TEXT: Expanded content for the Aldani Basin in Tomb of Annihilation
  Expanded content for the Aldani Basin in Tomb of Annihilation
  Chapter 2: The Land of Chult
  Chapter 2: The Land of Chult
  of the
  of the
  CURSE        ALDANI
  CURSE        ALDANI
  TOMB 
  TOMB ofof ANNIHILATION
   ANNIHILATION
  
  2  |  CREDITS
   |  CREDITS
  CURSE of the ALDANI
  CURSE of the ALDANI
  Credits
  Writing: Dan Kahn & Michael Rosenthal
  Layout: Dan Kahn
  Editing: Dan Kahn & Eventyr Games 
  Maps: by Dr. Mapzo
  Aldani (Koura) Art: by @nikodomeniko
  Cover and Other Interior Art: Art provided by Dungeon 
  Masters Guild and used with permission under the 
  Community Content Agreement for the DMs Guild.
  Special Thanks: Dranik, Tyll, Knock, Kelerk, and Helga.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by Dan Kahn & Eventyr Games and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  Eventyrgames.com – DM’s Guild –Facebook – Twitter
  Join the mailing list for updates, early access and 
  special offers.
  
  3
   INTRODUCTION  |
   INTRODUCTION  |
  Introduction
  F
  ar from the safety of Port Nyanzaru is the 
  homeland of the cursed aldani people. 
  Known only from legends, the lobsterfolk are 
  descendants of the aldani tribe who invoked the wrath 
  of Ubtao. Now these people hide in the lakes and rivers 
  of the Aldani Basin from civilization. One aldani has 
  discovered means to lift the curse and restore her people’s 
  humanity, but threats within their tribe stand to doom the 
  aldani to be cursed forever and the mindless undead creep 
  ever closer.
  This supplement to Tomb of Annihilation expands on 
  the location the Aldani Basin from Chapter 2: The Land 
  of Chult. It is meant to make this location more exciting 
  and manageable for both the DM and the players. The 
  document includes: 
  Battlemaps, providing a tactical encounter experience 
  within the Aldani Basin.
  A New Location, Nephropia, providing characters a fun 
  way to interact with some aldani.
  New Flora, see how your characters make tactical use 
  of ling nuts, the natural water caltrops.  
  Adventure Hooks, tailored to give a natural start to the 
  adventure in your Tomb of Annihilation game. 
  Expanded History & Lore, which elaborates on the 
  history and culture of the aldani people who live in the 
  Aldani Basin.
  Using This Supplement
  This supplement provides several new ideas on how to run 
  the Aldani Basin from Tomb of Annihilation. It is useful 
  to first read the section about this location in the official 
  campaign book before reading this supplement as well as 
  reviewing the information about the Heart of Ubtao. 
  As always, it is up to you how much of the content you 
  want to use. It's perfectly fine to use some parts of this 
  supplement while discarding others, or simply let the 
  ideas presented here inspire new ideas of your own. 
  This supplement assumes a party of 4–6 characters 
  of 3–4th level. More powerful parties will have an easier 
  time with the challenges within. 
  Quick Overview
  The characters will encounter the aldani tribe while 
  exploring the Aldani Basin. A young shaman named 
  Koura will enlist the party to help break the curse placed 
  upon her people, which changed them into lobsterfolk. She 
  asks the party to help her recover two lobsters (animal 
  lobsters) from an underground pool somewhere near the 
  floating earthmote, the Heart of Ubtao. The party will 
  travel from Koura’s village to the Heart of Ubtao and will 
  face monsters both living and undead along the way. 
  Once they reach the Heart of Ubtao, they will find a 
  cave entrance near where the red water is trickling down 
  from above. Within the cave, the characters find a pool 
  with two living lobsters in it. At the pool, the characters 
  find out that they were followed by a group of aldani that 
  want to maintain the status quo and their power within the 
  tribe. The party must protect the lobsters from the brutes 
  who want to stop Koura from breaking the curse. After 
  recovering the lobsters, the party will face a final threat 
  before Koura can return to the Aldani Basin with the 
  lobsters to break the curse. 
  Monster References
  The following monsters are used in this supplement: 
  • aldani (TOA, 210) – Members of the aldani tribe from Chult 
  whose ancestors were cursed by the god Ubtao a long time 
  ago to cause them to resemble humanoid lobsters.
  • aldani shaman – An aldani with druidic powers.
  • aldani brute – A particularly strong and aggressive aldani.
  • deinonychus zombie – An undead dinosaur that is a larger 
  cousin of the velociraptor with deadly claws and teeth. 
  • ghast (Basic Rules, 311) – A more powerful ghoul with a long 
  tongue and horrible stench.
  • ghoul (Basic Rules, 130) – An undead humanoid that roams 
  in packs, driven by an insatiable hunger for humanoid flesh.
  • hadrosaurus (TOA, 224) – A semi-quadrupedal herbivore 
  dinosaur recognizable by its bony head crest.
  • iron lobster – A lobster whose shell has been enhanced by 
  absorbing metals from spending centuries in a pool beneath 
  the Heart of Ubtao.
  • skeleton (Basic Rules, 152) – A mindless undead creature 
  made only of bones.
  • spinosaurus – A large carnivorous dinosaur that dwells in 
  marshy areas. It has a long snout, powerful claws and a large 
  sail on its back.
  • spinosaurus zombie – An undead zombie spinosaurus.
  • zombie (Basic Rules, 161) – A mindless undead creature.
   
  Dramatis Personae
  The following characters from Tomb of Annihilation and new in 
  this supplement are referenced in this document:
  • Commander Niles Breakbone (TOA, 47) – Human 
  commander of the Order of the Gauntlet at Camp Vengeance.
  • Koura – The aldani shaman of Nephropia who wants to break 
  the curse upon her people.
  • Kutu – An aldani brute who enjoys his position of power 
  amongst the aldani due to his strength..
  • Nanny Pu'pu (TOA, 72) – The green hag living in Mbala.
  • Ubtao (TOA, 210) – The god of Chult who cursed the aldani 
  people a long time ago. 
  • Valindra Shadowmantle (TOA, 58) – An elven lich who works 
  for the Red Wizards tasked with finding the Soulmonger.
  Official Material References
  The supplement references Tomb of Annihilation (TOA) followed 
  by a page number as a recommendation for further reading.
