Tomb of annihilation enemies

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Tomb Of Annihilation Monster Stats

The new D&D book, Tomb of Annihilation, has already been available at your Friendly Local Gaming Store (FLGS) and is available everywhere as of Tuesday September 19th, Tomb of Annihilation drops players into the deadly jungles of Chult, tasked with finding a legendary artifact that can end a death curse. As players explore the jungles and ruins of Chult, they will face off against undead. Tomb of Annihilation is a 5th-edition Dungeons& Dragons adventure set in the Chult region of the Forgotten Realms. Click here for page index Tomb of Annihilation is a 5th-edition Dungeons& Dragons adventure set in the Chult region of the Forgotten Realms.

I’ve been looking at how I run my games lately. I’ve been thinking about minis, and, and what I want for my game and my table. Tomb of Annihilation has a SHIT LOAD of possible random encounters.

It is a hex crawl after alla damn good one, but a hex crawl nonetheless with lots of possible fighting in that jungle. There’s no way that I’m going to get a mini for every specific encounter. And paper minis? Do I really want to cut up and print minis for a bunch of apes, a whole goblin tribe or cannibal band? No thanks.So I’m going to be trying something new: Color-coded numbered tokens.First, I create 1″ colored numbered tokens in Pixelmator (a mac Photoshop-type app).Then I create a monster token with the same color outline. Like say, albino dwarves and a baboon.Now I suddenly have 10 albino dwarves and 5 baboon tokens! Instead of printing up 10 dwarves, I only had to print three. I wish I’d done this 10 years agoI laminate them with poor man’s laminate (read: tape), and voila.

Instant army.Since those numbers are going to be seeing use A LOT, it’s worth laminating them. Keeps the pizza grease off the cardstock.On the other side I’ll write who they are and it makes searching for them easier once I’m looking through the ziplock bag that’ll house them. So Print numbered color coded tokens.

Print one of each monster in those colors, and you have an instant shitload of tokens to use.The older I get and the more I game the lazier and lazier I get. I’m not going full theater of the mind yet because I doubt I could run it well, but if I could I would.“But what about immersion!?”, you’ll ask and yes, this provides very little. I’ve realized that my players don’t care all that much.This will make my game faster. Players are facing a Flaming Fist patrol?Pick the baggie with the random encounter already sorted, and go!TIP: Go through the random encounters and pre-sort your tokens. Keep them in a baggie, then put the monster stat blocks for each encounter on a sheet of paper and keep them in your. Be ready to go seamlessly in the event of an encounter. Don’t stop to find minis or tokens and don’t flip back and forth on a book for stat blocks.If you would like to support NewbieDM.com, perhaps you’d consider visiting Amazon.com for your next rpg related purchase.

Check out the following products.

From Lead Designer Louis Martineau: This is a set about inhospitable jungles where zombies roam amidst walking plants and terrifying beasts. Tomb of Annihilation Release NotesGeneralA creature's name includes any words in parentheses. Orc (Axe) and Orc (Sword) are considered different creature names.RedcapRedcap: Use when this creatures bloodies or destroys an enemy: Heal 10 HP.If the Red Cap bloodies and destroys a creature in a single attack, it only heals 10 total.Reminder: If a power uses the word 'when,' it is an optional trigger. If it uses the word 'whenever,' the trigger is mandatory.Note that this creature is bloodied at 60 HP, which varies from the typical value for a 65 HP creature.ZorboDestroy the Weak: +10 damage vs. Superb new set! Very happy of it I was eager to see the new cards and try them!

I have almost all the figures of that set and they were just waiting to be tested!There is just so many new combinations to try now! Yuan-tis and Aquatics are becoming very interesting to play!Thanks a lot to everybody who worked on this project and a special mention to Louis (skyscraper) who has been contributing a lot to this set!

Tomb of annihilation pdf

You did a great job this is one of my favorite new set yet!(I am obviously not saying that because I know you personally.or am I!). or to post comments. Yay a new set! Have some time while sitting in a tech call for work. Will do a quick review.Overall, This set brings some interesting options for titan bands, some new small unit techy pieces, and some fodder that might see play. Note I only consider figs for point competitive play. Some will surely be better in 50 or or pure race bands etc.first opinion:When I first go through the list I cover the point cost of each figure with my thumb and after reading the stats I take a guess at what I think they should cost.

Typically figures are points higher then my guess. This set was the same with some of the bigger figs in the range. That doesn't bode well for them being competitive options. I know I generally look for those above the power curve for sure but also I don't value quirky abilties that rarely trigger at all. Things like immune to fear or confusion or minor situational buffs come up so rarely that they should essentially have 0 point cost.

To me they should be just tuning nobs to push just a bit more into lean point packages.Also there seems to be an unwritten law of DDM that states:'If a figure is a weird one and not an iconic creature type it MUST be given mediocre stats' Thats the only thing I can think of to explain all the wrackspawns, rheks, frost dwarves, formians, bullywugs, cyclops and all of their weird brethen that never make it to the table. This rule still holds true in this set for the aldani, modron, firenewts, nothic, vegepygmy, merrow, su-monster, and zorbo. The kamadan is the only one that seems to have snuck through. It's to the point where I go 'Pterafolk? Yeah can skip past those stats.' I think its partly a subconcious thing where the designers just sort of shun the strange figures while at the same time promote the uniques and iconic creature types.

Im not trying to be harsh but go back to every set and pull out the 10 or so weirdest monsters and humanoids in each. They will all have mediocre stats for their point cost. The only weird figures I can think of that had above average stats were the catfolk wilder and witchknife. Both were nerfed and no longer see play. I'm sensing systemic weirdo discrimination!My second pass through is to look for new options for bands or to fill in holes. This time through I found some ones that I liked including some that could see competitive play.

The ones that really stand out:Batiri Goblin - Gives wild a goblin runner like figure as it essentially has speed 9 on turn 1.Skeleton keys - Gives some interesting tech options to various builds for alpha strikes or cheating movement rules. Point cost is where it should be to get this option. I haven't gone through the figure lists to see what the best options are for each. Demon face and cross helm are the two that seem the most abusable turn 1 but twin cylinder can be used as part of a point denial tactic.Chultan Zombie - This to me is honestly the most stand out figure in the set. I haven't had a game go to time in many years but if you usually do you want to look at adding a couple of these. uses of tribute can win you the game on a figure that comes at a cost you need to play anyways: the 3 point fodder slot.

Tomb Of Annihilation Enemies

Basically you get a new path to victory in a package that you were going to be using anyway.2 Knives Skelly - fits in with the drow lord effect being stealth and while worse then the drow enforcer and scout sometimes you only have 15 points of room. Especially once they make rot scarabs and loadstones unique.Shield Skelly - Can fit a pair in with Acererak. He's going to need them to have a chance. Works nicely with Mindflayer liches as well and maybe some others.Tabaxi Minstrel - shuts off lords. Does nothing else but that might be enough in some match ups. Should of been points but if you really fear some of strong champ effects you can run this guy.Artus Cimber - Pretty solid figure.

