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D&D 5E Tomb of Annihilation PDF
D&D 5E Tomb of Annihilation PDF
CREDITS FOREWOR D
Designers: Christopher Perkins, Will Doyle, Steve Winter Tomb ofAnnihilation is a story about death and the
Additional Design: Adam Lee lengths individuals go to avoid it. As is true with many
Story Consultants: Pendleton Ward, James Lowder
Story Creators: Christopher Perkins, Adam Lee, Richard Whitters D&D adventures, it's bound to be funny, not so much in
Lead Rules Developer: Jeremy Crawford the words and pictures, but in the experience of play-
ing it. Every bad player decision, unfortunate die roll,
Managing Editors: Jeremy Crawford, Christopher Perkins plan gone awry, silly voice, dorky monster, and ill-timed
Editors: Michele Carter, Scott Fitzgerald Gray
Editorial Assistance: Matt Sernett character death has the potential to make us laugh. Like
clowns in a rodeo, adventurers will often do hilarious
Art Director: Kate Irwin things to survive and succeed.
Additional Art Direction: Shauna Narciso, Richard Whitters This adventure is much more than a deadly dungeon.
Graphic Designer: Eml Tanji
Cover Illustrator: Ben Oliver To make it fun, we tu rned to Pendleton Ward, creator
Interior Illustrators: Ma rk Behm, Eric Belisle, Zoltan Boros, of the D&D-inspired animated series Adventure Time.
Christopher Bradley, Jedd Chevrier, Daa rken, Chris Dien. Olga Pen is a master storyteller who knows how to craft a
Drebas, Leesha Hannigan, Victor Maury, Chris Seaman, Cory meaningful narrative around humorous characters and
Trego-Erdner, Richard Wnitters, Eva Widerman, Shawn Wood
Cartographer: Mike Schley
trappings, and he understands that D&D players can
create their own hilarity when given fun toys to play
Producer: Stan! with. With Pen's help, we've tried to craft a tale filled
Project Manager: Heather Fleming with classic D&D tropes and odd twists that will make
Product Engineer: Cynda Callaway you and your players laugh, even as things are looking
Imaging Tech nician: Carmen Cheung
Art Administration: David Gershman grim for the heroes. If the dancing monkey fruit doesn't
Prepress Specialist: Jefferson Dunlap do it for you, maybe the catapulting goblin village or the
zombie-spewing undead tyrannosaurus will. There's
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher also the tomb itself, which will hopefully illicit chuckles
Lindsay, Shelly Mazzanoble, Mike Mearls, Ben Petrisor, Hilary
Ross. Liz Schuh, Nathan Stewart, Greg Tito and screams of laughter with its murderous ingenuity.
To our playtesters, I offer my heartfelt gratitude. You
The following O&O books provided material and inspiration: helped make Tomb ofAnnihilation a more fun experi-
Cook, David. Dwellers ofihe Forbidden City. 1981. ence for everyone. Your feedback-as brutal as any trap
Gygax, Gary. Monster Manual II. 1983. found herein-was tremendously valuable. Rest assured,
Gygax, Gary. Tomb of Horrors. 1978.
Lowder, James. The Ringo/Winter. 2012. your characters didn't die for nothing.
Lowder, James and jean Rabe. The jungles ofChult. 1993. Chris Perkins
Novak, Kate and Jeff Grubb. Azure Bonds. 1988. May2017
TSR, Inc. Fiend Folio. 1981
ON THE COVER
Deep withi n the jungle lies a tomb from which no adventurer
returns. Ben Oliver reveals the tomb's sinister architect, who is
trapping souls for reasons unknown. Enter at your own peril!
Disclaimer: Tllis advntvr< will makl your players hat you- th kind of simmerini haired
rhat ou owoy ai their souls until all that remains art dork t;ule spheru of oru1lhilotion
wh.,e thsir hearh uud to bt. PS Don't forget to tear up their ehara' '" sheeu.
620C2208000001 EN
ISBN: 978-0-7869-6610-3
First Printing: September 2017
987654321
CE
DUNG EONS & DRAGONS, D&O, \lli1ards of the Coan, Forgotten Realms, the dragon ampersand, Player's Handbook, Monslor Manual, Dungeon MaSlor's Cuid1. Vo/o's Cuirle to Mon
sters, all other Wizards of the Coast product names. and their respettive logo$ are trademarks of Wizards of the Co~st in the USA and other c:ountrit!s. All characters and their dis tine
tive likenesses are property ofWiurds of the Coast. This materl1l ls protec:ted under the copyright laws of the Unhed States of America. Any reproduction or unaut honzed use of the
material or u twork conta ined herein i1 prohibited without th-e express writte n permiss ion o(Wlz.ards ofthe Coast.
Printed in the USA. e2017 WlurdsoftheCoaSI LLC, PO Box 707, Renton, WA 980S70707, USA. Manufactured by Hasbro SA, Rue EmlleBokhat 31, 2800 Dtllmo nt , CH .
Represented b: Hasbro Europe 4 The Square Stockley Park U1bridge Middlesex UBJl 1EI UK
CONTENTS
Dramatis Personae ................................... 4 Level 6: Cradle of the Death God ........ 178 Giant Four-Armed Gargoyle ................. 221
Introduction................................................. 5 Conclusion................................................. 189 Giant Snapping Turtle ............................ 222
Story Overview............................................. 5 App. A: Character Backgrounds ....... 191 Giant Strider.............................................222
Running the Adventure .............................. 5 App. B: Random Encounters.............. 193 Girallon ...................................................... 222
Starting the Adventure............................... 8 Port Nyanzaru Encounters ................... 193 Girallon Zombie....................................... 240
Welcome to Chult ...................................... 11 Wilderness Encounters ..........................193 Grung .........................................................223
Grung Elite Warrior.. ..............................223
Ch. 1: Port Nyanzaru............................... 15 Omu Encounters......................................204 Grung Wildling ........................................ 224
Arrival .......................................................... 16 App. C: Discoveries ............................... 205 Hadrosaurus.............................................224
Side Quests ................................................. 16 Flora and Fauna.......................................205 Jaculi ...........................................................225
Locations in the City................................. 18 Magic Items.............................................. 206
Kamadan ................................................... 225
City Denizens ............................................. 24 Kobold Inventor .......................................226
Merchant Prince's Villa............................ 27 App. D: Monsters and NPCs ...............209
Kobold Scale Sorcerer...........................226
Factions and Their Representatives ..... 29 App. E: Player Handouts .....................243
Liara Portyr ..............................................227
Things to Do ............................................... 31 App. F; Trickster Gods ofOmu ..........256 Mantrap......................................................227
Ch. 2: The Land of Chult ........................ 37 Stat Blocks Mwaxanare ...............................................228
The Expedition Begins............................. 37 Acererak ....................................................209 Pterafolk ....................................................229
Locations in Chu It ..................................... 41 Albino Dwarf Warrior ............................ 210 Quetzalcoatlus..........................................230
Ch. 3: Dwellers of the Aldani (Lobsterfolk) ................................ 210 Ras Nsi .......................................................230
Forbidden City....................................... 91 Almiraj ....................................................... 211 Stegosaurus ..............................................231
Omu .............................................................. 91 Ankylosaurus Zombie ............................240 Stone Juggernaut ..................................... 231
Locations in the City ................................. 95 Artus Cimber ............................................ 212 Su-monster ................................................ 232
Tabaxi Hunter........................................... 232
Ch. 4: Fane of the Night Serpent ....... 111 Assassin Vine ........................................... 213
Tabaxi Minstrel ........................................ 233
Schemes of the Yuan-ti .......................... 111 Atropal.. ...................................................... 214 Thorny ........................................................233
Getting Inside ........................................... 112 Bodak ......................................................... 215 Triflower Frond.......................................234
Locations in the Temple......................... 114 Brontosaurus ............................................ 215
Champion .................................................. 216 Tyrannosaurus Zombie ..........................241
Ch S: Tomb of the Nine Gods .............. 125 Chwinga ..................................................... 216 Vegepygmy ................................................ 234
History of the Tomb ................................ 125 Deinonychus ............................................. 217 Vegepygmy Chi ef ..................................... 235
Exploring the Tomb ................................ 126 Veloclraptor............................................... 235
Dimetrodon ............................................... 217
Spirits of the Nine Trickster Gods ...... 129 Dragonbait................................................. 218 Volothamp "Volo" Geddarm..................235
Level 1: Rotten Halls .............................. 130 Eblis ............................................................ 219 Xandala ......................................................236
Level 2: Dungeon ofDeception ............ 139 Firenewt Warlock of !mix...................... 219 Yellow Musk Creeper .............................. 237
Level 3: Vault ofReflection.................... 146 Firenewt Warrior..................................... 219 Yellow Musk Zombie............................... 237
Level 4: Chambers of Horror ................ 157 Flail Snail ..................................................220 Yuan-ti Broodguard .................................238
Level 5: Gears ofHate ............................ 168 Flying Monkey ..........................................220 Yuan-ti Nightmare Speaker ..................239
Froghemoth .............................................. 221 Zindar ......................................................... 239
Zorbo .......................................................... 241
PLAYTESTERS
Damio Abreu. Emrnanucl Acosta, Manny Acosta, Robert Alaniz, Stacey Allan, jay Anderson, Paul Aparicio, Lulte AustinSmith, Matt Aus:tin, Andrew Bahls, Chris Balboni, Melissa Bassett,
Simon Batchelor, Jason Baxter, Lawrence Be-aJs, Scott Beck, Andre Begin, Jerry Behrendt, Charles Benscoter, Jacob Benscoter, Shawn Bergseng, Sticy Bermes, Jim Berrier, Giles Bld.nell,
Lauren Bilanko. Joseph Boerjes, Miranda Fay~ Bowen, Matt Boyd, Scott Srcmd, Zt1chary Brand, Jordan Brass, Gartl!rt Bray, Ken Breese, Chris Breunig, Travis Brock, Bobby Brown, Matthew
Bvddhe, Charles Bur-btidgc, Willi Burger, Matt Burton, Bradley Butts, Mik Calow, Zane Cannon, Jay Carey, Anthony Caroselli, john Cassel, KyleCastilaw, Richard Chamberlain, Wayne
Chang, Paul Charvet, Pantelis Chatzlnlkolls, Lemuel Cheung, Emre Cihangir, Jeffery Clark, Heather Coleman, Garrett Col6n, Ivan Cortez, Melanie Cote, James Courell, Mark Coulter, Drew
Crevelfo_.Manon Crevier, Alexander Crouzen. Max Cushner, Simon Cwilich, Brian Dahl, Alex D'Amico, Ben Oandcrson, Sort!:n Danielson, Waylon Oarosh, Oerek DaSilva, Phil Davidson,
Cait Davis, Marcello De Velazquez, Yourik de Voogd, Mark Denholm, KrupaI Desai, Scott OeschIer, Yorcho Diaz, Dan Dodson, Adam Oowdy, Alexander Dugmore, Shawn Durr, Norm
Eadie, Jo~o Eduardo, Andrew Eggleston, Jay Elmore, Clayton Embrey. James Endicott, Eric Engbloom, Andrew Epps. Kevin Erhler, Thelem Eyseir. Justin Faris. Ian Fay. Jared Fegan, frank
Fergusson, Cr.ant Fisk, Star Fitzgerald, Shannon Flowers, Alex Forsyth, Mike fowler, O~niel Franco, Jason Fransella, Sean Freeland, Max f rutig, Travis Fuller, Dominique Gaddis, Jeremiah
Gaddis, Cassie Garrett, Ben Carton, Kellfe Getty, Stephen "Guppy" Getty, Luke Ci1rnella, Bryan Gillispie, Gundufa Gonzatt>z, Maxwell Cord, Curt Could, N id Graves, Jeremy Green,
Michael Greene, Mark Greenberg, Kevin Grigsby, Nicci Grigsby, Jim Hackbarth, Jell' Hgen, Sarah Hager, Rob Hall, Steph Hall, Matt Hammond, Michael Harman, Lonny Harper. Bryan
Harris, Gregory L. Harris, Oan Hatsh, Frederick Harvey, Nick Hawks,, Ian Hilwt horne, j\lmet Hazel, Steve Hcitkc, Mary Hershey, Sterling Hershey, Jason Hesse, Michael Hesprich, Will
Hines. Andrew Hitchcock, Jeremy Hochhalter, Mackenzie Hoffman, William Hoffman, Jeffrey Hofmann, Bradyn Holaus,Josh Hoyt, Howard "Poly" Hubble, Paul Hughes, Angela Imrie, Jell'
Imrie, Jacob Ingalls, Kelly Ingalls, Dave Jackson, Chris Jernigan, Emily Johnson, Paul Kalupnieks, Alex Kammer, Joseph Kaufl'man IV, Matthew Keeney, Robert Kennedy, Bill Kerney, Allen
King, James Kirtley, Matt Klassen, Dan Klinestiver, Kiri< Klopfenstein, Mark Knapik, William Knight, Mark Knobbe, Cabe Knouf, Jason Knutson, Todd Krieg, Jeff Kubiak, Tim Kubik, Nicole
Kuprienko, Yan Lacharite, Bruce LaClair1 Brian Lakeman, Elisa laudato, Martyn Lawrence, Shane Leahy, Francois P. Lefebvre Sr. Eric Leroux1 Damon Liddell, Michael Liebhart, Gray Uhou,
Cindy Liu, Jessie Livingston, Matt Uvlngston, Tom Lommol, Michael long, Jonathan Longstaff, Jason Lopz. Ginny Loveday, Keith Loveday, Helano 8. Luciano, Kevin Luebke, Gabriel S.
Machado 1 Joe Manganiello_, Nick Manganiello, Matt Mcu~nda, Johnath11n Marquis, Joel Marsh, Shelby Marsh, Richard Martin, Genesis Martinez, Ron Miithews, Effie Matteson, Joemar
McDonnell, Chris McGovern, Stacy McGovern, Billy Meinhardt, William Meinhardt, Paul Melamed, Hugo Mendieta, Jonathan Mendoza, Angel Michelli, Janaina Michelli, Justin Michelli,
Lou Michelli, Luciano Michelli, Jason Middelton, Shawii Middelton, Alexander Mihiln, Mike Mihalas, Nicholas Mihalas, Zoe Mihalas. Jonathan Miles, Connor Miller, Glen Miller, Sarah
Minkiewicz, Daren Mitchell, Cindy Moore, Scott Moore, Ben Marrier, David Morris, Blake Morri$on. John Morton, Christopher Moss, Tim Mottishaw, Jawsh Murdock, William Myers*
Jeremy Nagorny, Wi ller Nau, Yosefat Nava, Daniel Norton, Richard Nunn, John Oehlberg, Daniel Oliveira, Jesus Ortiz. Kelsey Ortiz, Matthew Ouimet, Rob Parker, John-Alan Pascoe, Cat
Pauley, Russ Pauf$en, Chris Payne, Matthew Pennington, Satfne Phoenix, Zachary Pickett, Cheryl Pierce, Victor 8 . Pimentel, Vanessa F. Pinheiro. loyce Pinnow, Scott Pinnow. Jeremy Piesco,
Tony Porteous, Dan Pratt, Mark Price, Ne-I Pulanco, Standen Purdham, Jennifer Puttress, Robert Quilien 11, Ryan Quint, Ben Rabin, Kevin Rallegh, Karl Resch, Mathew Reuther, Keith
Richmond, Bob Ricpshufl', Brittany Riles, Jason L. Riley, Sean Riley, Wyndll Robertson, Jesse Robinson, Evon Rodarte, Matthew Roderick, Eduardo Rodriquez, Daulton Rokes, Darik Rosser,
Dave Rosser Jr., David Russell, Ruty Rutenbergr Gus Ryer, Mike Salopo.k, James Sanford, Treouis Sankey, Aruther S.aucier, Will Saucier, Connor Schenck. Joseph Sc.henck, Joseph Schenck Ill.
James Schweiss, Christopher Scoggin, Jonathan Connor Solf, Niclt Sementelll, Sara Servin, Damian Sharp, Justin Sharp, Ken Schuer, Mike Shea, Armand Shelley, Randall Shepherd, Joseph
Simpson, Pieter Sleljpen, Rhaya Small, Serena Small, Troy Small, Chrfstopher Sniezak, Amber Spiva, Jim Spiva, Keaton.Stamps, Cait Stevenson, Katie Stewart, Erik Strong, Miguel "Sully"
Sullivan, Jordan Swim, Matthew Talley, Sha'1e Taylor, Royce Thigpen-, Caseyihomas, Katie: J~nston Thomas, Kirsten Thomas, Kyle ThomH, J<lmes A. Thompson, TJ Tho,p. JJ Tin, Jordan
Trals, Sixto Trejo, Kyle Turner, Mackenzie Upchurch, Christina Usher, Renout van RIJn, William Vaughan, Kyle Ver Steeg, Alex Vine, Kurt Waldkirch, Chenoa Walker, Frank Walton, Cera Id
Wan, Eric Weberg, Sean Werner, Colin Wheeler, Seth Wheeler, David Williamson, Ben Wilson, Shannon Wilson, James Wodka, Benjamin Wolf, Stephanie Wosnitza, Chris Wood, Rich Wood,
Charles Wulff', Dave Zajac:, Andr4!w Zambrzycki, Ali Zeren. Gabrielle Zulaskl
DRAMATI S PERSONA E
MajorNPC Name Pronunciation Description Page
Acererak ah-SAIR-ak Archlich and evil creator of the Sou/monger 235
Artus Cimber AR-tus SIM-ber Human explorer wearing the Ring ofWinter 212
Asharra ahSHAR-ah Aarakocra elder at Kir Sabal 68
Azaka Stormfang ahZAH-kah Weretiger guide in Port Nyanzaru 33
Bag of Nails Unhinged tabaxi hunter in Omu 102
Dragon bait Saurial paladin aiding Artus Cimber 217
Drufi DROO-fee Frost giant searching for the Ring ofWinter 64
Ekene-Afa eh-KEE-nee AHfah Merchant prince in Port Nyanzaru (sells weapons, shields, canoes, rain 25
catchers, and traveling gear)
Eku EEkoo Disguised couatl guide in Port Nyanzaru 34
Elok )aharwon EE-lok jah-HAR-wahn Wereboar pirate captain of the Dragonfang 67
Faroul fah-ROOL Human guide in Port Nyanzaru 34
Fenthaza fen-THAH -zah Yuan-ti nightmare speaker in Omu 117
Flask of Wine Tabaxi guide in Port Nyanzaru 35
Gondolo GON-doh-loh Halfling guide in Port Nyanzaru 34
Grabstab Queen of the Biting Ant goblin tribe and ruler ofYellyark 89
Grandfather Zitembe zeh-TEM-bay Priest at the Temple of Savras in Port Nyanzaru 20
Hew Hackinstone Shield dwarf guide in Port Nyanzaru 34
lfan Talro'a EE-fawn ta l-ROH-ah Merchant prince in Port Nyanzaru (sells beasts) 25
Jessamine JESS-ah-meen Merchant prince in Port Nyanzaru (sells plants, poisons, and 26
assassinations)
)obal joh-BAWL Merchant prince in Port Nyanzaru (sells guides and mercenaries) 26
Kupalue koopah-LOO-ay Qawasha's vegepygmy companion 35
Kwayothe kway-OH-thay Merchant prince in Port Nyanzaru (sells fru it, wine, oil, perfume, tej, and 26
insect repellent)
laskilar LASS-killar Human pirate captain of the Stirge 67
Li ara Portyr lee-AR-ah por-TEER Commander of Fort Beluarian 227
Musharib moo-shah REEB Albino dwarf guide in Port Nyanzaru 34
Mwaxanare muh-WOX-eh-nah-ray Chultan princess living in Kir Sabal 228
Na NAH Chultan prince and Mwaxanare's baby brother 228
Nanny Pu'pu POO-poo Green hag living in the village ofMbala 72
Niles Breakbone Commander of Camp Vengeance and Order of the Gauntlet member 47
Ortimay OR-teh-may Gnome captain of the Brazen Pegasus 21
Orvex Ocrammas OR-vex ohKRAW-mus Scribe working for the Red Wizards 96
Qawasha kah-WASH-ah Chultan druid guide in Fort Beluarian 35
Ras Nsi RAZ nuh-SEE Yuan-ti necromancer and warlord 229
River Mist Tabaxi guide in Port Nyanzaru 35
Saja N'baza SAWJ-ah nuh-BAH-zah Guardian naga ofOrolunga 80
Salida sah-LEE-dah Yuan-ti guide in Port Nyanzaru 35
Shago SHAW-go Human gladiator and guide in Fort Beluarian 35
Syndra Silvane SIN-draw sil-VAIN Human archmage stricken by the death curse 8
Valindra vah-LI N-draw Elf lich working for Szass Tam of Thay 58
Shadowmantle
Volothamp "Volo" VOH-loh-thamp Famous hu man explorer on a book tour 236
Geddarm geh-DARM
Wakanga O'tamu wah-KANC-gah Merchant prince in Port Nyanzaru (sells magic and lore) 27
oh-TAH-moo
Withers Spellcasting wight working for Acererak 145
Xandala zon-DAH-lah Half-elf sorcerer seeking the Ring of Winter 236
Yorb Grung chief in Omu 108
Zalkore zawl-KOR-ay Medusa queen of Nangalore 79
Zaroum Al-Saryak zah-ROOM al-SAR-yak Human pirate captain of the Emerald Eye 67
Zhanthi JOHN-thee Merchant prince in Port Nyanzaru (sells gems, jewelry, doth, and armor) 27
Zindar ZIN-dar Half-gold dragon harbormaster of Port Nyanzaru 238
INTRODUCTION
OMETHING EVIL IS TRAPPING THE SOULS That was not the end of Ras Nsi, however. Bitter over
of the dead and draining life from all who his loss of power, he forged an alliance with the yuan-ti
have been raised from death by magic. This lurking in the ruins of Omu and underwent a ritual
worldwide "death curse" not only prevents of transformation, becoming a yuan-ti malison. As a
the raising of the dead but also causes yuan-ti, Ras Nsi imposed his terrible will on the evil
creatures that were previously raised from snake people and became their leader.
the dead to wither and die. The source of Beneath the cracked and broken streets of Omu lies
this death curse lies in a trap-riddled tomb a secret yuan-ti temple called the Fane of the Night
hidden beneath a lost city in the depths of a vast jungle. Serpent, where Ras Nsi holds sway and plots to bring
Tomb ofAnnihilation is a DUNGEONS & DRAGONS about the end of the world. Omu is also home to the
adventure that takes place on the peninsula of Chult in Tomb of the Nine Gods. As the characters explore
the Forgotten Realms. Chult is a tropical wilderness this multilevel dungeon, they encounter the spirits of
composed mostly of jungles, plateaus, impassable Omu's trickster gods and are potentially inhabited by
mountains, and belching volcanoes. You can substitute them. Each god embodies a different alignment, and
a different jungle setting, changing location names as any character inhabited by one gains a special power as
needed. Alternative D&D settings include the Amedio well as a fiaw. The nine trickster gods don't get along,
Jungle of Oerth, the Savage Coast of Mystara, the and they try to push one another out of the characters'
jungles of Xen'drik on Eberron, or a comparable setting bodies. As the gods fight over their living hosts,
on your home campaign world. the characters must deal with the deadly traps and
This adventure is designed to begin with a party of monsters that guard the Soulmonger. Venturing deeper
four to six 1st-level characters, who should advance to into the tomb, they uncover clues about the dungeon's
11th level or higher by the adventure's conclusion. evil architect- the archlich Acererak-and learn that the
Soulmonger is feeding souls to an undead horror called
STORY OVERVIEW an atropal. Once it consumes enough souls, the atropal
will transform into an evil god.
The characters are drawn into the story by Syndra Sil-
Destroying the Soulmonger ends the death curse
vane, a retired adventurer and merchant who, years ago,
affecting the world, while killing the atropal incurs the
was raised from the dead. Now, she's withering away.
wrath of Acererak. Under normal circumstances, the
When she consulted priests, Syndra learned that the
enraged archlich would be far too great a foe for mortal
affliction was widespread and that no spell could cure it.
adventurers to overcome, but with the trickster gods of
She spoke to her friends among the Harpers, who deter-
Omu on their side, the heroes have a fighting chance.
mined the source of the affliction: an ungodly necroman-
tic device called the Soulmonger. The Harpers received
their intelligence from a lich, but they don't know much RUNNING THE ADVENTURE
about the Soulmonger other than its name and general To run this adventure, you need the D&D fifth edition
whereabouts. Adventurers willing to help Syndra must core rulebooks (Player's Handbook, Dungeon Master's
travel to Chult, a land of jungles and monsters, to find Guide, and Monster Manual).
the Soul monger and destroy it.
Unknown to Syndra and her allies, the Soulmonger
is trapping the souls of the dead and depriving liches Text that appears in a box like this is meant to be read
of the means to trap souls in their phylacteries. (The aloud or paraphrased for the players when their charac
Soulmonger snatches up the souls before they can be ters iirst arrive at a location or under a specific circum-
trapped elsewhere.) Szass Tam, the most powerful lich stance, as described in the text.
among the Red Wizards of Thay, has sent operatives to
Chult to steal the Soulmonger or, failing that, destroy it.
Leading the Thayan expedition is Szass Tam's devoted The Monster Manual and Volo's Guide to Monsters con-
lieutenant, Valindra Shadowmantle. Valindra has been tain stat blocks for most of the creatures found in this
warned that adventurers might cross her path, so she's adventure. You don't need the latter reference to run
prepared for them. Tomb ofAnnihilation, as all the necessary stat blocks
Also lurking in the heart of Chult is Ras Nsi, a from Volo's Guide to Monsters are included with the new
mythic, villainous figure among Chultans. Ras Nsi monsters in appendix D.
was a human paladin and a sworn protector of the city When a creature's name appears in bold type, that's
of Mezro. He betrayed bis oaths and was banished. a visual cue pointing you to its stat block in the Monster
Rather than redeem himself, he raised an undead army Manual. If a stat block appears in appendix D. the adven-
to conquer Mezro. The would-be tyrant was defeated ture's text tells you so.
and banished once more. Mezro was later destroyed Spells and equipment mentioned in the adventure are
by the Spellplague (or so it seemed), during which Ras described in the Player's Handbook. Magic items are
Nsi lost his power to create and command nndead. He described in the Dungeon Master's Guide, unless the
withdrew to the city of Omu, leaving the vestiges of his adventure's text directs you to an item's description in
undead army to roam unchecked throughout the jungle. appendix C.
INTRODUCTION
5
ABBREVIAT IONS Tzindelor in Wyrmheart Mine. If the characters are un-
able to locate Omu or ascertain the source of the death
T he following a bbreviations are used throughout this
curse, the following additional creatures might possess
adventure: the knowledge they seek, at your discretion: Krr'ook in
hp = hit points LG= Lawful good Dungrunglung, Nephyr in Firefinger, Nanny Pu'pu in
AC= Armor Class CG= Chaotic good Mbala, Bwayes O'tamu in the wreck of the Narwhal, the
DC= Difficulty Class NG = Neutral good survivors of the Star Goddess shipwreck, and Red Wiz-
XP = experience points LN =Lawful neutral ards under Valindra Shadowmantle's command.
pp= platinum piece(s) N=Neutral As the adventu rers explore Omu, they are either
gp =gold piece(s) CN = Chaotic neutral captured by yuan-ti or forced to confront them in their
ep = electrum piece(s) LE= Lawful evil underground temple (chapter 4). Not far from the yuan-ti
sp =silver piece(s) CE = Chaotic evil temple is the entrance to the Tomb of the Nine Gods
cp =copper piece(s) NE= Neutral evil (chapter 5). The Soulmonger lies deep within the tomb,
NP C = nonplayer character which is riddled with puzzles, traps, monsters, and mag-
ical wards. Best case scenario: the adventure concludes
ADVENTUR E SUMMARY with the destruction of the Soulmonger and the heroes'
The adventure is likely to play out as follows. daring escape from the tomb. Worst case scenario: the
The adventurers are teleported to Port Nyanzaru, the characters s uccumb to the evil of Acererak, and their
only major settlement in Chult. After exploring the city souls are devoured.
(chapter 1), they embark on an expedition into the wilds
of Chult (chapter 2), eventually finding the ruined city of DEATH CURSE
Omu (chapter 3). The characters don't know that Omu is Understanding how Acererak's death curse works is vi-
their ultimate destination from the outset; they must find tal to running the adventure smoothly.
clues or evidence pointing in that direction. The Soul monger was activated 20 days ago and re-
In this adventure, three creatures know that the cause mains active until it is destroyed. While the Soulmonger
of the death curse Hes in Omu: Grandfather Zitembe in is active, the following effects are in play:
Port Nyanzaru, Valindra S hadowmantle in the Heart of
Any humanoid on the planet that has been brought
Ubtao, and Saja N'baza in Orolunga. Several creatures
know Omu's location: the guides Eku and Salida in back from the dead begins to waste away. Its hit point
maximum is reduced by 20 (1 for each day the Soul-
Port Nyanzaru, Valindra Shadowmantle in the Heart
monger has been active) a nd decreases by 1 every
of Ubtao, the aarakocra of Kir Sabal, Zalkore of Nan-
midnight until the Soulmonger is destroyed. If a hu
galore, Saja N' baza in Orolunga, and the red dragon
manoid's hit point maximum drops to 0, it dies. Travel-
ing to another world or plane does nothing to halt the
WHo Is AcERERAK? wasting effect once it has begun.
Acererak is a powerful lich known and feared throughout A humanoid whose hit point maximum is reduced
the multiverse. Much of his past is forgotten, but ancient can't increase or restore it This is true whether the
texts assert that he comes from a world called Oerth. creature's hit point maximum is reduced by the Soul-
Acererak travels the planes in search of artifacts. When
monger or by some other life-draining effect, such as
he finds something useful or interesting, he locks it away.
Although he's powerful enough to pursue godhood as the touch of a wight, wraith, or similar creature.
other liches have done (Vecna being a prime example), If a humanoid dies anywhere on the planet, its soul
Acererak has no interest in being a god or being wor- becomes trapped inside the SouJmonger. Only the de-
shiped. He prefers to create evil gods and unleash them struction of the Soulmonger can free the trapped soul.
on mortals and immortals who oppose him. Any spell that breathes life into the dead (including re
Despite passing up opportunities for godhood, Acererak vivify, raise dead, resurrection, and true resurrection)
attracts his fair share of followers and worshipers. He automatically fails if cast on a humanoid whose soul
doesn't grant spells, nor does he give his devotees much is either trapped in the Soul monger or bas been de-
of his precious time. Mostly he likes to watch them suffer voured by the atropal (see "Soul Devouring" below).
and die as a result of their magical pursuits and folly.
The Soulmonger does not affect the workings of speak
Although he has lived on ma ny worlds and crafted
countless demiplanes, Acererak spends most of his time with dead spells or similar magic. The death curse
building tombs. He fills each one with treasure to attract has no effect on preexisting ghosts or spirits.
powerful adventurers. He then kills them off in terrible
fashion, using deadly traps and monsters while baiting MEAT GRINDER
and ridiculing them. The terror he evokes scars their souls, Tomb ofAnnihilation can be played as written, or you
which he traps in his phylactery, the location of which is can make it even more difficult by running it as a meat
one of the multiverse's greatest secrets. gri nder. This mode of play is suitable for experienced
Not too long ago by human standards, Acererak found players who have highly optimized characters and who
an atropal adrift at the edge of the Negative Plane and don't mind putting those characters in jeopardy for the
built the Soulmonger to nourish it to godhood. The lich sake of a good challenge. It is less ideal for players who
chose one of his tombs- specifically the Tomb of the Nine are inexperienced or get anxious at the thought of losing
Gods on Toril-to serve as the atropal's nursery.
their characters.
For more information on Acererak, including his statis
tics, see appendix D. You must choose to run the adventure as a meat
grinder from the very beginning. In this mode of play,
the Soulmonger gains the power to draw characters Time pressure aside, Chult is a land ripe with adven-
who are close to death, and the following rule applies: ture possibilities, and characters might be drawn by cu-
riosity or circumstance to locations such as the garden
A death saving throw succeeds on a roll of 15 or
ruin of Nan galore, the dwarven forge of Hrakhamar, or
higher (instead of 10 or higher). This effect ends when
the pirate haven ofjahaka Anchorage. Such locations
the Soulmonger is destroyed. Other rules concerning
present dangers that, when overcome, prepare the char-
death saving throws remain unchanged.
acters for greater threats awaiting them in Omu. If the
SOUL DEVOURING characters reach Omu too soon, they probably won't be
The soul of any humanoid that dies while the death high enough level to survive there for Jong. When the
curse is active becomes trapped inside the Soulmonger. characters make inquiries about Omu, paint the lost city
The soul remains there until it is consumed by the atro- as a terrifying place so that players feel the tension of
pal or the Soulmonger is destroyed. wanting to get there quickly, but not too quickiy.
Once a soul becomes trapped in the SouJmonger, it's
only a matter of time before the atropal devours it. You CHARACTER ADVANCEMENT ~~~~~~~~~~
can determine the status of a trapped soul at dawn on Characters begin the adventure at 1st level and gain XP
any given day by secretly rolling a d20. On a roll of 2 or by defeating monsters. After each game session, add
higher, the soul remains trapped in the Soulmonger, at up all the XP earned and distribute it evenly among the
least until the next dawn. A roll of 1 indicates that the party members. If the characters gain enough XP to
soul was devoured by the atropal. A creature whose soul advance a level, encourage your players to level up their
is devoured in this horrific manner can't be returned to characters before the next session. Ideally, the charac-
life by any means, including divine intervention. ters should fall within the desired level range for each
If the Soulmonger is destroyed and you haven't been chapter of the adventure, as shown in the Suggested
tracking the status of a particular soul trapped within, Character Levels table.
grab a handful of d20s- one die for each day the soul
was trapped- and roll them together. If you roll a 1 on SUGGESTED CHARACTER LEVELS
any of the dice, the souI was devoured before it could Chapter Suggested Level
be set free.
1. Port Nyanzaru 1st and higher
Spells such as commune and divination can be used to
2. Land of Chu It 1st-6th
determine whether a soul has been devoured or whether
it's still trapped in the Soulmonger. 3. Dwellers of the Forbidden City 5th-8th
How many souls must the atropal devour to become 4. Fane of the Night Serpent 7th- 9th
a god? It could be thousands or millions. Ultimately it's 5. Tomb of the Nine Gods 9th and higher
the DM's call, but the default assumption is that this
apotheosis could take months or years. You can slow the rate of advancement by withholding
XP, "banking" it until you're ready for the party to level
REPLACEMENT CHARACTERS up. Conversely, you can hasten level advancement by
The death curse means that, for the most part, dead awarding ad hoc XP for making discoveries, completing
characters stay dead. If a character dies and there's no goals, roleplaying well, and surviving or avoiding deadly
reasonable way for the player to continue playing that traps. Arly such ad hoc award should be no more than
character, you can have the player create a new charac- what the characters would earn for defeating a monster
ter. A replacement character should be the same level as with a challenge rating equal to their level. For example,
the rest of the party. a fair ad hoc award for a party of 2nd-level adventurers
Chult attracts adventurers from all over the world, would be 450 XP, which is what the characters would
and the activation of the Soulmonger draws even more earn for defeating a challenge rating 2 monster. As with
adventurers than usual to its untamed wilderness. The other XP awards, the amount should be divided evenly
player characters are among the earliest to arrive, but among all party members.
adventurers from across the globe begin to converge As the DM, you can dispense with XP tracking and al-
in Chult as the crisis mounts. It should not be difficult low characters to gain levels at whatever pace suits your
to introduce new characters to replace those who have campaign, using the Suggested Character Levels table
perished. A new character might be the last surviving as your guide.
member of a doomed expedition, a guide who has lived Chult is loaded with fun distractions, alluring loca-
in Chult for years, a lone explorer seeking glory or trea- tions, and opportunities for characters to explore. Con-
sure, or someone racing against time to save a loved sequently, it can be hard to gauge what level the char-
one affected by the death curse. Work with the player acters will be when they arrive at adventure locations.
to come up with a story that makes sense, given the Again, let the Suggested Character Levels table guide
circumstances. you. For example, if the characters are 4th level and
about to stumble into Omu (chapter 3), you might want
TICKING CLOCK to steer them in a different direction, throw random en-
Tomb ofAnnihilation is a time-bomb adventure. In other counters at them until they've reached 5th level, advance
words, time is of the essence. The characters are under them to 5th level automatically, or adjust encounters in
pressure to find and destroy the Soulmonger quickly, Omu to make the threats easier to overcome.
since many lives depend on it.
INTRODUCT lON
7
STARTING AT HIGHER LEVELS When you're ready for the characters to meet with
Syndra, read:
Although the adventure assumes that the characters be-
gin at 1st level, you can start them off at 5th level or 9th
level instead. You have been invited to the home ofSyndra Silvane, a
retired adventurer and merchant. A uniformed attendant
STARTING AT 5TH L EVEL
Characters of 5th level will still find parts of chapters l leads you up a grand staircase to the third floor, then
and 2 challenging. If an encounter becomes too much of ushers you into a wood-paneled room with a fireplace,
a cakewalk, you can introduce enemy reinforcements . comfortable chairs, and a heavy table bearing goblets
Hold off on XP awards and level advancement until the and bottles of wine. The darkly paneled walls are hung
characters reach Omu in chapter 3. with maps and sea charts. Racks, shelves, and cabinets
STARTING AT 9TH L EVEL hold hundreds more rolled-up maps and charts.
Characters of 9th level will steamroll through chapters A person is seated in an overstuffed chair near the fire.
1 and 2, and that's fine. Spend less time on encounters You can't discern a gender, because only the person's
in the jungle, and steer the characters toward Omu as head emerges from under a heavy blanket draped over
quickly as possible. Once they arrive, run the adventure
the chair, and an embroidered hood and silver mask con
as you normally would. Characters at this level will still
be challenged by chapters 3 and 4, particularly if you ceal the wearer's face. Even the person's dry, raspy voice
play the yuan-ti as intelligent adversaries. Hold off on provides no clue. "Help yourselves to wine, and seat
XP awards and level advancement until the characters yourselves, friends- I hope I may call you that."
enter the Tomb of the Nine Gods in chapter 5.
l~l'RODUCTION
8
"Working from dozens of sea charts, log books, and PLAYERS' MAP OF CHULT
explorers' journals, l assembled everything known At this point, give the players a copy of Syndra Silvane's
about the current state ofCbult into one map. I'll pro- incomplete map of Ch ult (see the poster map as well as
vide it to you if you undertake my mission." handout 1 in appendix E). Syndra gladly answers their
"When you're ready to depart, I will teleport us all to questions to the best of her ability, but she doesn't know
Port Nyanzaru, the only major settlement in Chult. much more about Chult than what's on the map. She
I've been there several times before, so there's little knows Port Nyanzaru well enough to assure characters
chance of mishap. Once there, I'll stay with a friend that they can buy supplies there.
named Wakanga O'tamu. He's one of seven merchant
princes who rule the city." TuLEPORTING TO CHU LT
In the interest of time, Syndra is prepared to use a tele-
Syndra has misgivings about sending inexperienced
port spell to transport herself and the heroes to Port
adventurers on so dangerous a quest, but she isn't tak-
Nyanzaru. If the characters agree, don't bother rolling
ing any chances. She fails to mention that other, more
to determine the spell's accuracy. Syndra knows the
experienced parties of adventurers have been sent to
city's Harbor Ward well enough to arrive on target. She
Cbult already. All have disappeared. and Syndra fears
chooses an outdoor location near the docks as her des-
the worst. In truth, they fell victim to the perils of Chult
tination. When the characters arrive in Port Nyanzaru,
or crossed paths with Valindra Shadowmantle, and skip to the "Arrival" section in chapter 1.
were never seen or heard from again. If the characters
urge Syndra to seek out a more experienced party of ad- CHARACTER HOOKS
venturers, she replies dryly, "I already have."
Appendix A presents two new character backgrounds
TREASURE that players can select with your consent: the anthro-
Syndra promises each character a rare or uncommon pologist and the archaeologist. In addition, the Player's
magic item, delivered upon successful completion of Handbook and the Sword Coast Adventurer's Guide
her quest. (At the end of the adventure, each player can contain a number of character backgrounds that are
choose an appropriate item, subject to your approval.) well suited for this adventure. U your players are hav-
Syndra also expects that the characters will find enough ing trouble fleshing out their cha racters' backgrounds,
treasure in Chult to make them as rich as kings. share the ideas from the Character Hooks for Select
If the characters press for coin up front, Syndra Backgrounds table with them. This table appears on the
gives each character 50 gp to defray expenses in following page.
Port Nyanzaru.
CHARAC TER HOOKS FOR SELECT BACKGR OUNDS
Background Reference Character Hook
Acolyte Player's Handbook Temples are vexed by a widespread magical curse that is causing
people to waste away while also preventing the dead from being
raised. An expeditionary force is headed to Ch ult to find the origin
of the curse, and you've decided to join It.
Anthropologist Appendix A A wizard-merchant named Syndra Silvane is wasting away, and she
has hired you to join an expedition to Chult to fi nd a cure. Syndra
believes that your expertise will prove invaluable, and you've wanted
to study the cultures there.
Archaeologist Appendix A You have learned that a wizard-merchant is planning an important
expedition to Chu It-a place full of lost cities you're anxious to ex-
plore. Your request to join the expedition was approved.
Charlatan Player's Handbook After a few successful scams, you've gotten into some trouble with
local authorities and criminal gangs. You were about to make a run
for it when you heard a rumor that a merchant named Syndra Sil-
vane is offering good pay for an assignment far from home.
Cloistered Scholar Sword Coast Adventurer's Guide A terrible curse is sweeping across FaerOn, and a dying merchant
is gathering adventurers for a bold mission to destroy the source
of the curse, which lies deep in the jungles of Chult. Your expertise
could prove helpful, so you've asked to join the expedition.
Criminal Player's Handbook Local authorities grant you a fu ll pardon for past crimes. In ex-
change, you are to join an expedition to Chuh and help put an end
to the "death curse" affecting several wealthy citizens of the city.
Entertainer Player's Handbook Your sponsor is a retired adventu rer and merchant named Syndra
Silvanc. A terrible curse has befallen her, and she needs your help
to end 1t. The quest will take you to Chuh, a distant and exotic land
where you can win fa me and renown.
Faction Agent Sword Coast Adventurer's Guide A widespread magical curse threatens to devour the bodies and
souls of the living. The Harpers have learned that its source lies
somewhere in Chult. You volunteered to join the expedition.
Folk Hero Player's Handbook You've garnered quite the reputation and caught the attention of a
merchant and retired adventurer named Syndra Silvane. She wants
you to explore Chu It and discover the source of a curse.
Inheritor Sword Coast Advenlurer's Guide A horrible curse th reatens to claim the life of Syndra Silvane, a re
tired adventurer. She has blood ties to your fam ily, and you have an
obligation to help her. To do otherwise could jeopardize your inheri-
tance and your future.
Mercenary Veteran Sword Coast Adventurer's Guide A merchant and retired adventurer named Syndra Silvane needs
trained warriors to join an expedition to Chult. You've always
wanted to visit Port Nyanzaru and see the dinosaur races. They say
the jungles are full of riches and danger-tw o things you crave.
Noble Player's Handbook Your family owes a favor to a merchant named Syndra Silvane. She's
calling in the favor and asking for help. The family is counting on
you to fulfill its promise, and you've heard rumors that Syndra is
planning an expedition.
Outlander Player's Handbook When you were young, you fled your homeland of Chuh by stowing
away aboard a ship. Now you're anxious to return home. A local
merchant is mounting an expedition to Chult, and you've ta lked
your way into joining it.
Player's Handbook A wizard named Syndra Silvane has fallen prey to a magical curse.
She's mounting an expedition to ChuIt to end the curse, and she be-
lieves your expertise will prove Invaluable. You're Inclined to agree.
Player's Handbook Your superiors in the military recommended you for an important
expedition to Chult. The success of the mission is so vital that they
promised to make you a captain if you help ensure the expedition's
success.