  Aldani Basin
  This adventure takes place in the Aldani Basin on the 
  Chultan penninsula. The Soshenstar and Tath rivers 
  flow out of this marshy upland basin, which is a popular 
  feeding ground for dinosaurs and swarms of biting 
  insects. Tall plateaus and walls of dense foliage enclose 
  the marsh.
  The basin is named after the aldani, a race of 
  lobsterfolk. Many Chultans recall childhood fables about 
  the eerie lobsterfolk that lived in the rivers and lakes 
  of their homeland. No reliable witnesses have reported 
  an encounter with aldani in decades, so most Chultans 
  believe the aldani perished. In fact, the lobsterfolk 
  retreated to the secluded lakes of this basin, where they’ve 
  kept hidden for a century.
  
  4  |  ADVENTURE HOOKS
   |  ADVENTURE HOOKS
  Adventure Hooks
  This section expands on a few adventure hooks from 
  Tomb of Annihilation and provides a few new ones to 
  encourage characters to visit Aldani Basin and start the 
  adventure.
  Escort a Priest to Camp 
  Vengeance
  In Chapter 1: Port Nyanzaru, the characters may be 
  asked to help Undril Silvertusk reach Camp Vengeance. 
  If the party is following the quest Escort a Priest to Camp 
  Vengeance (TOA, 17) from Port Nyanzaru, you can have 
  Commander Niles Breakbone offer either of the following 
  quests to the party. 
  • Commander Niles Breakbone has heard rumors of 
  powerful lobsterfolk living in the Aldani Basin. He wants 
  the characters to act as an emissary so that the lobsterfolk 
  and the Order of the Gauntlet can join forces against the 
  undead. If the characters successfully broker a peace with 
  the aldani, Commander Breakbone will offer them a +1 
  shield or +1 weapon from one of his fallen captains at your 
  discretion.
  • Commander Niles Breakbone has heard rumors of 
  powerful lobsterfolk living in the Aldani Basin and sent 
  soldiers to broker an alliance with them. The soldiers 
  never returned. If the characters are able to rescue the 
  soldiers, Commander Breakbone will offer them a +1 
  shield or +1 weapon from one of his fallen captains at your 
  discretion.
  Explore the Aldani Basin
  In Chapter 1: Port Nyanzaru, the characters may be 
  asked to explore the Aldani Basin with Inete, an acolyte 
  of Savras for 100 gp. If the party is following the quest 
  Explore Aldani Basin (TOA, 17) you can have the party 
  run into a group of aldani a few days after they reach the 
  Aldani Basin. 
  Reagents for Nanny Pu'pu
  If the party is on peaceful terms with Nanny Pu’pu in 
  Mbala (TOA, 72), you can have her ask the party to 
  recover reagents from the Aldani Basin (or perhaps the 
  aldani people). The particular reagent could be an aldani 
  lobster claw, a pearl, or 2d4 cups of Tath skullcap, a plant 
  that only grows in the Aldani Basin (see page 11 of this 
  adventure).
  Aldani Random Encounter
  If you are running random encounters, at any point if you 
  roll an aldani encounter (04–07 in a river or 01–10 in a 
  swamp on the Wilderness Encounters table on page 194, 
  Appendix B of Tomb of Annihilation), you can alternatively 
  start this adventure from Part 1 – Aldani Encounter on 
  page 5 of this adventure. 
  Brief History of the Aldani Tribe
  The following is an unofficial historical account of the Aldani 
  Tribe is based on written material in Tomb of Annihilation.  
  The aldani people were once human members of a now-
  extinct tribe. They were cursed by Ubtao millennia ago, as they 
  had angered Ubtao due to their wanton overfishing of Chult’s 
  lobsters. Ubtao’s punishment was for them to take the form of 
  those they had eradicated. This event is referred to by aldani as 
  “The Chitining”. 
  Generations of aldani have lived as lobsterfolk, and most 
  of them are resigned to their fate in this form, thinking that 
  nothing can be done to lift the curse. Some of the aldani, 
  however, have embraced their cursed form and taken on a 
  brutish demeanor, exerting power through physical force upon 
  adventuring parties and smaller and weaker aldani. A small 
  number of aldani believe that they can break the curse and live 
  a better life.
  An aldani shaman, named Koura, is part of a line that 
  has passed down the story of The Chitining and knows that 
  restoring the lobsters to the waterways of Chult will lift the 
  curse. They have spent generations preparing the habitat of the 
  Aldani Basin for this restoration to ensure that such a miracle 
  would be possible. Now their primary obstacle is that no one 
  has seen a lobster in hundreds of years. Recently, Koura has 
  had a vision of a red pool beneath the Heart of Ubtao that has 
  two lobsters in it. However, the way to the pool is blocked by 
  the hordes of undead, and there are those in power who fear 
  this radical change in the status quo, and would seek to block 
  Koura from success at any cost. 
  
  Aldani tactics. The aldani each go for different targets, 
  feeling confident in their strength. Each aldani will retreat 
  when reduced below half of their maximum hit points. If 
  pursued, a fleeing aldani will offer a trinket worth 5 gp in 
  exchange for being left alone.
  Kutu is a NE male aldani brute that likes to assert his 
  dominance in the tribe with strength and intimidation 
  and, as such, he is unlikely to show cowardice and back 
  down from a fight. When Kutu is reduced to below half 
  of his maximum hit points, a LN female aldani shaman 
  named Koura arrives to break up the fight. Kutu demands 
  that the wretched characters leave the Aldani Basin, but 
  Koura insists that they may be useful in helping to defeat 
  the spinosaurus that has been prowling around and asks 
  them to come back to their village, Nephropia. 
  If the characters are hesitant to accept Koura’s 
  invitation, she says that her people often find treasures in 
  the marshland and would be happy to share them with the 
  characters in exchange for their help. If the characters are 
  more interested in information than treasures, Koura will 
  suggest the characters return to her hut where she can 
  share what information she knows about the surrounding 
  lands. 
  If the characters killed one of the aldani, Koura will 
  suggest they bring the body back to Nephropia and scolds 
  Kutu saying something to the effect of “this is why we 
  scare first, bribe second, and fight third.” She knows that 
  Kutu is aggressive and likely started the fight with the 
  adventurers.
