Tomb Of Annihilation Supplement

This supplement adds to existing content in the book, and includes additional dinosaurs and wildlife encounters, which can be used on other numbers on encounter roll enliven exploration.


Carnotaurus

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 2 (-4) 14 (+2) 7 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 6 (2,300 XP)

Charge. If the carnotaurus moves at least 60 feet straight toward a creature, and hits with a ram attack on the same turn, it deals an extra 13 (3d8) bludgeoning damage to the creature, and the creature must succeed on a DC 15 Strength saving throw or be knocked prone.

Unidirectional Velocity. The carnotaurus can dash as a bonus action. If it uses the dash action, it may not change directions till the start of its next turn.

Actions

Multiattack. The carnotaurus makes two attacks: one with its bite and one with its ram.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the carnotaurus can't bite another target.

Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


Compsognathus

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Carnotaurus

Carnotaurus is a lightly built, bipedal predator, measuring 26 feet in length and weighing at least 3 000 pounds. It has a thick horns above the eyes, a feature unseen in all other carnivorous dinosaurs, and a very deep skull sitting on a muscular neck. Carnotaurus is further characterized by small, vestigial forelimbs and long and slender hindlimbs. Its tail is extremely wide.

It is one of the fastest dinosaurs, especially one of its size. What it has in speed, it lacks in maneuverability. Turning is not its strong suit, its whole body is stiffer than other dinosaurs. It has armored ridged spikes along its whole length.

Compsognathus

Compsognathus is a small, bipedal animal with long hind legs and longer tails, which it uses for balance during locomotion. The forelimbs are smaller than the hindlimbs and featured three digits equipped with solid claws are suited for grasping prey. Its delicate skull is narrow and long, with tapered snouts.

It usually measures 3 feet in length and weighs around 5 pounds. Due to its small size, it hunts and scavenges in packs.

DINOSAURS


Swarm of Compsognathuses

Medium swarm of Tiny beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Swarm. The swarm can occupy another creature's space and vice versa , and the swarm can move through any opening large enough for a Tiny compsognathus. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Dilophosaurus

These dinosaurs are 22 feet long, weighs around 1,600 pounds, and stands on two legs. The most distinctive characteristic of Dilophosaurus is the pair of rounded crests on its skull, which are used for display. It tends to stay near water, as its diet consists of fish.

Variant: Spraying Dilophosaurus

As seen on Jurassic Parc, where the author added it in, dilophosaurus can spray poison in front of itself, blinding prey in the process. A spraying dilophosaurus has a challenge rating of 2 (450 XP) and the following action option.

Spray Poison (Recharge 6). The dilophosaurus sprays poison in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, the creature takes 20 (8d4) poison damage and is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

If the saving throw is successful, the target takes half the poison damage and isn't blinded.


Dilophosaurus

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.


Pachycephalosaurus

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1 (200 XP)

Charge. If the pachycephalosaurus moves at least 20 feet straight toward a target and then hits it with a skull bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Skull Smash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.

Pachycephalosaurus

This herbivore has a distinctive large dome on its heads, as well as small horns on its nose and behind the skull. A baby has the proportions switched. Fully grown, this dinosaur weighs roughly 1 000 pounds, and 15 feet long, half of which is its tail.

DINOSAURS

Its head is the size of a normal person's torso, and is perpendicular to its body. Its mouth has a beak on its end. It also possesses large legs, which it uses to propel itself at high speeds.


Spinosaurus

Gargantuan beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 188 (13d20 + 52)
  • Speed 25 ft., swim 60 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (-4) 14 (+2) 9 (-1)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages
  • Challenge 9 (5,000 XP)

Charge. If the spinosaurus moves at least 15 feet straight towards a target and then hits it with a bash attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the spinosaurus can make one bite attack against it as a bonus action.

Hold Breath. The spinosaurus can hold its breath for 1 hour.