On days that receive heavy rain, there's a 25 percent
WELCOME TO CHULT chance of a full-blown tropical storm featuring sheets
With the exception of a few coastal settlements, Chult of rain, high wind, lightning, tall waves at sea, and im-
is untamed tropical wilderness: dense jungles and mense surf along the coast. Guides who know the condi-
snaky rivers ringed by mountains, volcanoes, and sheer tions in Chult recommend hunkering down and staying
escarpments. Walls of mountains to the west, south, and put on these days. Travel by river is impossible (canoes
east shield the interior from the sea and from the view of are swamped by waves within 15 minutes of launching).
sailors. The rivers are so sluggish that it can be difficult If characters insist on traveling by foot, every c haracter
determining which direction is upstream and which is gains l level of exhaustion automatically and must make
down. The rivers pick up speed only where they thunder a successful DC 10 Constitution check or gain another.
down through steep-sided gorges. Skill checks to avoid becoming lost are made with dis-
The safest entry points into this overgrown realm advantage on storm days.
("safestn is a relative term in this context) are on the
north and east. The coast from the Bay of Ch ult to Ref- RACES OF CHULT
uge Bay offers beaches on which to embark into the un-
Members of every race and nationality of Faerful can
charted jungle. Along the entire coast, the Bay of Chult
be found in Port Nyanzaru, but few of them ever travel
is the only spot where travelers can find welcoming civ-
more than a hundred yards beyond the city walls. The
ilization. The rest of the peninsula is a breeding ground
native peoples must be divided into those that are com-
for bloodsucking, disease-bearing insects, monstrous
monly known and those whose presence is legendary
reptiles, carnivorous birds and beasts of every variety,
or only suspected. The first group consists of Chultans
a nd murderous undead. The farther one moves from
(humans), aarakocra, Batiri (goblins), dwarves (includ-
the coast, the more humid, hot, and inhospitable the
ing albino dwarves), pterafolk, and tabaxi. In the second
land becomes.
category, weretigers are suspected to be present in
small numbers; explorers and hunters sometimes report
WEATHER
seeing grungs (frog folk) deep in the jungle; and yuan-ti
Chult is hot, humid, and rainy throughout the year. The are rumored to be making a resurgence in remote areas.
temperature regularly climbs as high as 95 degrees F In addition to these known and suspected residents, a
(35 degrees C) during the day and seldom falls below 70 crew of frost giants has come to Chu It seeking the Ring
degrees F (20 degrees C) even at night. A day without of Winter and an expedition of Red Wizards is hunting
rain is rare, but rain varies from a steady mist to drench- for the Soulmonger, but the presence of these bands is
ing downpours. still unknown to the larger population.
Visibility in heavy rain is limited to 50 yards. Beyond Finally, the deep jungle is overrun by skeletons, zom-
that distance, only Huge or larger objects can be distin bies, ghouls, and other types of undead. Everyone in
guished. Missile weapon ranges are halved during rain. Ch ult is all too aware of their presence.
C H ULTANS
INTRODUCTION
ll
CHULTANS fined metal ore, and other commodities plucked and
Chultans are the human natives of Chult. They have plundered from the jungles, valleys, and mountains of
dark skin, black hair, and a rich culture. Driven out of Chult. Among themselves, all Chultans still speak their
the jungle by monsters and undead, they took refuge own tribal languages (a mix of exhaled and inhaled vow-
behind the stout walls of Port Nyanzaru, gave up their els, consonants, and tongue clicks), but any who deaJ
dynasties, and united to become a mercantile power in regularly with foreigners also speak Common fluently,
the southern ocean, eager to do business with anyone often with a heavy, characteristic accent.
who visits their perilous land. A few Chultans migrated Chultans in Port Nyan.z aru seldom don armor because
northward and established outposts in distant cities of the climate, but large, colorful shields made from
such as Athkatla, Baldur's Gate, Calimport, Memnon, toughened dinosaur hide are ubiquitous. These shields
and Zazesspur. are called hlang and function as ordinary shields. In
The lines of kings and queens that once held political melee, they favor the traditional yklwa (pronounced
sway throughout Chult have been mostly wiped out YICK-ul-wah), a short, broad-bladed, one-handed, spear-
by time, war, calamity, and misfortune. They've been like weapon. For more information about the yklwa, see
replaced by Chultan merchant princes who learned the "Buying a Special Item," page 31.
art and craft of trading from Amnian and Tethyrian prof-
iteers, and who now use their wealth to forge profitable AARAKOCR A
alliances and to steer the fate of their frontier realm. Tribes of aarakocra live atop the mountains and pla-
Chultans dress in light, colorful clothing appropriate teaus of Chult. Aarakocra leaders are skilled dancers
for the tropical climate. They trade in gold, gemstones, who use their dances to inspire their followers as well
jewelry, textiles, spices, rare herbs, ivory, wood, unre- as cast spells.
Aarakocra strive to defend the land against the forces
(HULTAN NAM ES of evil. They have a reputation for aiding explorers who
You can use the following lists to create Chultan NPC are lost, sick, or in some other trouble, provided those
names on the Ay. Some Chultans adopt their old dynastic explorers aren't intent on plundering Chult's natural re-
names as surnames. sources or exploiting its inhabitants. The aarakocra are
natural enemies of pterafolk and the gargoyles of Omu.
Male Names: Atuar, Atumwa, Chiwa, Dengo, Emporo, One aarakocra tribe ha$ laid claim to a remote Chul-
Juma, Kunde, Kwalu, Losi, Mezoar, Mzolu, Olu, Osaw,
tan monastery called Kir Sabal. This site's existence is
Rindawan, Selu, Teron, Ugor, Vazul, Weshtek, Yapa
well known in Port Nyanzaru because the structures
Female Names: Azuil. Bati, Chuil, Dela, Eki, Fipya, lsi, Joli,
Katela, Lorit, Mainu, Naboli, Nyali, Omoyala, Razira,
can be seen from the River Olung through occasional
Sana, Tefnek, U'lolo, Wadizi, Yuta, Zaidi, Zamisi breaks in the jungle along the eastern bank. Little is
Dynastic Names: Agolo, Atazi, Balaka, Bolele, Dawa, known beyond that, however, because the cliffside struc-
Ekulu, Hakal, lmbogoro, jaharwon, M'wenye, Natombe, tures are so difficult to reach from the ground. The aara-
Ngore, Oboko, O'tamu, Sahandl, Talro'a, Utugelu, Yu kocra there shelter the last descendants of Omu's royal
dan, Zuberi family, who hope to someday restore their reign.
INTRODUCTIO N
12
BAT I RI (GOBLINS)
Chult is home to scores of independent goblin tribes
collectively known as the Batiri. A Batiri tribe is ruled
by a queen (use the goblin boss statistics). When a
queen dies, fighting ensues until a new queen emerges
victorious and proclaims herself ruler of the tribe. While
the Batiri have many cultural and mythical aspects that
make them unique, they behave essentially like other
goblins; they are superstitious, cruel, suspicious of out-
siders, fractious among themselves, and just as likely
to torture and eat other humanoids as they are to trade
with them. They are not only sadistic but highly creative
in their tortures. For example, they enjoy tying enemies
to trees, dousing them in honey, and leaving them to be
devoured by insects over the course of several days, if a
larger predator doesn't finish them off first.
War Masks. Batiri warriors wear oversized wooden
war masks into combat. Each goblin paints and dec-
orates its own mask to make it look as fearsome as
possible. Aside from intimidating enemies, these masks
serve the same purpose among the Batiri as coats of
arms among noble knights ofFaerOn. Batiri of oppos-
ing tribes might not know an enemy's given name, but
they'll know Snarling Crocodile or Fanged Ape.
Battle Stacks. Batiri warriors sometimes ride on
each other's shoulders in battle, in a formation known
as a battle stack. These can be up to nine goblins tall.
Each goblin tracks its hit points individually, but the
stack moves and makes ability checks, attack rolls, and
saving throws as one creature. Only the goblin at the top
of the stack can attack, and only the goblin at the bottom
cao move (all goblins stacked on its shoulders move with
it). The goblin at the top makes all Intelligence, Wisdom,
and Charisma ability checks and saving throws for the
stack. The goblin at the bottom makes all Strength,
Dexterity, and Constitution ability checks and saving
throws for the stack. A battle stack can't jump, but it can
grapple or shove another creature, swing from vines,
and use the Dash, Disengage, Dodge, and Hide actions.
The stack has advantage on melee attacks because of its BATIRI BATTLE 5TA<:K
built-in "pack tactics" effect; all the goblins are waving
spears at the enemy, even if only one can hit.
When a goblin in the stack drops to 0 hit points, it is
DWARVES
thrown from the stack. If the stack succeeds on a DC 10
Dexterity saving throw, it remains intact (albeit one gob- Most of the shield dwarf strongholds beneath Cbult
lin shorter). On a failed save, the stack collapses and all were destroyed by intense volcanic activity. Hundreds of
the goblins fall prone in a 5-foot-square space. dwarves were forced to flee their collapsing halls, only
To form a new battle stack, a goblin must use its ac- to be slaughtered and devoured by jungle predators. A
tion to climb onto the shoulders of another willing gob- few made it to Port Nyanzaru, where they remain to this
lin within 5 feet of it. Other goblins can join an existing day. Some of these survivors are albinos (see appendix
battle stack in the same way. A goblin can use its action D for more information).
to remove itself from a battle stack, landing in an unoc- FROST GIANTS
cupied space within 5 feet of the bottom of the stack. Twenty frost giants came to Cb ult in search of the Ring
The Batiri invented battle stacks as a way to combat of Winter. Their ship is anchored north of Kitcher's In-
creatures much larger than themselves as well as a way let, and teams of frost giants are scouring the jungle for
to reach enemies in trees. The battle stack formation signs of the ring and its wearer, Artus Cimber. A female
has the added effect of making the puny goblins appear frost giant named Drufi leads the hunt. So far the frost
taller and more fearsome to their larger enemies. Bat- giants have gone about their business unnoticed, but it's
tle stacks are not effective against other ground-based only a matter of time before they encounter a Flaming
threats, since all but the topmost goblin give up their Fist patrol from Fort Beluarian. The frost giants hate
attacks and mobility to be part of the stack. Chult and its climate, but they won't give up the search
for the ring no matter what the cost.
INTJ'l.ODUCTION
13
0RUNGS Tabaxi hunters can be encountered anywhere in
These predominantly evil frog folk live in villages scat- Chult. Tabaxi minstrels are seldom met outside Port
tered throughout the jungle. They build their primitive Nyanzaru. Appendix D includes statistics for both. Ta-
structures from mud, vines, and wicker, and are more baxi can also be player characters (see Vo/o's Guide to
comfortable in trees than on the ground. They pepper Monsters for tabaxi racial traits).
enemies with poisoned arrows and leap from branch to
branch without leaving any trail. UN DEAD
Not all grungs are evil. A few are willing to help ex- Over a century ago, the warlord Ras Nsi raised an
plorers in exchange for food or treasure. Evil or not, undead army to conquer the city of Mezro. The army
grungs warn away intruders by hanging the bodies of consisted mainly of dead Chultans raised as zombies
slain foes from trees at the edge of their territory. and cannibals transformed into ghouls. Ras Nsi and his
Some Chultan guides are aware of one grung village legion were defeated and driven back into the jungle.
due south of Port Nyanzaru, just above the headwater Before Ras Nsi could organize another attack, Mezro
of the River Tiryki (pronounced tee-REE-kee). For more planeshifted away, and Ras Nsi was stripped of his god-
information on this village, see "Dungrunglung,'' page given powers. Declaring himself an enemy of the world,
49. Appendix D contains additional information he threw his lot in with the yuan-ti. The remnants of
on grungs. Ras Nsi's undead army spread through the jungle like a
blight, until now they claim hundreds of miles of wilder-
PTERAFOLK ("TERROR FOLK") ness as their hunting ground. To make matters worse,
These malevolent flying reptilian humanoids swoop Acererak filled out their ranks with horrible undead
down on unsuspecting prey, steal what they can, and creatures such as girallon zombies and tyrannosaurus
retreat to their high lairs to gloat over their stolen loot. zombies (see appendix D), mainly to discourage explor-
The suddenness and violence of their raids has earned ers from getting too close to Omu. As the atropal feeds
them the nickname "terror folk" among other races of on the souls of the dead, it grows in power. Eventually,
Chult. They are natural enemies of the aarakocra. See it will become powerful enough to control these raven-
the pterafolk entry in appendix D for full details. ous undead creatures. Until then, the undead hordes of
Chult have no leader.
TABAXI
Tabaxi are feline humanoids, originally native to the WERETIGERS
western continent of Maztica. Some Chultans refer to Chultans infected with weretiger lycanthropy haunt
them as "cat folk" or "leopard people." Groups of tabaxi the jungle in small families or prides. Everyone in Port
wound up in Chult after escaping from slavers. They Nyanzaru has heard this rumor, but not all believe it.
are a cultured people and seidom evil. A few work as Weretiger prides avoid outsiders, including adventur-
guides out of Port Nyanzaru. Others enter the jungle ers, but a few evil weretigers enjoy making a sport of
in small groups to hunt grungs and goblins for their hunting intruders who come to plunder their land. Since
own purposes. weretigers can appear human, they readily pose as
Chultan hunters, guides, rescuers, or explorers to lure
Goos OF CHULT in prey. These evil wcreligers usually worship Malar, the
A central figure in Chult's history is the greater god Ubtao, god of the hunt. Others continue worshiping whatever
who long protected the land and Chultan civilization. But deities they revered before becoming lycanthropes.
Ubtao grew angry over his worshipers' endless warring
and their reliance on him to solve all their problems. More YUAN - TI
than a century ago, Ubtao simply abandoned Chu It, and After being driven out of their ancient city (see "His-
his influence hasn't been felt there since that day. When ari,'' page 60), the yuan-ti claimed the ruins of Omu
he left, the Chultans suffered a crippling spiritual blow, as their demesne. Their spies in Port Nyanzaru keep
but eventually the disunited, warring tribes learned to put a wary eye on the merchant princes, would-be trea-
aside their petty conAicts and unite as one people. To this sure hunters, and adventurers. Characters might also
day, the dinosaurs of Chult are still revered as Ubtao's encounter yuan-ti purebloods, yuan-ti malisons, and
sacred children by many Chultans, even though Ubtao
himself is no longer popular.
yuan-ti abominations searching the jungle for hidden
With Ubtao gone, the Chultans turned to other deities, settlemcnt:s and lost treasures.
Including ones introduced to them by missionaries from The yuan-ti of Omu believe that a sealed portal lies
distant civilizations. Waukeen, a goddess of trade, is re- somewhere under the Peaks of Flame and that opening
vered by Port Nyanzaru's many merchants. Other deities it will enable Dendar the Night Serpent to enter the
with shrines in the city include Gond (god of craft), Savras world. The god Ubtao was supposed to stand against
(god of divination and fate), Sune (goddess oflove and Dendar, but with Ubtao gone from the world, the yuan-ti
beauty), and Tymora (goddess of good fortune). believe nothing can stop the Night Serpent. They have
Besides spreading word of their deities, however, too dedicated an underground temple to this serpentine de-
many foreign missionaries also exploited the Chultans and stroyer of worlds, but they are a long way from fulfilling
their land for profit, which led to ma ny conflicts. The tem-
their ultimate goal.
ples and shrines persist, but most of the clergy are now
Chultans. Foreign clerics who proselytize too energetically Additional information about yuan-ti can be found in
aren't welcomed in Port Nyanzaru. Volo'.s Guide to Monsters, as well as appendix D.
INTRODUCTION
CHAPTER 1: PORT NYANZARU
ORT NYANZARU HUGS THE COASTLINE AT THE wager princely sums on the races' outcomes. The city
south end of the Bay of Chult. No other city also boasts grand bazaars, glorious mansions and tem-
elj:ists in Chult, along the coast or anywhere ples, circuses, and gladiatorial contests.
else, except in ruins or overrun by monstrous Enemies surround Port Nyanzaru on all sides. The
creatures. Until recently, Port Nyanzaru jungle teems with ferocious reptiles and murderous un-
was under the firm control of Amn, a foreign dead, pirates prowl the surrounding sea, and the mouth
nation. Nine years ago, Arnn was forced to of the bay is home to a greedy dragon turtle.
relinquish the city to a wealthy and powerful consor- Characters who question locals can learn rumors that
tium of Chu !tan traders backed by the Ytepka Society might help them survive the perils of Chu It. The charac-
(pronounced yeh-TEP-kah), or risk a bloody conflict ters can secure gear and guides before leaving the city.
that probably would have ended with the city winning Syndra Silvane is too weak to accompany them or pro-
its independence anyway. Seven Chultan traders have vide any additional support.
since grown into influential merchant princes, enticing If you are running this adventure in a homebrew D&D
folk from up and down the Sword Coast with their ex- setting, you can place Port Nyanzaru wherever you see
otic wares. fit and even change its name. If you're using another
Port Nyanzaru is a bastion of civilization and com- published D&D setting, you can dispense with Port
merce in a savage land. The amount of business that Nyanzaru entirely and use a different coastal city as the
unfolds here and the cash that moves through its count- launching point for the party's jungle expedition. Exam-
ing houses would make any merchant of Baldur's Gate ples from other settings include the city of Sasserine on
or Waterdeep jealous. It's also a colorful, musical, aro- the edge of the Oerth's Amedio Jungle, the city of Sla-
ma-filled, vibrant city in its own right. Other than trade, govich near the Savage Coast ofMystara, and the city of
the biggest attractions are the weekly dinosaur races Stormreach on Eberron's continent of Xen'drik.
through the streets. Locals and visitors alike
20
CHAPTER I I PORT NYAl'ZARU
city. The tiled roof of its great dome resembles an un-
blinking eye, staring skyward.
A deity devoted to revealing the truth might seem to
have a weak draw in a city of merchants, but Savras was
widely worshiped in Chult long before the Spellplague.
In those years, Savras's clergy were valued because
they could keep tabs on the activities of the inscrutable
yuan-ti. The snake people still loom large as bogeymen
in the imaginations of Chultans, but nowadays the
clergy of Savras series into more mundane matters: por-
tents around business affairs, the outlook for newborn
children, and affairs of the heart.
The head priest of the temple is Grandfather Zitembe
(LG male Chultan human priest). When the characters
meet the priest for the first time, he's in the midst of a
heated conversation with three members of the Zhen-
tarim (NE male Tethyrian human assassins) who are
looking for Artus Clmber. The Zhents have come to the
temple to see if Zitembe can cast a spell to aid in their
search. Although the assassins offer payment in the
form of a 500 gp ruby, Zitembe senses their evil inten-
tions and shoos them away. The assassins seem hesi-
tant to leave without satisfaction, but the arrival of the
characters changes their minds, and they depart with
scowls on their faces. The characters' timely arrival
makes Zitembe predisposed to help them.
If he's approached for aid or advice in tracking down
the Soul monger, Zitembe's first reaction is to express
offered friendly advice on how to improve their presen-
disbelief that the death curse has anything to do with
tation; and those who score 9 or less are greeted with
Chult. If characters give a compelling argument or
sad, sympathetic looks and surrounded by a crowd of
make a donation to the church of at least 25 gp, Zitembe
coddling devotees.
agrees to "consult the guides." This ritual takes 24
hours, during which Zitembe sees visions of "a jungle 10. JEWEL MARKET
city far to the south, enclosed by cliffs and crawling with The jewel market is intentionally styled as a miniature,
snakes" and "a black obelisk draped in vines." He dared more exclusive version of the Grand Souk. Its chief busi-
not peer any deeper, but he urges the characters to seek ness is buying and se!Ung the rich supply of jewels that
out this city and the obelisk. are dug out of Chult's mines, but many other rare luxury
items are also traded here. This market is largely secure
8. TEMPLE OF GOND
against pickpockets and thieves, thanks to the privately
The boxy stone temple of Gond looms behind the hired security agents patrolling it openly (guards) and
royal docks. It's popular among Port Nyanzaru's many
undercover (spies). All of them work for the merchant
artisans, craftspeople, smiths, ivory carvers, and
prince Zhanthi, who has a monopoly on the jewelry
hydro-engineers. Where most such temples have a forge
trade In Port Nyanzaru.
as a centerpiece, this one features an immense fountain
whose water jets shift continually to create amazing HARBOR WARD
shapes. It's all done with nozzles and valves moving on
cams, driven by the city's plentiful water pressure. Port Nyanzaru's harbor can accommodate ships of all
sizes. The enclosed. eastern portion of the harbor is re-
9. TEMPLE OF SUNE served for the use of the merchant princes, but the rest
Isolated atop a rocky formation in the sea, the temple of the docks are available for use by any ship.
of Sune is reachable only by an elevated causeway from If the characters wish to travel by sea, they can book
Temple Hill or by boat. Steep steps wind up the cliff passage on the Brazen Pegasus at a cost of 10 gp per
from the temple's small harbor. When seen from a dis- day (for the whole party). A 60-foot sloop built for speed,
tance, the temple's roof seems to float in midair-an illu- she has a single mast flying a square mainsail plus two
sion created by mirrors lining the outside walls. Inside, triangular foresails, one aft sail, and a small topsail. All
Sune's faithful and casuaJ visitors alike can partake of that canvas gives her a top speed of 10 mph under ideal
public baths, receive lessons in applying makeup and conditions.
styling one's hair, and learn to dress in a manner that The Brazen Pegasus is captained by Ortimay Swift
suits the individual's body, profession, and the climate. and Dark (CG female rock gnome bandit captain with
Newcomers to the temple must make a Charisma check. darkvision out to a range of 60 feet), who is both clever
Those who score 15 or higher are welcomed as brothers and calm. The first mate is Grig Ruddell (N male Illus-
and sisters of Sune; those who score 10 or higher are kan human veteran), a hulking man whose face is al-
most hidden by a heavy beard streaked with gray. Other
MARKET WARD
The Market Ward is where most of Port Nyanzaru's
regular shops are located and where most of its trades-
folk, merchants, and other middle-class residents
live and work.
TIRYKI ANCHORAGE
This district east of the city is populated by animal train-
ers, river folk, explorers who need inexpensive lodging,
and other rough-and-tumble sorts. Smugglers prefer
the unregulated docks of the anchorage over the policed
and inspected docks of the harbor, despite the shortage
of dock workers and beast-powered cranes to assist in
loading and unloading.
poorest try to leave at least a copper piece in the giant Unlike Malar's Throat and the Old City. Tiryki An-
clamshell by the entrance. Many independent masseurs chorage has no fortified temple or ancient stone ziggu-
and masseuses are on hand to massage weary muscles; rats where residents can take shelter against undead
these services cost 2d10 sp. or carnivores. Most people dash for Tiryki Gate when
the alarm sounds and hope to get through before it's
23. DYEWORKS locked ahead of them. Fortunately, the animals in their
Along with cleanliness. Chultans love colorful clothing. pens are more sensitive to approaching enemies than
Textile weaving is not one of Chult's native industries, humans are, so few creatures are able to sneak into the
because the jungle isn't suited for growing cotton or area undetected.
raising sheep. However, the jungle and the sea provide
everything necessary to concoct vibrant dyes in a rain- 25. DINOSAUR P ENS
bow of colors. Merchants import light, plain fabrics, Most of the beasts of burden in the city were trained out
which are dyed in vibrant colors and patterns at the dye here, and they're penned up at night. Ankylosauruses
works before being sold locally or exported back to the and triceratopses are the most common in that role. Di-
regions where the cloth originated. Local tailors craft nosaurs trained for street racing are also stabled here.
the fabric into the long shirts, knee-length pants, sa- Most Chultan handlers have a +5 bonus to Animal Han-
rongs, and kilts favored in Port Nyanzaru. dling skill checks, and they work with the same animals
The cliff below the dye works and the sea around it day after day.
are perpetually stained bright orange, blue, red, green,
and yellow, depending on what colors are being dumped C ITY D ENIZENS
from the vats that day. People employed at the dye works
Chultans comprise two-thirds of Port Nyanzaru's popu-
are easily recognized on the street because their hands
lation. The city's remaining inhabitants are foreigners,
and feet are likewise brightly stained.
many of whom are profiteers or adventurers seeking
MALAR'S THROAT either to plunder Chu It of its riches or to help protect the
city against encroaching monsters.
This region outside the city walls is Port Nyanzaru's
slum district. Two sheer, jungle-draped ridges flank a VOLOTHAMP " VOLO" GEDDARM
deep ravine. Ramshackle buildings cling to the sides of
Characters can encounter Volo anywhere in Port Nyan-
the ridges, each structure seemingly built atop the lower
zaru. For more information on him, see appendix D.
one's roof. During heavy rain, runoff pours down the
The legendary world traveler is in Port Nyanzaru to
ravine, through Ubtao'sJaws (the large gate in the city
deliver signed copies of his new book, Volo'.s Guide to
wall facing Malar's Throat), and down the paved streets
Monsters, to the merchant princes (some of whom he
MERCHANT PRINCES
Seven merchant princes rule Port Nyanzaru, each one
with an equal vote in matters of state. All are Chul-
tan. Their single qualification is that they're the seven
richest people in the city. Their seat of governance is
Goldenthrone, an old, regal Amnian palace overlooking
the bay. A merchant prince who retires can yield his or
her position to a family member or someone else of im-
mense wealth agreed on by the majority.
The merchant princes surround themselves with loyal
family and underlings, but they also employ foreign mer-
cenaries both as city guards and as personal guards.
Most of these mercenaries are Zhen ts, and where one MAGIC SHIELDS AND WEA PO N S FOR SALE
finds the Zhentarim, one can also find Harper spies.
Item Ekene-Afa's Price
The merchant princes have specific monopolies on all
merchandise sold in the city. Characters in need of gear +1 ammunition (per piece) 50 gp
or supplies must deal through these individuals directly +1 shield, wooden 450 gp
or their consortiums indirectly. The only alternative is to +1 dagger or +7 yklwa (see page 32) 500 gp
resort to the black markets in Malar's Throat or Tiryki
1
Anchorage. lFAN T A LR0 A
Deals in beasts and beast training
EKENE-AFA
Ifan Talro'a (NE male Chultan human n oble) is a greedy,
Deals in weapons, shields, traveling gear, rain catchers,
conniving man supported by influential and dangerous
saddles, wagons, and canoes
friends among the Zhentarim. He is jealous ofWakanga
Ekene-Afa (LG female Chultan human gladiator) won O'tamu's magical power and Ekene-Afa's reputation
numerous gladiatorial contests in Port Nyanzaru's from the arena. Talro'a sells animals that can be trained
arena before she invested her winnings into financing as mounts or pets, including dinosaurs and flying mon-
her first trade deals. She is a legend among the common keys. The yuan-ti of Omu secretly pay Talro'a to warn
rabble who grew up watching her battles. Her husband, them if treasure hunters are headed south into the deep
Kura, is a painter, and they have twin teenage sons jungle. He uses flying snakes as messengers. Talro'a
named Soshen and Tiryk. Soshen is a city guard, and doesn't know for certain that the messages go to yuan-ti,
Tiryk is a popular dinosaur racer. Both were named af- but he strongly suspects it.
ter Chultan rivers. Han bas no family and no close relationships. He is
Ekene-Afa sells nonmagical weapons and shields of naturally distrustful of everyone.
every kind, but most of her inventory consists of flint Buying Beasts. !fan Talro'a employs dozens of mer-
daggers, yklwas with wooden shafts and obsidian tips chants throughout Port Nyanzaru who not only serve as
(see "Buying a Special Item," page 31), and shields his spies but also sell domesticated beasts that can be
made of wooden frames with layers of reptile hide used as companions, mounts, or pack animals. Flying
stretched over them. Ekene-Afa pays Wakanga O'tamu snakes trained as messengers are popular with the
to place permanent enchantments on a select few of Zhentarim, and Talro'a sells them to no one else.
these items, which she sells at the prices listed in the The Beasts for Sale table lists the creatures available
Magic Shields and Weapons for Sale table. for purchase in Port Nyanzaru. Statistics for the hadro-
saurus, the deinonychus, and the flying monkey appear
in appendix D. See the Monster Manual for all others.
jOBAL
Deals in guides and sells words
Jobal (NE male Chultan human scout) made a fortune
as a wilderness guide when the party he was working
for discovered a stunnin g cache of Chultan gold and
jewels. Miraculously, only Johal survived the gauntlet
of undead and dinosau r attacks , making it back to Port
Nyanzaru in a canoe laden with treasur e. There's no
doubt he's led a life of adventure; his body bears many
scars from his escapades. His chief spy, confidante, and
consort is Aazon Talieri (NG male Tetbyrian human
spy). Johal trusts him implicitly, and Aazon's loyalty is
beyond reproac h.
Becaus e of his dealing s with explorers,Jobal has an
intense interest in maps of Chult. He would pay the
charact ers handsomely for Syndra Silvane's map, if he
learns of its existence. If they refuse to sell, he'll resort
to theft, and eventually to murder.
Hirin' a Guide. If the charact ers visitJobal in search
of a guide, he recommends that they seek out one or
more of his guides in Port Nyanzaru (see "Finding a
B EASTS FO R SALE
Guide," page 33). Jobal assigns Aazon the task of
Beast lfan's Price escorting the adventurers to whichever guides interest
Flying monkey, giant lizard, or hadrosaurus 100 gp them.JobaJ doesn't require payment up front, since au
Ankylosaurus, deinonychus, or flying snake 250gp guides in Port Nyanzaru are required by law to pay him
Triceratops SOOgp a fair cut of their earnings.
If the charact ers follow Jobal's advice and accompany
JESSAM INE Aazon, give them copies of handouts 2, 3, 4, 5, 6, and 8
Deals in plants, poison, and assassination (see appendix E) as Aazon introduces the party to vari-
ous guides in the city.
Jessam ine (N female Chultan human assassi n, her hit
point maximum reduced to 58) doesn't speak often. KWAY OTHE
When the council finds itself divided on an issue, how- Deals in fruit, wine, ale, tej, oil, perfum e, and insect
ever, Jessam ine usually casts the deciding vote. Most repellent
of her body is hidden under billowy robes and tightly
Kwayothe (NE female Chui tan human priest wearing
wrapped black bandages.
Jessam ine trades in plants, herbs, poison, and sanc- a ring ofresist ance [fire]) is calm and contemplative
tioned assassination. Murder is illegal in Port Nyanzaru, in a way that's vaguely menacing. She worships the
as it is almost everywhere, butjess amine has a monop- fire god Kossuth (pronounced kaw-SOOTH) and likes
oly on "sanctions"- writs that allow a killing by ordained torturin g others, particularly if it involves fire and hot
methods (usually poison or stabbing with a blade). For coals. Kwayot he bas two consor ts-a s uccubu s named
an added fee, her agents will carry out the assassi na- Ixis and an incubu s named Indar. These fiends take the
tion, with results guaranteed. Poison is her specialty, forms of beautiful Chultans.
and she has a vast persona l collection. She sells all the Kwayothe grew up in the streets of Port Nyanzaru,
poisons listed in the Poisons table in chapter 8 of the poor and destitute. She despise s nobility and wants to
destroy every last vestige of the Chultan royal families.
Dungeon Master's Guide at market prices.
Twelve years ago, Jessam ine had a brief but torrid love She conside rs Zhanthi her mortal enemy and has grown
affair with an Amnian sea captain. The "fruit" of that af- impatient waiting for the old noblew oman to die. Al-
fair is a shy daughter named Ymezra. Under Jessam ine's though she hides her contempt well, Kwayothe is forever
watchful eye, tutors are teaching Ymezra the skills she meddling in Zhanthi's busines s and family affairs. If
needs to lake over the family busines s one day. Zhanth i is aware ofKwayotM's hostility toward her and
Jessam ine's Curse. Before she went into busines s for her family, she's elected not to show it.
herself, Jessam ine worked as an assassi n for a Calishite KwayotM employs traders who make their own tej
pasha. She died on a mission, but her benefactor paid a and insect repellent. For more information on these spe-
cial items, see "Buying a S pecial ftem," page 31.
WAKANGA O'TAMU Zhanthi is one of very few people who've stumbled
Deals in magic and lore onto evidence of Liara Portyr's secret arrangement with
the pirates, but she keeps this knowledge to herself for
Wakanga O'tamu (LN male Chultan human mage) is the
the time being. Zindar, the half-dragon harbormaster, is
only arcane spellcaster among the merchant princes.
looking for adventurers to dispose of the pirates, while
He's a long-time friend of Syndra Silvane, and he's
Zhanthi is putting up the reward money.
something of a dandy who's easily seduced by smart
women-or perhaps that's only a carefully constructed
public image. Unknown to his peers, Wakanga is sympa- MERCHANT PRINCE'S VILLA
thetic to the Harpers and allows them to use his villa as Each merchant prince maintains a lavish villa where he
a safe house. or she lives and conducts private business. These airy,
Wakanga deals in knowledge, information, lost lore, opulent mansions include guest quarters for important
potions, and scrolls. He knows of the death curse but visitors and trading partners, and they're patrolled by
little else about it. If the characters seem committed to loyal, well-drilled guards at all hours.
ending the curse, he'll help them as best he can, includ- Map 1.2 provides a sample floor plan. Each villa is
ing selling them minor magic items (see the Magic Items both a palatial tropical home and a fortress. The outer
for Sale table). Wakanga bas a monopoly on these items walls are 8 to 12 feet tall, up to 2 feet thick, and topped
in Porl Nyanzaru, so characters either pay his prices or with carnivore teeth, slivered seashells, and broken
go without. As much as he wants to help, he's unlikely to glass that glitters colorfully in the sun but also deters
extend credit; all purchases must be in coin, gemstones, intruders. Any character who climbs over the wall must
or jewelry. succeed on a DC 10 Dexterity saving throw or take 2
(ld4) slashing damage from the sharp objects.
MAGIC ITEM S FOR SALE You can customize a villa by assigning the following
Item Wakanga's Price decorative motifs to each merchant prince:
Potion, common 80gp Ornate weapons, shields, and framed paintings are
Potion, uncommon 300gp displayed throughout Ekene-Afa's villa, as are squawk-
Spell scroll, 1st-level 100 gp ing parrots in gilded cages.
Spell scroll, 2nd-level 550 gp lfan Talro'a decorates his villa a nd gardens with
relics and vases plundered from Chultan ruins, and
Waard's ]ournal. In his collection, Wakanga has a colorful flying snakes swoop and glide through the
tattered, water-damaged explorer's journal that was spacious hallways.
The waJls and pillars in Jessamine's villa are painted
brought out of the jungle 15 years a.go. It describes a
wizard's explorations of various places in ChuJt, but not with colorful serpents, and decorative stone fountains
in enough detail to locate them on a map. The unnamed and fonts share a similar serpentine motif.
author does, however, make many mentions of his only The walls of Jobal's villa are festooned with silk drap-
traveling companion: a shield guardian named Vorn. eries, tapestries, and the mounted heads of beasts.
If the characters befriend Wakanga, he gives them the Kwayothe's villa reeks with scented perfumes, and
journal and shows them on Syndra's map where it was bowls of fresh fruit can be found throughout. Oil
found (he accurately indicates the hex containing the lamps and braziers are kept lit on honor of Kossuth.
guardian; see "Yorn" in chapter 2 for more informa- Wakanga's villa is lit with continual flame spells,
tion). The journal contains a picture of Vern's control and soft music (created by magic) plays throughout.
amulet but provides no clues to the amulet's current Doors to private chambers have arcane lock spells
whereabouts. As reward for finding and retrieving the cast on them, and flying s words are mounted on the
construct and its control amulet, Wakanga offers a spell- walls, ready to attack on Wakanga's command. The
book containing fifteen randomly determined spells (roll occasional floor rug or hanging rug might be a rug of
a d6 to determine the level of each spell). smother ing in disguise.
Zhanthi's villa is decorated with standing suits of gold-
Z H ANTHI plated armor and large potted plants, and the bejew-
Deals in gcms,jewelry, cloth, and armor eled skulls of Zhanthi's ancestors rest in wall niches.
Zhanthi (NG female Chultan human noble) bas royal LOWER L EVEL
blood in her veins, and few have the courage to dispute
the wise, old trader. She's a secret member of the Ytepka Paintings, statues, murals, frescoes, tapestries, and oil
Society (see ~Factions and Their Representatives," page lamps meant to impress guests decorate this level.
29), and she has forged ties with the Zhentarim so
l. ENTRYWAY
that she can monitor the organization's activities.
This pleasant, breezy, tiled courtyard includes a splash-
Zhanthi trades in gems, jewelry, colorful Chultan
ing fountain and green plants. Visitors can refresh
cloth, and nonmagical leather, studded leather, and
themselves in a washroom to the left of the entrance
hide armor. Her son, Shago, is a guide stationed at Fort
before meeting residents of the villa. The entry portico
Beluarian. Shago sends regular reports to his mother
is always guarded by ld4 + 1 gladiators recruited from
about what's happening at the fort, but he's not her most
the merchant prince's extended family or hand-picked
reliable spy among the Flaming Fist. for their loyalty and fighting prowess. These guards are
UPPER LEvEr.
The merchant prince's suite is the most opulent room in The merchant princes can create or alter laws by decree as
the palace. A pleasant breeze blows through large, lat- they see fit, and judges are expected to interpret laws freely
tice-covered windows, causing the potted plants to sway but wisely. Such a system would seem to invite abuse and
bribery, but the Chul tan courts are surprisingly free of
gently. The headboard of the master bed is fantastically corru ption.
carved in motifs suggestive of the merchant's business. Slavery isn't illegal in Port Nyanzaru, but it's frowned
Connected rooms contain a small, private bath and a upon, and the merchant princes won't do business with
walk-in closet filled with expensive clothing, mirrors, slavers or show them any legal favor.
combs, and so forth. Murder is illegal, but "sanctions"-legal permission
Treasure. The suite contains personal items equiva- to kill someone or to have someone killed-can be pur-
lent to two rolls on the "Gems or Art Objects" column chased from the merchant prince Jessamine. The price
of the Treasure Hoard, Challenge 0- 4 table in the Dun- depends on the prominence ofthe intended victim, the
geon Master's Guide. If the room contains jewelry, there reason for the sanction, and the wealth of the purchaser.
is a 50 percent chance it is in a locked jewelry box re- The minimum price possible is 150 gp; the maximum
is limitless. The availability of sanctions doesn't mean
quiring thieves' tools and a successful DC 15 Dexterity
they're common-it's rare for more than six to be sold in a
check to open. year. That has less to do with price than with the fact that
if word gets out who purchased a sanction, nothing can
13. GUARD ROOMS stop the friends of the victim from sanctioning the original
This guard room is intentionally set in the midst of the purchaser.
family rooms and the master suite. The guards are re- Despite their high ambition, the merchant princes'
sponsible for safeguarding the family during their most power is entirely contained in the city. Elsewhere, Chult
vulnerable time, when they're sleeping or relaxing in is ru led by the red law of tooth and claw. An individual is
their own chambers. This station is always manned by either predator or prey, and the predator might be a mob
l d4 + 1 gladiators who are fanatically loyal to the mer- of undead, a ravenous allosaurus, a grung hunting party,
chant prince and richly rewarded for their devotion. Jahakan pirates, or a Flaming Fist patrol.
ZHENTARIM
The Zhentarim is an unscrupulous shadow network that
seeks to expand its influence and power base through-
out FaerQn. Its members pursue wealth and power
through any means, though the public face of the orga-
nization appears much more benign- the Zhentarim
provides the best mercenaries money can buy.
The merchant princes of Port Nyanzaru hire Zhen-
tarim guards to defend the city walls and Zhentarim
mercenaries to protect hunting, lumbering, and mining
operations in the jungle and foothills. The Black Net-
work has used this wide-ranging access to the city to set
up its own woodcutting camps and mining operations. It
also mounts treasure-hunting expeditions. In addition,
Black Network spies have learned that Artus Cimber
is in Chult, and they've assembled teams to find the ex-
Harper and wrest the Ring of Winter from him.
32
BETTING event is more likely to become a s traight-up dinosaur
Characters can bet on the dinosaur races to help fund a fight than anything resembling a race. Raising a dino-
jungle expedition or earn some extra cash. The racers, saur to be a racer is difficult and expensive. Most own-
the available odds, and the chance to win are listed in ers aren'c willing to lose one-especia lly a fast one- in a
the Betting on Dinosaur Races table. Bets can range weekly bloodfest.
from 1 cp to 500 gp. Once bets are placed, roll a die for
each bet. Losing bets cost the full amount of the wager. FINDING A GUIDE
Wi nning bets pay out according to the table. Be ts can Guides can be retained in Port Nyanzaru or Fort Belu-
be for a dinosaur to win, place, show, or do something arian. All Port Nyanzaru guides must register and serve
specific during the race (like attack another racer or under the auspices of Johal, who takes a princely cut of
throw its rider), so many bets can win in the course of a their earnings and findi ngs. The Zhentarim also have a
single race. black market network in the city that provides guides.
Losers are expected to pay up in a timely fashion. Jobal is aware that this network exists and makes it
Those who don't are visited by a debt collector backed a bundantly clear that guides who fail to register with
up by Chultan legbreakers (ld4 + 1 thugs or gladiators, him will be beaten, blinded, or beheaded.
depe nding on the level and reputation of the bettor). Guides working for Jobal leave their contact informa-
Port Nyanzaru bookies never forget a debt; even a year tion on message boards outside inns and taverns or at
away on an expedition into the jungle isn't long enough the harbormaste r's office in Port Nyanzaru.
to erase an unpaid gambling loss. Several guides are described in this section. Some
will work for free if characters agree to certain con-
RACING
ditions. Otherwise. guides charge 5 gp per day, and
P layer characters might get involved in a dinosaur race,
payment for 30 days up front is standard, even if the ex-
either through their own interest or because they're pedition is expected to be shorter than that. A success-
approached by a racing team. In this case, you'll need ful DC 15 Charisma (Persuasion) check negotiates the
to play out the race. This can be quite a bit of fun, espe price down to 4 gp per day, or 3 gp per day if the check
cially if you let players whose characters aren't directly
succeeds by 5 or more. Alternatively, guides might forgo
involved take over a t least some of the NPC racers. En-
wages in exchange for an equal share of treasure.
courage everyone to race hard, even if it's in the group's
You can roleplay preliminary meetings and convers a-
best interest for a particular dinosaur to win. tions with guides, or simply describe all the available
A race runs a length of 300 feet; this is abstract, as
guides to the players and let them choose. To help the
a race actually covers a lot more ground. Every round, party select a guide, you can give players copies of hand-
each rider makes a Wisdom (Animal Handling) check;
outs 2 througti 10 in appendix E. These handouts give
the DCs for different types of dinosaurs are listed in the
players a sense of each guide's personality. You can give
Racing Dinosaurs table. With each successful Animal
the players severa l handouts at once, or provide hand-
Ha ndling check, t he first number listed as the dino-
outs only for the guides they track down.
saur's speed is added to its "running tally." If the check
fails, that dinosaur's tally doesn't increase that turn. AZAKA STOR MFANG
When a racer's tally equals or exceeds 300, that dino- Were tiger (Port Nyanzaru)
saur crosses the finish line. A racer can try to move at
the higher listed speed by lashing the animal furiously; When the characters meet Azaka, give the players a
in this case, the Animal Handling check is made with copy of handout 2 in appendix E.
advantage, but the dinosaur must also make a success Azaka (NG female Chultan human weretiger) works
ful DC 10 Constitution check a t the e nd of this round or out of Port Nyanzaru. She conceals her lycanthropy
its speed is halved for the rest of the race. from the characters for as long as possible and will
guide adventurers for free if they agree to help her re-
No initiative is involved. Riders can make their An-
imal Handling checks in a ny order, or all at the same trieve an item that was stolen by the pterafolk of Firefin-
time. If two or more dinosaurs cross the finish line on ger. If q uestioned about the stolen item, Azaka responds
the same round, the one with the highest tally wins. If only that it's a family heirloom: a wooden mask carved
the tallies are the same, the racers tied. In the event to resemble a tiger's face. It is actually a mask of the
of a tie, brawls are likely to break out in trackside bet- beast (see appendix C).
ting pools. Aza ka has wandered far and wide through the jungle
in tiger form. She is acquainted with Saja N'baza, the
In the unchained event, dinosaurs can attack other di-
powerful and wise guardian naga of Orolunga, and
nosaurs if their tallies are within 50 of each other at the
gladly leads characters to the naga if they're looking
e nd of a round. Each dinosaur's pe rtinent combat statis-
for guidance.
tics a re listed on the Racing Dinosaurs table. If a dino-
Azaka stands 6 feet tall and weighs about 150 pounds.
saur has half or fewer of its starting hit points, the rider
She will not willingly s pread her lycanthropic curse.
makes Animal Handling checks with disadvantage .
