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A supplement for The Jungles of Chult Factbook


By PDX_Mike

“You leave the safety of Port Castiglar early in the morning. Your travel was quiet the first day with only some flooded
streams and swampy ground slowing your progress. Watch the first night was uneventful. A brilliant meteor streaked
across the sky just before sunrise and the jungle around you echoed with the shrieks and cries of the frighten beasts.

Day two has been a challenge. Just before breaking camp, your paladin brushed against an over ripe Hunta gourd and it
burst open coating her in nauseating chum. As you headed out onto the trail, a branch broke loose high overhead and
gave your mage a vicious clubbing for standing in the wrong spot at the wrong time. You’ve barely made headway on the
trail as you’ve hit an area of the jungle that is choked with heavy bamboo forests. Its almost 2 hours until sundown and
now far up ahead you hear the low pounding of drums. What do you want to do?”

This supplement assumes the DM has access to the following official content to reference monster capabilities. If you do
not own one or more of these books, you can substitute creatures as you see fit.

• Tomb of Annihilation (ToA)


• Monster Manual (MM)
• Volo’s Guide to Monsters (VGtM)
• Tomb of Beasts (ToB)

Traveling the jungle can be interesting and/or dangerous. The intention of this encounter chart is to enhance the
travelling experience by including interesting anecdotes for the players and only introducing hostile encounters that will
be challenging to party. Hostile encounters that the party would overcome can be assumed to either flee from them or
described briefly by the GM as narrative rather than spending session time resolving.

To use these tables, it’s recommended the GM generate the encounters outside the play session and have them ready
to reference during play. The template in the Appendix B is provided for easy of tracking.

The method to generate encounters is as follows.

1. Decide how many days of travel you want to generate encounters for. Then determine which hours of
those days have the potential for an encounter. To do this, select the time of day you want to start
checking on and roll 1d4. Add the result (in hours) to your starting hour and that is the first possible
encounter. Example: The party is leaving town at 6am so that is when you want start checking. You roll a
3 on the dice so the first possible encounter is at (6am + 3 hours) 9am.
2. Make note that your first encounter check is at 9am and roll again to see when the next check is. Example:
Your first encounter check is 9am, you roll a 1 on the dice, the next encounter check is 10am. Make note
and continue rolling until you’ve gone through the full time you expect the party to be travelling. This
should result in approximately 12 possible encounters per day.
3. Now, for each possible encounter you’ve noted; roll on the table below. To determine which Noteworthy
Action happens, roll 1d1000. (to roll a 1000 sided die, roll 3d10 sequentially. First roll is 100’s, Second is
10’s, Third is 1’s – thus if a rolled a 8 on your first roll, a 2 on your second and a 10 on your third, the result
would be 820)

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Dice Roll Result Comment
001-675 No Encounter Nothing of note has happened.
676 Shortcut For the day's travel, you've gained an additional 10 or 20 miles (DM flip a coin,
heads is 10 miles, tails is 20)
677-678 Scouting An unusually good view is provided as the party crested a ridge. They can scout out
the miles of path before them. The party should be given the opportunity to avoid
or ambush any random encounter for the next 8 hours.
679 Remains 1d4 corpses lay on the ground. The DM can decide how they were killed. These
bodies have not been looted and among the mundane items lay an item from
Magic Item Table C on page 145 of the Dungeon Masters Guide.
680-681 Rare Plants The party has found a patch of rare and valuable plants (fruit, leaves, roots, berries,
nuts, or mushroom). These plants will be worth 1d100gp to any Chultan merchant.
682-687 Triceratops The Ytepka are travelling the area looking for information on foreigners. They
Society generally travel in a male & female pair pretending to be a couple from a local
tribe. They will ask where the party is headed and can usually provide a good
estimate of how far away that location is (for no "lost" locations).
688-692 Wandering A Tabaxi cleric of the jungle spirits offers help to the group. He is a cleric of 2d4
Cleric level and has nothing of value on him. He is willing to create food/water or cure
disease and help in any other way he can. He is not willing to join the party and will
wander off after providing any assistance he is able. His race/age/gender is up to
the DM.
693-697 Herd of A group of 1d12 herbivores (most likely reptilian) wander past the party. They
Herbivores approach within easy bowshot.
698-702 Useful Herbs The PC's find a patch of rare and useful herbs. The PC's can identify that they are
unusual without a DC check. A Survival DC10 for native Chultans and DC15 for non-
natives will identify their type. These herbs can be exotic cooking ingredients or
spell components. Harvested, they will fetch up to 1d10x15gp to interested buyers.
703-707 Merchants A group of merchants and their guards are searching the area (harvesting rare
components, trying to find trading opportunities, etc) and have supplies they are
willing to sell. Their prices are 150% of normal pricing but there is a 75% chance
they are carrying any particular item on pages 149 & 150 of the Players Handbook.
708-712 Spy A Yuan-ti spy disguised as a Tabaxi Shaman approaches the party. He will provide
information about the area and ask about the party’s intentions. If the party is
doing anything that involves the Yuan-ti, the spy will begin tracking them and any
further encounters with Yuan-ti's should be considered prepared for the
adventurer’s arrival.
713-717 Artus Cimber Artus is a former member of the Harpers. He is searching the jungle for a guardian
Naga he believes will help him find his lost love. See Tomb of Annihilation Appendix
D for details on Artus.
718-722 Chwinga A foot-tall black humanoid with a stark white masklike face suddenly takes an
interest in one of the PC’s. The Chwinga will travel with the group for the
remainder of the day and cast either Guidance or Resistance to aid the particular
PC’s they have taken a liking to. See Tomb of Annihilation Appendix D for details
on Chwinga
723-730 Eclipse Moon or Sun depending on time of day. Within the jungle, travelers won't be able
to see the eclipse happen, they will just experience the dark jungle turning
substantially blacker and the animals of the area going silent until it passes. This is
an omen to almost all religions.
731-738 Meteor in Sky A bright burning meteor streaks across the sky. Characters may not know it's a
meteor, for all they know it could be sentient.

