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instead of a normal or slow pace, take a - 5 penalty on A giant or humanoid exposed to the disease must suc-
their saving throws against dehydration. ceed on a DC 11 Constitution saving throw or become
Characters traveling with beasts of burden and other infected. A creature with natural armor has advantage
animals must keep them fed and hydrated as well. See on the saving throw. It takes 2d6 hours for symptoms
"Food and Water" in chapter 5 of the Dungeon Master's to manifest in an infected creature. Symptoms include
Guide for basic requirements based on creature size. blurred vision, disorientation, and a sudden drop in body
Dinosaurs and other creatures native to Chult can temperature that causes uncontrollable shivering and
forage for food and drink as long as they are in their na- chattering of the teeth.
tive habitat. Once symptoms begin, the infected creature regains
only half the normal number of hit points from spending
DISEASES
Hit Dice and no hit points from a long rest. The infected
The following diseases can affect giants and humanoids creature also has disadvantage on ability checks and at-
exploring the jungles of Chult. Remember that lesser tack rolls. At the end of a long rest, an infected creature
restoration and similar magic can cure a disease. repeats the saving throw, shaking off the disease on a
successful save.
MAD MONKEY FEVER
A magical mist creeps through the jungles of Chult. Con- THROAT LEECHES
tact with this thin, blue, odorless mist can infect giants Minuscule parasites known as throat leeches infect the
and humanoids with mad monkey fever. A dispel magic water in Chult's forests, swamps, and rivers. Any giant
spell destroys the mist in a 20-foot square starting at a or humanoid that swallows tainted water must succeed
point chosen by the caster within the spell's range. An on a DC 12 Constitution saving throw or be infested
encounter with this mist typically covers ld6 such areas with throat leeches. Immediate symptoms include
(400-2,400 square feet}. throat inflammation and shortness of breath. After ld6
A giant or humanoid that comes into contact with hours, the infected character gains 1 level of exhaustion
the mist must succeed on a DC 13 Constitution saving that can't be removed (except as described below) until
throw or become infected with mad monkey fever. The the disease is cured. At the end of each long rest, the
infected creature gains a random form of Jong-term infected creature must repeat the saving throw. On a
madness (roll on the Long-Term Madness table in chap- failed save, the creature's exhaustion increases by 1
ter 8 of the Dungeon Master's Guide) that manifests ld6 level; on a successful save, the creature's exhaustion de-
hours after infection and lasts for the duration (ldlO creases by 1 level. lf a successful saving throw reduces
x 10 hours). If the madness is allowed to run its full the infected creature's level of exhaustion below 1, the
course, the creature must repeat the saving throw at the creature recovers from the disease.
end of the madness. If the second saving throw fails, the Explorers can avoid contracting throat leeches by
creature suffers another bout of long-term madness (roll drinking only rainwater or water that's been boiled or
again on the table) that lasts for the normal duration. magically purified.
The madness symptoms continue until the disease ends.
RANDOM ENCOUNTERS
SHIVERING SICKNESS
Chult is home to an immense variety of plants, beasts,
Insects native to the jungles and marshes of Chult carry
monsters, and intelligent beings. Random encounters
this disease, shivering sickness. The easiest protection
with the local wildlife are inevitable and help to make
against it is a coating of insect-repelling salve on all ex-
the party's expedition a memorable one. Appendix B
posed skin (for the cost of insect repellent, see "Buying
contains guidelines for generating random encounters
a Special Item," page 31).
in the wilderness.
A giant or humanoid that takes damage from insect
swarms or from giant centipedes, giant scorpions, or UNDEAD TERRITORY
giant wasps is exposed to the disease at the end of the Undead creatures have nearly pushed human civiliza-
encounter. Those who haven't applied insect repellent tion off the peninsula, except for a few isolated outposts
since their previous long rest are exposed to the disease where Chultans and their allies take refuge behind
when they finish a long rest. walls. Map 2.1 shows where the undead are thickest.
Characters passing through territories marked with
A CURE FOR DEAD CHARACTERS black skull-and-bones icons are likely to have random
If a player character dies while exploring the wilds of Ch ult, encounters with undead. The likelihood of an undead
an N PC guide might suggest that the party take its dead encounter increases in territories marked with red
member to the ghost village of Mbala. A powerful witch skull-and-bones icons. Most guides know these terri-
is rumored to dwell there. According to local legends, the
tories well. Where undead are concerned, traveling by
witch forged a pact with the lord of Bones, a god who
river is safer than traveling by land, both because un-
granted her the power to create zombies that retain their
dead are poor swimmers at best and because it's easier
former personalities. For more information on the so-
to pour on speed in canoes and escape across the water
called witch, see "Mbala" later in this chapter.
than to flee through tangled jungle.
CHAPTER 2 I THF LAND OF CHULT

