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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
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