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Shadowed Chult Bestiary

Running parties of Shadowdark Crawlers through Tomb of Annihilation and its associated hex crawl has involved a bit of adaptation. Here's my adapted bestiary.

Spoilers ahead.

A
Aarakocra.

Winged humanoids which fly above the trees, and roost on high plateaus.

AC 12, HP 4, ATK 1 talon +4 (1d4) or 1 javelin (close/far) +4 (1d6) or 1 Dive Attack, MV Double Near (fly), S +2, D +2, C +0, I +0, W +1, Ch +0, AL N, LV 1

Dive Attack. While flying, dive at least near toward a target and make 1 talon or javelin attack. If hit, extra 1d6 damage.

Albino Dwarf Warrior.

Pale dwarves who make the jungle their home.

AC 13, HP 7, ATK 1 handaxe +1 (1d6) MV Near, S +1, D +1, C +3, I +3, W +2, Ch +0, AL N, LV 1

Dwarven Resilience. ADV on checks vs. Poison.

Albino Dwarf Spirit Warrior.

The jungles bless certain among the dwarves who dedicate themselves to the land.

AC 13, HP 16, ATK 1 handaxe +1 (1d6) or 1 spell, MV Near, S +1, D +1, C +3, I +3, W +2, Ch +0, AL N, LV 3

Dwarven Resilience. ADV on checks vs. Poison.

Entangle* (WIS Spell). DC 11. Focus. Near-sized cube of plants and branches within far bend to entangle creatures within. Creatures move at half speed through this area.

Obscuring Mist* (WIS Spell). DC 12. Near-sized cloud of heavy mists appears centered on caster, and blocks vision. Stays 1d4+1 rounds.

Pass Without Trace* (WIS Spell). DC 13. Focus. Caster and LV number companions can pass through natural landscapes without making noise or leaving tracks.

Speak With Animals* (WIS Spell). DC 11. For 5 rounds, speak with one kind of animal. If the animal is friendly, it may perform some task or favour asked of it.

Speak With Plants* (WIS Spell). DC 14. For 5 rounds, speak communicate with plants within near. Caster can ask questions or favours of the plants if the request is within their ability to understand and perform.

Aldani.

Cursed men turned to bipedal lobsters.

AC 14 (natural armor), HP 10, ATK 1 claws +3 (1d8 + grapple), MV near (swim), S +1, D -1, C +1, I +0, W +2, Ch +0, AL N, LV 2

Grapple. Target's movement is 0. DC 11 STR or DEX check on turn to escape.

Almiraj.

Plump, timid rabbit with a horn on its forehead, one foot in length and pointed.

AC 13, HP 1, ATK 1 horn +3 (1d4), MV double near, S -4, D +3, C +0, I -4, W +2, Ch +0, AL N, LV 0

Keen Senses. Can't be surprised.

Ape.

For the Ape, see page 196 of Shadowdark.

A. Cimber.

Next time, I tackle the stat block of our myterious jungle traveler and his particular loadout.

*These spells are borrowed from the Shadowdark Druid as presented by u/dr_smarts on reddit.
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