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739-747 Remnants of a Gnawed bones and scat litter the area. A tracking DC15 will identify how many days
humanoid camp old the camp is. The camp is 1d8 days old. The DM should choose what race of
humanoid the camp is from. Common humanoids encountered are Goblins,
Lizardmen, Grung and Garillon.
748-755 Temporary Someone has erected a temporary shrine. This can be a pile of stones, a rough built
Shrine shrine, a pile of bones or whatever is appropriate to the god being worshiped. A
DC10 Religion check will identify the god. If the DC roll is at least 5 or better, the PC
can identify the general alignment of the god (ie Evil, Good, Law, Chaos).
756-763 Remnants of a This was an organized and defended camp at one time. Players may make a DC10
military camp Tracking check to identify details about the camp. The camp is 2d10 days old. The
number of occupants were 2d20. The DM should select the race appropriate to the
region. Generally, it will be Batiri Goblins, Tabaxi Humans, Other Human
mercenaries or slavers.
764-771 Corpses There was a fight here 1d10 days ago. 1d6 bodies are strewn about the path. The
DM should decide the race of the bodies and how they died (slain by weapons,
claws, breath attack, etc). If slain by a creature, there is a 1 in 6 chance there are
still valuables on the bodies.
772-781 Carcass The remains of a large beast/dino lays in the bush. It's clear a large predator has
killed it. The DM should describe clues to how it died based on the predator that
killed it. Examples: chest sized bites out of it, Torso torn in half, 4" holes punctured
into it, burn marks, etc.
782-790 Goodberries There's a patch of Goodberries along the trail. Survival DC5 to identify them as
Goodberries. These berries only stay edible for 24 hours once picked.
791-798 Troop or Bask A large group of primates OR a large group of reptiles is moving quickly through the
migration area 1d4 x 150' away. They create a ruckus of shrieks and rattling of branches as
they charge through.
799-806 Druidspeak The party notices an out of place collection of vines/leaves/branches. If anyone can
read Druidspeak, the message indicates that this area is under the protection of a
druid of Ubtao. The message was left 4d10 days ago.
807-815 Ruins Remnants of an ancient empire are found. This can be as simple as a single
collapsed pillar or a still standing building. Unless the DM chooses otherwise, the
ruins are empty.
816-823 Signstone A stone tablet has a single rune is standing upright on the trail. The rune designates
this area as one of the many Tabaxi tribes. A DC10 History check will provide details
on the specific tribe for any who have any experience with the Tabaxi.
824-832 Roar Somewhere off in the far distance a large beast lets out a ferocious roar. A tracking
DC15 will accurately identify the direction and distance. The beast is 1d4/4
(between 1/4 and 1 mile) away. If the party wants to hunt the beast, base the CR
on how far away the beast is. Hearing the roar from a mile away through the jungle
indicates a very large creature.
833-840 Winterscape A 120 foot radius zone of the jungle is magically frosted. The humidity of the jungle
creates a thick cold fog that cascades out of the zone and obstructs vision within it.
Everything in the 120’ radius is covered in a thick crust of ice. The winterscape was
created with an artifact and cannot be dispelled.
841-843 Steam Vents Area has gas erupting or seeping from the ground. Movement is reduced by 1/2 for
1d4 hours.
844-846 Marshy Causes d100% of the days travel to be lost.
Conditions
847-849 Poisoned Fruit The fruit is over ripe and either explodes when the party passes or has already
burst and left a noxious gas in the air. DC10 Constitution save or travel at half
speed for 4 hours.
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850-852 Bamboo Forest The thick stalks block movement. Movement is reduced by 1/2 for 1d4 hours.
853-855 Haze A thick haze hangs under the tree canopy. Visibility is reduced to 1d4 x 10' for 1d4
hours.
856-858 Insect Swarms Huge swarms of insects (flying or crawling). They do no harm but make resting
impossible and give disadvantage on perception for 1d4 hours, have a 50% chance
of infesting and destroying rations and each member of the party has a 20% chance
of contracting a single random disease.
859-861 Diseased Water A swampy area the party moves through holds diseases. Each member of the party
must make a DC10 Survival role or contract a single random disease.
862-864 Mold Patch A massive patch of ground mold. It requires a DC15 Perception roll to notice. If the
party walks through it, it kicks up spore dust. Anyone breathing it but make a DC20
Constitution check or get respiratory disease causing 2d4 Constitution loss until
cured.
865-867 Yellow Mold A patch of yellow mold covers a well shaded section of the path. A DC10 Perception
Patch check will notice it prior to entering. If disturbed, the mold releases a cloud of
spores into the air. All within 10' must make a DC12 Constitution save or their max
HP are reduced by 1d10. For characters that failed their save, each minute
thereafter they must make another DC12 Constitution check or have their max HP
reduced by 2d10. This save is required every minute until the character reaches 0
HP or makes a successful check.
858-860 Branch Falls A large branch suddenly breaks from the upper canopy and plummets down.
Characters must make a DC10 Dexterity save to avoid it or take 1d12 bludgeoning
damage.
861-863 Tree Falls A tree falls suddenly as the party passes it. Characters must make a DC12 Dexterity
save to avoid it or take 2d10 bludgeoning damage.
864-866 Screeching Several 3' tall mushrooms grow by the party's path. As the party approaches within
Fungus 20', they emit a series of very loud screeches. This alerts any beasts in the area and
any hunting for the next 1d4 hours is at disadvantage.
867-870 Heavy Rain A sudden heavy rainstorm rolls in. 1d8 x1/2 inches of rain pours down per hour. All
terrain is considered difficult (1/2 speed) and Perception checks are made at
disadvantage. The storm lasts for 1d8 hours.
871-875 Aldani As the party crosses a river or travels near a swamp, the Aldani and their Crocodile
mounts surge out of the water and attack. See page 8
876-880 Amphiptere A thicket ahead shivers as you approach. Before you can react, it bursts into
movement as child sized winged lizards leap from it into the air and swarm towards
you. See page 8
881-885 Barrel of The apes are initially just curious about the party but progressively grow aggressive
Monkeys as they assess the group as a threat. See page 9
886-890 Batiri A group of goblins are out hunting. They will charge forward to attack the party
hoping to loot any treasure they can from their corpses. See page 9
891-895 Beasts of Trees and brush break away as a group of huge beasts burst into the area. They
Unusual Size seem abnormally agitated and are focused on the party. See page 10
896-900 Black Dragon The dragons lurking in the swamp have noticed the party and decide they want to
the treasure the group has on them. They lay in wait beneath the water and will
surge forward to attack. See page 11
901-905 Death from As the party passes through a clearing in the jungle, several creatures come silently
Above diving in over the canopy of the trees. See page 11
906-910 Dinosaurs The predator dinosaurs are hunting for food and storm towards the party. For the
Ngobou, their herd was decimated and these last 3 are enraged. See page 12

