Page 211 - Tomb of Annihilation
P. 211
ALBINO DWARF
A LBINO D WARVES
The albino dwarves of Chult were driven from their
subterranean homes by volcanic activity, and those who
didn't seek refuge in Port Nyanzaru adapted to living in
the jungle. They make armor out of dinosaur hide; shape
weapons out of dinosaur bones, flint, and wood; and
craft ornate jewelry out of bones, feathers, tusks, and
stone beads. Albino dwarves haven't forgotten how to
forge metal, but they seldom have the means to do so.
ALBINO D WARF S PIRIT WARRIORS
An albino dwarf can become so attuned to the land of
ALDAN I
Chult that a benevolent nature spirit takes notice and
bestows a powerful charm on the dwarf, granting it in- Many Chultan natives can recall childhood fables of the
nate spellcasting abilities. These dwarf spirit warriors aldani, the eerie lobsterfolk that lived in the rivers and
dedicate themselves to preserving the natural beauty of lakes of their homeland. As there have been no sightings
Chult and battling unnatural threats. An albino dwarf of the aldani in years, it is widely believed that they were
spirit warrior has the statistics of an albino dwarf war- wiped out. In truth, many aldani survived and retreated
rior, except it has a challenge rating of 1 (200 XP) and to the lakes of the Aldani Basin in the heart of Chult.
gains the following additional feature: An aldani looks like a giant lobster that walks upright.
Its face is mostly encased in armor, looking almost
Innate Spellcasting. The dwarf's innate spellcasting ability is
humanoid except for its long eyestalks. Despite their
Wisdom. It can innately cast the following spells, requiring
no material components: frightful appearance, aldani avoid conflict. Reclusive
and xenophobic, they hide in their lakes and rivers.
1/day each: hunter's mark,jump, pass without trace, speak with
animals, speak wiih plants
ALDAN! (LOBSTERFOLK)
ALBINO DWARF WARRIOR ~l i. .1 Medium monsirosiiy, lawful neuual
Medium humanoid (dwarf), any alignment '1
+'
Armor Class 14 (natural armor) ~· •
Hit Points 49 (9d8 + 9)
Armor Class 13 (hide armor)
Speed 20 ft., swim 30 ft.
Hit Points 30 (4d8 T 12) ••
Speed 25 ft.
STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 12 (+1) 10 (+0) 14 (+2) 10 (+O)
STR DEX CON INT WIS CHA
13 (+l) 13 (+1) 17 (+3) 12 (+1) 14 (+2) 11 (+O)
Skills Perception +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Skills Perception +4, Stealth +3, Survival +4
Languages Common
Damage Resistances poison
Challenge l (200 XP)
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish
Challenge 1/4 (50 XP) • ) t Amphibious. The aldani can breathe air and .water.
ACTIONS
Dwarven Resilience. The dwarf has advantage on saving throws
..,
against poison. Multiattack. The aldani makes two attacks with its claws.
. ~· Claw. Melee Weapon Attack: +3 to hit, reach S ft., one target.
ACTIONS
Hit: S (1d8 + 1) slashing damage, and the target is grappled
Handaxe. Melee or Ranged Weapon Atiack: +3 to hit, reach 5 ft. (escape DC 11). The aldani has two claws, each of which can
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage. grapple only one target.
APPENDIX D MO NSTERS AND !'PCS
210