  Roleplaying the Aldani
  The aldani are reclusive xenophobes. When disturbed, they try 
  to frighten intruders away without killing them, or even offer 
  bribes in exchange for being left alone. Some aldani have grown 
  distant from their humanity over time. These brutes come from 
  bloodlines of stronger, more aggressive aldani who assert their 
  dominance in the simple society. They are less peaceful towards 
  trespassers than other aldani, and all aldani know better than 
  to challenge their authority. You can roleplay aldani brutes as 
  tough bullies of average intelligence who are very concerned 
  about maintaining the appearance of strength. 
  In stark contrast to these ruffians are aldani shamans. Magic 
  is uncommon and mistrusted by the aldani, due to their curse. 
  However, the few shamans among their people demonstrate 
  its usefulness. Simple spells such as mold earth, druidcraft, and 
  shape water are used to manage their aquaculture complexes 
  and villages by performing more dexterous tasks than claws 
  would otherwise allow. You can roleplay Koura, the shaman, 
  as a wise and caring individual, who acts for the good of the 
  community and is able to see outsiders as more than simple 
  threats. 
  5
   THE ADVENTURE   |
   THE ADVENTURE   |
  +5
  +5
  Marshland
  Marshland
  The Adventure 
  The following sections describe the adventure, which is 
  broken into four parts. The first part is an encounter with 
  some of the aldani people, the second is exposition within 
  the aldani village of Nephropia, the third is travel and 
  gaining access to a special cave where two lobsters reside, 
  and the fourth contains encounters within and outside the 
  cave.
  Part 1 - Aldani Encounter
  During the journey in the Aldani Basin, at a time of 
  your choosing, the party gets ambushed by 2 aldani 
  and an aldani brute named Kutu. Usually aldani stay 
  clear of travelers and try to peacefully push them out of 
  the Aldani Basin, but Kutu is a bully and likes to incite 
  violence to show off his strength. Make Dexterity (Stealth) 
  checks for each of the aldani contested by each of the 
  characters’ passive Perception to determine surprise. Any 
  characters who are specifically keeping an eye out for 
  threats may make Wisdom (Perception) checks to notice 
  the approaching aldani. When the characters notice the 
  aldani, you can read the following text:
  Suddenly you hear the sound of scuttling across the wet 
  ground as three upright-walking human-sized lobster 
  creatures charge towards you. Their faces appear to be 
  mostly encased in their red shell-like armor, looking almost 
  humanoid except for their long eyestalks. 
  Marshland Battlemap. For this combat encounter, you 
  can have characters position themselves in their marching 
  order somewhere near the middle of the map. The aldani 
  approach from the direction of Nephropia. The top of the 
  map is north. The areas of the map with water are marshy 
  difficult terrain and the grassy rocks be elevated five feet 
  above the marsh. You can have climbing up the rocks 
  require a DC 10 Strength (Athletics check).
  +5
  +5
  +5
  +5
  Koura, Shaman of the Aldani Tribe
  Koura, Shaman of the Aldani Tribe
  +5
  +5
  +5
  +5
  +5
  +5
  +O
  +O
  Marsh
  Marsh
  Marsh
  Marsh
  
  6  |  THE ADVENTURE 
   |  THE ADVENTURE 
  Part 2 - Nephropia 
  The aldani live in many small villages throughout the 
  Aldani Basin, with varying levels of inundation. Nephropia 
  is a muddy collection of centralized huts surrounded by 
  a complex system of pools and channels devoted to food 
  production. As the characters get close to the outskirts of 
  Nephropia, you can read the following text:
  The muddy pathway emerges into a small rise. A half-mile 
  wide complex of labyrinthine channels and pools, with the 
  huts of the village visible on the other side can be seen ahead. 
  These waterways are teeming with small aquatic creatures and 
  plants. A few thousand feet to the west a herd of huge, long-
  necked reptiles lazily grazes on marsh grasses. The constant 
  buzzing of insects has become almost deafening in this area. 
  Some lobsterfolk harvest the various plants and fish in these 
  paddies, pausing to stare at you. Lobsterfolk children shout 
  and throw darts at the small flying dinosaurs that prove too 
  stubborn to flee, and suddenly dive into the water when they 
  notice you.
  Characters proficient in the Nature skill, may notice 
  that channels near to the village have earthworks devoted 
  to regulating water levels. The pools contain a variety of 
  edible creatures including catfish, snails, eels, carp, and 
  baitfish. In other pools, the aldani grow rice, lotus, ling 
  nuts, and a variety of greens and berries.
  When the party arrives at the central portion of 
  Nephropia, you can read the following text:
  The channel cuts right through the middle of the village. 
  Lining the canal are thatch and mud huts set right into the 
  mud. The huts lack doors and feature wide thresholds. A few 
  stilted silos rise above the mud here and there. The channel 
  terminates in a circle around a mound at the center of the 
  village, where a raised bed of dried mud emerges from the 
  waterline. Benches of dried mud and thatch form concentric 
  rings around the apex of this small hill.
  Most of the houses are in similar condition, of thatch 
  and mud, with large doorways to accommodate the 
  aldani’s bulk and have no doors, which aldani claws would 
  be unable to operate. The center of the village is on a 
  raised bed of dried mud, with benches shaped from mud 
  and thatch allowing for centralized meetings to take place. 
  When the characters enter Nephropia, aldani emerge 
  from their huts carrying small shiny worthless trinkets 
  hoping to bribe the characters into leaving. Koura explains 
  to the village folk that she brought the characters to the 
  village to help deal with the spinosaurus that has been 
  raiding ponds and attacking foragers in the area. This 
  is only a partial lie as several aldani have recently been 
  eaten by a ferocious spinosaurus wandering the basin’s 
  outskirts. She would love for the characters to help with 
  that issue as well, but she has a bigger mission in mind for 
  them.
  Koura's Vision
  Koura will lead the characters to her hut. Koura has 
  recently taken up the mantle of the tribe’s shaman. 
  Through her training, Koura learned the tale of how the 
  Chitining was the result of her people’s overfishing of 
  lobster and has carried on the tradition of trying to teach 
  her people sustainability. She believes wholeheartedly that 
  the solution to the curse is to repopulate the lobsters of the 
  Aldani Basin, but nobody has seen a lobster in centuries. 