She is also afraid of heights and will not willingly put
For simplicity, riders can't attack or be attacked, but
herself in a situation in which s he's in danger of falling
DMs with a cruel s treak might be tempted to relax that
more than 60 feet. Azaka's damage immunities do not
rule.Just be aware that if rider attacks are allowed, the
protect her against damage from falling.
CHULT RUMOR S
. - ..
--.~ ~
.
---. ~
-
J . . . ._. .
~ --- - ~ .
HEN THE ADVENTURERS MOUNT THEIR mand the party's surrender, or deal nonlethal damage.
expedition into the heart of Chult, they You can have an NPC show up to lend assistance. Mind-
have the option of striking out from any less predators might be scared off by a sudden volcanic
of several locations. Port Nyanzaru is the eruption or earth tremor. In short, there is always a way
most obvious starting point. It offers easy to turn the party's misfortune into a fighting chance
access by canoe to two major rivers, the of survival.
Soshenstar and the Tiryki.Journeys up
these rivers make excellent shake-down THE EXPEDITION BEGINS
expeditions for explorers just learning the ropes of this
unforgiving land. Characters can also strike out from The sections that follow contain information that will
Fort Beluarian or travel by ship to coastal landing sites help you run this part of the adventure smoothly. For
such asjahaka Bay, Kitcher's lnlet, Refuge Bay, Shilku each day that the party travels through the wilderness,
follow these steps:
Bay, and Snapping Turtle Bay.
Chult is a land of adventure, and this chapter aims to Using the poster map, identify the hex in which the
make the characters' wilderness Journey a memorable party is currently located. Don't share this information
one. By design, the adventure locations are not tailored with the players if the party is lost; otherwise, show
to characters of a specific level. If the adventuring the players the party's location by pointing to the ap-
party is relatively weak, it's up to the players to choose propriate hex on their map of Chu It.
whether to flee instead of fight, negotiate instead of at- Let the players determine what direction the party
tack, or surrender instead of die. It's up to you as the DM wants to go, and whether the party plans to move at a
to be flexible and keep the story moving forward as best normal pace, a fast pace, or a slow pace (see "Travel
you can. If an encounter is going badly for the adventur- Distances" below).
ers, you can have the monsters suddenly withdraw, de-
Clly
~Ori
'
Settlement
nuln
~ \Unto
Point uf hnc.re!>l
x 'lorrQ.....-)
:C Uodeed tu~ relller)
l,;ndrad t<:mt.oryt (g
The Soshenstar and Tath rivers flow out of this marshy ATAAZ MUHAHAH
upland basin, which is a popular feeding ground for di-
Shown in map 2.2, Ataaz Muhahah ("Laughing Gorge")
nosaurs and swarms of biting insects. Tall plateaus and
is a gaping chasm crossed by an ancient stone span
walls of dense foliage enclose the marsh.
called the Monkey Bridge. The structure got its name
The basin is named after the aldani, a race of lobster- from the monkeys that perch on its walls and hang by
folk (see appendix D). Many Chultans recall childhood their tails from its underside. The monkeys are a mix
fables about the eerie Jobsterfolk that lived in the rivers of living monkeys and ancient carvings that are part of
and lakes of their homeland. No reliable witnesses have
the bridge. Most of the carvings have been damaged by
reported an encounter with aldani in decades, so most
time, but the skilled artistry remains apparent.
Chultans believe the aldani perished. In fact, the lobster
The living monkeys chatter and shriek continually,
and the gorge echoes with the sound of their cries.
I
BRIDGE GAP has yet found.
If the characters enter or leave the Bay of Chult by
I
ship, Aremag appears:
Part of the bridge has fallen away, leaving a 20-foot gap.
The stone at either edge looks crumbly and unsafe.
42
ing only a pittance at a time, for example-Aremag impa
The sea ahead roils and churns, and waves crash over the tiently blows a blast of steam breath above the ship and
bow of your ship, driven by saw-toothed hills rising from slaps the hull with its tail, causing everyone not below
the heaving foam. Water streams off the rising crags deck to make a successful DC 15 Strength or Dexterity
like rivers crashing down a mountainside. At last the saving throw or tumble overboard. The bay is full of reef
emerging island stops growing in size, although the sea sharks, and anyone who stays in the water more than 3
rounds is attacked by ld4 of them.
around still tosses your ship like a drifting feather. Then a Some negotiation is possible. A successful DC 15
huge blast of steam erupts from the waves, and through Charisma (Persuasion) check can persuade Aremag that
the drifting, rainbow-crossed mist, you see an immense the passengers have no more to give, provided they've
beak and a milky eye the size of a hogshead cask staring placed at least 50 gp of value into the sack. Only one
blindly in your direction. As the water calms, you also character can make the check; others can aid, if they
contribute a convincingly pitiable plea to the argument.
spot a dozen or more shark fins circl ing the ship.
The check is made with disadvantage if the sack con-
tains less than 100 gp in value, or with advantage if the
Aremag speaks first in Draconic; if no one answers in- sack contains 150 gp or more. Every time this check is
telligibly, it switches to Aquan. tried and failed, Aremag reacts as described above, as if
During the negotiation, the dragon turtle slowly cir characters were adding only a few gold pieces at a time.
des the ship. At first, characters must continually circle When the offering is sufficient, Aremag announces
the deck of the ship to maintain face-to-face contact "Heave it over!" The bag can be tossed onto Aremag's
with the creature, but eventually it creates an eddy that craggy back, into his mouth, or directly into the water.
causes the sloop to revolve at a rate matching Aremag's The dragon turtle submerges without further talk, caus-
motion. It should be obvious to everyone that the dragon ing the ship to pitch and roll violently until the sea calms
turtle could easily sink the vessel. down. Characters can watch the enormous disk of its
Aremag demands tribute for safe passage but doesn't shell swimming down into the clear water of the bay un-
specify an amount. Those aboard must throw valuables til it disappears in the lightless depths.
into a sack, in view of Aremag, until the dragon turtle
is satisfied with the offering. Aremag extorts a different CAMP RIGHTEOUS
amount from every vessel, depending on how rich it sus-
pects the cargo to be and how greedy it feels at the mo-
ment. To determine the minimum value in gold pieces You come upon an abandoned riverside camp strewn
Aremag will accept, roll 2d4 x 50 gp. As each fresh with wreckage. The tents are moldy and tattered, and all
offering is displayed and added to the sack, the dragon the permanent structures appear to have burned to the
turtle roars "More!" until the total reaches or exceeds its ground. Two Intact rowboats are tied off to a short dock.
minimum. If characters act ridiculous about this- add-
bodies remain in the camp; the remains of everyone Templars from the Order of the Gauntlet removed ev-
who died defending it have either been buried by the erything of value from these tents when they came to
second wave of templars (now at Camp Vengeance) or inspect the scene of the disaster. A character who pokes
dragged away by jungle scavengers. around in one of these tents has a 1-in-6 chance of stir-
When characters arrive, the camp is being watched ring up a poisonous snake.
by a party of Batiri goblins consisting of two goblins
d6. On a roll of 1, a sudden gust of wind threatens to back at Kir Sabal, Nephyr spreads word of the charac-
blow the character off the ledge. The character must ters' heroism. Characters gain advantage on Charisma
make a DC 9 Dexterity saving throw. If the saving throw checks made to influence the aarakocra of Kir Sabal
fails, the character falls to the base of the spire unless from that point on.
he or she is secured by ropes. Reaching Level 4. A SO-foot-tall chimney ascends to
the pinnacle of Pirefinger. The chimney contains plenty
LEVEL 3. PTERAFOLK NEST of handholds and requires a successful DC 8 Strength
This level is 240 feet above ground. A ladder clinging (Athletics) check to climb without gear or magic. At this
to the west face of the spire connects this level to the height, any significant noise in the shaft alerts the ptera-
one below. folk in area 4 to the presence of intruders.
Pterafol.k elders inhabit this area. They've constructed
a traditional nest that's better sheltered from wind and LE VEL 4. PINNACLE
rain. The southwest chamber is home to four elder
pterafolk (13 hit points each; see appendix D). They
The spire's pinnacle is flat a nd roughly 40 feet squa re.
spend most of their time tending their fire (which makes
the chamber sti1lingly hot and smoky) and carving grisly The edges are crumbling away; it wou ldn 't be safe to
totems from the bones of their enemies. stand too close to any of them. Vines and low brush grow
When the pterafolk have prisoners, they're confined in profusion. Bones and scraps of meat from dozens of
to the eastern portion of this cave. Currently, there's one creatures are scattered everywhere.
prisoner: a male aarakocra named Nephyr. He hails
A crumbling stone tower rises another 30 feet above
from Kir Sabal and was ambushed by pterafol.k while
on patrol. His wrists, ankles, and beak are bound with the northern corne r of the platform. A roaring flame
rope, and he has no weapons. He knows that at least floats in the air, hovering above the towe r. Tumbled
eight pterafolk live on Firefinger's peak, but he has no debris from the tower is heaped around its foundation.
idea how many are there now. Three humanoid creatures with needlelike beaks and
If the characters set him free, Nephyr is grateful. Be- leathery wings are worrying the last shreds of Resh from
fore departing, he urges the characters to visit Kir Sabal
well-chewed bones near an open doorway into the base
and petition Asharra to perform the Dance of the Seven
Winds. This dance, he says, is part of a magical ritual of the tower.
that grants nonflying creatures the ability to fly. Once
lOC. HALL
The great hall of the bailey is where most of the fort's
military business is conducted, and where Liara Portyr
(see appendix D) meets important visitors. It resem-
bles a hunting lodge, with dinosaur heads and skulls
mounted on the walls and the pelts of exotic animals
hung like tapestries.
Liara carries a set of keys to the locked storeroom
doors (area lOG) and the iron strongbox in her quarters lOF. BELL TOWER
(area 101). If the characters meet with her, she offers The bell tower rises another 10 feet above the thatched
them one or more special quests (see the "Agents of the roof of the bailey, making it 30 feet tall overall. In a
Flaming Fist" sidebar). normal day, the bell is rung twelve times: it's rung every
four hours to s ignal the change of watch, and it's rung
100. KITCHEN 10 minutes before each of those to signal that a change
This kitchen serves the camp officers and guests, and of watch is about to occur. At the change of the watch,
prepares special meals during feasts. The enlisted it's rung a number of times equaling the number of the
troops are largely responsible for preparing their own watch: once at the start of the first watch , twice at the
food by squads; most of that is handled in the bar- start of the second watch, and so forth. On what the gar-
racks area. rison calls "the wake-ups," it rings once.
Sigbeorn Dunebar (NG male Illuskan human veteran) In the event of a camp-wide alarm, the bell is rung
has logged more years in Chu It than any other living continuously for at least a half-minute. The tolling can
member of the Flaming Fist, and he loves it. When he be heard from 2 miles away by creatures in the open, or
grew too old for fighting and patrolllng in the jungle, 1 mile by creatures in the jungle.
he volunteered to transfer to the kitchen. Now he's not
only the head cook but, more important, is responsible lOG. STORES
(under the castellan) for ensuring the fort always has an Reserves of vital supplies are kept under lock and key in
adequate food supply. these two chambers. The door to each room is locked,
and Liara Portyr and Gruta Halsdottir carry the only
lOE. CASTELLAN keys. Each door is made heavy wood reinforced with
The castellan of Port Beluarian is Gruta Halsdottir (LN iron bands (AC 17, 20 hit points, immunity to poison and
female llluskan human knight). As casteUan, she's sec- psychic damage), and its lock can be picked with thieves'
ond in command to Liara Portyr, and she's responsible tools and a successful DC 20 Dexterity check.
for every detail of the day-to-day functioni ng of the fort. The types of supplies stored here include mundane
If a soldier breaks the rules, Gruta decides on the pun- items such as paper and ink, locks, clothing, boots, rope,
ishment. If a patrol is overdue from the jungle, it's her lanterns, lamp oil, and candles.
duty to find out why. When strangers arrive, Gruta is the Treas ure. The second room contains four potions of
one who greets them, finds out why they're here, and de healing, four spell scrolls (two each of lesser restoration
cides whether they deserve any of Liara Portyr's time. and purify food and drink), five +1 arrows in a quiver,
This chamber is Gruta's office; her sleeping quarters and a bowl of commanding water elementals (to aid in
are upstairs. Her duties take her all over the fort, so any last-ditch defense of the fort). Portyr and Halsdottir
she's not often here during the day. She carries one set don't blab about these treasures to adventurers, no mat-
of keys to the Jocked storeroom doors (area lOG). ter how trustworthy they seem.
57
A massive chunk of earth and rock torn from the earth
drifts over the swampy forest, about a hundred feet
above the ground. A petrified tree towers above the
stone, with its stone roots protruding from the bottom.
Between the shape of the rock and the branching of the
tree's limbs, it creates the impression of a gigantic stone
heart hanging in the sky. The impression is only made
VALI NDRA more gruesome by the red liquid dripping from the roots.
5 H ADOW MANTL E
You see a cave mouth in the side of the slowly rotating
"heart," and a staircase winding from the cave up to the
Aattened top where the petrified tree stands. The stair
case definitely isn't natural; it was carved with tools into
the rock.
I square =5 feet
sion lasts until she ends it as a bonus action or until The lich has no interest in killing the characters as
she uses her Frightening Gaze legendary action. The long as there's any chance they could be useful. If a fight
effect also ends ifValindra drops to 30 hit points or breaks out (and there's little reason one should unless
fewer, or if dispel magic is cast on her. the characters start it), Valindra lets her undead ser-
She can't take lair actions in the Heart of Ubtao. vants deal with the adventurers, then slips through her
With her ability to appear as a living elf, Valindra can teleportation circle back to Thay. The destination sigils
easily conceal her lichdom and her association to Thay. aren't recorded anywhere in the heart, so following her
She presents herself as a scholarly wizard who wants is impossible. She'll return in a few days when things
to "imprison" the Soulmonger; that way, its unique have quieted down. How she proceeds from that point is
magic can be studied while it's safely quarantined from left to your imagination.
the world. She argues that destroying it should be a 1. PETRIFIED TREE
last resort. A swarm of bats inhabits this hollow, petrified tree. The
Valindra believes that the Soulmonger is hidden bats emerge each evening to feast and attack any other
somewhere in the ruins of Omu. She shares this infor- warm-blooded creature that enters their lair. At the bot-
mation with the characters even if she suspects they'll tom of the tree is a gaping hole that opens in the ceiling
betray her down the road, because in the meantime, of area 4.
they might weaken some of Omu's defenses.
If the characters have no way to reach the earthmote 2. STAI RCA SE
when they first encounter it-or at least, no way for ev- These stairs are smooth and don't show much sign of
eryone to reach it-eventually they spot an elf woman wear. Only a handful of creatures have walked on them:
looking down at them from the staircase. After a few Valindra, a few of her servants, and the priests of Ubtao
moments, she hails them in Elvish, asking their names, who made pilgrimages to the heart. There's no risk of
why they've come, and so on. If this conversation goes falling off unless a character does something foolish, but
well, she opens an arcane gate (cast from a scroll) and the height is dizzying.
invites the player characters to come up. If they have
many porters or NP C warriors, she asks that only 3. CAVE ENTRANCE
the "key figures" come up, explaining that her home The floor of this entrance slopes up slightly toward
doesn't have room for their entire expedition. Valindra the inside of the heart, so water streams out through it
assures characters that their companions will be safe on continually. The cave mouth appears natural, unlike the
the ground. steps outside it.
ELOK .JAl-IARWON
ZAROUM AL5ARVA~
l. JUNGLE GATE caneer's code, can be lashed to the rock. There they'll
The narrow strip of land between the cliff and the water either drown at high tide or be nibbled on by sharks and
is closed off by a 15-foot-high wall made of thick palm other predators until their punishment is complete or
logs lashed together with stout vines. Their bottoms their tongues are sufficiently loose.
are set into the ground, and the whole wall is braced
up along the inner side with more palm logs. The wall 3. OFFICERS' QUARTERS ASHORE
is meant to keep out undead and dinosaurs. The gates Each of the three captains has one of these chambers
are roughly made but reinforced with iron bands and for his private use. In practice, the captains seldom use
backed by two heavy wooden bars. The pirates never them, preferring the comfort and safety of the cabins
open these gates without the approval of whichever cap- aboard their own ships. Instead, the use of these private
tain is currently in charge of the anchorage. quarters is meted out as a reward to crew members who
distinguished themselves on the latest voyage, and as a
2. PIER result, they tend to be squalid and smelly.
Whichever pirate ship is in port is tied up at this pier.
Cargo is offloaded using the crane at the warehouse 4. WAREHOUSE
(area 4). The pier is covered in slick moss and perpetu- AH three captains store their booty in this common
ally in need of repair. warehouse. The double door is sealed with an iron
Two small boats are kept here. One is a simple dinghy padlock to which only the captains have keys. It can be
used mainly for carrying food and water to prisoners in picked with thieves' tools and a successful DC 20 Dex-
area 5. The other is a small cutter with six oars and a terity check.
single mast, used for towing ships into and out of the an-
chorage. Any sailor recognizes that the rowboat would A fortified balustrade overlooks the anchorage to the
quickly be swamped by waves if it was taken out of the
south. The wooden platform extends over the water on
safe harbor, but the cutter could be rowed and sailed
on the open sea in an emergency. It has a top speed of 5 pilings, and a crane on the platform serves to lift cargo
mph under sail or half that when rowed, and it can hold up to the warehouse. Thrust Into the rough-hewn back
up to ten Medium occupants. wall of the warehouse are scores of rusty blades- old
A short pier allows access to Sharkbait Rock. Prison- longswords. shortswords, rapiers, scimitars, and
ers with no value or who have information they refuse
daggers.
to give up, or pirates who've seriously broken the buc-
4. Dw.ELLINGS
of days if they were aware of her need; and she's certain tachment will be powerful, fiery, and jealous, and Mwax-
the merchant princes of Port Nyanzaru will welcome anare is accustomed to getting everything she wants.
her return and gladly hand over rulership of the city to Against Asharra's wishes, the princess forged a pact
their rightful monarch. The world as she understands it with the Wind Dukes of Aaqa, ancient beings of the
is tiny and hungry for her leadership. Mwaxanare isn't Outer Planes, to become a fledgling warlock. She de
a fool; for the most part, these are things she's been tests physica I labor and puts her mage hand and unseen
taught by Asharra. servant spells to constant use. Through her pact, she
Mwaxanare believes she can garner widespread has also gained telepathy, which she enjoys using.
support to repopulate and rebuild Omu by retrieving a If Asharra s uspects that Mwaxanare might learn dis-
symbolically significant yet long-lost treasure called the turbing or inconvenient truths about the world from the
Skull Chalice of Ch'gakare (see chapter 5). If the charac- characters, or that her passion for one of them might
ters claim to be headed to Omu, she urges them to find lead to tragedy, they become a dangerous presence in
the chalice and return it to her "for the good of Chult." If Asharra's eyes- and Kir Sabal is a precarious place for
the characters request something more substantial as a creatures without wings.
reward, she offers them 250 gp worth of choice pieces Na wears an aarakocra costume he made himself and
from her private treasury (see area 5). pretends to be one of the bird folk. He is uncommonly
Although the aarakocra treat her well, Mwaxanare is studious and bookish for a six-year-old boy. He is polite,
lonely; the only other human in Kir Sabal is her brother. deferential, and speaks softly with a wisdom beyond his
Consequently, the princess is likely to fixate on one of meager years. His only outdoor interests are walking
the adventurers as a potential romantic partner. This at- among the gardens atop the plateau, where he studies
plants and insects, and launching complex flying toys
WHEN GARGOYLES A TTACK made of wood and folded paper out the window of his
The gargoyles of Omu and the aarakocra of Kir Sabal are room and watching them glide lazily across the jungle.
bitter enemies. Aarakocra scouts watch over the distant Na would laugh, and then be aghast, if anyone suggested
city, and their brazen intrusion annoys the gargoyles. Once he would make a better monarch than Mwaxanare.
in a while, gargoyles follow a patrol back to Kir Sabal and
attack the monastery. If this happens while the characters 1. MONASTERY
are visiting Kir Sabal, the aarakocra appreciate whatever Six aarakocra inhabit the monastery, living as monks.
help the party can provide. The attacking force consists While in the monastery, they wear prayer bead neck-
often gargoyles. If six or more are slain, the rest fly laces and paint labyrinthine patterns on their beaks,
back to Omu. hands, and feet.
GARDEN D ISCOVERIES
A character can clilnb the outside of the dome with a
d20 Discovery successful DC 10 Strength (Athletics) and peer inside
l ld4 almiraj (see appendix D) through any one of a number of holes. The top of the
2-3 l assassin vine (see appendix D) dome has been weakened by time and collapses under
4- 5 l chwinga (see appendix D) hiding in a flower the weight of a creature weighing 200 pounds or more.
6-7 ld4 flying monkeys (see appendix D) perched in a Any creature standing on or clinging to the roof when it
tree. The monkeys playfully hurl dancing monkey collapses falls, taking damage as normal and possibly
landing in the cistern.
fruit (see appendix C) at nearby characters. They
Iron doors on the eastern side of the dome are rusted
fly away if attacked.
shut and can be forced open only with a successful DC
8- 9 ld4 jaculis (see appe ndix D) 17 Strength (Athletics) check- but the impact causes a
10-11 Menga bush with 2d6 ounces of leaves (see ap- portion of the ceiling to collapse. Whoever forced the
pendix C) doors open must make a DC 15 Dexterily saving throw,
12-13 ld4 ryath roots (see appendix C) taking 9 (2d8) bludgeoning damage on a failed save,
14-15 4d6 sinda berries growing on a bush (see or half as much damage on a successful one. Identical
appendix C) doors on the western side of the dome are rusted com-
16-17 ld4 wildroots (see appendix C) pletely off their hinges.
18-1 9 Yahcha beetle (see appendix C) When characters enter the ruined palace, read:
20 The rotting corpse of a human mage who was
strangled to death by an assassin vine. A search An 18-foot-tall stone statue of a Chultan warrior in splint
of the corpse yields a scholar's pack, a pouch con armor, wearing a helmet festooned with tyrannosaurus
taining 15 gp, and a folding boa,. This discovery teeth and bearing a shield of intricate ly patterned leopard
can only be made once. If this result comes up
hide, towers over the chamber and looms above a wide,
again, re-roll on the table.
octagonal cistern. The chamber echoes with the sound
3. SPIRIT DOMES of rainwater dripping from the ceiling into the gaping
pit. The face of the giant warrior statue is obliterated by
deep gouges, but the rest of the statue remains intact.
A bell-shaped dome of sculpted stone rises from the end
Clutched in the statue's righ t hand is a stone spear, and
of each upper walkway. The dome to the east is begin
resting on the floor beneath it is a clay urn. North of the
ning to crumble with age. The one to the west is wrapped
statue Is an open balcony overl ooking a flooded garden.
and draped with thick webs.
Standing to one side of the giant warrior is another
statue, this one much smaller. Exquisitely lifelike, it de-
These two domes were built to attract nature spirits. picts a man reaching for the urn, his face turned toward
Western Dome. This dome has been taken over by a the balcony. In his lifeless eyes, you see terror.
giant spider missing one of its legs. The seven-legged
Stone steps ascend along the curved wall to the level of
arachnid lurks in ils webs and attacks anyone who
approaches within 10 feet of its home. Characters who a second floor, but that floor is almost entirely collapsed.
kill the spider and search the webs find the cocooned, Someone's been up there, however, because a message
desiccated corpses of an albino dwarf and a goblin, but of some sort is scrawled across the domed ceiling.
no treasure.
Eastern Dome. Three chwingas (see appendix D)
live in this dome. They emerge from the stone to spy on When it was intact, the second floor was actually a mez-
creatures that pass by. One chwinga is fascinated by tall zanine that wrapped around three sides of the dome.
people and mighl bestow a charm of restoration (see The head, chest, and shoulders of the warrior statue
chapter 7 of the Dungeon Master's Guide) on the tallest rose above the mezzanine level.
party member, should it take a shine to the party. The The 20-foot-deep pil contains ld4 + 2 inches of rain-
other two chwingas are shy and suspicious of strangers. water and is home to two swarms of poisonous snakes.
The swarms are content to remain in the pit and attack
Hanging lamps illuminate the room, while incense burn- REFUGE BAY
ers fill it with exotic scents and curling smoke. Cushions Refuge Bay has a reputation for being a relatively safe
and reed mats cover the floor, pots of blooming flow- place to make landfall. Many explorations of Chult have
ers line the plastered walls, and singing birds flit from begun on its white sand beach, which stretches as far
plant to plant. as the eye can see around the entire shore of the bay.
An immense snake with iridescent scales rests on a A Chultan town calJed lshau once stood at the head of
the bay, but its foundations sank into the sea during the
heap of cushions opposite the doorway. It rises slowly Spellplague. The town's buildings are still largely intact
to a height of 5 feet, staring directly into your eyes as it but they now lie more than a mile from dry land, and
moves. Its face is remarkably humanlike, and its tongue they're prowled by sharks, plesiosaurs, and sea hags.
flicks before it speaks.
"I am Saja N'baza. What do you seek in this ancient RIVER OLUNG
place? Speak truly, for I hear your hearts!" Steaming-hot water from Lake Luo cools quickly as it
tumbles down rapids and low cataracts. This river is
recognized by guides and explorers as an important
If the characters haven't yet encountered Artus Cimber boundary. To the east is "normal" jungle; to the west is
and Dragonbait, the duo might be conferring with the undead territory. For this reason alone, some expedi-
guard ian naga when the party arrives. Saja N'baza tions choose to enter the peninsula through Refuge Bay.
knows what happened to the city of Mezro (see "Mezro,"
page 74) and tells Artus that it won't return as long as RIVER SosHENSTAR
Ras Nsi lives. This gives Artus incentive to accompany The Soshenstar flows north from the Aldani Basin to
the party to Omu.
the Bay of Chult, tumbling down waterfalls every ten to
The naga knows through visions that Ras Nsi and his fifteen miles.
yuan-ti followers are scheming to end the world from
their lair in Omu. She doesn't know much about the RIVER TATH
death curse, but when characters describe it, she con-
firms that it fits with various omens tied to Omu. The This river springs from the Aldani Basin and meanders
naga knows that Omu lies between the Peaks of Flame westward, passing over waterfalls and through the can-
and the Valley of Lost Honor, and she also knows it's yon of Ataaz Kahakla before washing intojahaka Bay.
sunken below the level of the surrounding jungle, so the
best way to spot it will be from the air or from the near- RIVER TIRYKI
est high ground. The Tiryki spills from the back of a mist-shrouded can-
The naga remembers Ras Nsi's first uprising, and she yon and flows north toward the Bay of Chult, plunging
urges the characters to kill him both as punishment for over waterfalls every few mites. This makes it arduous
his past atrocities and to prevent any possibility of a re- to traverse by canoe upriver-everything must be labo-
currence. Each character who agrees receives a super- riously portaged around the cataracts- and dangerous
natural charm (see chapter 7 of the Dungeon Master's to travel downriver, lest a canoe gets caught in the cur-
Guide) to aid their task. Assign charms to characters rent and swept over a waterfall or smashed in rapids.
that are appropriate to their roles in the party. Charac- What's worse, jungle predators and undead prowl both
ters who seem reluctant might have seas cast on them. riverbanks. Considering the pterafolk nesting at Fire-
finger and the grungs living above the gorge, it's easy
LEAVING THE SHRINE to see why the Tiryki is considered the most dangerous
After characters leave the shrine, nothing they do brings river in Chult.
them back to Saja N'baza's presence. The shrine is a
barren chamber every time they reenter. It's dawn of the SHILKU
next day, no matter what time it was when they entered.
They can descend the ziggurat with no difficulty, with This abandoned coastal village was both destroyed and
or without the orchid and feather; the snakes are gone, preserved by volcanic eruption. The silent streets are
the steps are solid, and a clear path extends through the buried in ash, and the harbor is choked with cooled lava.
plants and thorns. When they reach the ground, charac- Since Mezro is now largely "cleared out," Liara Portyr
ters see blue tulips blooming all around the base of the of Fort Beluarian is under pressure from her patrons in
ziggurat. The tulips are beautiful but nonmagical. Baldur's Gate to begin exploring and excavating Shilku
for the treasures that are undoubtedly entombed there.
WRECK OF THE NARWHA L A wooden vessel is caught high in the tree branches,
Through some magical mishap, a seafaring galleon broken into three chunks. It resembles a ship, but there
called the Narwhal ended up in the heart of the jungle. It are differences that mark it clearly as not a seagoing ves-
lies upside down, its hull encrusted with barnacles and
sel. The stern is the lowest piece, hanging precariously
overgrown with ivy. The crew is gone without a trace,
but the old ship still has occupants: a reclusive wereti- by its rigging about SO feet above ground. The middle
ger and a small tribe of vegepygmies share it. Since the section appears to be 15 feet higher, and the bow section
weretiger kills more than he eats and leaves the surplus is firmly wedged into a nest of branches another 10 feet
for the vegepygmies, the tiny community gets along fine. above that.
The vegepygmies thrive in the damp, dark area under
A weak voice calls out, "Hallo, on the ground. Can you
the ship and in its hold, while the weretiger lives more
elegantly in the airy, well-furnished (albeit upside down) help us?"
captain's cabin.
The vegepygmy tribe consists of a vegepygmy chief, The Star Goddess was a 90-foot skyship from Halruaa.
twelve vegepygmies , and three thornies (see appendix It flew like a blimp, with the aid of an amazing light-
D for the vegepygmies' and thornies' statistics). The er-than-air gasbag. A crew of Halruaan adventurers
weretiger (N male Chultan human) uses no name any- was using it to explore Chult from the air when it was
more, but he was called Bwayes O'tamu years ago. He is attacked by a flock of pterafolk. The pterafolk slashed
a cousin ofWakanga O'tamu (see "Merchant Princes," the airbag, and the vessel crashed into the jungle can-
page 25), and the two were quite close as children. opy. As shown in map 2.13, the wooden gondola broke
The family resemblance is strong; characters who've into three pieces, which now hang precariously in the
met Wakanga see the similarity when the weretiger as- treetops at three different heights. The deflated balloon
sumes bu.man form. The weretiger speaks Common and is tangled in the branches above. The crash could have
Vegepygmy, though he's forgotten much of the former occurred anytime within the past 3d10 days.
through disuse. Climbing up to the wreck is relatively c::a:>y, thanks
When characters enter the same hex as the Narwhal. to many vines in the trees and lines of rigging hanging
roll any die. On an odd result, Bwayes is out hunting from the ship. A successful DC 10 Strength (Athletics)
and automatically detects the characters' presence be- check is enough to reach the ship from the ground. The
fore they're aware of him; on an even result, Bwayes is same check must be repeated to move from one section
res ting at the hulk, meaning characters are likely to en- of the ship to another; alternatively, a character can
counter the vegepygmies before the weretiger. If Bwayes jump down from a higher to a lower section with a suc-
detects the characters, he tracks them covertly, out of cessful DC 10 Dexterity (Acrobatics) check.
curiosity rather than blood lust. He'd like to meet them
CRASH SURVIVORS they have a climbing speed, they can move anywhere on
The voice calling to the party belongs to Thasselandra the map as easily as on the ship. The NPCs fight back,
.Bravewing, the ship's captain (NG female Halruaan hu- but they aren't very effective given their exhaustion. The
man noble). She explains the situation briefly before she girallon zombies aren't above grabbing enemies and
weakens and her voice becomes too soft to hear from tossing them off the ship; one or two of the NPC guards
the ground. The other crash survivors include the ship's should die that way. A character who falls or is thrown
navigator, Ra-das (N male Halruaan human scout); the off the ship can halve the falling damage with a success-
master-of-arms, Faix Haranis (CN male Halruaan hu- ful DC 10 Dexterity (Acrobatics) check, representing
man veteran); and three other crewmen named Brax, clutching at vines and branches on the way down.
Nhar, and Veliod (N male Halruaan human guards). Ra-
das and Faix are in the stern section; the other NPCs 'TREASURE
are all in the midsection. There is no treasure aboard the Star Goddess or amid
The ship was carrying supplies, but most of the cargo the debris under it, but characters can salvage weapons,
spilled to the ground when the gondola broke apart. The clothing, and enough supplies to assemble one explor-
survivors can catch rainwater in buckets, but they've er's pack and one priest's pack.
been without food for several days. As a result, all the
NPCs have 4 levels of exhaustion (see appendix A of WYRMHEART MINE
the Player's Handbook for effects) and are not strong A clan of shield dwarves operated this iron mine (map
enough to climb to the ground on their own. 2.14) up until forty years ago, when it was conquered by
a young red dragon named Tzindelor. Hew Hackinstone
UNDEAD SCAVENGERS (see "Finding a Guide," page 33) hopes to reclaim and
When characters first arrive on the scene, they see reopen the mine, and he gladly enlists the characters to
eight ghouls lurking in the foliage below the wreck. his aid (or ropes them in unwillingly, if he must).
Each ghoul has a small blue triangle tattooed on its Tzindelor has amassed a following of kobolds, who
forehead-the symbol of Ras Nsi. The ghouls have call her Tinder. She occasionally leaves to hunt but
three-quarters cover from trees, and they withdraw from spends most of her time sleeping at the bottom of the
the area temporarily if the situation gets too hot. mine. The kobolds rig their shared lair with numerous
A few minutes after characters climb up to the wreck, traps. Many parts of the m ine still show signs of the
it's attacked by three girallon zombies (see appendix dwarves' battle against Tinder, including the scattered
D). The monsters approach from the east, and because and charred bones of those who died.
I
that a trained dinosaur could pull the heavy load up the 3. ORE CART
track. A stout, lever-operate d brake controls its descent.
I
Carts can be shunted onto the side passages if the
tracks are switched using a crowbar (one is stashed An ore cart sits on the tracks at the entrance to the mine,
near each siding). When characters arrive, the tracks held in place by a block under the wheels.
are set to bypass all the sidings and run straight through
to the bottom.
Some carts' brakes are in better condition than oth- The cart's metal box is still solid, but one of the axles
ers. If a brake fails, the cart races out of control round is broken and the other screeches horribly. The supply
and round the pit until it smashes into the barrier at the shed (area 3) contains the parts and grease to get it roll-
bottom of the track. Everyone in the cart when it hits ing again. The old brake looks solid, but each time it's
takes ld6 bludgeoning damage per 20 vertical feet the used, it has a 10 percent chance to fail utterly. This risk
is recognized by someone who inspects the brake and
cart descended. Those who bail out before the cart hits
takes hall damage, based on how far the cart descended makes a successful DC 10 Intelligence check. The brake
before they jumped, but each creature must also suc- can be repaired with spare parts from the supply shed.
ceed on a DC 10 Dexterity saving throw or tumble 4. UPPER SHAFT
over the edge of the track and plunge to the bottom of
Inside the mine, the cave opens into an enormous,
the shaft. 250-foot-deep pit. The dwarves left a stout stone col-
l. OFFICE umn in the middle to support the roof, and they built a
wooden walkway to span the pit from south to north.
Despite many broken or missing planks, the walkway
This building has walls made of closely fitted stone with is fundamentally solid. Tracks for the ore carts descend
large windows, and a wide, overhanging tile roof. It's now around the walls of the pit in a clockwise fashion.
Enough daylight filters through the mine opening to cre-
overgrown with vines and creepers, but the structure is
ate dim illumination to the bottom of the shaft.
still solid.
The kobolds living in the mine believe (correctly) that
this upper level is haunted by dwarven spirits. The ko-
The door is swollen shut and must be forced open with bolds avoid the upper level of the mine except when they
a successful DC 12 Strength (Athletics) check, but the must exit or enter. They use the wooden bridge exclu-
windows can be climbed through easily. Startled lizards sively and never walk along the cart track past area 5.
and birds flee through the windows when anyone enters.
5. HAUNTED FORGE
The building's contents have all rotted. Ledgers
This was the dwarves' forge and workshop. Many of the
mildewed into slime long ago. Tables and cabinets arc
miners retreated here when Tinder attacked, but the
covered with creepers, bird droppings, and the bones
dragon incinerated their barricades and then burned
of small animals. Stools collapse if any weight is put on
them out with her breath. The entire area from the
them. There's no information and nothing of use here.
bottom of the steps to the backs of the chambers is
2. SUPPLY S HED scorched and black. A dozen or more (it's difficult to sort
them out) charred skeletons litter the chambers. One
dwarf skeleton is more recent than the others (the body
This building is made from closely fitted stones and has been dead for three years) and not charred; it lies
has a tile roof, but no windows. Portions of the wall are near the base of the steps, in a face-down, head-down
crumbling where tree roots arc pushing the stones apart. position that implies the dwarf died while scrambling
down the steps. This was a member of Hew Hackin-
Gouges and scars show where someone tried to hack
stone's expedition who fell victim to the haunted forge.
through the heavy door with axes but gave up after mak Six specters haunt the forge, three in each chamber.
ing little headway. They are all that's left of the mine's dwarven defenders.
The first character to enter either chamber is attacked
by the specters in that chamber, and those from the
The axe marks are only a few feet off the ground (having
adjoining chamber arrive 2 rounds later. The specters
been made by kobolds). The door can be forced open
can't leave the forge.
with a successful DC 10 Strength (Athletics) check.
Treasure. Most of the dwarves' possessions were
Dozens of crates and barrels are stacked inside. burned or melted by dragon fire, but one skeleton wears
Several have been toppled over by tree roots growing
a mithral breastplate that survived the flames.
8uBLEVEL1 SUBLBVEL2
6A. LEDGE ing damage from the claw. One round later, the second
This platform is lit by a torch in a wall sconce and mechanism releases a 5-foot-diameter stone sphere that
guarded by two kobold inventors (see appendix D). drops into the cave (marked Ton the map) and rolls
Rough-hewn steps descend to area 6B. into the wooden claw across the tunnel mouth, which
is demolished by the sphere's impact-but not before
6B . EGG NURSERY diverting the sphere onto the cart tracks. The sphere
careens down the tracks until it reaches area 11, where
it derails and smashes into the urds' living quarters.
Seven small reptilian humanoids guard this room, the {The urds easily hear it coming and get out of the way.)
walls of which have niches carved into them. Each niche Everyone in the sphere's path must succeed on a DC 13
is li ned with moss and holds a brown egg the size of a Dexterity saving throw or take 22 (4d10) bludgeoning
small orange. damage and be knocked prone. Instead of being hit by
the sphere, a character who fails the saving throw can
opt to leap off the tracks and fall to the bottom of the
Seven kobolds guard this room, which serves as the shaft; this succeeds automatically. The sphere can't be
kobolds' egg nursery. These kobolds protect their eggs slowed down by Strength checks because of the steep
with flinty resolve. The mossy niches in the walls con- incline of the tracks.
tain a total of thirty eggs.
7. UPPER LANDING
60. ROLLING STONE ThAP Two kobolds stand guard near some old crates. One
A tripwire stretches across the mouth of the tunnel keeps an eye on the cart track, while the other watches
where the lower passage joins the cart track. It can be the stairs to the south. If one kobold falls, the other flees
spotted with a successful DC 13 Wisdom (Perception) down the stairs to warn its kin in area 8.
check. If the tripwire is missed, each character who Ore Cart. The ore cart north of this area appears to
passes through the tunnel mouth has a 50 percent be in working condition. though its brakes have a 10
chance to trip it and trigger two mechanisms. The first percent chance to fail each time they're used.
mechanism is a spring-loaded wooden contraption
resembling a claw that swings out from the wall of the 8. MAIN LIVING QUARTERS
mine shaft up-slope from this tunnel to snap across the The north passage connecting this chamber to the
tunnel mouth. Whoever triggered the trap must s ucceed cart track is trapped with a swinging log studded with
on a DC 13 Dexterity throw or take 7 (2d6) bludgeon- spikes. A character moving through the passage has a
0MU ghosts from the floor of the misty basin. Colorful birds
glide overhead.
To the untrained eye, Omu appears abandoned, yet its
raised streets and splintered plazas are far from unin- A waterfall pours into the basin, creating a swollen
habited. Tf the characters reach a point where they can river that floods much of the city before draining into a
see the city in its entirety, either by flying above it or by deep rift filled with molten lava. A ruined palace lies a
looking down on it from a cliff's edge, give the players a few hundred feet from the edge of the steaming abyss.
copy of handout 12 in appendix E.
I
and slew all nine trickster gods. He then enslaved the
I
A vine.draped gargoyle perches on the clifftop, stari ng
Omuans and forced them to carve out a tomb for their
down at the ruined city. It has the face of a devi l, with its
defeated gods. When the tomb was complete, Acererak
mouth agape in a silent scream. murdered the Omuans and sealed them in the tomb
with their false gods. The archlich resumed his odyssey
The gargoyles attack anyone who flies over the city or across the planes, content that the dungeon would feed
tries to climb up or down the cliffs, but they ignore in- his phylactery with the souls of dead adventurers. The
truders who enter by the river or the ravine to the south- jungle reclaimed Omu, and it fell into ruin.
west. They serve Acererak and take orders from his RISE OF RAS N SI
undead tomb custodian, Withers (see chapter S).
Fifty years ago, a brood of yuan-ti from Hisari (see
HISTORY OF 0MU chapter 2) slithered into Omu and made it their new
home. They built an underground temple beneath the
The tragic history of Omu is written in its ruins. As the old palace and patiently waited for their god, Dendar
characters explore, use the information provided here to the Night Serpent, to come forth and swallow the world.
bring the city to life. Earthquakes shook Omu and cracked it open like a fig,
causing the river to burst its banks. Chance spared the
FORBIDDEN CITY
yuan-ti temple from destruction, but scores of yuan-ti
Omu was once a jewel in Chu It's crown. Built over rich died, including their leader (a yuan-ti abomination).
mineral veins, the city garnered wealth in abundance. The evil warlord Ras Nsi, who had raised an army of
Omuan jewelry was coveted far and wide, and the city's undead to wage war on the holy city of Mezro, only to
merchants grew fat on commerce. To enter Omu, it suffer a terrible defeat, arrived in Omu shortly after the
was said, was to enter the gates of paradise itself. Such yuan-ti. Ras Nsi wormed his way into the yuan-ti's favor
wealth brought greed. Omu's hunger for slaves made her and underwent a ritual to transform into a malison.
rulers demand ever greater tribute from their neighbors. Before long, he became their ruler. Today, beneath the
When their vassals couldn't pay in flesh, they paid in cracked and broken streets of Omu, Ras Nsi holds sway
blood. Omu's feared legions marched across Chult. and plots to bring Dendar the Night Serpent into the
The Omuans' greed and hubris angered the god world, sealing its doom.
Ubtao, causing him to turn his back on Omu two hun-
dred years ago-long before he abandoned the rest of LEGEND OF THE NINE Goos
Chult. Omu's clerics lost their spells, and the city fell to
sickness and disease. Slave uprisings wracked Omu, Stories of Omu's nine trickster gods died with the
and its nobles fled in droves. Maps showing Omu's lo- Omuans who worshiped them. As characters explore
cation were destroyed, and its coins were melted down the gods' shrines, the players piece together fragments
and reminted. Fallen from grace, Omu became known of the following legend, which provides clues on how to
as the Forbidden City. enter the Tomb of the Nine Gods.
