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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