Page 157 - Tomb of Annihilation
P. 157
A detect magic spell or similar effect reveals an aura of eye that is inserted, the reflections of the characters in
enchantment magic radiating from the third curtain. the mirror become progressively unhealthier- losing
Any creature that looks at this curtain must succeed on weight, hair, and teeth as they come to resemble undead.
a DC 14 Wisdom saving throw or be frightened of it. A When all ten eyes are in place, they disappear and tile
frightened creature tries to leave the room as quickly as door grinds open and remains open henceforth.
possible and cannot reenter. Once outside the room, a
creature can repeat the saving throw at the end of each 44B. I NSIDE THE VAULT
of its turns, ending the effect on itself on a success. A When the door opens, read:
creature that saves against this effect is unaffected by
the curtain thereafter and can reenter the room.
The vault door grinds upward, revealing a domed, can·
LORD OF THE FEAST dlelit room fifty feet high. The polished marble floor is so
When the final tapestry curtain is pulled aside, the perfectly reflective that it creates the illusion of standing
dreaded Lord of the Feast confronts the characters:
at the entrance to a sphere. Nine alcoves filled with glit
tering treasure open up along the walls. In the middle
The rotting head of a giant boar is mounted to the wall of the chamber, a large spherical object hovers under a
behind the final curtain. Fresh blood and gore spatters black silk drape twenty feet above the floor.
its tusks, dribbling down the wall beneath it.
The beholder, Belchorzh (pronounced BEL-korj), floats
Any humanoid that can see the severed boar's head at the top of the room. Acererak cast a wish spell to ren-
must succeed on a DC 16 Wisdom saving throw or be der Belchorzh invisible. A successful dispel magic (DC
charmed by it. On its turn, a charmed creature does 19) cast on the beholder or contact with an antimagic
nothing except approach the severed head and put its field ends its invisibility. Belchorzh reacts to intruders as
own head in the boar's mouth. Only one head can fit in described in the "Beholder Tactics" section below.
the mouth at a tin1e. If the boar's mouth is already full, The hall contains one hundred lit candles. While
a charmed creature waits patiently until the mouth is the candles remain inside tllis vault, they burn indef-
clear. Any creature that ends its turn with its head in initely. If a candle is taken from tile room, it burns
the boar's mouth takes 22 (4d10) slashing damage as down normally.
the boar's jaws clamp down. If this damage reduces the The floor beneath the dome is magically slick. Any
creature to 0 hit points, it is decapitated. A charmed creature that steps onto or starts its turn on tile floor
creature can repeat the saving throw each time it takes must succeed on a DC 10 Dexterity saving throw or fall
damage, ending the effect on itself on a success. Once a prone. When an untethered creature is shoved or other-
creature successfully saves against tllis effect, it cannot wise moved across the floor, it travels in one direction
be affected by the boar's head for 24 hours. and does not stop until it comes into contact with a wall
Destroying the Lord of the Feast ends its charm effect or other barrier.
on all creatures. The boar's head is a Medium object The alcoves contain treasure (see "Treasure" below).
with AC 5 and 22 hit points.
ADVICE FROM THE SPIRITS
TREASURE Any characters inhabited by the spirits of Kubazan,
Destroying the boar's head reveals three items lodged Obo'laka, or Wongo receive the following advice:
between its teeth: a bent pair of gold spectacles (25 gp),
• Impulsive Kubazan urges his host to attack whatever
a leather eye patch set with a bloodstone (50 gp), and a
is hiding under the black drape, with no warning or
platinum hair pin (75 gp).
negotiation.
• Cautious Obo'laka thinks a beholder is hidden under
44. VAULT OF T HE B EHOLDER
tile black drape and urges her host to flee at once.
An invisible beholder lairs in this circular chamber. To • When he becomes aware of the beholder, reck-
enter, adventurers must pass through a locked door. less Wongo suggests that his host attack another
party member, to trick the beholder into thinking it
44A. EYES OF T HE BEHOLDER has an ally.
BLACK DRAPE, IRON SPHERE
The corridor ends in a large door with a round mirror set
The black drape conceals a magical sphere of iron, 6
into its surface. Ten circular indentations, each about an feet in diameter and Boating 20 feet above the floor. A
inch across, surround the mirror. Nystul's magic aura spell placed on tile sphere makes
it seem like an evil aberration to features or magic that
can sense such information.
The door is sealed tight and can't be opened with abil-
The iron sphere is hollow and immobile, and it re-
ity checks or magic. To open the door, ten crystal eyes
mains inert while the drape covers it. Belchorzh can use
found elsewhere in the dungeon (see areas 31A, 32, 33,
its telekinetic eye ray to remove the drape at any time,
35B, 37, and 39) must be inserted into the indentations.
revealing the sphere and causing it to emit a magical
Each eye lights up as it clicks into place. With each
magnetic field. Each creature in the room wearing metal
CHAPTER 5 I TOMB OF THE .SIN'E GODS

