Page 201 - Tomb of Annihilation
P. 201
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
200