Good range, good up close, decent defenses. One shot of suggestion can swing the game if well planned. I get antsy when my front line fighters get above the 50 point range with out being a true titan. 27 AC and 70 HP is no where near a titan but he might be able to stay back enough with his bow.Asharra - Attack is a little low on the basic but brings enough options to be viable.

Will struggle against real fighters but playing one wont hurt most bands. 38 point green is a slot cost that needs some good options.Hammer Dao - Nothing exciting but purple needs some fighter options in the 40 point range.Earth Dao - Not sure if the Avalanche Kamikaze attack is a good idea but its interesting enough to consider. Again its getting a bump up being a purple fighter in the 40ish point range. Would never consider him in red where he's fighting against a lot of better options.Kamadan - I want to like this guy for having a ok attack value on a helpless effect. Would love it if it was higher. I can see slotting one in a Wild ranged band to keep the opponent honest and not clumping up and swarming your archers.Ras Nsi - He's good enough to see play. His confusion blast is what will make or break him in games.

Land it on 2 of their best hitters and you should get a win. I find it interesting that they didn't make any of the undead in the set viable with his champ effect.Acererak - I think in most players hands he's a pretty much a loss but in a timed game and used by a cautious player I don't think you will be able to kill him in turns. That is a competitive archetype all on its own. It's one I despise but It does exist. or to post comments. Right, and that's how we'll do it going forward.You see, we have competitive play floor rules, which say that a figure can be modified, if it is still easily recognizable.In the past, I tried to differentiate between sword and axe.

In SKT, I tried to differentiate between a hammer and a mace. That's really pushing it, and now I am wondering if it was worth the experiment.In ToA, there will be an Empyrion with hammer, and Empyrion with slightly different hammer.They will, in the end, have the same stats. Right now I am planning on the wereboars having the same stats too, in the next set.

Frankly, I'd much rather have seen OTHER creatures with variation in hand weapon than the lycanthropes.An important point is, these are also one-off production runs. Complicating this, the produced quantity is much less than in the old days, and it can become very hard to find specific rares a few months after they are produced.

Having two rares able to use the same card provides at least double the chance of getting a mini. I'd rather have one well-statted card that the design team is happy with than two similar cards that we add variation to in some artificial way just so that they can be 'different' from each other.We have two new Frost Giants that appear different from the old ones ONLY by gender, and my plan for now is that they may be reprints.

I don't like the idea of giving different gendered pieces, otherwise similarly sculpted, different cards. If the pose is more extremely different, we can consider otherwise. Ok Dwayne, I understand your point of view.I obviously don't complain about the variations there already is.It was important I believe that you shared the way you recently think about the small variations in a same scultp, so we don't expect a different card for each one in the future (which, since the last set, you did every single time).I know some of them are very similar, but I didn't understand why the firenewt gets it and the Nicaloth don't.Now I have a better understanding of how you think.Still, I can express my opinion, and I think it is important to do so. Although you pointed the + variations already existing, I don't think it justifies cutting into new ones. I do think the two Fire Giants from SKT (mace and hammer) are very nice and interesting variations.

So you can believe how disapointing it sounds for me when you tell us you will do reprints of the male Frost Giants coming out in the new set.So I really do appreciate all the work you put into making the game so unique and great to play, and that is probably why I am sharing my mind so much about it. or to post comments.

Its a trade off. If we have two similar creatures with very small variations, its not worth it.Creatures that are true monsters (demons. )tend to fall towards this.Creatures with class levels are a bit different.The last set - I really could have had two different sets of stats for the werebear.In the end, I combined the best aspects and, IMO, created one card better than either of the original 2 designed.EDIT: The frost giants look nothing like the prior female warriors, and will get their own stat card or cards. Perhaps as a Frost Giant Skirmisher. or to post comments. First, Many thankyou for being part of this set I very happy for this.

I finaly remove dust from my yuan-ti armies and new breeze to my undead and demon armies. I little disapointed from jugernaut.

Its correct rolling enemies 5 squares and after i return to last legal position if before attack is full space enemies? Or i cant attack when no space after move 5 sq.?Now my DTP eye:-) I found one thing. In card Draegloth, Dark is printed CR2 and iam not sure its is champion. Or I can use him on rolling initiative without powers?EDIT: I forgot ask. Acererak can use at setup make 5 undead from living. Can iam use second power to next 5 livings? Or not for due to stack powers?EDIT 2: No one?.

or to post comments. Hi bakterius,Juggernaught: Ira appears to have answered your question in the release notes: if he ends in an illegal position (i.e. On another creature's position), you need to place him in the nearest legal position. So, he can indeed end in a space occupied by one or more creatures.Draegloth: good catch. This should be fixed.

It is not intended to be have a champion rating.Acererak: indeed, you cannot use twice the same power in a same timing window. So only 5 allies become undead, no more. or to post comments. We played ToA Limited yesterday. /8 worked very, very well. In fact, I cannot remember playing such an interesting, fresh game in a while.

Of course, large part of it was being able to fly around double-Pillars of Heaven with an Asharra-boosted Girallon Alpha. As well as a flying Zorbo. A zorbo, heh.We rolled dice to determine the miniature pool each player had: 7xC, 5xU, 3xR, IIRC.

Tomb Of Annihilation Minis

So, I guess with, say, 3 actual boosters you could pick , if you want to go above at all. Since time was (and often is) limited, the thought was to fit in more of the high-cost figures. No doubt the works as well, with the focus more on the cheaper options. or to post comments.

Tomb Of Annihilation Monster Stats
Sours: https://adamspeedsite.tistory.com/7

Tomb of Annihilation

Module for Dungeons and Dragons game

Tomb of Annihilation is an adventure module for the 5th edition of the Dungeons & Dragonsfantasyrole-playing game.

