The Jungles of Chult are a place of many things; an incredible civilization that has survived against impossible odds, a realm of ancient and massive beasts and a land of sinister secrets that could very well corrode the world. Within this jungle lies a conspiracy that could very well cost Toril and its denizens its life. Delve even further to encounter new foes and new rewards!
Author’s Note: Well, all of that took a lot longer than I had planned. The long and short of it was, a lot of things weren’t going right. On top of that, I had to wait a bit before borrowing this book in the first place. But enough complaining, I was inspired by some posts on expanding this adventure, so I wanted to see what I could cook up and add in here. I realize that there are some revisited pieces in here, but I’m always striving to improve my work and find ways to work it into other things, such as Tomb of Annihilation. And with that, enjoy a sampling of crazy critters and awesome artifacts for your adventure!
Tons of foul and wicked things traverse Chult, making life all the more challenging for the denizens. Many reports have cropped up of these monstrosities causing havoc. If this is the case, help is needed to help rid them by any means possible.
Yara-Ma-Yha-Who (Now Featured in a DM’s Guild product!)
This warped and squat looking creature sports a hideous oversized head and painful suckers upon its limbs. It leaps from hidden ledges and trees onto its prey. It is rumored to have traveled inside of a hijacked ship from a nearby island.
Small undead, neutral evil
Armor Class 14
Hit Points 75 (10d6+40)
Speed 40 ft., Climb 40 ft.
STR 17 (+3) DEX 18 (+4) CON 18 (+4) INT 10 (+0) WIS 15 (+2) CHA 8 (-1)
Saving Throws. DEX +7, WIS +5, CHA +5
Skills. Perception +5, Stealth +7
Damage Resistances. Necrotic; Bludgeoning, Piercing, Slashing damage from Non-Magical Source
Senses darkvision 120 ft., Passive perception 15
Languages. languages it knew it life
Challenge 6 (2,300 XP)
Regeneration. The yara ma yha who regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sun light or running water. lf the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The yara ma yha who can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The yara ma yha who takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The monster makes two attacks with its sucker arms.
Sucker Arms. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage and yara ma yha who can grapple the target (escape DC 15).
Drain. Melee Spell Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) acid damage. The target’s hit point maximum is reduced by an amount equal to the acid damage taken, and the monster regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spawning Devouring. When a creature is reduced to 0 HP either by drain or by sucker arms, it may attempt to devour the target by expanding its body to impossible lengths and turn them into a Yara-Ma-Yha-Who. The target must make a (DC 15) Constitution saving throw. Upon failure, they are stabilized and kept within the creature for 1d4 rounds. At the end of this time, they are regurgitated and become a similar creature (utilizing the stats of the monster). This reaction may not be done while the monster has a creature inside of it.
Where to find this creature in Tomb of Annihilation: As this creature prefers to stalk from a vantage point, tall ruins and canopies are ideal. Areas such as the forbidden city of Omu and the Valley of Dread might prove to be treading grounds for such a perilous encounter. It’s likely that Camp Righteous partially fell to an attack by such creatures.
This massive cross between a monitor lizard and a rhinoceros towers over most beasts, even many of the dinosaurs that wander the land. With its clawed stout feet and huge horn, it’s capable of defeating almost any threat to its territory.
Huge monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 60 ft., Swim 60 ft.
STR 21 (+5) DEX 16 (+3) CON 17 (+3) INT 7 (-2) WIS 14 (+2) CHA 9 (-1)
Saving Throws. DEX +6, CON +6
Skills. Perception +5, Survival +8
Senses darkvision 60 ft., Passive perception 1#
Challenge 4 (1,100 XP)
Rending Slash. If the chipekwe hits with both of its claws attacks, it deals an extra 7 (2d6) slashing damage.
Multiattack. The chipekwe makes one gore attack and one claws attack or alternatively two claws attacks.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a (DC 16) Dexterity saving throw or be knocked prone.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d6 + 5) slashing damage.
Trample Upon (Recharge 4 – 6). If the chipekwe knocks a creature prone, it may use its reaction to make another claws attack against them. However, this deals bludgeoning damage instead.
