TEXT: Whispers in the 
  Whispers in the 
  Nsi Wastes
  Nsi Wastes
  Tomb of Annihilation
  Tomb of Annihilation
  Expanded content for the Nsi Wastes in Tomb of Annihilation
  Expanded content for the Nsi Wastes in Tomb of Annihilation
  Chapter 2: The Land of Chult
  Chapter 2: The Land of Chult
  
  2  |  CREDITS
   |  CREDITS
  Whispers in the
  Whispers in the
  Nsi Wastes
  Nsi Wastes
  Credits
  Writing: Dan Kahn
  Layout: Dan Kahn & J. A. Valeur
  Editing: Dan Kahn & J. A. Valeur
  Cover and Interior Art: Art provided by Dungeon 
  Masters Guild and used with permission under the 
  Community Content Agreement for the DMs Guild. 
  Cover art by grandfailure © Adobe Stock.
  Maps: Nsi Fortress by Stanislav Mokrushin 
  (TacticalMap), Detrita by Matteo (TehoxMaps), and 
  Swamp Encounter Maps by (Afternoon Maps)
  Special Thanks: Timoleague, Yutmus, Fie, Larkspur, 
  Azul, and Rokah for support.
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  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.
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  Introduction
  D
  eep in the jungles of Chult lies a blighted swamp 
  land called the Nsi Wastes. The sickness of the 
  land spreads with the passing of every year and 
  has begun to threaten the aarakocra of Kir Sabal. An evil 
  lives in the ruins of Ras Nsi's fortress, which once stood 
  on the backs of a dozen giant undead turtles and has spent 
  the better part of a century sinking into the muck. 
  This supplement to Tomb of Annihilation expands 
  on the location the Nsi Wastes. It is meant to make this 
  location more exciting and manageable for both the DM 
  and the players. The document includes:
  A New Dungeon – Nsi Fortress with a Map, with new 
  monsters and puzzles to defeat.
  A New Location – Detrita, providing characters a fun 
  way to interact with some vegepygmies.
  Additional Adventure Hooks, providing the characters 
  with a reason to travel to the Nsi Wastes.
  Random Encounters & Discoveries for the Nsi 
  Wastes, a tailored selection of random encounters to help 
  make the Nsi Wastes stand out from the rest of Chult.
  Expanded History & Lore, which elaborates on the 
  Nsi Wastes and Ras Nsi's history, and foreshadows Ras 
  Nsi in Omu.
  Using this Supplement
  This supplement provides several new ideas on how to 
  run the Nsi Wastes 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 Ras Nsi.
  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 4–5th level. More powerful parties will have an easier 
  time with the challenges within. 
  Monster References
  The following monsters are used in this supplement: 
  • allosaurus – A fast predatory dinosaur similar to a large 
  velociraptor.
  • ankylosaurus – An armor plated herbivore dinosaur with a 
  clubbed tail.
  • assassin vine (TOA, 213) – A vine that can move and collect 
  its own fertilizer by grabbing and crushing victims.
  • brontosaurus (TOA, 215) – A massive four-legged herivore 
  dinosaur with a long neck.
  • corpse creeper – A more powerful yellow musk creeper that 
  feeds of dead creatures.
  • dimetrodon (TOA, 217) – A sail-backed dinosaur that hunts in 
  shallow water similar to a crocodile.
  • hadrosaurus (TOA, 224) – A semi-quadrupedal herbivore 
  dinosaur with a bony head crest.
  • shambling mound – A large plant creature that consumes any 
  organic matter in its path.
  • shrieker – A human-sized fungus that emits a high pitched 
  wail when it detects intruders.
  • vegepygmy (TOA, 234) – A fungus creature that generally 
  lives in simple tribal units, hunting for sustenance and 
  spreading spores from which they reproduce.
  • vegepygmy chief (TOA, 235) – An older, tougher vegepygmy 
  deferred to by other vegepygmies.
  • vegepygmy shaman – A vegepygmy with druidic abilities.
  • velociraptor zombie – An small, swift, ferocious undead 
  dinosaur that hunts in packs.
  • thorny (TOA, 233) – Bestial fungal creatures with thorn 
  covered bodies.
  • yellow musk creeper (TOA, 237) – An unholy vine whose 
  flowers resemble an orchid. Yellow musk creepers implant 
  bulbs in those they kill, turning them into zombies.
  • yellow musk zombie (TOA, 237) – A creature killed by a yellow 
  musk creeper reainmated under the vine's control.
   
  Dramatis Personae
  The following characters from Tomb of Annihilation and new in 
  this supplement are referenced in this document:
  • Fenthaza [fen-THAH-zah] (TOA, 111) – Yuan-ti malison 
  looking to overthrow Ras Nsi.
  • Hssta [HISS-tah] – A vegepygmy shaman and leader of the 
  hunters of Detrita.
  • Ras Nsi [RAZ nuh-SEE] (TOA, 111, 121) – Ras Nsi was once 
  a Chultan paladin, a Chosen of Ubtao and sworn protector 
  of Mezro who betrayed his oaths and was banished from the 
  city.
  • Reistal [RYE-stahl]– A druid living in the Nsi Wastes 
  responsible for creating yellow musk creepers. 
  • Salida [sah-LEE-dah] (TOA, 35) – Yuan-ti pureblood guide in 
  Port Nyanzaru with an agenda to help either Ras Nsi or gain 
  from helping Fenthaza. 
  • Hset [Huh-set] – The vegepygmy chief of Detrita, interested in 
  stopping the spread of the yellow musk creepers.
  • Teacher (TOA, 69) – The leader of the aarakocras in Kir Sabal 
  interested in rooting out the evil in the Nsi Wastes.
  Official Material References
  The supplement references Tomb of Annihilation (TOA) followed 
  by a page number as a recommendation for further reading.
  3
   INTRODUCTION  |
   INTRODUCTION  |
  
  Adventure Hooks
  The following subsections include adventure hooks for the 
  characters to adventure to the Nsi Wastes. 
  A Looming Threat
  As part of their quest to find Omu, the characters may 
  head to the aarakocra village of Kir Sabal. When they 
  arrive, you can have Teacher be preoccupied with the 
  expanding blight just to the east of Kir Sabal, known 
  as the Nsi Wastes. Teacher knows this region holds the 
  ruins of an ancient fortress that belonged to the warlord 
  Ras Nsi of Mezro. The region has become blighted, which 
  expands every year, killing the creatures of the jungle and 
  poisoning the plants. Before the aarakocra will aid the 
  characters in their quest for Omu, Teacher requests that 
  the characters root out the source of the blight. Similar 
  to Nangalore, Teacher has forbidden aarakocra from 
  traveling to the Nsi Wastes because of the evil presumed 
  to lie there. You may want to have Teacher or the 
  aarakocra monks trace the maze in their monastery with 
  their wings to foreshadow the maze of Ubtao in Area N9. 