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911-915 Emerald Enclave The Emerald Enclave are working to rid the jungle of undead. If the players have
any undead travelling with them, the Enclave will attack on sight. Otherwise, they
will stop the party and investigate them to identify their intent. See page 12
916-920 Flaming Fist The Flaming Fists are employed by the cities to ensure explorers have purchased
Mercenaries the proper charters to be in the jungle. They will stop any group they encounter
and request to see their charters. Regardless of what the party has to show them,
they will identify an additional document the group failed to obtain before
exploring. A small fee (20gp per party member) will buy them off, otherwise they
will confiscate equipment worth that much. See page 13
921-925 Girallon Leaping from the low branches of the trees, a pack of howling 4 armed baboons
fling themselves towards you. See page 14
926-930 Green Dragon Kobolds have sent a tribute of food to a Green Dragon. The PC’s stumble across the
exchange. See page 14
931-935 Grung Slavers A group of Grung are out searching for captives. They have laid an ambush along
the trail and burst forth with croaks and squeaks. See page 15
936-940 Insects Two dinosaurs fought here and both died on this spot. The meaty carcasses were
feasted upon by other dinosaurs but now insects are devouring the remains. As the
party approaches the insects sense them and attack the fresh meat. See page 16
941-945 Jungle Cats These beasts kill for sport. They will wait until their prey is vulnerable or distracted
before pouncing to attack. If there are Druids travelling with them, the Druids will
be wildshaped into Panther form and are participating in the sport killing acting
completely feral. See page 17
946-947 Jungle Elements An ancient sacred grove maintains an eerie presence, visitors feel as if the land
itself is taking offense at their intrusion. See page 17
948-950 Living Jungle Humans have come into the jungle to harvest rare woods. The jungle has decided
to drive them out. These plant creatures hide well in the heavy foliage and wait in
ambush for an unwary party. See page 18
951-953 Murder Hobos Many groups of adventurers will assume every encounter is hostile. These
Murderhobo’s may (or may not) wait to see if the party offers them help. They will
attack with everything they have at the first excuse or disrespect. See page 19
954-960 Nagas The Nagas have claimed this area and will attack any humanoid that intrudes. See
page 19
961-965 Red Wizards The Red Wizards are searching the jungle for a powerful artifact. They are not
immediately hostile but are easily provoked. They will present themselves as
treasure hunters but hide their status as members of the Red Wizards if possible. If
questioned about the undead in their group, they will say they are merely
necromantic specialists. See page 20
966-970 The Heart of A particularly dark area of the jungle reveals the ancient remnants of a holy site. A
Darkness slab altar is surrounded by 6 squat idols peeking above the thick ferns. See page 21
971-975 Treefolk As the group moves along the trail, suddenly the trees ahead take on a humanoid
form and stride forward. They say nothing and have no expressions. See page 21
976-980 Undead Long ago undead were created to wage war within the jungle. They now roam
aimlessly seeking any living humanoids. See page 22
981-985 White Dwarves The party has stumbled into the territory of Albino Dwarves. They have been
attacked several times by slavers recently and assume bad intent from the
adventurers. See page 23
986-990 Winged A party of Aarokocra are in the area either collecting ironwood branches to use in
Warriors weapon making or hunting dangerous beasts. They spot the party and fly down to
investigate. If an Aarakocra cleric is present, they will cast Detect Evil and Good. If

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there isn’t a single Good aligned character in the group, they will attack. See page
23
991-994 Yuan-ti The Yuan-ti are out collecting humanoids to transform or sacrifice. See page 24
995 Disease The entire party is struck by a single random disease. The DM can either roll
randomly on the Disease table or assign the most common affliction of Jungle
Fever. See Appendix B (page 35) for disease list.
996 Flash Flood As the characters are crossing a streambed or valley, a flash flood bursts upon the
area. Characters must make a DC12 Survival check to get to a safe location. Those
who fail the check are swept away in the flood and moved 40' per round with the
water. Each round they are in the flood, characters take 1d10 bludgeoning damage
from debris in the water and must make a DC10 Athletics check or drown. At the
beginning of each round, characters in the flood can make a DC15 Survival check to
extract themselves from the floodwaters.
997 Sinkhole The ground opens up beneath the party. Characters can make a DC12 Acrobatics
check to avoid dropping 1d8 x 10' onto a rocky floor below. Falling damage is 1d6
for each 10'
998 Meteor sizeable meteor falls in the jungle. The characters hear the approaching roar 3
seconds before impact. It strikes within 20' of the group and blasts a large (20')
crater in the earth. All characters within 40' radius take 3d6 piercing damage from
the flying debris.
999 Quicksand What appeared to be solid ground is soupy swamp covered in a thin crust of jungle
debris. Characters must make a DC12 Survival check to spot the danger. Anyone
walking on it will suddenly break through the crust and sink chest deep into fetid
water. The slick muddy bank requires an Athletics DC12 check to extract yourself
from the swamp. After 3 failed attempts, the character begins taking drowning
damage.
1000 Predator A deadly creature is in the area and has taken an interest in the party. The DM is
encouraged to pick something the characters stand no chance against in a fight.

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Combat Encounters
These encounters are designed to provide a challenge to explorers. Each encounter includes tiers of escalating
challenge. The DM should select the play tier appropriate for the group he is running.

Equipment listed is the equipment the encountered creatures are carrying with them. If possible, the creatures will use
any items that will assist them in a fight.

Experience is listed with two values. Total Experience is the sum of the experience for each creature. Adjusted
Experience is the modified total based on the number of creatures, CR rating and the assumption of 4 PC’s.

Title: Aldani
Environment: Jungle – Near water

Lead in: As the party crosses a river or travels near a swamp, the Aldani and their Crocodile mounts surge out of the
water and attack.

Combat Notes: The Aldani will dismount from the crocodile once it reaches the party.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 4 Aldani None 800/1600
2 (lvl5-10) 5 Aldani, 1 Giant Crocodile None 1800/5600
3 (lvl11-15) 6 Aldani, 3 Giant Crocodile None 6600/16500
4 (lvl16-20) N/A None

Statblocks:

Name HP AC Actions Skills Source


Aldani 49 14 Claw Multiattack, Amphibious ToA p210
Giant Crocodile 85 14 Bite, Tail Multattack, Hold Breath MM p324

DM Notes

Title: Amphiptere
Environment: Jungle - Any

Lead in: A thicket ahead shivers as you approach. Before you can react, it bursts into movement as child sized winged
lizard leap from it into the air and swarm towards you.

Combat Notes: The Amphiptere will flee if they take more than 50% of their hitpoints in damage.

Tier Creatures Equipment Experience


(Total/Adjusted)
1 (lvl2-4) 2 Amphiptere None 1400/2100
2 (lvl5-10) 4 Amphiptere None 2800/5600
3 (lvl11-15) 8 Amphiptere None 5600/14000

8
4 (lvl16-20) N/A None

Statblocks:

Name HP AC Actions Skills Source


Amphiptere 60 15 Bite, Stinger Multiattack, Flyby, Swarming ToB p16

DM Notes

Title: Barrel of Monkeys


Environment: Jungle - any

Lead in: The apes are initially just curious about the party but progressively grow aggressive as they assess the group as
a threat.

Combat Notes: Unless attacked by the PC’s, the Apes will beat their chests and try to intimidate the party for a round
before attacking.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 5 Apes None 500/1000
2 (lvl5-10) 3 Girallon None 3300/6600
3 (lvl11-15) 3 Giant Apes None 8700/17400
4 (lvl16-20) 5 Giant Apes None 14500/29000

Statblocks:

Name HP AC Actions Skills Source


Ape 19 12 Fist, Rock Multiattack MM p317
Girallon 59 13 Bite, Claw Multiattack, Aggressive, Keen Smell VGtM p152
Giant Ape 157 12 Fist, Rock Multiattack MM p323

DM Notes

Title: Batiri
Environment: Jungle - Any

Lead in: The Goblins are out looking for trouble. They will attack any group they come across.

Combat Notes: The Goblins will use hit and run tactics. They will hide in ambushes and flee after a single round of
combat. Goblins carry swarms of insects wrapped tightly in leaf pods. They ambush adventurers by throwing these from
the trees where they burst open on the ground releasing the insects. Some Goblins have raised Tyrannosaurs and now
up to 10 of them can ride them as a group mount.

