Page 201 - Tomb of Annihilation
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FLYING MONKEYS                                    GIANT FROGS
           The sound of  wings heralds the arrival of 3d6 flying   These 2d6 giant frogs have come together in hunger
           monkeys (see appendix D), whfoh swoop through the   and try to eat everything that crosses their path. The
           adventurers in a wave of grasping hands and feet. Each   characters have plenty of warning as the amphibians
           character must succeed on a DC 12 Dexterity saving   hop noisily toward them.
           throw or lose a useful piece of gear to the furry thieves.
           [f  this encounter occurs near Mbala (see chapter 2), the   GIANT LIZARDS
           monkeys are servants of the green hag Nanny Pu'pu.   The characters encounter ld6 giant lizards sunning
            These sociable creatures are curious about human-  themselves on warm rocks. The lizards pose no threat
           oids and have little fear of them. A Hying monkey that   unless they're attacked, and they're too set in their ways
           is successfully grappled, caught in a net, or otherwise   to be trained as pack animals.
           prevented from escaping can be trained to perform
           simple tricks by a character with proficiency in Animal   GIANT SCORPIONS
           Handling who spends a few hours a day working with   Any character with a passive Wisdom (Perception) score
           the monkey. At the end of 1 week, the character  makes a   of 11 or higher spots ld3 giant scorpions moments
           DC 10 Wisdom (Animal Handling) check. On a success,   before they emerge from hiding and attack. At the end
           the flying monkey learns to perform a simple trick on   of the encounter, any character damaged by a giant
           command (such as fetching a specific object or dancing   scorpion must succeed on a DC 11 Constitution saving
           to music). An individual monkey can learn a maximum   throw or become infected with shivering sickness (see
           ld6 tricks and can be taught one trick per week.   "Diseases," page 40).

           FLYTNO SNAKES                                    G IANT  SNAPPING ThRTLE
          Roll a die. On an even result, the party encounters a   The characters spot a giant snapping tur tle (see appen-
          single flying snake. On an odd result, the characters   dix D) sunning itself on the shore. The turtle attacks any
          encounter 2d6 flying snakes. These snakes attack only   character it can see within 30 feet of it.
          when threatened. A flying snake that is successfully
          grappled can be stuffed in a sack or other  soft container.   GIANT WASPS
          After 1 hour of  confinement, the snake settles down. A   A  droning sound announces the presence of ld6 giant
          character who succeeds on a DC 13 Wisdom (Animal   wasps before the characters see them. The wasps at-
          Handling) check can remove a calm snake from the con-  tack at once, ignoring heavily armored targets in favor of
          tainer without causing it to attack or By away.   those with little or no defensive protection. At the end of
            Characters can sell captured flying snakes to Ifan Tal-  the encounter, any character damaged by a giant wasp
          ro'a in Port Nyanzaru. He offers 25 gp for each snake,   must succeed on a DC 11 Constitution saving throw
          but a character who succeeds on a DC 15 Charisma   or become infected with shivering sickness (see "Dis-
          (Persuasion) check can talk him up to 50 gp.      eases," page 40).
          FROST GIANTS                                      GIRALLONS
          The characters hear the sound of  huge creatures stomp-  Two girallons (see appendix D) hang in the trees, perch
          ing through the wilderness. If  they follow the noise, they   atop rocks, or lumber between crumbling, vine-covered
          encounter a search party of three frost giants accom-  ruins. The characters spot them automatically and can
          panied by ld2 winter  wolves. For each such encounter,   avoid a hostile encounter if  they withdraw and succeed
          there is a 20 percent chance that this is Drufi's search   on a DC 13 group Dexterity (Stealth) check.
          party (see "Hvalspyd," page 64).                    If  the characters defeat the girallons or frighten them
            The frost giants are concerned chiefiy with locating   away, a search of  the area reveals a hidden cache, de-
          the RinB of  Winter, and they might help characters who   termined by rolling on the Caches table. The girallons
          can provide useful information. They immediately attack   might also have some treasure hidden near the cache·
          characters who withhold information, or who threaten   roll once on the Treasure Drops table to determine  '
          to reveal the giants' presence to the Flaming Fist. The   what, if anything, is found after a search of the area.
          frost giants carry no treasure with them while they hunt.
                                                            GOBLINS
          GIANT BOARS                                       A typical Batiri patrol or hunting party consists of  a gob-
          The characters see and hear ld4 + 1 giant boars forag-  lin boss leading 2d6 +  3 goblins, all wearing painted
          ing ahead of them. Skirting around the boars to prevent   wooden masks. They move quietly through familiar
          them from charging requires a successful DC 12 group   areas and seldom range outside their home territory.
          Dexterity (Stealth) check.                        Batiri prefer to hunt at night and lay low in ambush posi-
                                                            tions during the day.
          GIANT CROCODILE                                    A night encounter with Batiri goblins involves an at-
          Before it rises out of  the water, make a Dexterity   tack on the characters' camp. Each party member stand-
          (Stealth) check for the giant crocodile. Any character   ing watch must attempt a DC 16 Wisdom (Perception)
          with a passive Wisdom (Perception) score less than   check, made with disadvantage because of the noise of
          the check result is surprised when the monstrous crea-  the jungle at night. On a success, a character detects
          ture attacks.                                     the goblins moving into attack positions and can rouse


          APPENDIX B I RA1"DOM ENCOUNTERS
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