  Vege Tales
  As the characters explore Chult, they may randomly 
  encounter vegepygmies in the jungle or explore the 
  Wreck of the Narwhal, which is home to a small tribe 
  of vegepygmies. All of the vegepygmies of Chult are 
  keenly aware of the evil growing in the Nsi Wastes, as 
  it threatens their way of life. Unfortunately, due to their 
  limited communication abilities and low intelligence, they 
  have had a hard time spreading the word and acquiring 
  more capable allies. If the characters encounter any 
  vegepygmies, the small plant-people will do whatever 
  they can to communicate that they need help in the Nsi 
  Wastes. Potentially imitating zombies to convince more 
  noble groups, or drawing treasure chests or pointing to 
  gold coins to motivate greedier groups. Characters may 
  latch on to ideas that are similar to things they may be 
  looking for related to Omu or the Death Curse, creating an 
  enticing red herring for the party to follow. 
  Misguided
  If the characters are traveling with the yuan-ti spy Salida 
  as their guide, you can have her be an agent of Fenthaza 
  rather than Ras Nsi. In that case, Fenthaza would be 
  eager to discover more of Ras Nsi's history or weaknesses. 
  Salida may guide the party to the Nsi Wastes under the 
  guise of helping them search for treasure in the ancient 
  ruins. In reality, Salida will take the opportunity to 
  examine the fortress up close and try to learn more about 
  the history of Ras Nsi, the yuan-ti's fading leader. While 
  the characters are in Port Nyanzaru you may want to have 
  them overhear the rumor (TOA, 36), "The great god Ubtao 
  loved mazes. If you happen upon a maze of any kind, trace 
  a path through it. You will earn Ubtao’s favor by doing so." 
  Qawasha and Kupalué
  If the characters are traveling with the guides Qawasha 
  and Kupalué, the two of them may know of the vegepygmy 
  village of Detrita, where you can have Kupalué be from. 
  In addition to his quest to root out the undead from 
  the jungle, you may have Qawasha want to destroy 
  the rumored evil living in the Nsi Wastes. In Tomb of 
  Annihilation, the pair can be found at Fort Beluarian.
  Random Encounters
  While the characters are traveling in the Nsi Wastes, 
  you can roll random encounters on the Nsi Wastes 
  Discoveries-table below, or choose your favorites. You 
  can do so as often as you like, or you can determine if 
  an encounter happens at random by rolling a d20 three 
  times per day the characters spend exploring, checking for 
  encounters each morning, afternoon, and evening or night. 
  An encounter occurs on a roll of 16 or higher. 
  Nsi Wastes Discoveries
  d10
  Discovery
  1
  Assassin Vines
  2
  Dead Explorer
  3
  Dinosaurs
  4
  Preserved Artifact
  5
  Shambling Mound
  6–7
  Swamp Terrain
  8–9
  Vegepygmies
  10
  Yellow Musk Creeper
  Assassin Vines
  The characters unwittingly enter the hunting grounds 
  of 1d3 assassin vines. The vines are indistinguishable 
  from normal plants and can’t be spotted with Wisdom 
  (Perception) checks. However, they draw carrion to their 
  roots, so characters might smell a dead body nearby. 
  Because assassin vines can move, an encounter in the 
  evening or at night might involve the vines creeping into 
  the characters’ camp and strangling them as they sleep.
  Dead Explorer
  Chult is strewn with the corpses and bones of those who 
  have fallen victim to its terrors. When the characters 
  discover one such victim, roll a d6 and consult the 
  Dead Explorers table below. Then you may roll once 
  on the Treasure Drops table (Appendix B of Tomb of 
  Annihilation) to see what, if anything, can be found on or 
  near the remains.
  Dead Explorer
  d10
  Discovery
  1
  The mutilated corpse of a humanoid with rust-looking 
  mold covering its bones. (This human was killed by 
  vegepygmies and infected with russet mold.)
  2
  A half-orc under a toppled tree with his ribcage 
  shattered by a spiked club of an ankylosaurus.
  3
  A dwarf crushed flat in the middle of a massive 
  brontosaurus footprint.
  4
  The bloated corpse of a dead halfling tangled in a 
  mess of vines.
  5
  The swollen, purple corpse of an elf, dead only a few 
  days ago from the bite of a poisonous snake.
  6
  The gnawed and charred bones of a humanoid. (This 
  unfortunate person was murdered and cannibalized 
  by his starving, fever-crazed companions.)
  Dinosaurs
  The characters see one or more dinosaurs wandering 
  through the swamp. The dinosaurs appear emaciated 
  and got lost in the swamp searching for food. Roll 1d6 to 
  determine which dinosaurs are found.
  4  |  ADVENTURE HOOKS
   |  ADVENTURE HOOKS
  
  Dinosaur Encounter
  d6
  Dinosaur
  1
  The party’s scent attracts 1d3 starving allosauruses, 
  which appear 100 yards away when the characters first 
  notice them. 
  2
  An ornery ankylosaurus is searching for suitable 
  plants to eat and it attacks any characters who disturb 
  it.
  3
  A lone brontosaurus lumbers toward the characters, 
  oblivious to their presence. Though it might step on 
  characters who don’t get out of its way, it fights only 
  in self-defense.
  4
  A pack of 2d6 dimetrodons are spotted moving 
  through the swamp. Roll any die. On an odd result, 
  the dimetrodons take no notice of the characters; 
  on an even result, they’re hungry and attack at the 
  slightest provocation (or if the characters approach 
  within 100 feet of them).
  5-6
  A herd of 3d6 hadrosauruses travel by, with 1d6 
  noncombatant young among them. The adults don’t 
  attack unless they’re attacked or antagonized. 
  Preserved Artifacts
  The characters spot an item nestled into the swamp. If 
  they take the time to clear it off, the item appears to be 
  valuable and is worth 1d10 x 10 gp. Roll 1d6 to determine 
  the artifact found.
  Nsi Wastes Artifact
  d6
  Artifact
  1
  A golden seal of the city of Mezro
  2
  A knife made from a Tyrannosaurus Rex's claw
  3
  An ornamental yklwa inlaid with emeralds 
  4
  A batiri goblin chieftain mask
  5
  A silver spyglass with a cracked viewport
  6
  A metal shield with a triangle carved into the front
  Shambling Mound
  Roll any die when a shambling mound encounter occurs. 