9
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 6 Goblins None 400/800
2 (lvl5-10) 8 Goblins, 1 Goblin Boss, 8 Swarms of Leaf pods holding insects, Jeweled 1400/5600
Insects necklace worth 20gp.
3 (lvl11-15) 4 Goblins with Insect Swarms, 8 Goblin 8 Flasks of Rot, Leaf pods holding insects, 1200/3600
Alchemists, 1 Goblin Boss Jeweled necklace worth 20gp.
4 (lvl16-20) 8 Goblins with Insect Swarms, 8 Goblin 8 Flasks of Rot, Leaf pods holding insects, 9000/27000
Alchemists, 1 Goblin Boss, 2 Jeweled necklace worth 20gp, 8” Jade
Tyrannosaurus Rex’s statue worth 1000 gp
Statblocks:

Name HP AC Actions Skills Source


Goblin 7 15 Scimitar, Shortbow Nimble Escape MM p166
Goblin Boss 21 17 Multiattack, Scimitar, Javelin Nimble Escape, Redirect Attack MM p166
Goblin Alchemist 10 15 Blowgun, Flask of Rot Poison, Stinkbomb Custom
Tyrannosaurs Rex 136 13 Bite, Tail Multiattack MM p80

DM Notes

Title: Beasts Of Unusual Size


Environment: Jungle - Any

Lead in: Trees and brush break away as a group of huge beasts burst into the area. They seem abnormally agitated and
are focused on the party.

Combat Notes: These beasts will charge straight at the closest PC and attack.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 6 Giant Frogs None 300/600
2 (lvl5-10) 7 Giant Boars None 3150/7875
3 (lvl11-15) 2 Froghemoths None 11800/17700
4 (lvl16-20) 2 Behir None 14400/21600

Statblocks:

Name HP AC Actions Skills Source


Behir 52 15 Bite Petrifying Gaze MM p25
Froghemoth 184 14 Tentacle, Bite, Multiattack, Amphibious, Shock Susceptibility VGtM p145
Tongue
Giant Boar 42 12 Tusk Charge, Relentless MM p323
Giant Frog 18 11 Bite, Swallow Amphibious, Standing Leap MM p325

DM Notes

10
Title: Black Dragon
Environment: Jungle - Swamp

Lead in: The dragons lurking in the swamp have noticed the party and decide they want to the treasure the group has on
them. They lay in wait beneath the water and will surge forward to attack.

Combat Notes: They dragons will say beneath the water’s surface and burst forth to attack with their breath weapon.
The dragons will flee back beneath the water if at risk of dying.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Black Dragon Wyrmling None 450/450
2 (lvl5-10) 1 Young Black Dragon None 2900/2900
3 (lvl11-15) 1 Adult Black Dragon None 11500/11500
4 (lvl16-20) 1 Adult Black Dragon and 2 Young Black dragons None 17300/34600

Statblocks:

Name HP AC Actions Skills Source


Black Dragon Wyrmling 33 17 Bite, Acid Breath (started expended, Amphibious MM p88
recharge on 5-6)
Young Black Dragon 127 18 Bite, Claw, Acid Breath Multiattack, Amphibious MM p88
Adult Black Dragon 195 19 Bite, Claw, Tail, Frightful Presence, Multiattack, Amphibious, MM p88
Acid Breath, Wing Attack Legendary Resistance

DM Notes

Title: Death from Above


Environment: Jungle – sparse/clearing or Savanah

Lead in: Most of these creatures will glide in silently attempting to surprise the group.

Combat Notes: Party members with a perception check lower than DC14 will be surprised.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 7 Pteranodon None 350/875
2 (lvl5-10) 3 Couatl None 3300/6600
3 (lvl11-15) 5 Kongamato None 9000/18000
4 (lvl16-20) 2 Roc, 2 War Priests 6 pearls worth 200 gp, 40 pp, 2 potions of Feather Fall. 24400/48800

Statblocks:

Name HP AC Actions Skills Source


Couatl 97 19 Bite, Constrict, Change Shape, Magic Weapons, Shielded Mind MM p43
Spellcasting

11
Kongamato 112 16 Bite, Claw Multiattack, Flyby, Breaker of ToB p265
Boats, Carry off
Pteranodon 13 13 Bite Flyby MM p80
Roc 248 15 Beak, Talons Multiattack, Keen Sight MM p260
War Priest 117 18 Maul, Spellcasting, Guided Strike Multiattack, Spellcasting VGtM p218

DM Notes

Title: Dinosaur
Environment: Jungle - Wetlands

Lead in: The predator dinosaurs are hunting for food and storm towards the party. For the Ngobou, their herd was
decimated and these last 3 are enraged.

Combat Notes: These beasts will not flee unless magically forced to.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 6 Velociraptors None 300/600
2 (lvl5-10) 3 Ngobou None 5400/10800
3 (lvl11-15) 2 Young Spinosaurus, 2 Lizardfolk Shaman, 4 Lizardfolk None 4900/12250
4 (lvl16-20) 1 Spinosaurus, 3 Young Spinosaurus None 15400/30800

Statblocks:

Name HP AC Actions Skills Source


Velociraptor 10 13 Bite, Claws Multiattack, Pack Tactics VGtM p140
Ngobou 85 15 Gore, Stomp Trampling Charge, Spikes ToB p115
Young Spinosaurus 105 14 Bite, Claw Multiattack ToB p117
Lizardfolk Shaman 27 13 Bite, Claw, Spellcasting, Change Shape Multiattack, Hold Breath MM p205
Lizardfolk 22 15 Bite, Heavy Club, Javelin, Spiked Multiattack, Hold Breath MM p204
Shield
Spinosaurus 231 15 Bite, Claw, Tail, Roar Legendary Actions, ToB p116
Multiattack, Siege Monster

DM Notes

Title: Emerald Enclave


Environment: Jungle – Any

Lead in: The Emerald Enclave are working to rid the jungle of undead. If the players have any undead travelling with
them, the Enclave will attack on sight. Otherwise, they will stop the party and investigate them to identify their intent.

Combat Notes: The Enclave members are experienced and will focus their attacks on a single party member at a time to
ensure they take the most powerful members out as quickly as possible.

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CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Druid, 1 Priest, 2 Acolytes Four jade rings worth 20gp each 1000/2000
2 (lvl5-10) 3 Priests, 4 Druids Seven jade rings worth 20gp each, 3 engraved 3150/7875
ironwood staves worth 100gp each
3 (lvl11-15) 1 Tier 4 Druid, 1 War Priest, 4 Six 1000gp emeralds. +2 Hide Armor, +3 Mace 8700/14400
Acolytes
4 (lvl16-20) 1 Tier 4 Druid, 4 War Priests, Twentyfour 500gp emeralds, Four +2 Chainmail, 10200/25500
4 Druids Ring of Invisibility

Statblocks:

Name HP AC Actions Skills Source


Acolyte 9 10 Club, Spellcasting MM p342
Druid 27 11(16) Quarterstaff, MM p346
Spellcasting
Priest 27 13 Mace, Spellcasting Divine Eminence MM p348
War Priest 117 18 Maul, Spellcasting Multiattack, Guided Strike VGtM p218
Tier 4 Druid 138 12 Club, Spellcasting Wildshape, Thousand forms, Primal Strike, Custom
Beast Spells

DM Notes

Title: Flaming Fist Mercenaries


Environment: Jungle – Any

Lead in: The Flaming Fists are employed by the cities to ensure explorers have purchased the proper charters to be in
the jungle. They will stop any group they encounter and request to see their charters. Regardless of what the party has
to show them, they will identify an additional document the group failed to obtain before exploring. A small fee (20gp
per party member) will buy them off, otherwise they will confiscate equipment worth that much.

