Post on 24-Jan-2022
Conversion notes
This conversion document is intended to work in
conjunction with, not replace, the original Temple of Elemental Evil™
module. All locations, places, names, settings referenced herein are
property of Wizards of the Coast and TSR, Inc. The conversion is
intended to be used with the 5th edition rule set of Dungeons and
Dragons™.
All referenced mechanics for this can be found in the Basic
rule set available from the Wizards website. Any point where a
monster or NPC is referenced from either the Basic Rules, Player’s
Handbook, Monster Manual, or Dungeon master’s guide will not be
included in these rules. For purposes of this conversion, it is
assumed you will have access to any referenced books, guides,
manuals, etc.
Any stat blocks, abilities, mechanics, magic items, etc.
presented herein are conversions from the original module to be
compatible with the 5E rule set, and therefore no claim to
ownership is being made by me by converting these to the newer
rules.
These conversion notes may reference certain areas as
defined in the module. Any time I refer to pages within the module, I
refer to specifically the module published by TSR named “Temple of
Elemental Evil” with the headings ‘9147 T1-4’ on the booklet. A PDF
of this booklet can be obtained from Wizards of the Coast via their
dndClassics website (www.dndclassics.com). When I refer to certain
areas, I will be calling out the area using the following key:
Module: this will be the particular module number that
the area falls within. For this particular adventure, it will fall in the
T1-4 range, as appropriate to the adventure.
Area name: If needed, I will call out a broad area name,
such as “Hommlet” or “Moathouse”, to differentiate what section of
the adventure I am referring to when I need to differentiate
between areas that have a similar denomination.
Area Number: This will correspond to the exact area
number as listed in the module. This will include any numerals or
alphabetical characters as part of the area listing.
An example would be T1 – I26 to refer to the “Huge casks”
heading on page 17 of the module. The area name was left out
because this nomenclature specifically refers to this area. On the
other hand, if I were to refer to something in the Moathouse, it
would be listed as T1 – Moathouse 2 to refer to the heading “Rotting
drawbridge” on page 22 of the module. This is differentiate it from
the “Modest farmhouse” on page 7 of the module within the village
Hommlet.
Any areas listed will NOT be described in detail, and will
require the original module to run properly. I will only describe what
is needed to run that particular area, which may reference the
appendix of this conversion.
This conversion guide is being offered for free. If you paid
for this in any capacity, demand a refund as this is being sold
unlawfully. I take no liability for what is done with this document
once published, and will not reimburse anyone who gets scammed
out of money by being made to purchase this module.
Any NPC or monster not listed can be assumed to use the
default stats as presented in the monster manual for that particular
monster/NPC. For most NPC’s, you will assume the statistics of
either a Commoner (MM Pg. 345) or a Guard (MM Pg. 347) as
appropriate to their write up (anyone described as capable of
fighting or part of the militia should use the guard statistics). You can
alter their equipment as mentioned in the write up. For
monsters/animal, you will use the stat blocks presented in the
monster manual, but can alter equipment as necessary.
In regards to the magic items Fragarach and Scather, I am
aware that the module states the former as CG, and the latter is
detailed in 3rd edition as NE, however, I rewrote them to be LG and
NG respectively. Fragarach was amended by Gary Gygax as Lawful
good, stating that the previous indication of CG was an editorial
mistake, and Scather I didn’t feel was a proper reward from
someone who is a Paladin.
Note that it’s entirely possible (and even likely in some of
the earlier adventures) for the characters to out-level the
challenges. If this becomes the case, feel free to add in extra
monsters as you feel appropriate to challenge your party. At various
points, I will be assuming a minimum level for the party (Level 1 for
T-1, level 2 for T-2, levels 3-6 for T-3, and level 7 for T-4), and all
balancing suggestions will be made around this. I will also try to call
out encounters that are close to or significantly above the
recommended encounter building guidelines for a particular area,
and provide tweaking options as appropriate.
T-1 The Village of Hommlet
This adventure is assuming, for balance purposes, a party
of 4 balanced characters starting at level 1. You may need to adjust
enemy numbers properly based upon party makeup.
1. Prosperous Farm Cottage and Large Barn
Use the statistics for a Wolf (MM pg. 341) for the
farm dogs.
2. Modest Farmhouse and Barn
The mentioned Dagger, and shield are instead a +1
Dagger and regular Magical Shield + 1 (see appendix).
Elmo is a level 4 Human Ranger (Hunter), see his
statistics in the NPC section.
11. Cottage
Treat the tailor as a Commoner (MM. pg. 345) except
with the Archery fighting style from the fighter class
(+2 damage to ranged weaponry)
13. Wooden Building with Shuttered Windows
Rannos Davl and Gremag are a Rogue (thief) 10 and
Rogue (assassin) 7, respectively. See their stat blocks
in the NPC section. Rannos’ medallion vs. crystal balls
and ESP is replaced with an Amulet of Privacy (see
magic items). Gremag’s Chain mail is replace with
‘Invisible Chainmail’ and his poison is replaced with
‘Gremag’s Poison’ (see magic items section).
15. Sturdy new building with a sign
The “Sword + 1” listed here will be a short sword +1.
The poison needle trap is a DC 13 perception check to
notice, and a DC 14 thieves’ tools check to disarm.
Setting off the trap deals 1D6 poison damage with a
+3 attack roll. The acid spray is a DC 15 perception
check to find, DC 15 to disarm, and deals 1D10 acid
damage on a failure dexterity save for half (DC 10).
The war dogs here use a Wolf’s statistics (MM pg.
341), and Melubb the Moneychanger uses the
statistics of a spy (MM. pg. 349)
18. Typical Cottage and Impossible Stone Building with
A barrel hanging from chains
The dog should use a wolf’s statistics (MM. pg. 341)
19. Modest Cottage
The dogs should use a wolf’s statistics (MM. pg. 341).
The Elven boots should be replaced with a pair of
Boots of Striding and Springing (DM’s Basic rules, pg.
59), and the Elven cloak is detailed in the magic items
section.
20. Church of St. Cuthbert
Calmer and Terjon both use the statistics of an
Acolyte (MM. pg. 342) and a Priest (MM. pg. 348)
respectively. The ring of invisibility and ring of
mammal control are detailed in the magic items
appendix.
22. Mill and attached home
The dog should use a wolf’s statistics (MM. pg. 341)
24. The Grove
Jaroo is detailed in the NPCs section and his black
bear uses the stats of a Black bear (MM. pg. 318).
The scroll becomes a scroll of Control Weather (PHB
pg. 228), and the potion of invulnerability and
decanter of endless water are detailed in the magic
item section.
25. Large Barn and Connected Home
Use the statistics for a Wolf (MM pg. 341) for the
dogs.
31. Two-storied Tower
Burne and Rufus are detailed in the NPC section The
Wand of Magic Missile uses the statistics from the
DM’s basic rules page 60. The Chime of Opening, the
Scarab of Proof against Poison, and dust of
disappearance are detailed in the Magic Items
section.
32. Tents and Wattle Huts
The agent uses the statistics of a Guard (MM. pg. 347)
Detailed Buildings – Area 7 6. Private Room
Zert uses the statistics of a Guard (MM. pg. 347)
10. Private Room
Spugnois is a level 2 wizard and is detailed in the
NPCs section.
13. Private Room
Furnok is detailed in the NPCs section. The ring of
invisibility is detailed in the Magic Items section.
14. Private Room
Kobort is a Thug (MM. pg. 350) and Turuko is a
Veteran (MM. pg. 350)
28. Disused Secret Room
Remove the bardiche, bill guisarmes, glaive
guisarmes, and partisans from the equipment list.
Augment the list with 2 more battle axes, 3 more
daggers, and 2 more short swords.
Detailed Buildings – Area 20 11. Church Library
The amulet of life protection is detailed in the magic
items section.
14. Chief Priest’s chambers
The scroll of protection from demons is replaced with
a scroll of protection from good and evil.
Detailed Buildings – Area 31 5. Rufus’ Chamber
The arrows are silver-tipped + 1 arrows.
6. Burne’s Chamber
Replace the Staff of Nystul’s magic core of darts with
the Staff of Magic Missile (detailed in the magic items
section). The wand is a wand on which a permanent
‘light’ spell is affixed. The pyrotechnics scroll is
replaced with a scroll of burning hands. The
transmute rock to mud scroll is replaced with a scroll
of Chromatic Orb.
Burne’s Badgers
The captain and Lieutenant are both Veterans (MM.
pg. 350). All the other badgers use the Guard’s
statistics.
The Ruins of the Moathouse
Upper level
Random Encounters: The Giant rats will use the stat
block for Giant rats (MM. pg. 327), the Giant tick will
be replaced with a Giant Spider (MM. pg. 328), and
the Brigands will use the stat block of Bandits (MM.
pg. 343). All other encounter wills remain unchanged.
The number of enemies on the encounters can
remain unchanged.
1. Pool
The giant frog uses the giant frog stats in the monster
manual (MM. pg. 325), the small giant frogs use the
stats of the frog (MM. pg. 322) with the following
attack appended:
Bite: Melee weapon attack. One target. -5 to hit. Hit:
1D6 -5 damage.
For anyone riding horses, they need to make a DC 15
Wisdom (Handle Animal) check to keep their horses
from spooking. If the player rides a warhorse, the DC
is 5.
4. Tower
The Huge Spider uses the stats of a Giant Wolf Spider
(MM. pg. 330)
7. Brigands
The brigands use the stat block of Bandits (MM. pg.
343). The leader also uses the same stats, but with
double HP. The number of brigands should be 1.5
times the number of players, rounded down (for
example, 4 players yields 6 brigands), plus the leader.