  On an even result, the characters hear the creature 
  trudging through the muck before it attacks them. On an 
  odd result, the shambling mound lurks within a mass of 
  vegetation, where it can be noticed by any character with a 
  passive Wisdom (Perception) score of 15 or higher.
  Swamp Terrain
  The characters enter a dangerous hazard in the swamp. 
  Roll 1d4 to determine the type of terrain. You can increase 
  the tension of the terrain encounter by immediately 
  rolling for an additional encounter (and rerolling if you 
  roll another 'Swamp Terrain'-encounter) or choosing 
  whichever creature encounter you prefer.
  Terrain Encounter
  d4
  Encounter
  1
  The characters wander into quicksand and begin 
  to sink. Characters must succeed a DC 14 Strength 
  (Athletics) check to avoid being stuck. A character 
  who is stuck in the quicksand is grappled (escape 
  DC 14) and restrained until the grapple ends. At 
  the beginning of each of their turns, they sink 2 feet 
  deeper into the quicksand. Characters whose heads 
  are below the quicksand begin to suffocate.
  2
  The characters wander into an area with particularly 
  thick swamp gas. Each character must succeed a 
  DC 14 Constitution saving throw or take 3d6 poison 
  damage (half on a save) and become poisoned for the 
  next hour.
  3-4
  The characters wander into a patch of russet mold 
  (see description on page 7 of this supplement or page 
  196 of Volo's Guide to Monsters). 
  Vegepygmies
  The characters cross paths with vegepygmies, each 
  one mounted on a thorny. Roll 1d4 to determine the 
  disposition of the vegepygmies. 
  Vegepygmy Encounter
  d4
  Encounter
  1
  2d4 swamp blights shamble towards the party and 
  attack.
  2
  2d4 vegepygmies, each mounted on a thorny, see the 
  party and try to bring them back to Detrita.
  3-4
  1d4 vegepygmies, each mounted on a thorny, are 
  fighting 2d4 yellow musk zombies. If the characters 
  help, the vegepygmies will be friendly towards the 
  characters and lead them to Detrita.
  Yellow Musk Creeper
  The characters encounter a hoard of 3d6 yellow musk 
  zombies. The zombies attempt to knock characters 
  unconscious and drag their bodies back to the Nsi 
  Fortress. The druid, Reistal, keeps captured characters 
  with hands bound and body restrained to the throne (area 
  N5) with vines. He stores any gear they were carrying in 
  the master's quarters (area N6) A character can make a 
  DC 20 Strength (Athletics) check to escape the restraints 
  once per 8 hours. The character is questioned by Reistal 
  and fed to the corpse creeper after 24 hours.
  5
   RANDOM ENCOUNTERS  |
   RANDOM ENCOUNTERS  |
  
  6  |  NSI WASTES LOCATIONS
   |  NSI WASTES LOCATIONS
  Nsi Wastes Locations
  Tomb of Annihilation pg. 80 describes the Nsi Wastes as 
  a vast tract of jungle that was ravaged by blight and never 
  recovered. This supplement adds two new locations to the 
  Nsi Wastes. 
  • Detrita is a vegepygmy settlement added by this 
  supplement, where the characters can interact with 
  vegepygmies, gaining information about the Nsi Wastes 
  and new plot hooks to follow.
  • Nsi Fortress is a new location hinted at in the campaign 
  book as a crumbled stone fortress that once stood on the 
  backs of a dozen giant undead turtles. 
  When the characters arrive in the Nsi Wastes you can read 
  the following:
  The land ahead is a thick bog. The jungle flora gives way to 
  hunched, vine covered, rotten trees and the smell of swamp. 
  The cacophonous sounds of animals seems to die off with 
  every passing step into this land.
  Quick Overview
  The following list capture a summary of the events in the 
  intended sequence, but you may modify them as needed:
  • Characters trek through the Nsi Wastes until they 
  encounter vegepygmies, who can guide the characters to 
  Detrita.
  • At Detrita, players may go on a side quest to hunt 
  down a dinosaur for the vegepygmies. Either way, the 
  vegepygmies will allow players to rest in the safety of the 
  village.
  • During the night, some of the vegepygmies become 
  blighted and attack the healthy vegepygmies. 
  • In the aftermath of the attack, the chief of the tribe 
  suggests that the blight may originate from a man that 
  lives in the old fortress and can lead the players there.
  • The players explore the fortress, fight the evil plants and 
  find their way to the shrine where the druid attacks. 
  • The players defeat the druid, solve the maze in the 
  shrine, and lift the curse from the land.
  The History of the Nsi Wastes
  Before he underwent transformation into a yuan-ti malison, Ras 
  Nsi was a protector of the city of Mezro, granted supernatural 
  powers by Ubtao. Ras Nsi was exiled from Mezro for war 
  crimes against the Eshowe tribe by the other protectors of the 
  city. Rather than seek redemption, Ras Nsi used his undead 
  army for vengeance against Mezro. His palace, carried on 
  the backs of a dozen giant undead turtles, was able to travel 
  through the jungle along with his undead army. Because of his 
  quest for vengeance, Ras Nsi was stripped of his powers and 
  lost control of his armies. In one final denouncement of the god 
  that abandoned him, Ras Nsi cursed the land upon which his 
  fortress fell and abandoned it in a region now known as the Nsi 
  Wastes. As the animals fled the spreading blight, the undead 
  traveled further west in the continent. 
  Adventurers have tried to seek out this ancient fortress and 
  until about 10 years ago, none had succeeded. One day a group 
  of adventurers came to the Nsi Wastes to try to find riches 
  from the fabled palace of the bara of Mezro Ras Nsi. They 
  managed to get into the palace and get in but they set off an 
  imprisonment trap of chaining. The party’s healer was a nature 
  domain cleric named Reistal. 
  A yellow musk creeper came upon the helpless party and 
  slowly turned them into yellow musk zombies, implanting 
  bulbs their brains. As the creeper prepared to do the same to 
  Reistal, he was able to charm it with his 'Channel Divinity'-
  feature. The plant used Reistal's zombified friends to bring 
  him nourishment over several tendays, but the poisoned land 
  that nourished him (along with the ordeal of being fed by his 
  zombified friends) drove him mad. As his connection to the 
  land grew and his prayers to his god ceased, he began to lose 
  his clerical powers and developed druidic ones instead. 
  Eventually his druidic powers allowed him to wild shape into 
  a small creature, freeing him of his bindings. He took residence 
  in the Nsi Fortress and began to study his new friend as well 
  as various types of fungi. Recently he has begun experimenting 
  with yellow musk creepers to make them more powerful, 
  starting with the one that saved him. His work has allowed the 
  yellow musk creepers to exploit the land further and cause the 
  blight to accelerate outwards into the surrounding jungle. 