Long ago, the god Ubtao hardened his heart and
NINE TRICKSTER GODS vowed to weep for the people of Omu no longer. The
With Ubtao gone, primal spirits arose from the rain- rains stopped, the jungle withered and died, and death
forest to bewitch the few remaining Omuans. They swept through Omu.
disguised themselves as jungle creatures and promised One morning, a wise zorbo emerged from her hollow
great power in return for devotion. Desperate for re- tree and spoke to the dying Omuans. To convince Ubtao
demption, the Omuans tore down their temple to Ubtao of their worth, she decided to cook him a stew made
and raised shrines to these nine trickster gods. from a!J their good qualities. Catching such virtues
The new deities were divisive and often cruel. Too wouldn't be easy, so she asked a wily almiraj to help her.
weak to grant mfracles to every follower, they concocted The almiraj snuck recklessness in the pot, which she
elaborate trials to winnow the clergy. On holy days, saw as a virtue, and Ubtao spat out the stew when he
the mettle of aspirant priests was tested in their nine tasted it. From that day on, Obo'laka the zorbo and l'jin
shrines, with deadly consequences for failure. The trials the almiraj became terrible enemies.
provided entertainment for the degenerate Omuans and At noon, a brave kamadan hopped down from her
fed their weakling gods with much-needed sacrifices. rock. She saw the evil in the Omuans' hearts and de-
For nine decades, the city folk lived by the mantras of cided to lance it like a troublesome boil. The kamadan
their trickster gods. They built statues in their names fashioned a holy spear, but she left it by the riverbank
and schemed against each other to assert their chosen and a crafty gruog stole it. In her rage, Shagambi the
god's dominance. Omu's glorious past was lost, but its kamadan forgot all about the Omuans and chased Nang-
people endured. Such mercy did not last long. nang the grung forever across the sky.
0RVElt 0CRllMMAS
The Red Wizards seized this compound as their base
of operations in Omu, but yuan-ti attacked and nearly
wiped them out. Thirty corpses are scattered across
the compound-the remains of three Red Wizards,
twenty human mercenaries, and seven bearers hired
in Port Nyanzaru. The yuan-ti looted alJ the supplies
they found and stole their enemies' weapons. Six wild
dogs (use jackal statistics) feed on one of the Red Wiz-
ards. The dogs pose no threat if the characters keep
their distance.
SPIRIT POLE
The yuan-ti burned their dead comrades and arranged
their bones into a spirit pole. Characters who explore
the compound discover this effigy:
50
0 IU}O 250 500 1000
1 ~~--==::::l'i... . . ..-t:::============:::ll~el
c:
MAP3.1: 0Mu
I
the monsters in area 4C and place the weapons in the
hands of the four warrior statues. Only by defeating the Tumbledown ruins cling to the lip of a rift overlooking a ]
monsters in the gladiatorial pit can the spears be ob- lake of bubbling lava.
tained. When all four spears are placed in the hands of
the statues, read:
A creature that falls from the top of the cliff into the Java
takes 70 (20d6) bludgeoning damage from the fall and
the rest of the city is 60 feet wide. Characters with rope The mosaic shows Moa (a jaculi) fighting Wongo (a
and grappling hooks can throw a line across the gap. su-monster). If a character peels the moss aside, they
The shrine to the trickster god Moa (represented by a uncover the following message written in Old Omuan:
jaculi) contains one of nine puzzle cubes needed to enter "Death rewards a thief deceived. Truth comes from the
the Tomb of the Nine Gods. serpent's mouth." Another inscription encircles the floor
and tells the story of how Moa upheld the truth to Ubtao
6A. SHRINE ENTRANCE
and betrayed Wongo's trust (see "Legend of the Nine
Gods," page 92).
Palm trees grow in front of this squat building, and worn The puzzle cube on the pedestal is illusory, though
it feels real to the touch. A detect magic spell or simi-
steps ascend to an archway that forms the entrance.
lar effect reveals an aura of illusion magic around the
Reliefs of coiled serpents Aank the entrance. cube. When taken from the shrine, it vanishes in a puff
of green smoke. If a creature removes the puzzle cube
Four jaculis (see appendix D) lurk in the courtyard, from the pedestal or tries to damage one of the statues,
the archers animate and open fire on all creatures in the
using their camouflage to hide while coiled around tree
trunks. If the characters enter the courtyard, the jaculis room. The archers can detect the presence of creatures
spring forth and attack. even if they are invisible. Before they open fire, arrows
magically appear in their bows. The archers remain
GB. 1RAPPED PASSAGE animated for 1 hour, after which they revert to their in-
animate state.
The twelve archers act on initiative count 20. On its
The walls of this rubble-strewn corridor are carved with turn, a statue shoots one arrow (+6 to hit). A creature
serpents, and arrow slits are spaced along them every hit by an arrow takes 5 (ld8 + 1) piercing damage. Each
S feet. Cobwebs fill the arrow slits and hang like drapes s tatue is a Medium object with AC 17; 30 hit points; im-
munity to bludgeoning, piercing, and slashing damage
from the corridor ceiling. Above the entrance, a stone
from nonmagical attacks; and immunity to poison and
plaque bears a cuneiform message. psychic damage.
Secret Doors. Characters who search the walls for
secret doors find one on each side of the entrance tunnel
The message on the plaque is written in Old Omuan
with a successful DC 12 Wisdom (Perception) check.
and reads, "Moa teaches us that secrets hide the truth."
Explorers must heed this message to find the shrine's
puzzle cube.
BAG OF N AILS
Bag of Nails yearns for a hunter's death. Senility has
taken hold, and now he sees all creatures as his prey.
When the characters arrive, Bag of Nails is hiding
in a ruined buiJding on the east bank of the river, 150
feet from the fallen tree. To spot him, a character must
s ucceed on a DC 22 Wisdom (Perception) check. When
a character crosses the bridge, Bag of Nails opens fire.
After each shot, he leaps across the rooftops to a new
firing position and tries to hide.
Bag of Nails is a tabaxi assassin, with these changes:
Bag of Nails is chaotic neutral.
He has a climbing speed of 20 feet and the Feline
Agility trait (see below).
He has darkvision out to a range of 60 feet.
He knows Common, Dwarvis h, and thieves' cant.
As an action, he can make a melee weapon attack
with his claws (+3 to hit), dealing ld4 slashing dam-
age on a hit.
He carries a longbow instead of a crossbow (range
150/600 ft.).
6D. WE STERN SECRET ROOM
Feline Agility. When the tabaxi moves on its turn in combat, it
can double its speed until the end of the turn. Once it uses this
A statue of a coiled serpent dominates this web-filled trait, the tabaxi can't use it again until it moves 0 feet on one of
room. The statue is missing its head, which lies broken its turns.
on the floor next to a stone cube. If Bag of Nails drops to fewer than half his maximum
hit points, he s urrenders to his enemies, leads them to
his lair (a ruined basement), and offers them stew in a
The statue is 7 feet tall without its head. The puzzle show of friendship. While distributing bowls of stew, he
cube lying on the fioor next to the head's shattered explains that he came to Omu to find a fabled treasure
remains is fake and vanishes in a puff of green smoke called the Navel of the Moon (see chapter 5). He hoped
when taken from the shrine. Bringing it into area 6C ac- to use its a lleged powers to find his lost son, but he has
tivates the s tatues there. long since given up hope of ever finding il. A s uccessful
DC 15 Wisdom (lnsigbt) check reveals that the tabaxi
6E. EASTER N SECRET
I
ROOM
has no intention ofletting the characters leave his do-
main alive. He laces the stew with midnight tears (see
TREASURE
Characters who search through the tabaxi hunter's lair
find five doses of midnight tea rs in a hollow gourd and
Puzzle Cube. The cube is Moa's puzzle cube. It can be enough gear to make an explorer's pack.
removed from the statue's jaws and the shrine safely.
8. UNKH's SHRINE
7. FALLEN TREE
Swirly carvings decorate two obelisks at the entr:ince to
A fallen tree bridges the river ahead. Its trunk is wider this compound. An overgrown courtyard lies under the
than a man and stretches more tha n 100 feet. On both shade of tall palms. Stone doors seal the entrance to a
banks lie rui ned buildings. windowless shrine, with a smaller ruin standi ng nearby.
102
CHArTl!R 3 I DWELLERS or THC FORBlt>Ol!N Cl IY
The shrine to the trickster god Unkh (represented by a Using thieves' tools, a character can pick the lock on
flail snaH) contains one of nine puzzle cubes needed to the pedestal with a successful DC 25 Dexterity check. A
enter the Tomb of the Nine Gods. character who fails the check by 5 or more accidentally
triggers the trap.
8A. SHRINE ENTRANCE Trap. If a character inserts the wrong key into the key-
Above the doors is written an inscription in Old Omuan: hole at the base of the pedestal or botches an attempt to
"Unkh urges us to contrast all options before acting." pick the lock, the shell of the flail snail statue emits daz-
Unkh's priests were contemplative but prone to inde- zling rays of light that fire in all directions. When this
cision. Their message is a clue to solving the shrine's happens, each creature in the shrine must make a DC
puzzle. The doors to the shrine are not locked and hang 18 Dexterity saving throw. Any creature that fails the
heavy on their hinges. Each door weighs 600 pounds, so save is struck by a ray and takes 33 (6d10) radiant dam-
one or more characters need a combined Strength score age. The statue can't emit rays while wholly or partly
of 20 or higher to heave them open. contained with an antimagic field.
8B. RUINED WORKSHOP 9. ADVENTURERS' CAMP
l l
The pedestal grinds around on the spot. As it turns, an
ornate stone cube corkscrews up from a concealed hatch
lOA. SHRINE ENTRANCE
A harmless almiraj (see appendix D) lives in a burrow
in its surface. underneath the courtyard and goes to ground as soon
as it senses intruders. When a character approaches the
The puzzle cube can now be safely removed from door, read:
its pedestal.
I l
Gods," page 92.
the ceiling onto a carved stone pedestal. An ornate stone
lOB . PUZZLE FLOOR cube rests on its surface.
l
The amphitheater is an open-air, semicircular struc-
I
A derelict market hall stands on the street corner ahead.
ture with tiered seats overlooking a ruined stage. The
Omuans used it for public debates and plays both comic Frayed cloth awnings hang in tatters above a broad alley
and tragic. Narrow passages and rubble-strewn cham- lined with stalls.
bers spread beneath the grandstands. This darkened
maze is home to five deinonychuses (see appendix D).
While the tyrannosaurus is out hunting, the deinony- Kobolds live in hidden cellars underneath the ruined
chuses leave their lair and prowl throughout the am- market hall and have set six traps throughout the ba-
phitheater, attacking other creatu res on sight. Strewn zaar. A character has a cu mulative 20 percent chance
about their lair are Omuan relics (see "Treasure" below). of finding a trap for each minute spent searching the
bazaar. When a trap is found, have the character make
HAIL TO THE KING a DC 15 Wisdom (Perception) check. If the check suc-
During the day, there is a 50 percent chance that the ceeds, the character spots the trap (a hidden, spring-
King of Feathers rests in the amphitheater. At night, this loaded catapult) and its triggering mechanism (a
chance decreases to 25 percent. If the beast is out hunt- tripwire or pressure plate) without triggering it. Once
spotted, the trap is easily disarmed or avoided (no check
THE KINC OF FEATHERS
required). A failed check indicates that the character ac-
cidentally set off the trap, which duplicates the Weapon
The monstrous tyrannosaurus known as the King of Feath
ers Is the undisputed lord of Omu. Most other dwellers of Invention attack of a kobold inventor (see appendix D).
the Forbidden City live in fear of its thunderous approach After the characters find th ree traps, they spot a
and steer well clear of the am phitheater, its lair. kobold disappearing down a well-hidden staircase on
The King of Feathers can be encountered anywhere the outskirts of the bazaar. If they follow the creature, it
within Omu. At first, tease the characters with glimpses of leads them to the cellars under the marketplace.
it moving through distant fog or have them hear its roar
echoing over the ruins. It might appear while the heroes KOBOLD CELLARS
are exploring the ruins or taking a rest. Alternatively, it The kobolds live in cellars not shown on map 3.1. All
might interrupt a fight that's going badly for the party (or but one of the staircases leading into their lair has been
is too easy).
While in Omu, the character who saw the vision has the
same dark dream whenever he or she takes a long rest.
In the dream, the character is standing in the city during
its fall and sees a skeletal figure walking alone through
the dead streets. He wears tattered robes and holds a
skull-tipped staff, and his sunken eyes contain points of
dead light. With each dream, the figure (Acererak) gets
a little closer.
I A strange grid is etched into the far wall of this stone cell. I The shrine is home to a gold-skinned grung elite
warrior named Chief Yorb. Four orange-skinned
grung elite warriors wallow in the flooded courtyard
with Yorb and his trained hadrosaurus mount. One
When a character eaters this chamber, give the players
red-skinned grung wildling and seven green-skinned
a copy of handout 16 in appendix E. This grid is a puzzle
grungs lurk on the shrine's 20-foot-high rooftop. See
key. If the letters from the riddle in area 16C are entered
appendix D for these creatures' statistics.
into the grid (minus spaces), the letters in the darkened
The grungs on the roof unleash arrows to ward off in-
squares spell out "cover eyes." This phrase provides a
truders. If the intruders fight back, more green-skinned
clue to obtaining the puzzle cube in area 16C.
grungs close in from nearby buildings, with ld4 appear-
ing at the end of each round until twenty have arrived.
17. WATERFAL L The grungs are jumpy and distrustful of strangers. At
A river courses through a rocky ravine before plunging first, Yorb is more interested in scaring away intruders
50 feet into a 30-foot-deep pool. A creature that goes than he is talking with them. If the characters rescue his
over the waterfall must make a DC 10 Dexterity saving favored son in area 5 and have the means to communi-
throw, taking 12 (5d4) bludgeoning damage on a failed cate with the chief, Yorb opens up to them. He currently
save, or no damage on a successful one. There is no safe has no idea his son is missing.
path from the top of the waterfall to the city below. The grungs worship the dead trickster god Nangnang.
If the characters enter into negotiations with Yorb, he
VISION OF ACERERAK can recount the full legend of Omu's nine trickster gods
The first character to look out across the city from the (see "Legend of the Nine Gods," page 92).
clifftops near the waterfall sees a vision of Omu's fall: Shrine Doors. The doors to the shrine stand ajar. If
the tide of battle turns against Chief Yorb, he retreats
A city of magnificent, whitewashed buildings stretches into the shrine with his elite guards and bars the doors.
A character can force open the barred doors with a suc-
out before you. Sunlight sparkles off of glass domes and
1 cessful DC 25 Strength check.
108
CHAPTER 3 I 0\\ l::LLI:.RS OF TRY. FORBIDDE:-< CITY
188. CHAMBER OF GREED The s hrine to the trickster god Obo'laka (represented
by a zorbo) contains one of nine puzzle cubes needed to
enter the Tomb of the Nine Gods.
Torches shed light over rooms filled of treasure: chests
heaped with coins, polished amphorae, strings of pearls, 19A. S H RINE E NTRANCE
and ornate pieces of armor. Set into the floor in front of A plaque above the shrine's entrance bears the following
message in Old Omuan: "Obo'laka teaches us to tread
another doub le door ts a mosaic depicting a frog- like hu
warily and stay in the light." This message sheds light
manoid beating a leopard that has snakes emerging from on how to obtain Obo'laka's puzzle cube. The doors are
its shoulders. Cuneiform inscriptions are woven above slightly ajar and have rusty hinges that squeal loudly
and below the combatants. when the doors are opened.
When the characters arrive, four zorbos (see appen-
dix D) are lurking around the perime ter of the shrine.
The inscriptions are written in Old Omuan. The one They investigate the sound of the squealing doors buc
above the mosaic reads, "Nangna ng teaches us to won't attack large groups, prefe rr ing to pick off loners
s e rve only ourselves." The inscriptions below tell how and s tragglers.
Nangnang (a grung) stole a spe ar belonging to Shag-
ambi (a kamadan). For details, see "Legend of the Nine 19B. G A LLERY OF CARV INGS
Gods," page 92.
While the treasures remain in the shrine, they look
and feel real. If a character removes a treasure from The walls of th is dark corridor are covered with painted
the shrine, the illusion drops and the treasure reverts reliefs showing Omuan people hunting, harvesting fruit,
to its true form: gold coins become disks of tin, silver planting crops, crafting weapons, feasting, fighting,
decanters revert back to clay jugs, and glittering armor weaving, and skinning animals . Eight empty torch brack-
becomes rusty scrap metal. A detect magic spell reveals
ets protrude from the walls under the reliefs.
that the treasures radiate auras of illusion magic while
in the s hrine . None of these "tre as ures" are valuable.
Locked Doors. The stone doors to area 18C are To disarm the puzzle cube trap in area 19E, the magic
locked, with neither keyhole nor handle. Above the torches from that room must be placed in the brackets
double door, the following message is carved into the in this hall.
stonework in Old Omuan: "Whoever among you is the Barred Secret Door. A character who searches the
r ichest, bring me your gifts." To date, even ChiefYorb walls and succeeds on a DC 17 Wisdom (Perception)
hasn't learned what lies on the other side of the doors. check spots a secret door just inside the entrance. The
A detect magic spell reveals an aura of divination magic door is triple-barred from the west s ide. It can't be
around the doors. The doors swing open if a creature opened manually from this side, though three knock
approaches them while carrying o ne or more of the trea- spells will do the trick.
sures found in the shrine. Howeve r, if another creature
in the s hrine is also carrying s uch treasure, the doors 19C . SUN POOL
re mains closed. A knock s pell also opens the doors.
I I
18C . Pu ZZLE CUBE A glorious sun is carved on the ceiling, directly above
a pool of still water. The ceiling reflected in the pool
doesn't show a sun carving, but rather a moon carving.
In the middle of this dusty room, a stone cube rests on
a pedestal carved and painted to resemble a squat, hu-
manoid frog. The pool is a magic portal that c onnects to the pool in
area 190. Characters who immerse themselves in the
pool surface in area 19D.
Nangnang's puzzle cube can be safely removed from
its pe destal. 19D. M OON P OOL
If the characters enter this r oom via the pool, read:
19. 0Bo'LAKA's SHRINE
I
A full moon is carved on the ceiling here, directly above
A pair of needlelike columns mark the entrance to a the pool. The walls are decorated with rel iefs of the
walled ruin. In the courtyard beyond, banyan roots en Omuan people carrying out daily chores.
velop a squat building. The stone doo rs that seal the
entrance are carved with images of snarling bears with The ceiling refiected in the pool doesn't show a moon
long, sharp claws. carving, but rather a sun carving. To travel back to area
19C, a character must duck under the pool's surface.
Locked Secret Door. A secr et door in the south wall
requires a successful DC 15 Wisdom (Perception) check
l
Voj takes orders from Zagmira and knows the legend
A worked tunnel descends into the earth here. Muddy ]
of Obo'laka and I'jin. If the characters defeat him, they
find some valuables on his person (see "Treasure" be- cart-tracks wind back and forth from the entrance.
low) that aren't obtainable while Voj is petrified.
Puzzle Cube. Any creature that touches the puzzle The tunnel slopes down to area l of the yuan-ti temple
cube must make a DC 15 Constitution saving throw or
(see chapter 4).
be petrified. Even on a success, a creature holding the
cube must repeat the saving throw at the end of each 20B. SECRET ENTRANCE TO THE FANE
of its turns until the puzzle cube is removed from the The south entrance to the Fane of the Night Serpent is
shrine. When the torches in this room are inserted into hidden behind palms and thorny bushes. Yuan-ti who
the empty brackets in area 19B, Obo'laka's puzzle cube pass through here always try to cover their tracks. To
can be handled safely. find the entrance, a character must succeed on a DC 15
Torches. Each torch burns with a flame that never Wisdom (Perception) or Wisdom (Survival) check while
wears its wood down. The torches can be extinguished, searching the vicinity.
but they reignite every time they reenter this chamber.
Relighting a torch by any other method proves impossi-
ble. If all eight torches are inserted into the empty brack-
ets in area 19B, the puzzle cube can be handled safely.
Treasure. Voj carries an immovable rod, a leather
pouch containing three tiger eye gemstones (10 gp
each), and a red, leather-bound spellbook, which con-
l Lifting aside the palm fronds, you uncover a narrow,
rough-hewn passage descending into the earth.
tains all the spells he has prepared. temple (see chapter 4).
-~
..__, ' -
- ~ ~-.....
- ~--~--
--
. ___
CHAPTER 4 : FANE OF THE NIGHT SERPENT
NDER THE RUINED PALACE OF 0MU LIES with fears of his own mortality. He has fallen victim to
a yuan-ti temple dedicated to an apoca- the death curse and is growing weaker by the day, and
lyptic god known as Dendar the Night neither he nor his yuan-ti priests have been able to as-
Serpent. The temple was originally certain the cause or find a remedy. As Ras Nsi's power
part of the palace, but the yuan-ti have wanes, his rivals are preparing to dispose of him and
[
,.....,.::---'./ expanded and modified it to suit their continue their holy mission.
needs over the years. When Ras Nsi Acererak promised to help the yuan-ti if they would
steals one of Omu's puzzle cubes (see chapter 3), the guard the Tomb of the Nine Gods. Ras Nsi doesn't know
characters must delve into the temple to recover it. Char- that Acererak is playing him for a fool. If the characters
acters captured by yuan-ti also end up here. convince Ras Nsi that Acererak is a common enemy, he
is of a mind not to stand in their way, provided that they
SCHEMES OF THE YUAN-TI vow to destroy the Soulmonger. Above au else, Ras Nsi
values his own life.
Before running this chapter, review the information on
yuan-ti in the Monster Manual. Additional information FENTHAZA
appears in Vo/o's Guide to Monsters.
The cruel yuan-ti malison Fenthaza is second in power
RAs Nsr only to Ras Nsi and serves as the temple's high priest.
As one of Dendar's "nightmare speakers," she interprets
Ras Nsi leads the yuan-ti of Omu on a divine mission the dream visions of the serpent god and pleases her
to usher forth Dendar the Night Serpent and trigger with torture and sacrifice.
the end of the world (see appendix D for more informa- Fenthaza has long resented Ras Nsi for hanging onto
tion on Ras Nsi and his evil plans). His version of the the threads of his humanity. Now her visions portend
apocalypse is not imminent, since Ras Nsi is distracted
[Tl
TEMPLE ROSTER AND REINFORCEMENTS easiest to fool: their inherent disdain for the lower strata
If the yuan-ti detect intruders inside the temple who aren't of yuan-ti society means that they pay little heed to pure-
prisoners, they try to ring the loud gong in area 9. The bloods moving through the temple.
Temple Roster table summarizes the positions of yuan-ti The temple denizens have racial tics that are difficult
across the lair and indicates how they react when intruders to mimic and they speak in a patois that combines the
are detected or the gong is struck. Common and Draconic tongues. To avoid drawing suspi-
Once an alarm is raised. begin tracking how much time cion when talking, a human character pretending to be
the characters spend in the temple. At the end of each
a yuan-ti pureblood must succeed on a DC 15 Charisma
hour, roll percentile dice and consult the Temple Reinforce-
ments table to see what else arrives. Reinforcements enter (Deception) check.
the temple from area 1 or 23 and behave as you desire. Nonhumans have a much harder time fooling the
The temple is a living community. Outside combat, in- yuan-ti without the aid of magic. Nonhuman characters
habitants move between chambers, feed, wash, rest, and attempting to pose as yuan-ti purebloods have disadvan-
engage in all the villainous deceptions of yuan-ti life. You tage on any ability checks made to act in disguise.
can use the Temple Reinforcements table to simulate this.
CAPTURED BY THE YUAN- TI
ruin at Ras Nsi's hands, and she actively plots against Characters captured by the yuan-ti are stripped of their
him. Her dreams have revealed a treasure called tbe gear, fitted with manacles (one set binding the wrists
Black Opal Crown, hidden deep within the Tomb of the and another binding the ankles), and confined to the pits
Nine Gods. She's convinced that the crown is the key to in area 8. Their gear is stored in area 13 until it can be
unleashing Dendar the Night Serpent. Fenthaza wants studied and inventoried by the storeroom's guardian, Azi
to mu rder Ras Nsi and obtain the crown from the tomb. Mas. If the characters don't escape within 1 hour, they
The priest is patient and cunning, and s he won't take are visited by the yuan-ti spymaster Yahru and his body-
action against Ras Nsi unless the odds are stacked in guards (see area 17). Yahru asks questions about their
her favor. Captive characters soon become cat's-paws in mission. He and his bodyguards then escort the charac-
Fenthaza's coup. ters to Ras Nsi or Fenthaza.
Yah ru enjoys polilical games and uses the characters
GETTING INSIDE to play Ras Nsi and Fcnthaza against one another. If
the characters answered Yahru's questions angrily or
The two entrances to the yuan-ti temple are located
amid the ruins of Omu's royal palace (see chapter 3, arrogantly, they are taken to Ras Nsi. If they reacted in a
calm, civil manner, they are brought to Fenthaza.
area 20). Map 4.1 provides an overview of the temple.
The main entrance leads to area 1 on the map, and the AUDIENCE WITH RAS Nsr
secret entrance leads to area 23. Ras Nsi meets with prisoners in the throne room (area
Adventurers are most likely to enter the temple as 11). He wants to know why the characters invaded Omu.
infiltrators or captives. If they've forged an alliance with If he finds their answer unsatisfactory, he views them
the Red Wizards in chapter 3, they'll be looking for Zag- as dangerous and has them put to death immediately.
mira's spy in the temple harem (area 10). If Ras Nsi learns that they've come to put an end to the
death curse, he is intrigued. If they reveal that the cause
INFILTRATING THE TEMPLE lies in the Tomb of the Nine Gods, he releases them,
Human characters can pose as yuan-ti purebloods if gives them any remaining puzzle cubes they need to en-
they dress and act appropriately, and can even lead ter the tomb, and grants them safe passage out of Omu
other characters into the temple as captives. They must if they succeed in destroying the Soulmonger. He won't
bluff their way past the yuan-ti guards. Malisons are the help them further, since that could incite a yuan-ti revolt.
SLAVE LABORS
dl OO Labor Development
01-15 Muck out the dinosaur pen in area 2. The character learns that Nahth (area 1) is susceptible to bribery.
16-40 Help Azi Mas rearrange the contents of Azi Mas shares his suspicions that Fenthaza is planning a coup.
the storeroom (area 13).
41-60 Assist Xopal in the poison distillery Xopal sends the character, unescorted, to gather fungi from area 22.
(a rea 14).
61-75 Scrub the yuan-ti bathing in area 16. The character learns that Fenthaza had a prophetic dream about the Black
Opal Crown, a treasure which the yuan-ti believe has the power to usher forth
Dendar the Night Serpent.
76-90 Clean the yuan-ti nests in area 18. The character overhears one yuan-ti whisper to another, in Common, "White
feather, black mask." See area 4 for the significance of these words.
91- 00 Feed a dead prisoner to the hydra in The characters find a folded-up piece of parchment hidden on the dead pris-
area 21. oner. On one side, it bears a crude map of the temple.
TEMPLE REINFORCEMENTS
dl 00 Creature(s)
OHS 1d4 yuan-ti purebloods escorting a type 3 yuan-ti malison.
16- 30 ld4 + 1 yuan-ti purebloods escorting 2d4 captives (male and female Chultan human commoners of any alignment).
31-45 2d4 yuan-ti purebloods returning to the temple from an expedition or patrol.
46-60 4 yuan-ti broodguards (see appendix D) carrying a type 2 yuan-ti malison on a litter.
61-70 l yuan-ti malison returning to the temple. Roll a d6 to determine its type: 1-2, type 1; 3-4, type 2; 5- 6, type 3.
71-75 1 yuan-ti abomination arriving at the temple to challenge Ras Nsi's leadership. If Fenthaza is alive, she uses her influence
to arrange a showdown between Ras Nsi and the abom ination in the fane (area 9). If Fenthaza is incapacitated or dead,
the abomination bullies its way to Ras Nsi's th ron e room (area 11 ), where it is killed.
76-85 2d4 insane cult fanatics (NE ma le and female humans of mixed eth nicities) seeking an audience with Ras Nsi, to pledge
their devotion to Dendar the Night Serpent. The cult fanatics bring tribute in the form of treasu re (roll once on the Trea-
sure Hoard: Challenge 0- 4 table in chapter 7 of the Dungeon Master's Guide).
86-00 2d6 tribal warriors (N male and female Chultan humans) delivering tribute to Ras Nsi. This tribute consists of food,
drink, and treasure (roll once on the Treasure Hoard: Challenge 0- 4 table in chapter 7 of the Dungeon Master's Guide).
WAGO N S
A bone naga named Ukurlahmu (pronounced oo-
The supply wagons in the northeast corner are empty. ker-LAH-moo) has orders to protect the armory from
thieves, but it struggles to remember faces. It only
3. HALL OF SERPENTS
I
attacks creatures who fail to speak the correct pass-
phrase. The current passphrase is "black mask."
l
Characters are given three chances to utter the correct
The walls of this pillared hall bear reliefs of a gia nt ser- phrase before Ukurlahmu attacks. Before it attacks, the
pent and its yuan-ti worshipers doing terrible things. naga uses a bonus action to speak a magic command
word that causes two minotaur skeletons to rise from
the bones on the floor. The skeletons obey the naga.
The wall reliefs show the legend of Dendar the Night
Ukurlahmu speaks strangely. When it asks a question
Serpent and the rise of Ras Nsi. Characters who exam-
or makes a demand, it prefaces every sentence with "It
ine them see the following tableaus:
will ..." or "They will ..." (for example, "It will tell us why
A giant serpent coils in the underworld, devouring the it is hen:: and what it wants"). When it makes a state-
dreams of sleeping creatures. ment or answers a question, it always ends its sentences
Yuan-ti terrorize Chultans, feeding their nightmares with "... so Ukurlahmu has spoken."
to the great serpent.
A yuan-ti malison (Ras Nsi) wielding a flaming sword T REASURE
and wearing a gold crown set with a black opal leads The armory contains ten suits of scale armor, fifty
the snake people to a great door to the underworld. scimitars, twenty longbows, twenty shortbows, and fifty
quivers containing twenty arrows each. A detect magic
5. FENTHAZAS QUARTERS
Two type 2 yuan-ti rnalisons stand guard in the corri-
dor outside this room. Combat in the hallway alerts the
yuan-ti broodguards in area 6, which arrive in 1 round.
The room can be described as follows:
I
15 Dexterity check.
reveals the following information to save his skin:
I
Ras Nsi is slowly rotting to death. He doesn't know the
cause of his affliction and has no way to cure it. Stacks of sturdy wood crates, bundles of doth, and clay
Before he dies, Ras Nsi wants to bring forth Dendar amphorae litter the floor.
the Night Serpent and destroy the world.
The yuan-ti believe there's a locked gate somewhere
under the Peaks of Flame that prevents the Dendar Supplies gathered from the world above are stored in
from entering the world. Acererak has promised to this chamber. An awakened giant constrictor snake
named Azi Mas serves as custodian for the provisions.
help Ras Nsi unlock the gate and bring forth the Night
When fresh goods arrive, Azi Mas personally checks
Serpent. In return, Ras Nsi defends the Tomb of the
them and mentally catalogs them. The rest of the time,
Nine Gods.
he remains coiled in the shadows. The snake is bored
Nine stone puzzle cubes are needed to enter the Tomb
and enjoys chatting with yuan-ti visitors. Should other
of the Nine Gods. Ras Nsi doesn't know how to use
creatures enter from the southwest, Azi Mas ambushes
the cubes to unlock the tomb.
them and tries to take a hostage. If outmatched, he
The tomb entrance is marked with an obelisk. (Ras
whines and pleads for mercy.
Nsi can provide directions and/or an escort.)
Long ago, a jungle druid used an awaken spelJ on Azi
Acererak s lew the nine gods of Omu before enslaving
Mas, giving him an intelligence of 10 and the ability to
the city's inhabitants, which he used to build his tomb.
121
speak Common. After serving him for the duration of successful one. In addition, the creature is poisoned for
the enchantment , the serpent slithered off and found 1 hour whether or not its save succeeds.
its way to Omu. Azi Mas has a good memory; he can re- Xopal believes it's his destiny to transform into a much
member names and faces and is quick to warn his mas- more powerful form of yuan-ti- a metamorpho sis that
ters if yuan-ti pass through whom he hasn't seen before. will occur when he develops a poison so virulent that
even innate immunity to poison can't withstand it. Xopal
TREASURE uses the zombies as test s ubjects; once he's overcome
The storeroom contains fifty bolts of cloth; six crates their immunity, he plans to conduct further tests on
of bronze bars; three barrels of salt and spices; and live yuan-ti.
three chests containing rope, oil, lanterns, paper, and
blankets. From the supplies, characters can assemble BOTTLED POISONS
enough gear to make five explorer's packs. The presence of so many poisons makes combat in this
Mesm erizing Incen se. Also present is a sealed case room hazardous. If a workbench is exposed to explosive
containing ten blocks of temple incense. Lighting a force , such as that generated by a thunderwave or fire-
block creates a hazy cloud that fills a 20-foot-diam eter ball spell, the bottles smash and create a 15-foot-radiu s
sphere and moves with the block. Any creature that sphere of poisonous vapors that lasts for 1 minute. Any
starts its turn in the cloud and bre athes the air must creature that enters the area for the first time on a turn
succeed on a DC 16 Constitution saving throw or fall or starts its tum within the sphere must make a DC 15
into a dreamlike stupor laced with nightma rish visions. Constitution saving throw, taking 18 (4d8) poison dam-
Though it remains awake, the c reatu re is poisoned. age on a failed save. Creatures a re affected even if they
Even yuan-ti are vulnerable to this effect, which lasts hold their breath or don't need to breathe.
for 1 hour after a creature leaves the cloud, or until it Among the poisons is a stoppered bronze jug used for
receives a lesser restoration spell or similar magic. fermenting jungle roots into soporific gas. Removing
the stopper releases the gas, which fills a 15-foot-radiu s
14. VENOM DISTILLE RY sphere centered on the jug. See area 3 for the effect of
The south door is locked, and the lock contains a the soporific gas.
cleverly hidden poison needle trap. To pick the lock, a
character with thieves' tools must succeed on a DC 15 'TREASURE
Dexterity check. Finding the trap requires a successfu l Xopal carries a brass key that unlocks the south door.
DC 20 Wisdom (Perception) check; once found, it can Characters who search through the poisons can loot
be disabled with a successful DC 12 Dexterity check. twenty doses of serpent venom, five doses of essence of
A character who tries to pick the lock without first dis- ether, and five doses of torpor (see "Poisons" in chapter
abling the trap must make a DC 16 Dexterity saving 8 of the Dungeon Master's Guide).
throw. On a failed save, the character is pricked by the
needle, takes 5 (ldlO) poison damage, and is blinded. 15. SNAKE PIT
The blindness is permanent but can be cured with a
lesser restoration spell or similar magic.
I
A rickety wooden walkway threads around the walls of a
deep pit. Foul odors waft up from below. Somewhere in
The ai r in here is moist and sticky. Natural light spills
the gloom beneath you, thousands of snakes writhe.
from cracks in the ceiling, and mud coats the floor.
Stone workbenches are laden with clay bottles of various
shapes and sizes. Toadstools, snakeroot, and belladonna Despite appearances, the rickety wooden walkway is
safe. The yuan-ti sometimes hurl disobedient s laves
plants grow among the clutter, fed by water seeping fro m
into the pit to be d evoured by the serpents. The pit is
above. Standing near the plants is a hairless man with 50 feet deep and filled with poisonous snakes. When
scaly skin and a bronze syringe. Lurking in the shadows a creatu re falls or sets foot in the pit, a swarm of poi-
around him are five slouching humans that reek of decay. s onous s na kes forms around it and attacks . A virtually
inexhaus tible number of swarms can be created in this
fashion. A s warm that has nothing to attack ceases to
Yuan-ti use this ch amber to extract venom from snakes. exist as its constituents slither apart.
Xopal (pronounced zoh-PAUL), a yu a n-ti pureblood, To climb the wet cavern walls, a character must suc-
bottles and blends the venom to create deadly new ceed on a DC 15 Strength (Athletics) check.
s trains. Five human zombies serve Xopal as laborers.
Xopal carries a bronze syringe containing three doses 16. BLOOD BATHS
of a poison cocktail. As an action, he can make a melee
weapon attack with the syringe (+3 to hit), which deals 1
I
piercing damage and injects one dose of poison on a hit. The iron stench of blood floods this chamber. Along one
Any creature injected with a dose of poison must make a wa ll, a row of gore-filled pools sink Into the floor. Blood
DC 14 Constitution saving throw, taking 10 (3d6) poison
trails and bloody footprints run between the pools.
damage on a failed sa ve, or half as much da mage on a
122
When they awake each day, the yuan-ti ritually bathe in Ras Nsi is slowly being eaten away by a magical dis-
the blood of sacrifices. The blood is contained within ease for which there is no known cure.
these stone baths and heated by thermal vents under- Ras Nsi has made a pact with a powerful licb named
neath each pool. When the characters enter, four yuan-ti Acererak, who conquered Omu long ago and built a
purebloods and two type 2 yuan-ti malisons bathe tomb beneath the city. The tomb's entrance is marked
in the warm pools. Five slaves in loincloths (male and with an obelisk. (Yahru can provide directions.)
female Chultan human commoners of various align- Acererak slew the nine gods of Omu before enslaving
ments) tend to their every need. Give names to slaves as the city's human and minotaur inhabitants, which he
needed (see the "ChuJtan Names" sidebar in the book's used to build his tomb.
introduction).
The blood-drenched yuan-ti keep their weapons at the 18. YUAN-TI NESTS
back of each alcove. If they hear the gong alarm sound,
the yuan-ti command their slaves to remain here while
they arm themselves and head quickly to area 9. If com- These dank catacombs have been converted into sleep-
bat breaks out here, reinforcements from area 17 arrive ing quarters. The walls are lined with alcoves that now
in ld3 rounds. serve as nests for yuan-ti.
17. SAUNA
When the characters arrive, twelve of the eighteen al-
coves are occupied by six yuan-ti malisons (two each
Heat rises from an enormous oval stone set into the of types 1, 2, and 3) and six yuan-ti purebloods. The
floor of this chamber. Discarded skins are heaped around remaining six alcoves are currently not in use. Passing
it, and shelves underneath it are lined with jars. A snake- through the area without being spotted is impossible un-
less the characters use magic to hide themselves.
headed yuan-ti sheds his skin while two strong, bare-
If the gong in area 9 is struck, all the yuan-ti in this
chested human men with spears look on. room gather their weapons and investigate.
I
their skins and polish their scales.
Thirty jars line the shelves underneath the oval stone, dead grass and palm fronds are scattered about, and the
and each one contains a scented ointment that yuan-ti muddy floor is pitted with footprints.
use to keep their skin supple and to ease the shedding of
their skin. The ointment is not valuable.
Unless they have been fought and defeated elsewhere, When they're not working, 2dl0 slaves (commoners of
two enslaved men (NE male Chultan human gladiators) various races, alignments, and genders) dwell here. For
watch Yahru (pronounced YAH-roo), a type 1 yuan-ti slave names, see the "Chultan Names" sidebar in the
malison , as he sheds his skin (a process that can take book's introduction. Three yuan-ti broodguards (see
up to an hour). Yahru is Ras Nsi's spymaster, and he appendix D) guard the slaves for Slavemaster Issar, a
doesn't like to be disturbed. Characters passing them- type 3 yuan-ti malison wearing a red cloth headdress.
selves off as yuan-ti purebloods are instructed to leave Issar is more interested in gazing at his own reflection
the room at once. Enslaved characters are ordered in a hand mirror than putting the slaves to work.
to smear ointment on Yahru's skin to expedite the lssar is too stately to speak to the "meat" under his
skin-shedding process. command. Instead, he's chosen a Chultan slave boy
Yahru abhors physical combat, and he values his named Khoti to translate his subtle, unspoken gestures.
bodyguards too much to risk their lives in a pointless A twitch of the tail could be interpreted as an order
battle. Unless the characters provoke a fight, he tries to fetch water, or the flick of the tongue an approval.
to find out more about them and learn any secrets they In truth, Khoti makes up most of what he sees. lssar
might possess, while providing as little information as couldn't care less either way, as long as the correct
possible. If Yahru obtains information that would clearly amount of deference is shown. If strangers appear be-
benefit Ras Nsi or Fenthaza, he chooses which superior fore lssar, Khoti questions them on his master's behalf.
to bequeath it to. Yahru enjoys playing them off against SLAVES
each other. Under Issar's supervision, the slaves are supposed to be
If his bodyguards are defeated and be is facing death,
widening these caverns to create new sleeping quarters
Yahru offers small bits of information for the promise for the yuan-ti. However, progress has been slow. The
of freedom. In addition to the layout and defenses of the slaves wore down or broke most of their tools, and Issar
temple, Yahru knows the following: is waiting for the delivery of new tools.
Ras Nsi commands the yuan-ti of Omu, but his com- The slaves are physically healthy, but their wills have
mand is tenuous. The high priest, Fenthaza, is Ras been broken by mental trauma and tranquilizing drugs.
Nsi's chief rival. Their emotions surface only during rest, when the
20. UNDERGROUND RIVER The passage widens into a cavern filled with fungi. Toad-
stools, puffballs, and other tuberous growths cover the
An underground river opens before you. Stalactites walls and floor. Against the far wall, a malformed skele-
hang low over its surface, and dripping water echoes in ton lies buried under a patch of buttery mold. A brass key
the dark. hangs around its neck.
The river links various sections of the complex. The wa- A patch of green slime (see chapter 5 of the Dungeon
ter varies between 5 and 30 feet deep, and the current Master's Guide) clings to the ceiling above the entrance
isn't strong enough to present a hazard to swimmers. To and drops on the first creature that passes underneath.
the north and south, the river descends into submerged A patch of yellow mold (see chapter 5 of the Dungeon
tunnels that spread for miles under the jungle. Master's Guide) covers the skeletal corpse. If a creature
touches the mold, it ejects a cloud of deadly spores.
ROWBOATS The corpse belongs to Kukuga, a yuan-ti pureblood
When the characters arrive, a pair of rowboats are who secretly worshiped Zuggtmoy (the demon queen
pulled up on the shore near the tunnel to area 23 (see of fungi). Kukuga concocted a fungal brew that would
chapter 5 of the Dungeon Master's Guide for more infor- transform his body into a form closer to that of his de-
mation on rowboats). A cowbell dangles from a hook at monic mistress. Instead, it led to his sudden and horrific
the prow of each boat. Ringing either bel I summons the death. Xopal (area 14) occasionally ventures into the
hydra in area 21, which arrives in ld6 rounds. cavern to harvest poisonous toadstools from his corpse.
To remove the brass key without disturbing the mold,
YUAN-TIBROODGUARDS a character must succeed on a DC 12 Dexterity (Sleight
Guarding the rowboats and watching the secret en- of Hand) check. The key unlocks the door to the venom
trance (area 23) are four yuan-ti broodguards (see distillery (area 14).
appendix 0). U they detect intruders not disguised as
yuan-ti, one brood guard runs to warn the yuan-ti sta- 23. SECRET ENTRANCE
tioned in area 19 while the others attempt to repel the If characters enter this tunnel from the surface, read:
interlopers.
The broodguards stop and question characters dis-
guised as yuan-ti purebloods. To bluff their way past the The passage winds into the bowels of the earth. The
guards, the characters must succeed on a group DC 10 air is wet and sticky, and the walls are slick with mois
Charisma (Deception) check. If the group check suc- ture. Harmless centipedes crawl across the floor as you
ceeds, the broodguards wave them inside without check-
descend.
ing their story. If the group check fails, the broodguards
march them to meet Slavemaster lssar in area 19.
The tunnel is roughly 100 feet Jong. Characters who
21. H YDRAS L AIR climb the tunnel toward the surface emerge amid the
ruins of Omu's royal palace (see chapter 3, area 208).
An underground river widens to form a flooded grotto.
To the west, a pebble-strewn bank rises to a door re
cessed in the cavern wall. Near the middle of the lake,
bones cling like a tide mark to a rocky pillar.