9. Littered Room
The broadsword should be a long sword.
11. Salon
The check for dropping a light source should be a
dexterity save, DC 15. The chance to strike an ally can
be calculated as presented.
12. Corner Room
The giant snake should use the Giant Poisonous Snake
statistics (MM. pg. 327)
13. Storeroom and Stairway
The Giant rats use the Diseased Giant Rats variant in
the monster manual (MM. pg. 327), and there should
be 2 rats per player. This could be a fairly powerful
encounter, if you wish to have a simpler encounter,
use 1.5 rats per player (rounded down) instead.
The ring can be found with a DC 15 Intelligence
(investigation) check or DC 18 Wisdom (perception)
check. It cannot be noticed with passive perception.
16. Kitchen
The Giant Tick should be replaced with a Stirge (MM.
pg. 284)
17. Barracks
The Giant Lizard uses the stats of a Giant Lizard (MM.
pg. 326). The Shield +1 is instead a magical shield +1
(see appendix).
Dungeon level
Random Encounters: The Giant rats will use the stat
block for Giant rats (MM. pg. 327), the zombies will
use the stat block for Zombies (MM. pg. 316), and the
gnolls will use the stats for a gnoll (MM. pg. 163), and
the bugbears will use the stats for a bugbear (MM.
pg. 33.), all other encounters will remain unchanged.
The number of enemies can remain unchanged.
18. Stairway Arch
The Green Slimes will use the stat blocks of a Gray
Ooze (MM. pg. 243). If the slime falls on to a player, it
has a surprise round and advantage against the player
it fell on for the surprise round.
20. Door
The Guisarmes are replaced with Halberds.
21. Corridor and Cells
The zombies use a the stats of a Zombie (MM. pg.
316)
22. Torture Chamber
The blood here can be noticed with a DC 15
Intelligence (investigation) check or a DC 18 Wisdom
(Perception) check. A character needs a passive
perception of 20 to notice it without actively looking.
23. Littered Storeroom
The door requires a DC 12 Strength (athletics) check
to open. Any character who searches the door
automatically notices the grease, otherwise it takes a
DC 14 passive perception to notice it.
24. Large Room
Lubash uses the stats for an Ogre (MM. pg. 237). The
stats for an elven cloak are in the appendix.
25. Oak Door
The Merchants use the stats for a Noble (MM. pg.
348) and the Gnome uses the stats for a Common
(MM. pg. 345). The ring gives advantage on Social
checks on gnomes within 100 miles, but is not
magical, merely a signet ring.
26. Undetected Trap
The secret door is detected with a DC 14 Intelligence
(investigation), Wisdom (perception) check, or a DC
18 passive perception. To raise the grate, it takes a DC
20 strength (Athletics) check, and for every character
with a Strength of 15 or higher beyond the first that
assists, lower the DC by 2.
27. Recruits
The bugbears will use the stats for a bugbear (MM.
pg. 33). There should be 1 Bugbear per player.
29. Odd Side room
The gnolls will use the stats for a gnoll (MM. pg. 163).
There should be 1.5 (rounded down) gnolls per
player. The gnolls speak Orc, Goblin, and Giant.
30. Pool
The Large Crayfish should be replaced with a Giant
Octopus (MM. pg. 326). The Scroll of push should be
replaced with a scroll of Thunder wave.
31. Burial Crypts
The Ghouls will use the stat blocks for Ghouls (MM.
pg. 148), and there should be 1 Ghoul per player. The
scroll of protection from undead should be replaced
with a Scroll of protection from good and evil, and the
potion of undead control should be replaced with a
potion of healing. If the players wander off the
mapped area as in 31b, allow them a DC 15
Intelligence (investigation) check to return back to the
map. The DC increases by 1 for every failure, once the
DC reaches 25 they are hopelessly lost in the tunnel.
33. Room and Corridor
The Guards use the stats for Guards (MM. pg. 347)
and the Sargent uses the stats for a Thug (MM. pg.
350). The enemy count (including reinforcements)
can remain unchanged.
34. Barrack’s Chamber
The Guards use the stats for Guards (MM. pg. 347),
the Sargent uses the stats for a Thug (MM. pg. 350),
and the Master’s Lieutenant uses the stats for a
Veteran (MM. pg. 350). The enemy count (including
reinforcements) can remain unchanged.
35. Chamber of the new Master
Lareth uses the stats of a Priest (MM. pg. 348). The
Phylactery of Action, Staff of Striking is detailed in the
magic items section. The unnamed assassin uses the
stats of an Assassin (MM. pg. 343)
T-2 Nulb and the Ruins
For balance purposes, this conversion guide will now be
assuming a party of 4 balanced characters at level 2.
The Village of Nulb
Random Encounters
Forest or Scrub Terrain: The brigands will use the stats of
Bandits (MM. pg. 343) and the leader will use the stats of a
Thug (MM. pg. 350).
The wild boar will use the stats of a Boar (MM. pg. 319).
The bugbears will use the stats of the Bugbear (MM. pg.
33).
The werewolves can use the stats of the Werewolf (MM.
pg. 211), but this may be a very tough encounter. If you
wish to reduce the difficulty, either only use 1 werewolf,
or change the werewolves into wererats (MM. pg. 209).
Even with 2 wererats, this encounter is at the upper end of
a CR2 encounter.
The wolves will use the stats for a wolf (MM. pg. 341).
Swamp or Pond area: The frogs will use the stats for Giant
frogs (MM. pg. 325)
Ghouls will use the stats for Ghouls (MM. pg. 148). This
can be a potentially dangerous encounter. Consider scaling
back to 1D4 if you wish for an easier encounter.
The giant leeches should be replaced with Giant Crabs
(MM. pg. 324).
The Lizard Men should use the stats for Lizard folk (MM.
pg. 204). This could be a potentially dangerous encounter,
consider scaling back to 1D6 Lizard folk if you wish to have
an easier encounter.
River: The giant crayfish should be replaced with Giant
Octopus (MM. pg. 326)
The Giant Gar should be replaced with a Hunter Shark
Barge folk and Merchants should use the stats of
Commoner (MM. pg. 345) and Noble (MM. pg. 348)
respectively.
Any Pirates you choose to encounter should use the stats
of Bandits (MM. pg. 343)
Nulb Militia
For the mercenary stats, use any mix of Spy (MM. pg. 349),
Scout (MM pg. 349), Guard (MM. pg. 347), and Bandit
(MM. pg. 343) as desired for your purposes. For the
leaders, use the Bandit Captain (MM. pg. 344)
Nulb Encounters
1. The waterside Hostel
Replace all the +1 shields with magical shields + 1 (see
appendix). For the Wench stats, you can use the Spy
statistics (MM. pg. 349), for the Hostler use the stats
of a Berserker (MM. pg. 344), and the Manservants
use the stats of Guards (MM. pg. 347). The Philtre of
Love is detailed in the magic items section.
2. Smithy and Stable
Sammy uses the stats of a guard (MM. pg. 347), and
Otis is detailed in the NPCs section. His +2 chainmail
and +2 long sword should be replaced with +1
equivalents. The owls use the stats of an Owl (MM.
pg. 333) and the sprites use the stats of a Sprite (MM.
pg. 283)
3. Mother Screng’s Herb Shop
Canoness Y’dey and Murfles are detailed in the NPCs
section. The +1 shield should be replaced with a
magical shield +1 (see appendix). Keoghtom’s
Ointment is detailed in the magic items section. The
ring of fire resistance should be replaced with the
Ring of Resistance [fire] (DM’s basic rules pg. 60)
4. Boatmen’s Tavern and Nulb Market
The proprietor, Skole, uses the stats of a Veteran
(MM. pg. 350), his shield is a magical shield + 1 (see
appendix). His men are Guards (MM. pg. 347). The
Pirate Leader Tolub uses the stats for a Bandit captain
(MM. pg. 344), Grud uses the stats of a Thug (MM.
pg. 350), and his pirates use the stats of bandits (MM.
pg. 343). The ring of protection + 3 is replaced with a
Ring of protection (DM’s basic rules, pg. 60), and the
Dagger + 2 is a Dagger + 1.
Ruins of Elemental Evil
Exterior Notes:
Instead of reducing strength, the poisonous plants
reduce the targets max HP by 5 per hour, and they die
when reaching 0 max HP. The save to resist the
poison is a DC 15 Con save, and it can be cured
through any means that cures poisons.
Random Encounters
The Bandits use the Bandit entry (MM. pg. 343) and
the leader uses the stats of a Bandit Captain (MM. pg.
344). The rock lizard uses the stats of the Giant Lizard
(MM. pg. 326). The giant ravens use the stats of a
giant eagle (MM. pg. 324) with the exception that
they are instead neutral evil. The giant rats use the
stats of giant rats (MM. pg. 327). The stats for a Drelb
are in the appendix.
The Broken Tower
Tower Exterior The giant ravens use the stats of a giant eagle (MM.
pg. 324) with the exception that they are instead
neutral evil. The footmen, crossbowmen, and archers
use the stats of the Bandit entry (MM. pg. 343),
utilizing either melee or ranged only as appropriate to
their type. The guards use the stats of Guards (MM.
pg. 347), the sergeants use the stats of a thug (MM.
pg. 350), the lieutenants use the stats of a bandit
captain (MM. pg. 324), and the Leader uses the stats
of a veteran (MM. pg. 350). The Leader’s +2 shield
should be replaced with a magical shield +2 (see
appendix). These stats will be assumed for the
entirety of the tower section.
The enemy’s tactics remain unchanged, but instead of
applying the +2 to hit against the party, apply
advantage for the surprise round, and instead of
applying a -1 to hit on the party, apply disadvantage
until the room is lit up.