  Detrita
  Detrita
  Nsi 
  Nsi 
  Fortress
  Fortress
  
  7
   NSI WASTES LOCATIONS  |
   NSI WASTES LOCATIONS  |
  Map of Detrita
  Map of Detrita
  Chief's Den
  Chief's Den
  Thorny 
  Thorny 
  Pen
  Pen
  Russet Mold 
  Russet Mold 
  Tent
  Tent
  Hunter's 
  Hunter's 
  Moot
  Moot
  
  8  |  NSI WASTES LOCATIONS
   |  NSI WASTES LOCATIONS
  Detrita
  Detrita is a new Chult location added by this supplement. 
  It is home to 24 vegepygmies, 10 thornies, 1 vegepygmy 
  shaman (Hssta) and 1 vegepygmy chief (Hset). 
  Vegepygmies communicate with hisses and forcing air 
  through their mouths, but lack the facilities to speak 
  any formal language. You can role play vegepygmies 
  as somewhat shy around humanoids and often making 
  gestures and rhythmic tapping when they communicate. 
  The vegepygmies have no concept of gender as they 
  reproduce through spores. 
  You can have vegepygmies randomly encounter the 
  players, or plan an encounter after the 3rd day of travel 
  through the Nsi Wastes where 1d4 vegepygmies, each 
  mounted on a thorny, are fighting 2d4 yellow musk 
  zombies. If the characters help, the vegepygmies will be 
  friendly towards the characters and lead them to Detrita.
  When the characters arrive you can read the following:
  A high pitched wail from several large mushrooms announces 
  your presence. A dozen small fungal people emerge from 
  hovels crudely built out of thatch and reeds in the marshland.  
  Features in Detrita
  The following locations and features can be easily 
  identified in Detrita:
  • Hunter's Moot. A small hill elevated above the swamp 
  with a ring of stones placed around it. This is where 
  Hssta, the vegepygmy shaman is located.
  • Chief's Den. A thatch hut that stands taller than the rest 
  with a dinosaur-hide tented pavillion set up in front of it. 
  This is the dwelling for the vegepygmy chief named Hset.
  • Thorny Pen. A dilapidated ring of natural fences serves 
  as a pen for the tribe's thornies. 1d10 thornies are here at 
  any time.
  • Huts. A dozen huts made of reeds and mud serve as 
  the dwellings for the vegepygmies. 1d4 vegepygmies live 
  in each hovel and tend to live with those who were born 
  from the same russet mold-infected humanoid. Friendly 
  vegepygmies will emphatically steer characters away from 
  this area due to the danger it poses.
  • Russet Mold Tent. A large area shaded by dinosaur 
  hide where the village keeps the swamp surface covered 
  in russet mold.
  Shman Hssta 
  The leader of the vegepygmy hunters is a vegepygmy 
  shaman named Hssta [HISS-tuh]. When the characters 
  first arrive in Detrita, they are brought before Hssta. 
  Hssta can use its speak with plants spell in a way to allow 
  vegepygmies to communicate with the characters.
  Side Quest. Until recently, the vegepygmies could 
  absorb nutrients from the soil, but the land has become 
  so poisoned that they have to depend on meat to fill their 
  little bellies. In addition to the sustenance, vegepygmies 
  convert the remains of dead beasts into thornies using 
  russet mold. With the yellow musk zombies threatening 
  their survival, the vegepygmies are in desperate need 
  of a giant lizard. If the characters are willing to help the 
  tribe infect a huge or large dinosaur with russet mold 
  and then kill it, Hssta will provide them with some of the 
  trinkets Hssta has found in the swamp: a potion of healing, 
  26 gold pieces, and a driftglobe. If the characters are 
  actively hunting for dinosaurs, you may have the random 
  encounters yield a dinosaur result on a 1 or 2 in addition 
  to a 3 when rolling for random encounters.
  Chief Hset
  The vegepygmy chief's who lives here is named Hset [huh-
  SET]. Hset knows that the survival of its tribe is in danger. 
  Hset has seen the a haggard man in the swamp, always 
  followed by undead. Hset knows how to get in to the Nsi 
  Fortress and knows that the man lives there. Hset thinks 
  the man created the zombies that plague the swamp and is 
  responsible for the blight.
  Russet Mold
  The fungus known as russet mold is reddish-brown in color 
  and found only in places that are dark, warm, and wet. Russet 
  mold that spreads out across a metal object can be mistaken 
  for natural rust, and a successful DC 15 Intelligence (Nature) or 
  Wisdom (Survival) check is required to identify it accurately by 
  sight in such a case.
  Any creature that comes within 5 feet of russet mold must 
  make a DC 13 Constitution saving throw as the mold emits 
  a puff of spores. On a failed save, the creature becomes 
  poisoned. While poisoned in this way, the creature takes 7 (2d6) 
  poison damage at the start of each of its turns, sprouting mold 
  as it takes damage. The creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself on a 
  success. Any magic that neutralizes poison or cures disease 
  kills the infestation. A creature reduced to 0 hit points by the 
  mold’s poison damage dies. If the dead creature is a beast, 
  a giant, or a humanoid, one or more newborn vegepygmies 
  emerge from its body 24 hours later: one newborn from a Small 
  corpse, two from a Medium corpse, four from a Large corpse, 
  eight from a Huge corpse, or sixteen from a Gargantuan 
  corpse.
  Russet mold can be hard to kill, since weapons and most 
  types of damage do it no harm. Effects that deal acid, necrotic, 
  or radiant damage kill 1 square foot of russet mold per 1 
  damage dealt. A pound of salt, a gallon of alcohol, or a magical 
  effect that cures disease kills russet mold in a square area that 
  is 10 feet on a side. Sunlight kills any russet mold in the light’s 
  area.(Volo's Guide to Monsters pg. 196). 
  If characters are killed – by russet mold or otherwise – you 
  can allow their players to control Hset, Hssta, or the one or two 
  vegepygmies created by their death, until the party can return to 
  a place where an encounter with a replacement character would 
  make sense.
  Trouble At Night
  The vegepygmies are likely to allow the characters to sleep 
  at Detrita, which is protected by shriekers, to warn the 
  village of incoming danger. Due to the scarcity of food, not 
  all vegepygmies can rely on meat for sustenance and as 
  such, a few of them will absorb nutrients from the blighted 
  land during the night. 
  If the characters choose to rest at Detrita for the night, 
  you can have 2d8 vegepygmies turn into swamp blights 
  and attack the village without alerting the shriekers. 