124
CHAPTER 4 I fANP. 01' THI' !'<IGHT SERPl!!l;T
CHAPTER 5: TOMB OF THE NINE GODS
CERERAK BUILT THE TOMB OF THE NrNE slaves into the death trap to test its efficacy. The arch-
Gods not only to house the remains of Lich turned some of his victims into undead and flesh
Omu's trickster gods, but also to slay inter- golems, then locked them inside the tomb to serve as
lopers. However, few today even know the guardians. Acererak then resumed his wanderings.
tomb exists, and thus it remains an enigma. In Acererak's absence, the tomb snared adventurers
Rare are the tavern tales that lure adventur- from faraway lands and harvested their souls to feed
ers to its gates, and its horrors remain un- the archlich's phylactery, which remained hidden on
documented in the libraries of Candlekeep. another plane. Every few decades, Acererak returned
The reason for this is simple: not one person who has to tinker with his dungeon's traps, add treasure to its
entered the tomb has lived to tell the tale. vaults, and reap a bounty of hoarded souls. His planar
wanderings have influenced the tomb's mishmash of
HISTORY OF THE TOMB architectural styles, and have populated it with strange
and deadly monsters.
As the characters plumb the depths of the Tomb of the
ine Gods, they'll learn snippets of its grisly past NOURISH ING THE ATROPAL
RI SE OF T H E TOMB On one of his journeys through the cosmos, Acererak
stumbled upon an atropal (see appendix D). He brought
After Acererak murdered Omu's gods, be enslaved it to Toril, ensconced it in the cradle of his tomb, and be-
the Omuans and forced them to carve a grand tomb gan feeding it necromantic energy, hoping to transform
under one of the cliffs surrounding the city. The arch- it into a deity: one able to claim dominion over death.
lich devised brutal trials for each burial chamber, and Unleashed on Toril, the newborn death god would glut
sprinkled riddles and illusions throughout to deceive itself on life until none but the dead walked the world.
intruders. When the building work was done, he fed his
126
CHAPTU 5 I TOMB Ol'TIIE NINE CODS
symbol on the level map. You choose a skeleton key's lo- characters delve deeper into the tomb, they should come
cation. You can also change your mind and relocate the to know these monsters well.
skeleton key to make it easier or harder to find.
Apart from unlocking the skeleton gate in area 71, the TRICKSTER Goo S PI RITS
skeleton keys perform no function. When the charac- The spirits of the nine trickster gods of Omu haunt the
ters enter an area containing a skeleton key, it might be tomb. Although they cannot escape it, these spirits can
standing in the middle of the room, standing in a corner, inhabit adventurers within the tomb (see "Spirits of the
walking across the ceiling, or clinging to a wall. A skele- Nine Trickster Gods," page 129).
ton key's primary goal is to avoid capture or destruction,
so it flees if it can. FABLED TREASURES
Among the many treasures hidden in the tomb are four
SKELETON KEYS fabled art objects that hold special value. Acererak uses
Tomb Level Key Shape them to lure adventurers to the tomb.
l Triangle Any character with proficiency in the History skill who
2 Square lays eyes on one of these treasures can recall its lore
with a successful DC 20 Intelligence (History) check.
3 Pentagon
4 Hexagon BLACK OPAL CROWN
5 Octagon The Black Opal Crown was once worn by the archmage
Sadamor of Netheril. Legend speaks of how Sadamor
THE SEWN SISTERS saw the depths of humanity's evil reflected in the opal
In the lowest level of the tomb, a coven of night hags of his crown. Heartbroken, he created a doomsday de-
nurses the atropal to its apotheosis. See area 71 and vice-a sphere of annihilation- to swallow the world but
"The Sewn S isters" sidebar near that section for more was consumed by his own creation.
information on the hags. The yuan-ti nightmare speaker Fenthaza (see chapter
4) believes that the Black Opal Crown can awaken Den-
TOMB GUARDIANS dar the Night Serpent. lf the characters find the crown,
Adventurers who have perished inside the tomb are Fenthaza tries to kill them before they escape Chult
stitched together by tomb dwarves and bolted into suits with it. The crown rests in the maze of death (area 49).
of armor. Once complete, these shambling golems are
released into the tomb to hunt intruders. EYE OF ZALTEC
A tomb guardian is a ftesh gofem clad in plate armor, For centuries, this fist-sized ruby surmounted the Great
giving it AC 17. One or two tomb guardians should Pyramid in Nexal. capital city of the Maztican Empire.
appear whenever you feel the need for combat. As the The gem is a relic of the cult of Zaltec, and its dagger-like
point was plunged into the hearts of countless sacrifices.
An adventuring band known as the Company of the The tabaxi hunter Bag of Nails (see chapter 3) came to
Yellow Banner entered Omu to find the Eye of Zaltec Omu in search of the Navel of the Moon but failed to find
and was never seen again. The Eye of Zaltec is guarded it. The Navel of the Moon is set into the pendulum of a
by a stone juggernaut (area 62). grandfather clock inside a secret room (area 56).
I
Three stone gargoyles watch you from narrow ledges
acters' inherited flaws. If a player neglects to roleplay a
trickster god's flaw, have the inhabiting spirit attempt to carved into the cliff side. Each has the face of a bearded
goad the character into behaving more like it. You can devil, its mouth agape in a silent scream.
award inspiration to a player who roleplays a trickster
god's flaw particularly well.
All the trickster gods are eager to get their revenge The three gargoyles are perched on the ledges overlook-
ing the obelisk, at the points marked G on map 5.1. The
on Acererak. They can offer only limited guidance re-
garding the tomb and its denizens, but they encourage ledges are 30 feet above the ground, 5 feet wide, 2 feet
the characters to seek out other trickster god spirits and deep, and spaced 25 feet apart. The gargoyles swoop
offer supernatural assistance in the final battle against down and attack anyone who tries to topple or damage
the archlich. the obelisk, or who attacks them first.
Each trickster god (except Unkh) has its own rival OBELISK
in the tomb that it would prefer to avoid. The Omuans
The obelisk radiates a strong aura of abjuration magic
dreamed up colorful stories to explain these antipathies, under the scrutiny of a detect magic spell or similar
but in truth, the spirits simply represent conflicting magic, and a paladin using Divine Sense can detect a
points on the alignment axes. When rival spirits oc- fiendish presence within the obelisk. Clearing the vines
cupy different characters in the same group, they try
and moss from the south face of the obelisk exposes a
to make their hosts bicker and defy each other when- message carved into it in Common. (Give the players a
ever possible.
copy of handout 17 in appendix E.) The message reads
as follows:
LEVEL 1: ROTTEN HALLS
Map 5.1 shows this level of the dungeon. The air is stale
Fear the night when the forsaken one seizes death's man-
and humid here. Moss covers the walls, which are deco-
rated with screaming skulls and hung with rotting tree tle and the seas dry up and the dead rise and I, Acererak
roots and dead vines. the Eternal, reap the world of the living. Those who dare
enter take heed:
CEILING CRACKS
Thin shafts of daylight and moonlight spill through tiny The enemies oppose.
rock fissures, forming pools of natural light as shown on One stands between them.
map 5.1. A Tiny creature can use these narrow fissures In darkness, it hides.
to enter and leave the tomb. Don the mask or be seen.
UNDERGROUND R IVER Speak no truth to the doomed child.
Muddy rainwater seeps from the jungles above, flowing The keys turn on the inside only.
through the tomb as a sluggish underground river that is
treated as difficult terrain. The water is 3 feet deep, with
the tunnel ceiling above it varying from 6 inches to 3 The warnings Acererak has placed on the obelisk and
feet over the surface. The water is unfit for drinking. on the grand staircase (area 7) provide clues to overcom-
ing some of the challenges of the tomb. The obelisk's
clues pertain to features and locations on level 1, specif-
ically the true entrance (area 4), the devil face (area SB),
Obo'laka's tomb (area 10), Moa's tomb (area 14), and
Wongo's tomb (area 16).
3. FALSE ENTRANCE
The bats are harmless. jungle predators use this tunnel
After 20 feet, a puzzle door sealing off a small chamber as sheller, and the bones are a mix of grung and veloci-
beyond blocks this false entrance into the tomb. raptors. Any character who searches for tracks discov-
ers boot prints leading into the tomb. The tracks are not
recent and belong to the last group of treasure seekers
A short tunnel ends at a slab of worked stone, whose to e nter he re.
edges are marked by relief carvings of grinning skulls.
Four lines engraved at the center of the slab cross one
another to form a star, with both ends of each line mark
ing the location of a cube-shaped cavity cut into the
door- eight cavities in all.
I I
Another slab blocks the hallway twenty feet beyond the
first door. An iron lever is set into the door's surface,
with a graven stone skull leering down from above.
WoNGo PAPAlOTL Oeo'LAKA
5. TRAPPED CORRIDOR
plates. Wedging an iron spike or similar object under a widely enough that a Small creature can squeeze
plate prevents that plate from being triggered. Stuffing through them. The grate can also be lifted by one or
the wall holes adjacent to a pressure plate with cloth or more creatures with a combined Strength score of 24
wax prevents the darts from being fired. or more. Any creature that passes through the hatch
drops into the sluggish underground river, which flows
5B. DEVIL FACE toward area 17.
Magical darkness and a permanent silence spell fills the
mouth of the devil face and a large cavity behind it. The 6. CRYSTAL WINDOW
face is sculpted from stone and melds seamlessly with
the surrounding wall, and its mouth is wide enough for
a Medium or smaller creature to crawl through. A detect Creepers and vines cling to the walls of this corridor, at
magic spell or similar effect reveals an aura of illusion
the end of which is an arched crystal window, six feet
magic over the face.
The cavity behind the devil's mouth is home to a wide and ten feet high. Through it, you can see a dark
shadow demon that can see normally in the magical chamber.
darkness. If any creature reaches into the mouth, the
demon makes an attack against it with advantage, then The crystal window peers into Obo'laka's tomb (area
continues attacking if any creature enters its abode. 10). cannot be opened, and blocks all sound between
A successful dispel magic (DC 16) cast on the demon's area 6 and area 10. The window has AC 5, a damage
lair dispels the magical darkness and the silence. If the threshold of 15, 10 hit points, and immunity to poison
darkness is dispelled, the shadow demon emerges and and psychic damage.
attacks until reduced to half its hit points or fewer, at When any character approaches the crystal window
which point it flees to a darker area of the tomb. and peers through it, read the boxed text in area 10,
omitting the last sentence about the window.
A grand chamber opens ahead, fifty feet across and The clues on this bronze plaque pertain to features and
plunging down into darkness below. A stone balcony locations on level 3, specifically the reflected hall (area
winds around the walls to connect four archways. Other 31), the magic font (area 33), l'jin's tomb (area 35), the
balcony levels are visible below, with corridors radiating golem pit (area 39), and Kubazan's tomb (area 42).
off in all directions. To the north, a stone staircase de-
7D. ACERERAK'S FOURTH WARNING
scends to the lower levels. The last warning is on a bronze plaque mounted to the
west wall of the balcony on level 4. (Give the players a
The grand s taircase connects the first four levels of the copy of handout 20 in appendix E.) It reads as follows:
tomb, each of which is 25 feet below the level above. The
balcony is 5 feet wide. Death to fire, dine or drown, precious air, and
7A. WE ARE NOT ALONE falling sand.
The first character to reach this point on the map The army sleeps in silence.
glimpses a tomb dwarf on the level below: The mirror holds twelve.
Find the iron scepter's twin.
A hunched figure glares up at you from the balcony be- The maze holds the key.
low, wearing a mask that is a replica of the devil face at
the tomb entrance. Without saying a word, the figure The clues on this bronze plaque pertain to features and
steps out of sight. locations on level 4, specifically the elemental traps
(area 47), Shagambi's tomb (area 48), the mirror of life
trapping (area 50), the scepter in the crypt of the Sun
If the characters take action at once, they can catch Queen (area 53), and Unkh's tomb (area 55).
the tomb dwarf. The tomb dwarf uses the statistics of
a wight, except that it wields a battleaxe and a light 8. MAGICALA TTRACTION
crossbow. If it is not caught, the creature moves silently
through the secret door to area 25. To any character
leaning over the balcony to see where the figure went, it A rusting statue of a knight stands at the west end of this
appears to have vanished into thin air. hall, gripping a large iron shield. Shards and flakes of
1
7B. ACERERAK S SECOND WARNING rusted metal cover the floor around the statue's feet.
A bronze plaque is fixed to the east wall of the balcony
on level 2, engraved with another of Acererak's cryptic A magical field around the statue attracts metal objects
warnings in Common. (Give the players a copy of hand- of any kind (not just ferrous metal). Any metal object
out 18 in appendix E.) It reads as follows: that comes into direct contact with the shield disinte-
grates, showering the floor with powdered rust. Arti-
The ring Is a path to another tomb. facts are immune to this corrosion. Any metal object not
being worn or carried that enters the room is instantly
The dead abhor sunlight.
drawn to the s hield if it weighs 150 pounds or less. Any
Only a jewel can tame the frog. creature wearing or carrying metal items that enters
Bow as the dead god intoned. the room or starts its turn there can feel the pull of the
Into darkness descend. statue and must succeed on a DC 10 Strength (Athletics)
check to resist it. On a failed check, the creature loses
its footing, flies across the chamber, and slams into the
The clues on this plaque pertain to locations on level statue, taking ld6 bludgeoning damage for every 10 feet
2, specifically the gravity ring (area 19), the false tomb it moved. If the character is wearing metal armor, the
(area 20), Nangnang's tomb (area 24), Papazotl's tomb check is made with disadvantage. The shield disinte-
(area 22), and the devil pit (area 18). grates only metal objects that come into direct contact
"vith it, so a metal object stored in a backpack would be
7C. ACERERAK'S THIRD WARNING
protected from destruction by the pack's leather.
Another bronze plaque appears on the north wall of the A detect magic spell or similar effect reveals an aura
balcony on level 3. (Give the players a copy of handout of transmutation magic over the shield. The s tatue and
19 in appendix E.) This warning reads as follows: shield are treated as a single Large object with AC 17;
40 hit pointsj immunity to piercing, bludgeoning, and the scrutiny of a detect magic spell or similar effect, the
slashing damage from nonmagical attacks; and immu- fountain radiates an aura of transmutation magic
nity to poison and psychic damage. If the statue and
shield are destroyed, the trap is disabled. A successful MACilC FOUN TA I N EFF ECTS
dispel magic (DC 17) cast on the statue shuts down the d4 Effect
attractive field for 1 hour. The creature drinking the water must make a DC 12
9. MAGIC FOUNTAIN Constitution saving throw, taking 44 (8d10) necrotic
damage on a failed save, or half as much damage on
a successful one. If th is damage reduces the creatu re
A large fountain crusted with moss rises in the middle of to 0 hit points, it dies and tu rns to dust.
a circular room. Three marble maidens stand in the fou n- 2 The creature drinking the water loses the abi lity to
tain, holding pitche rs out of which water flows. speak for 8 hours. A lesser restoration spell or similar
magic ends this effect.
3 The creature drinking the water magically changes
sex. A greater restoration spell restores the creature's
ADVICE FROM THE SPIRITS
original sex, as does another drink from the fountain
Any characters inhabited by the spirits of Obo'laka or
that yields this same result.
Wongo receive advice when entering this area:
4 The creature drinking the water gains 2dl0 tempo-
Cautious Obo'laka advises against anyone drinking rary hit points.
Crom the fountain .
Reckless Wongo encourages his host to drink from 1 1
the fountain.
10. OB0 LAKA S TOMB
MAGIC FOUNTAIN
This vaulted tomb is overgrown with moss and creepers.
Any creature that drinks from the fountain experiences
a random magical effect, determined by rolling a d4 A stone sarcophagus rests on a stepped dais in the mid-
and consulting the Magic Fountain Effects table. Water dle of the floor. On the wall behind the sarcophagus, two
removed from the fountain and stored in a container re- large statues of bears grip a five-foot-diameter bronze
tains its magical properties, and a different effect occurs disk embossed with a dozen glaring eyes.
each time someone drinks from the container. Under
I I
A giant s tone sku ll crusted with moss juts out from the
The voice of a young gi rl echoes in your m ind: "What's
end of the passageway. A flame flickers within each of its
ha ppening? Why can' t I see?"
eye sockets, and a view into a chamber beyond can be
seen through its open jaws.
Nepartak magically senses the presence of intruders,
using telepathy to question all the characters. Roleplay
Any character who peers through the skull can s ee into her as a tenified child lost in the dark. In her panic, she
area 14 (see the description below). The skull's jaws are might ask any of the following questions:
opened wide enough to allow a Medium or smaller crea
ture to climb though. "Where am I? How did I get here?"
Each time a creature climbs through the skull's jaws, "Why can't I see anything?"
one of the flames in its eye sockets snuffs out. The third "Are you friends of my father? Is he looking for me?"
time a creature climbs through, the jaws clamp shut, To safely explore this area, the characters must calm
making a melee weapon attack w ith a +10 bonus. On Nepartak without revealing her true predicament. Lying
a hit, the target creature takes 22 (4d10) bludgeoning to her requires a successful DC 12 Charisma (Decep-
damage and is grappled (escape DC 19). While it re- tion) check. If the characters reveal that she's nothing
mains grappled, the creature takes 5 (ldlO) bludgeoning more than a disembodied skull, if they fail three Cha-
damage at the start of each of its turns. When that crea- risma checks to deceive her, of if they simply ignore her,
ture exits the jaws, the flames in the skull's eye sockets Nepartak grows increasingly anxious, then flies into a
reignite, the jaws open, and the trap resets. murderous rage.
The flames within the eye sockets give off no heat
or smoke, and they can't be extinguished except in the
I
manner described above. Any character searching the The voice shrieks in horror as the sku ll 's eye sockets fla re
skull and succeeding on a DC 15 Wisdom (Perception) with green fla me. With a shattering crash, the crystal box
check notes that the lower jaw is hinged. A stout object explodes and the skull levitates into the air.
jammed into the skull's jaw holds it open for as long as
the object can withstand the damage. A detect magic
spell or similar effect reveals an aura of transmutation Nepartak has the statistics of a ftameskull but doesn't
magic around the skull. speak, instead communicating using telepathy out to a
range of 30 feet. When she attacks, swarms of mummi-
14 . M oA's TOMB fied spiders pour out from the n.iches at the start of the
following round.
Skulls c rusted with dried mud glower from niches cut UN DEAD SPIDER WARRENS
Six swarms of undead spiders inhabit the warrens
into the walls of th is tomb. A stone sarcophagus stands
within the walls of the tomb. They are treated as
at the cente r o f the cham ber, its lid adorned with a coiled swarms of insects (spiders), except that they are sus-
serpent carved in relief. Behind the sarcophagus, resting ceptible to effects that can target undead.
atop a marble pedestal, is an ornate crystal box with a The warrens are too narrow for Medium and larger
small hu m anoid skul l floating inside it. creatures to enter, and Small creatures must squeeze to
traverse them (see "Movement and Position" in chapter
9 of the P lay er's Handbook). Tiny creatures can move
If the characters enter this tomb from the secret passage through the warrens freely. The swar ms attack any crea-
along the river, they see the concave inner surface of the tures that enter the warrens or any creatures in Moa's
stone skull at area 13. tomb if Nepartak becomes enraged.
A maze of tiny passages is cut into the walls beyond
the niches, and any character who succeeds on a DC 'TREASURE
10 Wisdom (Perception) check can hear the faint yet The stone sarcophagus isn't locked and can be opened
grotesque scuttling of insects from within. Hundreds with a successful DC 15 Strength (Athletics) check.
of tarantula-sized undead spiders crawl through Inside, a bundle of faded cloth holds the serpentine
these warrens. bones of ajaculi (the trickster god Moa's animal form;
see appendix D). A staff of the python rests atop these
remains. The staff turns to dust and is destroyed if it
Carved birds soar across the walls of this corridor. Block The pit is 20 feet deep. To unlock Wongo's sarcophagus,
ing the passage near its northern end is a large adaman the characters must turn three keys hidden inside the
tine propeller with five sharp blades. treasure chests.
TREASURE CHESTS
With a successful DC 15 Wisdom (Perception) check, a Each chest is 5 feet long, 3 feet wide, and 3 feet high.
character discerns that the entire floor of the corridor is All three are unlocked and (for the most part) empty.
a single pressure plate. The adamantine propeller has The chests cannot be moved, and they are impervious to
AC 20, 30 hit points, and immunity to all damage except damage and spells.
force damage. It thunders into motion whenever more Opening any chest reveals a 3-inch-long gold key pro-
than 20 pounds of pressure is placed on the corridor truding from an adamantine keyhole set into the under-
floor. Once activated, the propeller spins up to full speed side of the chest's lid. The key cannot be removed, and
in 6 seconds. If the weight is removed from the floor, the adamantine clamps prevent it from being turned while
blades take a full minute to slow to a stop. the chest is open. When the chest lid closes, a muffied
While the propeller is spinning up or s lowing down, click sounds from within the lid as the clamps around
a creature can leap through a gap between two blades the key release. Any character who climbs inside a chest
with a successful DC 20 Dexterity (Acrobatics) check. and closes its lid can turn its golden key with ease.
On a failed check, the character takes 33 (6d10) slash- lf a chest's key is turned while the chest is shut, the
ing damage as it passes through the blades. chest locks and the clamps snap shut on the key once
At full speed, the propeller deals 66 (12d10) slashing more. Any character inside the chest when this happens
damage to any creature that passes through it, and the is trapped. At the same time, a button magically appears
blades are turning too fast for a creature to leap be- on the lid of Wongo's sarcophagus.
tween them. The rapidly spinning propeller also creates
a wind tunnel effect, such that any creature that comes SARCOPHAGUS
within 10 feet of the propeller or starts its turn there The sarcophagus lid is carved with a stylized image of
must succeed on a DC 15 Strength saving throw. A crea Wongo in his su-monster form (see appendix D) and has
ture that fails the save is hurled northward into the pit in been melded to the rest of the sarcophagus with power-
area 16. If this forced movement causes the creature to ful magic. Consequently, the lid cannot be removed. The
pass through the propeller, the creature takes damage stone sarcophagus is impervious to damage and spells.
from the spinning blades. Whenever one of the three chests is locked, a carved
One can jam the propeller by fixing an immovable rod button magically appears on the sarcophagus lid above
in place between two of the blades. Other magic items the monstrous image ofWongo. The material of each
wedged between the blades are knocked aside as the button matches its corresponding chest: onyx, rusty
propeller turns. The propeller destroys all nonmagical iron, or silver. Pressing the button simultaneously un-
objects lodged between its spinning blades. locks the associated chest and triggers a trap within it
While the propeller is motionless, a creature that isn't Pushing the onyx button forces any creature inside
incapacitated can jam the mechanism with its body. the onyx chest to succeed on a DC 15 Constitution
When the propeller begins to turn, the creature must saving throw or take 75 (10d6 + 40) force damage. A
make a DC 20 Strength (Athletics) check. If the check creature reduced to 0 hit points by this damage turns
succeeds, the propeller is jammed unti I the start of the to a pile of dust, leaving behind whatever gear it was
creature's next turn, when it can use its action to repeat holding or wearing.
Pushing the rusty iron button causes any nonmagical LEDGE
metal objects inside the rusty iron chest (including ob- The ledge is 15 feet from the lip of the waterfall. A suc-
jects carried or worn by a creature in the chest) to cor- cessful DC 14 Strength (Athletics) check is required to
rode into worthless piles of rust. Objects partly made climb around to the ledge.
of metal are ruined as their me tal components decay. The ledge is slippery and uneven. Any creature that
Pushing the silver button causes any creature inside takes damage while standing on the ledge must succeed
the silver chest to make a DC 15 Constitution saving on a DC 10 Dexterity saving throw or fall into the rift,
th row, taking 45 (10d8) cold damage on a failed save, plunging 100 feet into the water at area 64. T he fall
or half as much damage on a successful one. deals 35 (10d 6) bludgeoning damage, or no d amage
Once all three buttons on the sarcophagus lid have with a successful DC 10 Dexterity saving throw.
been pressed, read:
LEVEL 2: DUNGEON OF
l
The stone sarcophagus turns to transparent crystal, DECEPTION
revealing a mummified monkey-like creature within. Map 5.2 shows this level of the d ungeon. Mocking devil
Clutched in its desiccated claws is a fearsome mace. faces are graven into the walls. and the ai r reeks of rot-
ting flesh. With no light to nourish it, the vegetation that
fills much of level 1 doesn't extend down here.
When the sarcophagus turns crystalline, it becomes
brittle, having AC 5, 10 hit points, vulnerability to 18. DEVIL PIT
bludgeoning and thunder damage, and immunity to
poison and psychic damage. It shatters if reduced to 0
hit points, whereupon the su-monster mummy within The walls and floor of this fifteenfoot-square room are
animates and attacks. In its first round of combat, the cracked and carved with images of terrified human
mummy activates its mace ofterror to unleash a wave of
terror againsc the characters. Thereafter, it makes melee oids falling. Set into the middle of the floor is a stone
attacks using the mace or its rotting fists. bas-relief of a bearded devil face, painted green. Forlorn
cries echo from the black void of its gaping maw.
TREASURE
Wongo's mummy clutches a mace ofterror. The mace
turns to dust and is destroyed if it leaves the Tomb of the The devil face forms the mouth of a 5 -foot-wide cylindri-
Nine Gods (but see "Lost Treasures," page 189). cal shaft that de scends 10 feet before opening up in the
Wongo's Spirit. Wongo's spirit is bound to the mace. ceiling of area 35. Magical darkness fills the mouth and
If the mace hits or otherwise comes into contact with the shaft. A detect magic spell or similar effect reveals
any character, Wongo's spirit tries to inhabit that char- auras of evocation and illusion magic within the shaft.
acter (see "Spirits of the Nine Trickster Gods," page A successful dispel magic (DC 16) cast on the dark-
129). When Wongo's spirit manifests, read: ness dispels it. If the darkness is dispelled, its fading
essence magically coalesces into a swarm of bats
that flies up out of the shaft and attacks any creatures
l I
Red smoke seethes from the head of the mace, forming in the room.
the outline of a monkey with a long tail. With a roar, the
smoky apparition leaps at you, screaming, "Let me inl" 19. GRAVITY RING
If the spirit successfully inhabits the character, give the At a four-way intersection, the corridors to north and
player Wongo's card (see appendix F). If the attempt south curve upward and out of sight, but with no rails
fails, the spirit returns to the mace and waits for another
or steps to allow them to be climbed. The corpse of
character to come into contact with it. The mummy is
friendly toward any character inhabited by Wongo's a half-human, half-goat creature in robes sprawls ten
spirit, treating that character as an ally. feet to the north. It grips a staff tipped with a bronze
goat's head.
17. UNDERGROUND WATERFALL
The curving cor ridor forms a perfect circle, imbued
The underground river plunges down Into a dark, rocky with magical gravity that keeps creatures bound to
the floor as they wal k along it. A detect nuigic spell or
chasm. Cold air swirls up from below like the breath of
similar effect reveals an aura of transmutation within
some monstro us creature. Through the gloom, you spot the corridor.
an ornate treasure chest resting on a ledge opposite. The corpse belongs to Devlin Bashir, a Calishite wiz-
ard and member of the Company of the Yellow Banner.
Devlin's goat-like features are the result of a curse,
The treasure chest is a mimic in disguise. If any crea-
and he was killed by tomb dwarves after he became
ture touches it, the mimic attacks in object form. separated from his companions. Any inspection of his
remains reveals that he was killed by wounds from axes Each dawn, Acererak's magic replaces the mirror
and crossbow bolts. Devlin's ink-stained robes contain a tomb with a fresh fabrication. Slain monsters reappear
journal that hints at the tomb's mysteries (see "Devlin's in their original locations, and moved objects teleport
Journal" below). A search of the corpse also yields more back to where they were found. When this occurs, char-
valuable belongings (see "Treasure" below). acters inside the mirror tomb witness a strange distor-
tion ripple through the air.
ADVICE FROM THE SPIRITS
Any characters inhabited by the spirits of Papazotl or DEVLIN'SJOURNAL
Shagambi receive advice when entering this area: When the characters find Devlin's journal, give the
Bossy Papazotl urges his host to order another char- players a copy of handout 21 in appendix E, showing
acter to walk the length of the circular hall. the journal's final entry. Earlier entries chronicle the
Wise Shagambi warns her host that the staff held by exploits of the Company of the Yellow Banner in Chult.
the fallen wizard might be cursed. The company made landfall at Kitcher's Inlet and fol-
lowed the River Olung to Lake Luo before cutting south-
MIRROR TOMB west into the jungle toward Omu. The journal describes
The halfway point of the circular corridor, directly "op- harrowing encounters, the adventurers' search for puz-
posite" the intersection, is an invisible planar gate that zle cubes in Omu, their brushes with the yuan-ti, and the
cannot be detected with magic. Any creature passing discovery of the true tomb entrance. Only the final entry
through this gate emerges into a parallel reality. Charac- mentions their experiences in the tomb, but no mention
ters who walk the length of the circular corridor notice is made of Devlin's staff (see "Treasure" below).
that Devlin's body is no longer present- nor are any Any character who s pends 10 minutes poring over
companions who waited behind for them. If they step the journal can note a few brief mentions of the other
back through the gate, they return to their own world. company members: Lord Brixton (a Cormyrean knight),
To test his traps, Acererak crafted a "mirror tomb" Bravus Boulderborn (a gold dwarf cleric of Morad.in),
and hid it inside a demiplane. This m irror tomb is iden- Seward (a Chondathan human ranger), and Sephirius (a
tical to the real tomb as it stood exactly one year ago. All dragonborn paladin often referred to as "Seph").
objects and creatures encountered in the mirror tomb
appear real, but they fade away if taken to the real world. TREASURE
The mirror tomb has the same magical defenses as the A search of Devlin's body also turns up an ink pot that
true tomb, and any character who dies in the demiplane never runs dry (100 gp) and a speJlbook containing the
is trapped by the Soulmonger. following spells:
I
of the treasure from the chariot. Strange shadows shift across the walls, forming the out-
Nervous Obo'laka warns its host that the cauldrons line of a long-legged bird. Its beak stabs at you as a voice
contain the bones of Papazotl's most zealous devotees echoes through your mind: "You will do as I command!"
who, even in death, might seek to protect him.
GLASS CAULDRONS If the spirit successfully inhabits the character, give the
Disturbing the chariot, the sarcophagus, or the treasure player Papazotl's card (see appendix F). If the attempt
lying atop it causes twelve skeletons to crawl out of the fails, the spirit returns to the amulet and waits for an-
glass cauldrons (two per cauldron). All the skeletons act other character to touch it.
on the same initiative count. A cauldron disgorges one
additional skeleton at the start of the skeletons' turn 23. BOTTLED GENIE
each round until the cauldron is destroyed or the tomb
is cleared of interlopers . When no enemies remain, any
I
remaining skeletons return to the cauldrons. Ancient cobwebs fill this narrow corridor, whose mid-
Destroying the cauldrons stops the flow of skeletons, point features an arched alcove. Within the alcove, a
as does bowing before the faceless statue ("Bow before
dusty bottle stands on a table.
no one"). Each cauldron is a Large object with AC 15,
22 hit points, vulnerability to bludgeoning and thunder
damage, and immunity to poison and psychic damage. The bottle is stoppered and contains a dao named
A detect magic spell or similar effect reveals an aura of Keshma al-Wazir, who was trapped centuries ago by
conjuration around the cauldrons. An empty cauldron Acererak. Anyone examining the bottle spots the genie
weighs 500 pounds. waving from within and hears her muffled voice calling
out. Keshma speaks Terran only. At first, she orders the
The air here reeks of sulfur and brimstone. On the floor As you touch the egg, a tendril of slime rises from its
of this chamber, a pentagram traced in salt surrounds surface and transforms into a frog-like head that bobs
an ornate sarcophagus, its lid covered with figurin es of toward you. A croaking voice sounds out in your mind:
prancing frog-like humanoids. " Nangnang will help you now."
25. SCRYING POOL Old wooden benches and shelves along the walls of this
I
chamber are covered with gears, chains, trap compo-
I
nents, and cages filled with rats. Lit iron braziers hang by
Behind the secret door, water fi lls a carved stone font.
chains from the ceiling. Along the north wall, a stepped
dais is set with a bulky contraption: an iron maiden of
Withers uses this font to speak to creatures outside the sorts, attached to a network of steaming pistons, tubes,
tomb and contact his tomb guardians. A detect magic and bubbling vats of blood. Five masked dwarves operate
spell or similar effect reveals an aura of divination over
the contraption.
the water. When any character gazes into the font, read:
I I
As the water begins to swirl, eerie light emanates from
working inside the chamber. Each one has the statistics
within the basin. Slowly, an image resolves on the water's
of a wight, except that it wields a battleaxe and a light
surface. crossbow. If the adventurers leave this area, there's a
50 percent chance that ld4 of the other tomb dwarves
prowling the dungeon are present when they return.
Those gazing into the font can see through the eyes of a
Any character who searches the forge uncovers
random tomb guardian as it patrols the dungeon. Pick a
enough gear to assemble two sets of thieves' tools, a set
random level (or roll a d6) and describe the guardian's
of artisan's tools, a set of alchemist's supplies, a set of
path through it. The guardian relies on dark vision to
mason's tools, and a set of smith's tools. The caged rats
see, so images in the pool are in black and white. The
images fade and the scrying effect ends if no character are used to test traps.
gazes into the water. IRON KILN
Unless one of the characters gazing into the pool is The dwarves use the iron contraption on the dais to
wearing an amulet of the black skull (see appendix C craft tomb guardians from the corpses of slain adventur-
14-1
ers. As the characters arrive, the tomb dwarves are in
the process of unleashing their newest creation.
TREASURE
Any character who searches the forge finds a ghost lan-
tern (see appendix C) that once belonged to Seward. It
lies on a bench next to some tools.
The spirit of a female moon elf warlock known as the
Starfallen resides within the ghost lantern. If any char-
acter touches the lantern, the spirit can be seen within
it. The spirit is insubstantial and can't be harmed, nor
can it cause harm. It speaks and understands Common,
Elvish, and Sylvan. If the lantern is destroyed, the spirit
becomes trapped in the Soulmonger.
The Starfallen was slain almost a thousand years ago
by a fomorian. After her death, her soul inhabited the
lantern. The Company of the Yellow Banner found the
lantern and began questing for a way to return the Star-
fallen to life. The fabled Eye of Zaltec was said to pos-
sess the power to raise the ancient dead. The company
tracked the jewel to the tomb and perished without ever
finding it.
The spirit of the Starfallen has weakened over time ing the tomb. When Acererak sacrificed his workers to
and grown forgetful. She remembers little of her past or their own dungeon, Gorra's traps performed the best.
her travels with the Company of the Yellow Banner, but This pleased the archlich enough that he t ransformed
certain things might jog her memory. If the players get Gorra into a wight, with these changes:
stuck, you can use the Starfallen as a means to provide Withers has an Intelligence of 16 (+3).
hints to keep the adventure on track. He wears an amulet of the black skull (see appendix
C) and doesn't carry a longbow.
28 . WrTHERs' s OFFICE He has the Spellcasting featu re described below.
He has a challenge rating of 4 (l.100 XP).
Spe//casting. Withers is a 9th-level spellcaster. His spellcasting
Candles dimly illuminate a cluttered office: A skeletal
ability is Intelligence (spell save DC 13; +S to hit with spell at-
songbird rasps at you from a filthy cage In one corn er. tacks). He has the following wizard spells prepared:
Other furn ishing include a wooden writing desk and a
Cantrips (at will): acid splash, mage hand, minor illusion, pres-
ta ll- backed chair. Anatomical drawings sketched in cha.r- tidigitation
coal hang on the wall behind the desk. Seated in the chair 1st level (4 slots): detect magic, expeditious retreat,featherfall,
is t he shriveled corpse of a hu manoid wearing mo ldy thunderwa ve
2nd level (3 slots): darkness, hold person, rope irick
robes and a bronze mask sculpted to look like a frowning 3rd level (3 slots): dispel magic, lightning bolt
visage. Around t he figure's neck hangs a black skull- 4th level (3 slots): blight, wall offire
shaped amulet, and a number of seve red hands crawl on Sth level (1 slot): telekinesis
the des k and floo r aroun d him. When the characters arrive, Withers is working at his
desk. Seven crawling claws follow him around and
obey his commands.
Before he was turned into an undead creature, Withers Withers is fiercely loyal to Acererak. His passion for
was an Omuan engineer named Gorra. Like all of Omu's learning followed him into undeath, granting him a rare
citizens, Gorra was enslaved and put to work construct- chance to study for eternity. The walls of his office are
LEVEL 3: VAULT OF
The magic here records the last moments ofBravus
REFLECTION Boulderborn, hero of the Company of the Yellow Ban-
Map 5.3 shows this level of the dungeon, which an invis- ner. The dwarf ignores any attempts by the characters to
ible beholder named Belchorzh the Unseen (see area 44) communicate with him.
claims as its home. It doesn't have access to lair actions
and regional effects; instead, it has infected its home A loud click sounds out as the dwarf steps onto one of
with weird alien growth.
the floor tiles. Then a deafening buzzing rises as locusts
ALIEN GROWTH pour out from the mouths of the sphinx statues, quickly
The beholder's aberrant influence permeates the stone- engulfing him. He tries to fight them off, to no avail.
work across this level of the tomb, causing purple mold When the cloud of insects vanishes, nothing of the dwarf
to sprout from the floors, walls, and ceilings. The mold
remains except its bones and gear.
smells like rotting corpses and occasionally releases
clouds of harmless spores. As characters move through
areas with alien growth, tiny eyeballs emerge from the If all the characters turn away, the vision resets. When
mold to scrutinize them. Belchorzh can see through any character next looks through the mask, the dwarf is
these eyes and uses them to track the party's progress. seen entering I'jin's tomb once more.
Any effect that deals fire, necrotic, or radiant damage
destroys a patch of alien growth on contact. However,
I
As a new tunnel rotates into place, you see a skele-
pect. Any creature that looks upon its face sees a hor-
tal corpse lying on the floor of that tunnel, about ten rific visage locked in a silent scream and must succeed
feet away. on a DC 15 Wisdom saving throw or drop to 0 hit points.
A creature that cannot be frightened automatically suc-
ceeds on the saving throw.
The corpse belongs to Sephirius, dragonborn paladin
of the Company of the Yellow Banner. Looting the body TREASURE
reveals several items of interest (see "Treasure" below). If a shadow duplicate drinks all the illusory soup in the
font, a 1-inch-diameter eyebalJ made of incandescent
orange crystal appears at the bottom of the font and 35. I'JIN'S TOMB
can easily be removed. If the eye is taken from the font
and later put back, it disappears and the illusory soup Characters can reach this area via area 18, by lowering
effect is reset. the stone block in the east wall (area 35A), or by slipping
Crystal Eye. The nonmagical crystal eye is one of between the teeth of the jackal visage at area 29.
the ten keys needed to open the vault of the beholder
(area 44).
35A. STONE BLOCK
A 5-foot-wide, 5-foot-thick, 12-foot-tall block of solid
EMPTY C LOSET stone fills ~he doorway leading to l'jin's tomb (area 35B).
East of the font is a dusty, empty room. The block ts featureless on the side that faces the tomb,
and it is impervious to damage and spells. If the charac-
34. PEEPHOLE ters approach the block from the east, read:
I
If one or more characters approach this area from the
south, read: The corridor ends at a block of stone on which is painted
a seven-foot-tall jackal-headed humanoid with a circular
The corridor turns sharply to the left. At the corner just gold medallion around its neck. All around the figure are
before the turn, a peephole is carved into the stone wall carvings of locusts.
at a height of 6 feet.
Close inspection reveals that one of the carved locusts
is a button that can be pushed. When this happens, the
The peephole forms one end of a 5-foot-long tube cut
stone block sinks into the floor, creating an open pas
through the solid rock wall. Magnifying lenses set
sage to the tomb (area 35B).
throughout the tube give anyone who peers through the The "medallion" worn by the jackal-headed painting is
bole a clear view of the gold medallion in area 35A and actually a 6-inch-diameter gold disk engraved with the
the hieroglyph visible on the dial behind it. In addition, face of a homed devil, its mouth agape. Lodged behind
a creature looking through the peephole can communi- this disk is a clay dial etched with eight hieroglyphs.
cate telepathically with creatures in area 35B. Using the One hieroglyph (a vulture) is visible through a hole that
peephole, a character can identify the correct sequence forms the devil's gaping mouth, but the dial is locked in
of floor tiles to step on in area 35B and communicate place and its remaining seven hieroglyphs are hidden
that information to everyone in I'jin's tomb. from view behind the medallion.
38C
The walls of this narrow tunnel slope inward as they ap-
proach the ten-foot-high ceiling. Patches of mold cling to
the walls and floor in the eastern half of the hall. Cut into
~ the floor at the west end of the corridor Is a three-foot-
wide, four-foot-long rectangular hole with bright light
l squal'(' a 5 feet ' \Gap between revolving
room and outer shell spilling out ofit.
of a fool named Yaka-an entertainer who once amused A four-columned portico juts out from the far wall, be-
the royal family of Omu. If any character touches it, the neath which a stone sarcophagus rests in a wall recess.
skull levitates into the air and begins to follow that char- Four ceramic frog masks hang in niches around the
acter everywhere. The skull never strays more than a
sarcophagus. Beneath the masks, humanoid bones are
few feet away, teleporting back to the character's side if
it loses sight of him or her. As it hovers, Yaka's skull sup- strewn across the floor. To the east, a large carving of a
plies a stream of deadpan banter in a mocking, hollow tentacled frog-monster squats above a shrine. Offerings
voice. Unless the skull is magically silenced, its inoppor- lie on a shelf before it. Four rectangular frescoes adorn
tune comments cause the character to make all ability the adjacent walls.
checks with disadvantage.
Roleplay the skull as cruel and cynical, with a dark
sense of humor. It knows nothing of the tomb but pre- To unlock sarcophagus , the characters must perform
tends to know all. Acererak has warded the skull with a simple ritual at the shrine while wearing the frog
powerful magic, rendering it impervious to damage and masks. The wall frescoes reveal what must be done.
spells. Its curse is too powerful to be broken with any
spell other than wish, which can be used either to de- ADVICE FROM THE SPIRITS
stroy the skull or end the curse. If the curse ends but the Any characters inhabited by the spirits of Nangnang,
skull survives, it teleports back to its pedestal and waits Obo'laka, or Shagambi receive advice when entering
for another character to touch it. this area:
The curse can also be ended by feeding gemstones Greedy Nangnang urges her host to snatch up the gold
to the skull, which it craves. The skull chews up and coins on the wall shrine.
destroys any nonmagical gem fed to it, leaving no trace Cautious Obo'laka warns against trying on the masks.
of the gem behind. Once it destroys 10,000 gp worth of Wise Shagambi is convinced that the frescoes are
gemstones, the skull teleports back to its pedestal and clues to understandin g the power of the wall shrine.
the curse ends for the affected character.
FRESCOES
41. TOMB GUARDIA NS Four frescoes Hne the east wall of the tomb, two on each
side of the shrine.
Fresco 1. This fresco shows a time when Kubazan
Two hulking figures stand in alcoves along this long hall, used his tentacles to help the Omuans cast down a
facing each other. Armor is bolted to their flesh, and they statue of the god Ubtao:
wear bucket helms and spiked gauntlets. Iron collars
around their necks are connected by a spiked chain that A frog-like behemoth uses its tentacles to help the
stretches across the corridor. Omuan people knock down a mighty statue. In the fore-
ground, an old woman wearing a frog mask tosses five
The tomb guardians in the alcoves attack any creature coins from her hand as though sowing seeds.
that attacks them or tries to move past them. They are
Oesh golems, with these changes:
Fresco 2. This fresco shows a time when Kubazan
The golems are clad in plate armor (AC 17). helped a group of Omuan hunters kill a giant crocodile
With its spiked gauntlets, a tomb guardian deals 13 that was threatening the city:
(2d8 + 4) bludgeoning damage plus 7 (2d6} piercing
damage with each successful Slam attack.
Each tomb guardian has a challenge rating of 6 A froglike behemoth wraps its tentacles around a giant
(2,300XP). crocodile as Omuan hunters stab the crocodile with their
spears. In the foreground, an old man wearing a frog
SPIKED CHAIN
mask holds a bug up to his open mouth.
