Conversion notes

29
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 5 th 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 3 rd 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.

Transcript of Conversion notes

Page 1: Conversion notes

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.

Page 2: Conversion notes

T-1 The Village of Hommlet

Page 3: Conversion notes

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.

Page 4: Conversion notes

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.

Page 5: Conversion notes

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)

Page 6: Conversion notes

T-2 Nulb and the Ruins

Page 7: Conversion notes

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.

Page 8: Conversion notes

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.

Page 9: Conversion notes

T-3 Dungeons of Elemental Evil

Page 10: Conversion notes

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.

Page 11: Conversion notes

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.

Page 12: Conversion notes

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).

Page 13: Conversion notes

Appendix

Page 14: Conversion notes

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.

Page 15: Conversion notes

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.

Page 16: Conversion notes

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.

Page 17: Conversion notes

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.

Page 18: Conversion notes

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

Page 19: Conversion notes

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.

Page 20: Conversion notes

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.

Page 21: Conversion notes

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.

Page 22: Conversion notes

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.

Page 23: Conversion notes

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.

Page 24: Conversion notes

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.

Page 25: Conversion notes

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.

Page 26: Conversion notes

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)

Page 27: Conversion notes

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

Page 28: Conversion notes

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.

Page 29: Conversion notes

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