Where to find this creature in Tomb of Annihilation: Coastal regions around Chult seem to be favorable locales for the chipekwe. The wretched lake luo and shilku have oddly enough been places where these creatures dwell, despite being mostly inhospitable. It is likely to encounter one as it forages for food or tries to claim territory.
These creatures were once either wild and domestic dogs that fell prey to the death curse. Or in some instances, fell under the dark necromantic powers equally infesting the region. While about as strong as zombies, they still retain many of their capabilities, making them terrifying foes.
Medium undead, neutral evil
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 35 ft.
STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 3 (-4), WIS 10 (+0), CHA 5 (-3)
Skills. Perception +2
Saving Throw. Wisdom +2
Damage Immunity. Poison
Condition Immunity. Poisoned
Senses darkvision 60ft., passive Perception 12
Challenge 1/4 (50 XP)
Keen Hearing and Smell. The zombie dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Undead Fortitude – If damage reduces the zombie to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit. On a success, the zombie drops to 1 HP instead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 6 (2d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Where to find this creature in Tomb of Annihilation: Undead dogs are scattered throughout Chult, wherever the dark influence of soulmonger is. Perhaps they might be used by Valindra, as added “guard dogs”.
OTHER STRANGE MONSTERS AND WHERE TO FIND THEM:
- Death Giant – Room 45 of the Chamber of Horrors is patrolled by a Death Giant instead of the four gargoyles. The giant is cursed to be frozen like a statue so long as any trespassers give a sufficient offering in the name of Acererak. If anyone cheaps out on an offering or mocks Acererak, the giant returns to their normal form and launches an attack. In addition, the alcoves around the room are lined with preserved bodies in fine priestly garb, dedicated to the various spirits. 4 of these “bodies” are actually bodaks awaiting orders from the Death Giant, who they revere as a disciple of Orcus.
- Deep One – Ishau holds a far darker truth for those daring enough to dig deeper. Deepspawn cultists of Dagon infiltrated the village over the course of years, slowly converting the populace to their side. No one batted an eye at the strange guests until disappearances started happening, followed by monster sightings. Outright retaliation broke out, resulting in what survivors describe as an unspeakable giant horror dragging the whole village into the water itself. Majority of the denizens were dragged into Dagon’s realm, forcefully converted into Deep Ones. The rest simply drowned and were left for scavengers and oceanic predators. Many Deep Ones hide nearby in hopes of capturing wayward adventurers or curious onlookers.
- Dread Beast Amalgam – This horrifying creature is composed of countless undead, somehow fused together. The sloshing creature moves on countless arms and legs, cramming whatever into its many hungry and hateful maws. These atrocities are found in high risk undead zones (marked with the red skull and crossbones sign).
- Walking Disease – The worst diseases, plagues and parasites meshed with the worst of undeath. This creature is a vector for an apocalyptic outbreak. They’re mostly contained in high risk undead areas, much like the Amalgam.
- Werehyena (Bouda) – The desolate, charred and poisonous land of the Valley of Embers has slowly become a meeting place for Bouda and their undead gnoll henchmen. The minions have the same stats as gnolls, but are immune to the poisoned condition, are immune to poison damage and are effected by various abilities that target undead (such as Turn Undead). Over time, many have heard of Acererak and even revere him amidst their worship to other dark beings.
According to our scouts, these artifacts are said to lie within the jungle; between twisted ruins and crumbling ruins. We’ll mark some spots on a map where they believe they had located them. Why they failed to obtain them is anyone’s guess. Some of these might prove useful to counteract the curse though.
Soul Jumper, Enchanted Funeral Mask
Necklace, very rare (requires attunement)
Yulu-Na the Heretic is a reviled name, not unlike the accursed Ras Nsi. However, unlike the former barae, Yulu-Na was a petty thief with a knack for dark sorcery. His petty obsession with destroying the sacred and holy quickly branded him an enemy of nearly all. His last feat was corrupting a funerary mask to protect his soul, should he be killed. He operated merely two miles outside of Mezro, in a crumbled palace. The tables were turned when he encountered a high priest of Ubtao in his hideout, who bound the cowardly thief to life forever tethered to a throne. The corrupted mask easily fell into others’ hands. The thief himself was later slain out of mercy by a traveling adventurer group who spotted the ruins he was stuck in. Asking to be released from his curse, he was completely obliterated. It is rumored that the mask has made its way back to Yulu-Na’s final resting place.