  Once the characters are in the privacy of her hovel, 
  Koura shares with the party that she has been seeing 
  visions of a subterranean red pool with two healthy 
  lobsters living within it. She knows that the only red water 
  in the region is what drips down from the Heart of Ubtao, 
  but the area is full of undead. She begs the characters 
  for their help and offers them her most valued treasure, 
  a necklace with five pearls passed down from her elders. 
  Four of the pearls on the necklace are worth 100 gp each 
  and the fifth is a pearl of power.
  If questioned about why she wishes to have the curse 
  lifted, Koura will explain the obvious limitations of having 
  claws rather than hands. Her people can barely build 
  structures and lack the anatomy to use tools or weapons to 
  help them adapt and survive.
  Koura offers to lead the party to the Heart of Ubtao and 
  asks that they not share the true goal of their mission with 
  the other aldani. She informs them that many of the aldani 
  are resigned to their fate as lobsterfolk, and those that 
  follow Kutu would be certain to interfere with any efforts 
  to upset the status quo, where the strongest aldani hold 
  the power.
  Aldani Knowledge
  While the characters are in Nephropia, they have an opportunity 
  to help Aldani people with various tasks such as crafting nets, 
  hunting, and building. Be sure to highlight the challenges 
  the Aldani experience by not having fingers or hands. If the 
  characters make a good impression, you can have the Aldani 
  warm up to the outsiders and share local knowledge about the 
  jungle, locations around Aldani Basin, and knowledge of the 
  jungle flora including citronella, ling nuts and Tath skullcap (see 
  page 11).   
  Trade in Nephropia
  The aldani have no need for or interest in gold, but 
  potentially have a number of things for trade. After 
  characters leave Port Nyanzaru, there are almost no 
  opportunities for characters to offload loot and for casters 
  to pick up spell components. At your discretion, the aldani 
  can have the following items for trade:
  • A limited supply of nonperishable adventuring gear from 
  Chapter 5 Player's Handbook that explorers may have lost 
  or died with in the jungle.
  • Spell components including: charcoal, incense and 
  herb mixture (find familiar), diamonds (chromatic orb, 
  nondetection, etc.), marked bones (augury), and pearls 
  (identify). At your discretion more items may be available.
  • Jungle flora from Appendix C of Tomb of Annihilation 
  plus species native to the Aldani Basin from this 
  supplement including citronella, ling nuts, and Tath 
  skullcap. 
  • Trained hadrosauruses for use as pack animals.
  Aldani will generally value things with practical use 
  such as nets, animal hides, and jungle plants. In addition, 
  characters with hands and fingers may be able to help the 
  aldani with various tasks for a day's worth of work to earn 
  credit for trading. 
  
  7
   THE ADVENTURE   |
   THE ADVENTURE   |
  Part 3 - Travel to the Pool
  The Heart of Ubtao is 50 miles southeast of Nephropia. If 
  the party is traveling with Koura or if it is a clear day when 
  the Heart of Ubtao is visible in the sky, you can have the 
  party forgo Wisdom (Survival) checks as the chances of 
  getting lost are minimal. 
  Additionally, if you are using random encounters, 
  you can have Koura steer the party clear of creature 
  encounters or use her speak with animals spell to 
  convince wandering beasts that they mean no harm for 
  the first 30 miles. Once the characters have reached the 
  30 mile mark, Koura informs them that they are moving 
  into undead territory and should be on their guard. At 
  this point, you can use either of the following encounters 
  during the last 20 miles of travel to set the mood or tax the 
  parties resources before running the Quicksand or Tall 
  Grass encounters later in the day:
  Ghouls. Any character with a passive Wisdom 
  (Perception) score of 12 or higher hears and smells a 
  ghoul pack approaching, consisting of 3 ghouls led by a 
  ghast (4 ghouls if the party is level 4). The ghast has a blue 
  triangle tattooed on its forehead — an indicator that it once 
  served Ras Nsi.
  Zombies. Characters catch the scent of death on the 
  air and hear the undead lumbering through the jungle. A 
  horde of 5 zombies and 5 skeletons approaches (or 6 of 
  each if the party is level 4).
  Quicksand Encounter
  On the day when the party is traveling between the 30 
  and 40 mile mark, you can run the following encounter 
  during daytime travel. The party suddenly realizes that 
  they have wandered into an area of quicksand. Anyone 
  specifically keeping watch must succeed a DC 15 Wisdom 
  (Perception) check to avoid stepping in it. Anyone not 
  keeping watch with a passive Perception below 15 finds 
  themself in one of the corners of a 10 by 10-foot pit of 
  quicksand. Have everyone, including Koura, roll initiative. 
  At the start of each creature’s turn, it sinks 1d4 + 1 feet 
  into the quicksand and becomes restrained. At the start of 
  each of the creature’s turns thereafter, it sinks another 1d4 
  feet. As long as the creature is not completely submerged 
  in quicksand, it can escape by using its action and 
  succeeding on a Strength check. The DC is 10 plus the 
  number of feet the creature has sunk into the quicksand. 
  A creature that is completely submerged in quicksand 
  cannot breathe. 
  Suffocation Rules
  A creature can hold its breath for a number of minutes equal to 
  1 + its Constitution modifier (minimum of 30 seconds). When 
  a creature runs out of breath or is choking, it can survive for a 
  number of rounds equal to its Constitution modifier (minimum 
  of 1 round). At the start of its next turn, it drops to 0 hit points 
  and is dying, and it can't regain hit points or be stabilized until 
  it can breathe again. 
  A creature can pull another creature within its reach 
  out of a quicksand pit by using its action and succeeding 
  on a Strength check. The DC is 5 plus the number of feet 
  the target creature has sunk into the quicksand. The mold 
  earth spell can cause a creature stuck in quicksand to rise 
  up to 5 feet, and removes the restrained condition for one 
  round. 
  A lone spinosaurus is prowling nearby and hears the 
  commotion. It arrives during the first round of initiative 
  while the party is scrambling to escape the quicksand and 
  attacks on the second round. 
  Quicksand Battlemap. You can assume characters 
  approach from the bottom-left. When the characters 
  wander into the quicksand, you can have them position 
  themselves in the central muddy area on the map. You 
  can draw 10x10-foot boxes around each of the characters 
  that failed to notice the quicksand to represent areas of 
  quicksand (examples shown with a 'Q' on the map). You 
  can rule that other areas are more stable ground or place 
  additional quicksand areas as you wish. The spinosaurus 
  approaches from the top-right.