Combat Notes: These are trained mercenaries and will go after spell casters and lightly armored characters first.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Bandit Captain, 3 Thugs 40gp 750/1500
2 (lvl5-10) 1 Bandit Captain, 2 Archers, 2 100gp, Two +1 Longswords, Eight +2 Arrows 3250/6500
Knights
3 (lvl11-15) 1 Warlord, 2 Veterans 250pp, One +2 Longsword, Three +2 Splint Armor 9800/19600
4 (lvl16-20) 1 Tier 4 Fighter, 4 Tier 3 250pp, Five +2 Longswords, 1 Belt of Fire Giant 10200/25500
Fighters Strength
Statblocks:

Name HP AC Actions Skills Source


Bandit Captain 65 15 Scimitar, Dagger, Parry Multiattack MM p344
Thug 32 11 Mace, Heavy Crossbow Multiattack, Pack Tactics MM p350

13
Knight 52 18 Greatsword, Heavy Crossbow, Multiattack, Brave MM p347
Leadership
Archer 75 16 Shortsword, Longbow Multiattack, Archers Eye VGtM p210
Warlord 229 18 Greatsword, Shortbow, Legendary Survivor, Indomitable VGtM p220
Actions (Weapon attack, command
ally, frighten foe)
Veteran 58 17 Longsword, Shortsword, Heavy Multiattack MM p350
Crossbow
Tier 4 Fighter 224 16 Great club, Handaxe Multiattack, Improved Critical, Custom
Indomitable, Action Surge
Tier 3 Fighter 169 15 Spear, Handaxe Multiattack, Improved Critical, Custom
Indomitable, Action Surge

DM Notes

Title: Girallon
Environment: Jungle - Any

Lead in: Leaping from the low branches of the trees, a pack of howling 4 armed baboons fling themselves towards you.

Combat Notes: The Girallon will leap from the trees attempting to surprise the party, they have +5 Stealth. They will
focus their attacks on the physically largest of the party.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Girallon None 1100/1100
2 (lvl5-10) 3 Girallon None 3300/6600
3 (lvl11-15) 6 Girallon None 6600/13200
4 (lvl16-20) 10 Girallon None 11000/27500

Statblocks:

Name HP AC Actions Skills Source


Girallon 59 13 Bite, Claw Multiattack, Aggressive, Keen Smell VGtM p152

DM Notes

Title: Green Dragon


Environment: Jungle - Dense

Lead in: Kobolds have sent a tribute of food to a Green Dragon. The PC’s stumble across the exchange.

Combat Notes: The young dragons are smart enough to let their minions draw the attention of the party while they hide
holding their action for the party to finish their attacks.

14
CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Green Dragon Wyrmling and 2 Kobolds 1 Cow 500/1000
2 (lvl5-10) 6 Green Dragon Wymlings 4 torn up cow carcasses 2700/5400
3 (lvl11-15) 1 Young Green Dragon, 1 Kobold Chieftain, 1 4 Cows, 1 potion (sleep) poison 5400/16200
Kobold Scale Sorcerer, 8 Kobolds
4 (lvl16-20) 1 Young Green Dragon, 2 Half-Red (Green) None 7800/31200
Dragon Veterans, 12 Kobolds

Statblocks:

Name HP AC Actions Skills Source


Green Dragon 38 17 Bite, Poison Breath Amphibious MM p95
Wormling
Kobold 5 12 Dagger, Sling Sunlight Sensitivity, Pack Tactics MM p195
Kobold Scale Sorcerer 27 15 Dagger, Spellcasting Sorcery Points, Pack Tactics, Sunlight VGtM
Sensitivity p167
Kobold Chieftain 82 17 Shortsword, Shortbow, Multiattack, Pack Tactics, Sunlight ToB p263
Inspiring Presence, Sensitivity
Springspike Shield
Half-Red (Green) 65 18 Longsword, Shortsword, Multiattack, Parry MM p180
Dragon Veteran Heavy Crossbow, Poison
Breath

DM Notes

Title: Grung Slavers


Environment: Jungle - Any

Lead in: A group of Grung are out searching for captives. They have laid an ambush along the trail and burst forth with
croaks and squeaks.

Combat Notes: The Grung will poison (see poison types based on Grung coloring in Volo’s Guide to Monsters p157) their
weapons and attack from range.

Tier Creatures Equipment Experience


(Total/Adjusted)
1 (lvl2-4) 1 Purple Grung, 6 Green Grung 1 Bloodstone necklace worth 200 gp 350/825
2 (lvl5-10) 6 Green Grung Elite Warriors, 1 Feathered cloak worth 50 gp, 6 Leather Bracers 2900/7250
Red Grung Wilding worth 25 gp each, Ring of Spell Storing (contains
Bless)
3 (lvl11-15) 4 Red Grung Wildling, 1 Orange Feathered Headdress worth 100 gp, Citrine 4850/14550
Grung Elite Warrior, 8 Green Necklace worth 100gp, 2 Citrine Bracers with 100
Grung Elite Warriors gp each, 4 Bloodstone rings worth 50 gp each,
16 +1 Arrows
4 (lvl16-20) 1 Gold Grung Elite Warrior, 1 Gold and feathered Headdress worth 1000 gp, 2 11800/35400
Orange Grunge Elite Warrior, 6 Gold bracelets worth 500 gp each, 2 gold lip-rings

15
Green Grung Elite Warriors, 2 worth 50 gp each, 8 jade bracelets worth 200 gp
Red Grung Wildlings, 2 each, 1 Tentacle Rod, 24 +1 Arrows
Purussaurus

Statblocks:

Name HP AC Actions Skills Source


Grung 11 12 Dagger Amphibious, Poison Skin, VGtM p157
Standing Leap
Grung Elite Warrior 49 13 Dagger, Shortbow, Amphibious, Poison Skin, VGtM p157
Mesmerizing Chirr Standing Leap
Grung Wildling 27 13 Dagger, Shortbow, Spellcasting Amphibious, Poison Skin, VGtM p157
Standing Leap
Purussaurus 120 15 Bite, Tail Custom

DM Notes

Title: Insects
Environment: Jungle - Any

Lead in: Two dinosaurs fought here and both died on this spot. The meaty carcasses were feasted upon by other
dinosaurs but now insects are devouring the remains. As the party approaches the insects sense them and attack the
fresh meat.

Combat Notes: The insects are near mindless and will drive straight towards the closest party member they can sense.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 5 Swarms of Insects None 500/1000
2 (lvl5-10) 6 Giant Ants None 2700/5400
3 (lvl11-15) 1 Purple Worm None 13000/13000
4 (lvl16-20) 2 Purple Worms None 26000/39000

Statblocks:

Name HP AC Actions Skills Source


Swarm of Insects 22 12 Bite Swarm MM p338
Giant Ant 52 14 Bite, Sting Multiattack, Keen Smell ToB p23
Purple Worm 247 18 Bite, Tail Stinger Multiattack, Tunneler MM p255

DM Notes

16
Title: Jungle Cats
Environment: Jungle – Any

Lead in: These beasts kill for sport. They will wait until their prey is vulnerable or distracted before pouncing to attack. If
there are Druids travelling with them, the Druids will be wildshaped into Panther form and are participating in the sport
killing acting completely feral.

