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Exhaustion ?
and automatically fails any o No effects Mad Monkey Fever ~
ht. Attack rolls against the l Disadvanta eon Ability Cl:ieck's A magical mist creeps through the jungles o f Chult. Contact with
the creature's Attack rolls ha 2 Sneed Halved this thin, blue, odorless mist can infect giants and humanoids
i::: with mad monkey fever. A dispel magic sp ells destroys the
3 Disadvantage on Attack Rolls an mist in a 20-foot square starting at a point chosen by the caster
4 Hit point maximum halved with in the spell's range. An encounter with this mist typically
5 S eed reduced to O covers !d6 such areas (400-2,400 square feet).
6 Death A giant or humanoid that comes into contact with the mist
tack the charmer or target the must succeed on a DC 13 Consti tution saving thro w or become
ties or magical effects. The infected with mad monkey fever. The infected creature gains a
ny ability check to interact random form oflong-term madness (roll on the Long-Term
A petrified creature is transformed, along with any Madness table in chapter 8 of the DMG) that manifests 1d6
~ . nonmagical object it is wearing or carrying, into a solid hours after infection and lasts for the duration ( Id IO x 10 hours).

ar and automatically fails any

., ,·
inanimate substance (usually stone). Its weight increases by
a factor of ten, and it ceases aging. The creature is
incapacitated (see the conditi on), can't move or speak, and
is unaware of its surroundings. Attack rolls against the
If the madness is allowed to run its full course, the creature must
repeat the saving throw at the end of the madness. Tf the
second saving throw fails, the creature suffers another bout o f
long-term madness (roll agai11 on the table) that lasts for the
creature have advantage. The creature automatically fails ' normal duration. The madness symptoms continue until the
Strength and Dexterity saving throws. The creature has disease ends.
Resistance to all damage. The creature is immune to poison
and disease, although a poison or disease already in its
Shivering Sickness ~v~
sadvantage on Ability Checks system is suspended, not neutralized.
urce of its fear is within line of
·ngly move closer to the source Insects native to the jungles and marshes of ChuJt carry this
disease, shivering sickness. The easiest protection against it is a
coating of insect-repelling salve on all exposed skin.
An incapacitated creature can't take actions or reactions.

A giant or humanoid that takes damage from insect swarms
or from giant centipedes, giant scorpions, or giant wasps is
Grappled exposed to the disease at the end of the encounter. Those who
A grappled creature's speed becomes 0, and it can't benefit Prone haven't applied insect repellent since their previous long rest
from any bonus to its speed. The condition ends if the

A prone creature's only Movement option is to crawl, unless are exposed to the disease when they finish a long rest.
. , , Grappler is incapacitated (see the condition). The condition • it stands up and thereby ends the condition. The creature A giant or humanoid exposed to the disease must succeed on a
~ also ends if an effect removes the grappled creature from ~ has disadvantage on Attack rolls. An Attack roll against the DC 11 Constitution saving throw or become infected. A
the reach of the Grappler or Grappling effect, such as when creature has advantage if the attacker is with in 5 feet of the creature with natural armor has advantage on the saving throw.
a creature is hurled away by the ·nrnnderwave spell.

- . .
creature. Otherwise, the Attack roll has disadvantage. It takes 2d6 hours for symptoms to manifest in an infected
creature. Symptoms include blurred vision, disorientation, and
a sudden drop in body temperature that causes uncontrollable
shivering and chattering of teeth.
Invisible Restrained ► Once symptoms begin, the infected creature regains only half
An invisible creature is impossible to see without the aid of A restrained creature's speed becomes 0, and it can't benefit the normal number of hit points from spending Hit Dice and

s magic or a Special sense. For the purpose of Hiding, the

creature is heavily obscured. The creature's location can be
detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the •
from any bonus to its speed. Attack rolls against the
creatu re have advantage, and the creature's Attack rolls have
disadvantage. T11e creature has disadvantage on Dexterity
saving throws.
no bit points from a long rest. TI1e infected creatui-e also has
disadvantage on ability checks aud attack rolls. At the end of a
long rest, an infected creature repeats the saving throw, shaking
off the disease on a successful save.
creature's Attack rolls have advantage.