3. Northeast Room
The Cloak of elven kind should use the stats for the
Elven cloak in the appendix. The potion of extra
healing should be replaced with a potion of vitality.
The potion of speed and potion of water breathing
are detailed in the appendix.
Building Ruins
The rats use the stats for giant rats (MM. pg. 327).
Instead of giving the rats +4 to hit, give them
advantage.
Sealed Doors
For the enchantment on the door, treat it as if it had
the antipathy/sympathy (PHB pg. 214) spell cast upon
it, but the area of the aura is reduced to 10 feet. The
save DC is 15.
The DC to break the door is 30.
Temple Area
1. For the enchantment on the runes, treat it as if it had
the antipathy/sympathy (PHB pg. 214) spell cast upon
it, but the area of the aura is reduced to 10 feet. The
save DC is 15.
7. For the enchantment on the door, treat it as if it had
the antipathy/sympathy (PHB pg. 214) spell cast upon
it, but the area of the aura is reduced to 10 feet. The
save DC is 15.
T-3 Dungeons of Elemental Evil
Dungeon Level One This conversion module will now be assuming that
your party consists of at least 4 characters of 3rd
level. All balancing will be built around this
assumption. Alternatively, you can use the
published counts along with the recommended
statistics.
Random Encounters:
The brigands use the statistics of Bandits (MM pg.
343) and the numbers should be 2 bandits per
character. The bandit leader uses the stats of a thug
(MM. pg. 350). Gnolls use the stats for Gnolls (MM.
pg. 163), and the number should be 1 per player. The
Ghouls use the stats for Ghouls (MM pg. 148), and
you should have half the number of characters in
ghouls. The gelatinous cube (MM. pg. 242) and the
gray ooze uses the statistics for the gray ooze (MM
pg. 243). The ogre uses the stats of an Ogre (MM pg.
237). The patrol men use the stats of a Guard (MM.
pg. 345) and the leader uses the stats of a thug (MM.
pg. 350). Zuggtmoy (freed) is detailed in the
appendix.
103. Pillared Hall
The harpies use the stats of the Harpy (MM. pg. 181).
104. Room, 30 x 20
The ghouls use the stats of ghouls (MM. pg. 148).
Elven chainmail is detailed in the appendix.
105. Room, 30 x 30
The ghouls use the stats of ghouls (MM. pg. 148).
107. Room, 20 x 20
The ghasts use the stats of Ghasts (MM. pg. 148).
108. Garbage Room
The giant rats use the stats of giant rats (MM. pg.
327).
109. Frescoed Corridor
The gradient towards dungeon level 2 can be noticed
with a DC 15 Wisdom (perception) check, or if the
character takes the time to search, a DC 13
Intelligence (investigation) check. Dwarves and
Gnomes have advantage on this check.
111. Storage Chamber
Anyone sampling the wine must make a Constitution
save DC 12 or become poisoned and lose 5 max HP
until they complete a short rest.
113. Armory
The crossbow bolt should be replaced with a set of 10
crossbow bolts + 1, and to find them the characters
must make a DC 22 Wisdom (perception) check, or a
DC 20 Intelligence (investigation) check. If they reach
a height of more than 9 feet, reduce the DC of the
perception check by 5, with investigation not being
possible in that scenario.
114. Secured Door
The prisoners all use the stats of a commoner (MM.
pg. 345) except for the men-at-arms which use the
stats for a guard (MM. pg. 347).
115. Room, 20 x 30
The Ghouls use the stats for Ghouls (MM pg. 148).
116. Room, 30 x 20
The Ghouls use the stats for Ghouls (MM pg. 148).
117. Room, 20 x 20
The Ghasts use the stats of Ghasts (MM. pg. 148). The
scroll of protection from undead should be replaced
with a scroll of protection from evil and good.
118. Hall, 10 x 30
The Ghasts use the stats of Ghasts (MM. pg. 148),
with the exception that the larger of the two has +1
to hit and damage. The shield + 1 should be replaced
with a magical shield +1 (see appendix).
120. Kitchen
The giant poisonous snake uses the stats for a giant
poisonous snake (MM. pg. 327) with the exception
that it has reach.
121. Room, 20 x 20
The Gnolls use the stats for Gnolls (MM. pg. 163).
122. Chamber 20 x 20
The Gnolls use the stats for Gnolls (MM. pg. 163). Any
characters caught in the fire the Gnolls make take
1D4 fire damage per round.
123. Room with Alcove
The Gnolls use the stats for Gnolls (MM. pg. 163). The
hobgoblins use the stats for hobgoblins (MM. pg.
186).
124. Room, 20 x 20
The ogres use the stats of Ogres (MM. pg. 237). Note
that this could be a particularly difficult encounter. If
you are worried about this being too strong, consider
reducing this to one Ogre. To lift the loose stone,
there is a Strength (athletics) check DC 18 that must
be passed. Two people reduce the DC to 15.
125. Corridor of Bones
The human skeletons and gnoll skeletons use the
stats of the Skeleton (MM. pg. 272). Note that this
could be a particularly difficult encounter. Consider
reducing the skeletons to a total of 2 per player if you
want to run an easier encounter.
126. Room, 20 x 20
The Ogre chieftain uses the stats of an Ogre (MM. pg.
237), with the exception that he has 20 extra HP, and
deals +2 damage. Increase the XP awarded for him by
25.
127. L-Shaped Room
The Gnolls use the stats for Gnolls (MM. pg. 163).
128. Room, 20 x 30
The Gnolls use the stats for Gnolls (MM. pg. 163).
The bugbear uses the stats for Bugbears (MM. pg.
33). The Gnoll using the sentry in 128a has the option
to multi-attack 4 times at a +5 bonus, dealing 1D8+3
damage, but the multi-attack recharges on a 5-6
(1D6).
129. Guardroom
The guards use the stats for Guards (MM. pg. 347).
130. Room with Trapezoidal Annex
The guards use the stats for Guards (MM. pg. 347).
The fighters should use the statistics of Knights (MM.
pg. 347). Note that this encounter can be particularly
deadly. If you wish to have an easier encounter,
consider scaling back to just 1 knight. The Javelin of
lightning is detailed in the appendix.
132. Hexagonal Room
The stirges use the stats of Stirges (MM. pg. 284). To
notice them, players must make a DC 20 Wisdom
(perception) check. The ring of shooting starts
(detailed in the appendix) can be found with a DC 22
Wisdom (perception) check or a DC 20 Intelligence
(investigation) check.
133. Anteroom
The guards use the stats for Guards (MM. pg. 347).
134. Inner Chamber
The guards use the stats for Guards (MM. pg. 347).
135. Lounge
The guards use the stats for Guards (MM. pg. 347).
Anyone caught in flames lit by the guards takes 1D6
damage per round at the beginning of their turn.
136. Inner Chamber
The Commander uses the stats of a Veteran (MM. pg.
350), and the Lieutenant uses the stats of a Thug
(MM. pg. 350). The chest can be opened with a
Dexterity (thieves’ tools) check DC 15.
137. Sleeping apartment
Romag and Hartsch uses the stats of a Cultist Fanatic
(MM. pg. 345) with the exception that Hartsch cannot
cast 2nd level spells, and has 10 less HP. Romag’s
chainmail is +1, and thus has an AC of 17. The trap
can be found with a DC 15 Wisdom (perception)
check or a DC 13 Intelligence (investigation) check.
The Dexterity (thieves’ tools) check to disable the trap
is 15. The potion of speed is detailed in the appendix.
The prayer scroll should be replaced with a prayer of
healing scroll.
141. Bronze Door
The door is warded with a glyph of warding using the
Cone of cold (5th level) spell. The save DC of the cone
if 15. When a non-magical weapon strikes the door,
reduce its damage by 1. If the weapon reaches the
size of its damage die (4 for a D4, 8 for a D8, etc) the
weapon is broken. Damaged weapons can be fixed
during a short rest with a DC 20 Strength (Smith’s
tools) check. Fully broken weapons require a full
forge to repair. The value of the weapon reduces by
10% for every point of damage it is reduced by (up to
a max of 50%). Broken weapons are worth a flat 1 GP.
The cloak of protection is detailed in the appendix.
The disease reduces affected characters max HP by 5,
and each character can only be affected by one such
disease. Any effect that cures disease can remove
this.
143. Augury Chamber
The secret door can be found with a DC 20 Wisdom
(perception) check or a DC 18 Intelligence
(investigation) check.
145. The Earth Temple
For the enchantment on the door, treat it as if it had
the antipathy/sympathy (PHB pg. 214) spell cast upon
it, but the area of the aura is reduced to 10 feet. The
save DC is 15. The Earth Elementals use the stats of
Earth Elementals (MM. pg. 124). The elementals
follow all tactics listed in the module. Note that the
earth elementals can be particularly strong for the
party at this point if the players follow the path that
sets them off to attack any intruders. If the players kill
the elementals at range (and thus avoiding their
attacks), award them only 50 exp per elemental. The
potion of diminution, rope of climbing, wand of
paralyzation, and Keoghtom’s ointment are detailed
in the index. The Ring of protection is detailed in the
Basic DM’s guide pg. 60.
145. F. West Room
The scroll of protection from earth elementals should
be replaced with a scroll of protection from evil and
good.
145. G. East Room
The stone of weight is detailed in the appendix.
146. Pit Chamber
The trap here can be found with a DC 15 Wisdom
(perception) check or a DC 13 Intelligence
(investigation) check. The giant rats use the stats of
giant rats (MM. pg. 327). Note that this encounter
can be particularly deadly. Consider reducing the
number of rats if you wish to make it easier.
