Page 154 - Tomb of Annihilation
P. 154
REVOLVING ROOM EFFECTS and the chest below. By manipulating the statues, char-
acters can teleport the golem up to their level, or send
d20 Effect
one of their own into the pit.
1-6 The demon faces exhale jets of a soporific gas
that dissipates quickly. Each creature in the room ADVICE FROM THE SPIRITS
that is not immune to the poisoned condition Any characters inhabited by the spirits of Moa or Papa-
must succeed on a DC 15 Constitution saving zotl receive advice when entering this area:
throw or fall unconscious. An unconscious
• Thoughtful Moa warns that adamantine or magic
creature can repeat the saving throw each time weapons are needed to harm a clay golem.
it takes damage, ending the effect on itself on a Bossy Papazotl insists that someone stand on the
success. third plinth. ("It must be empty for a reason!")
7-12 The demon faces exhale jets of sparkling dust,
Goo STATUES
which blind any creature in the room that does
The two statues facing the pit represent Azuth (god of
not succeed on a DC 15 Wisdom saving throw. A
wizardry) and Torm (god of courage and self-sacrifice).
creature's blindness lasts until it is cured with a
Either can be identified with a successful DC 12 Intel-
lesserrestoration spell or similar magic.
ligence (Religion) check. A detect magic spell or sim-
13- 18 Stone spikes 6 inches long magically protrude
ilar effect reveals an aura of abjuration magic around
from the walls. Any creature that takes damage each s tatue.
from the room at the start of Its turn takes an Any examination of the plinths reveals that each
additional 11 (2d10) piercing damage from the statue is set on a rotating, spring-loaded gear. If the
spikes. The spikes retract when the next room statue of Azuth is rotated to the right, one creature in-
effect is triggered. side the pit teleports onto the third plinth, forcing aside
19-20 The demon faces spew jets of an incendiary gas any other creature standing there. If multiple creatures
are in the pit, randomly determine which creature is
that promptly ignites, filling the room with fire.
teleported. Rotating the statue of Torm to the right tele-
Each creature in the room takes 45 (10d8) fire
ports anything on or above the third plinth into the pit.
damage.
Even if nothing is there, a popping is heard as air rushes
in to fill the empty space. When a statue that has been
While the room is revolving, an additional effect is
turned is released, it grinds back to its starting position.
triggered at the end of initiative count 10. Roll a d20 and
The clay golem has orders to attack any creature that
consult the Revolving Room Effects table.
it sees and can reach. If the golem is destroyed, Withers
The room stops tumbling if the lever in area 38A is
uses his manual of golems in area 28 to create a new
raised, or if the south door is opened or destroyed. The
one after 30 days.
door's locks are hidden in the walls and can't be picked
with thieves' tools, and it takes three separate knock ST ONE C H EST
spells to unlock them. The door can also be wrenched
The chest and its hinges are made of stone. The chest
open with a successful DC 26 S trength (Athletics) check
weighs 250 pounds and is fitted with a silver locking
or attacked. It has AC 17; 50 hit points; and immunity
mechanism. Opening the lock requires the silver key
to fire, piercing, poison, psychic, slashing, and thun-
that the golem wears around its neck. A mage hand spell
der damage. or similar magic can lift the key from around the golem's
neck without causing the golem to attack. A character
39. GOLEM PIT
using thieves' tools can pick the lock with a successful
DC 20 Dexterity check. However, opening the chest by
any means other than the silver key releases a cloud
A fifteen-foot-wide, fifteen-foot-deep pit dominates this
of gas that fills a 15-foot cube centered above the chest
chamber. At the bottom of the pit, an eight-foot-tall clay (filling the entire pit). The gas instantly corrodes and de-
figure stands motionless beside a stone treasure chest. A stroys all nonmagical metal that comes into contact with
it, including armor and weapons. Metal objects sealed in
silver key hangs from a cord around the figure's neck.
containers are protected.
Two nine-foot-tall stone statues stand atop plinths on
The chest is a Small object with AC 12. 10 hit points,
either side ofthe pit. A third plinth against the south wall
and immunity to poison and psychic damage.
stands empty. One of the statues depicts a hooded and
ThEASUltE
bearded male figure with his left hand held high, index
The chest contains two !-inch-diameter glass eyeballs
finger pointed up. The other portrays an armored male
resting on a red cushion. One eyeball is pale green and
knight with his gauntleted right hand extended, its palm
the other is pink.
facing inward toward the knight. Crystal Eyes. The nonmagical crystal eyes are two
of the ten keys needed to open the vault of the beholder
(area 44).
An invisible wall of force (as created by the wall of force
spell) covers the top of the pit, shielding the clay golem
CIIAPTl:R 5 TOMB OF THE NINE GODS
153

