*A massive, dark blue quartz-glass carving of a crocodile’s head sits against the far wall of this rectangular chamber. Its hollow eyes leak a pale orange glow, and its elongated maw is snapped shut. White sand covers the floor, and the air hums strangely. Hundreds of petrified eggs lie scattered among golden chalices, coins, and various pieces of funerary jewelry poking out of the sand. Some of the eggs are cracked, displaying the skeletal remains of young crocodiles. The corners nearest the entrance each contain a large golden sarcophagus surrounded by a semicircle of soapstone ushabti shield bearers.*
The jewelry, coins, and golden chalices in the room are painted fakes, which is obvious to anyone that handles the objects. Digging through the sand disturbs the room’s denizens.
**Creatures.** Four crocodile swordbreaker skeletons lie dormant beneath the sand. They attack any creature that picks up the "treasure" in the chamber or that tries to enter the giant crocodile head. Though they aren’t intelligent enough to understand how to weaponize the room’s sand against the characters, the crocodiles aren’t bothered by the sand and move their full speed to attack the characters, inadvertently kicking up clouds of bone dust as they move.
**Mysterious Sand.** The "sand" inside this chamber is actually finely ground bone dust. A successful DC 15 Intelligence (Investigation or Religion) check recognizes the truth of the sand. If a creature in the room moves more than 10 feet on its turn, it kicks up a cloud of bone dust as it moves. The dust puffs up in the spaces where the creature moved and where it ended its movement, forming into a trail of clouds. The dust settles back down and the cloud dissipates after 1d4 rounds. Each creature that enters or starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or take 1d4 necrotic damage and begin suffocating as it chokes on the bone dust. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the effect ends if the creature spends 1 turn outside the cloud. A creature that doesn’t need to breathe or that holds its breath doesn’t have to make the saving throw.
**The Golden Sarcophagi.** The sarcophagi are magic traps. The trap is activated when the ushabti around a sarcophagus are moved or when the idol is removed from its pedestal. Once activated, both sarcophagi burst open and release powerful blasts of air into the room.
The blasts of air stir up a great deal of dust, filling the room with bone dust clouds for 1 minute. This burst of air also reveals the crocodile skeletons hiding in the sand, if they weren’t already revealed. A successful DC 15 Intelligence (Investigation) check while inspecting the ushabti or the idol notices the pressure plate underneath the object. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around each sarcophagus.
**Retrieving the Idol.** The idol here is hidden inside the crocodile’s mouth. It is carved in the shape of a large crocodile egg and made of an unknown crystal that radiates a dim, orange light. It sits upon a trapped pedestal inside the giant carved crocodile’s mouth. Removing the idol triggers the golden sarcophagi trap, unless an object of equal weight (30 pounds) is placed upon the pedestal within 1 round of removing the idol. To reach the idol, the characters need to pry open the carving’s hinged jaw or climb through its hollow eye sockets.
The smooth quartz glass is difficult to climb. A successful DC 15 Strength (Athletics) check climbs up the jaw to an eye socket. The opening is too small for a Medium or larger creature to enter. A Small creature can squeeze through the opening into the cramped space near the idol’s pedestal.
The jaw of the carving is hinged and can be pried open. A successful DC 12 Strength (Athletics) check opens the jaw, but the jaw immediately snaps shut if the character releases it. Once opened, the jaw reveals a narrow tunnel that leads to the cramped space near the idol’s pedestal. If the character holding the jaw open releases it while a creature is in this tunnel, the creature must make a DC 12 Strength saving throw, taking 11 (2d10) bludgeoning damage on a failed save, and half as much damage on a successful one. In addition, a sudden release of the jaw stirs up dust along the jaw, filling the tunnel and the spaces within 5 feet of the carved crocodile head with bone dust for 1d4 rounds.