147. Room, 20 x 20
The bugbears use the stats of bugbears (MM. pg. 33).
148. Processional Corridor
For the enchantment on the door, treat it as if it had
the antipathy/sympathy (PHB pg. 214) spell cast upon
it, but the area of the aura is reduced to 10 feet. The
save DC is 15.
149. Guard Room
The Pit traps can be found with a DC 15 Wisdom
(perception) check, or a DC 13 Intelligence
(Investigation) check. The trap also allows for a
Dexterity save (DC 15) to avoid once triggered. The
guards use the statistics of Guards (MM. pg. 347). The
leaders use the statistics of Thugs (MM. pg. 350).
Note that this can be a particularly difficult
encounter. Consider reducing the numbers to 2
guards per player for an easier encounter.
150. Cells
The zombies use the statistic of Zombies (MM. pg.
316). Wonillon is detailed in the NPCs section.
151. Secret Corridor
The dagger + 2 should be replaced with a Dagger + 1.
152. Torture Chamber
The turnkey should use the stats of a Thug (MM. pg.
350) and the Bugbear uses the stats of a bugbear
(MM. pg. 33). The victim uses the stats of a Guard
(MM. pg. 347) and is currently at 5 HP. The human
prisoners use the stats of Commoners (MM. pg. 345)
and the Orc prisoners use the stats of Orcs (MM. pg.
246).
Appendix
Magic Items
The magic items listed below are converted from the Temple of
Elemental Evils module. Any items not listed below can be used as
written from the module.
Gargoyle Cloak
Wondrous Item, rare
The user who dons this cloak is able to cast the polymorph spell 3
times per day, however, the user can only polymorph into a gargoyle
regardless of the character’s level. The user must still maintain
concentration on the spell as normal.
When the spell ends, either by duration, loss of
concentration, or by will of the caster, the user must make a DC 5
constitution save. On a failure, the duration of the spell is extended
by 3 additional rounds. The user repeats this save each round, with
the DC increasing by 5 each round (DC 10 for the first round, 15 for
the second, and 20 for the third round). If the user succeeds on any
of these saves, the spell ends immediately. If the user fails all saves,
then the user becomes permanently transformed into a gargoyle,
and takes on the mental state and personality of a gargoyle. The
user becomes an NPC under the DM’s control, and nothing short of a
wish or death can restore the user to their normal state.
Ichor of Intoxication
Potion, Rare
This potion contains two doses. One dose (half the vial) causes the
person who ingested it to become immediately poisoned (no save)
until they complete a short or long rest.
Two doses (one vial) of the ichor cause the user to become
poisoned (no save) and causes them to come under the effects of a
confusion spell (no save) until they complete a short or long rest.
Four doses (two vials) of the ichor causes the user to
become unconscious (no save) until the user completes a long rest.
Fragarach
Magic Weapon, Unique
Fragarach’s lore remains unchanged from the module. The stats are
as follows.
The sword is a long sword, instead of a broad sword. In the
hands of an evil character, the sword acts as a -1 cursed sword, and
imposes disadvantage on all attacks the creature makes with it. In
the hands of a lawful character, the sword imposes disadvantage on
all attacks. In the hands of a chaotic neutral character, the sword
acts as a +1 sword. In the hands of a chaotic good character, the
sword acts as a +1 sword, and allows the user to use a reaction
against any opponent who struck them. This attack is made with
advantage. If the sword is wielded by a level 7 or higher character,
they can repeat this reaction for free (but not on the same attack) a
second time before their next turn. If the character is level 13 or
higher, they can do this a further third time.
Wand of a wonder
Wand, Rare
While holding this wand, you can use an action to expend 1 of its 6
charges. When you do, you roll on the Wild Magic Surge table (PHB
pg. 104).
The wand regains 1D6 charges each day at dawn.
However, if you expend the wand’s last charge, roll a D20. On a 1,
the wand crumbles into ashes and is destroyed.
Scather
Magic Weapon, Unique
Scather’s lore remains unchanged from the module. The stats are as
follows.
The sword is a long sword, instead of a broad sword. In the
hands of an evil character, the sword acts as a -1 cursed sword, and
imposes disadvantage on all attacks the creature makes with it. In
the hands of a chaotic/lawful good character, the sword acts as a +1
sword. In the hands of a neutral good character, the sword acts as a
+1 sword, and allows the user to use a reaction against any
opponent who struck them. If the sword is wielded by a level 10 or
higher character, they can repeat this reaction for free (but not on
the same attack) a second time before their next turn.
The Orb of Golden Death
Artifact, Unique (requires attunement)
The lore associated with the Orb of Golden Death remains
unchanged from the module. Its stats are as detailed below.
This object is so evil that it shows up to the spell Detect
Good and Evil as if it were a desecrated place. A good aligned
paladin or cleric who handles this object feels a strong sense of
revulsion, though suffers no other ill effects. If they approach within
20 feet of this item, they can feel a sense unease as well. Any
creature possessing the orb automatically knows all powers
currently available to the orb.
Without gems, the person who holds this object can cast,
at-will, the spells Detect thoughts, poison spray, and detect evil and
good. The user has advantage on charisma checks in any social
interaction against any creatures who are aberration, fiend, or
undead typed, and can cast at-will the equivalent of a charm person
spell or a fear spell on any creature whose alignment is chaotic evil.
Secrets: The wielder of the orb is unaware of the
following. The wielder of the orb is unable to be attacked by
Zuggtmoy or Iuz, either directly or through orders to subordinates.
The interaction of the orb and throne remains unchanged. Any spell
cast out of the orb will also have effects that cause harm to any non-
chaotic evil wielder, generally in the form of unfavorable collateral
damage. Every time the user uses the charm/fear spell, their
charisma is reduce temporarily by 1 point until they finish a long
rest.
The information about Zuggtmoy and Iuz
interactions/knowledge all remains unchanged, except that instead
of rolling a percentile, they both have advantage against the wielder
in charisma checks for social interaction, and have a bonus equal to
the current amount of charisma lost by the user.
Elemental Gems: The following is unknown about the orb
to the wielder. The gems retain their teleport on touch ability as
appropriate in the module. When inserted into the orb, the gems
retain their planar travel and protection abilities as stated, and the
use of the spells as indicated. The spells, however, are usable once
per long rest, including the use of the ‘conjure elementals’ spell. The
demons summoned are as the table below, and it is usable once per
short rest.
Element Demon
Air Chasme
Earth Vrock
Fire Hezrou
Water Glabrezu
Destruction of the Orb: Destruction of the orb remains
unchanged.
Amulet of Privacy
Wondrous Item, rare
While wearing this Amulet, you have advantage on any saving
throws against scrying. In addition, you are treated as a creature
with an intelligence of 3 or lower for the purposes of the ‘detect
thoughts’ spell, and any creature with telepathy is unable to
communicate with you.
Invisible Chainmail
Armor, rare
This chainmail functions as a normal set of chainmail with a +1
enhancement bonus. However, when they user dons the chainmail,
it disappears from sight completely.
Gremag’s Poison
Potion, rare
This poison contains 3 doses. As a bonus action, the user can apply
this poison to a weapon or piece of ammunition (such as a bolt). The
weapon must be piercing or slashing, but can otherwise be any piece
of equipment. When the coated weapon strikes a target, it deals an
extra 1D6 poison damage, and the afflicted creature must make a
DC 10 con save. On a success, nothing happens, on a failure the
target is poisoned for 4 rounds. They can repeat this save every
round until they save, at which point the condition goes away.
Dagger of Venom
Weapon, rare
This +1 Dagger deals an extra 1D4 poison damage on a hit.
Elven Cloak
Wondrous item, Rare (requires attunement)
While wearing this cloak, the wearer has advantage on visual stealth
checks.
Ring of Invisibility
Ring, rare (requires attunement)
This ring allows the user to cast invisibility 1 / short or long rest.
Ring of Mammal Control
Ring, rare (requires attunement)
The wearer of this ring has advantage on all handle animal checks
involving beast type creatures. In addition, any beast with an
intelligence of 4 or less is automatically charmed when approaching
within 30 feet of the wearer, and the wearer can relay commands to
the charmed creature telepathically.
Potion of Invulnerability
Potion, rare
When drank, this potion gives you 10 Temporary hit points, and
resistance to bludgeoning, slashing, and piercing damage for 4
rounds.
Decanter of Endless water
Wondrous Item, very rare
This decanter appears outwardly normal in every way. However, the
decanter always refills itself at sunrise every day. The decanter holds
5 gallons of water.
The Chime of Opening
Wondrous Item, rare
A chime of opening allows the user to cast knock 2 / short or long
rest. Additionally, when struck, the chime will open all unlocked
doors, lids, windows, cabinets, etc. and will dispel arcane lock.
Scarab of Proof against Poison
Wondrous Item, uncommon (requires attunement)
When worn around the neck, this item it grants the wearer
advantage on saves vs poison, and resistance to poison damage.
Dust of Disappearance
Wondrous Item, rare
A single dose of Dust of Disappearance makes an item up to 5’ cube
invisible, as the Greater Invisibility spell, for 1D10 rounds. More
doses of the dust can be used to achieve larger areas, and it takes a
bonus action to apply the dust to an object within reach.
Amulet of Life Protection
Wondrous Item, rare (requires attunement)
While wearing this amulet, the user has advantage on death saving
throws, and resistance to necrotic damage, and never dies from any
effect that automatically kills the user (such as a beholder’s death
ray, or from massive damage). If a save is involved, the user has
advantage on that save. In addition, whenever the user dies the
amount of time for any resurrection spell to raise them is increased
by 10 times.