Summary[edit]

Tomb of Annihilation centers around the Deathcurse, a wasting disease that slowly kills anyone who’s ever been raised from the dead and prevents anyone who has died from being raised, and the Soulmonger artifact that caused the disease.[1][2] "The narrative of the campaign begins with the group being hired by Syndra Silvane, a wealthy former adventurer who is afflicted with the Deathcurse. Her sources have tracked the Soulmonger to the ancient jungles of Chult. [] At its core, Tomb of Annihilation follows a classic quest structure. The party has an objective, a deadline—Silvane is slowly dying, so each day the party spends exploring brings her closer to permanent death—and a sprawling expanse of dangerous wilderness stands in their way".[3] This adventure module is designed to take player characters from 1st level to 11th level.[4]

The table of contents lists the follow sections:[5]

  • Dramatis Personae
  • Introduction
  • Chapter 1: Port Nyanzaru
  • Chapter 2: The Land of Chult
  • Chapter 3: Dwellers of the Forbidden City
  • Chapter 4: Fane of the Night Serpent
  • Chapter 5: Tomb of the Nine Gods
  • Appendix A: Character Backgrounds
  • Appendix B: Random Encounters
  • Appendix C: Discoveries
  • Appendix D: Monsters and NPCs
  • Appendix E: Player Handouts
  • Appendix F: Trickster Gods of Omu
  • Stat Blocks

Publication history[edit]

The new module was announced in June during the Stream of Annihilation livestreamed event on the Wizards of the Coast's Twitch site.[6]Tomb of Annihilation was released on September 8, as a page hardcover book. It was also released as a digital product through the following Wizards of the Coast licensees: D&D Beyond, Fantasy Grounds, and Roll[1]

Tomb of Annihilation was inspired by the classic adventure module Tomb of Horrors, "a lethal dungeon made by D&D co-creator Gary Gygax himself".[7]Polygon reported that "Wizards of the Coast enlisted more playtesters to try the Dungeons & Dragons Tomb of Annihilation module than any adventure it has released before. Why? Because they were afraid no one would survive it".[7] The module's setting of Chult in the Forgotten Realms was last explored in the 2nd edition of Dungeons & Dragons.[7]

In October , Kotaku reported that Chris Perkins "said that no black writers or consultants worked on Tomb of Annihilation". On the book's design, Perkins said “We didn’t want to create a city that felt backwardIt’s a tale of Chultans reclaiming their own city and land and redefining who they are and moving way from the idea of warring tribes to a more business-minded culture. [] The land that they live in is a savage land. That’s just part of what Chult is. It’s a place of monsters. It was our intention to show the Chultans have not only survived it, but have risen above it—that they have dispelled the warring tribal nature that previously defined them and are now actually thriving".[8]

On June 17, , in the wake of the George Floyd protests, Wizards of the Coast announced: "When every D&D book is reprinted, we have an opportunity to correct errors that we or the broader D&D community discovered in that book. Each year, we use those opportunities to fix a variety of things, including errors in judgment. In recent reprintings of Tomb of Annihilation and Curse of Strahd, for example, we changed text that was racially insensitive. Those reprints have already been printed and will be available in the months ahead. We will continue this process, reviewing each book as it comes up for a reprint and fixing such errors where they are present".[9][10]

Related products[edit]

The 7th season of D&D Adventurers League was themed around the Tomb of Annihilation storyline. It includes an adventure module that acts as a hook to lead into the book, "Tier 1 and 2 adventures [that] expand on Tomb of Annihilation’s story and set the stage for Tier 3 and 4 play, which pick up right after the characters complete the hardcover adventure".[11]

The 14th expansion of the Neverwinter video game aligned the free-to-play massively multiplayer online role-playing game with the Tomb of Annihilation storyline including a new campaign, a new dungeon and two new zones.[12]

WizKids, a Wizards of the Coast licensee, released 44 pre-painted miniatures that correspond with the adventure including the lich Acererak.[13] In October , WizKids released a Tomb of Annihilation themed board game which can be played as a standalone game or can be combined "with the other D&D Adventure System Cooperative Play Board Games".[14]

Reception[edit]

In Publishers Weekly's "Best-selling Books Week Ending October 2, ", Tomb of Annihilation was #14 in "Hardcover Nonfiction" and sold 7, units.[15][16]

Alex Springer, for SLUG Magazine, reported that the "Tomb of Annihilation is the type of campaign that can bring out the best—or worst—in a dungeon master" and highlighted mechanics such as new character backgrounds, exploration checks, the jungle themed creature appendix, and the lingering threat of permadeath due to the Soulmonger artifact. Springer wrote "When stacked up against Storm King’s Thunder, Tomb of Annihilation feels blessedly streamlined and adventure-focused. There are no politics to navigate, no sieges to weather—it’s just a deep dive into an unforgiving wilderness to destroy an artifact that can’t be destroyed".[3]

Cameron Kunzelman, for Paste, highlighted that the adventure is unique compared to previous modules and that the jungles of Chult are designed to try and kill you. Kunzelman wrote "However, it is important to note that the jungles and dangers also have a slight feel of 'darkest Africa' to them, and the Chultan people are dark-skinned. The narrative beats in Tomb pull heavily from familiar sources like Edgar Rice Burroughs or Jules Verne, and those works have a long racialized history that is not often grappled with. [] While the literary and visual content Tomb borrows from makes for interesting design and visuals, I think Wizards could have done more to interrogate those texts that they borrowed from and how they have a complicated past with general representations of 'Africa' writ large".[17]

Cecilia D'Anastasio, for Kotaku, highlighted that the adventure uses "dated stereotypes of African cultures" and themes of colonialism which date back to the creation of the Chult setting. D'Anastasio wrote "Here’s the rub: While many players I talked to enjoyed how the history and political structures of Chult were expanded in Tomb of Annihilation (and enjoyed the adventure’s plot generally), they were still unimpressed by its execution. Its setting is an amalgamation of African cultures, a trope frequent in 20th century media that flattens the dimensionality of human experiences on the continent, which contains hundreds of ethnic groups".[8]

References[edit]

  1. ^ ab"Tomb of Annihilation | Product Page". Dungeons & Dragons. Retrieved
  2. ^David, Ari (). "Dungeons & Dragons: Acererak, the Menacing Zombie Wizard, Explained". CBR. Retrieved
  3. ^ abSpringer, Alex (). "Review: Dungeons and Dragons - Tomb of Annihilation". SLUG Magazine. Retrieved
  4. ^"Tomb of Annihilation | Product Page". Roll20. Retrieved
  5. ^Perkins, Chris; Doyle, Will; Winter, Steve (). Tomb of Annihilation. Adam Lee, Pendleton Ward. Renton, Washington: Wizards of the Coast. ISBN&#;. OCLC&#;
  6. ^"Watch D&D unveil new storyline with Stream of Annihilation livestream". VentureBeat. Retrieved
  7. ^ abcNelson, Samantha (). "D&D's next module is an entire adventure based on the classic Tomb of Horrors". Polygon. Retrieved
  8. ^ abD'Anastasio, Cecilia (). "Dungeons & Dragons Stumbles With Its Revision Of The Game's Major Black Culture". Kotaku. Retrieved
  9. ^Thomas, Jeremy (). "Dungeons & Dragons Taking Steps to Resolve Racial & Ethnic Issues With 5th Edition". MANIA. Retrieved
  10. ^Whitbrook, James (). "Dungeons & Dragons Team Announces New Plans to Address Race and Inclusivity in the Game". io9. Retrieved
  11. ^Lindsay, Chris (). "Tomb of Annihilation | Adventurers League: Surrogate Characters". Dungeons & Dragons. Retrieved
  12. ^"Neverwinter's Tomb of Annihilation brings D&D's latest storyline to PS4 and Xbox One". VentureBeat. Retrieved
  13. ^Perkins, Chris; Lee, Adam (June 28, ). "Issue Tomb of Annihilation". Dragon+. Retrieved
  14. ^"Tomb of Annihilation Adventure System Board Game | Product Page". Dungeons & Dragons. Retrieved
  15. ^"Publishers Weekly Bestseller Lists | Back Issue 10/02/". PublishersWeekly.com. Retrieved
  16. ^"Publishers Weekly best-selling books". Williamsport Sun-Gazette. October 8, Archived from the original on Retrieved
  17. ^Kunzelman, Cameron (). "Expand Your Dungeons & Dragons Campaign With These Two New Books". Paste Magazine. Retrieved