, Stunned Throat Leeches ~

Paralyzed A stunned creature is incapacitated (see the condition), Miuiscule parasites known as throat leeches infect the water in
A paralyzed creature is incapacitated (see the condition) can't move, and can speak only falteringly. The creature Chult's forests, swamps, and rivers. Any giant o r humanoid that
and can't move or speak. The creature automatically fails automatically fails Strength and Dexterity saving throws. swallows tainted water must succeed on a D C 12 Constitution
Strength and Dexterity saving throws. Attack rolls against Attack rolls against the creatu re have advantage. saving throw or be infested with throat leeches. Immediate
the creature have advantage. Any Attack that hits the -
symptoms include throat inflammation and shortness of breath.
creature is a critical hit if the attacker is within 5 feet of the After ld6 hours, the infected character gains I I.eve! of
exlia11stion that can't be removed (except as described below)
until the d isease is cured. At the end of each long rest, the
An unconscious creature is incapacitated (see the infected creature must repeat the saving throw. On a failed
condition), can't move or speak, and is unaware of its save, the creature's exhaustion increases by l level; on a
surroundings. TI1e creature drops whatever it's holding and successful save, the creature's exhaustion decreases by 1 level. If
falls prone. The creature automatically fails Strength and a successful saving throw reduces the infected creature's level of
Dexterity saving throws. Attack rolls against the creatu re exhaustion below I , the creature recovers fro m the disease.
have advantage. Any Attack that hits the creature is a critical Explorers can avoid contract ing tlu·oat leeches by drinking only
hit if the attacker is within 5 feet of the creature. rainwater or water that's been boiled or magically purified.
Character Advancement Encounter Multipliers Caches Treasure Drops
Experience Level Proficiency Number of d20 Treasure Skill Treasure
0 I +2 Monsters Multiplier I. Rain catcher (see chapter 1) and mess kit 01-50 None
300 2 +2 1 x l 2 I 0-day supply of preserved rations 51-52 A crude map drawn on a scrap of tanned dinosaur hide,
900 3 +2 2 X 1.5 3 20-day supply of preserved rations showing a route to Port Nyanzaru and the locat~n
2,700 4 +2 3-6 x2 4 50 -day suppl y of preserved rations of a randomly determined landmark or lair (250 gp)
6,500 5 +3 7-10 X 2.5 5 ld4 casks of water holding 5 gallons each 53-54 ld4 gemstones ( 10 gp each) in a small pouch
1,400 6 +3 11-14 x3 6 ld4 casks oftej (see chapter 1) 55-56 A malachite ring inlaid with electrum (SO gp)
23,000 7 +3 !Sor more x4 7 ld4 climber's kits 57-58 An empty corked vial made from an aarakocra's
34,000 8 +3 If the party contains fewer 8 Coffer containing 2d4 vials of antitoxin engraved wing bone (5 gp)
48,000 9 +4 than thre characters, apply 9 20-day supply of insect repellent salve (see chapter 59-60 A rotting quiver containing ldlO sil vered arrows
64,000 10 +4 the next highest multiplier. 1) in a leather tube 6 1-62 A gold nugget the size of a dwarfs fist (SO gp)
85,000 11 +4 If the party contains six 10 ld4 quivers, each containing ld20 arrows 63-64 A stoppered vial of serpent venom (see chapter 8
100,000 12 +4 or more characters, use the 11 Canoe with six paddles of the Dungeon Master's Guide)
120,000 13 +5 next lowers/ multiplier 12 2 hooded lanterns and 10 flasks oflamp oil 65-66 An engraved ivory smoking pipe (25 gp)
140,000 14 +5 13 Two-person tent and ld4 explorer's packs 67-68 Case containing 2d 12 blocks of insect repellent incense
165,000 15 +5 14 Wooden box containing 2dl0 daggers (low quality, 69-70 An iron token bearing the symbol of a triceratops (the sign
195,000 16 +5 of the type used as trade goods) of the Ytepka Society), worth 50 gp in Port Nyanzaru
225,000 17 +6 15 Set of navigato r's tools 71-72 Potion of animal friendship
265,000 18 +6 16 ldlO changes of woo len clothing 73-74 Potion of vitality
305,000 19 +6 17 Set of cartograp her's tools 75-76 Spell scroll (choose a I st-level spell)
355,000 20 +6 18 Two -person tent and I d4 healer's kits 77-78 A stoppered vial of wyvern poison (see chapter 8
19 2 two-person tents, folding camp table, and four of the Dungeon Master 's Guide)
Light fold ing stools 79-80 An obsidian knife (25 gp)
Source Bright Light Dim Light Duration 20 Wooden box containing 2d4 po lions of healing 8 1-82 A stoppered, wooden tube containing I d4 gemstones
Candle 5 ft. + 5ft. 1 hour (50 gp each)
Trade Goods
Lamp 15 ft. + 30 ft. 6 hours Item Cost 83-84 A small onyx orb with maze-like patterns carved into its
Lantern, bullseye 60 ft. cone + 60 ft. 6 hours Canoe SOgp surface (75 gp), usable as an arcane or druidic focus
Lanter, hooded 30 ft. + 30 ft. 6 hours Dancing Monkey Fruit 5 gp 85-86 A Batiri goblin mask made of painted wood, set
Lowered hood +5 ft. lnsect Repellent, incense I sp with niJ1e gemstones ( IO gp each)
Torch 20 ft. + 20 ft. I hour Insect Repellent, salve I gp 87-88 A spyglass (1,000 gp)
lnn stay (per day) 89-90 A lute (35 gp) with one broken string
Obscured Areas 9 1-92 A set of thieves' tools (25 gp)
Obscureness Effect Effect Poor 1 sp
Modest 5 sp 93-94 An excellent lock (50 gp) that requires a successful DC
Lightly Creatures have disadvantage on Wisdom Dim light, patchy fog,
Comfortable 8 sp 20 Dexterity check to pick using thieves tools (the lock's
obscured (Perception) checks that rely on sight moderate foliage
Wealthy 2 gp key is missing)
Heavily Vision is blocked; creatures are Darkness, opaque
Meals 95-96 Jar of Keoghtom's oLntment
obscured effectively blind fog, dense foliage
Poor 6cp 97-98 Horn of blasting
Cover Modest 3 sp 99-00 Wand of secrets
Cover Multiplier Comfortable 5 sp
Half-cover +2 bonus to AC and Dexterity saving throws against attacks Wealthy 8 sp
and effects that originate on the opposite side of the cover Menga Leaves (I ounce) 2 gp Skills and Associated Abilities
Th ree-quarters cover +5 bonus to AC and Dexterity saving throws against attacks Rain Catcher I gp Skill Ability Skill Ability
and effects that originate on the opposite side of the cover Rations ( l day) Acrobatics Dexterity Medicine Wisdom
Can't be targeted directly by an attack or spell Ryath Root Animal Handling W isdom Nature lntelligenc,;,,
Sinda Berries (l0) Arcana Intelligence Perception Wisdom
Damage by Level and Severity Currency Tej (mug) Athletics Strength Performance
Level Setback Dangerous Deadly Coin CP SP GP pp Tej (1 galJon) Deception Charisma Persuasion
1-4 idl0 2dl0 4dl0 Copper (cp) I 1/10 1/I00 1/IK Wild root History Intelligence Religion
5-10 2dl0 4dl0 10dto Silver (sp) 10 I 1/ 10 1/100 Wukkanut Insight Wisdom Sleight of Hand
Gold (gp) 100 10 Yahcha Intimidation Stealth
Platinum (ppUK 100 lnvestigatio.n _ _ ,_
'IFavel Jl
Encounter Distance
Terrain Encounter Distance
Desert, farmland, or grassland 6d6 x 10 feet
Forest, swamp, or woodland 2d8 x 10 feet
Hills or wastelands 2d 10 x 10 feet Travel Distance
Jungle 2d6 x 10 feet Pace Coastal, jungle, mountains, River or Effect
Mountains 4d10 x 10 feet swamp, or wasteland lake
Audible Distance Normal 1 hex per day 2 hexes per day
Trying to be quiet 2d6 x 5 feet roll a d4, -5 penalty to passive Wisdom
Normal noise level 2d6 x 10 feet on a roll of 3 or 4, +l hex (Perception) scores, and Wisdom
Very loud
Visibility Outdoors (in Chult)
Clear day, no obstruction
Clear day, dense jungle
Heavy Rain
2 miles -
2d6 x 50 feet