This mask looks akin to other funerary masks from the region. However, closer magical inspection reveals it has protective, but sinister powers. When attuned, the user may use a reaction to protect their soul upon dying. This acts both similarly to Magic Jar and Death Ward. However, for the duration of upwards to an hour, the user’s soul is safe within the mask. As long as the body also remains safe for the time the soul is in the mask, it can return and restore the body to life. However, the has its effects on the body in life. The user looks gaunt and haunted as long as they are attuned to this mask, much like the mad mage who enchanted it when he was alive, imposing disavantage on Charisma checks. Furthermore, non-allies will try to avoid you outside of combat. Once the user has been kept alive through the mask’s power, they must wait 1 week before using it again.
Note: This effect does not count as revival for purposes of the Death Curse.
Finding this item in Tomb of Annihilation: Nearly two miles outside of the ruins of Mezro is another set of ruins, a small palace style building. While the building is predominantly empty, save for whatever random creature might dwell there at the time, the mask has found its way to the remains of the throne room where Yulu-Na was cursed and later banished. However, his sorrow lingered behind, casting an overbearing sense of dread on the nearby area. Surprisingly, the Flaming Fist seem genuinely unnerved about this place. Few of the soldiers and mercenaries within their ranks will set foot there.
Treasure Tracker’s Orb
Wondrous item, uncommon
This gold colored orb shines with a brilliant radiance whenever valuables prove to be near. Forged by crafty mages in Port Useful for tracking down treasures that can be appraised for at least 50 gold. This orb has 3 charges, which can be expended for looking for an individual piece of treasure.
To activate, the user must spend an action to use a charge. The orb will glow once within 1000 feet of a random piece of treasure that’s worth at least 50 pieces of gold. However, this effect is not sufficient enough to provide light. Once within 60 feet of the item, the glow will intensify, shedding 30 feet of light on the area as well. This effect will continue until the user has obtained the artifact that the orb is tracking. At the end of a long rest, the orb regains 1 charge. If all charges are expended, roll a d20. On the roll of a 1, the orb crumbles into dust.
This effect functions similarly to the Detect Magic spell in regards to sensing through surfaces and barriers.
Finding this item in Tomb of Annihilation: Any players looking for anything out of the ordinary in the Red Bazaar within Port Nyanzaru will come across the setup of an eager and eccentric merchant by the name of “Zam’Dul”. He will proclaim he wants to sell the last of his items from a blowout sale. If you ask any of the locals, they will proclaim they have no idea who he is. He will sell the orb for 400 gold pieces, which he proclaims is an impossible bargain. Should the players leave after encountering him or buy the orb, he will vanish alongside his tent in a magical puff of smoke.
OTHER ITEMS AND WHERE TO FIND THEM:
- Amulet of Occult Spiritualism – The body of an opportunistic necromancer still wields this amulet. The mage was trying to seize control of the undead in Port Castigliar and failed miserably. The undead hordes quickly overwhelmed her, resulting in a quick death. Her mostly decayed body resides in one of the huts, alongside a tome filled with powerful necromantic spells.
- Ring of The Peak of Flames (Ring of the Silver Flame) – Kept in spite of his old way of life, Ras Nsi clutches to this ring tightly during his downtime. It’s likely he partially misses how his life used to be. He keeps it hidden within his quarters.
- Amulet of the Nine Spirits – This is one of the trinkets that Withers keeps in his secret office space. This could be a possible alternative to the slaad stone.
Image Sources: Chult Jungle Portal – Rusty 001; Yara-ma-ya-who – Sphenacodon; Chipekwe – thomastapir; MA-39 Cerberus – Resident Evil (Capcom), Yohure Funeral Mask – Solange Mallett Gallery, Gold Balloon – Studio DIY
Chult, as well as The Forgotten Realms, are properties of TSR/Wizards of the Coast and Ed Greenwood. MA-39 Cerberus belongs to Capcom. Created by Doctor Necrotic, for Doctor Necrotic Media. All rights and copyrights belong to respective owners.