Combat Notes: The Displacer beast will rarely remain for a toe-to-toe fight. If they take more than 50% of their
hitpoints in damage they are likely to break and run.

Tier Creatures Equipment Experience


(Total/Adjusted)
1 (lvl2-4) 2 Displacer Beasts None 1400/2100
2 (lvl5-10) 5 Displacer Beasts None 3500/7000
3 (lvl11-15) 4 Displacer Beasts, 2 Tier 3 Druids Two +2 weapons, Two +2 armors, Two potions 8700/17400
of superior healing.
4 (lvl16-20) 4 Displacer Beasts, 4 Tier 4 Druids Each Druid has + 2 armor, a +2 weapon and 2 14500/29000
potions of supreme healing
Statblocks:

Name HP AC Actions Skills Source


Displacer Beast 85 13 Tentacle Multiattack, Displacement, Avoidance MM p81
Tier 3 Druids 138 12 Club, Spellcasting Primal strike, Thousand Forms, Wildshape Custom
Tier 4 Druids 138 14 Club, Spellcasting Primal strike, Thousand Forms, Wildshape Custom

DM Notes

Title: Jungle Elements


Environment: Jungle - ruins

Lead in: An ancient sacred grove maintains an eerie presence, visitors feel as if the land itself is taking offense at their
intrusion.

Combat Notes: The elementals will try to scare off the party by rumbling the ground and shaking plants. If the party
doesn’t leave quickly, they will rise out and menace them.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 2 Jungle Elementals None 900/1350
2 (lvl5-10) 3 Jungle Elementals, 1 Earth Elemental None 3150/6300
3 (lvl11-15) 6 Jungle Elementals, 2 Earth Elementals None 6300/15750
4 (lvl16-20) 1 Elemental Locus, 2 Earth Elementals None 21600/43200

Statblocks:

Name HP AC Actions Skills Source


Jungle Elemental 52 15 Slam Multiattack, Plant Stride, False Appearance Custom

17
Earth Elemental 126 17 Slam Multiattack, Earth Glide, Siege Monster MM p124
Elemental Locus 290 16 Slam Multiattack, Spawn Elemental, Massive, Magic Resistance ToB p169

DM Notes

Title: Living Jungle


Environment: Jungle - Dense

Lead in: Humans have come into the jungle to harvest rare woods. The jungle has decided to drive them out. These plant
creatures hide well in the heavy foliage and wait in ambush for an unwary party.

Combat Notes: The jungle creatures have a strong dislike of metal. Any PC wearing metallic armor will be attacked first.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 5 Vegepygmy, 1 Gas Spore None 350/700
2 (lvl5-10) 1 Wood Woad, 2 Awakened Trees, 4 Needle Blights None 2900/7250
3 (lvl11-15) 1 Vine Troll Skeleton, 6 Moss Lurkers None 6200/15500
4 (lvl16-20) 2 Tendril Puppets, 3 Vine Troll Skeletons, 1 Vine Lord None 18800/37600

Statblocks:

Name HP AC Actions Skills Source


Vegepygmy 9 13 Claw, Sting Camouflage, Regeneration VGtM p196
Wood Woad 75 18 Club Multiattack, Camouflage, VGtM p198
Regeneration, Tree Stride
Needle Blight 11 12 Claws, Needles MM p32
Awakened Tree 59 13 Slam False Appearance MM p317
Vine Troll 119 16 Bite, Claw Multiattack, Regeneration ToB p351
Skeleton
Moss Lurker 45 15 Claw, Maul, Poisoned Javelin, Camouflage, Keen Hearing and ToB p298
Dropped Boulder Smell, Poisoned Gifts
Tendril Puppet 34 13 Assegai, Hurl Thorns Regeneration, Root Mind, Green ToB p403
Strider, Magic Resistance
Vine Lord 105 16 Claw, Tendril, Awaken the Green, Multiattack, Green Strider, Magic ToB P402
Spore Sacs Resistance, Regeneration

DM Notes

18
Title: Murder Hobo’s
Environment: Jungle Any

Lead in: Many groups of adventurers will assume every encounter is hostile. These Murderhobo’s may (or may not) wait
to see if the party offers them help. They will attack with everything they have at the first excuse or disrespect.

Combat Notes: The Murderhobo’s have skills and powers much like the player characters. They will hit with their most
effective actions first using action surges and high-level spells in the first rounds of combat. GM’s should adjust number
of creatures encountered to be one more than the party contains (ie 4 PC’s would encounter 5 Murderhobo’s)

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) Tier 1 mix One +1 weapon, 5 – 100gp gems 500/1000
2 (lvl5-10) Tier 2 mix Three +1 weapons, One +1 armor 3300/6600
3 (lvl11-15) Tier 3 mix Three +2 weapons, Two +2 armors, Four potions of superior healing. 8700/17400
4 (lvl16-20) Tier 4 mix Each Hobo has + 2 armor, a +2 weapon and 2 potions of supreme 14500/29000
healing

Statblocks:

Name HP AC Actions Skills Source


MurderHobo by class **

DM Notes

Title: Nagas
Environment: Jungle - Dense

Lead in: The Nagas have claimed this area and will attack any humanoid that intrudes.

Combat Notes: The Nagas like to surround the party before they attack to prevent any escape. They will have their
weaker servants attack before the leaders of their group strike.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Giant Constrictor Snake Skeleton, 2 Constrictor Snake Skeletons None 550/1100
2 (lvl5-10) 1 Spirit Naga, 2 Constrictor Snakes None 4000/8000
3 (lvl11-15) 6 Bone Nagas None 6600/13200
4 (lvl16-20) 2 Spirit Nagas, 6 Bone Nagas None 14400/36000

Statblocks:

Name HP AC Actions Skills Source


Giant Constrictor Snake Skeleton 40 12 Bite, Constrict Custom
Constrictor Snake Skeleton 13 13 Bite, Constrict Custom
Bone Naga 58 15 Bite, Spellcasting MM p233
Constrictor Snake 13 12 Bite, Constrict MM p320
19
Spirit Naga 75 15 Bite, Spellcasting Rejuvenation MM p234

DM Notes

Title: Red Wizards


Environment: Jungle - Any

Lead in: The Red Wizards are searching the jungle for a powerful artifact. They are not immediately hostile but are easily
provoked. They will present themselves as treasure hunters but hide their status as members of the Red Wizards if
possible. If questioned about the undead in their group, they will say they are merely necromantic specialists.

Combat Notes: The mages of the group understand they are at mortal risk in a physical fight so will have one of the
warriors act as leader of their group.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Tier 1 Wizard, 2 Thugs, 1 Zombie 100 gp, Silver ring with 50 gp 750/1500
2 (lvl5-10) 1 Tier 2 Wizard, 1 Gladiator, 5 100 gp, 2 bracers with 50 gp each, 2 Greater 2750/6875
Zombies healing potions
3 (lvl11-15) 1 Tier 3 Wizard, 2 Gladiators, 2 100 gp, 2 bracers with 50 gp each, 2 Greater 8700/14400
Zombies healing potions, 2 +2 Longwords
4 (lvl16-20) 1 Tier 3 Wizard, 2 Tier 2 Wizards, 2 100 gp, 2 bracers with 50 gp each, 2 Greater 10200/25500
Gladiators, 4 Zombies healing potions, , 6 Javelin of Lightning.