300 to 500 feet

150 feet
Slow roll a d4,
on a roll of 1 or 2, -1 hex
(Survival) checks to navigate, and
cannot forage
Able to use stealth, +5 to Wisdom
(Survival) checks to navigate

Fog 50 to 100 feet Navigation

From a height
A Day in Chult
.. Forest, jungle, swamp, mountains, or open
sea with overcast skies and no land in sight
Morning 1 Rest benefits d20 Temperature Desert, hills, coastal, lakes, or open sea ,,vith
2 Check insect repellent 1-14 Normal, 95 degrees F clear skies and no land in sight
3 Review rain catchers 15-1 ~ 1d4 x 10 degrees F colder than normal G;assland, meadow, farmland
Travel 4 Choose navigator 18-20 Extreme Heat (100 degrees F+)
At the start of each new travel day, the DM makes a
5 Choose destination hex "'.:1 _· ► d20
-,I Wind Wisdom (Survival) check on behalfof the navigator.
6 Decide pace of travel _ 1-12 None, 0-5 miles per hour The result of the checkdetermines whether or not
7 Make navigation roll -; · 13-17 Light, 6-10 miles per hour
8 First encounter • I., 18-20 Strong, 20+ miles per hour
the party becomes lost over the course of the day.
9 Mark rations / forage _ L, Reveal location of party
10 Second encounter · \p d20 Percipitation
Evening 11 Check rain catchers • 1-11 None
12-14 Light Rain, 0.05 in. per hour ( ~ 1 in Whenever a lost party moves 1 hex, roll a d6 to
12 Review food and water
15-17 Medium Rain, 0.25 in. per hour ( ~ randomly determine which adjacent hex the party
13 Review insect repellent
18-20 H · 1 in. er hour ( ~ · en ters, and do not divulge the party's new location
14 Prepare for nigQ_ · ~
to the players.
Third encounter

