Page 205 - Tomb of Annihilation
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YUAN-TI
                                                             0MU ENCOUNTERS
           Y uan-ti patrols consist of ld6 + 1 yuan-ti purebloods,
           which keep their distance as they try to gather infor-  Random encounters in Omu can take place in ruined
           mation to take back to Ras Nsi. The  yuan-ti are cam-  buildings and srreets, in the fetid swamps around the
           ouflaged, but any character who succeeds on a DC 13   buildings, and in the ruined royal palace. Roll a d20
           Wisdom (Perception) check made with disadvantage   three times per day of  game time, checking for encoun-
           catches sight of  the serpent folk as they withdraw.   ters each morning, afternoon, and evening or night. An
             If  this encounter occurs within 25 miles of  Omu, the   encounter occurs on a roll of 18 or higher. Roll percen-
           patrol is instead made up of ld4 yuan-ti malisons (type   tile dice and check the Omu Encounters table for the ap-
           1)  and it takes a DC 14 Wisdom (Perception) check to   propriate terrain to see what the cha meters encounter.
           s~ot  them. If  the characters chase after the malisons,   Four random encounters that occur only in Omu are
           they transform into snakes and vanish into the  jungle.   described below.

           Z H ENTARIM                                       GARGOYLES
           A Zhent assassin with a flying snake pet leads a priest,   Perched on a cliff are 2d4 gargoyles that swoop down
           2d6 thugs, and ld6 tribal warriors through the wilder-  to attack. Two of them carry a net between them. As an
           ness in search of  Artus Cimber and the Ring of  Winter.   action, either gargoyle can use the net to make a melee
           If  Artus is with the characters, the Zhents demand the   weapon attack (+4 to hit) against one SmalJ or Medium
           ring and attack if they don't receive it quickly. Other-  creature. If  the attack hits, the gargoyles hoist the char-
           wise, they show little interest in the characters.   acter into the air and  fly off with their catch. It  takes
             Roll once on the Treasure Drops table to determine   both gargoyles to lift the net if it has a creature caught in
           what treasure, if  any, the Zhcnts carry.         it. The gargoyles flee if  reduced to half their number.

           ZORBOS                                            GIANT WOLF SPIDERS
           If  this encounter occurs while the characters are trav-  The characters are attacked by ld6 giant wolf  spiders
           eling, they spot 2d6 zorbos (see appendix D) in wukka   living in hidey-holes in the nearby ruins. A search
           trees (see appendix C). The creatures growl and bare   of the spiders' lair might yield treasure; roll once on
           their teeth if  any characters approach them. If  the char-  the Treasure Drops table to determine what, if any-
           acters act in a threatening manner, the zorbos attack.   thing, is found.
             If  this encounter occurs while the party is camped,   KING OF FEATHERS
           the hungry zorbos drop from the surrounding trees
           and attack.                                       The characters encounter the tyrannosaurus rex known
                                                             as the King of Feathers. See chapter 3 for more infor-
                                                             mation on this unique beast.
           0MU EN COU NTERS
            Encounter            Ruins   Palace   Swamp      K O BOLDS
            Apes                 01-05                       Moving through the city or palace ruins are ld4+1
                                                             kobolds led by a kobold inventor (see appendix D).
            Baboons              06-10   01-10
                                                             Characters with a passive Wisdom (Perception) score of
            Cannibals            11-15
                                                             12 or higher spot the kobolds, which flee if  approached
            Crocodiles                            01-10      or attacked. The kobolds serve the kobold scale sorcerer
            Dragon, faerie       16-20   11-15               Kakarol (see chapter 3). They might be on their way to
            Gargoyles            21-25   16- 25   11- 15     one of the city's shrines to reset its traps, or they might
           Giant wasps           26-30            16-25      be returning to their lair with a recently discovered
           Giant  wolf spiders   31- 35   26- 35             treasure. Roll once on the Treasure Drops table to
           Goblins               36-40   36-40               determine what, if  anything, the kobolds found.
           Grungs                41-45           26- 35
           King of  Feathers     46-50   41-50   36- 50
           Kobolds               51-55   51-60
           Red Wizard            56-60   61-70
           Shambling mound       61-65           51-60
           Su-monsters           66-70   71-75
           Tabaxl hunter         71-75   76-80
           Undead, ghouls        76-80           61-65
           Undead, zombies       81-85           66-70
           Vegepygmies          86-90            71-80
           Yellow musk creeper  and   91-95   81- 90   81-90
           yellow musk zombies
           Yuan-ti              96-00    91-00   91-00
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