  The characters will be able to engage the blights before 
  the rest of the tribe is able to muster a defense. Unless 
  targeted by the players, the blights target healthy 
  vegepygmies. You can keep track of vegepygmy hit points 
  or decide how often they fall. The purpose is to make the 
  characters feel mournful for the little moldies. 
  In the aftermath, Hset or Hssta will relay the 
  importance of rooting out the evil that is creating the 
  yellow musk zombies, as it is likely also contributing to the 
  corrupted vegepygmies.
  
  9
   NSI WASTES LOCATIONS  |
   NSI WASTES LOCATIONS  |
  N8
  N8
  N9
  N9
  N1
  N1
  N2
  N2
  N3
  N3
  N4
  N4
  N5
  N5
  N6
  N6
  N7
  N7
  Map of Nsi Fortress
  Map of Nsi Fortress
  C
  W
  (S)
  (S)
  
  10
  10  |  NSI WASTES LOCATIONS
   |  NSI WASTES LOCATIONS
  Nsi Fortress
  The western end of the Nsi Fortress has sunken into 
  the swamp. The only visible point of access is the 
  southeastern tower. If the players were led here by 
  vegepygmies, you can have some, including Hssta 
  or Hset, wait outside to cover the characters backs. 
  These vegepymies can serve as temporary replacement 
  characters if a character death occurs inside. When the 
  players approach you can read the following:
  A collapsing tower stands before you with vines growing up 
  its side. A massive skeleton of a turtle sits beneath the tower, 
  jutting up out of the swamp. As you look past the tower to the 
  west, the fortress appears to have sunken into the swamp.
  N1. Southeast tower
  The top of the tower is exposed above the surface of the 
  swamp. It can be easily climbed as there are many vines 
  and roots for handholds. 
  Stairs descend the interior of this stone tower into the 
  darkness below. The muck from the surrounding swamp 
  appears to be held back by the stone walls.
  This is the only tower that still provides access to the 
  interior of the fortress below the swamp. The stairs 
  descend 30 feet to the ground floor where a door in the 
  northwest corner leads deeper into the fortress. The tops 
  of the fortress’s exterior walls reside just below the muck 
  and are inaccessible. 
  n2. Guard Room
  The hallway opens into a long room. A rusted suit of armor 
  stands on the eastern wall next to a closed stone door. 
  Bloated corpses sit against the walls, their flesh reflecting 
  dampness of the room. Reliefs in the western wall depict a 
  scene of regal Chultan warriors overpowering a group of tribal 
  looking warriors. Mold covered text is carved beneath the 
  reliefs. A large stone door exits this room to the north. 
  This room contains 5 yellow musk zombies. Any 
  characters proficient in medicine can determine that these 
  corpses have been dead for many years, but the moisture 
  and darkness has preserved their flesh. A successful 
  DC 15 Wisdom (Medicine) check can determine that the 
  creatures died as a result of some growth that punctured 
  the skull. The zombies are on guard and stand up to attack 
  when characters either try to open the northern door or 
  damage one of the corpses. 
  The reliefs on the wall are carvings of Ras Nsi’s 
  warriors cutting down the Eshowe Tribe. If characters 
  take the time to clear the harmless mold off the writing 
  they can read that it says, "The great purge of the Eshowe 
  Tribe, for the glory of Mezro" in Common.
  n3. Armory
  Old armaments are neatly stored along the walls of the room 
  on decaying wooden racks. Among them are many short, 
  broad-bladed, spear-like weapons. Several decorated shields 
  are hung on the walls but appear to be in various states of 
  disrepair. A stone and glass display case along the eastern 
  wall holds a similar style weapon to those along the wall, but 
  it appears to have been crafted with decorations and more 
  precision.
  This room contained the weapons and armor for Ras 
  Nsi’s guards. Housed in the room are 20 yklwas and 20 
  hlang shields. The yklwas are in good condition, but the 
  shields, which are made out of toughened dinosaur hides, 
  are damaged beyond repair. The display case holds a +1 
  yklwa meant for Ras Nsi’s elite guard. Reistal had no need 
  for weapons and paid it no mind. The display case has an 
  AC of 15 and 10 hit points. Breaking the glass triggers a 
  glyph of warding to anyone who opens it without speaking 
  the passphrase “For the glory of Mezro.” Anyone within 
  20 feet of the case at the time the trap is triggered must 
  succeed a DC 15 Dexterity saving throw or take 5d8 acid 
  damage, or half as much damage on a success. The case 
  reveals abjuration magic upon inspection with detect 
  magic.
  n4. Fungal Garden
  A long wooden table stretches the length of this room. Atop 
  it are specimens of various types of fungi and vine-like plants 
  that coil around wooden stakes in the soil. The walls are 
  covered with moldy tapestries of men eating meat off of large 
  bones and large dead reptiles in the background. The room is 
  lit by the glow of phosphorescent fungi. 
  This room used to be the banquet hall but is now a fungal 
  garden for Reistal. Here, he grows sapling yellow musk 
  creepers, trying different soils and phosphorescent lights 
  to help them grow. The yellow musk creeper saplings 
  are harmless for now, but two have grown large enough 
  to be a threat. The two yellow musk creepers attack 
  when characters get in range of their yellow musk. Other 
  specimens, whose properties can be identified by a DC 15 
  Intelligence (Nature) check or Wisdom (Survival) check 
  include the following:
  • 1d4 Barrelstalk 
  • 2d6 Nightlights
  • 1d4 Nilhogg’s Nose 
  • 1d4 Wildroot
  • 1d4 Zabou 
  n5. Throne Room
  This large room contains two rows of four columns covered 
  in vines. Behind a pool of water on the western portion of 
  the room is a mass of rubble. Grand doors lie broken to 
  the south, where the walls have also caved in over time. 
  The eastern wall has been carved to display the likeness of 
  a formidable looking man with a fiery sword with legions of 
  warriors in the background. Doors lead out of the room to the 
  northeast and southeast. 
  The northern portion of the room is dominated by an elevated 
  platform with a black throne upon it. In the backrest of the 
  throne, blue stones have been inlaid to form a large triangle. 
  Another stone door appears to be set into the wall behind it. 
  A mass of plant growth lies at the bottom of the stairs leading 
  up to the throne. Tendrils extend from it down into the water, 
  which is a putrid green. The smell of decay fills the room. 
  At the bottom of the stairs is a corpse creeper, Reistal's 
  nearly perfected creation. Using a combination of druidic 
  and necromantic energy, Reistal has found a way to 
  allow the plant to use corpses as sustenance rather than 
  sunlight. When characters enter within 60 feet of the 
  corpse creeper, it moves to attack. 