  Tall Grass Encounter
  On the last day before the party reaches the Heart of 
  Ubtao, you can run the following encounter when the 
  party makes camp.
  After another long day of travel, the marsh of the Aldani Basin 
  gives way to tall grassland and small shrubs. The sturdy soil 
  provides respite from the mushy ground of the marshes. The 
  Heart of Ubtao hangs in the sky a few miles to the southeast 
  and a few hundred feet in the air as the sunlight fades.
  Nephropia
  Nephropia
  Quicksand
  Quicksand
  Q
  Q
  River Tath
  River Tath
  Headwaters
  Headwaters x
  
  8  |  THE ADVENTURE 
   |  THE ADVENTURE 
  During he night, a pack of 4 deinonychus zombies 
  sneak up and attack from the tall grass (five if the party is 
  level 4). 
  During the first round of combat, each deinonychus will 
  attempt to knock characters prone using their pounce 
  feature and then grapple their victim. Creatures standing 
  in the grass are lightly obscured from creatures more than 
  10 feet away.
  During the second round of combat, any deinonychus 
  that have a creature grappled will drag it into the tall grass 
  before making attacks. Creatures that are prone or being 
  dragged through the tall grass are heavily obscured from 
  creatures more than 10 feet away.
  Tall Grass Battlemap. You can assume the party 
  made camp in the area labeled 'Camp Area' and that the 
  surrounding green areas on the map are tall grass. For 
  added terrain elements, you can have the raised area 
  on the bottom right side of the map be 15 feet high and 
  require a DC 15 Strength (Athletics) check to climb. The 
  area to the top left of the map descends towards the water 
  and is 5 feet lower than the camp area.
  Camp 
  Camp 
  Area
  Area
  Part 4 - The Everrust Pool
  After 50 miles travel the characters near the Heart of 
  Ubtao and the cave. Centuries ago the cave was referred 
  to as Everrust Cave due to the rusty colored water, but 
  the name has since been lost to time. Once the characters 
  near the Heart of Ubtao, you can read the description 
  presented on page 58 of Tomb of Annihilation:
  A massive chunk of earth and rock torn from the earth drifts 
  over the swampy forest, about two hundred feet above the 
  ground. A petrified tree towers above the stone, with its stone 
  roots protruding from the bottom. Between the shape of 
  the rock and the branching of the tree’s limbs, it creates the 
  impression of a gigantic stone heart hanging in the sky. The 
  impression is only made more gruesome by the red liquid 
  dripping from the roots.
  You see a cave mouth in the side of the slowly rotating 
  “heart,” and a staircase winding from the cave up to the 
  flattened top where the petrified tree stands. The staircase 
  definitely isn’t natural; it was carved with tools into the rock.
  Outside of Everrust Cave
  Koura knows from her vision that the pool they are 
  looking for has red water and proposes searching beneath 
  the heart. When the characters are roughly below the 
  heart, you can read the following description of the cave 
  entrance. 
  A small, shallow pool of red water sits beneath the heart. 
  Vegetation grows more sparsely in this area. A rocky cave 
  entrance lies just a few paces north of the pool. 
  You can have players position themselves on the Cave 
  Entrance Battlemap from page 10 of this adventure as 
  they are investigating the scene, but there is no combat 
  encounter here yet (see Leaving the Cave). 
  The pool contains water rich in iron, which gives it the 
  red color. There are no living creatures visible in the pool, 
  though a close examination by a character proficient in 
  Nature will reveal inedible but harmless brine shrimp and 
  algae. The water is safe to drink, but has a fairly metallic 
  taste. In the past, visitors to the Heart of Ubtao would 
  toss coins into this pool from above. Siltation has buried 
  most of these coins over time, but they can be uncovered 
  with a DC 15 Intelligence (Investigation) check by anyone 
  searching the bottom of the pool. 
  Treasure. The pool contains 80 gold pieces, 5 turquoise 
  gems worth 10 gp each, and a ring of swimming. 
  Watched From Above
  While the characters are considering the outside of the 
  cave, Valindra Shadowmantle observes them from atop 
  the heart under the effect of greater invisibility. In fact, 
  Valindra has been keeping an eye on the party since they 
  crossed into undead territory. After finding the corpse of 
  the spinosaurus defeated by the party in Part 3, Valindra 
  decided to reanimate the beast as a zombie for later use. 
  She may be curious to test the strength of the adventurers 
  and observe their combat prowess firsthand before 
  forming an alliance with them to find the Soulmonger. 
  Tall Grass
  Tall Grass
  Tall 
  Tall 
  Grass
  Grass
  Tall 
  Tall 
  Grass
  Grass
  +15
  +15
  +O
  +O
  -5
  -5
  
  9
   THE ADVENTURE   |
   THE ADVENTURE   |
  Puzzle Door
  10 feet inside the cave, the party comes to a stone wall 
  with a hidden door. 
  Just within the mouth of the cave lies a stone wall with an 
  inscription etched above a circular maze. 
  The inscription is written in Common and reads:
  Thicker than water, 
  Trickles of red,
  Trace with a finger, 
  To prove you’re not dead.
  A character who pricks their finger to draw blood and 
  traces the maze causes the outline of a door to appear 
  on the stone wall for an hour. The stone door is unlocked 
  and can be opened by pushing on it. From inside the cave, 
  the door is always visible and can be opened by pulling 
  on the natural rocks. The riddle not only kept out undead 
  for centuries, but also kept out aldani because they lack 
  fingers to trace with. 
  Inside Everrust Cave
  When the party enters the cave, you can reveal Battlemap 
  4. Have the players position themselves as they investigate 
  the cave. Additionally, you can read the following 
  description:
  A dark tunnel meanders underground, a dim glow from deep 
  within is just visible as the corridor turns. Water droplets stick 
  to the stone as the warm air from above gives way to the cool, 
  damp air of the cave. Pale moss and fungi form patches along 
  the sides of the path, which opens into a vaulted, wide cavern. 
  From the ceiling hang bead-like threads of dimly glowing blue-
  green luminescence. In the center of this cavern is a small 
  pool of red water, fed by five small, slow streams flowing from 
  small openings in the chamber’s walls. 
