Sand Rays = AC 14; MV 6"; F 2; HP 115; #AT 1; DMG 1d4 + Slow Poison (Tail Whip); AL N
Special: Rays will attach themselves to vessel causing them to loose 1/4 of their speed per ray
Sand Sharks = AC 15; MV 15"; F 3; HP 20; #At 1; DMG 1d8; AL N
Special: Sand sharks can swim effortless through the sand like a Bulit which produces an effect much like a blink dog.
Dune Crawler = AC 13; MV 30"; (natural armor). HP 30
Special: Perception +3; Darkvision 60 ft.; Keen Smell; Spider Climb
Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.
The Sanctuary of Savra...The soil here is rich with the rotten dead and the sun's light seems to barely break the palm frond canopy. After a careful observation of your surroundings, you begin to notice that there are many fallen warriors of all creed and age whose bodies litter the undergrowth that chokes out the ground. Along with this warm bed of death and decay also lie the dead's equipment in a range of condition and quality. It is obvious that there is likely LOOT to be had if one only takes the time to look. DC13 within 120'/DC14 within 60' of Germ. PCs will activate 1st Skull Vines timer if they start to look for LOOT or move within 60' of the Germ.
The Germ of the Golgari is an ancient relic that produces a glowing green sphere of necrotic energy fusing life and death into various forms of a shambling nightmare. It's light can be quenched though, greatly reducing its power, but this comes at a cost. Most interestingly, when planted in the ground, this seed grows a large vine that serves as a portal that extends into the Fey Wild.
Skull vines (1 HD each) spawn 1d4 on a timer and on successful hit entangle the player requiring a strength save to escape. Effects are cumulative so, 1 vine attached = EASY save to escape + 1d6 DMG per round, 2 vines = NORMAL save to escape + 1d6 DMG per vine, 3 or more vines = HARD save to escape + 1d6 DMG per vine and so on until they are ripped to shreds and consumed by cackling, lichen covered skulls
The sunset casts a blood-orange shadow on the ruins and pyramid that lay to the west from your present location. Even from your position about a desert mile away, you can appreciate the impressiveness of this ancient monument. The stone work is from a day gone by and its unlikely location in the middle of the desert seem to raise more questions than answers but It is here that you are likely to learn of the mysterious Golgari and the Germ Black Naubek said was so important.