Staff of Magic Missile
Staff, uncommon (requires attunement)
The wielder of this staff always has the magic missile spell prepared
and can cast it without verbal or somatic components. In addition,
the user is able to cast Magic Missile as a 1st level spell once per
short rest without expending a spell slot.
Cloak of Protection
Wondrous Item, rare (requires attunement)
When wearing no armor, the wearer of this cloak is under a
permanent mage armor spell.
Staff of Serpent
Staff, Very rare (requires attunement)
The wielder of this staff gains the sense of a snake. The user has
blindsense out to 10 feet. In addition, once per long rest, the user
can speak the command word and the staff transforms into a Giant
constrictor snake (MM. pg. 324). The user can command the snake
with their bonus action. The staff can stay in snake form indefinitely,
but while it is, the user loses the blindsense feature of the staff. If
the snake is defeated, it immediately reverts back to staff form, and
the use loses all benefits from the staff until they complete a long
rest.
Staff of Striking
Staff, rare (requires attunement)
A staff of striking has 6 charges. When attack, the user can spend 1
to 3 charges as a free action to deal an extra 1D6 damage for every
charge spent. Every morning at dawn the staff regains 1D6 charges.
Phylactery of Action
Wondrous Item, rare (requires attunement)
When attuned to this item, you have advantage on saving throws
against the paralyzed, restrained, and stunned conditions.
Philtre of Love
Potion, rare
Upon drinking this potion, the imbiber falls madly in love with the
first being they lay eyes upon. For the next 24 hours, the user has
the charmed status upon them in regards to this creature.
Keoghtom’s Ointment
Potion, very rare
This potion contains 5 doses. If imbibed, this potion cures the
poisoned condition, and any disease the user is currently suffering,
and grants resistance to poison for 1 hour. If applied topically, a
single dose of this potion heals 1D8+4 HP.
Potion of speed
Potion, very rare
The drinker of this potion is affected by the haste spell for 1 minute.
The user does not need to maintain concentration on this effect.
Potion of water breathing
Potion, very rare
The drinker of this potion is affected by the water breathing spell for
10 minutes. The user does not need to maintain concentration on
this effect.
Elven Chainmail
Armor, Uncommon
This glistening chainmail, though not magical, is made of exceptional
quality and of the metal mithral. Elven chainmail uses the statistics
for chainmail with the following exceptions. The strength
requirement is removed, the disadvantage to stealth is removed,
and the weight is reduced to 30 lb.
Magical Shield + x
Shield, Uncommon
This wielder of this shield, when struck with an attack, is able to use
their reaction to add the plus value of this shield to their AC. This AC
lasts until the end of the current turn, and thus applies to all
subsequent attacks the attacker might make.
Javelin of Lightning
Weapon, rare
When wielded as a melee weapon, this Javelin functions as a +1
Javelin that deals electricity damage instead of piercing. When
thrown, this javelin becomes a bolt of electricity, the target must
make a Dexterity save (DC 8 + strength modifier + proficiency, only if
proficient) or take 5D6 electricity damage. After you have thrown it,
the javelin becomes completely non-magical until you take a short
rest.
Ring of Shooting Stars
Ring, Very Rare (requires attunement)
This ring, when attuned, has two operation modes. At night and
underground. During the night time hour, and under the open sky,
the ring can produce the following effects:
Dancing lights (1 / short rest)
Light (2 / Long rest)
Ball Lightning (1 / long rest, detailed below)
Shooting Stars (1 / long rest, detailed below)
When use indoors at night, or underground, the following effects
can be performed:
Faerie Fire (2 / long rest)
Spark Shower (1 / long rest, detailed below)
Ball lightning: You can create 1 – 4 spheres of lightning. The spheres
cannot be more than 120 feet from you, and you can use your bonus
action to direct all four of the spheres to move. When the sphere
approaches within 5 feet of a creature, that sphere dissipates, and
the target must make a Dexterity save (DC 14) or take 4D6 (-1D6 for
every sphere created beyond the first) damage, half on success.
Shooting Stars: The user fires 4 shooting stars from the ring to a
point within 70 feet. Targets struck must make a Dexterity save (DC
14) or take 1D10 bludgeoning damage. Once the star reaches its
destination (or strikes a target, exploding early) it explodes in a 10
foot radius, any creature caught in the blast must make a Dexterity
save (DC 14) or take 2D6 electricity damage, half on success. A
creature in the area of more than one star is affected only once.
Spark Shower: This effect produces a 15 foot cone of sparks,
originating on the caster. Any creatures caught in the cone must
make a Dexterity save (DC 14) or take 2D8 electricity damage, save
for half. Creatures wearing or made of a significant portion of metal
take double damage.
Potion of Diminution
Potion, rare
This potion contains 20 doses. For every dose taken, reduce the
user’s height by 2 feet, reduce the weight of them and their items by
20%, and physical damage dealt by 1. Multiple doses of this potion
stack, and add durations together. The minimum size anyone can
achieve is 1 foot, and 90% weight reduction. The duration per dose
is 10 minutes.
Rope of Climbing
Wondrous Item, Very Rare
This rope can be commanded by its owner to lengthen up to 100
feet, and to knot itself. It can also stretch itself upwards vertically
and to attach to any particular point within its reach. When so
affixed, the rope can be climbed with a DC 10 Strength (athletics)
check, and any user has advantage on this check. If for any reason a
character slips on a failed check, the rope recoils in such a way to
catch them so that they don’t fall or lose any height gained, merely
stay at their current height.
Wand of Paralyzation
Wand, Rare
While you hold this wand, you can use an action to expend 1 of its 6
charges. When you expend a charge, choose a target within 40 feet.
That target must make a DC 13 Charisma save or be stunned for 5
rounds. The creature can repeat the save every round at the
beginning of their turn until they succeed.
This wand regains 1D6 charges each day at dawn. However, if you
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles
to ashes and is destroyed.
Stone of Weight
Wondrous Item, rare (cursed, forced attunement)
This stone is extraordinarily heavy for its size, and any character who
picks up this stone immediately becomes attuned to it. If the user
doesn’t have an attunement slot available, it forces a random magic
item to become un-attuned. So long as this item is attuned to
someone, they cannot willingly rid themselves of it. Anytime they
throw it away, or destroy it, it somehow reappears on their person.
While attuned, the user’s speed is reduced by 10 feet, to a minimum
of 5 feet. The only way to un-attune to this item is if a remove curse
spell is cast upon the user. After the user rids themselves of the
stone, it will attune itself to the next person to pick it up after 1
round has elapsed.
Monsters
Drelb Medium Undead, Neutral Evil
Armor Class 14 (natural armor) Hit Points 49 (7D8+21) Speed fly (hover) 60ft
STR DEX CON INT WIS CHA
12 1 8 -1 16 3 9 0 13 1 11 0
Saving Throws Con +5 Cha +2 Damage Resistance Bludgeoning, slashing, and
piercing from non-magical weapons
Damage Immunities Cold, necrotic, poison Condition Immunities Charmed, exhaustion,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 ft, Passive perception 11 Languages Languages it knew in life Challenge CR 3 (700 exp) Incoporeal Movement: Sunlight Sensitivity: Illusory Retreat:
A drelb can move through other creatures and objects as if they were difficult terrain. It takes 5 (1D10) force damage if it ends its turn inside an object. While in sunlight, a Drelb has disadvantage on attack rolls, as well as Wisdom (perception) checks that rely on sight When a Drelb starts its turn and isn't next to an enemy, it can use its bonus action to move up to half its speed and one Icy Touch attack. The target of this attack must make a Wisdom save (DC 13) or this attack has advantage, as the drelb causes an illusion to make it appear as if it is retreating, when it is in fact moving forward to attack.
Actions ___________________________ Multiattack: Icy Touch:
A drelb can make two attacks with its icy touch attack. Melee weapon attack. One Target. +3 to hit. Hit: The target takes 2D4 cold damage. The target must make a Constitution save (DC 13) or become restrained.
Juggernaut Large Construct, Unaligned
Armor Class 13 Hit Points 60 (10D8+20) Speed 10ft
STR DEX CON INT WIS CHA
16 3 8 -1 14 2 4 -3 12 1 10 0
Damage Immunities Fire Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses Dark Vision 60 feet, passive perception 11 Languages Understands some common, and can speak
crudely if it has a head Challenge 4 (1,100 exp) Change Shape: Slow to start: Rolling Crush:
A juggernaut can slowly change its shape over time. This allows it to regrow lost pseudopods, wheels, or its head after a long rest. A juggernaut's movements starts off very slow, at 10 feet per round. As it gains momentum, it beings to move faster. Every round after the first, its movement speed increases by 5 feet, to a maximum of 40 feet. Due to its awkward movement, it must spend 5 feet of movement to turn sharply (90 to 180 degree turns). However, for every 10 feet forward it moves, it is allowed to move 5 feet laterally, as it makes small adjusments to facing as it moves. A juggernaut can move (but not stop) through an enemy's square. If it does so, it makes a trample attack automatically against the creature. Prone creatures take double damage from this attack.
