Page 204 - Tomb of Annihilation
P. 204
Creatures on the shore or in canoes are safe, but in both Ubtao, the wight attacks those characters in preference
cases, the swarms follow the characters until they're out to other targets.
of sight and away from the water. Zombies. Characters catch the scent of death on the
air and hear the undead lumbering through the jungle.
TABAXI HUNTER Roll a dlO to determine what appears:
Any character with a passive Wisdom (Perception) score
1- 3. 3d6 zombies
of 15 or higher spots a tabaxi hunter (see appendix D)
4- 5. 1 ankylosaurus zombie (see appendix D)
watching the party from a vantage point 300 feet away.
6- 7. ld4 girallon zombies (see appendix D)
If the tabaxi goes unseen, it might shadow the char-
8- 9. ld4 ogre zombies
acters for a while, then suddenly appear to help them
10. 1 tyrannosaurus zombie (see appendix D)
fight off a tough encounter or warn them of danger in
the vicinity.
VEGEPYGMJES
If this encounter takes place in Omu, see chapter 3 for
The characters cross paths with ld4 vegepygmies, each
more information on the tabaxi hunters found there.
one mounted on a thorny (see appendix D for both).
These vegepygmy hunters have wandered far from their
nGER
tribe. They flee if outnumbered; otherwise, they attack.
A tiger lies in wait for the party but is noticed by any
character whose passive Wisdom (Perception) score is
WEREBOAR
16 or higher. lf not detected, the tiger pounces at a char-
A wereboar masquerading as a Chultan priest takes a
acter who comes within 40 feet of it. The tiger retreats if
dim view of explorers encroaching on its territory and
it loses more than half its hit points.
demands that the characters turn back. Around its neck,
it wears a wooden holy symbol of Ubtao (a labyrinthine
TRI-FLOWER FROND
pattern carved into a circular disk). The wereboar might
If this encounter occurs while the characters are trav-
be guarding a shrine to Ubtao, a grove of wukka trees
eling, they wander into a patch of ld4 tri-ftower fronds
(see appendix C), or a cave it uses as a lair. The creature
(see appendix D) which seem like ordinary plants until
might also have treasure in its lair; roll three times on
they strike. If the encounter occurs while the party is
the Treasure Drops table to determine what, if anything,
camped, the plants try to infiltrate the camp, anesthetize
a search of the wereboar's lair yields.
characters with their orange blossoms, then slay them
with their yellow and red blossoms.
WERETIGER
A weretiger in human form offers to escort the party
TROLL
through a particularly dangerous stretch of wilderness.
A hungry troll comes crashing out of the jungle, intent
It has no ulterior motive and doesn't ask for payment. If
on eating the characters.
the characters accept its assistance, they have no hostile
random encounters while the weretiger is with them.
UN DEAD
It leaves after accompanying the party for 24 hours or
Undead are spreading through the jungles of Chult like
a plague. The Emerald Enclave, the Order of the Gaunt- when it reaches a location it does not wish to explore,
let, and the Flaming Fist are all taking steps to contain including Omu, Nangalore, or Orolunga.
this menace, but their efforts to date have fallen short.
WINTERSCAPE
Ghouls. Any character with a passive Wisdom (Per-
The characters stumble into a wondrous sight: a
ception) score of 12 or higher hears and smells a ghoul
120-foot-radius sphere of winter weather. To drive off
pack approaching, consisting of 2d6 ghouls led by a
some monsters, Artus Cimber (see appendix D) created
ghast. The ghast has a blue triangle tattooed on its fore-
the sphere using the Rina of Winter. All plants and sur-
head-an indicator that it once served Ras Nsi.
faces within the sphere are covered with glittering ice
Skeletons. The characters come across 3d6 skele-
and frost, and the temperature within the sphere is a
tons. If the encounter occurs while the party is travel-
biting -30 degrees Fahrenheit. The effect was created
ing, the skeletons are either lying on the ground or bur-
by an artifact and can't be dispelled.
ied under it, ready to spring up when wayward explorers
pass by. If the party is camped, the skeletons wander
YELLOW MUSK CREEPER AND ZOMBIES
into the camp and attack.
The characters pass close to a ruin inhabited by 3d6
Specter. The evil remnant of a dead explorer bas
yellow musk zombies (see appendix D). The zombies
become a specter that attacks the party. The explorer's
might be spread across the area or bunched together,
body can be found with a successful DC 13 Wisdom
depending on the terrain. In the heart of the ruin, a
(Survival) check. lf the characters locate the body, see
yellow musk creeper (see appendix D) clings to a crum-
"Explorer, Dead" earlier in this section to determine bling archway, statue, or polluted well.
what they find. If this encounter occurs while the party is camped the
Wisht. The characters encounter a wight that has zombies emerge from a nearby ruin to attack the camp
lurked in the Chultan jungle since before the Spell- and attempt to knock characters unconscious. They then
plague. It harbors an eternal hatred for Chultans and drag those characters back to the yellow musk creeper.
everything related to Ubtao. If the party includes any
Chultans or any character wearing the holy symbol of
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