  
  1111
   NSI WASTES LOCATIONS  |
   NSI WASTES LOCATIONS  |
  n6. Master's Quarters
  What must have once been a regal living space is now a 
  decrepit room covered in mold. Furnishings appear to have 
  gone years without use. A mass of roots seems shaped to fit a 
  human-sized form like a hammock.
  Reistal lives here in Ras Nsi's private quarters. Nothing 
  remains of value in this room, though he keeps a journal 
  in the hammock (see journal entry handouts). If Reistal 
  became aware of combat in the throne room, he cracks 
  the door open and watches his creation at work under 
  the effect of pass without trace. Characters will only 
  notice him with a Wisdom (Perception) check of 21. If the 
  characters defeat the corpse creeper, he uses meld into 
  stone and listens for them to leave. If the characters enter 
  the maze, he will curiously follow them as spider or rat. 
  Reistal will only confront them once they have reached the 
  shrine, an area of the fortress that he has never managed 
  to reach. Reistal  begins any confrontations with barkskin 
  and longstrider already cast upon himself.
  Treasure. Reistal carries a staff of withering, which 
  serves as his druidic focus. His only other material 
  possession is a rain catcher.
  n7. Master's Private Tower
  This used to be Ras Nsi's private tower for viewing the 
  horizon as his fortress was carried through the jungles. 
  Now Reistal uses it as a private entrance to and from 
  the fortress. It provides safe exit to the surface, but is 
  concealed by swamp debris from the surface. The secret 
  entrance can be detected with a DC 20 Intelligence 
  (Investigation) check from the outside.
  n8. The Maze
  As a devout follower of Ubtao, Ras Nsi believed that mazes 
  served as a reminder that the path of life is complicated 
  and it is up to each individual to find their way through. He 
  had a trapped maze constructed to isolate his shrine from 
  the rest of his fortress so that only those worthy of Ubtao 
  could disturb him during his prayer. When the characters 
  enter the maze, you can read the following:
  The 5-foot wide, 10-foot tall hallway ahead seems to split in a 
  number of directions. 
  There are four magic orbs in this maze, which look like 
  6-inch diameter spheres. The stone door to Area N9 has 
  an inscription above it that reads: One worthy of Ubtao 
  may enter. The red, yellow, and green orbs must each be 
  activated by passing a test in order to open the door. The 
  blue orb is a trick and cannot be activated. Once activated, 
  the orbs shed a bright light to 20 feet and dim light to 
  20 feet beyond that. The orbs deactivate after 1 hour 
  and are fixed in place by sovereign glue. Above each orb, 
  an inscription has a hint of the trial to come written in 
  Common. 
  Test of Strength. The text above the red orb reads: One 
  worthy of Ubtao should have the strength of his children. 
  When a character touches the orb, a velociraptor zombie 
  appears in an unoccupied space near each of the four 
  orbs within the maze. The raptors proceed to hunt down 
  the characters until defeated, but will not leave the maze. 
  Once the raptors are defeated, the orb activates. The 
  raptor bodies disappear after 1 hour, when the orb resets.
  Test of Will. The text above the yellow orb reads: One 
  worthy of Ubtao should have the courage to face one’s 
  fears. When touched, the orb casts a wall of fire spell on 
  the location marked with a ‘W’ on the map. The fire gives 
  
  12
  12  |  NSI WASTES LOCATIONS
   |  NSI WASTES LOCATIONS
  off heat as though it were real but will not burn anyone 
  that simply runs or walks through it. Any attempt to use 
  magic to test the fire or put it out will cause it to flare up 
  and force the character who interferes with it to make a 
  DC 12 Dexterity saving throw or take 2d6 fire damage 
  (half on a successful save). The fire wall is dispelled and 
  the orb activates once all characters trapped between the 
  orb and the fire wall walk or run through it. 
  Test of Cunning. The text above the green orb reads: 
  One worthy of Ubtao should be a convincing leader. When 
  touched, the orb conjures a male Chultan guard with the 
  statistics of a gladiator at the location shown by a ‘C’ on 
  the map. The guard speaks all languages and will not let 
  anyone pass through unless convinced to do so. In order 
  to activate the orb, any character must succeed a DC 15 
  Charisma (Persuasion, Deception, or Intimidation) check 
  with the goal of getting the guard to stand down and allow 
  them to pass, to dispel the guard. If the characters fail two 
  checks to convince the guard to let them pass, or if they 
  fight the guard, he will fight to the death and a new guard 
  will be conjured blocking characters path again. 
  Test of Survival. The text above the blue orb reads: 
  One worthy of Ubtao should be hard to deceive. This orb 
  is a trick and cannot be activated like the others. It is 
  covered with an illusion that can be detected with a DC 15 
  Intelligence (Investigation) to hide the runic trap etched 
  into it. Touching it triggers the minimus containment 
  effect of the imprisonment spell and causes the character 
  to become trapped within the orb. A trapped character can 
  be seen inside the orb from the outside. The imprisonment 
  is dispelled when the other three orbs are activated and 
  the door to the shrine is opened. 
  n9. Shrine to Ubtao
  A spiraling maze is painted in red in the center of this pristine 
  room. An altar stands against the southern wall with a small 
  chest surrounded by gold pieces. A painting on the eastern 
  wall shows a painting of a fortress on the back of giant turtles.
  This shrine is where Ras Nsi used to pray to the god 
  Ubtao. The shrine has not been accessed since Ras Nsi 
  denounced his former god. The maze on the floor is the 
  key to breaking the curse upon the land. If a character 
  traces a solution to the maze with a finger, the latent magic 
  of Ubtao begins the slow process of healing the land. 
  The Maze of Ubtao. The maze can be solved in about 
  1 minute of concentration or more hastily by one or more 
  party members succeeding on a total of three DC 15 
  Intelligence checks. If the characters manage to solve the 
  maze before combat with Reistal finishes (or if he was 
  pacified rather than killed), you may have the healing 
  magic cure his madness and stop him from fighting. If the 
  characters solve the maze, you can read the following:
  The solution to the maze begins to light up on the ground. 
  The light grows brighter and brighter and culminates with a 
  flash of warm green light. 
  As the characters enter this room, Reistal is shadowing 
  them to see what happens. If they begin to work the maze 
  or if the trap from the chest is activated, he will strike 
  while they are distracted. He will try to strike a distracted 
  individual with his staff of withering while getting as 
  many as he can grouped together within the effect of his 
  spreading spores. During the encounter, Reistal may say 
  some of the following things out loud, giggling madly, to 
  nobody in particular: 
  • "You may have killed my creation, but you will serve as 
  fertilizer for the next."
  • "After all this time, I just needed more fodder to get 
  through the maze."