Actions ___________________________ A juggernaut can make up to 4 attacks
with its pseduopods. Melee weapon, +5 to hit, reach 5. One target. Hit: 12 (2D8 + 3) bludgeoning damage. The target must make a DC 14 strength save or be knocked prone. Melee Weapon, +5 to hit, reach 0. One target. Hit: 25 (4D10 + 3) bludgeoning damage
Zuggtmoy (fully bound) Huge Fiend(Demon), Chaotic Evil
Armor Class 14 Hit Points 88 (7D12+46) Speed 40ft
STR DEX CON INT WIS CHA
19 5 15 3 23 7 20 5 16 3 22 6
Saving Throws Con +10 Wis +6 Str +8 Damage Resistance Resistance to non magical
weapons Damage Immunities Fire, Poison Condition Immunities Poisoned Senses True sight 120ft, Passive perception 13 Languages Abyssal, Common, Telepathy 120ft Challenge 7 (2,900 xp) Legendary resistance 3/day: Alternate Form: Spider Climb: Rend: Regeneration: Innate Spellcasting: Magic Resistance:
If Zuggtmoy fails a saving throw, she can choose to succeed instead. Zuggtmoy can assume the humanoid form of an old, feeble crone. While in this form, her speed it reduced to 20 ft, and in doing so may only attack with weapons, or her spell-like powers. Zuggtmoy is under the constant effect of a spider climb spell, though movement on the ceileing and walls is at half her normal movement speed. This ability is innate and cannot be suppressed unless she desires it to. If zuggtomy hits a single target with two pseudopods, it deals an extra 1D6 + 5 damage. Zuggtomy regenerates 5 HP at the beginning of her turn. Her regeneration doubles if she is standing on loose soil. Zuggtomy's innate spellcasting ability is charisma (spell save DC 17). She can innately cast the follwing spells, requiring no material components: At Will - Locate plants or animals, Plant growth, Speak with Plants, Transport via Plants, Detect Poison and disease, Entangle, Programmed Illusion, Silence Zuggtmoy has advantage on saves against spells and magical effects.
Actions ___________________________ Multi-attack:
Zuggtomy can make up to four attacks with her pseudopods. Up to two attacks may be directed at any one target at a
Pseduopod: Trample(Recharge 5-6):
time, and if two attacks hit, they are automatically a rend attack (see rend above). Melee weapon, +8 to hit, reach 10. One target. Hit: 1D8 + 5 damage Zuggtomy lashes out with blows all around her. She makes an attack against every creature within 5' of her, and deals 1D12 + 5 damage. In addition, every creature who takes damage must make a con save (DC 20) or be stunned for 2 rounds. Each creature may repeat this save on their turn to break free. Creatures that are prone, or small sized or smaller take double damage from this attack.
Legendary Actions _________________________ Zuggtmoy can tale 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack: Trip: Stench (2 points):
Zuggtmoy can make one attack against a creature within her reach using a psuedopod. Zuggtmoy lashes out with one of her tentacles at the target's ankle. The target must make an opposed strength or dexterity check (their choice) against Zuggtmoy or fall prone. On a failed check, they also take 1D8 + 5 damage, and nothing on success. Zuggtmoy can emit a foul odor. All creatures within 10 feet must make a consititution saving throw (DC 18) or become poisoned. On a failed save they also take 1D6 damage, half as much on a success.
Zuggtmoy (1 gate broken) Huge Fiend(Demon), Chaotic Evil
Armor Class 14 Hit Points 200 (16D12+104) Speed 40ft
STR DEX CON INT WIS CHA
22 6 15 3 23 7 20 5 16 3 22 6
Saving Throws Con +11 Wis +7 Str +10 Damage Resistance Resistance to non magical
weapons Damage Immunities Fire, Poison Condition Immunities Poisoned Senses True sight 120ft, Passive perception 13 Languages Abyssal, Common, Telepathy 120ft Challenge 10 (5,900xp) Legendary resistance 3/day: Alternate Form: Spider Climb: Rend: Regeneration: Innate Spellcasting: Magic Resistance:
If Zuggtmoy fails a saving throw, she can choose to succeed instead. Zuggtmoy can assume the humanoid form of an old, feeble crone. While in this form, her speed it reduced to 20 ft, and in doing so may only attack with weapons, or her spell-like powers. Zuggtmoy is under the constant effect of a spider climb spell, though movement on the ceileing and walls is at half her normal movement speed. This ability is innate and cannot be suppressed unless she desires it to. If zuggtomy hits a single target with two pseudopods, it deals an extra 1D8 + 6 damage. Zuggtomy regenerates 5 HP at the beginning of her turn. Her regeneration doubles if she is standing on loose soil. Zuggtomy's innate spellcasting ability is charisma (spell save DC 18). She can innately cast the follwing spells, requiring no material components: At Will - Locate plants or animals, Plant growth, Speak with Plants, Transport via Plants, Detect Magic, Detect Evil and Good, Detect Poison and disease, Entangle, Programmed Illusion, Silence, Tongues 1 / day - Etherealness
Zuggtmoy has advantage on saves against spells and magical effects
Actions ___________________________ Multi-attack: Pseduopod: Trample(Recharge 5-6):
Zuggtomy can make up to four attacks with her pseudopods. Up to two attacks may be directed at any one target at a time, and if two attacks hit, they are automatically a rend attack (see rend above). Melee weapon, +11 to hit, reach 10. One target. Hit: 1D8 + 6 damage Zuggtomy lashes out with blows all around her. She makes an attack against every creature within 5' of her, and deals 1D12 + 6 damage. In addition, every creature who takes damage must make a con save (DC 19) or be stunned for 4 rounds. Each creature may repeat this save on their turn to break free. Creatures that are prone, or small sized or smaller take double damage from this attack.
Legendary Actions _________________________ Zuggtmoy can tale 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack: Trip: Stench (2 points):
Zuggtmoy can make one attack against a creature within her reach using a psuedopod. Zuggtmoy lashes out with one of her tentacles at the target's ankle. The target must make an opposed strength or dexterity check (their choice) against Zuggtmoy or fall prone. On a failed check, they also take 1D8 + 6 damage, and nothing on success. Zuggtmoy can emit a foul odor. All creatures within 10 feet must make a consititution saving throw (DC 19) or become poisoned. On a failed save they also take 1D8 damage, half as much on a success.
Zuggtmoy (2 gates broken) Huge Fiend(Demon), Chaotic Evil
Armor Class 14 Hit Points 238 (19D12+124) Speed 40ft
STR DEX CON INT WIS CHA
24 7 15 3 23 7 20 5 16 3 22 6
Saving Throws Con +12 Wis +8 Str +11 Damage Resistance Resistance to non magical
weapons Damage Immunities Fire, Poison Condition Immunities Poisoned Senses True sight 120ft, Passive perception 13 Languages Abyssal, Common, Telepathy 120ft Challenge 13 (10,000xp) Legendary resistance 3/day: Alternate Form: Spider Climb: Rend: Regeneration: Innate Spellcasting: Magic Resistance:
If Zuggtmoy fails a saving throw, she can choose to succeed instead. Zuggtmoy can assume the humanoid form of an old, feeble crone. While in this form, her speed it reduced to 20 ft, and in doing so may only attack with weapons, or her spell-like powers. Zuggtmoy is under the constant effect of a spider climb spell, though movement on the ceileing and walls is at half her normal movement speed. This ability is innate and cannot be suppressed unless she desires it to. If zuggtomy hits a single target with two pseudopods, it deals an extra 1D10 + 7 damage. Zuggtomy regenerates 10 HP at the beginning of her turn. Her regeneration doubles if she is standing on loose soil. Zuggtomy's innate spellcasting ability is charisma (spell save DC 19). She can innately cast the follwing spells, requiring no material components: At Will - Locate plants or animals, Plant growth, Speak with Plants, Transport via Plants, Detect Magic, Detect Evil and Good, Detect Poison and disease, Entangle, Greater Invisibility, Programmed Illusion, Silence, Tongues 2 / day - Etherealness Zuggtmoy has advantage on saves against spells and magical effects
Actions ___________________________ Multi-attack: Pseduopod: Trample(Recharge 5-6):
Zuggtomy can make up to four attacks with her pseudopods. Up to two attacks may be directed at any one target at a time, and if two attacks hit, they are automatically a rend attack (see rend above). Melee weapon, +11 to hit, reach 10. One target. Hit: 1D8 + 7 damage Zuggtomy lashes out with blows all around her. She makes an attack against every creature within 5' of her, and deals 1D12 + 7 damage. In addition, every creature who takes damage must make a con save (DC 20) or be stunned for 4 rounds. Each creature may repeat this save on their turn to break free. Creatures that are prone, or small sized or smaller take double damage from this attack.
Legendary Actions _________________________ Zuggtmoy can tale 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack: Trip: Stench (2 points):
Zuggtmoy can make one attack against a creature within her reach using a psuedopod. Zuggtmoy lashes out with one of her tentacles at the target's ankle. The target must make an opposed strength or dexterity check (their choice) against Zuggtmoy or fall prone. On a failed check, they also take 1D8 + 7 damage, and nothing on success. Zuggtmoy can emit a foul odor. All creatures within 10 feet must make a consititution saving throw (DC 20) or become poisoned. On a failed save they also take 1D10 damage, half as much on a success.