  Resting in the pool are 2 iron lobsters. The lobsters 
  haven’t successfully bred because the iron in the water 
  kills the eggs. However, the lobsters also never get sick 
  because of the chemical and magical properties of the 
  water so they have managed to live for hundreds of years 
  without reproducing. 
  Upon close inspection, unhatched eggs can be seen 
  floating in the water, which make food for the other 
  denizens of the cave. The flora and fauna of the cave can 
  provide several material spell components including: bat 
  guano (for fireball) and fur (for darkness), phosphorescent 
  moss (for light), cave crickets (for sleep and jump), and 
  glowworms (for dancing lights). 
  Once the party is situated in the cave, Koura uses speak 
  with animals to communicate with the lobsters that the 
  party means them no harm. 
  Drinking from the pool. Any creature who drinks 
  the red water from the pool is cured of any disease 
  they currently suffer from, but must succeed a DC 
  12 Constitution saving throw or be poisoned for an 
  hour. If the check fails by more than 5, the creature 
  is incapacitated for a minute as it experiences a fit of 
  vomiting. 
  Claws Out
  Once Koura collects the lobsters, the party notices a group 
  of aldani enter the cave behind them. 
  Kutu, flanked by several smaller aldani stand at the entrance 
  of the cavern. “Koura, you scrawny little rabble rouser. 
  Whatever you’re doing with those lobsters, I know it can’t 
  be any good - you lied to the village! You follow the guidance 
  of a useless teacher so old and weak his shell rotted and 
  cracked! You bring in these dangerous outsiders against all 
  our traditions! This cannot be allowed, whatever it is! Your job 
  is supposed to be making sure the crops grow, and that’s it! 
  We’re going to make sure that’s all you do. Crush the lobsters 
  and let’s be done with these squishies.” 
  Kutu is accompanied by 3 aldani followers. Their main 
  objective is to kill the lobsters. Koura will attempt to put 
  herself between the assailants and the lobsters, guarding 
  the lobsters and supporting the party. During the combat, 
  the aldani aggressors will attempt to reduce Koura to zero 
  hit points, knocking her out. Once Koura is knocked out 
  for the first time, they then attack the lobsters directly. 
  Everrust Cave Battlemap. The cave is dimly lit. The 
  pool is shallow, but is 5 feet below the rest of the cave 
  floor. The ceiling within the cave is 8 feet high in the 
  tunnel and 15 feet high in the main chamber. The walls 
  have plenty of handholds and can be climbed with a DC 10 
  Strength (Athletics) check. If player characters were not 
  already on the map, you can have them place themselves 
  near the pool. Kutu and the other aldani begin combat at 
  the bottom of the map in the tunnel. 
  A battle of wits. Characters may try to reason with 
  Kutu, but he is only concerned with strength and power. 
  There is one course of action that may appeal to his 
  interests. Characters may be able to convince Kutu 
  to drink from the fountain under the guise that it will 
  Everrust Cave
  Everrust Cave
  
  10
  10  |  THE ADVENTURE 
   |  THE ADVENTURE 
  turn his shell to metal as it has done for the lobsters 
  with a successful DC 14 Charisma (Deception) check. 
  If convinced to drink from the pool, you can have Kutu 
  fail the Constitution saving throw for the water and 
  experience intense vomiting for a minute while the 
  characters either flee or deal with his minions. 
  After dealing with Kutu and his followers, Koura 
  will ask the characters to accompany her back to the 
  headwaters of the River Tath, roughly 30 miles to the 
  west, where she plans to release the lobsters into the 
  wild so that they can repopulate in order to break the 
  curse. If the lobsters perish during the encounter, hope is 
  not all lost. Koura still asks the accompany her with the 
  dead lobsters so that she can invoke an ancient ritual and 
  possibly bring them back to life.
  Leaving the Cave
  As mentioned in 'Watched from Above', Valindra 
  Shadowmantle is waiting to see who exits from the 
  activities in the cave below. When the characters emerge 
  from the cave, Valindra sends the spinosaurus zombie to 
  greet them so that she can observe their combat prowess 
  for herself. If the party did not kill Kutu, they may be able 
  to form an alliance with him to deal with this threat.
  Cave Entrance Battlemap. The pool outside of the cave 
  is 2 feet deep and is difficult terrain for creatures medium 
  sized or smaller. The first terrace above the cave entrance 
  is 5 feet higher than the base elevation. The second 
  terrace is 15 feet higher than the base elevation. The walls 
  between terraces can be easily climbed without making 
  a check. The characters begin combat by positioning 
  themselves at the mouth of the cave. The spinosaurus 
  zombie begins the encounter on the other side of the pool 
  at the location marked 'S', which is partially hidden by a 
  large boulder from the vantage point of the cave entrance. 
  The spinosaurus can easily jump up the terraces without 
  needing to climb. 
  After defeating the spinosaurus zombie, Koura and the 
  characters can head out to the headwaters of the River 
  Tath immediately. Alternatively, you can first have Valindra 
  Shadowmantle introduce herself to the party at the Heart 
  of Ubtao. This introduction may steer the party back 
  towards the main quest of finding answers about Omu and 
  the Soulmonger at the conclusion of this adventure.
  Conclusion
  At the headwaters of the River Tath, 30 miles to the west 
  of the Heart of Ubtao, Koura gently places the lobsters into 
  the river. 
  If the lobsters are dead, she will invoke an ancient ritual 
  where her life force is transfered into the lobsters, bring 
  them back to life (the death curse only affects humanoids 
  so lobsters are unaffected by it). The ritual takes place 
  over the course of an hour during which Koura suffers 
  from a point of exhaustion every 10 minutes until she dies. 
  When Koura places the live lobsters in the water or just 
  before she completes the ritual, you can read:
  You watch as Koura’s carapace turns dark. Her limbs and 
  eyestalks lose their rigidity. Her claws slide off her arms like a 
  pair of elbow-length gloves, revealing a Chultan complexion 
  and smooth human skin. Her eyestalks retreat into her face, 
  and the rest of the now-limp carapace detaches in flakes. 
  A few patches of darkened chitin remain on her neck and 
  scattered about her body, but she is now obviously a human 
  of sorts. Koura looks at herself in the water’s reflection. She 
  traces her fingers across a smooth cheek and flexes her 
  hands, fanning her fingers open and closed.