  • "Your rotten bodies will be mine."
  The Trapped Chest. The chest is locked by an arcane 
  lock. The lock can be picked or the chest broken with a DC 
  20 Dexterity (Thieves Tools) check or a DC 20 Strength 
  (Athletics) check, but either of these methods activate 
  a trap. If the trap is sprung, the room fills up with a 
  poisonous gas. Characters within the room must succeed 
  a DC 12 Constitution saving throw or take 2d6 poison 
  damage on a failed save, or half as much damage on a 
  successful one. The gas disperses after a few seconds.
  Treasure. The altar is covered in 300 gold pieces. 
  The chest contains a diamond worth 500 gp and spell 
  scrolls of heroism, crusader's mantle, and raise dead. 
  There appear to be indentations for two other diamonds 
  of similar size. A note inside the case reads, “When your 
  bara falls in combat, you should revive him with more 
  expediency. Death is an inconvenience that I have little 
  time for. Do not make me wait again.  - Ras Nsi, Bara of 
  Mezro.”
  The characters likely do not know who Ras Nsi is 
  at this point, but if they are traveling with Salida, she 
  understands that the note signifies that Ras Nsi has died 
  and been revived at least once in the past and must have 
  the death curse. She will likely keep this information 
  to herself until she can report her findings to Fenthaza. 
  Players may be able to use this information in Chapter 4: 
  Fane of the Night Serpent to negotiate with Ras Nsi.
  
  13
  13
   NSI WASTES LOCATIONS  |
   NSI WASTES LOCATIONS  |
  Conclusion
  If the characters are victorious in the Nsi Fortress and 
  solve Ubtao's maze, the curse begins to lift from the land. 
  The DM can describe visual improvements to the land as 
  the characters exit from the fortress, such as wildflowers 
  sprouting, the water becoming clearer, birds chirping, 
  etc. Hssta, the vegepygmy shaman, can also confirm that 
  the land is healing. The vegepygmy tribe celebrates the 
  characters and offer to guide them back out of the Nsi 
  Wastes. The vegepygmies are perceptive and stealthy and 
  can help characters avoid random encounters while they 
  travel. The vegepygmies will not leave the swampland of 
  the Nsi Wastes. 
  If the characters traveled to the Nsi Wastes on behalf of 
  the aarakocra, Teacher is pleased to hear of their success 
  and can either give them the quest to get the black orchid 
  from Nangalore or prepare the Dance of the Seven Winds 
  if the orchid has already been acquired (TOA, 69).
  If the characters traveled to the Nsi Wastes with 
  Salida, she continues to bide her time, knowing that she 
  has leverage over Ras Nsi, who she now knows must be 
  afflicted with the death curse.
  Troubleshooting
  Here are a few suggestions if the characters get stuck 
  during the adventure.
  • In the event characters die in this dungeon, you can have 
  Hset or Hssta come looking for the characters to make 
  sure they are okay. Hset and Hssta should both be fairly 
  comparable in strength to a 4th level character. 
  • In the event that the characters exit the dungeon through 
  room N7, you can have them emerge into a particularly 
  nasty area of the blighted swamp, subtly hinting that the 
  cause of the blight has not yet been undone.
  • In the event that the characters do not think to trace 
  the maze with their fingers, you may have them make an 
  Intelligence (Religion) check of DC 12 to recall that Ubtao 
  was a god who loved mazes and that solving his mazes 
  was a way for his followers to earn his favor.
  
  14
  14  |  MAGIC ITEMS
   |  MAGIC ITEMS
  Magic Items
  Driftglobe
  Wonderous item, uncommon
  This small sphere of thick glass weighs 1 pound. If you are 
  within 60 feet of it, you can speak its command word and 
  cause it to emanate the light or daylight spell. Once used, 
  the daylight effect can’t be used again until the next dawn.
  You can speak another command word as an action to 
  make the illuminated globe rise into the air and float no 
  more than 5 feet off the ground. The globe hovers in this 
  way until you or another creature grasps it. If you move 
  more than 60 feet from the hovering globe, it follows you 
  until it is within 60 feet of you. It takes the shortest route 
  to do so. If prevented from moving, the globe sinks gently 
  to the ground and becomes inactive, and its light winks 
  out.
  Staff of Withering
  Staff, rare (requires attunement by a cleric, druid, or 
  warlock)
  This staff has 3 charges and regains 1d3 expended 
  charges daily at dawn.
  The staff can be wielded as a magic quarterstaff. On a 
  hit, it deals damage as a normal quarterstaff, and you can 
  expend 1 charge to deal an extra 2d10 necrotic damage to 
  the target. In addition, the target must succeed on a DC 15 
  Constitution saving throw or have disadvantage for 1 hour 
  on any ability check or saving throw that uses Strength or 
  Constitution.
  Mundane Items
  Barrelstalk 
  A barrelstalk is a large, cask-shaped fungus that can be 
  tapped and drained of the fresh water stored within it. A 
  single barrelstalk contains 1d4 + 4 gallons of water and 
  yields 1d6 + 4 pounds of food.
  Nightlights
  A nightlight is a tall and tube-shaped bioluminescent 
  mushroom that grows to a height of 1d6 + 4 feet and 
  emits bright light in a 15-foot radius and dim light for 
  an additional 15 feet. A nightlight that is uprooted or 
  destroyed goes dark after 1 round. If a living nightlight is 
  touched, either by a creature or an object, its light goes out 
  until it is touched again.
  Nilhogg's Nose 
  A Nilhogg’s nose is a small mushroom that grants any 
  creature that eats it advantage on Wisdom (Perception) 
  checks based on smell for 1d4 hours. However, the 
  creature suffers disadvantage on saving throws against 
  effects based on smell for the same amount of time (such 
  as the corpse creeper's yellow musk).
  Wildroot
  Introducing the juice of a wildroot into a poisoned 
  creature’s bloodstream (for example, by rubbing it on an 
  open wound) rids the creature of the poisoned condition. 
  Once used in this way, a wildroot loses this property.
  Zabou
  Zabou mushrooms feed on offal and the rotting wood of 
  dead trees. If handled carefully, a zabou can be picked 
  or uprooted without causing it to release its spores. If 
  crushed or struck, a zabou releases its spores in a 10-foot-
  radius sphere. A zabou can also be hurled up to 30 feet 
  away or dropped like a grenade, releasing its cloud of 
  spores on impact. Any creature in that area must succeed 
  on a DC 10 Constitution saving throw or be poisoned 
  for 1 minute. The poisoned creature’s skin itches for the 
  duration. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  
  15
  15
   CREATURES  |
   CREATURES  |
  Creatures
  Reistal
  Reistal
  Medium humanoid, chaotic evil
  Armor Class 11 (16 with barkskin)
  Hit Points 69 (6d8 + 42)
  Speed 30 ft. (40 ft. with longstrider)
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  18 (+4) 
  11 (+0)
  Condition Immunities blinded, deafened, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Druidic
  Challenge 4 (1,100 XP)
  Symbiotic Entity. Reistal has awakened spores that give him +24 
  HP (included in the total) and cause his melee attacks to deal an 
  additional 1d6 poison damage (included in the attack).