Statblocks:

Name HP AC Actions Skills Source


Tier 1 Wizard 30 12 Staff, Spellcasting Attack Spell, Sculpt Spell **
Tier 2 Wizard 72 15 Staff, Spellcasting Attack Spell, Sculpt Spell **
Tier 3 Wizard 122 15 Staff, Spellcasting Attack Spell, Overchannel, Sculpt Spell **
Gladiator 112 16 Spear, Shield Bash, Parry Multiattack, Brute, Brave MM
p346
Zombie 22 8 Slam Undead Fortitude MM
p316

DM Notes

20
Title: The Heart of Darkness
Environment: Jungle - Dense

Lead in: A particularly dark area of the jungle reveals the ancient remnants of a holy site. A slab altar is surrounded by 6
squat idols peeking above the thick ferns.

Combat Notes: The Idolic Deities will hide their presence, using only their Seduction and Aura until they are either
attacked or the Shadows are defeated.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 6 Shadows None 600/1200
2 (lvl5-10) 1 Idolic Deity, 4 Shadows None 4300/8600
3 (lvl11-15) 2 Idolic Deity, 4 Shadow Mastiff (in Jaguar form) None 9600/19200
4 (lvl16-20) 2 Idolic Deity, 6 Shadow Demon None 14400/36000

Statblocks:

Name HP AC Actions Skills Source


Idolic Diety 90 17 Slam, Seduce Multiattack, Shadow Stealth, Incorporeal Movement, ToB p255
the Righteous Apostasy Aura
Shadow 16 12 Strength Drain Sunlight Weakness, Shadow Stealth, Amorphous MM p269
Shadow Mastiff 33 12 Bite Sunlight Weakness, Shadow Blend, Keen Hearing and VGtM p190
Smell, Ethereal Awareness
Shadow Demon 66 13 Claws Shadow Stealth, Light Sensitivity, Incorporeal MM p64
Movement

DM Notes

Title: Treefolk
Environment: Jungle - Any

Lead in: As the group moves along the trail, suddenly the trees ahead take on a humanoid form and stride forward. They
say nothing and have no expressions.

Combat Notes: The Ravenala are intelligent and will target spell casters in the early rounds with their Bursting Pod
attacks.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 1 Ravenala None 1800/1800
2 (lvl5-10) 2 Ravenala, 4 Vegepygmy None 3800/7600
3 (lvl11-15) 4 Ravenala None 7200/14400
4 (lvl16-20) 4 Ravenala, 12 Vegepygmy Minions None 7800/31200

21
Statblocks:

Name HP AC Actions Skills Source


Ravenala 126 15 Slam, Bursting Pod, Multiattack, Green Walk, Spellcasting, ToB p321
Lamenting Engulfment Magic Resistance
Vegepygmy 9 13 Claws, Sling Regeneration, Plant Camouflage VGtM p196
Vegepygmy Minion 1 13 Claws, Sling Regeneration, Plant Camouflage VGtM p196

DM Notes

Title: Undead
Environment: Jungle - Any

Lead in: Long ago undead were created to wage war within the jungle. They now roam aimlessly seeking any living
humanoids.

Combat Notes: The undead charge forward with no regard to their own survival. They will pursue relentlessly until their
prey is lost to them.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 7 Zombies None 350/875
2 (lvl5-10) 2 Wight, 4 Ghasts None 3200/6400
3 (lvl11-15) 1 Bone Collective, 6 Minotaur Skeletons None 6600/16500
4 (lvl16-20) 2 Corpse Mounds, 6 Zombies None 14700/36750

Statblocks:

Name HP AC Actions Skills Source


Bone Collective 120 17 Bite, Claw, Swarm, Wyrmblood Hive Mind, Spellcasting, Swarm ToB p39
Venom
Corpse Mound 207 16 Slam, Bone Shard, Envelop Mulitattack, Absorb the Dead, ToB p69
Noxious Aura, Zombie Drop
Ghast 36 13 Bite, Claws Stench, Turning Defiance MM p148
Minotaur 67 12 GreatAxe, Gore Charge MM p273
Skeleton
Wight 45 14 Life Drain, Longsword, Longbow Multiattack, Sunlight Sensitivity MM p300
Zombie 22 8 Slam Undead Fortitude MM p316

DM Notes

22
Title: White Dwarves
Environment: Jungle - Any

Lead in: The party has stumbled into the territory of Albino Dwarves. They have been attacked several times by slavers
recently and assume bad intent from the adventurers.

Combat Notes: The Dwarves will attempt to ambush the party. They are not willing to take many casualties before
breaking off from combat. When fleeing, they will dive into burrows that are barely large enough for a Dwarf to squeeze
through.

CR Scaling
Tier Creatures Equipment Experience
(Total/Adjusted)
1 (lvl2-4) 5 Albino Dwarf Warriors, 1 Albino Dwarf 2 Common Potions of Healing, 3 Bone 450/900
Spirit Warrior necklaces worth 50 gp each
2 (lvl5-10) 3 Albino Dwarf Warriors, 3 Albino Dwarf 3 Greater Potions of Healing, 3 Obsidian 2100/5250
Spirit Warrior, 3 Allosaurus necklaces worth 100 gp each
3 (lvl11-15) 3 Albino Dwarf Shaman, 3 Shambling 3 Greater Potions of Healing, 3 Gold and 7500/15000
Mounds Obsidian necklaces worth 300 gp each
4 (lvl16-20) 8 Albino Dwarf Warriors, 2 Albino Dwarf 8 +1 Handaxes, 4 Greater Potions of 7200/28800
Shaman, 2 Shambling Mounds, 4 Healing, 10 jade animal figurines worth
Allosaurus 100 gp each.

Statblocks:

Name HP AC Actions Skills Source


Albino Dwarf Warrior 30 13 Handaxe Dwarven Resilience ToA p210
Albino Dwarf Spirit Warrior 30 13 Handaxe, Spellcasting Dwarven Resilience ToA p210
Allosaurus 51 13 Bite, Claw Pounce MM p79
Albino Dwarf Shaman 60 13 HandAxe, Spellcasting Summon Jungle Elemental, **
Dwarven Resilience
Shambling Mound 136 15 Slam, Engulf Multiattack, Lighting Absorption MM p270

DM Notes

Title: Winged Warriors


Environment: Jungle – wide spaced trees

Lead in: A party of Aarokocra are in the area either collecting ironwood branches to use in weapon making or hunting
dangerous beasts. They spot the party and fly down to investigate. If an Aarakocra cleric is present, they will cast Detect
Evil and Good. If there isn’t a single Good aligned character in the group, they will attack.

Combat Notes: The Aarakocra are not interested in close combat, they will focus on attacking ranged warriors first.