  If Koura performed the life-giving ritual, you can add:
  Koura haltingly struggles to take breath, and says “Now my 
  people will be free. Thank you.” Then she collapses.
  Either way, the curse is broken and the aldani become 
  humans once more, while retaining some of their lobster-
  like features. See the aldani human stat block at the end 
  of this supplement, if needed.
  Troubleshooting
  The adventure is fairly linear, but there are a few ways the 
  party could potentially get stuck. Potential solutions are 
  presented below.
  The adventure starts with fighting an aldani brute 
  (Kutu) and a few regular aldani. If the party happens to kill 
  Kutu before Koura can intervene, you can have the aldani 
  brute be one of Kutu's followers rather than Kutu himself. 
  Koura can inform the players that the group of aldani they 
  fought all follow a particularly aggressive and mean aldani 
  named Kutu. 
  The adventure hinges on Koura being alive so that 
  she can break the curse. She is meant to fight alongside 
  and support the party, but you can have monsters avoid 
  targeting her – preferring meat without troublesome 
  shells. In general, you can have her lend aid with cure 
  wounds rather than using her more offensive spells, which 
  would attract enemy attention.
  The puzzle door riddle meant to be fairly simple, but 
  there is a chance that some parties may not figure it out. 
  If the party does not figure out what to do with the door 
  riddle, you can have Koura tell them that legends of Ubtao 
  say that his priests used to trace mazes with a finger as a 
  sign of good luck. Additionally, you can have Koura infer 
  that blood is both thicker than water and certainly red, but 
  give the players ample time to reason it out themselves 
  before offering hints.
  Cave Entrance
  Cave Entrance
  +O
  +O
  +5
  +5
  +15
  +15
  S
  
  11
  11
   MAGIC ITEMS  |
   MAGIC ITEMS  |
  References for the 
  Adventure: 
  This section explains a few of the references for this 
  adventure. 
  • Kutu. Swahili word for rust, named for Rusty Crayfish, 
  which are invasive in many areas where they push other 
  crayfish out of their native habitat.
  • Koura. Maori (indigenous New Zealander) word for 
  crayfish.
  • Nephropia. Named for the Latin name for the lobster 
  family, Nephropidae.
  • Chultan lobster characteristics. The real-world analog 
  of Chultan river lobsters is unclear in the lore. Many 
  lobster-like groups exist, and their distinctions are not 
  usually made apparent to anyone but those interested 
  very specifically in their biology. Tropical marine 
  lobsters are different from freshwater crayfish which are 
  different from temperate marine lobsters, in terms of 
  family and habitat. In order to get as accurate within the 
  Decapoda as possible, we used the freshwater crayfish 
  genus Procambarus as a baseline. Many species in this 
  genus live both in caves and aboveground in tropical and 
  subtropical environments. We also included some traits 
  from the other families, such as the slow aging process 
  of the temperate lobsters due to telomerase. The lobsters 
  in this module have developed hardened shells that resist 
  damage, and diseases cannot affect them in their pool, 
  allowing lobsters in the pool to live for long periods of 
  time.
  • Aldani aquaculture. The pools and paddies of the 
  aldani are based on various forms of sustainable and 
  efficient aquaculture, in which plants are grown in water 
  and receive nutrients from fish waste. Fishes help control 
  insect populations that would otherwise feed upon these 
  crops, and also eat the larva of pests such as mosquitoes.
  • Aldani children. Many pre-industrial agricultural 
  societies relied on the unskilled labor of children to 
  protect crops from birds and help fend off or summon help 
  for repelling larger threats to livestock.
  • Spinosaurus. A piscivorous and carnivorous Cretaceous 
  dinosaur known from North Africa noted for its large 
  thermoregulatory sail, like that of Dimetrodon, and its 
  crocodile-like swimming ability.
  • Tall grass. Yes, that is very much inspired by the second 
  Jurassic Park movie, “The Lost World: Jurassic Park”, 
  1997.
  • Cave life. The subterranean glowworms, fungi, etc. 
  are primarily based upon the glowworm caves of New 
  Zealand, which feature crickets, arachnids, flies, fungi, 
  eels, bats, and more. Animals can fall and become stuck 
  or injured, and carcasses tend to flow down into caves and 
  provide a glut of nutrients for cave life.
  Magic Items
  Pearl of Power
  Wonderous item, uncommon (requires attunement by a 
  Spellcaster)
  While this pearl is on your person, you can use an action 
  to speak its command word and regain one expended spell 
  slot. If the expended slot was of 4th level or higher, the 
  new slot is 3rd level. Once you use the pearl, it can't be 
  used again until the next dawn.
  Ring of Swimming
  Ring, uncommon
  You have a swimming speed of 40 feet while wearing this 
  ring.
  Mundane Items
  Citronella
  An adaptable type of grass, with varieties growing in 
  most Chultan environs. Can be burnt as a block of Insect 
  Repellent-Incense. When lit, it burns for 8 hours and 
  repels normal insects within a 20-foot-radius.
  Ling Nuts
  Ling Nuts, also known as “water caltrops”, are nuts with 
  four half-inch long barbed spines that aldani use for 
  protection on the outskirts of their villages. As an action, 
  you can spread a bag of Ling Nuts to cover a square area 
  that is 5 feet on a side. Any creature that enters the area 
  must succeed on a DC 15 Dexterity saving throw or stop 
  moving this turn and take 1 piercing damage. Taking this 
  damage reduces the creature's walking speed by 10 feet 
  until the creature regains at least 1 hit point. A creature 
  moving through the area at half speed doesn't need to 
  make the save. Once spread on the ground, the Ling Nuts 
  cannot be used again in this fashion, but each nut provides 
  a half a pound of food. 
  Tath Skullcap
  These rare but noticeable reddish purple flowers are 
  small herbs that grow in the boggy soils of the Aldani 
  Basin. Named after the River Tath, these flowers have 
  many uses in aldani medicine, but consuming a pint of the 
  unprocessed flowers is said to calm muscles and the mind. 
  As an action, you can consume or feed another creature a 
  pint of the flowers, ending any effect causing the paralyzed 
  or frightened condition.
  
  12
  12  |  MONSTERS
   |  MONSTERS
  Monsters
  Aldani Brute
  Aldani Brute
  Medium humanoid, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 20 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  8 (-1) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Skills Intimidation +2, Perception +3, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Amphibious. The aldani can breathe air and water.