Zuggtmoy (3 gates broken) Huge Fiend(Demon), Chaotic Evil
Armor Class 14 Hit Points 300 (24D12+156) Speed 40ft
STR DEX CON INT WIS CHA
24 7 15 3 23 7 20 5 16 3 22 6
Saving Throws Con +13 Wis +9 Str +13 Damage Resistance Resistance to non magical
weapons Damage Immunities Fire, Poison Condition Immunities Poisoned Senses True sight 120ft, Passive perception 13 Languages Abyssal, Common, Telepathy 120ft Challenge 17 (18,000xp) Legendary resistance 3/day: Alternate Form: Spider Climb: Rend: Regeneration: Innate Spellcasting: Magic Resistance:
If Zuggtmoy fails a saving throw, she can choose to succeed instead. Zuggtmoy can assume the humanoid form of an old, feeble crone. While in this form, her speed it reduced to 20 ft, and in doing so may only attack with weapons, or her spell-like powers. Zuggtmoy is under the constant effect of a spider climb spell, though movement on the ceileing and walls is at half her normal movement speed. This ability is innate and cannot be suppressed unless she desires it to. If zuggtomy hits a single target with two pseudopods, it deals an extra 2D12 + 7 damage. Zuggtomy regenerates 10 HP at the beginning of her turn. Her regeneration doubles if she is standing on loose soil. Zuggtomy's innate spellcasting ability is charisma (spell save DC 20). She can innately cast the follwing spells, requiring no material components: At Will - Locate plants or animals, Plant growth, Speak with Plants, Transport via Plants, Detect Magic, Detect Evil and Good, Detect Poison and disease, Entangle, Greater Invisibility, Programmed Illusion, Silence, Tongues 2 / day - Etherealness 1 / day - Summon Fungi Zuggtmoy has advantage on saves against spells and magical effects
Actions ___________________________ Multi-attack: Pseduopod: Trample(Recharge 5-6):
Zuggtomy can make up to four attacks with her pseudopods. Up to two attacks may be directed at any one target at a time, and if two attacks hit, they are automatically a rend attack (see rend above). Melee weapon, +11 to hit, reach 10. One target. Hit: 2D8 + 7 damage Zuggtomy lashes out with blows all around her. She makes an attack against every creature within 5' of her, and deals 2D12 + 7 damage. In addition, every creature who takes damage must make a con save (DC 20) or be stunned for 4 rounds. Each creature may repeat this save on their turn to break free. Creatures that are prone, or small sized or smaller take double damage from this attack.
Legendary Actions _________________________ Zuggtmoy can tale 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack: Trip: Stench (2 points):
Zuggtmoy can make one attack against a creature within her reach using a psuedopod. Zuggtmoy lashes out with one of her tentacles at the target's ankle. The target must make an opposed strength or dexterity check (their choice) against Zuggtmoy or fall prone. On a failed check, they also take 1D8 + 7 damage, and nothing on success. Zuggtmoy can emit a foul odor. All creatures within 10 feet must make a consititution saving throw (DC 20) or become poisoned. On a failed save they also take 1D10 damage, half as much on a success.
Zuggtmoy Huge Fiend(Demon), Chaotic Evil
Armor Class 14 Hit Points 421 (29D12+247) Speed 40ft
STR DEX CON INT WIS CHA
24 7 15 3 27 9 20 5 16 3 22 6
Saving Throws Con +14 Wis +10 Str +14 Damage Resistance Resistance to non magical
weapons, resistance to magic Damage Immunities Fire, Poison Condition Immunities Poisoned Senses True sight 120ft, Passive perception 13 Languages Abyssal, Common, Telepathy 120ft Challenge 23 (50,000xp) Legendary resistance 3/day: Alternate Form: Spider Climb: Rend: Regeneration: Innate Spellcasting:
If Zuggtmoy fails a saving throw, she can choose to succeed instead. Zuggtmoy can assume the humanoid form of an old, feeble crone. While in this form, her speed it reduced to 20 ft, and in doing so may only attack with weapons, or her spell-like powers. Zuggtmoy is under the constant effect of a spider climb spell, though movement on the ceileing and walls is at half her normal movement speed. This ability is innate and cannot be suppressed unless she desires it to. If zuggtomy hits a single target with two pseudopods, it deals an extra 1D12 + 5 damage. Zuggtomy regenerates 10 HP at the beginning of her turn. Her regeneration doubles if she is standing on loose soil. Zuggtomy's innate spellcasting ability is charisma (spell save DC 23). She can innately cast the follwing spells, requiring no material components: At Will - Locate plants or animals, Plant growth, Speak with Plants, Transport via Plants, Detect Magic, Detect Evil and Good, Detect Poison and disease, Entangle, Greater Invisibility, Programmed Illusion, Silence, Tongues
Magic Resistance:
2 / day - Etherealness 1 / day - Summon Fungi (see spells section), Gate Zuggtmoy has advantage on saves vs spells and other magical abilities.
Actions ___________________________ Multi-attack: Pseduopod: Trample(Recharge 5-6):
Zuggtomy can make up to four attacks with her pseudopods. Up to two attacks may be directed at any one target at a time, and if two attacks hit, they are automatically a rend attack (see rend above). Melee weapon, +14 to hit, reach 10. One target. Hit: 3D8 + 7 damage Zuggtomy lashes out with blows all around her. She makes an attack against every creature within 5' of her, and deals 6D12 + 7 damage. In addition, every creature who takes damage must make a con save (DC 23) or be stunned for 4 rounds. Each creature may repeat this save on their turn to break free. Creatures that are prone, or small sized or smaller take double damage from this attack.
Legendary Actions _________________________ Zuggtmoy can tale 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack: Trip: Stench (2 points):
Zuggtmoy can make one attack against a creature within her reach using a psuedopod. Zuggtmoy lashes out with one of her tentacles at the target's ankle. The target must make an opposed strength or dexterity check (their choice) against Zuggtmoy or fall prone. On a failed check, they also take 2D8 + 7 damage, and nothing on success. Zuggtmoy can emit a foul odor. All creatures within 10 feet must make a consititution saving throw (DC 27) or become poisoned. On a failed save they also take 2D10 damage, half as much on a success.
NPCs
Elmo Human Ranger(Hunter), Level 4
Armor Class 19 (+1 Chainmail, shield) Hit Points 26 (4D10+6) Speed 30ft
STR DEX CON INT WIS CHA
18 4 10 0 13 2 9 -1 15 3 14 2
Saving Throws Str +5 Dex +2 Skills Animal Handling +5 Survival +5 Stealth +2 Languages Common, Orcish Favored Enemy: Natural Explorer: Fighting Style: Archetype: Primeval Awareness: Spellcasting:
Fiends As PHB ability Dueling Hunter (horde Breaker) As PHB ability Save DC 13 Spells Known: Alarm, Cure Wounds, Hunter's Mark. Spell Slots: 1st - 3
Actions ___________________________ +1 Battleaxe: +1 Dagger:
Melee Attack, reach 5, 1 target. +7 to hit, Hit: 1D8 + 5 damage. Melee Attack, reach 5, 1 target. +7 to hit, Hit: 1D4 + 5 damage.
Rannos Davl Human Rogue (thief) 10, Chaotic Evil
Armor Class 17 (+1 leather armor) Hit Points 65 (10D8+25) Speed 30ft
STR DEX CON INT WIS CHA
9 -1 20 5 15 3 14 2 10 0 13 2
Saving Throws Dex +9 Int +6 Skills Sleight of hand +13 Stealth +13 Investigation +6 Perception +8 Languages Common, Infernal, Thieve's cant Tools: Expertise:
Thieve's Tools (+11) Thieve's Tools, Sleight of Hand, Stealth, Perception
Sneak attack: Cunning action: Uncanny Dodge: Evasion: Roguish Archtype: Possessions:
5D6 As the rogue feature in the PHB As the rogue feature in the PHB As the rogue feature in the PHB Thief (Fast hands, Second story work, Supreme sneak) Amulet of privacy, +1 leather armor, +1 dagger, +1 shortsword.
Actions ___________________________ +1 Dagger: +1 Shortsword:
Melee weapon attack. +10 to hit. Hit: 1D4 + 6 damage. Melee weapon attack. +10 to hit. Hit: 1D6 + 6 damage.
Gremag Human Rogue (assassin) 7, Chaotic Evil
Armor Class 17 (Invisible Chainmail armor) Hit Points 46 (7D8+18) Speed 30ft
STR DEX CON INT WIS CHA
16 3 18 4 15 3 9 -1 10 0 13 2
Saving Throws Dex +7 Int +2 Skills Sleight of hand +10 Stealth +10 Investigation +2 Perception +6 Languages Common, Infernal, Thieve's cant Tools: Expertise: Sneak attack: Cunning action: Uncanny Dodge: Evasion: Roguish Archtype: Possessions:
Thieve's Tools (+10), Disguise Kit (+5), Poisoner's kit (+3) Thieve's Tools, Sleight of Hand, Stealth, Perception 4D6 As the rogue feature in the PHB As the rogue feature in the PHB As the rogue feature in the PHB Assassin (Assassinate) Invisible Chainmail, Dagger of Venom, Gremag's Poison
Actions ___________________________ Dagger of Venom Melee weapon attack. +8 to hit. Hit: 1D4 +5
Slashing damage and 1D4 Poison damage.