Tier Creatures Equipment Experience


(Total/Adjusted)
1 (lvl2-4) 6 Aarakocra 8 pieces of obsidian jewelry worth 20 gp each 300 / 600

23
2 (lvl5-10) 7 Aarakocra, 1 Aarakocra Cleric 8 pieces of obsidian jewelry worth 20 gp each, 1 2250 / 5625
and 1 Air Elemental jeweled necklace worth 100 gp
3 (lvl11-15) 6 Aarakocra, 2 Aarakocra Clerics, 8 +1 Javelins, 8 pieces of obsidian jewelry worth 4700 / 18800
2 Air Elementals, 3 Giant Eagles 20 gp each, 2 jeweled necklaces worth 100 gp
each
4 (lvl16-20) 6 Aarakocra, 2 Aarakocra Clerics, 16 +1 Javelins, 8 pieces of obsidian jewelry worth 8400 / 25200
2 Air Elementals, 4 Couatl 20 gp each, 2 jeweled necklaces worth 100 gp
each

Statblocks:

Name HP AC Actions Skills Source


Aarakocra 13 12 Talon, Javelin Dive Attack MM p12
Aarakocra Cleric 20 12 Talon, Javelin, Spells Dive Attack Custom
Air Elemental 90 15 Slam, Whirlwind Multiattack, Air Form MM p123
Couatl 97 19 Bite, Constrict, Change Shape, Spells Magic Weapons, Shielded Mind MM p43
Giant Eagle 26 13 Beak, Talons Multiattack, Keen Sight MM p324

DM Notes

Title: Yuan-ti
Environment: Jungle - Dense

Lead in: The Yuan-ti are out collecting humanoids to transform or sacrifice.

Combat Notes: The Yuan-ti will hide as snakes and then shapechange to their natural form to attack with surprise.

CR Scaling

Tier Creatures Equipment Experience


(Total/Adjusted)
1 (lvl2-4) 1 Yuan-ti Malison 2 Potions of common healing, 1 Bracelet worth 50gp 700/700
2 (lvl5-10) 1 Yuan-ti Malison, 5 Yuan-ti 4 Potions of common healing, 1 Bracelet worth 50gp 2950/5900
Broodguard
3 (lvl11-15) 1 Yuan-ti Pit Master, 4 Yuan- 4 Potions of common healing, Jade belt worth 5500/13750
ti Malison, 2 Swarms of 1000gp, 4 bracelets worth 50gp each.
Poisonous Snakes
4 (lvl16-20) 2 Spirit Naga, 4 Yuan-ti Pit 2 bracelets worth 100gp each 15000/30000
Masters

Statblocks:

Name HP AC Actions Skills Source


Yuan-ti Malison 66 12 Bite, Constrict, Multiattack, Shapechanger, Innate MM p309
Scimitar, Longbow Spellcasting, Magic resistance
Yuan-ti Brooduard 45 14 Bite, Claws Multiattack, Mental Resistance, VGtM p203
Reckless

24
Yuan-ti Pit Master 88 14 Bite (snake arms), Multiattack, Shapechanger, VGtM p206
Merrshaulks slumber, Spellcasting, Magic resistance,
Poison’s Disciple
Swarm of Poisonous Snakes 36 14 Bite Swarm MM p338
Spirit Naga 75 15 Bite Rejuvenation, Spellcasting MM p234

Notes

25
Custom Creatures

26
27
28
29
30
31
32
33
34
Appendix B: Disease Table
Characters who have contracted a disease will begin to feel the Stage 1 Symptoms within 1d6 hours after
infection. After symptoms appear, infected characters must make a Constitution Saving Throw of the DC listed
in the table below every 24 hours. Failure on this Saving Throw results in the disease progressing to the next
Stage of severity. Success results in the Stage of severity reducing by one level. If the Symptoms are only at
Stage 1 and a successful DC is made, the character is cured of the disease. A critical success results in an
immediate cure of the disease. A critical failure results in the disease progressing 2 stages rather than just one.

If characters spend three days recuperating (no travel or strenuous activities), they make their Constitution
Saving throws with advantage.

If a character successfully recovers past Stage 1, their body has fought off the disease. They will recover fully in
1d6 days. The current symptoms they have will persist until that time passes.

Once a character reaches the maximum Stage for a disease, no more Constitution rolls are allowed for
recovery. The disease can only be cured through the use of magic.

Name Stage Symptoms Save DC


Chagas Stage 1: Swelling of bite area. 15
Stage 2: Fever & Diarrhea
Bonebreak Fever Stage 1: Fever 10
Stage 2: Joint pain
Stage 3: Skin rash
Stage 4: Death
Blood-flukes Stage 1: Abdominal swelling 12
Stage 2: Bloody stool and urine
Stage 3: Light rash
Sleeping Sickness Stage 1: Fever, Join pain 12
Stage 2: Confusion, Tremors, Sleep cycle reversed (Night to day)
Stage 3: Death
Black Fever Stage 1: Fever, Black pockmarks on face 12
Stage 2: Fever, Pockmarks spread to rest of body
Stage 3: Death
Elephantiasis Stage 1: Abdominal pain, skin rash 10
Stage 2: Swelling of extremities
Stage 3: Blindness
Jungle Fever Stage 1: Fever, Nausea 12
Stage 2: Seizures
Stage 3: Coma
Stage 4: Death
River Blindness Stage 1: Severe itching and bumps under the skin 10
Stage 2: Blindness
Gangrene Stage 1: Red skin and excessive pain in affected area, Fever, Nausea 12
Stage 2: Liquid discharge from area, skin color of affected area darkens
Stage 3: Death
Naegleria Stage 1: Fever, Nausea, Severe headache 15
Stage 2: Seizures, Confusion
Stage 3: Death
Candiru Stage 1: Extreme discomfort in the genitals. Same effect as joint pain. 15
35
Brain Fluke Stage 1: Severe headache 15
Stage 2: Confusion
Stage 3: Diarrhea and obsessive eating
Stage 4: Death

These diseases are from the real world, further diseases such as the Mad-Monkey Disease and Throat leeches
are described in WotC Tomb of Annihilation.

Confusion: This has the same effect as the 4th level enchantment “Confusion” with the exception that a d20 is
rolled to determine the creature’s behavior. Any roll above 8 allows the character to behave normally.

Diarrhea: Character must consume 2 gallons of water per day or become dehydrated. Any time a creature with
Diarrhea fails a Strength or Constitution based check (ie Athletics checks), their bowels fail and they poop on
themselves.

Fever: Effects as Dehydration, Character gains a level of exhaustion. They will gain an additional fatigue level
for each day they exert themselves while in a fever state.

Joint Pain: Character gains disadvantage on any physical activity (including combat actions).

Nausea: 50% chance character can only keep down half of their food and water intake for a day. This risks
inducing dehydration.

Seizures: these occur randomly and should be checked for anytime the character is making a physical based
skill check or action. During these times, there is a 10% chance a seizure will occur causing failure of the check.

Swelling of Extremities: the area affected swells as if inflated by liquid. This can affect either the: arms
(disadvantage on attacks) or legs (movement speed halved).

Death: This isn’t immediate death, the character loses 1d10 from their maximum hit points each 24 hours.
When maximum hitpoints are at or below zero, the character dies.

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