The magical spiked chain that binds the guardians
together prevents them from moving more than 15 feet
apart. Additionally, as long as the chain is intact, dam- Fresco 3. This fresco shows a time when Kubazan
age dealt to either guardian is divided evenly between helped the Omuans find a missing child in the jungle:
SARCOPHAGUS
Another curtain hangs behind the first, showing the
Kubazan's sarcophagus is bereft of adornment, though a same scene but descended into depravity. The nobles
detect magic spell or similar effect reveals auras of abju- fight with each other, partake in carnal encounters on the
ration and evocation magic around it. table, or sprawl on the floor in puddles of vomit.
When the ritual is performed correctly, the sarcopha-
gus lid unlocks and slides open. It contains the bones of
a froghemoth (Kubazan's animal form; see appendix D) Behind the second curtain is a third:
as well as some valuable items (see "Treasure" below).
I
The sarcophagus lid is otherwise sealed shut with an A scene of horror confronts you: nobles feasting on ser-
arcane lock spell. It can be opened with a knock spell or
vants, eating each other alive, and setting fire to the hall.
forced open with a successful DC 25 Strength (Athlet-
ics) check. However, if the sarcophagus is opened by any The roast boar is alive and laughing on its platter.
means other than the ritual, a prismatic spray spell (save
I
through the holes in the floor. Each creature in the cell
when the lava begins to fall must make a DC 20 Dex- You immediately begin to choke as you are teleported to
terity saving throw, taking 22 (4dl0) fire damage on a room with no light, no sound, and no air.
a failed save, or half as much damage on a successful
one. Any creature that enters the cell for the first time
on a turn or starts its turn there must repeat the saving The cell's antimagic field douses magical lights, and
throw. Because of the cell's antimagic field, magic items nonmagical flames are snuffed out because of the lack of
and spells that provide resistance to fire offer no pro- oxygen in the room. Creatures that can see in the dark
tection here. can see the following:
Extinguishing the Candle. If the candle is extin-
guished inside the cell, the antimagic field is dispelled Sculptural reliefs on the walls of this dark cell show
and all creatures in the cell are teleported to one of the
tornadoes uprooting trees and teari ng cities apart. An
other cells, as follows:
aarakocra skeleton embedded in one wall holds an iron
If the candle's flame is doused with water or some
sconce bearing an unlit red candle.
other liquid, creatures in the cell are teleported to the
water cell (area 47B).
If the candle's flame is blown out or smothered by a Any creature that requires air to breathe immediately
lack of oxygen (including being ground out against the begins to suffocate unless it took the precaution of hold-
wall or floor), creatures are teleported to the air cell ing its breath before teleporting here (see "The Environ-
(area 47C). ment" in chapter 8 of the Player's Handbook).
Any character who cannot see can use an action to
47B. WATER CELL
blindly search the cell by touch, then make a DC 13
Wisdom (Perception) check. If the check succeeds, the
You appear in a cell that smells moldy. Its damp walls are character discerns one key feature of the room: either
the wall carvings, the aarakocra skeleton, or the candle.
covered with living snails and oysters, and feature sculp-
Aarakocra Bones. The aarakocra skeleton embedded
tural reliefs of tidal waves destroying coastal cities and in the wall has hollow bones containing stale yet breath-
ships. A merfolk skeleton embedded In one wall clutches able air- each one essentially a tube sealed with wax. A
an iron sconce fitted with a burning red candle. Suddenly, character with a dagger or similar tool can use an action
lukewarm water begins to pour into the cell through rows to pry a bone out of the wall, pierce the wax seal, and
of tiny holes in the ten-foot-high ceiling. inhale the air within. The first time a bone is removed
from a wall, the cell's antimagic field is dispelled. Any
character who inhales the air is teleported (along with
The candle is a distraction and offers no way out of the his or her possessions) to area 48.
cell. As long as it remains in this cell, the candle burns Unlit Candle. The candle can't be lit without air,
indefinitely until extinguished. If taken from the area, it but let characters waste time trying. The candle is not
burns down normally. the means by which characters can escape the cell. If
Flood Trap. The water fills the cell at a rate of 1 foot somehow lit, the candle burns indefinitely as long as
per round, taking 10 rounds to fill the room. If the can- it remains in this cell. If taken from the area, it burns
dle is left Jn its sconce, the rising water extinguishes it down normally.
on the fourth round. Trying to stuff or block the holes
doesn't stop the water from pouring in. Because of the 47D. EARTH CELL
cell's antimagiclield, spells and magic items that enable
characters to breathe underwater don't function here. The walls of this stone cell are covered with rel iefs show-
Any character who runs out of air begins to suffocate
(see "The Environment" in chapter 8 of the Player's ing desert sands swallowing the ruins of civilization.
Handbook). A bas-relief of a robed medusa domi nates one wall. It
Snails and Oysters. There are dozens of snails and wears a stone necklace with an obsidian pendant and
oysters clinging to the walls. A character can use an clutches an iron sconce with a burning red candle in it.
action to remove an oyster or snail from a wall, crack it Sand begins to fal l from tiny holes bored into the ten-
open, and eat it. The first time an oyster or snail is re- foot-high ceiling, and you hear a rumbling no ise under
moved from a wall, the cell's antimagic field is dispelled.
Eating an oyster teleports a character (along with his or the floor.
her possessions) to the air cell (area 47C), while eating a
snail teleports a character (along with his or her posses- The candle can be extinguished and relit, but is of no
sions) to the earth cell (area 47D). use to characters trying to escape the room. As long as
When the last character leaves the cell, rows of tiny it remains in this cell, the candle burns indefinitely. If
holes open in the floor, allowing the water to drain out at taken from the area, it burns down normally.
a rate of 1 foot per round.
Any character who searches the cell and succeeds on The pit is within the cell's antimagic field, so spells
a DC 10 Wisdom (Perception) check notices a seam run- and magical effects that might otherwise allow a charac-
ning down the middle of the floor from north to south. ter to survive the rollers or ascend the pit won't work.
The seam suggests the existence of a pit trap. Secret Door. Any character who searches the medusa
Trap. The falling sand fills the room at a rate of 6 bas-relief and succeeds on a DC 11 Wisdom (Percep-
inches per round, turning the Boor into difficult terrain tion) check notices seams around the carving, suggest-
after 1 round. Any character who can reach the ceiling ing the presence of a secret door. A successful check
can use an action to stuff a number of holes with cloth also reveals that the medusa's obsidian pendant is a
or wax, slowing the sand by 1 inch per round. 1f the button. The button won't depress unless the pit is open.
sand reaches a depth of 12 inches, the floor splits open A character can try to unlock the button using thieves'
along its seam. When the pit opens, half of the floor tools, doing so with a successful DC 17 Dexterity check.
swings down to the west and the other half drops to the Pressing the unlocked pendant causes the secret door's
east, and the sand stops fa lling. A 6-inch-wide ledge sur- lock to release with a dull clunk, after which the door
rounds the pit on all sides. Any creature standing on the can be swung open to reveal area 48 beyond. The secret
floor when it opens must make a DC 15 Dexterity check; door has springs that cause it to close automatically
those standing along the walls have advantage on the unless it is held or wedged open. The door locks when it
check. On a successful save, a creature finds purchase closes and can be opened only from within the cell.
on the ledge. A creature that fails the save falls.
The 10-foot-deep pit contains two giant stone rollers 48. SHAGAMBI' S TOMB
with interlocking stone teeth. Anything larger than a
Each character who teleports into this tomb from area
grain of sand gets chewed up between these rollers,
47C appears atop a randomly determined teleportation
taking 132 (24d10) force damage. Any creature reduced
rune (see "Teleportation Runes" below). Characters can
to 0 hit points by this damage is ground to a pulp. A
also enter the tomb through the secret door at area 47D.
creature that passes through the rollers with at least 1
hit point remaining lands on an iron grate 5 feet below
the grinders. A stone button is set into one of the walls This tomb Is fil led with terracotta warriors, kneeling in
above the grate and is visible only to creatures under the neat ranks around a polished wooden coffin. Between the
rollers. When pressed, the button causes the rollers to
warriors, four aisles scattered with broken pottery lead
stop turning and retract into the walls, allowing crea-
tures that survived the horrid trap to climb out with a up to the coffin, whose painted lid shows a leopard with
successful DC 15 Strength (Athletics) check. serpents sprouting from its shoulders.
160
If intruders are heard within the tomb, the terracotta ing through pottery shards imposes disadvantage on the
warriors rise to defend it (see "Terracotta Warriors" check. Once roused into action, the terracotta warriors
below). To steal Shagambi's treasures, characters must attack all the creatures in the tomb.
move quietly.
COFFIN
ADVICE FROM THE SPIRITS Shagambi's coffin is trapped but not locked. When its
Any characters inhabited by the spirits of Unkh or lid is opened, a music box inside the coffin is activated,
Wongo receive advice when entering this area: rousing the terracotta warriors if they can hear its
Nervous Unkh suggests that her host leave the tomb haunting melody (even if the adventurers have been
at once using one of the teleportation runes, though silent up to that point). Any character who succeeds
she can't decide which rune is best. on a DC 14 Wisdom (Perception) check while gently
Impulsive Wongo thinks it's a good idea to shatter lifting the coffin lid spots the trap's trigger wire, which
as many terracotta warriors as possible, as quickly can then be cut with thieves' tools and a successful DC
as possible. 12 Dexterity check. The music box is activated on a
failed check.
'TELEPORTATION RUNES The bones of a kamadan (Shagambi's animal form;
Three teleportation runes are scribed on the floor along see appendix D) are bound in cloth inside the sarcopha-
the north, east, and south walls of the tomb. A detect gus, along with valuables (see "Treasure" below).
magic spell or similar effect reveals that each rune has
TREASURE
a different aura- strong, steady conjuration magic from
the eastern rune; flickering conjuration magic from the The following treasures are heaped around Shagambi's
northern rune; and a combination of conjuration and bones: 200 gp, five moonstones (SO gp each), the fine
transmutation magic from the southern rune. music box activated by the trap (2SO gp), and an instru-
Whenever a creature teleports into the tomb, roll a ment of the bards (Canal th mandolin}. The instrument
d6 to determine which rune it arrives on: 1-2, north turns to dust and is destroyed if it leaves the Tomb of the
rune; 3- 4, east rune; S- 6, south rune. If more than one Nine Gods (but see "Lost Treasures," page 189).
creature is teleported to the same rune, the previous Shagambi's Spirit. The spirit of Shagambi tries to
creature is pushed harmlessly off the rune when the inhabit any character who touches the mandolin (see
new creature appears. Additionally, the north rune is "Spirits of the Nine Trickster Gods," page 129). When
malfunctioning, and any creature arriving there takes Shagambi's spirit manifests, read:
18 (4d8) force damage.
I
Any creature that moves from outside a rune into its
I
Six shadowy serpents slither out of the mandolin and coil
space is instantly teleported to area SO. A creature that
around your body. You hear a purring voice in your mind
uses the south rune to teleport is also polymorphed into
a random beast, as though it had failed its saving throw say, "I am not your enemy."
against the polymorph spell. Roll a d4 to determine the
new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper.
If the spirit successfully inhabits the character, give the
TERRACOTTA WARRIORS
player Shagambi's card (see appendix F). If the attempt
fails, the spirit returns to the mandolin and waits for an
Forty-eight terracotta warriors guard the tomb. Use
other character to touch it.
animated armor statistics, with these changes:
Each terracotta warrior wields a shortsword. As an 49. MAZE OF DEATH
action, it can attack twice with the weapon (+4 to hit),
Stone slabs seal off the entrances to this corner of
dealing S (ld6 + 2) piercing damage on a hit.
the dungeon.
If a critical hit is scored against a terracotta warrior, it
shatters and is destroyed. 49A. STONE SLABS
The terracotta warriors remain perfectly still and When the characters reach either entrance, read:
pose no threat as long as the tomb remains relatively
quiet. If any character talks loudly, steps on a piece of
A stone slab blocks the end of this corridor. Painted on
broken pottery, or makes any other equivalent noise
while in the tomb, read: the slab is the image of a gaunt male humanoid wearing
a hooded cloak, its face a mask of stars. The figure's
withered left hand is raised with palm extended.
I
All the terracotta warriors turn their heads to face you.
As one, they pull their swords a few inches from their
scabbards. The stone slabs are impervious to damage and spells,
and they are fitted so snugly that even creatures in gas-
eous form can't slip past them. If any character stands in
After this single warning, the terracotta warriors attack front of a slab and raises his or her left hand with palm
if they hear any other noise. Without the use of magic, extended, both slabs open at the same time, regardless
any creature walking through the tomb must succeed on of any efforts taken to prevent them from doing so.
a DC 12 Dexterity (Stealth) check to remain quiet. Mov- When this happens, read:
I
wearing a hooded cloak, once again with stars where his
face should be. The figure holds up his right arm, which
is severed neatly at the elbow.
162
CIIAPTER 5 I fOMO OJ Tiii:: NINE. GOOS
50. MIRROR OF LIFE TRAPPING DESTROYING THE MIRROR
If the mirror is destroyed, all creatures trapped within
Any creature teleported here from area 48 appears io
it are released at once. (See chapter 7 of the Dungeon
a random spot near the center of the room and facing
west, much to its peril. Master's Guide for the mirror's statistics.) Rather than
running combat with so many creatures, assume that
only the invisible stalker and the troll attack the party
I
This dusty room is fifteen feet square and empty except initially. The other creatures react to their liberation by
for an ornate, rectangular mirror mounted on t he wall turning on one another or running away, as follows:
opposite the room's only exit. Lukanu and Zaa1 attack the gargoyle, destroying it in
4 rounds, and then help the characters deal with the
invisible stalker and the troll.
Attached to the west wall with sovereign glue is a mirror The stirge attacksA'tan, killing him in 1 round.
of life trapping. Any creature within 30 feet of the mirror After draining A'tan's blood, the stirge flies away to
that sees its reflection must succeed on a DC 15 Cha- digest its meal.
risma saving throw or be imprisoned within one of the The doppelganger tries to flee but doesn't go far, hop-
mirror's twelve extradlmensional cells, along with any- ing that the characters survive and returning to thank
thing it is wearing or carryi.ng. Constructs automatically them if they prevail.
succeed on the saving throw. Tlad Xolbrys uses his magic to help the characters
The mirror currently has three vacant cells. If the unless it looks like they're near defeat, whereupon the
mirror traps a creature when its twelve cells are already drow turns against them.
occupied, it releases one trapped creature at random to
accommodate the new prisoner. The Prisoners of the 51. GHASTLY DOOR
Mirror table lists the mirror's current prisoners and
summarizes how they react if set free or spoken to. Oth-
erwise, roleplay them as you see fit. What appears to be a large stone door looms at the end
The mirror has two command words. Speaking the of the hallway, but it bears no hand les or hinges. jutting
word "Khomara" while standing within 5 feet of the mir-
from the wall on either side of the door are two match-
ror deactivates or reactivates it. (The mirror can't trap
creatures while deactivated.) Speaking the word "Black- ing bronze sculptures- each the head and neck of a
fire" along with a cell number frees the creature trapped serpent with fangs bared. On the lintel above the door
in that cell. is inscribed the following message in Common: "Warm
Casting an identify spell on the mirror reveals its like flame, cold for the cruel, still for the dead, gruel for
command words and magical properties. The command the ghoul."
words are also written in the spellbook found in area 28.
SECRET DOORS
ADVICE FROM THE S PIRIT S
Any characters inhabited by the spirits of Obo'laka or Behind the statue in the northwest alcove, a secret door
Paparotl receive advice when entering this area: leads to area 53. The door is slightly ajar, and any char-
acter who searches the alcove finds it.
Cautious Obo'laka advises her host Lo not disturb the A properly closed secret door in the southeast corner
throne or pick up the scepter, but admits not knowing of the room leads to a spiral staircase going up and
for certain that either is harmful. down (area 26).
Shrewd Papazotl realizes that the throne is made
from the bones of dead Omuans and the skull of 53. CRYPT OF THE SUN QUEEN
Omu's great minotaur champion, Karagos.
168
CHAPTER. 5 I T0\18 OJITH Nll>:F. GODS
the controls in area 61. Their ceilings are disconnected The adamantine portcullis is impervious to damage and
from the walls, allowing the chambers to turn without spells, and its bars are spaced 4 inches apart. A Tiny or
reorienting the ceilings or the shaft in area 58. gaseous creature can slip between the bars easily.
To raise the portcullis, monsters from all five ward-
58. Co o OF RoT robes must be summoned and slain in this room. Only
one wardrobe can be opened at a time, and until that
wardrobe's monsters are defeated, all other wardrobes
A pungent stench fills this pentagonal room, the walls in the room are sealed and unopenable. When all of a
of which are covered with riveted sheets of iron. A wild wardrobe's monsters die, the wardrobe disappears and
garden full of sickly plants and rotting compost takes up one of the red crystals above the portcullis lights up.
When all five crystals are lit, the portcullis rises and
most of the interior, and a narrow path hugs the wal ls
remains up for 24 hours. Once this duration ends, the
between two exits. Jutti ng from the middle of the garden portcullis lowers back into place, the crystals go dark,
is a six-foot-tall rusty sprinkler. In the ceiling above the and the wardrobes reappear with their doors closed.
sprinkler, a ten-foot-wide shaft leads straight up. Each wardrobe contains a one-way gate to another
plane, which deactivates if the wardrobe is removed
from this chamber or destroyed. Any creature attempt-
Whenever this room is rotated by the controls in area ing to pass through a wardrobe's gate from this side is
61, the sprinkler draws water from the underground forced back and cannot enter.
lake (area 65) to spray the plants in the room. Magic Each wardrobe weighs 250 pounds, stands 61-2 feet
keeps the plants alive despite the lack of sunlight. tall, and radiates an aura of conjuration magic to a
If the cogs are turned so that one of the doorways detect magic spell or similar effect. A wardrobe is a Me-
lines up with area 63 to the north, gas from that area dium object with AC 11, 30 hit points, and immunity to
billows into the garden and transforms random piles of poison and psychic damage.
compost into three shambling mounds, which rise up
and attack any other creatures in the room. After 1 hour, ACH ERO N W A RDRO BE
the shambling mounds revert to dead compost. The scene on this door depicts an army of ores clash-
The shaft in the ceiling ascends 15 feet to area 45. To ing with an army of hobgoblins. When the door is
scale the smooth walls of the shaft, a character needs a opened, read:
climbing gear or magic.
59. CO G O F ACID Dust and smoke billow from the wardrobe, and the air
arou11d you sounds out with the roar of battle. Beyond
the doors, armies fight under a blood-red sky that has an
An acid ic stench fills this pentagonal chamber, which has iron cube floating in it like a huge, distant moon. Clouds
two exits. Th e walls are covered with riveted sheets of of ash suddenly Ay out of the wardrobe, transforming
iron, and the pockmarked stone floor has a large puddle into screaming ores before your eyes.
of gray slime in t he midd le of it. Friezes along each wall
just beneath the ceiling depict five black dragons.
Opening the wardrobe summons an ore war chief and
seven ores. Their bodies, armor, and weapons remain in
Gouts of acid are meant to rain down from the mouths this chamber when they die.
of the dragon friezes whenever this room is rotated by
the controls in area 61, but the acid compartments in G E H ENNA WARDROBE
the ceiling are currently empty. Consequently, nothing This door depicts a grinning night hag with a swaddled
happens when the room turns. Any character who can human infant in her arms. When it is opened, read:
get close enough to the ceiling to examine the friezes
notices tiny holes in the dragons' mouths. The door opens above the caldera of an active volcano.
Shards of black rock float above the molten magma.
60. Coo O F BLOOD
Perched atop one shard are two man-sized creatures with
insectoid features and four arms apiece.
Five teak wardrobes stand against the ironclad walls of
this chamber, each with a door bearing a carved image or
Opening the wardrobe reveals two mezzoloths, which
scene. Puddles of gray slime cover parts of the floor. The teleport into the room and attack. When a mezzoloth
room has two exits, including an adamantine portcu llis dies, its body transforms into wisps of oily smoke,
blocking a passage to the north. Set into a metal plate though its trident remains.
above the portcullis is a row of five red crystals shaped
MECHANUS WARDROBE
like drops of blood. This door is carved to depict the face of an ornate clock.
When the door is opened, read:
I
Enormous Interlocking gears and cogs stretch as far as
copy of handout 24 in appendix E. It shows the control
you can see. Suddenly, a spherical construct with spindly panel atop the iron lectern, as well as the wall engrav-
legs and small wings tumbles through the open doorway. ings and rusty pipes. Inspection of the pipes reveals
traces of the same gray slime found in puddles through-
out this level.
Opening the wardrobe summons a clueless, disoriented
monodron e that lands prone at the characters' feet. It ADVICE FROM THE SPIRITS
then tries to right itself and reenter the wardrobe, but Any characters inhabited by the spirits of Papazotl,
is rebuffed by the wardrobe's magic. The modron fights Unkh, or Wongo receive advice when entering this area:
only in self-defense and disintegrat es if destroyed.
Shrewd Papazotl asserts that the blue controls are
NINE HELLS WARDROB E helpful and the red controls are baleful. (This is pure
The scene on this door depicts twisted, screaming guesswork on his part.)
humanoid faces wrapped in chains. When the door is Fretful Unkh thinks she can figure out what the con-
opened, read: trols do by studying them. If her host allows her an
hour of study and contemplation, she concludes that
the controls are a mystery and should be left alone.
Waves of heat assail you as the door opens, revealing an Violent Wonizo urges hls host to smash the controls.
iron road leading to a basalt citadel surrounded by the
charred remains of defeated armies. Prisoners scream CONCEAL ED CRAWLWA Y
from iron gibbets that festoon the citadel walls. Sud.
A bidden crawlway runs from the underside of the lec-
tern to area 70, but it cannot be accessed from inside
denly, a single glowing ember flies out of the wardrobe this chamber. Any character who enters the crawlway
and transforms into a winged, bony fiend with a smiling, from area 70 discovers a stone lever in the wall at the
skull-like visage. south end of the crawlway. Pulling the lever slides the
lectern aside to reveal an access point.
Opening the wardrobe summons a bone devil. When it CONTROL PANEL
dies, its body transforms into a pool of stinking ichor. The control panel is a Medium object with AC 15, a dam-
age th reshold of 10, 15 hit points, and immunity to poi-
SHADOWF ELL WARDROB E son and psychic damage. Destroying the panel disables
The scene on this door depicts ghouls gnawing on the controls and causes arcs of lightning to momentarily
bones. When the door is opened, read: erupt from the iron lectern. Each creature in the room
must succeed on a DC 16 Dexterity saving throw or be
You gaze out across an ancient cemetery, its canted struck by lightning, taking 11 (2d10) lightni ng damage.
The controls atop the iron lectern have no labels, so
tombstones shrouded in fog. Eerie, hungry shapes move
their purpose must be discovered with experimentation.
among the graves in the distance. Suddenly, bright glow- Blue Dial. This dial can be turned to the left or right,
ing balls of light appear in the room behind you. and it snaps back to center if released. The blue dial
determines which wall crystal is lit. Currently, the
crystal under configurati on 3 is illuminated. If the dial
Opening the wardrobe summons four will-o'-wis ps, is turned, the currently lit crystal goes out and the crys-
which are invisible until they attack. Nothing remains of tal to the left or right (the direction the dial is turned)
them when they are destroyed. lights up.
Blue Button. Pushing the blue button orients the cog
61. CONTRO L ROOM rooms (areas 58 through 60) to match whichever con-
figuration has its crystal lit. The entire level trembles as
the giant cogs rotate. Uthe blue button is pushed while
A four-foot-high , seven-foot-wide iron lectern in the mid-
the cog rooms are rotating or already in their proper
dle of this rusty, iron-plated room is topped by a slanted configuration, nothing happens.
control panel. Set into the control panel are a gold lever Gold Lever. The lever begins in the up position. If
with a star.shaped handle, two dials in red and blue, and pulled to the down position, the lever locks in place and
two buttons of the same colors. Wall engravings behind aboleth slime (see "Aboleth Slime," page 168) begins
to pour into the room through the iron pipes above the
the control panel show five groups of circles, with a small
wall engraving. If the pipes are plugged with cloth be-
crystal embedded in the wall under each one. The crystal fore the lever is pulled, the slime is prevented from flow-
under the configuration labeled "3" glows bright green. ing into the room, but the pipes can't be stuffed while
Th ree six-inch-diameter rusty iron pipes jut from the wall slime is pouring out of them.
above the engravings. The slime covers the floor to a depth of 1 inch per
round. If the crawlway to area 70 is exposed (see "Con-
cealed Crawlway" above), the slime does not accumulate
in the room and instead pours into the crawlspace.
LEVEL 5:
The lever's locking mechanism can be released with a Turning the dial to the right ends the link. The tele-
successful DC 15 Dexterity check made by a character pathic link to the aboleth also ends for any creature that
using tWeves' tools. lf released, the lever automatically leaves the control room. Because the communication is
shifts to the up position, shutting the valves in the pipes telepathic, all participants can understand one another
and stopping the flow of slime. The lever can be torn even if they don't speak the same language. Roleplay the
from the console with a successful DC 15 Strength (Ath- aboleth using the information in area 65.
letics) check, which has the same effect. The aboleth is accustomed to speaking only with
The gold lever has another function, which is revealed Withers and refers to the wight by his original name of
in area 67. Gorra. If the characters activate the telepathic link, the
Red Button. Pushing the red button causes a first thought the aboleth sends is an exasperated, "What
6-inch-thick wall of iron to drop from the ceiling in the now, Gorra?" Once the aboleth realizes it's telepathi-
doorway, sealing off the east exit. Any creature in the cally linked to strangers, it wants to know all about them
doorway when the wall drops must make a DC 15 Dex- for no reason other than to satisfy its curiosity.
terity saving throw. On a successful save, the creature is
pushed to one side of the barrier or the other (its choice). Coo- CoNFIGURATIONs
On a failed save, the creature is pinned under the wall, Handout 24 (see appendix E) shows the five different
falls prone, and takes 44 (8d10) bludgeoning damage. A configurations for this level of the dungeon:
pinned creature is restrained, can't stand up, and takes Configuration 1. Open doorways connect area 58 to ar-
11 (2d10) bludgeoning damage at the start of each of its eas 60 and 63. Area 59 is cut off, as are exits to areas
turns until it crawls out from under the door or another 61, 62, and 67.
creature pulls it free, either of which requires an action Configuration 2. An open doorway connects areas 58
and a successful DC 25 Strength (Athletics) check. The and 63, but a doorway leading to area 59 ends in a
iron wall remains locked in place for 1 hour, after which blank wall. Area 60 is also cut off, as are exits to areas
it rises back into the ceiling on its own. It can't be lifted 61, 62, 67, and 68.
or pried open, though a knock spell causes it to retract Configuration 3. As shown on map 5.5.
into the ceiling. While the iron wall is down, pushing the Configuration 4. An open doorway connects area 58 to
red button has no effect. area 62. Area 59 and area 60 are cut off, as are exits
Red Dial. TWs dial can be turned to the left or right, to areas 61, 67, and 68.
and it snaps back to center if released. Turning the dial Configuration 5. Open doorways connect areas 59 and
to the left establishes a two-way telepathic link between 61, as well as areas 60 and 67. Area 58 is cut off, as
the creatures in this room and the aboleth in area 65. are exits to areas 62 and 68.
A secret door in the west wall slides open to reveal a 62C. BROKEN STATUE
dark tun nel leading to areas 26 and 66. At the spot The hallway comes to a dead end 15 feet beyond the
marked X on map 5.5, bloody words on the ceiling read, purple drape.
"AWAKEN NAPAKAI"
The wall at the west end of the hall slides back to reveal a TREASURE
stone juggernaut on rollers. The construct fills the height The dead figure on the fioor is Lord Brbcton, the Cormy-
and width of the hall and barrels toward you at alarm rean leader of the doomed Company of the Yellow Ban-
ner. He died when Withers rotated the cogs from area
ing speed. 61 and trapped him in this room.
The corpse wears studded leather armor and car-
All creatures present must roll initiative. On its turn, the ries a sheathed longsword with a dragon-shaped hilt.
juggernaut rolls down the hallway, making a Slam at- The sword has a minor magical property: its bearer
tack against any creature standing in its way and using gains the ability to speak and understand the Dra-
its Devastating Roll feature to crush small or prone en- conic language.
emies. When no enemies are left alive, it returns to the Next to Lord Brixton's body is a dungeoneer's pack,
secret room. The juggernaut can't fit into any space less tucked inside which is a pouch containing six carnelian
than 10 feet wide, and it doesn't have room in the hall- gemstones (50 gp each).
way to turn. It attacks by rolling forward and backward.
64. BASE OF THE WATERFALL
Hidden in the tomb of the real Napaka (area 53) is a
magic scepter, the adamantine head of which reduces Anything that falls from area 17 ends up here.
----
the juggernaut to 0 hit points and turns it to dust on
contact. While the juggernaut is inert, no attack roll is
needed to strike it with the scepter. If the juggernaut has The walls of this grotto are slick with slime, and the air
been awakened, a character can use the scepter to make reeks of decay. Filthy water tumbles down from a hole
a melee weapon attack against the juggernaut, reducing in the ceiling, then courses along a rough-hewn tu nnel
it to 0 hit points and turning it to dust on a hit. toward a murky lake. The din of machinery echoes from
Treasure. Unless it has been teleported to area 62C, that direction.
a lustrous, spiked ruby as big as a human fist sits on a
stone shelf that juts from the west wall of the room. This
gemstone is the fabled Eye of Zaltec. It is worth 5,000 Climbing the slimy walls requires a successful DC 15
gp but can fetch up to five times that value if sold at auc- Strength (Athletics) check. The water here is 30 feet
tion in any major city. For more information on the Eye deep. Characters who allow themselves to be carried by
of Zaltec, see "Fabled Treasures," page 127. the current are swept gently into area 65.
If the Eye of Zaltec was teleported to area 62C, the
shelf is bare.
I
At the bottom of the staircase, a dark corridor leads
The cavern ceiling is 20 feet above the foul surface of
the lake, which is 20 feet deep. Any creature that drinks
the water is poisoned until it regurgitates the liquid,
which happens automatically in ld4 minutes. The lights
at the bottom of the lake are phosphorescent crabs
that feed on the muck. Each crab sheds dim light in a
south, while a stone door with iron hinges and a brass
knob stands to the east.
TREASURE
If stripped off, the mastodon's gold leaf is worth 2,500
gp, though it takes a character 30 hours to claim it all.
When the mastodon statue begins to revolve, all crea-
Multiple characters working together can shorten the
tures present should roll initiative. The statue turns
time proportionately. Fifty gemstones (100 gp each) can
counterclockwise and completes one 360-degree revolu-
also be pried loose from the mastodon's tusks.
tion on initiative count 0 of each round.
Ch'gakare's gift is the fabled Skull Chalice of Ch'ga-
When the statue completes its first revolution, magical
kare. This item is worth 2,500 gp but can fetch up to
fire engulfs the floor and the cog, flaring up 6 feet high.
four times that value if sold at auction in any major city.
Any creature that enters the fire for the first time on
Alternatively, returning the chalice to P rincess Mwax-
a turn or star ts its turn there takes 10 (3d6) fire dam-
anare yields its promised reward (see "Kir Sabal," page
age. Any character perched on the golden mastodon is
68). For more information on the chalice, see "Fabled
shielded from the flames. Up to six Medium creatures
Treasures," page 127.
can perch on the mastodon at once-four on its back and
one on each of its curved tusks.
Each time the statue turns to face north, one or more
68. HALL OF DECAY
devils emerge from the murals and attack all other crea-
l
tures in the room. Roll initiative for each group of new
I
Graven images of rotting corpses decorate this hall, and
arrivals. Each magically summoned devil vanishes in a
puff of smoke when it drops to 0 hit points or when there the floor is littered with tarnished coins, pieces of armor,
are no creatures left to attack. The devils appear in broken shields, axe heads, and other bits of scrap metal.
the following order, emerging from the walls wherever
you see fit:
All nonmagical objects made of cloth, leather, wood, or
Round 2: Four spined devils metal that enter this corridor instantly decay or corrode
Round 3: Three b earded devils to the point of being useless and worthless. Clothing
Round 4: Two barbed devils and armor falls apart, shields and weapons become brit-
Round 5: One horned devil tle and ineffective, and so forth. A mending spell cannot
Round 6: One erinyes repair an object damaged in this fashion.
Uthe characters try to strike a bargain with the dev- An archway stands at the west end of the hall, through
ils, only the erinyes is willing to engage them- but it which characters can see into area 69.
demands the willing sacrifice of one character's soul.
A character who offers his or her soul to the erinyes is This yawning archway has a keystone adorned with an
destroyed by fire. The character's soul becomes trapped ]
in the Soulmonger, the character's belongings are left [ iron bull's skull, which bites down on an ivory ring.
behind, and all remaining devils in the room disappear
in clouds of smoke. A detect magic spell or similar effect reveals an aura of
necromancy magic emanating from the ivory ring. If the
CH'GAKARE
ring is yanked from the skull's jaws, it disintegrates and
When the last devil is defeated or when the party strikes
the destructive effect in the hallway ends.
a deal with the erinyes, the mastodon statue returns to The staircase on the south side of the hallway de-
its original north-facing position and stops revolving. scends 25 feet to area 71 on level 6.
When this happens, read:
I
This room is filled with flying sheets of parchment, with
A five-foot-wide, floor-to-ceiling glass cylinde r near the
writing on the pages visible as th ey flutter by. A metal
back wall of this room is fill ed with light, the source
[ plate bolted onto the far wall is set with a ghostly lever.
of which is not apparent. A tiny triangular hole is cut
through the glass, five feet above the floor. Inside the cyl-
inder, an iron lever is set into a metal plate on the floor. The flying pages are from a spellbook and are destroyed
if they take any amount of fire damage. A character can
use an action to grab a page as it flutters past with a
To reach the lever, the characters must figure out a way successful DC 10 Dexterity check. Written on the page
to enter or bypass the cylinder. Uthe lever is pulled, the is a random spell; roll a d6 to determine the spell's level,
then randomly choose a spell of that level from the wiz- PHAN T O M LEVER
ard spell list. The lever on the north wall is carved from bone but is
If more than three pages are taken, all the remaining insubstantial, such that a character's hand passes right
pages in the room turn to dust, which coalesces into through it. The lever appears solid to a creature on the
a hostile dust mephit and three illusory duplicates Ethereal Plane, and an ethereal creature can pull it
created by a mirror image spell. The mephit attacks all normally. Dispel magic has no effect on the lever, which
other creatures in the room, with its duplicates appear- remains insubstantial even within the area of an anti-
ing to follow suit. magic field. If any creature uses chalk to draw a square
The mephit knows three command words: "bloatbug," on the wall around the lever, the lever becomes solid. If
"frogspittle," and "spindledash." While in this room, the square is erased, the lever turns insubstantial again.
it can speak one command word as a bonus action If the lever is pulled, the square seal on the skeleton
on it turn, triggering the associated magical effect gate in area 71 rolls aside, revealing a square keyhole
below. It can't speak the same command word two behind it.
rounds in a row.
Bloatbug: The mephit targets one creature within 30 74. TRIAL OF THE PENTAGON
feet of it that it can see, which immediately increases The door to this area has a pentagon carved into it.
its weight by 50 percent. Any spell that ends a curse, When the characters open the door, read:
such as srester restoration or remove curse, ends the
effect and returns the creature to its normal weight.
Frogspittle: Each creature in the room must succeed The delicious aroma of spiced meat greets you. At the
on a DC 10 Constitution saving throw or take 9 end of a twenty-foot-long corridor, a room opens up with
(2d8) poison damage. (The mephit is immune to poi- red tapestries covering the walls. A feast is spread out
son damage.)
on three tables, consisting of roast boar, squash stew,
Spindledash: The effect targets a random creature
and a tray of iced cakes. Flagons of frothy beer complete
in the room. Have the players roll a d20 for each
character in the room, and roll a d20 for the mephit the banquet.
and each other creature in the room. Whichever A gaunt human male in a dusty black suit quietly ar-
creatures roll the lowest take 21 (6d6) force damage. ranges the items on the cake table, taking notice of your
When the dust mepbit dies, it collapses and transforms intrusio n. Without a word, he gestu res for you to come
into a stick of black chalk. forward and sample the feast.
The gaunt gentleman is Mister Threadneedle, the Sewn devil's face cleverly hidden in the design. The devil's
Sisters' manservant. A detect magic spelJ or similar open mouth forms a pentagon. A character can reach
effect reveals an aura of illusion magic around him. A into the devil's mouth as though the fabric wasn't there,
successful dispel magic (DC 16) reveals his true form. uncovering a small extradimensional compartment with
Mister Threadneedle is a scarecrow disguised with a glass lever set into the back of it. The compartment
magic to appear human. ln a pocket, he carries tlie can be accessed only from the front side of the tapestry,
Sewn Sisters' hag eye (see the "Hags" entry in the Mon- and only while the tapestry is hanging on the wall. If the
ster Manual) and one lustrous black marble (see area tapestry is taken from the room or destroyed, a new one
81). Mister Threadneedle understands Common but materializes on the wall in 4d6 hours.
can't speak. He communicates by nodding and shaking If the lever in the tapestry is pulled, the pentagon seal
his head, or with gestures and facial expressions. on the skeleton gate in area 71 rolls aside, revealing a
Warned of the adventurers' arrival, the hags prepared pentagonal keyhole behind it.
this magical feast and instructed Mister Threadneedle
to lay it out. The scarecrow attacks the characters only if 75. TRIAL OF THE H EXAGON
they attack first, or if the hags command him to.
Carved into the door of this room is a hexagon. When
ADVICE FROM T HE S PIRITS the characters open the door, read:
Any characters inhabited by the spirits of Kubazan or
Nangnang receive advice when entering this area:
A large, cracked, six-sided mirror is mounted above a
Wild Kubazan urges his host to try the roast boar. stone shelf protruding from the opposite wall. Five unlit
Greedy, skittish Nangnang urges her host to hoard all candles stand on the shelf, each made of yellow wax
the iced cakes and shun the frothy beer.
and covered with tiny black sigils. Scrawled on the wall
M AGICAL FEAST above the mirror in dried blood are the words "PIGGY
The food is well prepared and delicious, and the beer PIGGY PIGGY."
is rich. Any character who partakes of the feast gains
benefits and suffers detrimental effects based on what is
consumed. Do not reveal detrimental effects to the play- A sixth candle, identical to the five in plain view, is
ers until those effects come into play. tucked out of sight under the stone shelf. Any character
who searches the shelf for traps or hidden compart-
Roast Boar: The character feels stronger and has ad-
ments automatically finds the sixth candle. Both the
vantage on Strength checks, but has disadvantage on
mirror and the candles radiate auras of conjuration
attack rolls made against Widow Groat. Both effects
magic to a detect magic spell or similar effect.
have a duration of 24 hours.
Squash Stew: The character feels healthier and gains C RACKED MIRROR
advantage on Constitution saving throws, but has dis- The cracked mirror can't be pried from the wall or dam-
advantage on attack rolls made against Peggy Dead- aged more than it already is.
bells. Both effects have a duration of 24 hours. If all six candles are lit, a character who looks in the
Iced Cakes: The character feels energized and gains mirror and says the word "piggy" three times in a row
2d10 temporary hit points, but has disadvantage sees the reflected candlelight reveal a wooden lever set
on attack rolls made against Baggy Nanna for the into a metal panel on the north wall. If fewer than six
next 24 hours. candles are lit when the words are spoken, the lever ap-
Frothy Beer: The character gains a special die: a d6. pears on the south wall instead. These levers exist only
Anytime in the next 24 hours, the character can roll in the mirror's reflection, not in reality.
this die once and add the result to a d20 roll he or she Only a character who can see a lever reflected in
just made. Additionally, if the character is inhabited the mirror can pull it. As this likely puts the lever out
by the spirit of a trickster god, the power normally of the character's reach, he or she can cast a mage
granted by the spirit is suppressed for 24 hours. hand or telekinesis spell, conjure an unseen servant,
Characters who enter the room but do not partake of the lasso the lever with a rope, or undertake any suitably
food or drink are cursed with crippling hunger as soon clever solution.
as they leave this area. The effect imposes disadvantage True Lever. If the north lever is pulled, the hexagon
on attack rolls and ability checks, and it can be ended seal on the skeleton gate in area 71 rolls aside, revealing
on a character with greater restoration, remove curse, or a hexagonal keyhole behind it.
similar magic. False Lever. If the south lever is pulled, three insane
wereboars in hybrid form magically spring from the
T APESTRIES mirror, land in the middle of the room, and fight to the
Five red tapestries hang from iron rods bolted to the death. When the wereboars have nothing left in the
walls. Each is made up of pentagonal patches stitched room to fight, they join the night hags in area 71.
together. Any character who inspects the tapestry on The wereboars can be summoned only once. Pulling
the southwest wall and succeeds on a DC 15 Wisdom this lever again has no effect.
(Perception) check sees something more: a subliminal
l
MIST GATE
A look of horror passes over the lich's face as his body
The balcony at the south end of the room holds the gate-
way to the final chambers of the Tomb of the Nine Gods. turns to dust. His tattered robes fall to the ground, as do
his staff and talisman.
Once the atropal has fed on enough souls, Acererak Behind the curtain is a ten-foot-wide, forty-five-foot-long
plans to baptize it in the blood of a worthy sacrifice. This hallway set with four decorative archways that have blank
chapel was built for that dark ceremony. The Sewn Sis- walls within them. Three paths marked out in red, gold,
ters obtained an appropriate sacrifice and have stitched
and purple tile snake along the floor, each leading to one
it inside the leather body bag that rests on the altar.
of three archways. A charred skeleton on the floor points
ADVICE FROM THE SPIRITS to the fourth archway, which has no path leading to it.
Any characters inhabited by the spirits of Moa or Wongo A single torch burns in a wall sconce at the far end of
receive advice when entering this area:
the hall. Mounted below it is a bronze plaque that bears
Kind Moa suggests freeing the shackled creatures. a warning in Common: "Behold the fate of those who
Violent Wongo urges his host to stab the body bag,
defy me!"
making sure that whatever is inside it is dead.
BoovBAG The torch remains lit and doesn't burn down as long
The leather body bag can be cut open to reveal an un- as it remains in this corridor. If taken from the hall, it
conscious prisoner, whose identity is yours to decide. burns down normally.
It might be Artus Cimber, Dragonbait, Volothamp Ged
darm, or some other NPC the characters never got the ADVICE FROM THE SPIRITS
chance to meet. It could also be an NPC who became Any characters inhabited by the spirits of I'jin or Shag-
separated from the party in the course of the adventure. ambi receive advice when entering this area:
If no suitable NPC springs to mind, use a captured
Fickle J'jin wants her host to follow the purple-tiled
member of the Order of the Gauntlet named Zalder
Faelrond (LG male Tethyrian human knight of Torm, pathway to see where it leads. (Purple is l'jin's favorite
with no armor or weapons). Zalder's story is that be color, as least for now.)
was kidnapped by the Sewn Sisters while patrolling the Wise Shagambi urges her host to not stray from the
jungle. If set free, be requests an escort back to Camp tiled pathways.
Vengeance (see chapter 2). CHARRED SKELETON AND SECRET DOOR
The night bags' magic keeps the prisoner alive and The charred skeleton points to the arch containing a se
unconscious. With a successful DC 17 Intelligence (Ar cret door that slides open to reveal area 81 beyond.
cana or Religion) check, a character determines that the Glyph of Warding. Opening the secret door triggers
effect can be ended only by splashing the prisoner with a glyph of warding spell, which targets all creatures in a
holy water. 20-foot-radius sphere centered on the door. The sphere
DEVOTEES OF ACERERAK
spreads around corners. Each creature in the area must
The creatures shackled lo the chapel walls are eight make a DC 24 Dexterity saving throw, taking 22 (Sd8)
nothics- former disciples of Acererak who lost their cold damage on a failed save, or half as much damage
on a successful one. The triggering glyph is at the bot
minds trying to learn their master's arcane secrets. The
tom right corner of the door and can be found with a
nothics are restrained by the s hackles and can't make
successful DC 24 Intelligence (Investigation) check.
melee attacks until they are set free. They speak Under-
Wall ofFire. When the glyph of warding spell acti
common and demand to be released. vates or is dispelled, a magical wall of fire springs up at
The night hag Widow Groat (see area 71) carries the
the south end of the hallway, setting the black curtain
keys to the nothics' shackles, which can also be picked ablaze if it still bangs there. The wall of fire spans the
with a successful DC 13 Dexterity check made by a width and height of the ball. Any creature that enters
character using thieves' tools, or sundered with a good, the wall, starts its turn inside the wall, or starts its turn
hard weapon strike. within 5 feet of the north side of the wall takes 22 (Sd8)
If the characters ignore the nothics' demands, the
fire damage.
spiteful creatures attack them using their horrid Rotting
188
81. EBON POOL R ELICS O F T H E PAST
Acererak placed four treasures in the tomb as lures: the
Black Opal Crown, the Eye of Zaltec, the Navel of the
A pool of jet-black ooze glistens inside this silent cham- Moon, and the Skull Chalice of Ch'gakare. These items
ber, whose walls are decorated with rel ief carvings de- can be kept, sold to interested buyers, or returned to
their rightful owners.
picting black stars.
