Hollow Dunes Encounters (5-10) (d20)

d20 Result

1-5

Lesser Beasts:
Roll on "Lesser Beasts"

6-10

Greater Beasts:
Roll on "Greater Beasts"

11-15

Lesser Monsters:
Roll on "Lesser Monsters"

16-19

Travelers:
Roll on "Travelers"

20

Greater Monsters:
Roll on "Greater Monsters"


Subcharts

Lesser Beasts (d10)

d10 Result

1

Roll 3d8 Scorpions

2

Roll 2d4 Vultures circling over a demolished campsite. Succeeding on a DC 15 Medicine check determines that the campers were killed by creatures wielding weapons. Succeeding on a DC 15 Investigation check discovers 1d6 days of rations.

3

Roll 2d6 Hyenas or Roll 2d6 Jackals

4

A herd of Roll 2d10+10 Antelope (Deer)

5

Roll 3d4 Stirges

6

An Eagle or Hawk perched on a nearby rock formation, its gazed fixed on one of the characters.

7

Roll 2d4 Poisonous Snakes

8

A Camel with a saddle and bit and bridle, but no rider.

9

Roll 1d3 Swarm of Insects (scarab beetles)

10

During the day, a character who succeeds on a DC 25 Perception Check notices a large, bird-like shape flying incredibly close to the sun.

Greater Beasts (d6)

d6 Result

1

Roll 1d4+4 Giant Wolf Spiders hiding beneath the sand.

2

Roll 2d4 Giant Poisonous Snakes

3

Roll 1d6 Giant Lizards basking on a slab of rock.

4

Roll 1d4 Giant Spiders who have constructed a web just beneath the sand in a 20-foot cube. The web is difficult terrain, and the first time a creature moves through the web on their turn, they must succeed on a DC 12 Strength Saving Throw or have their speed reduced to 0 ft. (escape DC 12).

5

1 Giant Constrictor Snake hiding beneath the sand.

6

Roll 1d3+1 Giant Scorpions picking apart the remains of an antelope. If the scorpions are killed, the antelope can provide 1d4 pounds of food.

Lesser Monsters (d8)

d8 Result

1-3

Roll 1d6+3 Dust Mephits playing bocce with rocks and skulls.

4-5

Roll 1d3+1 Death Dogs

6-7

1 Meazel; if the Meazel curses a character with its Shadow Teleport feature, a Lost Sorrowsworn finds and attacks the characters Roll 1d4 hours later.

8

Blue Guard Drakes

Greater Monsters (d4)

d4 Result

1

Roll 1d3 Phase Spiders**

2

An Air Elemental with the following action in place of its Whirlwind:

Sandstorm (recharge 5-6). While on the ground, the Air Elemental kicks up sand within its space and in a 10-foot radius around it, forcing all creatures in the area other than the elemental to make a DC 13 Constitution Saving Throw. On a failed save, a creature takes 15 (3d8+2) Slashing damage and is Blinded. On a successful save, a creature takes half as much damage and is not Blinded. A creature can use their action to wipe their eyes or the eyes of a Blinded creature within 5 feet of them, ending the Blinded condition.

3

A Lonely Sorrowsworn

4

A shrine to one of the Forgotten Gods consisting of a massive statue missing one of its arms and an altar adorned with offerings. The shrine is in excellent condition because it is protected by an Eidolon, with the massive statue being a Sacred Statue that lacks the Multiattack action due to its missing arm. If the characters attempt to take something from the offering pile, the Eidolon first uses its Divine Dread action. If that does not deter the characters, the Eidolon animates the statue and attacks. The Eidolon cannot move more than 100 feet from the shrine, and it focuses its attacks on characters in possession of treasure from the offering pile.
If a character makes an offering to the shrine of 100 gp or more, the Eidolon instead grants that character a Resolve: {1? charm of fortune|2? charm of healing|3? charm of the moon|4? charm of resistance|5? charm of the sun|6? charm of undying}.

The shrine holds the following offerings:

Roll 4d6*100 ep
Roll 2d6 100 gp gemstones
Roll 1d4250 gp art objects
Roll 1d3-1 magic items from Table G

Travelers (d6)

d6 Result

1-2

A hunting party of Roll 1d4+2 Tlincalli that attack the characters.

3-4

An Ulthari caravan of Roll 2d4+2 Scouts, a Gladiator (Radiator), a Transmuter Wizard (Illuminator), a Priest (Clanmother), and Roll 2d6+8 Commoners. The caravan has the following items available for sale:

 - Any adventuring gear worth 50 gp or less listed in Chapter 5 of the Player's Handbook
 -
Weapons and armor that fit within Har'Akir's equipment restrictions
 - Three Spell Scrolls of 1st-5th level spells

5

Roll 1d3 Tongues of the Liar and Roll 2d4+2 Ulthari Cultists.

6

A Tlincalli exile that Resolve: {70%? trades a pound of food for a pound of metal, up to Roll 2d6 pounds|30%? attacks the characters.}