External links[edit]

Sours: https://en.wikipedia.org/wiki/Tomb_of_Annihilation
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  3. 1950s yellow kitchen

Creature Loot


Whenever I get the chance to play D&D, I think a lot about how my character changes between sessions, and over the course of the campaign. This probably comes from my beginnings as a story gamer - it was expected that you would have some sort of character development over the course of our month campaigns.

But there's more than just updating character traits. I like the idea that the appearance of a character changes drastically over the course of their adventures. For magic users, it's fairly obvious. Wizards get zanier, warlocks get corrupted, druids get more plant- or animal-esque, and clerics become more eminently divine. But I think martial characters should change as well, aside from just getting more scars and injuries.

I love the idea of a character who picks the useful bits from the bodies of his fallen foes. Maybe they have a shield crafted from a Bulette shell and a sword that is an Ankheg leg after their fight with the Cult of Elemental Earth. Maybe a cleric gives up their holy symbol when they get the chance to use angel feathers as their magic focus instead.

As for creating the items themselves, I have a few goals while writing the items:

  1. Number of items found on a creature should approximately equal CR. 1d4 small items can count as a single items, and tattered equipment (see below) doesn't count.
  2. Make tool proficiencies more useful. Some items can't be used until they are crafted into a workable item by someone trained with the proper equipment.
  3. Make basic balance considerations - lower CR creatures should give items about equivalent to adventuring gear (PHB pg. ), while higher CR creatures can give items that are equivalent to or craftable into magic items.

Basic Rules

If a creature dies naturally or its body was found hours or days after death, it is up to the DM what items remain. Some items may have been already stolen, not remain on the creature after death, or have rotted beyond use.

If the players were fighting the creature and killed it in combat, they must make the appropriate check in order to claim the loot.

  • Beast/Dragon/Monstrosity/Plant: Nature check
  • Giant/Humanoid: Survival check
  • Celestial/Fey/Fiend/Undead: Religion check
  • Aberration/Construct/Elemental/Ooze: Arcana check

This represents the type of knowledge required to successfully identify the valuable loot on the body.

Loot Claim Check
CRDC (all items)DC (half items)
<5105
1510
2015
>162520

This represents the PCs ability to gather the items without harming them or hurting themselves. It might be difficult to harvest a demon heart when their blood is like acid and you just stabbed the fell beast a dozen times.

Beasts, Dragons, and Plants also provide a certain amount of rations:

 
Ration Amounts
SizeDays of Rations (1 person)
Tiny1
Small1d4
Medium1d6
Large2d6
Huge4d6
Gargantuan10d6

Some items are not usable until they have been crafted into a usable form. The following terms are used throughout the list:


Crafted. A PC or NPC must spend a number of hours equal to the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools. NPCs may charge gold for their services.


Carefully Crafted. A PC or NPC must spend a number of hours equal to two times the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools or be a wizard studying the listed school of magic. NPCs may charge gold for their services.


Mastercraft. Must be created by a PC or NPC who has dedicated themselves to the use of a particular tool or school of magic. For Wizard PCs, this means at least level This is unlikely to be a PC, meaning they may have to carry the loot into a city to get it crafted. The crafter must spend a number of hours equal to times the creature's CR using the listed tools to create the new object. NPCs may charge gold for their services.


A CR 0 creature's crafting can be completed in 1 minute, or multiple minutes for careful/master crafting. Another note about a specific crafting style:

Certain items require Alchemist's Supplies to craft. If the item has a beneficial effect OR if the item is from a plant creature, it can also be crafted with proficiency in a Herbalism Kit. If the item has a malignant effect, it can also be crafted with proficiency in a Poisoner's Kit.

Some modifiers that will be applied to certain pieces of loot:


Tattered. This item has been damaged as a result of its owner’s death. You will need to spend gold to repair it, equal to half the cost of a brand-new version of the item. (e.g. a tattered shield would cost 5GP to repair, since a new shield costs 10GP)


Vial. Any item described as a vial must be collected using a flask, vial, bottle, waterskin, or other liquid container. If a container is used to collect multiple different types of liquids, refer to the "Mixing Potions" table (DMG pg. )


Treasure Hoard. roll on the listed Treasure Hoard table (DMG pg. )


In Lair. These items only appear if the creature is in its lair when it is fought, and the PCs have the time to search the lair after the fight. Depending on the type of lair, the DM may call for additional checks to find this treasure.

1

Acererak (23)

Undead (religion)


  • 1 Staff of the Forgotten One (Tomb of Annihilation pg. )
  • 1 Talisman of the Sphere (DMG pg. )
  • 1 Sphere of Annihilation (DMG pg. )
  • 1 Skull of Acererak. Requires attunement. Can be used as an arcane focus and grants an attuned creature resistance to cold, lightning, necrotic, and poison damage. After 1d10 days, the skull reforms into Acererak with full Hp and abilities. If the Phylactery is destroyed, this item crumbles into useless dust.
  • 1 Clue to the Phylactery. This item is a clue to Acererak's phylactery's true location.
  • 2d6 Bones of the Lich. No immediate use. Can be carefully crafted by a spellcaster (Necromancy) into a Potion of Turn Resistance (an undead creature who consumes or is doused in this potion gains advantage on saving throws against effects that turn undead for 1 hour).
  • 1 Left Hand of Acererak. Acts as an improvised melee weapon. On a hit, a target takes 10 (3d6) cold damage and must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 1 Tome of Darkness. Incomprehensible to those who are not Wizards. A month of study will yield a method to become a Lich. This allows a wizard to create or obtain a Phylactery and a Potion of Transformation. Additionally, the method requires the ability to cast Imprisonment to transfer the Wizard's soul into the Phylactery. A PC that is turned into a Lich becomes an Evil NPC under the DM's control. The details of the ritual will vary from book to book, but may involve any of the following:
    • Forming a pact with a Fiend, Evil God, or Dark Power
    • Ritual Sacrifice or Murder
    • Using Material Components gained only by killing Celestials
    • Being a master (14th level or higher) in the School of Necromancy
  • 1 Spellcasting Component Pouch
  • 1 Arcane Focus
  • 3 Uncommon Magic Items. Chosen by the DM. Acererak keeps these curiosities to study, not to use, and they do not affect Acererak's CR.
  • 2 Rare Magic Items. Chosen by the DM. Acererak keeps these curiosities to study, not to use, and they do not affect Acererak's CR.
  • 1 Spellbook. Contains 4 random spells of 5th level or lower that can be copied by a wizard.
  • 4d4 Skill Books. Contains knowledge concerning a certain skill and topic that Acererak was interested in. For example: History (Gods of the Dead). Using the book for 5 minutes is equivalent to rolling a 15 on the related skill.
  • 2 Flasks of Alchemist's Fire
 