  Spellcasting. Reistal is an 6th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). 
  He knows the following druid spells:
  Cantrips (at will): chill touch, druidcraft, infestation, shillelagh
  1st level (4 slots): entangle, longstrider, speak with animals
  2nd level (3 slots): barkskin, spike growth, pass without trace
  3rd level (3 slots): plant growth, speak with plants, meld into stone
  Actions
  Shillelagh (staff of withering). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 
  (3) 1d6 poison damage plus (11) 2d10 necrotic damage. The 
  target must succeed a DC 15 Constitution saving throw or have 
  disadvantage for 1 hour on any ability checks or saving throw that 
  uses Strength or Constitution.
  Lair Action
  Spreading Spores. Reistal hurls spores up to 30 feet away, 
  where they swirl in a 10-foot cube. The spores disappear when 
  he uses this feature again. Whenever a creature moves into the 
  cube, or starts its turn there, that creature must succeed a DC 
  15 Constitution saving throw or take 2d6 necrotic damage. A 
  creature can take this damage no more than once per turn.  
  Corpse Creeper
  Corpse Creeper
  Large plant, chaotic evil
  Armor Class 10
  Hit Points 85 (10d10 + 30)
  Speed 20 ft., climb 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2) 
  10 (+0) 
  16 (+3) 
  7 (-2) 
  15 (+2) 
  3 (-4)
  Condition Immunities blinded, deafened, frightened, poisoned
  Senses blindsight 120 ft. (blind beyond this radius), passive 
  Perception 12
  Languages --
  Challenge 4 (1,100 XP)
  Corpses. When first encountered, a corpse creeper contains the 
  corpses of 1d6 + 3 humanoids. A corpse creeper can hold the 
  remains of up to nine dead humanoids. These remains have 
  total cover against attacks and other effects outside the corpse 
  creeper. If the corpse creeper dies, the corpses within it can be 
  pulled free.
  While it has at least one humanoid corpse in its body, the corpse 
  creeper can use a bonus action to do one of the following:
  • 
  The corpse creeper digests one humanoid corpse in its 
  body and instantly regains 11 (2d10) hit points. Nothing of 
  the digested body remains. Any equipment on the corpse is 
  expelled from the corpse creeper in its space.
  • 
  The corpse creeper animates one dead humanoid in its 
  body, turning it into a yellow musk zombie. The zombie 
  appears in an unoccupied space within 5 feet of the corpse 
  creeper and acts immediately after it in the initiative order. 
  Spider Climb. The corpse creeper can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check.
  Actions
  Multiattack. The corpse creeper makes two tentacle attacks.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 13 (3d8) psychic damage. If the target is a humanoid that 
  drops to 0 hit points as a result of this damage, it dies and is 
  implanted with a yellow musk creeper bulb. Unless the bulb is 
  destroyed, the corpse animates as a yellow musk zombie after 
  being dead for 24 hours. The bulb is destroyed if the creature is 
  raised from the dead before it can transform into a yellow musk 
  zombie, or if the corpse is targeted by a remove curse spell or 
  similar magic before it animates.
  Yellow Musk (3/day). Each creature that starts its turn within 60 
  feet of the corpse flower or one of its zombies must make a DC 
  12 Wisdom saving throw, unless the creature is a construct or 
  undead. On a failed save, the creature is charmed by the creeper 
  for 1 minute. A creature charmed in this way does nothing on 
  its turn except move as close as it can to the creeper. A creature 
  charmed by the creeper can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success.
  
  16
  16  |  CREATURES
   |  CREATURES
  Vegepygmy Shaman
  Vegepygmy Shaman
  Small plant, neutral
  Armor Class 13 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  15 (+2) 
  7 (-2)
  Skills perception +4, stealth +4
  Damage Resistances lightning, piercing
  Senses darkvision 60 ft., passive Perception 14
  Languages Vegepygmy
  Challenge 2 (450 XP)
  Plant Camouflage. The vegepygmy has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  plant life.
  Regeneration. The vegepygmy regains 3 hit points at the start 
  of its turn. If it takes cold, fire, or necrotic damage, this trait 
  doesn’t function at the start of the vegepygmy’s next turn. The 
  vegepygmy dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Spellcasting. The vegepygmy is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). It knows the following druid spells:
  Cantrips (at will): druidcraft, thorn whip, produce flame
  1st level (4 slots): cure wounds, entangle
  2nd level (3 slots): lesser restoration, spike growth
  3rd level (2 slots): plant growth, speak with plants
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage.
  Swamp Blight
  Swamp Blight
  Small plant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 9 (2d6 + 2)
  Speed 20 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  14 (+2) 
  13 (+1) 
  6 (-2) 
  11 (+0) 
  7 (-2)
  Skills perception +2, stealth +4
  Condition Immunities blinded, deafened
  Damage Resistances lightning, piercing
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 12
  Languages understands Vegepygmy but can't speak
  Challenge 1/4 (50 XP)
  Plant Camouflage. The vegepygmy has advantage on Dexterity 
  (Stealth) checks it makes in any terrain with ample obscuring 
  plant life.
  Regeneration. The vegepygmy regains 3 hit points at the start 
  of its turn. If it takes cold, fire, or necrotic damage, this trait 
  doesn’t function at the start of the vegepygmy’s next turn. The 
  vegepygmy dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage plus 2 (1d4) necrotic damage.
  Velociraptor Zombie
  Velociraptor Zombie
  Tiny undead, unaligned
  Armor Class 13 (natural armor)
  Hit Points 10 (3d4 + 3)
  Speed e0 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  14 (+2) 
  13 (+1) 
  4 (-3) 
  12 (+1) 
  6 (-2)
  Skills perception +3
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 13
  Languages --
  Challenge 1/4 (50 XP)
  Pack Tactics. The velociraptor has advantage on an attack roll 
  against a creature if at least one of the velociraptor’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Undead Fortitude. If damage reduces the velociraptor 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 velociraptor drops to 1 hit point instead.
  Actions
  Multiattack. The velociraptor makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  4 (1d4 + 2) 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.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 2 - Whispers in the Nsi Wastes.pdf