Insect Repellent
A block of incense sells for 1 sp. When lit, it burns for 8 hours and repels normal insects within a Raincatchers can catch 2 gallons of drinking water per
20-foot -radius centered on it. inch of rainfall and hold up to 8 gallons. A rain catcher
A gourd or vial of salve contains 20 applications of odorless grease. One application protects its costs 1 gp and weighs 5 pounds.
wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain.
-6 SuP\rival
Extreme Heat
Threshold (lbs.)
5 x Strength score
Heavily Encumbered 10 x Strength score
Speed drops by 10 ft.
Speed drops by 20 ft., disadvantage on
Whenever the temperature is at or above 100 degrees F, a ability checks, attack rolls, and saving
creature exposed to the heat and without access to drinkable throws that use Strength, Dexterity, and
water must succeed on a Constitution saving throw at the end
of each hour or gain one level of exhaustion. The DC is 5 for .... <:>ve;""Encumbered
the first hour and increases by 1 for each additional hour. 15 x Strength score Speed is reduced to 0, gain one level of
Creatures wearing medium or heavy armor, or who are clad in
• exhasution each minute
heavy clothing, have disadvantage on the saving throw. ~ Push, Drag, Lift Up to 10 x Strength score Speed reduced to 5 ft.
Creatures with resistance or immunity to fire damage
automatically succeed on the saving throw, as do creatures For each size category above Medium, double the creature's carrying capacity and the amount
naturally adapted to hot climates. 1 it can push, drag, or lift. For a Tiny creature, halve these weights.

Food and Starvation

Strong Wind A character needs one pound of food per day and can make food last longer by subsisting
A strong wind imposes disadvantage on ranged weapon on half rations. Eating a half a pound of food in a day counts as half a day without food.
attack rolls and Wisdom (Perception) checks that rely on A character can go without food for a number of days equal to 3 + his or her
hearing. A strong wind also extinguishes open flames, disperses Constitution modifier (min. 1). At the end of each day beyond that limit, a character
fog, and makes flying by nonmagical means nearly automatically suffers one level of exhaustion. A normal day of eating resets the count of
impossible. A flying creature in a strong wind must land at days without food to zero.
the end of its turn or fall. A strong wind in a desert can create a
sandstorm that imposes disadvantage on Wisdom (Perception)
Creature Size Food per Day Water per Day
checks that rely on sight.
Tiny 1/4 pound 1/4 gallon vailability DC
Small 1 pound 1 gallon Abundant sources 10
Heavy Rain Medium 1 pound l gallon Limited sources
Everything within an area of heavy rain or heavy snowfall is Large 4 pounds 4 gallons Very little, if any sources
lightly obscured, and creature in the area have disadvantage Huge 16 pounds 16 gallons Roll 1d6 + Wisdom modifier twice
on Wisdom (Perception) checks that rely on hearing or sight.
Visibility in heavy rain is limited to 90 yards (50 yards in ... Gargantuan 64 pounds 64 gallons ~ ;J:J,,ood (lbs) and water (g_,.a...
;; :
Chultan rain). Beyond that distance, only Huge or larger
objects can be distinguished. Missile weapon ranges are halved Water and Dehydration
during rain. Heavy rain also extinguishes open flames. A character needs one gallon of water per day, or two gallons per day if the weather is
On days that receive heacy rain, there's a 25 percent chances of hot. A character who drinks only half that much water must succeed on a DC 15
a full blown tropical storm featuring sheets of rain, high wind, Constitution saving throw or suffer one level of exhaustion at the end of the day. The
lighting, tall waves at sea, and immense surf along the coast. saving throw is made with disadvantage if the character is wearing medium or heavy
Guides who know the conditions in Chult reccommend armor, or heavy clothing. Characters traveling at a fast pace instead of a normal or slow
hunkering down and staying put on these days. Travel by canoe pace, take a -5 penalty on their saving throw. A character with access to even less water
is impossible. If characters insist on traveling by foot, every automatically suffers one level of exhaustion at the end of the day.
character gains I level of exhaustion automatically and must If the character already has one or more levels of exhaustion, the character takes two
make a successful DC 10 Constitution check or gain another. levels in either case.
Skill checks to avoid becoming lost are made with Characters traveling with beasts of burden and other animals must keep them fed and
disadvantage on storm days. Storm days are considered to have hydrated as well. Dinosaurs and other creatures native to Chult can forage for food and
strong wind. drink as long as they are in their native habitat.
Additional information found in DMG (109-112) and ToA (11, 37-40)