Albino Dwarf (1/4)

Humanoid (survival)


  • 1 Tattered Handaxe
  • 1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.

Aldani (1)

Monstrosity (nature)


  • 1 Aldani Carapace. Acts as a shield. Can be carefully crafted (smith's tools) into a set of Half-Plate armor.

Almiraj (0)

Beast (nature)


  • 1 Almiraj Horn. Acts as a dagger.

Artus Cimber (7)

Humanoid (survival)


  • 1 Bookmark (ToA pg. )
  • 1 Ring of Winter (ToA pg. )
  • 1 Tattered Set of Studded Leather Armor
  • 1 Tattered Longbow
  • 1 Journal. Details parts of Artus's life and hints at others. His motivations can easily be discerned by studying its pages for an hour. For more detailed information, a Wisdom (Insight) check of 15 or higher is required.
  • 1 Warrior's Mark. A section of skin tattooed with the names "Byrt" and "Lugg", can be used to identify Artus's body
  • 3d4 Trinkets. Items found in Artus's travels. See PHB pg.

Assassin Vine (3)

Plant (nature)


  • 2d4 Lengths of Vine. Acts as a 20 foot length of rope.
  • 1d4 Bunches of Assassin Vine Fruit. Tough, with a hearty but bitter flavor. If planted and watered, grows into an Assassin Vine in 3d4 weeks.

Atropal (13)

Undead (religion)


  • 1 Negative Energy Tether. This item can only be looted if the Atropal was killed without severing its umbilical cord. Creatures within 30 feet of the Negative Energy Tether can't regain hit points, and any creature that starts its turn within 30 feet of the Tether takes 10 (3d6) necrotic damage. Can be mastercrafted by a spellcaster (conjuration) into a portal to the Negative Plane. The portal retains the properties of the Negative Energy Tether, except their range increases to 60 feet, and the necrotic damage increases to 21 (6d6). A creature can use the portal to enter the Negative Plane.
  • 2d4 Atropal Fingers. Acts as a club that deals 3d6 necrotic damage on a hit. If a creature or object made of organic material is in contact with the finger, it takes 10 (3d6) necrotic damage at the start of its turn or at initiative count 20 (for objects). If a creature wielding the finger rolls a critical miss on their attack roll, they take 10 (3d6) necrotic damage.
  • 3d4 Vials of Stinking Ichor. No immediate use. Can be mastercrafted by a spellcaster (Necromancy) into a Poison of Undeath. A creature that imbibes the poison must succeed on a DC 19 Constitution saving throw or take 36 (8d8) necrotic damage. If this damage reduces the creature to 0 hit points, it dies and immediately rises as a zombie. The zombie is not controlled by anyone and acts as a normal zombie would.
  • 2 Atropal Eyes. As an action, a creature that can cast spells can destroy the eye to cast Cone of Cold. Can be mastercrafted by a spellcaster (Transmutation) into a Staff of Frost.
  • 1 Heart of an Unborn God. Requires attunement. A creature attuned to the heart has advantage on saving throws against spells and other magical effect, except those originating from the Heart. As an action, the attuned creature can summon a wraith, which materializes within 30 feet of the heart in an unoccupied space the attuned creature can see. The wraith obeys the attuned creature's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points, the attunement ends, or the attuned creature dies. Once this ability has been used, it cannot be used again until the next dawn. Curse. Each day at dawn, and whenever a wraith is summoned using the heart, the attuned creature must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion. The attuned creature does not lower their level of exhaustion on a long rest as long as the attunement remains.
  • 2d4 Chunks of Flesh of an Unborn God. If consumed as an action, increases the apparent age of a humanoid by 3d10 years, to a maximum of the creature's natural lifespan. This effect doesn’t shorten the creature’s lifespan. For the remainder of the creature’s mortal life, their emotions manifest as slight unearthly effect (similar to the Thaumaturgy spell) in a 5-foot cube they occupy. This imposes disadvantage on Charisma (Deception) checks if the creature is emotionally invested in the topic of deception.
  • 2 Atropal Skin. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into Hide Armor. A creature wearing the armor gains resistance to cold and necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. If the creature is dealt radiant damage, the armor crumbles into dust.

Bodak (6)

Undead (religion)


  • 2 Bodak Eyes. No immediate use. Can be carefully crafted by a spellcaster (evocation) into an Amulet of Withering, which can cast Inflict Wounds (+5 to hit) once per day. When cast this way, the spell has a range of 60 feet. 2 Can be mastercrafted by a spellcaster (Necormancy) into a Poison of the Bodak. A humanoid creature that imbibes the potion must make a DC 13 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage. If the creature is killed by this damage, it immediately returns as a Bodak. The Bodak is hostile to all living creatures. On a successful save, the creature takes half the poison damage and is not transformed into a Bodak if killed.
  • 1 Bodak Hide. Requires attunement. Any creature within 30 feet of the Bodak Hide takes 5 necrotic damage at the start of its turn. Undead, fiends, and the attuned creature are immune to this effect. The attuned creature has this immunity during the 1 hour attunement process, but if the creature abandons the attunement before it is completed, they take necrotic damage equal to the amount they would have taken if they had not been immune to it. If the Bodak Hide is exposed to sunlight, it loses these properties and becomes nonmagical.
  • 1 Zombified Hand. Acts as an arcane focus when casting necromancy spells.
  • 1 Dessicated Heart of Orcus. While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d On a 1, the bearer is shifted to Orcus's layer in the Abyss instead of the intended destination.
 

Brontosaurus (5)

Beast (nature)


  • 3 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Brontosaurus Heart. No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Bronotsaurus Strength (equivalent to Hill Giant Strength).
  • 1 Brontosaurus Skull. No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.