Black Opal Crown (Area 49). The yuan-ti of Ornu
are after this treasure. If they can't wrest it from the
The pool radiates an aura of conjuration magic to a de- characters, they atte mpt to buy or steal the crown from
tect magic spell or similar effect. Creatures that come the individual to whom the characters sell it. Whether
into contact with the ooze are unharmed. Any object the crown has the power to set loose Dendar the Night
that isn't being worn or carried by a creature disappears Serpent is up to you. Should the crown fall into the
if submerged in the black ooze. Such items are perma- wrong hands, characters might need to venture into the
nently lost, having been transported to a secret demi caverns below the Peaks of Flame to retrieve it before
plane whose location cannot be divined. Any amount of the world ends.
ooze that is removed from the pool disappears instantly. Eye ofZaltec (Area 62). The Company of the Yellow
Banner was vanquished trying to obtain this lost jewel,
ACTIVATIN G THE POOL which is rumored to have the power to resurrect the
Peggy Deadbells (in area 71) and Mister Threadneedle ancient dead. If the Eye of Zaltec indeed has such power,
(in area 74) have black marbles in their possession that it requires a great many sacrifices to function. Tabaxi
can be used to activate the pool. If one of these black thieves might try to steal the jewel and bear it safely
marbles is tossed into the pool, read: back to Maztica, perhaps trading it for the release of
enslaved loved ones. Conversely, a villain might buy the
jewel and use it to resurrect a dead tyrant, an evil arch-
The black marble sinks into the ooze, which rises up mage, or some even greater threat.
suddenly to form a four-foot-tall black obelisk- a minia- Navel ofthe Moon (Area 56). If the characters try to
ture version of the obelisk that stood outside the tomb sell this s tone in Baldur's Gate, Port Nyanzaru, or some
entrance. other city, word of the sale quickly re aches the spies
of wealthy Calishite merchants. A bidding war might
ensue, or assassins might be sent to retrieve the stone
Any creature that touches the ooze obelisk is teleported, and quietly dispose of its new owner. Whether the stone
along with all objects it is wearing and carrying, to an has its purported power to reunite families separated by
unoccupied space within 10 feet of the obelisk outside time and fate is entirely up to you.
the tomb entrance (area 1). This effect is not subject to Skull Chalice ofCh'Sakare (Area 67). Princess
the magical wards that prevent teleportation spells from Mwaxanare can't afford to pay characters what this
functioning within the tomb. treasure is worth, and she will despise them for selling
The ooze obelisk sinks back into the pool and disap- it to someone else. Three of Port Nyanzaru's merchant
pears after 1 minute. Tossing another black marble into princes express interest in buying the chalice: Ifan Tal-
the pool causes the obelisk to reform. ro'a wants to add it to his private collection of Chultan
relics, Kwayothe wants to melt it down, and Zhanthi
CONCLUSION wants it for sentimental reasons. Denying any one of
them would be a grave mistake on the characters' part
Destroying the Soulmonger frees the souls trapped in-
and might result in them receiving an ominous Ytepka
side it and ends Acererak's death c urse. Characters who
Society toke n.
accomplish this goal will have saved many lives, and if
word spreads of their heroism, wealthy and influential M AGI C ITE MS OF THE TRICK STER GODS
NPCs come forward bearing gifts of thanks. These Certain magic items- specifically those in which the
gifts can take many forms, including parcels of land and
spirits of the nine trickster gods reside- turn to dust
special favors (see "Marks of Prestige" in chapter 7 of and are destroyed as soon as they exit the tomb. These
t he Dungeon Master's Guide). If the characters allow the items include Obo'laka's ring ofprotection (area 10),
atropal to survive in the depths of the tomb, it eventually Moa's staff ofthe python (area 14), Wongo's mace of
attracts nihilistic devotees of Ace rerak who feed it their terror (area 16), Papazotl's amulet of health (area 22),
own dark souls as nourishment. Nangnang's egg-shaped pearl ofpower (area 24), I'jin's
horn-shaped wand of wonder (area 35), Kubazan's brac-
LOST TREASURES ers of archery (area 42), Shagambi's instrument ofthe
As they explore the tomb, characters are likely to find bards (area 48), and Unkh's robe of scintillating colors
one or more fabled treasures as well as magic items in- (area 55).
habited by the spirits of Omu's dead trickster gods. What If, in your estimation, a player did an extraordinary job
happens to these items when the characters leave the roleplaying a trickster god's flaw, the god's spirit might
tomb is discussed below. reward that player's character by allowing its magic item
to e xist outside the tomb, provided that character is at-
tuned to t he item when it leaves the tomb.
SI GNATURE ITEM
d6 Bond
d8 Item d8 Item
1 Ever since I was a child, I've heard stories about a
10-foot pole s Medallion lost city. I aim to find it, learn its secrets, and earn
2 Crowbar 6 Shovel my place In the history books.
3 Hat 7 Sledgehammer 2 I wa nt to fi nd my mentor, who disap peared on an
4 Hooded la ntern 8 Whip expedition some time ago.
3 I have a friend ly rival. Only one of us can be the
FEATURE: HIST O RI CAL KNOWLEDGE
best, and I aim to prove it's me.
When you enter a ruin or dungeon, you can correctly as-
certain its original purpose and determine its builders, 4 I won't sell an art object or other treasure that has
whether those were dwarves, elves, humans , yuan-ti, historical significance or is one of a kind.
or some other known race. In addition, you can deter- 5 I'm secretly in love with the wealthy patron who
mine the monetary value of ar t objects more than a sponsors my archaeological exploits.
century old. 6 I hope to bring prestige to a library, a museu m, or
a university.
S UGGESTED CHA RACTE RI STICS
Few archaeologists can resist the lure of an unexplored
ruin or dungeon, particularly if such a site is the source d6 Flaw
of legends or is rumored to contain the treasures and I have a secret fear of some common wild ani-
relics of wizards, warlords, or royalty. Some archaeolo- mal-a nd In my work, I see them everywhere.
gists plunder for wealth or fame, while others consider 2 I can't leave a room without searching it for secret
it their calling to illuminate the past or keep the world's doors.
greatest treasures from falling into the wrong hands. 3 When I'm not exploring dungeons or ruins, I get
Whatever their motivations, archaeologists combine the jittery and impatient.
qualities of a scrappy historian with the self-made hero- 4 I have no time for friends or fam ily. I spend every
ism of a treasure-hunting scoundrel. waking moment thinking about and preparing for
my next expedition.
s When given the choice of going left or right, I al-
ways go left.
6 I can't sleep except in total darkness.
Jungle
No Lesse.r Greater Moun- Waste-
Encounter Beach Undead Undead Undead ta ins Rivers Ruins Swamp l and
Aarakocra 01-07 01-11 01-03
Albino dwarves 01 01 12-17 01- 02
Aldani 04-07 01-10
Almiraj 02 03
Apes 03-04 18-20 04-06
Artus Cimber 08 OS 02 01 08-09 07-08 11 01
Assassin vines 06- 07 03- 05 02 10 09-12 12-14
Axe beaks 08 06
Baboons 09 21-22 13-14
Cache 09- 10 10- 11 07- 08 03- 05 23- 25 11-12 15-18 02-05
Cannibals 12-13 09- 10 13- 15
Chwinga 11- 12 14-1 5 26- 27 16- 18 19 15-16
Crocodiles 19- 23 17- 21
Cyclops 16 28-29 20-21
Dinosaurs, allosaurus 13-14 17 11 06 22
Dinosaurs, 18 12 07 23
ankylosaurus
Dinosaurs, 19 24 24-25
brontosaurus
Dinosaurs, 20-21 13 22
deinonychus
Dinosaurs, 15-16 25- 26 26-30
dimetrodon
Dinosaurs, hadrosaurus 22- 23 14 08 27- 28 31- 33
Dinosaurs, plesiosaurus 17-21 29- 31
Dinosaurs, pteranodon 22-28 24 15 09 30- 38 32- 34 34-35
Dinosaurs, 29-31 39- 42 35-36
quetzalcoatlus
Dinosaurs, stegosaurus 25- 26 16 10
Dinosaurs, triceratops 27-28 17
Dinosaurs, 29- 30 18 11-12
tyrannosaurus
Dinosaurs, 32-37 31-35 13-14 23
veloclraptor
Dragon, faerie 36 37
Dragon, red 38-40 43-45 06-09
Eblls 37 38-40 36- 39
Emerald Enclave 41-42 38-42 19-20 15-16 46-47 41- 43 24-26
Explorer, dead 43- 44 21-22 17- 20 48-50 44- 45 27- 28 40- 41 10-18
Explorers 43-46 45 23 21 51-53 46- 49 29-31 42- 45 19
Firenewts 20- 37
Flail snail 46 32-33 46- 47
Flaming Fist 47- 49 47-50 24-26 22- 23 50- 51 34- 36
Flying monkeys 50- 52 51 54- 59 52-53 37- 38
Flying snakes 53- 55 52- 53 27 60- 61 54- 55 39 48-50
Frost giants 56-57 54-55 40-41
Giant boars 56 62
Giant crocodile 56- 58 51 - 53
Giant frogs 57 59- 60 54- 56
Plesiosaurus. Two plesiosaurus es are fighting over one noncombatant hatchling and two unhatched eggs.
a dead giant octopus. If the characters are on a river, the The mother eyes the characters suspiciously but doesn't
creatures are spotted at a distance of 300 feet. where- attack unless they position themselves between her and
upon they bellow menacingly and move to attack the the nest. Ifan Talro'a in Port Nyanzaru offers 50 gp for
party. To paddle a canoe to a safe spot along the river- an intact triceratops egg or batch ling, or a character can
bank, one character in the canoe must succeed on a DC talk him up to 150 gp with a successful DC 15 Charisma
13 Strength (Athletics) check, with other characters in (Persuasion) check..
the canoe using the Help action. Canoes that don't reach Tyrannosaur us. The characters spot a tyrannosau-
the bank are flipped and demolished by the reptiles, rus rex 300 yards away. There's a 50 percent chance
which then attack swimmers in the water. that the hungry behemoth is fighting eith er a stegosau-
Pteranodon. A flock of 2d6 pteranodoos is spotted rus, a triceratops, a pair of giant constrictor snakes, a gi-
overhead. They keep their distance and attack only if ant ape, or a mob of ghouls and zombies. None of these
threatened. creatures will voluntarily team up with the party, but
Quetzalcoatlus. A flight of ld4 + 1 quetzalcoatl uses their presence might weaken the tyrannosauru s to the
(see appendix D) is spotted overhead. They keep their point where the characters have a chance of slaying it.
distance and attack only if threatened. Characters can avoid an encounter with the tyranno-
StelJosaurus. This lone stegosaurus (see appendix saurus if they keep their distance and succeed on a DC
D) is in a genial mood. It approaches the characters out 15 group Dexterity (Stealth) check. If any character is
of curiosity, but anyone who touches it triggers a swipe trained in the Survival skill, all the characters' checks
from its tail. are made with advantage.
Triceratops. A tr iceratops that appears to be grazing Velociraptor. A pack of 3d6 velociraptor s (see appen-
alone is actually a mother with a nearby nest containing dix D) burst out from behind cover and attack. Make a
200
APPENDIX B I RA1"DOM ENCOUNTERS
the rest of the parry. If no one on watch succeeds on the MAD MONKEY MIST
check, all the characters are surprised. A bank of blue mist drifts toward the party, covering an
If this encounter occurs while the characters are trav- area of ld6 20-foot squares. Any character with a pas-
eling during the day, have each party member make a sive Wisdom (Perception) score of 13 or higher notices
DC 16 Wisdom (Perception or Survival) check to spot the mist and can warn others of its approach. If the
the telJtale signs of an ambush: disadvantageous terrain encounter occurs while the party is camped, the mist
coupled with an eerie s ilence not normal for the j ungle. drifts through the camp at a speed of 5 feet per round.
Goblins bargain for their lives if captured. If the char- Characters who come into contact w ith the mist are ex-
acters can force or coerce a vow of cooperation rom posed to mad monkey fever (see "Diseases ," page 40).
goblin prisoners, the Batiri will serve as guides. They
have the following additional skill: Survival +l. MAG MINS
The characters are attacked by 2d6 magmins, which
GRUNGS Hee if reduced to fewer than half their s tarting number.
A grung hunting party consists of 2d6 grungs led by a
grung elite warrior (see appendix D for both). If this MANTRAPS
encounter occurs while the characters are traveling, the The characters blunder into a patch of ld4 + 1 man-
grungs have set up an ambush in the trees. Any charac- traps (see appendix D), which are undetectable until
ter with a passive Wisdom (Perception) score of 14 or they attack. The plants are 10 feet apart, so that only one
higher spots them just in time. All other characters are plant attacks on the first round. The others must wait
surprised. until characters maneuver within 5 feet of them.
If this encounter occurs while the party is camped,
the grungs spotted the characters earlier in the day and MEPHITS
have shadowed them unseen. Each character standing The characters might encounter m agma m ephits, mud
watch must succeed on a DC 14 Wisdom (Perception) m ephits, smoke m ephits , or steam m ephits (each
check, made with disadvantage because of the noise of appearing as a group of 2d6). The mephits don't attack
the jungle at night. On a success, a character detects the unless they outnumber the characters two to one, but
encroaching grungs and can rouse the rest of the party. they're reluctant to be helpful unless they themselves
If no one on watch succeeds on the check, all the charac- are outnumbered.
ters are surprised.
NIGHT HAG
If the characters capture one or more grungs, the frog-
folk offer to lead the characters to treasure in exchange One of the Sewn Sisters (see chapter 5) shadows the
party while staying in the Border Ethereal. During the
for a promise of freedom. The "treasure" is a half-mile
party's next long rest, the night hag materializes and
away from the party's present location and consists of a
cache, which you can randomly determine by rolling on snatches some blood or hair from a random character
the Caches table. before returning to the Ethereal Plane.
PTERAFOLK
jACULIS
Without warning, ld6 j aculis (see appendix D) launch Looming in the sky, ld4 + 2 pterafolk (see appendix
themselves at the party from the trees. Any character D) watch the characters' every move and wait until they
with a passive Wisdom (Perception) score of 14 or blunder into danger. The next time a random encounter
higher is able to react, but all others are surprised. occurs, the pterafolk take advantage of the distraction
and attack from the air, launching javelin attacks at
KAMA DANS wounded characters while staying out of melee. If they
The party is ambushed by ld2 ka madans (see appendix meet firm resistance, the pterafolk fly away, but they
D). Any character with a passive Wisdom (Perception) might regroup for a follow-up attack at your discretion.
score of 16 or higher gets a warning of the attack, but all
RARE PLANT(s)
others are surprised. Characters who prevail against the
kamadans can search the area for their lair, finding it The characters find one or more unusual plants (see ap-
with a successful DC 15 Wisdom (Survival) check. pendix C), determined by rolling a d6:
A kamadan lair has a 25 percent chance of containing 1. 2d6 dancing monkey fruit growing on a tree
ld3 noncombatant young the size of house cats. With 2 . Menga bush with 2d6 ounces of leaves
their snakes not yet grown out, they look like leopard 3. ld4 ryath roots growing in the ground
cubs. Ifan Talro'a in Port Nyanzaru will pay 150 gp for 4. 4d6 sinda berries growing on a bush
a live kamadan cub, but a s uccessful DC 15 Charisma 5. Wukka tree with 2d6 wukka nuts
(Persuasion) check talks him up to 300 gp. 6. ld6 zabou growing on a dead tree
~01
searching the city for shrines (see chapter 3). The Thay- 1. Treasure lies at the foot of the statue, left there as
ans aren't spoiling for a fight; if defeat seems inevitable, tribute by some jungle creature. Roll once on the Trea-
the Red Wizard surrenders and offers a crude map of sure Drops table to determine what treasure is found.
Chult marking the regions occupied by undead (see map H the roll indicates no treasure, the characters find
2.1). The characters can use the map to steer clear of worthless pieces of bone jewelry instead.
these regions. 2. Goblin, grung, and su-monster skulls are piled
around the statue's base.
SALAMANDER
3. A glyph of warding is inscribed on the statue. To spot
The characters see a salamander tending a nest of ld6 the glyph, a character searching the statue must suc-
fire snakes. The salamander has no interest in fighting ceed on a DC 15 Intelligence (Jnvestigation) check. If
and attacks only to protect itself and the snakes. any creature touches the statue, the glyph erupts with
SEA HAGS magical energy in a 20-foot-radius sphere centered on
the statue. Each creature in the area must succeed on
The characters encounter three sea hags that comprise
a coven. Their favorite trick is to pull a damaged or a DC 14 Dexterity saving throw, taking 22 (Sd8) thun-
abandoned canoe onto a riverbank and pretend to be der damage on a failed save, or half as much damage
stranded or wounded explorers in need of rescue. on a successful one. The thunderous noise has a 75
percent chance of attracting stirges or a troJJ lurking
If the characters defeat the sea hags and search tbe
nearby(see "Stirges" and "Troll" below).
area, roll three times on the Treasure Drops table to de-
termine what, if anything, they find. Whatever treasure 4. The statue bas grooves carved into its stomach that
the hags have is stowed inside a rotted wooden chest. form a maze. Any character who studies the grooves
and succeeds on a DC 10 Intelligence check sees a
SHAMBLING MOUND clear pathway through the labyrinth. That character is
Roll any die when a shambling mound encounter oc- then bestowed with the power to cast the find the path
curs. On an even result, the characters hear the creature spell as an action, no components required, by tracing
trudging through the muck before it attacks them. On an the same path with bis or her finger. Once used, this
odd result, the shambling mound lurks within a mass of ability goes away. Once che statue has granted this
vegetation, where it can be noticed by any character with benefit, it can't do so again until the next dawn.
a passive Wisdom (Perception) score of 15 or higher. STIRGES
SNAKE, CONSTRICTOR Chult is rich in caves, ruins, and hollow logs in which
A constrictor snake attacks a random party member stirges can hide. By day, the characters disturb 2d6
from hiding. The character targeted by the snake is sur- stirges as they move through lhe jungle. At night, the
prised unless he or she has a passive Wisdom (Percep- same number of stirges descend on the party's camp.
tion) score of 12 or higher.
SU-MONSTERS
SNAKE, GIANT CONSTRICTOR The parly comes across ld4 + 1 su-monsters (see
A &iant constrictor snake attacks from hiding in the appendix D). The su-monsters approach cautiously,
same manner as a constrictor snake. feigning curiosity. If allowed to get close, each su-mon-
ster uses its Psychic Crush in the hope of stunning an
SNAKE, GIANT POISONOUS adventurer before attacking with its bite and claws. The
A giant poisonous snake shoots out from the under- su-monsters flee to their treetop lairs if the fight goes
growth to attack a random character. The character against them.
targeted by the snake is surprised unless be or she has a The su-monsters might have treasure stashed in one
passive Wisdom (Perception) score of 14 or higher. of their trees; roll once on the Treasure Drops table to
determine what, if anything, a search of the tree yields.
SPIDERS
Giant spider webs are easily concealed in Chult's dense SWARMS OF BATS
jungles and swamps. Any character with a passive Wis- Ruins, hollow trees, and hidden caverns can all be
dom (Perception) score of 13 or higher spots the webs in homes to bats. This encounter sees the characters dis-
time to alert the other characters to an encounter with turb ld4 swarms of bats that have become unnaturally
ld6 giant spiders. Otherwise, the spiders attack with aggressive from feeding on undead flesh.
surprise when the lead party member blunders into a
SWARMS OF INSECTS
sticky web and becomes grappled by it (escape DC 12).
Hundreds of baby giant spiders crawl through the webs, The characters are beset by ld4 s warms of insects
but they are harmless. (centipedes). At the end of the encounter, any character
damaged by a swarm must succeed on a DC 11 Consti-
STATUE OF UBTAO tution saving throw or become infected with shivering
Any character with a passive Wisdom (Perception) score sickness (see "Diseases," page 40).
of 12 or higher spots a 10-foot-tall statue overgrown
SWARMS OF Q.UIPPERS
with vines. The statue depicts a stylized Cbultan king-a
representation of Ubtao. Roll a d4 to determine what's This encounter indicates that l d4 swarms of quippers
special about the statue: catch sight of the party, but these creatures are danger-
ous only if the characters are in the water with them.
202
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 (P erception) 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,
TRI-FLOWER FROND
it wears a wooden holy symbol of Ubtao (a labyrinthine
pattern carved into a circular disk). The wereboar might
If this encounter occurs while the characters are trav-
eling, they wander into a patch of ld4 tri-ftower fronds be guarding a shrine to Ubtao, a grove of wukka trees
(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
TROLL
A weretiger in human form offers to escort the party
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
UN DEAD random encounters while the weretiger is with them.
Undead are spreading through the jungles of Chult like It leaves after accompanying the party for 24 hours or
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-
ception) score of 12 or higher hears and smells a ghoul The characters stumble into a wondrous sight: a
120-foot-radius sphere of winter weather. To drive off
pack approaching, consisting of 2d6 ghouls led by a
ghast. The ghast has a blue triangle tattooed on its fore- some monsters, Artus Cimber (see appendix D) created
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 cr eeper (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
203
YUAN-TI
0MU ENCOUNTERS
Yuan-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 a ssassin with a flying s nake pet leads a priest, Perched on a cliff are 2d4 gargoyles that swoop down
2d6 thugs, and ld6 tribal war riors 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.
APPLNDIX C I DISCOVERIES
205
MAGIC ITEMS BLACK S KU LL T RAN SFORMATI ON
RING OF WINTER
Ring, artifact (requires attunement)
Artus Cimber (see appendix D) has kept this item in his
possession for over a century. The Ring of Winter is a
golden band that resizes to fit snugly on the finger of its
wearer. A thin layer of frost coats the outside of the ring,
which normal heat can't melt. The ring feels ice cold
to the touch and initially numbs the hand that wears it,
but this cold ceases to be felt by one who is attuned to
the ring.
The Ring ofWinteris sentient and tries to take control
of any creature that wears it (see "Sentient Magic Items"
in chapter 7 of the Dungeon Master's Guide). If it suc-
ceeds, the ring compels its wearer to cause undue harm
to everyone and everything around it, in a cold-hearted
attempt to incur the wrath of enemies and bring about
the wearer's doom.
Sentience. The Ring of Winter is a sentient chaotic MASI( OF" THE BEAST
APPENDIX C I DISCOVERlES
STAFF OF THE FORGOTTEN ONE
Staff, artifact (requires attunement by a sorcerer, war-
lock, or wizard)
This crooked staff is carved from bone and topped
with the skull of a forgotten archmage whom Acererak
destroyed long ago. Etched into the skull's forehead is
Accrerak.'s rune, which is known on many worlds as a
sign of death.
Beneficial Properties. While the staff is on your per-
son, you gain the following benefits:
Your proficiency bonus to Intelligence (Arcana) and
Intelligence (History) checks is doubled.
You can't be blinded, charmed, deafened, frightened,
petrified, or stunned.
U ndead with a challenge rating of 2 or lower will nei-
ther threaten nor attack you unless you harm them.
You can wield the staff as a +3 quarterstaff that deals
an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7
charges and regains ld4 + 3 expended charges daily at
dawn. While holding the staff, you can use an action to
expend 1 charge and target one creature you can see
within 60 feet of you. The target must succeed on a Con-
stitution saving throw (using your spell save DC) or be
cursed. While cursed in this way, the target can' t regain
Other Properties. The Ring of Winter is rumored hit points and has vulnerability to necrotic damage. A
to possess other properties that can be activated only greater restoration, remove curse, or similar spell ends
by an evil being whose will the ring can't break. Frost the curse on the target.
giants have long believed that the ring can be used to The Forgotten One. The bodiless life force of a dead
freeze entire worlds, while a djinni in Lhe service of a archmage empowers the staff and is imprisoned within
Calishite pasha once claimed that the ring could be it. The rune carved into the staff's skull protects Acer-
used to summon and control white dragons, as well as a erak from this spirit's vengeance. Each time a creature
mighty ice primordial named Cryonax. other than Acererak expends any of the staff's charges,
Destroying the Ring. The ring is nigh indestructi- there is a 50 percent chance that the life force tries to
ble, resisting even the most intense magical heat. If it possess the staff wielder. The wielder must s ucceed on a
is placed on the finger of the powerful arch fey known DC 20 Charisma saving throw or be possessed, becom-
as the Summer Queen, the ring melts away and is de- ing an NPC under the DM's control. If the intruding life
stroyed forever. force is targeted by magic such as a dispel evil and good
spell, it becomes trapped in the staff once more. Once it
SCORPION ARMOR takes control of another creature, the insane spirit of the
Armor (plate), rare (requires attunement) dead archmage attempts to destroy the staff.
This s uit of plate armor is fashioned from giant scorpion Destroying the Staff. A creature in possession of
chitin. While wearing this armor, you gain the follow- the staff can use an action to break it over one knee or
ing benefits: a solid surface. The staff is destroyed and releases its
remaining magic in an explosion that expands to fill a
The armor improves your combat readiness, granting
30-foot-radius sphere centered on it. Each creature in
you a +5 bonus to initiative as long as you aren't in-
the area must make a DC 18 Dexterity saving throw,
capacitated.
taking 132 (24dl0) force damage on a failed save, or
The armor doesn't impose disadvantage on your Dex-
half as much damage on a successful one. When the
terity (Stealth) c hecks.
staff is destroyed, the life force of the Forgotten One is
The armor doesn't impose disadvantage on saving
released to the afterlife. Where it goes is anyone's guess.
throws made to resist the effects of extreme heat (see
Casting the staff into a sphere of annil1ilation destroys
chapter 5 of the Dungeon Master's Guide).
both the s taff and the Life force trapped within it. The
Curse. This armor is cursed. Whenever you don or staff doesn't explode if destroyed in this manner, but its
doff it, you must make a DC 15 Constitution saving destruction causes the sphere to be destroyed as well.
throw, taking 100 (lOdlO + 45) poison damage on a
failed save, or half as much damage on a successful one.
Only a wish spell can remove the armor's curse.
APPENDIX C I DISCOVERIES
APPENDIX D: MONSTERS AN D NPCs
This appendix det ails monsters and nonplayer char- lies under the lost city of Omu. T his dungeon is called
acters t hat appear in this book and not in t he Monster the Tomb of the Nine Gods, for Acererak slew nine false
Manual. the introduction of which explains how to inter- gods and sealed them within it. More recently, he built a
pret a s tat block. necromantic device called the Soul monger, then hid it in
T he creatures are presented in a lphabetical order. the heart of the tomb.
ACTIONS
Armor Class 21 (natural armor)
Hit Points 285 (30d8 + 150) Paralyzing Touch. Melee Spell Attack:+& to hit, reach 5 ft ., one
Speed 30 ft. creature. Hit: 10 (3d6) cold damage, and the target must suc-
ceed on a DC 20 Constitution saving throw or be paralyzed for
STR DEX CON INT WIS CHA 1 minute. The target can repeat the saving throw at the end of
13 (+1) 16 (+3) 20 (+5) 27 (+8) 21 (+5) 20 (+S) each of its turns , ending the effect on itself on a success.
Saving Throws Con +1 2, Int +15, Wis +12 Staff (+3 Quarterstaff). Melee Weapon Attack: +11 to hit , reach
Skills Arcana +22, History +22, Insight +12, Perception +12, 5 ft., one target. Hit: 7 (ld6 + 4) bludgeoning damage plus 10
Religion +15 (3d6) necrotic damage, or & (ld8 + 4) bludgeoning damage
Damage Resistances cold, lightning plus 10 (3d6) necrotic damage when used with two hands.
Damage Immunities necrotic, poison; bludgeoning, piercing, ln110/ce Curse. Whi le holding the Staffofthe Forgotten One,
and slashing from nonmagical attacks
Acererak expends l charge from it and targets one creature he
Condition Immunities blinded, charmed, deafened, exhaustion,
can see within 60 feet of him. The target must succeed on a DC
frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120ft., passive Perception 22 23 Constitution saving throw or be cursed. Until the curse is
ended, the target can't regain hit points and has vulnerabi lity
Languages Abyssal, Common, Draconic, Dwarvish, Elvish,
Giant, Infernal, Primordial, Unde rcommon to necrotic damage. Greater restoration, remove curse, or similar
Challenge 23 (50,000 XP) magic ends the curse on the target.
LEGENDARY ACTIONS
Special Equipment. Acererak carries the Staff ofthe Forgotten Acererak can take 3 legendary actions, choosing from the op-
One (see appendix C). He wears a talisman ofthe sphere and tions below. Only one legendary action option can be used at
has a sphere ofannihilation under his control.
a time and only at the end of another creature's turn. Acererak
Legendary Resistance (3/Doy). If Acererak fa ils a saving throw, regains spent legendary actions at the start of his turn.
he can choose to succeed instead. At-Will Spell. Acererak casts one of his at-will spells.
Rej u11enation. Acererak's body turns to dust when he drops to Melee Attack. Acererak uses Paralyzing Touch or makes one
0 hit points, and his eq uipment is left behind. Acererak ga ins melee attack with his staff.
a new body after ldlO days, regaining al l his hit points and Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze
becoming active again. The new body appears within 5 feet of on one creature ne can see with in 10 feet of him. The target
must succeed on a DC 20 Wisdom saving throw against this
Acererak's phylactery, the location of which is hidden.
magic or become frightened for l minute. The frightened
Spellcasting. Acererak is a 20th-level spellcaster. His spellcast- target can repeat the saving throw at the end of each of its
ing ability is Intelligence (spell save DC 23, +15 to hit with spell turns, ending the effect on itself on a success. If a target 's
attacks). Acererak has the following wizard spells prepared: saving throw is successful or the effect ends for it, the target
is immune to Acererak's gaze for the next 24 hours.
Cantrips (at will): mage hand, ray offrost, shocking grasp Talisman of the Sphere (Costs 2 Actions). Acererak uses his
l st level (at will): ray ofsickness, shield talisman ofthe sphere to move the sphere ofann;hi/ation under
2nd level (at will): arcane lock, knock his control up to 90 feet.
3rd level (at will): animate dead, counterspe// Disrupt Life (Costs 3 Actions). Each creature within 20 feet
4th level (3 slots): blight, ic:e storm, phantasmal killer of Acererak must make a DC 20 Constitution saving throw
5th level (3 slots): cloudkill, hold monster, wall offorce against this magic, taking 42 (12d6) necrotic damage on a
6th level (3 slots): chain lightning, circle ofdeath, disintegrate failed save, or ha lf as much damage on a successful one.
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank ~
9th level (2 slots): power word kill, time stop
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.
'1.1
~l i.
Medium monsirosiiy, lawful neuual
ALBINO DWARF WARRIOR
Medium humanoid (dwarf), any alignment
Armor Class 14 (natural armor) +'
~
Hit Points 49 (9d8 + 9)
Armor Class 13 (hide armo r)
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 poiso n
Challenge l (200 XP)
Senses darkvision 60 ft., passive Perce ption 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
Multiattack. The aldani makes two attacks with its claws.
against poison.
ACTIONS
. ~
.., Claw. Melee Weapon Attack: +3 to hit, reach S ft., one ta rget.
Hit: S (1d8 + 1) slashing damage, and the ta rget 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.
ALMIRAJ
ACTIONS
.,
ators, these creatures have flourished throughout the
tropical peninsula. They live in earthen burrows and Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
can be captured and domesticated. With the DM's per- Hit: 5 (l d4 + 3) piercing damage.
mission, the find familiar spell can summon an almiraj.
ARTUS CIMBER Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
Medium humanoid (human), neulra/ good one target. Hit: 6 (ld8 + 2) piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains
Armor Class 14 (studded leather) all its expended charges daily at dawn. While attuned to an d
Hit Points 82 (15d8 + 15)
wearing the ring, Artus can expend the necessary number of
Speed 30 ft .
charges to activate one of the following properties:
STR DEX CON INT WIS CHA Art us can expend 1 charge and use the ring to lower the tem-
10 (+0) 15 (+2) 13 (+l ) 17 (+3) 16 (+3) 18 (+4) perature In a 120-foot-radius sphere centered on a point he
ASSASSIN VINE
Lorge plant, unaligned
ACTIONS "'
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one ASSASSIN VINE
creature. Hit: The target takes 11 (2d6 + 4) bludgeoning dam
age, and It is grappled (escape DC 14). Until this grapple ends, An assassin vine is an ambulatory plant that collects its
the target is restrained, and it takes 21 (6d6) poison damage fertilizer by grabbing and crushing prey and depositing
at the start of each ofits turns. The vine can constrict only one the carcasses near its roots. It usually stays put unless
target at a time. it needs to seek out prey. A mature plant consists of a
main vine, about 20 feet long. Smaller vines up to 5 feet
Entangling Vines. The assassin vine can animate normal vines
long branch from the main vine every 6 inches. In late
and roots on the ground in a 15-foot square within 30 feet of it .
summer, the secondary vines produce bunches of small
These plants turn the ground in that area into difficult terrain.
fruits that resemble wild grapes. The fruit is tough and
A creature in that area when the effect begins must succeed on
a DC 13 Strength saving throw or be restrained by entangling
has a hearty but bitter flavor.
vines and roots. A creature restrained by the plants can use its
A subterranean variant grows near hot springs, volca-
action to make a DC 13 Strength (Athletics) check, freeing itself nic vents, and other sources of heat. An assassin vine
on a successful check. The effect ends after 1 minute or when growing underground usually generates enough offal to
the assassin vine dies or uses Enta ngling Vines again. support a thriving colony of mushrooms and other fungi,
which spring up around the plant and help conceal it.
Hit Points 225 (l 8dl2 + 108) Ray ofCold. Ranged Spell Attack: +12 to hit, range 120 ft., one
Speed 0 ft., Ay 50 ft. (hover) ta rget. Hit: 21 (6d6) cold damage.
STR DEX CON Life Drain. The atropal targets one creature it can see within
INT WIS CHA
19 (+4) 5 (-3) 22 (+6) 120 feet of it. The target must succeed on a DC 19 Constitu
25 (+7) 19 (+4) 24 (+7)
tion saving throw, tak ing 36 (8d8) necrotic damage on a failed
Saving Throws Con +11, Wis +9 save, or half as much damage on a successful one. The atropal
Damage Vulnerabilities radiant regains a number of hit points equal to half the amount of
Damage Immunities cold, necrotic; bludgeoning, piercing, and damage dealt.
slashing damage from nonmagical attacks Summon Wraith (Recharge 6). The atropal summons a wraith,
Condition Immunities exhaustion, frightened, paralyzed,
poisoned, prone
Senses darkvision 120 ft ., truesight 120 ft., passive '
. which materi alizes withi n 30 feet of it in an unoccupied space
it can see. The wraith obeys its summoner's commands and
Perception 14 can't be controlled by any other creature. The wraith vanishes
Languages understands Celestial but utters only obscene when it drops to 0 hit points or when its summoner dies.
non~ense
BODAK
BODAK
Medium undead, chaotic evil A bodak is the undead remains of someone who revered
Orcus. Devoid of life and soul, it exists only to cause
Armor Class 15 (natu ral armor) death. Orcus can recall anything a bodak sees or hears.
Hit Points 58 (9d8 + 18) If he so chooses, he can s peak through a bodak to ad-
Speed 30 ft. dress his enemies and followers directly.
Even nature despises bodaks. The sun burns away a
STR DEX CON INT WIS CHA bodak's tainted flesh. The creature's gaze lays waste to
15 (+2) 16 (+3) 15 (+2) 7 (- 2) 12(+1) 12 (+1)
the living. Anyone a bodak slays with its gaze withers,
its face frozen in a mask of terror. The monster's mere
Skills Perception +4, Stealth +6
Damage Resistances cold, fire, necrotic; bludgeoning, piercing, presence is so unnatural that it chills the soul.
and slashing from nonmagical attacks Ravaged S oul. The soul of a creature that becomes
Damage Immunities lightning, poison a bodak is so damaged that it is unfit for most forms of
.
Condition Immunities charmed, frightened, poisoned magical resurrection. Only a wish spell or similar magic
Senses darkvision 120 ft., passive Perception 14 can return a bodak to its former life.
Languages Abyssal, the languages it knew in life Undead Nature. A bodak doesn't require air, food,
Challenge 6 (2,300 XP) .:r. drink, or sleep.
Aura ofAnnihilation. The bodak can activate or deactivate this BRONTOSAU RUS
feature as a bonus action. While active, the aura deals 5 ne- This massive four-legged dinosaur is large enough that
crotic damage to any creature that ends its turn within 30 feet most predators leave it alone. Its deadly tail can drive
of the bodak. Undead and fiends ignore this effect. away or kill smaller threats.
Death Caze. When a creature that can see the bodak's eyes
starts its turn within 30 feet of the bodak, the bodak can force
it to make a DC 13 Constitution saving throw if the bodak isn't
BRONTOSAURUS
Gargantuan beast, unaligned
inca pacitated and ca n see the creature. If the saving th row fa ils
by 5 or more, the creature is reduced to 0 hit points, un less it
Armor Class 1S (natural armor)
is im mune to the frightened condition. Otherwise, a creature Hit Points 121 (9d20 + 27)
takes 16 {3dl0) psychic damage on a failed save. Speed 30 ft.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it STR DEX CON INT WIS CHA
has disadvantage on attack rolls against the bodak until the 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+O) 7 (-2)
start of its next turn. If the creature looks at the bodak in the
meantime, it must immediately make the saving throw. Saving Throws Con +6
Sunlight Hypersensitivity. The bodak takes 5 radiant damage Senses passive Pe rception 10
when it starts its turn in sunlight. While in sunlight, it has dis-
advantage on attack rolls and ability checks.
Languages-
Challenge S (1,800 XP) ' .
A CTIONS ACTIONS
Fist_ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft .. one
4 (ld4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. target. Hit: 27 (5d8 + 5) bludgeoning damage, and the tar- ~
get must succeed on a DC 14 Strength saving throw or be
Withering Gaze. One creature that the bodak can see within 60 knocked prone.
feet of it must make a DC 13 Constitution saving throw, taking
22 (4dl0) necrotic damage on a failed save, or half as much Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
damage on a successful one. Hit: 32 (6d8 + 5) bludgeoning damage.
Armor Class 15
c::==:.::::::===~=====:::;:============:::::!:=::::==:=;i.
CHAMPION
..-.- Hit Points 5 (2d4)
-.. Speed 20 ft., climb 20 ft., swim 20 ft.
...... ,.
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
. 1 (- 5) 20 (+5) 10 (+O) 14 (+2) 16 (+3) 16 (+3)
Second Wind (Recharges after a Short or Long Rest). As a bo- At will: druldcraft, guidance, pass without trace, resistance
nus action, the champion can regain 20 hit points.
A CTIONS
ACT IO NS Magical Cift (1/Day). The chwinga targets a humanoid it can
Multiattack. The champion makes three attacks with its greats- see within S feet of it. The target gains a supernatural charm of
word or its shortbow. the OM's choice. See chapter 7 of the Dungeon Master's Guide
for more information on supernatural charms.
Creatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slash- Natural Shelter. The chwinga magically ta kes shelter inside
ing damage if the champion has more than half of its total hit a rock, a living plant, or a natural source of fresh water in its
points remaining. space. The chwinga can't be targeted by any attack, spell, or
other effect while Inside this shelter, and the shelter doesn't
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 impair the chwinga's blindsight. The chwinga can use its action
ft., one target. Hit: 5 (ld6 + 2) piercing damage, plus 7 (2d6) to emerge from a shelter. If its shelter is destroyed, the chwinga
piercing damage if the champion has more than halfits total hit is forced out and appears in the shelter's space, btJt is other-
points remaining. wise unharmed.
A CTIONS
Multiattack. Dragon bait makes two melee weapon attacks.
Holy Avenger (+3 Longsword). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 9 (ld8 + 5) slashing damage, or 10
(ldlO + 5) slashi ng damage whe n used with two hands. If the
target is a fiend or an und ead, it takes an extra 11 (2d10) radi-
ant damage.
Sense Alignment. Dragon bait chooses one creature he can see
within 60 feet of hi m and dete rm ines its alignment, as long as
the creature isn't hidden from divination magic by a spell or
other magical effect.
EBLIS .. F IRENEWTS
Large monstrosity, neutral evil In regions that contain hot springs, volcanic activity,
or similar hot and wet conditions, firenewts might be
Armor Class 13
Hit Points 26 (4dl0 + 4)
Speed 30 ft., fly 40 ft.
FIRENEWT WARRIOR
Med;um humanoid (firenewt), neutral evil
..
.. ... ..
13 (+1) 11 (+O)
1-2. If the spell affects an area or has mul ti ple targets, it fails
and has no effect. If the spell targets on ly the snail, it has n o
effect o n the snail and is reflected back at the caster, using the
s pell slot level, spell save DC, attack bonus, an d spe llcasting
abili ty o f the caster.
3- 4. No ad ditional effect.
5-6. The snail's shell conve rts some of the spell's energy into
a burst of destructive force. Each creature within 30 feet of the
snail must make a DC 15 Constitution saving throw, taking 1d6
force damage per level of the spell on a failed save, or half as
much d amage on a successful one.
Flail Tentacles. The fl ail snai l has five fl ail tentacles. Whenever
th e snail ta kes 10 damage or more on a single turn, one of its FLVING
tentacles dies. If even one tentacle remains, the snail regrows MONK EV
all dead ones within ld4 days. If all its tentacles die, the snail
retracts into its shell, gaining total cover, and it begins wailing,
a sound that can be heard for 600 feet, stopping only when it
dies Sd6 minutes later. Healing magic that restores limbs, such
as the regenerate spell, can halt this dying process.
Small beast, unaligned
ACTIO NS
Armor Class 12
Multiattack. The flail snail makes as many Flail Tentacle attacks Hit Points 3 (1d6)
as it has flail tentacles, all against the same target. Speed 20 ft., climb 20 ft. , fly 30 ft.
Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 6 (1d6 + 3) bl udgeoning damage. STR DEX CON INT WIS CHA
8 (- 1) 14 (+2) 11 (+O) 5 (-3) 12 (+1) 6 (-2)
Scintillating Shell (Recharges after a Short or Long Rest). The
s nail's s hell emits dazzl ing, colored light un ti l the end of the Senses pass ive Pe rception 11
s nail's next turn. During th is time, the shell sheds bright light l anguages -
in a JO.foot radius and dim light for an additional 30 feet, and Challe nge 0 (10 XP) _
creatu res that can see the snail have disadvantage on attack
rolls against it. In addition, any creature within the bright light
and able to see the snail when this power is activated must Pack Tact ics. The flying monkey has advantage on an attack roll
succeed on a DC 15 Wisdom saving throw or be stunned until against a creature if at least one of the monkey's allies is within
the light ends. 5 feet of t he creature and the ally isn't incapacitated.
Shell Defense. The flai l snail withd raws into its s hell, gaining a ACTIONS
+4 bon us to AC until it emerge s. It can emerge from its shell as Bite. Melee Weapon Attack: +l to hit, reach 5 ft., one target .
a bonus action on its turn. Hit: 1 (ld4 - l) piercing damage.
