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the rest of the parry. If no one on watch succeeds on the MAD MONKEY MIST
check, all the characters are surprised. A bank of blue mist drifts toward the party, covering an
If this encounter occurs while the characters are trav- area of ld6 20-foot squares. Any character with a pas-
eling during the day, have each party member make a sive Wisdom (Perception) score of 13 or higher notices
DC 16 Wisdom (Perception or Survival) check to spot the mist and can warn others of its approach. If the
the telJtale signs of an ambush: disadvantageous terrain encounter occurs while the party is camped, the mist
coupled with an eerie silence not normal for the jungle. drifts through the camp at a speed of 5 feet per round.
Goblins bargain for their lives if captured. If the char- Characters who come into contact with the mist are ex-
acters can force or coerce a vow of cooperation £rom posed to mad monkey fever (see "Diseases," page 40).
goblin prisoners, the Batiri will serve as guides. They
have the following additional skill: Survival +l. MAG MINS
The characters are attacked by 2d6 magmins, which
GRUNGS Hee if reduced to fewer than half their starting number.
A grung hunting party consists of 2d6 grungs led by a
grung elite warrior (see appendix D for both). If this MANTRAPS
encounter occurs while the characters are traveling, the The characters blunder into a patch of ld4 + 1 man-
grungs have set up an ambush in the trees. Any charac- traps (see appendix D), which are undetectable until
ter with a passive Wisdom (Perception) score of 14 or they attack. The plants are 10 feet apart, so that only one
higher spots them just in time. All other characters are plant attacks on the first round. The others must wait
surprised. until characters maneuver within 5 feet of them.
If this encounter occurs while the party is camped,
the grungs spotted the characters earlier in the day and MEPHITS
have shadowed them unseen. Each character standing The characters might encounter magma mephits, mud
watch must succeed on a DC 14 Wisdom (Perception) mephits, smoke mephits, or steam mephits (each
check, made with disadvantage because of the noise of appearing as a group of 2d6). The mephits don't attack
the jungle at night. On a success, a character detects the unless they outnumber the characters two to one, but
encroaching grungs and can rouse the rest of the party. they're reluctant to be helpful unless they themselves
If no one on watch succeeds on the check, all the charac- are outnumbered.
ters are surprised.
If the characters capture one or more grungs, the frog- NIGHT HAG
folk offer to lead the characters to treasure in exchange One of the Sewn Sisters (see chapter 5) shadows the
for a promise of freedom. The "treasure" is a half-mile party while staying in the Border Ethereal. During the
away from the party's present location and consists of a party's next long rest, the night hag materializes and
cache, which you can randomly determine by rolling on snatches some blood or hair from a random character
the Caches table. before returning to the Ethereal Plane.
PTERAFOLK
jACULIS
Without warning, ld6 jaculis (see appendix D) launch Looming in the sky, ld4 + 2 pterafolk (see appendix
themselves at the party from the trees. Any character D) watch the characters' every move and wait until they
with a passive Wisdom (Perception) score of 14 or blunder into danger. The next time a random encounter
higher is able to react, but all others are surprised. occurs, the pterafolk take advantage of the distraction
and attack from the air, launching javelin attacks at
KAMA DANS wounded characters while staying out of melee. If they
The party is ambushed by ld2 kamadans (see appendix meet firm resistance, the pterafolk fly away, but they
D). Any character with a passive Wisdom (Perception) might regroup for a follow-up attack at your discretion.
score of 16 or higher gets a warning of the attack, but all
others are surprised. Characters who prevail against the RARE PLANT(s)
kamadans can search the area for their lair, finding it The characters find one or more unusual plants (see ap-
with a successful DC 15 Wisdom (Survival) check. pendix C), determined by rolling a d6:
A kamadan lair has a 25 percent chance of containing 1. 2d6 dancing monkey fruit growing on a tree
ld3 noncombatant young the size of house cats. With 2. Menga bush with 2d6 ounces of leaves
their snakes not yet grown out, they look like leopard 3. ld4 ryath roots growing in the ground
cubs. Ifan Talro'a in Port Nyanzaru will pay 150 gp for 4. 4d6 sinda berries growing on a bush
a live kamadan cub, but a s uccessful DC 15 Charisma 5. Wukka tree with 2d6 wukka nuts
(Persuasion) check talks him up to 300 gp. 6. ld6 zabou growing on a dead tree
LIZARDFOLK RED WIZARD
The characters encounter 2d4 lizardfolk and a This group consists of a Red Wizard (LE male or female
lizardfolk shaman. These lizard folk belong to a tribe Thayan human mage), ld6 guards, and ld6 skeletons,
or kingdom in the V alley of Dread and can be appeased all answerable to Valindra Shadowmantle (see "Heart of
with food (one day's supply per lizard folk in the group). Ubtao." page 58). lf this encounter occurs outside of
Otherwise they attack. Omu, these reinforcements are on their way to the city.
If the encounter takes place in Omu, the Red Wizard is
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