Champion (9)

Humanoid (survival)


  • 1 Tattered Greatsword
  • 1 Tattered Light Crossbow
  • 1 Tattered Set of Plate Armor
  • 1d2 Warrior's Marks. A scrap of skin with a tattoo on it that can be used to prove the identity of a foe.
  • 1 Lord's Crest. A small token of the ruling lord which can prove fealty to the land, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the crest is associated with the ruling lord.
  • 1 Shield of Glory. Acts as a shield. Displays the symbol of a wealthy patron or lord who the Champion serves, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the symbol's owner.
  • 5 Admirer's Tokens. A trinket from a person who wished to thank the Champion for their service.
  • 1 Keepsake. A trinket or memorandum hinting at the Champion's history or life.
 

Chwinga (0)

Elemental (arcana)


  • 1 Chwinga Mask. As an action, can be crushed to cast Druidcraft. A Chwinga or Chultan that witnesses this action will consider it highly offensive.

Deinonychus (1)

Beast (nature)


  • 1d6 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Dimetredon (1/4)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
 

Dragonbait (5)

Humanoid (survival)


  • 1 Holy Avenger (DMG pg. )
  • 2 Saurian Scent Glands. Can be squeezed to produce a random smell, determined by the DM. This destroys the Scent Gland. Can be carefully crafted by a spellcaster (evocation) into an Amulet of Scent, which requires attunement. An attuned creature can use an action to cause the amulet to emit a certain scent. This scent overpowers any scent the creature would normally give off.
  • 1d4 Admirer's Tokens. A trinket from a person who wished to thank Dragonbait for his service.
  • 1 Shield of Glory. Acts as a shield. Displays the symbol of a wealthy patron or lord who Dragonbait serves, and grants advantage on Charisma (Deception) checks made to convince others that the owner of the shield is associated with the symbol's owner.

Eblis (1)

Monstrosity (nature)


  • 1d4 Eblis Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.
  • 1 Elbis Beak. Acts as an arcane focus for illusion spells. A wizard can use an action to cast Hypnotic Pattern from the beak. Once this feature has been used, it can't be used again until the next dawn.

Firenewt Warrior (1/2)

Humanoid (survival)


  • 1 Tattered Scimitar
  • 1 Tattered Chain Shirt
  • 1 Tattered Shield
  • 1 Firenewt Fire Gland. As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.

Firenewt Warlock of Imix (1)

Humanoid (survival)


  • 1 Tattered Morningstar
  • 1 Firenewt Fire Gland. As an action, a creature can squeeze the Fire Gland through a torch or other open flame. The liquid inside ignites as it passes through the flame, targeting a creature within 10 feet of the gland. The target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. This property can be used once before the Fire Gland dries up.
  • 1 Staff of Imix. Requires attunement. The staff has 3 charges. A creature attuned to the staff can use it as an Arcane Focus, and can expend 1 charge to cast Burning Hands (Save DC 12) from the staff. The staff regains 1d charges each day at dawn. Curse. While a creature is attuned to the staff, they must make a DC 12 Charisma saving throw at the end of each long rest and when they expend a charge from the staff. This saving throw is rolled with disadvantage if made due to a charge being expended. On a failed save, an Aspect of Imix (using the stats of a Fire Elemental) appears to the attuned creature, offering fiery power in exchange for servitude. If Imix is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Fiend Patron subclass.
 

Flail Snail (3)

Elemental (arcana)


  • 1 Flail Snail Shell. No immediate use. Can be mastercrafted (smith's tools) into 3 Antimagic Shields. The Shields are under the effect of an Antimagic Shell spell for 30 days. Once the time passes, they become mundane shields, though they can be further mastercrafted by a spellcaster (abjuration) into a beautiful Spellguard Shield. Can also be mastercrafted (weaver's tools) into a Robe of Scintillating Colors.
  • 1d Flail Snail Eyestalks. Acts as a mace. Three of these can be carefully crafted (smith's tools) into a magic Flail +1.
  • 1d4 Shards of Hardened Flail Snail Slime. Highly valuable, glass-like substance. A shard can be sold for gp.

Flying Monkey (0)

Beast (nature)


  • 1d4 Flying Monkey Feathers. No immediate use. Can be crafted (calligrapher's supplies) into a pen, or carefully crafted (woodcarver’s tools) into 2 arrows.

Froghemoth (10)

Monstrosity (nature)


  • 1 Froghemoth Hide. Acts as a blanket. Can be carefully crafted (smith's tools) into Studded Leather Armor or Scale Mail that requires attunement. An attuned creature gains resistance to fire and lightning damage, but if the creature takes lightning damage, it acts as if under the effects of a Slow spell until the end of its next turn.
  • 2d2 Froghemoth Tentacles. Acts as a whip that deals 1d8 damage on a hit and has the heavy property.
  • 1 Froghemoth Tongue. Acts as a whip with a range of 30 feet. On a hit, the target is grappled and must make a DC 18 strength saving throw. On a failed save, the attacker can choose to pull the target into an unoccupied space within 5 feet of them.
  • 3 Froghemoth Eyes. No Immediate use. Can be crafted (alchemist's supplies) into a Potion of Darkvision (grants Darkvision out to 60 feet for 1 hour).
  • 1 Froghemoth Stomach. Acts as a tent that is immune to acid damage. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to acid damage to a creature wearing it.
  • 2d4 Vials of Froghemoth Slime. Acts as Oil of Slipperiness

Giant Four-Armed Gargoyle (10)

Elemental (arcana)


  • 3d2 Motes of Evil Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact Ogremoch, Prince of Evil Elemental Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 3 Vial of Crystalline Powder. Appears to be normal soil, can be detected by magic or if a search is performed to look for a patch of soil that shifts like a liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 2d2 Gargoyle Wings. No immediate use. 10 of these can be mastercrafted (mason’s tools) into a cloak that requires attunement. An attuned creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t adamantine. Curse. while attuned to the cloak, the creature is weighed down heavily. They suffer no penalty if they remove all their armor, however, while they are wearing armor their speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws. Additionally, attacks made against them have advantage while they wear armor.
  • 1 Sigil of Acererak. No immediate use. Can be mastercrafted by a spellcaster (Transmutation) into a Four-Armed Gargoyle that serves its creator but retains its alignment. The crafting requires an additional 80, gp of rare minerals and magical components.

Giant Snapping Turtle (3)

Beast (nature)


  • 1 Giant Snapping Turtle Shell. Acts as a shield. Can be carefully crafted (smith's tools) into Splint armor.
  • 1 Giant Snapping Turtle Jaw. Acts as a pair of handaxes. Together, can be crafted (smith's tools) into a greataxe.
  • 1 Turtle Tail. No immediate use. Can be infused with magic (no crafting required) into an arcane focus by a Warlock.