Underwater Camouflage. The spinosaurus has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Multiattack. The spinosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) bludgeoning damage.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spinosaurus can't bite another target.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Spinosaurus

This gargantuan, crocodile-like beast is larger than even a tyrannosaurus rex. It is about 50 feet long, with a longer torso than any other dinosaur. At this size, it is estimated a full grown adult weighs 17 000 pounds. It has unusually long arms, a crocodile snout with teeth that are visible even with its mouth is closed.



Young Spinosaurus

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 114 (12d12 + 36)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 2 (-4) 12 (+1) 9 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Hold Breath. The spinosaurus can hold its breath for 1 hour.

Underwater Camouflage. The spinosaurus has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Multiattack. The spinosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the spinosaurus can't bite another target.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.

Its head is larger than a person, with high eyes and a crest on its nose, similar to that of a rooster's. It rests on a neck that has the posture of a pelican. Its most significant, distinctive feature is a huge 8-foot-high sail in the shape of an M on its back.

It is semi-aquatic, as such tends to stay near water. On the ground, it is rather slow and therefore will not pursue prey too far inland.

Even a teenager spinosaurus is the size of a
tyrannosaurus, and the mother is the one that teaches
them to hunt, while also being very
protective of them.

DINOSAURS

Dinosaurs

These are additional encounters meant to be used with the Wilderness Encounters table in Tomb of Annihilation. The table below replaces the Dinosaur section of the Wilderness Encounters table in Tomb of Annihilation.


Carnotaurus. The party has a 150-foot, 40-foot high, 30-foot wide escarpment leading to the jungle or to the beach (depending on where the party is). If a character gets about half-way through it, a carnotaurus steps out on the other side of the canyon and attacks. A character that decides to climb up or down the canyon must succeed on a DC 15 Strength (Athletics) check or fall a number of feet equal to 1d4 times 10. From the top of the cliff, a character can notice the carnotaurus waiting for prey to enter the canyon.

Compsognathus. A pack of 1d6 + 1 swarms of compsognathuses and a 1 compsognathus spot the characters.

If this encounter occurs during the day, the lone dinosaur reveals itself to the party, while the others surround the party. Make a single Dexterity (Stealth) check for the swarms, with advantage. If any character is aware that these are pack carnivores, and that character's passive Wisdom (Perception) score exceeds the swarms', it is not surprised if they attack. The compsognathuses can be distracted by tossing 5 or more days supply of food. Otherwise, they attack.

If this encounter occurs at night, the compsognatuses enter their camp, looking to steal food. Any character on guard spots them with a successful DC 17 Wisdom (Perception) check. If a character means to attack or otherwise hit any of them, they run away. Otherwise, they steal 3d4 days of rations and leave.

Dilophosaurus. The characters stumble upon 1d4 dilophosauruses fishing in a small stream. The dinosaurs feel threatened and show signs of defending their source of food. If the characters immediately back away slowly, the dinosaurs go back to fishing. Otherwise, they attack.

Pachycephalosaurus. In a small clearing are 2 male, 1d4 female pachycephalosuaruses, with 1d4 noncombatants among them. The males are fighting, while the females watch for who will prevail. If the characters make themselves known, the females cry out, stopping the fight between the males. If the characters get within 30 feet of any of them, they attack. The young are Small beasts that can be sold to Ifan Talro'a in Port Nyanzaru for 50 gp each, or for 100 gp if a character succeeds on a DC 15 Charisma (Persuasion) check to negotiate the price. The young dinosaurs are easy to handle if separated from their parents, but the adults fight if their young are captured.

Spinosaurus. A spinosaurus and 1d2 young spinosauruses prowl a nearby river, near a bank. If a character goes to collect water, is on the river, or the party crosses the river, the adult will attack. Any character near the water with a passive Wisdom (Perception) score of 15 or higher spot the young before they attack; all other characters are surprised. The mother joins the fight if any one of the young is reduced to half health, otherwise she stays hidden. If the characters get more than 100 feet away from the water, the spinosauruses do not follow.