Furnok of Ferd Human Rogue (Thief) Level 4, Chaotic neutral
Armor Class 14 (leather armor) Hit Points 26 (4D8+10) Speed 30ft
STR DEX CON INT WIS CHA
9 0 16 3 15 2 14 2 11 0 14 2
Saving Throws Dex +5 Int +4 Skills Sleight of hand +7 Stealth +5 Deception +6 Languages Common, Orcish, Thieves' Cant Tools: Sneak Attack: Expertise: Cunning Action: Roguish Archtype: Possessions:
Thieve's Tools (+5) 2D6 Sleight of Hand, Deception As the rogue ability in the PHB Thief(Fast Hands, Second Story work) Ring of Invisibility, +1 Dagger
Actions ___________________________ Short sword: +1 Dagger:
Melee Weapon attack. +5 to hit. Hit: 1D6 + 3 Melee weapon attack. +6 to hit. Hit: 1D4 + 4
Spugnois Human Wizard Level 2, Chaotic Neutral
Armor Class 11 (natural) Hit Points 11 (2D6+5) Speed 30ft
STR DEX CON INT WIS CHA
9 0 13 1 15 2 16 3 14 2 11 0
Saving Throws Int +5 Wis +4 Skills Arcana +5 Insight +4 Languages Common, Elven Arcane Recover: Spellcasting: Arcane Tradition:
As the wizard ability in the PHB Spugnois uses his intelligence as his casting ability. DC 13 saves, and +5 to hit. Cantrips: Light, Mage Hand, Acid Splash. Spells in spell book: Sleep, Detect Magic, Mage Armor, Shield Spell Slots: 3x 1st Level School Of Evocation (Evocation Savant, Sculpt Spells)
Actions ___________________________
Acid Splash: Dagger:
Per the spell in the PHB Melee Weapon, 1 target, +1 to hit. Hit: 1D4 - 1
Jaroo Human Druid(Circle of the Land) level 7, Neutral
Armor Class 13 Hit Points 42 (7D8+14) Speed 30ft
STR DEX CON INT WIS CHA
15 2 10 0 14 2 11 0 16 3 14 2
Saving Throws Int +3 Wis +6 Tools: Wild shape: Druid Circle: Cantrips: Spell casting: Possessions:
Herbalism Kit (+6) As the ability in the PHB Circle of the Land(Grassland, natural recovery, land stride) Druidcraft, Thornwhip, Mending, Produce flame Save DC 14, spell attack +6. Spell slots: 4x 1st , 3x 2nd , 3x 3rd, 1x 4th Prepared spells: invisibility, pass w/o a trace, haste, daylight, divination, freedom of movement, cure wounds, detect magic, moonbeam, call lightning, conjure woodland beings, plant growth, charm person, animal friendship, beast sense, water breathing Cloak of protection, ring of invisibility, scimitar + 1, staff of serpent
Actions ___________________________ Scimitar +1: Thorn whip:
Melee weapon attack, 1 target. +5 to hit. Hit: 1D6 +3 As the cantrip.
Burne Level 8 Wizard(School of Illusion), Lawful Good
Armor Class 12 (natural) Hit Points 48 (8D6+24) Speed 30ft
STR DEX CON INT WIS CHA
9 0 14 2 16 3 18 4 14 2 11 0
Saving Throws Int +7 Wis +5 Skills Arcana +7 Insight +7 Arcane Recovery: Arcane Tradition: Cantrips: Spellcasting: Posessions:
As the wizard ability in the PHB School of Illusion(Illusion savant, Improved Minor Illusion, Malleable Illusion) Minor Illusion, Fire Bolt, Mage Hand, Light, Dancing Lights Int is Burne's Casting stat. Save DC 15. Magic attack +7 Spell Slots: 4x 1st, 3x 2nd, 3x 3rd, 2x 4th Spells Prepared: Color Spray, Disguise Self, Detect Magic, Major Image, Greater Invisibility, Fireball, Fear, Nystul's Magic Aura, Scorching Ray, Lightning Bolt, Dispel Magic, Mirror Image +1 dagger, wand of magic missiles, chime of opening
Actions ___________________________ +1 Dagger: Firebolt:
Melee Weapon attack. One target. +6 to hit. Hit: 1D4 + 3 damage As the cantrip
Rufus Human Fighter(Champion) level 6, Lawful Good
Armor Class 18 (+1 chain shirt, shield) Hit Points 45 (6D10+15) Speed 30ft
STR DEX CON INT WIS CHA
18 4 15 2 15 2 13 1 11 0 10 0
Saving Throws Str +6 Con +5 Skills Athletics +6 Intimidation +3 Action Surge: Fighting Style: Second Wind: Martial Archetype: Posessions:
As the fighter ability in the PHB Dueling As the fighter ability in the PHB Champion(Improved critical) +1 chain shirt, shield, +1 battle axe, dust of disappearance (12 doses), scarab of proof against poison
Actions ___________________________ Multiattack: +1 Battle Axe:
Rufus can make two attacks with his +1 battle axe Melee weapon attack. 1 Target. To hit +8. Hit: 1D8 +5 (1D10 if wielded in two hands)
Otis Human Ranger (Hunter) Level 10, Chaotic Good
Armor Class 17 (+1 chainmail) Hit Points 80 (10D10+30) Speed 30ft
STR DEX CON INT WIS CHA
20 5 14 2 16 3 10 0 16 3 12 1
Saving Throws Str +9 Dex +6 Skills Animal Handling +7 Athletics +9 Survival +7 Deception +5 Languages Common, Elvish, Gnomish, Giant Favored Enemy: Natural Explorer: Fighting Style: Primeval Awareness: Ranger Archetype: Land's stride: Hide in plain sight: Spell Casting: Posessions:
Giants, Orcs Forest, Grassland Two-weapon fighting As the PHB ability Hunter(Horde Breaker, Escape the horde) As the PHB ability As the PHB ability Spell save DC 15, Spell attack +7. Slots: 4x 1st, 3x 2nd, 2x 3rd Spells known: Cure wounds, Hunter's mark, Jump, Barkskin, Pass without a trace, Water breathing Chainmail + 1, Longsword + 1, longbow, quiver, 20 wrought-iron arrows, shortsword, cold iron battle axe
Actions ___________________________ Multiattack: +1 longsword: longbow: shortsword: cold iron battle axe:
Otis can make two attacks with either his longsword, longbow, shortsword, or cold iron battle axe. If dual wielding, he can also make an attack with his off-hand weapon as a bonus action Melee attack. One target. +10 to hit. Hit: 1D8 + 6 Ranged attack. One target. +6 to hit. Hit: 1d8 + 2 Melee attack. one Target. +9 to hit. Hit: 1D6 + 5 damage Melee attack. one target. +9 to hit. Hit: 1D8 + 5
Canoness Y'dey Human Cleric (Light) Level 6, Neutral Good
Armor Class 21 (Plate mail +1, Shield) Hit Points 42 (6D8+18) Speed 30ft
STR DEX CON INT WIS CHA
16 3 12 1 16 3 10 0 18 4 14 2
Saving Throws Wis +7 Cha +5 Skills Insight +7 Religion +3 Languages Common, Celestial Channel Divinity (2/short rest): Warding Flare: Destroy Undead: Cantrips: Spell Casting: Posessions:
Turn undead, Radiance of the Dawn As the PHB ability As the PHB ability Light, Mending, Guidance, Sacred flame Spell save DC 15. Spell attack bonus +7 Slots: 4x 1st, 3x 2nd, 3x 3rd Prepared spells: Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray, Cure Wound, Guiding Bolt, Hold Person, Continual Flame, Mass Healing Ward, Revivify, Daylight, Lesser Restoration, Find Traps, Inflict Wounds Plate Mail + 1, shield, Mace +1, Ring of Resistance[fire], potion of flying, scroll of revivify, scroll of silence, scroll of protection from poison
Actions ___________________________ +1 Mace: Melee Weapon attack. +7 to hit. Hit: 1D8 + 4
Murfles Wood Elf Fighter/Thief 2/2, Neutral Good
Armor Class 13 (Natural) Hit Points 22 (2D10+4+2D8) Speed 35ft
STR DEX CON INT WIS CHA
8 -1 17 3 14 2 10 0 14 2 12 1
Saving Throws Str +1 Con +4 Skills Perception +6 Stealth +5 Senses Darkvision Languages Common, Elven, Thieve's cant Tools: Fighting Style: Action Surge: Second Wind: Sneak Attack: Expertise: Cunning action: Posessions:
Thieve's Tools Dueling As the PHB ability As the PHB ability 1D6 Thieve's tools, Perception As the PHB ability Shortsword
Actions ___________________________ Shortsword: Melee weapon attack. One target. +5 to hit.
Hit: 1D6 + 5
Wonillon Forest Gnome Fighter/Rogue 2/2, Chaotic Neutral
Armor Class 14 (leather armor) Hit Points 24 (2D8+3) (2D10+3) Speed 25ft
STR DEX CON INT WIS CHA
12 1 16 3 13 1 12 1 8 -1 14 2
Saving Throws Dex +5 Int +3 Skills Sleight of hand +7 Stealth +5 Deception +4 Acrobatics +5 Senses Darkvision 60 ft Languages Common, Gnome, Thieve's cant Cantrips: Gnome Cunning: Speak with small beasts: Tools: Expertise: Sneak attack: Cunning action: Fighting Style: Second Wind: Action Surge:
Minor Illusion As the ability in the PHB As the ability in the PHB Thieves' tools (+7) Thieves' tools, sleight of hand 1D6 As the PHB ability Duel wielding As the PHB ability As the PHB ability
Actions ___________________________ Short sword: Dagger +1:
Melee weapon attack. One target. +5 to hit. On hit: 1D6 + 3 damage. Melee Weapon attack. One target. +6 to hit. On hit: 1D4 +4 damage.
Spells
Summon Fungi
6th level conjuration
Casting Time: 1 Action
Range: 10 feet
Component: V, S, M (a small, black mushroom)
Duration: Instantaneous
Roll 3D6 and compare to the chart below. You summon the
indicated number of creatures, who appear within 10 feet of you.
The creatures summoned with this spell are mentally
under your command for 1 minute. You can use a bonus action to
command any or all of these creatures to move and attack. After the
duration has elapsed, the creatures are no longer under your
control, and are free to return to their home plane (no action
required on their part). Alternatively, the creatures are free to stay if
they decide to do so. If they do, they act from now on under their
own will, and may even resent the caster for any actions performed
while under their command, though by default view the caster
favorably for a time. The summoned creatures becomes regular
monsters under the DM’s control, and the DM can choose their
actions from here on out.
Die Roll Summoned Creature
1 6 x Violent Fungus
2 4 x Gas Spore
3 1 x Black Pudding
4 2 x Gray Ooze
5 1 x Ochre Jelly
6 1 x Gelatinous Cube