Giant Strider (1)

Monstrosity (nature)


  • 1 Giant Strider Fire Sac. As an action, a creature can light the Fire Sac with a torch or other open flame, and throw it at a point within 60 feet. When it hit the ground, the sac bursts, spreading fire within a foot radius. Each creature in the area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in the area that aren't being worn or carried. Using the Fire Sac in this way destroys it.
 

Girallon (4)

Monstrosity (nature)


  • 1 Girallon Hide. Acts as a trophy for hunters and trappers. Can be carefully crafted (leatherworker's tools) into two thick coats that grant resistance to cold damage when worn. In extreme heat (DMG pg. ), a creature wearing the coat rolls Constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Girallon Fangs. Acts as a dagger.
  • 1d4 Girallon Hands. No immediate use. Can be carefully crafted (smith's tools) into a grappling hook.

Grung (1/4)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.

Grung Elite Warrior (2)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Tattered Shortbow
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.
  • 1 Grung Warrior Head. No immediate use. Can be carefully crafted (leatherworker's tools) into a horn that makes a mesmerizing chirring noise. Each non-Grung humanoid and beast within 15 feet of the horn when it is blown and that can hear the horn must succeed on a DC 12 Wisdom saving throw or be stunned until the end of their next turn.

Grung Wilding (1)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Tattered Shortbow
  • 1 Vial of Grung Poison. Loses potency 1 minute after being exposed to air. Can be smeared on an object. A creature that touches the poison with their exposed skin must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute, and can repeat its saving throw on its turn to end the effect if it is no longer in contact with the poison.
  • 1 Druidic Focus

Hadrosaurus (1/4)

Beast (nature)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.

Jaculi (1/2)

Beast (nature)


  • 1 Jaculi Hide. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin. 3 of these can be mastercrafted (leatherworker's Tools) into Glamoured Studded Leather Armor.

Kamadan (4)

Monstrosity (nature)


  • 1 Kamadan Pelt. Acts as a blanket. Can be carefully crafted (leatherworker's tools) into a cloak that grants resistance to cold damage. In extreme heat (DMG pg. ) a creature rolls constitution saving throws to avoid exhaustion with disadvantage.
  • 2d4 Snake Skins. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 1 Kamadan Sleep Gland. As an action, can be squeezed to exude sleep gas in a foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
 

Kobold Inventor (1/4)

Humanoid (survival)


  • 1 Kobold Invention. Roll 1d4 to determine which of the Kobold Inventor's items survived the combat.
  • Acid. as in the Player's Handbook (pg. )
  • Alchemist's Fire. as in the Player's Handbook (pg. )
  • Green Slime Pot. A creature can use its action to make an improvised ranged weapon attack with the Green Slime Pot, with a range of 5/20 feet. On a hit, the target is covered in Green Slime DMG pg. ). Otherwise, the pot breaks and green slime covers a 5-foot-square section of wall or floor within 5 feet of the target.
  • Rot Grub Pot. A creature can use its action to make an improvised ranged weapon attack with the Rot Grub Pot, with a range of 5/20 feet. On a hit, a Swarm of Rot Grubs (VGtM pg. ) emerges in the space of the target and remains a hazard in that square. On a miss, the Swarm of Rot Grubs instead emerges in an unoccupied square within 5 feet of the target.

Kobold Scale Sorcerer (1)

Humanoid (survival)


  • 1d4 Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to the type of damage related to the Kobold's master's color while in use.
  • 1 Draconic Arcane Focus

Liara Portyr (4)

Humanoid (survival)


  • 1 Tattered Battleaxe
  • 1 Tattered Heavy Crossbow
  • 1 Tattered Set of Studded Leather Armor
  • 1 Tattered Shield
  • 1 Map to Fort Beluarian
  • 1 Charter of Exploration (ToA pg. 54)
  • 1 Bag of Treasure. Contains muffled pockets, allowing treasure to be transported silently. Holds up to GP, contains 1d6 x GP when found.
  • 1 Warrior's Mark. A scrap of human skin with a Flaming Fist tattoo, can be used to identify Liara's body.

Mantrap (1)

Plant (nature)


  • 1d4 Vials of Mantrap Pollen. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Mantrap Pollen. Any beast or humanoid within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be forced to use all of their movement on their turn to get as close to the cube as possible. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Mwaxanaré (1/8)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Amulet of the Wind Dukes. Requires attunement. An attuned creature gains telepathy out to 30 feet. Curse. While a creature is attuned to the Amulet, they must make a DC 13 Charisma saving throw at the end of each long rest. On a failed save, a vision of the Wind Dukes of Aaqa (an illusion without stats) appears to the attuned creature, offering ancient power in exchange for servitude. If they are turned down, the Wind Dukes become an enemy of the creature for the rest of their mortal life. If their offer is accepted, the character's next level must be a level in the Warlock Class, using the Great Old One Patron subclass.

Pterafolk (1)

Monstrosity (nature)


  • 1 Tattered Javelin
  • 1d2 Pterafolk wings. No immediate use. Can be carefully crafted (leatherworker's tools) into Hide Armor or Leather Armor.

Quetzalcoatalus (2)

Beast (nature)


  • 2 Quetzalcoatlus Wings. No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor or leather armor.

Ras Nsi (7)

Monstrosity (nature)


  • 1 Flame Tongue Longsword (DMG pg. )
  • 1 Bracers of Defense (DMG pg. )
  • 1 Sending Stone (DMG pg. )
  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker’s tools) into a pouch or carefully crafted (leatherworker’s tools) into a water skin.
  • 2 Fang of the Yuan-Ti. Acts as a dagger that deals an additional 2d6 poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood. When ingested, a creature must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.

Stegosaurus (4)

Beast (nature)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Fins. Acts as a shield. Can be mastercrafted (smith's tools) into Half-plate or plate armor.

Stone Juggernaut (12)

Construct (arcana)


  • 3 Vials of Crystalline Powder. Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.
  • 5d4 Juggernaut Stones. Can be used to lower the cost of creating a stone golem by 2, gp. 12 of these can be mastercrafted (transmutation) by a spellcaster into armor or a weapon, both which require attunement. The armor acts as magical Splint Armor which grants the wearer immunity to poison damage. The weapon can be a club or greatclub, and attacks made with the weapon deal double damage to objects and structures.
  • 5d2 Motes of Elemental Earth. Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone. Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
 

Su-Monster (1)

Monstrosity (nature)


  • 1 Su-Monster Brain. A creature with telepathy can use an action to mentally command the Su-Monster Brain. The brain targets one creature within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Commanding the Su-Monster Brain in this manner causes it to perish.

Tabaxi Hunter (1)

Humanoid (survival)


  • 1 Tattered Shortsword
  • 1 Tattered Shortbow
  • 1 Set of Tattered Leather Armor
  • 1 Briefing. A short description of the mission of the hunter. Purposefully vague.

Tabaxi Minstrel (1/4)

Humanoid (survival)


  • 1d10 Darts
  • 1 Instrument. Of fine make.

