is forced out of  a
             ful DC 16 Charisma saving throw, the creature resists   host, it returns to the magic item to which it is bound
             the god's power, and that god can't attempt to inhabit   and cannot inhabit that host again for the remainder
             the same creature for the remainder of  the adventure.   of  the adventure. If  the item is destroyed or taken from
                                                               the tomb, the trickster god's spirit finds another object
             On a failed save-or  if  the creature chooses to forgo
             the save-the  god's spirit inhabits the creature's body.   within the tomb to inhabit. The spirits of  the trickster
                                                               gods can't be destroyed and can never leave the tomb.

             TRI CKSTER Goos
              Spirit   Align.  Personality   Inherited Flaw   Enemy   Power
              l'jin     CN   Fickle and   "I never stick to a   Obo'laka   The host's Dexterity score becomes 23, unless it is
              (female)       unpredictable   plan."                 already higher.
              Kubazan   CG   Wild and     "I am fearless and   Papazotl   The host's Strength score becomes 23, unless it is al·
              (male)         spirited     not afraid to take        ready higher.
                                          great risks."
              Moa        LG   Truthful and   "I must always speak  Wongo   The host can use an action to turn invisible. Anything
              (male)         kind         the truth."               the host is wearing or carrying is invisible as long as
                                                                    it is on the host's person. The effect ends if  the host
                                                                    attacks, casts a spell, forces a saving throw, or deals
                                                                    damage.
              Nangnang   NE   Selfish and   "I won't share with   Shagambl   The host can move up, down, and across vertical sur-
              (female)       cruel        others."                  faces and upside down along ceilings, while leaving
                                                                    its hands free. It gains a climbing speed equal to its
                                                                    walking speed.
              Obo'laka   LN   Nervous and   "I am risk-averse and  l'jin   The host can attune to one additional magic item.
              (female)       obsessive    a slave to routine."      When Obo'laka leaves the host, all magic items to
                                                                    which the host is attuned are no longer attuned to it.
              Papazotl   LE   Shrewd and   "I bow before no one  Kubazan   The host can't be surprised, gains advantage on all
              (male)         conniving    and expect others to      Wisdom checks, and never takes damage from falling.
                                          do as I  command."
              Shagambi   NG   Wise and    "I never show mercy   Nangnang  The host can make one extra attack when taking the
              (female)       virtuous     to evildoers.''           Attack action on its turn.
              Unkh       N   Self-absorbed   "I am incapable of   None   The host's Constitution score becomes 23, unless it is
              (female)       and indecisive   making decisions."    already higher.
              Won go     CE   Violent and   "I act without   Moa    The host can use an action to unleash a psionic assault
              (male)         deranged     concern for the           on a creature it can see within 60 feet of  it. The target
                                          well-being of  others."   must succeed on a DC 16 Wisdom saving throw or be
                                                                    stunned until the end of  the target's next turn.



                                                                              CHAPTER 5  I TOM 8  OF THE NINE GODS
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