  Aggressive. As a bonus action, the aldani can move up to its 
  speed toward a hostile creature that it can see.
  Actions
  Multiattack. The aldani makes two attacks with its claws.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  5 (1d8 + 3) slashing damage, and the target is grappled (escape 
  DC 13). The aldani has two claws, each of which can grapple only 
  one target.
  Aldani Shaman
  Aldani Shaman
  Medium humanoid, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 49 (9d8 + 9)
  Speed 20 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   11 (+0) 
  8 (-1) 
  12 (+1) 
  10 (+0) 
  16 (+3) 
  10 (+0)
  Skills Nature +2, Perception +5, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common
  Challenge 2 (450 XP)
  Amphibious. The aldani can breathe air and water.
  Spellcasting. The aldani is a 4th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It 
  knows the following druid spells:
  Cantrips (at will): druidcraft, mold earth, shape water
  1st level (4 slots): animal friendship, cure wounds, speak with 
  animals, thunderwave
  2nd level (3 slots): moonbeam, pass without trace
  Actions
  Multiattack. The aldani makes two attacks with its claws.
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  4 (1d8) slashing damage, and the target is grappled (escape DC 
  10). The aldani has two claws, each of which can grapple only one 
  target.
  Deinonychus Zombie
  Deinonychus Zombie
  Medium undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 26 (4d8 + 8)
  Speed 40 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  15 (+2) 
  14 (+2) 
  4 (-3) 
  6 (-2) 
  6 (-2)
  Skills Perception +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages --
  Challenge 1 (200 XP)
  Pounce. If the deinonychus moves at least 20 feet straight toward 
  a creature and then hits it with a claw attack on the same turn, 
  that target must succeed on a DC 12 Strength saving throw or be 
  knocked prone. If the target is prone, the deinonychus can make 
  one bite attack against it as a bonus action.
  Undead Fortitude. If damage reduces the deinonychus to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the deinonychus drops to 1 hit point instead.
  Actions
  Multiattack. The deinonychus makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 
  (1d8+2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8+2) slashing damage.
  Aldani Human
  Aldani Human
  Medium humanoid, lawful neutral
  Armor Class 15 (natural armor, shield)
  Hit Points 11 (2d8+2)
  Speed 30 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Survival +2
  Senses passive Perception 10
  Languages Common
  Challenge 1/8 (25 XP)
  Amphibious. The aldani can breathe air and water.
  Actions
  Yklwa. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 
  range 10/30 ft., one target. Hit: 4 (1d8+1) piercing damage.
  Aldani Variant Humans
  At your discretion, a player can plan a variant human - aldani, 
  using the traits described below as their initial feat if they need 
  a replacement character later in the adventure. 
  • Parts of your skin are covered by a thin sheen of lobster-like 
  scales. When you aren’t wearing armor, your AC equals 13 + 
  your Dexterity modifier.
  • You have a swimming speed of 30 ft.
  • You are amphibious and can breathe both water and air. 
  You gain proficiency in the Survival skill. 
  
  13
  13
   MONSTERS  |
   MONSTERS  |
  Spinosaurus
  Spinosaurus
  Huge beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 40 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  13 (+1) 
  17 (+3) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Skills Perception +3
  Senses passive Perception 13
  Languages --
  Challenge 4 (1,100 XP)
  Hold Breath. The spinosaurus can hold its breath for 30 minutes.
  Actions
  Multiattack. The spinosaurus makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 18 (2d12 + 5) piercing damage. If the target is a Medium or 
  smaller creature, it is grappled (escape DC 15). Until the grapple 
  ends, the target is restrained, the spinosaurus can't bite another 
  target.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 5) slashing damage.
  Spinosaurus Zombie
  Spinosaurus Zombie
  Huge undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 40 ft., swim 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5) 
  13 (+1) 
  17 (+3) 
  2 (-4) 
  6 (-2) 
  5 (-3)
  Skills Perception +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages --
  Challenge 4 (200 XP)
  Undead Fortitude. If damage reduces the deinonychus to 0 hit 
  points, it must make a Constitution saving throw with a DC of 5 + 
  the damage taken, unless the damage is radiant or from a critical 
  hit. On a success, the deinonychus drops to 1 hit point instead.
  Actions
  Multiattack. The spinosaurus makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 18 (2d12 + 5) piercing damage. If the target is a Medium or 
  smaller creature, it is grappled (escape DC 15). Until the grapple 
  ends, the target is restrained, the spinosaurus can't bite another 
  target.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 5) slashing damage.
  Iron Lobster
  Iron Lobster
  Tiny beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 7 (2d4 + 2)
  Speed 10 ft., swim 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  10 (+0) 
  12 (+1) 
  2 (-4) 
  12 (+1) 
  5 (-3)
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren't adamantine
  Skills Perception +3
  Senses blindsight 30 ft., passive Perception 11
  Languages --
  Challenge 1/8 (25 XP)
  Amphibious. The lobster can breathe air and water.
  Iron shell. The lobster has integrated heavy metals into its 
  carapace and does not take additional damage from critical hits.
  Iron claw. When the lobster attacks a creature that has at least 
  one finger or toe with this attack and rolls a 20 on the attack 
  roll, it cuts off one of the creature's fingers or toes. A creature is 
  immune to this effect if it is immune to slashing damage or has 
  no fingers or toes, or the GM decides that the creature is too big 
  for its fingers or toes to be cut off with this attack.
  Actions
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d4) slashing damage.
  
  Dan Kahn & 
  Eventyr Games 
  Collaboration
  We hope you’ve enjoyed the content in this 
  compendium. If you find any errors, have a good 
  idea, or just want to get in touch, you can reach 
  out to Dan Kahn at leprekahn7@gmail.com.
  To be notified about similar content, as well as 
  special promotions and new products, click here 
  to join the Eventyr Games mailing list.
  More Dan Kahn Products
  Ruins of Mbala
  Secrets of Shilku
  Whispers in the Nsi Wastes
  More Eventyr Games Products
  Baldur’s Gate: Descent into Avernus Complete DM’s 
  Bundle
  Ghosts of Saltmarsh Complete DM’s Bundle
  Waterdeep: Dragon Heist Complete DM’s Bundle
  Storm King’s Thunder Complete DM’s Bundle
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 2 - Curse of the Aldani.pdf