Thorny (1)

Plant (nature)


  • 1d4 Twigs. Can be used as kindling.
  • 1 Regenerating Root. Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
 

Tri-Flower Frond (1/2)

Plant (nature)


  • 1 Colorful Flower. One of the following flowers is still intact (roll 1d3 to determine which one)
    • Orange Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Lingering Poison. You can use the poison in this vial to coat one slashing or piercing weapon or a piece of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or be poisoned for 1 hour. The poisoned creature can repeat the saving throw on each of its turns, ending the condition on itself on a success.
    • Yellow Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Acid (PHB pg. ).
    • Red Flower. No immediate use. Can be crafted (alchemist's supplies) into a vial of Basic Poison (PHB pg. ). The DC for avoiding the poison damage is

Vegepygmy (1/4)

Plant (nature)


  • 1 Tattered Sling
  • 1d4 Twigs. Can be used as kindling.

Vegepygmy Chief (2)

Plant (nature)


  • 1 Tattered Spear
  • 1d4 Twigs. Can be used as kindling.
  • Regenerating Root. Acts as a Druidic Focus. A druid using the focus may cast Cure Wounds without using a spell slot. Once this property has been used, it cannot be used again until the next dawn.
  • 1 Vial of Spores. The spores are a powder that can be dispersed into an adjacent 5-foot cube as an action. A creature in the space of the spores must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Volothamp "Volo" Geddarm (1/4)

Humanoid (survival)


  • 1 Tattered Dagger
  • 1 Copy of Volo's Guide to Monsters. When studying this book for 10 minutes while making an Intelligence (History) or (Nature) check regarding certain creatures, a character can treat their d20 roll of 14 or lower as a The creatures listed in the book are Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-Ti.

Xandala (7)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Psuedodragon. Named Summerwise. If a humanoid demonstrates they are good of heart, a decent conversationalist (requires a DC 13 Charisma (Persuasion) check), and can care for animals (requires a DC 13 Wisdom (Animal Handling) check), Summerwise will join them as an NPC companion.
  • 1 Spellcasting Component Pouch
  • 1d4 Healing Potions
  • 1 Arcane Focus
  • 2d4 Books (useless)
  • 1 Warrior's Mark. A section of human skin marked with golden dragon scales, can be used to identify Xandala's body

Yellow Musk Creeper (2)

Plant (nature)


  • 1d4 Vials of Yellow Musk. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 1d4 Lengths of Vine. Acts as a 20 foot length of rope.

Yellow Musk Zombie (1/4)

Undead (religion)


  • 1 Vial of Yellow Musk. As an action, this vial can be opened and waved in the air, filling a 5-foot cube with Yellow Musk. All humanoids within 30 feet of the cube must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the cube of Yellow Musk. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Yuan-Ti Broodguard (2)

Monstrosity (survival)


  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.
  • 1 Vial of Broodguard Blood. No immediate use. 5 of these can be mastercrafted (alchemist's supplies) into a Potion of Broodguard Transformation. A humanoid that drinks the potion must make a DC 15 Constitution saving throw. On a failure, the creature is incapacitated for 1d6 + 6 days, and slowly transforms into a Yuan-Ti Broodguard over that time. On a success, the creature takes 14 (4d6) poison damage and isn't otherwise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.

Yuan-Ti Nightmare Speaker (4)

Monstrosity (survival)


  • 1 Tattered Scimitar
  • 1d4 Snake Skin. No immediate use. Can be crafted (leatherworker's tools) into a pouch or carefully crafted (leatherworker's tools) into a water skin.
  • 1 Fang of the Yuan-Ti. Acts as a dagger that deals an additional 7 (2d6) poison damage on a hit. Acts as a trophy for rangers and adventurers.
  • 1d4 Vials of Yuan-Ti Blood. A creature that ingests the blood must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the creature is immune to poison damage, and cannot be poisoned by any other effect. Any poisons currently affecting the creature are suppressed until the effects of this poison wear off.
  • 1 Sigil of Dendar. Requires attunement. A creature attuned to the sigil can choose to deal an extra 3d10 necrotic damage when they hit with a melee attack. Once this ability has been used twice, it cannot be used again until the next dawn. Curse. While a creature is attuned to the sigil, they must make a DC 13 Charisma saving throw at the end of each long rest, or when they choose to deal necrotic damage with the amulet. This saving throw is rolled with disadvantage if made due to the necrotic damage being dealt. On a failed save, an Aspect of Dendar (using the stats of a Yuan-Ti Nightmare Speaker) appears to the attuned creature, offering otherworldly power in exchange for servitude. If Dendar is turned down, he becomes an enemy of the creature for the rest of their mortal life. If his offer is accepted, the character's next level must be a level in the Warlock Class, using the Old One Patron subclass.

Zindar (8)

Humanoid (survival)


  • 1 Tattered Quarterstaff
  • 1 Spellcasting Component Pouch
  • 2d4 Healing Potions
  • 1 Arcane Focus
  • 1 Warrior's Mark. A section of gold half-dragon skin, can be used to identify Zindar's body
  • 1 Flask of Alchemist's Fire
  • 2d10 Gold Dragon Scales. No immediate use. 25 of these can be mastercrafted (smith's tools) into a shield that grants resistance to fire damage while in use.

Zombies

Anklyosaurus Zombie (3)

Undead (religion)


  • 1 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Knobbed Tail. No immediate use. Can be carefully crafted (smith’s tools) into a Flail or Greatclub.
  • 1 Zombified Dinosaur Scale. Acts as an arcane focus when casting necromancy spells.

Girallon Zombie (3)

Undead (religion)


  • 1d4 Girallon Fangs. Acts as a dagger.
  • 1d4 Girallon Hands. No immediate use. Can be carefully crafted (smith's tools) into a grappling hook.
  • 1 Zombified Girallon Eye. Acts as an arcane focus when casting necromancy spells.
 

Tyrannosaurus Zombie (8)

Undead (religion)


  • 2 Dinosaur Hide. Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Claw. Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.
  • 2d10 Tyrannosaurus Teeth. Acts as a dagger.
  • 1 Tyrannosaurus Skull. No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.
  • 1 Zombified Dinosaur Scale. Acts as an arcane focus when casting necromancy spells.
  • 1 Zombie. Trapped in the Tyrannosaurus Zombie's stomach. Attacks when the creature is looted.

Zorbo (1/2)

Monstrosity (nature)


  • 1 Zorbo Hide. No immediate use. 5 of these can be carefully crafted (leatherworker's tools) into Zorbo Hide Armor. A creature wearing Zorbo Hide Armor has AC based on the material it is standing on: AC 15 for wood or bone, AC 17 for earth or stone, AC 19 for metal, and AC 10 if the creature isn't standing on any material.

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