Modified Wilderness Encounters
Encounter Beach   Jungle
No Undead
Jungle
Lesser Undead
Jungle
Greater Undead
Mountains Rivers Ruins Swamps Wasteland
Dinosaurs, allosaurus 13–14 17 11 06 22
Dinosaurs, ankylosaurus 18 12 07 23
Dinosaurs, brontosaurus 19 24 24–25
Dinosaurs, carnotaurus 15–16
Dinosaurs, compsognathus 20 25
Dinosaurs, dilophosaurus 26 26
Dinosaurs, deinonychus 21–22 13 22
Dinosaurs, dimetrodon 17–19 27–28 27–30
Dinosaurs, hadrosaurus 23–24 14 08 29 31–33
Dinosaurs, pachycephalosuarus 20 25
Dinosaurs, plesiosaurus 21–23 30–31
Dinosaurs, pteranodon 24–28 26 15 09 30–38 32–33 34
Dinosaurs, quertzalcoatlus 29–31 39–42 34–35
Dinosaurs, spinosaurus 36 35
Dinosaurs, stegosaurus 27–28 16 10
Dinosaurs, triceratops 29–30 17
Dinosaurs, tyrannosaurus 31–32 18 11–12
Dinosaurs, velociraptor 32–37 33–35 13–14 23

WILDERNESS ENCOUNTERS

Wildlife Encounters
Encounter Beach Jungle
No Undead
Jungle
Lesser Undead
Jungle
Greater Undead
Mountains Rivers Ruins Swamps Wasteland
Nothing 01–09 01 01–20 01–30 01–25 01–04 01–15 01–15 01–69
Bird-of-Paradise 02–08 21–25 31 16–21
Capybara 05–29
Crab 10–35 30–34
Decoy Building Spider 09–12 26–34 32–44 25–31 16–29
Draco Lizard 13–20 35–40 45–46 32–34 30–31
Giant Weta Bug 21–24 41–43 47 35–49 32–39
Glass Frog 25–34 44–57 48–62 40–44
Glowing Fungus 35–42 58–66 63–72 50–59 45–64
Golden Eagle 36–45 43 26–60 35–44 60–68 70–84
Hummingbird 44–52 67–70 73 45–61 69–72
Ibex 61–00 73–77 85–93
Indri 43–60 71–73 71 78–82
Leaf-Tailed Gecko 61–65 74–80 77–85 83–88 65–69
Otter 46–59 62–71
Parrot 60–70 66–85 81–88 86–90 72–81 89–92 70–73
Pelican 71–90
Railway Worm 86–90 89–95 91–99 93–95 74–89 94–00
River Dolphin 91–00 82–89
Skipper 90–00 90–97
Spider Monkey 91–00 96–00 00 96–00 98–00

Bird-of-Paradise. Small, sparrow-sized bird with colorful displays, cleared out a patch of a clearing to devoid it of vegetation aside from a large pole in the center. It's calling to attract a female and uses his colors to impress her, has a fan of bright color it can spread out under its beak. It has the stats of a hawk but lacks the Keen Sight feature.

Capybara. In the water or on its banks are 1d12 + 8 large rodents, they seem to be good swimmers. They have the stats of a giant weasel with a swim speed of 50 feet.

Crab. On the beach or underwater are 1d12 crabs.

Decoy Building Spider. Any character with a passive Wisdom (Perception) score of 14 or higher spots a web with a spider in it. Closer inspection reveals the spider is a fake made out of leaves and other brush to fool prey. The real spider can be found with a DC 19 Wisdom (Perception) check.

Draco Lizard. Any character with a passive Wisdom (Perception) score of 12 or higher spots a small, 8-inch-long lizard eating ants on a tree. If any character comes within 40 feet of it, it climbs up the tree. If followed, it shows a yellow flag under its jaw as a warning. As a last resort, it jumps off the tree and glides away.

Giant Weta Bug. Any character with a passive Wisdom (Perception) score of 13 or higher spots a huge grasshopper-like bug that probably outweighs a normal mouse. It can be easily caught as it can't jump. It has an AC of 8, 1 hit point and is otherwise harmless.