220
FLY ING MON KEY
Flying monkeys are slightly more clever and curious
than common monkeys, and they can be domesticated
and taught to obey simple commands. They come in
many colors and varieties, with feathered wings that
have a span of about 5 feet. With the DM's permission,
the find familiar spell can summon a flying monkey.
FROGHEMOTH
Huge monstrosity, unaligned
F ROGHEMOTH
Armor Class 14 (natural armor) A froghemoth is an amphibious predator as big as an
Hit Points 184 (16d12 + 80) elephant. It lairs in swamps and has four tentacles, a
Speed 30 ft., swim 30 ft. thick rubbery hide, a fang-filled maw with a prehensile
tongue, and an extendable stalk sporting three bulbous
STR DEX CON INT WIS CHA eyes that face in different directions. The creature hides
23 (+6) 13 (+ l) 20 (+5) 2 (-4) 12 (+ l) s (-3) its enormous body in murky pools, keeping only its
eyestalk above the water to watch for passing creatures.
Saving Throws Con +9, Wis +S
Skills Perceptio n +9, Stealth +5 tI
When food comes within reach, a froghemoth erupts
Damage Res istances fire, lightning from its pool, tentacles and tongue flailing.
Senses darkvision 60 ft., passive Perception 19
Lang uages - G IANT FOUR-ARMED GARGOYLE
Challenge 10 (5,900 XP) Only Acererak knows the secret of creating these crea-
tures. A giant four-armed gargoyle stands 8 to 9 feet tall
Amphibious. The froghemoth can breathe a ir and water. and weighs roughly five thousand pounds. It is typically
employed as a tomb guardian, rending intruders with its
Shock Susceptibility. If the froghemoth takes lightning damage,
fangs and deadly claws. For more information on gar-
it suffers several effects until the end of its next turn: its speed
goyles, see the Monster Manual.
is halved, it takes a - 2 penalty to AC and Dexterity saving
throws, it can't use reactions o r Multlattack, and on its turn , it
can use either an action or a bonu s action, not both. GIANT FOUR- ARMED GARGOYLE
Large elemental, chaotic evil
A CT IONS
Multiattack. The froghemoth makes two attacks with its tenta Armor Class 17 (natu ral armor)
cles. It can also use its tongue or bite. Hit Points 147 (14dl0 + 70)
Speed 30 ft., fly 60 ft.
Tentacle. Melee Weapon Attack: +10 to hit , reach 20 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is STR DEX CON INT WIS CHA
grappled (escape DC 16) if it is a Huge or smaller creature. Un 19 (+4) 11 (+0) 20 (+S) 6 (-2) 11 (+O) 9 (-1)
til the grap ple ends, the froghemoth can't use this tentacle on
another ta rget. The froghemoth has fou r tentacles. Saving Throws Wis + 4
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one ta rget. Skills Perception +4
Damage Resistances bludgeon ing, piercing, and s lash ing
Hit: 22 (3d1 0 + 6) pierci ng damage, and the target is swallowed
damage from nonmagica l attacks not made with adamantine
if it is a Med ium or sma ller creature. A swa ll owed creatu re is
blinded and restrained , has total cover against attacks and
other effects outside the froghemoth, and takes l 0 (3d6) acid
weapons
Damage Immu nities poison
Condition Imm unities exhaustion, petrified, poisoned
*
damage at the start of each of the froghemoth's turns . Senses darkvision 60 ft., passive Perception 14 ..
The froghemoth's gullet can hold up to two creatures at a Languages Terran ..
time. If the froghemoth takes 20 damage or more on a single Challenge 10 (5,900 XP)
turn from a creature inside it, the froghemoth must succeed on
a DC 20 Constitution savi ng throw at the end of that turn o r re False Appearance. While the gargoyle remains motionless, it is
gurgitate all swallowed creatures, each of which fa lls prone in a indistingu ishable from an inanimate statue.
space wi thin 10 feet of the froghemoth. If the froghemoth dies,
a swall owed creature is no lo nger restrained by it and can es- A CTIONS
cape fro m the co rpse us ing 10 feet of movement, exiting p ro ne,
Multiattack. The ga rgoyle makes five attacks: o ne with it s bite
Tongue. The froghe moth targets one Medium or smaller and four with its cl aws .
creature that it can see with in 20 feet of it. The target must Bite. Melee Weapon Attack: +&to hit, reach S ft ., one ta rget.
make a DC 18 Strength saving throw. On a fail ed save, the Hit: 11 (2d6 + 4) piercing damage.
target is pulled into an unoccupied space within S feet of
the froghemoth, and the froghemoth can make a bite attack Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
against it as a bonus action. Hit: 9 (2d4 + 4) slashing damage.
22 1
GIANT SNAPPING TuRTLE
Large beast, unaligned
I -
GIANT SNAPPI NG TURT LE
Armor Class 17 (natural armor), 12 wh ile prone
Hit Points 75 (lOdlO + 20) Giant snapping turtles can grow to be 12 feet in diame-
Speed 30 ft., swim 40 ft. ter. Although they appear slow and ponderous, they are
capable of startling bursts of speed and will aggressively
STR DEX CON INT WIS CHA attack smaller creatures that approach them. One snap
19 (+4) 10 (+O) 14 (+2) 2 (- 4) 12 (+l) 5 (-3) of a giant turtle's jaws can cut a human in half, and
these creatures aren't fussy about what they eat.
Senses darkvision 60 ft., passive Perception 11
Languages - GIANT STRI DER
Challenge 3 (700 XP)
Firenewts have a close relationship wilh a type of mon-
strous beast called a giant strider. Giant striders appear
Amphibious. The turtle can breathe air and water. birdlike and reptilian, but are truly neither. F irenewts
Stable. Whenever an effect knocks the turtle prone, it can make provide shelter, food, and breeding grounds in their lairs
a DC 10 Constitution saving throw to avoid being knocked for giant striders, and the striders voluntarily serve as
prone. A prone turtle is upside down. To stand up, it must mounts for elite firenewt soldiers.
succeed on a DC 10 Dexterity check on its turn and then use all
its movement for that turn. G I RALLON
A girallon looks like an oversized, four-armed ape with
A CTIONS
gray skin and white fur. Although they are adept climb-
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ers, these half-ton creatures shy away from scaling trees
Hit: 18 (4d6 + 4) slashing damage. that can't support their bulk. Instead, they stalk the
forest fioor, lurk in narrow ravines or shalJow caves, or
hide in ruined sites while waiting for prey to come near.
GIANT STRIDER
Large monstrosity, neutral evil GIRALLON
Large monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 22 (3dl0 + 6) Armor Class 13
Speed SO ft . Hit Points 59 (7dl0 + 21)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+l) 14 (+2) 4 (-3) 12 {+l ) 6 (-2) STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 5 (- 3) 12 (+l) 7 (-2)
Damage Immunities fire
Senses passive Perce ption 11
Languages -
Challenge l (200 XP)
,
~:.:_ ~
_. ~,.!\
-
,. Skills Perception +3, Stealth +5
Senses darkvision 60 ft. , passive Perception 13
Languages -
Challenge 4 (l ,100 XP)
I
..... ...
ACTIONS
... speed toward a hostile creature that it can see.
Keen Smell. The girallon has advantage on Wisdom (Percep-
tion) checks that rely on smell.
Bite. Melee Weapon Attack: +6 to hit, reach S ft ., one target.
Hit: 8 (ld8 + 4) piercing damage. ACTIONS
...
Fire Burst (Recharge 5- 6). The giant strider hurls a gout of Multiattack. The girallon makes five attacks: one with its bite
flame at a point it can see within 60 feet of it. Each creature in and four with its claws.
a 10-foot-radius sphere centered on that point must make a
DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a
Bite. Melee Weapon AUack: +6 to hit , reach S ft., one creature.
failed save, or half as much damage on a successful one. The
Hit: 7 (l d6 + 4) piercing damage.
fire spreads around corners, and it ignites flammable objects in Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
that area that aren't being worn or carried. Hit: 7 (ld6 + 4) slashing damage.
Saving Throws Dex ct4 Poisonous Skin. Any creature that grapples the grung or oth
Skills Athletics +2, Perception +2, Stealth +4, Survival +2 erwise comes into di rect contact with the grung's skin must
Damage Immunities poison succeed on a DC 12 Constitution saving throw or become
Condition Immunities poisoned poisoned for 1 min ute. A poisoned creature no longer in direct
Senses passive Perception 12 ,. contact with t he gru ng can repeat the saving throw at the end
Languages Grung of each of its t urns, ending the effect on itself on a success.
Challenge 1/4 (SOXP)
Standing Leap. The grung's long jump is up to 25 feet and its
high jump Is up to 15 feet, with or without a ru nning start.
Amphibious. The gru ng can breathe air and water.
ACTI ONS
Poisonous Skin. Any creature that grapp les the grung or oth
erwise.comes into direct contact with the grung's skin mus t Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
succeed on a DC 12 Constitution saving throw or become or range 20/60 ft., one target. H it: 5 (l d4 + 3) piercing damage,
poisoned for l min ute. A poisoned creature no longer in direct and the target must succeed on a DC 12 Constitution savi ng
contact wit h the grung can repeat the saving throw at the end t hrow or take 5 (2d4) poison damage.
of each of its tu rn s, ending the effect on itself on a success. Shortbow. Ranged Weapon Attack: +5 to hi t, range 80/320 ft.,
Standing Leap. The grung's long jump is up to 25 feet and its one t arget. Hit: 6 (ld6 + 3) pie rcing da mage, and the target
must succeed on a DC 12 Consti tution saving throw or take 5
high jump is up to 15 feet, with or withou t a running start.
(2d4) poison damage.
ACTION S Mesmerizing Chirr (Recharge 6). The grung makes a chirri ng
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. noise to which gru ngs are immu ne. Each humanoid or beast
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, that is within 15 feet of t he grung and ab le to hear it must suc-
and the target must succeed on a DC 12 Constitution saving ceed on a DC 12 Wisdom saving throw or be stu nned until the
th row or take 5 (2d4) poison damage. end of the gru ng's next turn.
KAM ADAN
Large monstrosity, unaligned
,._
. ---~.->
' .j
.
Languages - ;
Chall@nge 4 (1,100 XP) t - r
------------------~~~~~~~~~~-""
.. ...
jACULI
Large beast, unaligned
~
-
snakes-against it as a bonus action.
15 (+2) 14 (+2) 11 (+O) 2 (-4) 8 (-1) 3 (-4)
ACTIONS
Skills Ath letics +4, Perce pt ion +l, Stealth +4
Senses bl indsight30 ft., passive Pe rception 11
Multiattack. The kamadan makes two attacks: one with its bite
Languages - or claw a11d one with its snakes.
Challenge 1/2 {100 XP) Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target.
Hit: 6 (ld6 + 3) piercin g damage.
Camouflage. The jaculi has advantage on Dexterity {Stealth) Claw. Melee Weapon Attack: +S to hit, reach 5 ft., one target.
checks m ade to hide. Hit: 6 {ld6 + 3) s lashing damage.
Keen Smell. The jaculi has advantage on Wisdom {Perception) Snakes. Melee Weapon Attack: +S to hit, reach 5 ft., one crea-
checks that rely on smell. ture. Hit: 6 (l d6 + 3) piercing damage, and the target must
make a DC 12 Constitution saving th row, taki ng 21 (6d6)
ACTIONS poison damage on a failed save , or half as much damage on a
Bite. Melee Weapon Attack: +4 to hit. reach S ft .. one target. successful one.
Hit: 9 (2d6 + 2) piercing damage.
Sleep Breath (Recharges after a Short or Long Rest). The kama
Spring. The jaculi springs up to 30 feet in a straight line and dan exhales sleep gas in a 30-foot cone. Each creature in that
makes a bite attack against a target within its reach. This attack area must succeed on a DC 12 Constitution saving throw or fall
has advantage ifthe jaculi springs at least 10 feet. If the attack unconscious for 10 minutes. This effect ends for a creature if it
hits, the bite deals an extra 7 (2d6} p iercing damage. takes damage or someone uses an action to wake it.
KOBOLD INVENTOR 3. Basket ofCentipedes. The kobold th rows a small basket into
... a 5-foot-squa re space within 20 feet of it. A swarm ofinsects
Small humanoid (kobold), lawful evil
# (centipedes) with 11 hit points emerges from the basket and
Armor Class 12 rolls initiative. At the end of each of the swarm's turns, there's
Hit Points 13 (3d6 + 3) I' a 50 percent chance that the swarm disperses.
Speed 30 ft. 4. Green Slime Pot. The kobold th rows a clay pot full of green
slime at the target, and It breaks open on impact. Ranged
STR DEX CO N INT WIS CHA Weapon Attack: +4 to hit, range 5/20 ft. , one target. Hit: The
7 (-2) 15 (+2) 12 (+l) 8 (-1) 7 (- 2) 8 (- 1) target is covered in a patch of green slime (see chapter S of the
Dungeon Master's Guide). Miss; A patch of green slime covers
Skills Perception +0 a randomly determined S-foot-square section of wall or floor
Senses darkvlsion 60 ft., passive Perception 10 within 5 feet of the target.
languages Common, Draconic 5. Rot Grub Pot. The kobold throws a clay pot in to a 5-foot-
Challenge 1/4 (50 XP) square space with in 20 feet of it, and it breaks open on impact.
A swarm of rot grubs (see appendix A) emerges from the shat
tered pot and remains a hazard in that square.
Paclc Tactics. The kobold has advantage on an attack roll
6. Scorpion on a Stick. The kobold makes a melee attack with
against a creature if at least one of the kobold's allies is within
a scorpion tied to the end of a 5-foot-long pole. Melee Weapon
5 feet of the creature and the ally isn't incapacitated.
Attack: +4 to hit, reach S ft., one target. Hit: 1 piercing damage,
Sunlight Sensitivity. Wh ile in sunlight, the kobold has disad- and the target must make a DC 9 Constitution saving th row,
vantage on attack rolls, as well as on Wisdom (Perception) taking 4 (ld8) poison damage on a failed save, or half as much
checks that re ly on sight. da mage on a successful one.
7. Skunk in a Cage. The kobold releases a skunk into an unoc-
ACTIONS cupied space within 5 feet of it. The skunk has a walking speed
Dagger. Me/ee or Ranged Weapon Attack: +4 to hit, reach 5 ft. of20 feet, AC 10, 1 hit point, and no effective attacks. It rolls
or range 20/ 60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. initiative and, on its turn, uses its action to spray musk at a
random creature within S feet of it. The target must make a DC
Sling. Ranged Weapon AHack: +4 to hit, range 30/120 ft., one 9 Constitution saving throw. On a failed save, the target retches
target. Hit: 4 (ld4 + 2) bl udgeoni ng damage. and can't take actions for 1 minute. The target can repeat the
Weapon Invention. The kobold uses one of the fo llowing op saving throw at the end of each of its turns, ending the effect
tions (roll a d8 or choose one); the kobold can use each one no on itself on a success. A creature that doesn't need to breathe
more than once per day: or is immune to poison automatically succeeds on the saving
throw. Once the skunk has sprayed its musk, it can't do so
1. Acid. The kobold hurls a flask of acid. Ranged Weapon again until it finishes a short or long rest.
Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) 8. Wasp Nest in a Bag. The kobold throws a small bag into
acid damage. a 5-foot-square space within 20 feet of it. A swarm of insects
2. Alchemist's Fire. The kobold throws a flask of alchemist's (wasps) with 11 hit points emerges from the bag and rolls
fi re. Ranged Weapon Mtack: +4 to hit, range 5/20 ft., one tar- initiative. At the end of each of the swarm's tu rns, there's a 50
get. Hit: 2 (ld4) fire damage at the start of each of the target's
turns. A creature can end this damage by using its action to
make a DC 10 Dexterity check to extinguish the flames. ,.. ~. , ..
percent chance that the swarm disperses.
Armor Class 12
LIARA PORTYR Hit Points 45 (7d10 + 7)
Medium humanoid (human). lawful evil Speed 5 ft.
Armor Class 15 (s tud de d leather, shie ld) STR DEX CON INT WIS CHA
Hit Points 84 (13d8 + 26) 15 (+2) 14 (+2) 12 (+1) l (-5) 10 (+O) 2 (-4)
Speed 30 ft.
Condition Immunities blinded, deafened, exhausti on, prone
STR DEX CON INT WIS CHA Senses tremorsense 30 ft., passive Perception 10
16 (+3) 12 (+1) 15 (+2) 14 (+2) 14 (+2) 16 (+3) Languages -
Challenge l (200 XP)
Saving Throws Con + 4, Wis +4
Skills Athletics +5, Deceptio n +5, Ins ight +4, Intim idation +5
Senses passive Pe rception 12 At tractive Pollen (1/Day). When the mantrap detects any crea-
Languages Common, Draconic, Dwa rvis h tures nearby, it can use its reaction to release pollen out to a
Challenge 4 (1 ,100 XP) radius of 30 feet. Any beast o r humanoid within the area must
succeed on a DC 11 Wisdom saving throw or be forced to use
all its movement on its turns to get as close to the mantrap as
Brave. Liara has advantage on s aving th rows against being possible. An affected target can repeat the saving throw at the
frightened. end of each of its turns, ending the effect on itself on a success.
Flaming Fury. Once per turn, when Liara hits a creature with a False Appearance. While the mantrap remains motionless, it is
melee weapon , she can cause fire to magically erupt from her indistinguishable from an ordinary tropical plant.
weapon and deal an extra 10 (3d 6) fire damage to the target.
ACTIONS
ACTIONS
Engulf. Melee Weapon Aitack: H to hit, reach 5 ft., one Me-
Multiattack. Liara makes three melee attacks. d ium or smaller creature. Hit: The target is trapped inside the
mantrap's leafy jaws. While trapped in this way, the target is
Battleaxe. Melee Weapon Attack: +S to hit, reach 5 ft., o ne tar-
blinded and restrained , has total cover from attacks and other
get. Hit: 7 (l d8 .+- 3) slashing damage, or 8 (ldlO + 3) slashing
effects outside the mantrap, a nd takes 14 (4d6) acid damage at
damage when used with two hands.
the start of each o f the target's turns. If the mantrap dies, the
Heavy Crossbow. Ranged Weapon Altack: +3 to hi t, range creatu re inside it is no longe r re strained by it. A mantrap can
100/400 ft., one target. Hit: 6 (1 dlO + 1) piercing damage. engulf only one creature at a time.
N A' S TRAITS
Ideal. "I want to become an aarakocra and learn how
to fly like a bird!"
Bond. "I love my sister and the aarakocra. They mean
everything to me."
Flaw. "I know nothing of the world."
MWAXANA RE
Mediwm hwmanoid (hwman), lawful neu1ral
Armor Class 10
Hit Points 13 (3d8)
Speed 30 ft.
Q,UETZALCOATLUS
This giant relative of the pteranodon has a wingspan ex-
ceeding 30 feet. Although it can move on the ground like
a quadruped, it is more comfortable in the air.
RAS N SI
The word "ras" is a noble title akin to "duke." Ras Nsi
was once a Chultan paladin, a Chosen of Ubtao and
sworn protector of the city of Mezro. He betrayed his
oaths and was banished from the city. Becoming a
vengeful warlord, Ras Nsi attempted to conquer Mezro
with an undead army but was defeated. Rather than
,
PTERAFOLK - ~4.,
seek redemption, he sought revenge and was stripped of Large monstrosity, neutral evil l
his god-given powers. The undead horde, no longer un-
der his control, spread throughout the jungles of Chult.
Withdrawing to Omu, Nsi clung to his noble title,
Armor Class 12 (natural armor)
Hit Points 26 (4dl O + 4)
t.
. .,.
joined forces with the yuan-ti living there, and under- Speed 30 ft., fly 50 ft.
went a horrible ritual to become a powerful yuan-ti mal-
ison- retaining his human head and torso and gaining a STR DEX CON INT WIS CHA
serpentine lower body. With Ubtao gone from the world, 15 (+2) 13 (+l) 12 (+l) 9 (-1 ) 10 (+O) 11 (+O)
., .
Ras Nsi and his new yuan-ti followers began searching
for a way to bring forth Dendar the Night Serpent. Ace- Skills Perception +2, Survival +2
Senses pass ive Perception 12
rerak has promised to help this effort, in exchange for
Ras Nsi's pledge to defend the Tomb of the Nine Gods.
In truth, Acererak has no intention of honoring his bar-
gain, and Ras Nsi is beginning to suspect as much.
Langu ages Common
Challenge l (200 XP) ..
Strange Collection. Ras Nsi has a sizable collection Terror Dive. If the pterafolk is flying and dives at least 30 feet
of apparel and accouterments from distant lands, most straight toward a target, and t hen hits that target with a melee
of which were taken from dead explorers. The collection weapon attack, the target is frightened until the end of its
includes a fine Cormyrean cloak, a Sembian wine flask, next turn.
and a bejeweled Amnian doublet and matching money
ACTIONS
pouch. He also bears a flame tongue longsword.
Slow Death. Ras Nsi has died and been brought back M ultiatt aclr.'The pterafolk makes th ree attacks: one wit h its
bite and two with its claws. Alternatively, it makes two melee
from the dead more than once. Consequently, he is suf-
attacks with its javelin.
fering from the effects of the Soulmonger's death curse.
His hit point maximum has been reduced, and leprous Bite. Mefee Weapon Attack: +4 to hit, reach 5 ft., one target.
wounds cover his flesh. In a fitting irony, Ras Nsi is Hit: 7 (2d4 t 2) piercing da mage.
unaware that Acererak is the cause of the curse, for
Claw. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one target.
neither he nor the yuan-ti are aware of what lies within
Hit: S (ld6 + 2) slashing damage.
the Tomb of the Nine Gods, other than the dead gods for
which it is named. If the characters can make him un- javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. o r
derstand that their efforts will help him, Ras Nsi might range 30/120 ft .. one target. Hit: 9 (2d6 + 2) pierci ng damage .
be tempted not to stand in their way.
" ......"
Skills Perception +2
Senses passive Perception 12
Languages -
Challenge 2 (450 XP)
I
.
Dive Attack. If the quetzalcoatlus is flying and dives at least 30
feet toward a target and then hits with a bite attack, the attack
deals an extra 10 (3d6) damage to the target.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 12 (3d6 + 2) piercing damage.
ACTIONS
Languages Abyssal, Common, Draconic
Challenge 7 (2,900 XP) Multiattack. Ras Nsi makes three melee attacks, but can use
Constrict only once.
Special Equipment. Ras Nsi wears &racers of defense, wields a Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach
flame tongue longsword, and carries a sending stone matched to 5 ft .. one target. Hit: 5 (ld4 + 3) piercing damage plus 7 (2d6)
one carried by the gu ide Sal ida (see chapter 1). poison damage.
Shapechanger. Ras Nsi ca n use his action to polymorph into a Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one crea-
Medium snake o r back into his yuan-ti form. His statistics are ture. Hit: 10 (2d6 + 3) bludgeoning damage, and th e target is
the same in each form. Any equipment he is wearing or carry grappled (escape DC 14). Until this grapple ends, the target is
ing isn't transformed. He doesn't change form if he dies. restra ined, an d Ras Nsi can't constrict another target.
Innate Spellcast ing. Ras Nsi's innate spellcasti ng ability is Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon
Charisma (spell save DC 16). He can innately cast the following Attack: +6 to hit, reach S ft., one ta rget. Hit: 7 (ld8 + 3) s lash-
spells, requiring no material components: ing damage, or 8 (ldlO + 3) slashing damage when used with
At will: animal friendship (snakes only) two hands, plus 7 (2d6) fire damage.
3/day: suggestion
STONE J UGGERNAUT
A stone juggernaut is a rolling construct imbued with
enough awareness to avoid obvious dangers such as
open pits and chasms. It trundles across open battle-
RAS Nst fields or rolls down dungeon corridors, crushing anyone
in its path. Every stone juggernaut has a unique shape
and appearance. One might resemble an elephant with
bejeweled tusks, while another might look like a scowl-
ing demon with flaming eyes and obsidian teeth.
A stone juggernaut is fast, but it lacks maneuverability
and can move in only one direction on its turn. It poses
little danger to creatures it can't crush beneath its roll-
ers. Jts best tactic is to slam into a creature, knock it
prone, and then roll over it.
STONE J U G GERNAUT
Large construct, unaligned
TABAXI
Tabaxi are catfolk who hail from the land of Maztica.
The ultimate wanderers , Tabaxi rarely stay in one place
for long. They love to collect interesting artifacts, gather
tales, and lay eyes on all the world's wonders. This cu-
riosity pushes them to leave no secrets uncovered, and
no treasures or legends lost. They revere a fickle deity
called the Cat Lord, who is said to wander the world.
SU-MO NSTER
Medium monstrosity, chaotic evil -~
TABAX I HUNTE R ..
Armor Class 12 L Medium humanoid (tabaxi}, chaolic good
Hit Points 27 (Sd8 + S)
Speed 30 ft., climb 30 ft. Armor Class 14 (leather armor)
"' Hit Points 40 (9d8)
STR DEX CON INT WIS Speed 30 ft., climb 20 ft.
CHA
14 (+2) 15 (+2) 12 (+1) 9 (- 1) 13 (+1) 9 (- 1)
STR DEX CON INT WIS CHA
Skills Athletics +6, Perception +3 .. 10 (+O) 17 (+3) 11 (+O) 13 (+1) 14 (+2) 15 (+2)
Senses passive Perception 13
Languages -
Challenge 1 (200 XP)
I\., I '
,/'
(1""1
....- Skills Athletics +2, Perception +4, Stealth +S, Survival +6
Senses darkvi sion 60 ft., passive Perception 14
- .....
ACTIONS
'
Languages Common plus any one language
Challenge l (200 XP)
--------------------------------~~~~--.. .; , , '
~
Multiattack. The su-monster ma kes two attacks: one with its Feline Agility. When the tabaxi moves on its turn in combat, it
bite and one with its claws. can double its speed until the end of the turn. Once it uses this
ability, the tabaxi can't use it again until it moves 0 feet on one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1 d4 + 2) piercing damage.
Claws. Melee Weapon Auack: +4 to hit, reach 5 ft., one ta rget.
of its tu rns.
A CTIO NS
'> .. . .
Hit; 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing dam Mu/tiattack. The tabaxi makes two attacks with its claws, its
age if the su-monster is hanging by its tail and all four of its shortsword, or its shortbow.
limbs are free.
Claws. Melee Weapon Attack: +2 to hit, reach S ft., one target.
Psychic Crush (Recharge 5- 6). The su-monster targets one Hit: 2 (ld4) slashing damage.
creature it can see within 30 feet of it. The target must succeed
on a DC 11 Wisdom saving throw or ta ke 17 (Sd6) psychic Sliortsword. Melee Weapon Atlack: +5 to hit, reach 5 ft., one
damage and be stunned for l minute. The stunned target can target. Hit: 6 (ld6 + 3) slashing damage.
repeat the saving throw at the end of each of its tu rns, ending Shortbow. Ranged Weapon Attack: +S to hit, range 80/320 ft.,
the effect on itself on a success. one target. Hit: 6 (ld6 + 3) piercing damage.
T HORNY
A thorny is a quadrupedal fungus creature that
lives among vegepygmies, serving them as a watch-
dog or mount.
Armor Class 12
Hit Poi nts 22 (Sd8)
Speed 30 ft., climb 20 ft. ThORNY
Medium plant, neutral
STR DEX CON INT WIS CHA
10 (+O) 15 (+2) 11 (+O) 14 (+2) 12 (-t-1) 16 (+3) Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
Skills Perception +3, Performance +7, Persuasion +5, Stealth +4
Senses darkvision 60 ft., passive Perception 13
languages Common plus any two languages STR DEX CON INT WIS CHA
Challenge l/4 (50 XP)
.. 1
.. 13 (+l) 12 (+1) 13 (+l) 2 (-4) 10 (+O} 6 (-2)
VEGEP YGMIE S
Vegepygmies, also called mold folk or moldies, are
fu ngus creatures that inhabit dark areas that are warm
and wet, including undergro und caves and dense forests
where little sunlight penetrates. Although they prefer
to eat fresh meat, bone, and blood, vegepygmies can ab-
sorb nutrients from soil and many forms of organic mat-
ter, meaning that they rarely go hungry. A vegepygmy
can hiss and make other noises by forcing air through
its mouth, but it can't speak in a conventio nal sense.
Among themselves, vegepygmies communicate by hiss-
ing, gestures, and rhythmic tapping on the body.
Vegepygmies build and craft little; any gear they have
TRI- FLOWER F ROND is acquired from other creatures or built by copying siln-
Medium planl, unaligned
ple construct ion they have witnessed.
As a vegepygmy ages, it grows tougher and develops
Armor Class 10
Hit Points 11 (2d8 + 2) spore clusters on its body. Spore-be aring vegepygmies
Speed 5 ft. become chiefs. A vegepygmy chief can expel its spores
in a burst, infecting nearby creatures.
STR DE~ CON INT WIS CHA
1 (-5) 10 (+O) 12 (+1) 1 (-5) 10 (+O) 1 (-5) VEGEP YGMY
Small plant, neutral
Condition Immunities blinded, deafened, exhaustion , prone
Se nses blindsight 30 ft., passive Perception 10
Armor Class 13 (natural armor)
Languages - Hit Poi nts 9 (2d6 + 2)
Challe nge 1/2 (100 XP)
Speed 30 ft.
VEGEPYGMY CHIEF Pack Tactics. The velociraptor has advan tage on an attack roll
Small plant, neutral
aga inst a creature if at least one of the velociraptor's allies is
within 5 feet of the creature and the ally isn't incapacitated.
Armor Class 14 (natural armor)
Hit Points 33 (6d6 ;- 12)
ACTIO NS
Speed 30 ft.
MultiaUack. The velociraptor makes two attacks: one with its
STR DEX CON INT WIS CHA bite and one with its claws.
14 (-+-2) 14 (-+-2) 14 (-+-2) 7 (-2) 12 (+1) 9 (-1)
Bite. Melee Weapon Atlack: +4 to hit, reach 5 ft., one creature.
Hit: S (1d6 + 2) piercing damage.
Skills Perception +3, Stealth +4
Damage Resistances lightning, piercing Claws. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Senses darkvision 60 ft., passive Perception 13 Hit: 4 (ld4 + 2) slashing damage.
Languages Vegepygmy
Challenge 2 (450 XP)
Plant Camouflage. The vegepygmy has advantage on Dexterity VOLOTHAMP "VOLO" GEDDARM
(Stealth) checks it makes in any terrain with ample obscuring Medium humanoid (human), chaolic good
plant life.
Armor Class 11
Regeneration. The vegepygmy regains S hit points at the start Hit Points 31 (7d8)
ofits turn. I fit takes cold, fire, or necrotic damage, this tra it Speed 30 ft.
doesn't function at the start of the vegepygmy's next turn. The
vegepygmy dies only if it starts its turn with 0 hit points and STR DEX CON INT WIS CHA
doesn't regene rate. 9 (- 1) 12 (+l) 10 (+O) 15 (+2) 11 (+O) 16 (+3)
.. J
ACTIONS Saving Throws Con +2, Wis +2
Multiattack. The vegepygmy makes two attacks with its claws Skills Animal Handling +4, Arcana +4, Deception +5, Histo ry
or two melee attacks with its spear. +4, Insight +2, Investigation ;-4, Perception +2, Performance
+7, Persuasion +7, Sleight of Hand +3, Survival +2
Claws. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses passive Perception 12
Hit: 5 (1 d6 + 2) slashing damage. Languages Common, Dwarvish, Elvish
Challenge 1/4 (SO XP)
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: S (1d6 + 2) piercing damage, or
6 (1d8 + 2) piercing damage if used with two hands to make a Spellcasting. Volo is a lstlevel spellcaster. His spellcasting
melee attack. ability is Intelligence (spell save DC 12, +4 to hit with spell at-
tacks). He has the following wizard spells prepared:
Spores (1/Doy). A 15-foot-radius cloud of toxic spores extends
out from the vegepygmy. The spores spread around corners. Cantrips (at will): friends, mending, prestidigitation
Each creature in that area that isn't a plant must succeed on 1st level (2 slots): comprehend languages, detect magic,
a DC 12 Constitution saving throw or be poisoned. While poi- disguise self
soned in this way, a target takes 9 (2d8) poison damage at the
ACTIONS
start of each of its turns. A ta rget can repeat the saving throw
at the end of each of its turns, ending the effect on itself on Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
a success. range 20/60 ft., one target. Hit: 3 (ld4 + 1) piercing damage.
Armor Class 6
Hit Points 60 {lld8 + 11)
Speed S ft., climb S ft.
Yellow Musk (3/Day). The creeper's flowers release a strong Undead Fortitude. If damage reduces the zombie to 0 hit
musk that targets all hu ma noids within 30 feet of it. Each target points, it must make a Constitution saving throw with a DC of 5
must s ucceed on a DC 11 Wisdom saving th row or be charmed +the damage taken, unless the damage is fire or from a critical
bythe creeper for 1 minute. A creatu re charmed ln th is way hit. On a success, the zombie drops to l hit point instead.
does noth ing on its tu rn except move as close as it can to the
creeper. A creature charmed by the creeper can repeat the sav- ACTIONS
ing throw at the end of each of its turns, ending the effect on Slam. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
itself on a success. Hit: S (ld8 + 1) bludgeoning damage.
Reckless. At the start of its turn, the broodguard can gain ad-
vantage on all melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage until the start of
its next turn.
ACTIONS
Multiattack. The broodguard makes three attacks: one with its
bite and two with its claws.
--
passive Perception 11 Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Languages Abyssal, Common, Draconic
Challenge 4 (1, 100 XP)
.
..,
target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target
is grappled (escape DC 14) if it is a Large or smaller creature .
Un ti l this grapple ends, the target is restrained, and the yuan-ti
Shapechanger. The yuan-ti can use its action to polymorph into can't constrict another target.
a Medium snake or back into its true fo rm. Its statistics are Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
the same in each form. Any equipment it is wearing or carrying reach 5 ft., one target. Hit: 6 (ld6 + 3) slashing damage.
isn't transformed. If it dies, it stays in its current form.
Invoke Nightmare (Recharges after a Short or Long Rest). The
Death Fangs (2/Day). The first time the yuan-ti hits with a yuan-ti taps into the nigh tmares of a creature it can see within
melee attack on its turn, it can deal an extra 16 (3dl0) necrotic 60 feet of it and creates an illusory, immobile manifestation of
damage to the target. the creature's deepest fears, visible only to that creature. The
Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate target must make a DC 13 Intelligence saving throw. On a failed
spellcasting abil ity is Charisma (spell save DC 13). The yuan-ti save, the target takes 11 (2d10) psychic damage and is fright-
can innately cast the following spells, requiring no material ened of the manifestation, believing it to be real. The yuan-ti
components: must concentrate to maintain the illusion (as if concentrating
on a spell), which lasts for up to 1 minute and can't be harmed.
At will: animal friendship (snakes only) The target can repeat the saving throw at the end of each of its
3/day: suggestion turns, ending the illusion on a success, or taking 11 (2dl0) psy-
Magic Resistance. The yuan -ti has advantage on saving throws chic damage on a fa il ure.
against spells and other magical effects.
Damage Immunities poison Aggressive. As a bonus action, the zombie can move up to its
Condition Immunities poisoned speed towa rd a hos til e creature that it can see.
Senses darkvisi on 60 ft., passive Perception 8
l anguages - Undead Fortitude. If damage reduces the zomb ie to 0 hit
Challenge 3 (700 XP) ' points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Undead Fortitude. If damage reduces the zombie to 0 hit from a critical hit. On a success, the zomb ie drops to 1 hit
poi nts, It mus t make a Constitution saving throw with a DC
of 5 +the damage taken, un less the damage is radiant or
po int instead. .
from a critical h it. On a success, the zombie drops to 1 hit ACTIONS
point instead. Multiattack. The zombie makes five attacks: one with Its bite
ACTIONS
.- r and four with its claws.
Tall. Me/ee Weapon Attack: +6 to hit, reach l 0 ft ., one target. Bite. Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hil: 18 (4d6 + 4) bludgeoning damage . If the target is a crea- Hit: 7 (1 d6 + 4) p ie rcing damage.
ture, it must succeed on a DC 14 Strength saving throw or be Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
knocked prone. Hit: 6 (ld4 + 4) s lashing damage.
240
ZORBO
ZORBO
A zorbo (pronounced ZOR-boh) is a ferocious omnivore
similar in size and appearance to a koala. Living in trees
and caves, it has long claws, a dour disposition, and a
fondness for humanoid flesh. A zorbo alters its natural
armor to match its surroundings, and it can weaken and
destroy armor, shields, and protective magic items with
its sharp claws.
TYRANNOSAURUS ZOMBIE
Huge undead, unaligned
Disgorge Zombie. As a bonus action, the tyrannosaurus zombie STR DEX CON INT WIS CHA
can disgorge a normal zombie, which appears in an unoccupied 13 (+1) 11 {+O) 13 {+1) 3 (-4) 12 (+l) 7 {- 2)
space within 10 feet ofit. The disgorged zombie acts on its own
initiative count. After a zombie is disgorged, roll a d6. On a roll Skills Athletics +3
of l, the tyrannosaurus zombie runs out of zombies to disgorge Senses passive Perception 11
and loses this trait. If the tyrannosaurus zombie still has this Languages -
trait when it dies, l d4 normal zombies erupt from its corpse at Challenge 1/2 (100 XP)
the start of its next turn. These zombies act on their own init ia-
tive count. Magic Resistance. The zorbo has advantage on saving throws
Undead Fortitude. If damage reduces the tyrannosaurus agai nst spells and other magical effects.
zombie to 0 hit points, it must make a Constitution saving Natural Armor. The zorbo magically absorbs the natural
throw with a DC of 5 + the damage taken, unless the damage is strength of its surroundings, adjusting its Armor Class based
radiant or from a critical hit. On a success, the zombie drops to on the material it is standing or climbing on: AC 15 for wood or
-
1 hit point instead. bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo
isn't in contact with any of these substances, its AC is 10.
ACTIONS
Multiattack. The tyrannosau rus zo mbie makes two attacks: ACTIONS
one with its bite and one with its tail. It can't make both attacks Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
against the same target. one target. Hit: 8 (2d6 + 1) slash ing damage, and if the target
is a creature wearing armor, carrying a shield, or in possession
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
of a magic item that improves its AC, it must make a DC 11
Hit: 33 {4d12 + 7) piercing damage. If the target is a Medium or
Dexterity saving throw. On a failed save, one such item worn or
smaller creature, it is grappled (escape DC 17) . Until this grap-
carried by the creature (the target's choice) magically deterio-
ple ends, the target is restrained and the tyrannosaurus zombie
rates, taking a permanent and cumulative -1 penalty to the AC
can't bite another target or disgorge zombies.
it offers, and the zorbo gains a +l bonus to AC until the start of
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. its next turn. Armor reduced to an AC of 10 or a shield or magic
Hit: 20 (3d8 + 7) bludgeoning damage. item that drops to a 0 AC increase is destroyed.
'Key
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APPENDIX E ( PLAYER HANDOUTS
HANDOUT 2: AZAKA STORMFANG
--
Ill
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c:
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HANDOUT 3 : EKU
-
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c
SAC.Ye4 \Ant{.
HANDOUT 8: RIVER MIST AND FLASK OF WINE
HANDOUT 9: SALIDA
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NANGNAN G 1 -5
0B0 LAKA PAPAZOT L ......
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SHAGAMB T UNKH W ON G O
PLAYER HAIWOUTS
f
HANDOUT 12: PLAYERS' MAP OF OMU
OMU
THE FORBIDDEN CITY
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1000
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HANDOUT 16: PAPAZOTLS PUZZLE KEY
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Know tfiat 1,, nevCin Bftfbir,, atn t6e fut survivi1tJ mtm6er ef t6e cmnpa'!Y ef rt! YeC :w Banner.
Tbe 1WtrCori IW Nn strippl us ef our weapns an/ t6nw us in bere on onler.r ef 6tr 11Ut<tn;
A~. l can ony i~itw our 1ouCs are to 6ejtJ to 6isp~a!Y. A"s.1 it sums Ge bPs mn.
our comf"'!Y wru- sepamtri efter t6e inciltnt wit6 t6ejouNJr11m{J"~fe. The tMn6JUP-nfu.n.r
tore Sewari to pieS.> tJ.niwit6 6im.1 we Cost t6e st"?fa!Cen. OUr pllsf wru- afmCure: evm jf we'tf
Joun/ t6e ~) t6e eff prinrus WllfJont. ~}rieni.r wouCin't fuve futri ~ wit6out t6eir weapons
~speci4Cb with a /oppe~a"Jer in our mil,, Af Sefb suspecte~. of courJe.1 I $.ept "!Y ~I'm JUre
Brixton woukfve .seen some 6umor in tfut.
GentU na/N; Ut ari"A man !f{eryou one piece ef a/vice. A.!trerM is a tri&.strr who tfuires
not6i1'3 6utyour souC. His ril4e.r 1" 6e~you.1 Gut in t6e ~ 6isfitl4! secnt ~"1 Ceais to
-OU
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yi1rloom.
-:rymom S4w: us af!
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saJJenJ -fhtif" "'{ )f-Jie-s shU one Jo.{ C.OMeto o.n e..nJ.1 owe -the "'"){-et "'"'c.h fot
-the ii"'e he h\s t"e-n "'e!l eo.nonl( Wotk h\tJet in -fue little fi"'e ihtif"t~\ins fot
-fu;s wot[J.
254
HANDOUT 23: HIEROGLYPHIC FLOOR
S"
I
I I
I I
I
: l'jin, the Almiraj, is fickle and I
I
: Kubazan, the Froghemoth, c:J. Moa, the Jaculi, is truthful
unpredictable. t : is wild and spirited. and kind.
ity score becomes 23 unless it is al- While Kubazan inhabits you, your 1 While inhabited by Moa, you can use an E
ready higher. Strength score becomes 23 unless it is action to turn invisible. Anything you are
already higher. wearing or carrying is invisible as long
as it is on you r person. The effect ends
if you attack, cast a spell, force a saving
throw, or deal damage.
I
NANGNANG I
I 0BO' LAKA : pAPAZOTL
~
(pronounced NANG-nang) (pronounced oh-boh-LAH-kah) (pro11ounced pah-pah-ZAHtul) ~
Nangnang, the Grung, is Obo'laka, the Zorbo, is Papazotl, the Eblis, is shrewd
selfish and cruel. nervous and obsessive. and conniving. ,
FLAW FLAW FLAW
While inhabited by Nangnang, you gain While inhabited by Obo'laka, you gain While inhabited by Papazotl, you gain
the following flaw, which overrides the fo llowing flaw, which overrides any the following flaw, whi<;h overrides any
any opposing flaw: "I won' t share opposing flaw: "I am risk-averse and a opposing flaw: "I bow before no one
with others." slave to routine." and expect others to do as I command."
1
I
POWER POWER : PowER
~~~~~~~~~~~~~~-
c
0
While in habited by Nangnang, you can While Obo'laka inhabits you, you can : While inhabited by Papazotl, you can't
move up, down, and across vertical sur- attu ne to one additional magic item. : be surprised, you gain advantage on "'E:"'
faces and upside down along ceilings,
while leaving your hands free. You also
When Obo'laka leaves you, all magic
items to which you are attuned are no
: all Wisdom checks, and you never take ~
:I damage from falling.
gain a climbing speed equal to your : longer attuned to you. I ~
I ......
walking speed. I I
I>
I I
While inhabited by Shagambi, you gain While inhabited by Unkh, you gain I
I While inhabited by Wongo, you gain
the following flaw, wh ich overrides any 1 the following flaw, which overrides
I
I the following flaw, which overrides any
I
opposing flaw: "I never show mercy to any opposing flaw: "I am incapable of I opposing flaw: "I act without concern
I
evildoers." making decisions." I for the well-being of others."
POWER POWE R POWE R
While inhabited by Shagambi, you can While Unkh inhabits you, your Consti- While inhabited by Wongo, you can use
1 make one extra attack when taking the tution score becomes 23 unless it is your action to unleash a psionic assault
:I Attack action on your turn. already higher. on a creature you can see within 60
I
I feet of you. The target must succeed
I
I on a DC 16 Wisdom saving throw or be
I
I stunned until the end of Its next turn.