Page 203 - Tomb of Annihilation
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searching the city for shrines (see chapter 3). The Thay- 1. Treasure lies at the foot of the statue, left there as
ans aren't spoiling for a fight; if defeat seems inevitable, tribute by some jungle creature. Roll once on the Trea-
the Red Wizard surrenders and offers a crude map of sure Drops table to determine what treasure is found.
Chult marking the regions occupied by undead (see map H the roll indicates no treasure, the characters find
2.1). The characters can use the map to steer clear of worthless pieces of bone jewelry instead.
these regions. 2. Goblin, grung, and su-monster skulls are piled
around the statue's base.
SALAMANDER
3. A glyph of warding is inscribed on the statue. To spot
The characters see a salamander tending a nest of ld6 the glyph, a character searching the statue must suc-
fire snakes. The salamander has no interest in fighting ceed on a DC 15 Intelligence (Jnvestigation) check. If
and attacks only to protect itself and the snakes. any creature touches the statue, the glyph erupts with
magical energy in a 20-foot-radius sphere centered on
SEA HAGS
the statue. Each creature in the area must succeed on
The characters encounter three sea hags that comprise
a coven. Their favorite trick is to pull a damaged or a DC 14 Dexterity saving throw, taking 22 (Sd8) thun-
abandoned canoe onto a riverbank and pretend to be der damage on a failed save, or half as much damage
stranded or wounded explorers in need of rescue. on a successful one. The thunderous noise has a 75
If the characters defeat the sea hags and search tbe percent chance of attracting stirges or a troJJ lurking
area, roll three times on the Treasure Drops table to de- nearby(see "Stirges" and "Troll" below).
termine what, if anything, they find. Whatever treasure 4. The statue bas grooves carved into its stomach that
the hags have is stowed inside a rotted wooden chest. form a maze. Any character who studies the grooves
and succeeds on a DC 10 Intelligence check sees a
SHAMBLING MOUND clear pathway through the labyrinth. That character is
Roll any die when a shambling mound encounter oc- then bestowed with the power to cast the find the path
curs. On an even result, the characters hear the creature spell as an action, no components required, by tracing
trudging through the muck before it attacks them. On an the same path with bis or her finger. Once used, this
odd result, the shambling mound lurks within a mass of ability goes away. Once che statue has granted this
vegetation, where it can be noticed by any character with benefit, it can't do so again until the next dawn.
a passive Wisdom (Perception) score of 15 or higher.
STIRGES
SNAKE, CONSTRICTOR Chult is rich in caves, ruins, and hollow logs in which
A constrictor snake attacks a random party member stirges can hide. By day, the characters disturb 2d6
from hiding. The character targeted by the snake is sur- stirges as they move through lhe jungle. At night, the
prised unless he or she has a passive Wisdom (Percep- same number of stirges descend on the party's camp.
tion) score of 12 or higher.
SU-MONSTERS
SNAKE, GIANT CONSTRICTOR The parly comes across ld4 + 1 su-monsters (see
A &iant constrictor snake attacks from hiding in the appendix D). The su-monsters approach cautiously,
same manner as a constrictor snake. feigning curiosity. If allowed to get close, each su-mon-
ster uses its Psychic Crush in the hope of stunning an
SNAKE, GIANT POISONOUS adventurer before attacking with its bite and claws. The
A giant poisonous snake shoots out from the under- su-monsters flee to their treetop lairs if the fight goes
growth to attack a random character. The character against them.
targeted by the snake is surprised unless be or she has a The su-monsters might have treasure stashed in one
passive Wisdom (Perception) score of 14 or higher. of their trees; roll once on the Treasure Drops table to
determine what, if anything, a search of the tree yields.
SPIDERS
Giant spider webs are easily concealed in Chult's dense SWARMS OF BATS
jungles and swamps. Any character with a passive Wis- Ruins, hollow trees, and hidden caverns can all be
dom (Perception) score of 13 or higher spots the webs in homes to bats. This encounter sees the characters dis-
time to alert the other characters to an encounter with turb ld4 swarms of bats that have become unnaturally
ld6 giant spiders. Otherwise, the spiders attack with aggressive from feeding on undead flesh.
surprise when the lead party member blunders into a
sticky web and becomes grappled by it (escape DC 12). SWARMS OF INSECTS
Hundreds of baby giant spiders crawl through the webs, The characters are beset by ld4 swarms of insects
but they are harmless. (centipedes). At the end of the encounter, any character
damaged by a swarm must succeed on a DC 11 Consti-
STATUE OF UBTAO tution saving throw or become infected with shivering
Any character with a passive Wisdom (Perception) score sickness (see "Diseases," page 40).
of 12 or higher spots a 10-foot-tall statue overgrown
with vines. The statue depicts a stylized Cbultan king-a SWARMS OF Q.UIPPERS
representation of Ubtao. Roll a d4 to determine what's This encounter indicates that ld4 swarms of quippers
special about the statue: catch sight of the party, but these creatures are danger-
ous only if the characters are in the water with them.
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