Glass Frog. Any character with a passive Wisdom (Perception) score of 17 or higher spots an almost translucent frog on a leaf. It is about 2-3 inches long, and near it are batches of white eggs of varying opacity. Some of them are opaque, others translucid enough to see tadpoles growing inside. The adult can be sold to Ifan Talro'a in Port Nyanzaru for 5 gp each, or for 15 gp if a character succeeds on a DC 15 Charisma (Persuasion) check to negotiate the price.

Glowing Fungus. Nearby, under some tree or rock formation is a patch of cone-shaped fungus, that are glowing green.

Golden Eagle. An eagle soars above, is hunting small vermin, or is drinking water.

Hummingbird. A tiny hummingbird zooms by, 25% chance it's a swordbill with a beak longer than its body. If the players present it with a source of pollen and succeed on a DC 15 Wisdom (Animal Handling) check, it approaches. Otherwise, it does not let any character near it. It has the stats of an owl but lacks the Keen Hearing and Sight feature.

Ibex. On top of a rock formation, either on a steep cliff or a ruined building, 2 goats look down at the characters. With them are 1d6 young, who stay hidden from the characters if possible. If approached, they run.

Indri. Above the characters are 4d6 indris, that will run away if provoked or threatened. They use the stats of a baboon.

WILDLIFE ENCOUNTERS

Leaf-Tailed Gecko. Any character with a passive Wisdom (Perception) score of 18 or higher spots a small lizard on a tree or patch of moss, masquerading as lichen. It can be sold to Ifan Talro'a in Port Nyanzaru for 10 gp each, or for 20 gp if a character succeeds on a DC 15 Charisma (Persuasion) check to negotiate the price.

Otter. The characters spot 2d6 otters near or in water, at a distance of 100 feet. If a character approaches within 50 feet, they swim off. They have the stats of a crocodile except lack the Bite action, and have a 50 feet swim speed.

Parrot. Roll 1d8 and consult the Parrots table. The characters see 1d4 of that parrot type on a branch or flying overhead. They can be sold to Ifan Talro'a in Port Nyanzaru for an amount stated in the table, or the second one if a character succeeds on a DC 15 Charisma (Persuasion) check to negotiate the price. They use the stats of an owl.

Pelicans. The characters spot 1d6 pelicans near or in water, at a distance of 200 feet. If a character approaches within 80 feet, they fly off. They have the stats of a vulture except lack the Keen Sight and Smell feature, Pack Tactics feature and have a 20 feet swim speed.

Railroad Worm. Any character with a passive Wisdom (Perception) score of 14 or higher spots a long, beetle-like insect with a red light on its head, yellowish lights along its sides.

River Dolphin. In the water is 3d4 dolphins, except they are blind past their blindsight range. They keep near boats, if any, for a few minutes but then wander off.

Skipper. Running across the water, a 2 foot long skipper scurries off after being disturbed by the characters. It has the stats of a lizard but has a speed of 40 feet and can run on water. It can be sold to Ifan Talro'a in Port Nyanzaru for 10 gp each, or for 20 gp if a character succeeds on a DC 15 Charisma (Persuasion) check to negotiate the price.

Spider Monkey. Hanging from their tails or otherwise in the trees, 2d12 + 12 monkeys are looking at the characters. They are rather small, and will run away if provoked or threatened. They use the stats of a baboon.

Parrots
1d8 Real World Equivalent Adult Size Colors Notes Price (gp)
1 Scarlet Macaw 32 inches, 1kg Red, yellow and blue Can speak 10/20
2 Blue And Yellow Macaw 33 inches, 1kg Blue and yellow Can speak 10/20
3 Hyacinth Macaw 39 inches, 1.5kg Blue 10/20
4 African Grey 13 inches, 0.4kg Grey Can speak 10/20
5 White Fronted Amazon 10 inches, 0.2kg Mostly green Can mimic sounds 15/30
6 Rainbow Lorikeet 11 inches, 0.15kg Red, blue, yellow and green Splotch-like color patterns 25/50
7 Yellow Crested Cockatoo 13 inches, 0.8kg White, yellow crest 10/20
8 Golden Parakeet 13 inches, 0.3kg Mostly yellow, some green Endangered 30/90

WILDLIFE ENCOUNTERS