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Legacy of the Crystal Shard

5e Conversion Notes
by Brian Criswell (Tormyr at enworld.org)
This document converts Legacy of the Crystal Shard from D&D
Next to 5e. You will need a copy of the adventure , Player's Cult Assassins (EL 3)
Handbook, Monster Manual, and Dungeon Master's 3 Thugs (MM 350), Acolyte (MM 342) (Act 2 only)
Guide. These are available from amazon.com, local gaming
stores and other retail outlets. Most creatures other than
named NPCs are included by reference from the Monster
Dragon Sighting (EL 13)
Adult White Dragon (MM 101)
Manual. An attempt was made to recreate the encounter
balancing from the adventure.
Dragon and Witch (EL 4)
The other option is to just use the adventure as is and multiply Ice Witch’s Simulacrum, White Dragon Wyrmling (MM 102) at
all hit points by about 3. Huge size for space with Dracolich Template (MM 83)

Encounters Dwarf Patrol (EL 2)


7 Dwarf Guards (MM347)
The following section references the encounters found in the
Legacy of the Crystal Shard adventure. Encounter Level (EL) was
determined using the D&D Next encounter building guidelines Fight on the Lake (EL 4 or
before being converted to 5e monsters. The numbers of
monsters given corresponds to a party of 4 adventurers. For EL 6)
6)
parties of other sizes, make a medium encounter for a party of Spy (MM 349), 8 Bandits (MM343) or 8 Thugs (MM 350)
the EL specified. For example, if the EL is 3 and the party is
level 2, make a medium encounter for a party of level 3
characters. This will result in a harder encounter for the level 2
Gant’s Offices (EL 4)
Wererat (MM 209), 2 Bandits (MM 343), Quasit (MM 63)
characters. Book and page numbers are given as reference for
monsters.
Goblin Ambush (EL 3)
6 Goblins (MM 166)
Band of Ruffians (EL ½ –
Act 1) or (EL 3 – Act 2)
3 Bandits (MM 343) or 3 Thugs (MM 350) Goblin Guards (EL 3)
6 Goblins (MM 166)

Barracks Goblins (EL 3)


6 Goblins (MM 166) Green Slime (EL 1)
Green Slime – DMG 105

Bear Attack (EL 2)


2)
Polar Bear (MM 334) Hideout Guards (EL 1)
4 Bandits (MM 343)

Bear Tribe Camp (EL 4)


4)
Berserker (MM 344), 2 Tribal Warrior (MM 350) Hideout Thugs (EL 4)
4)
Wererat (MM 209), 2 Bandits (MM 343)

Bear Tribe Hero (EL 4)


4)
Berserker (MM 344), 2 Tribal Warrior (MM 350) Ice Witch’s Raiders (EL 3)
3 Tribal Warriors (MM 350), 3 Orcs (MM 246)
Bear Tribe Raiders (EL 2)
7 Tribal Warriors (MM 350) Kessell’s Trap (EL 3)
Giant Spider (MM 328), 3 Zombies (MM 316), Akar Kessell
(noncombatant)
Black Ice Guards (EL 4)
4)
Baerick Hammerstone CR 2, 2 Dwarf Guards (MM 347) with
battleaxes, Spy (MM 349) King Günvald (EL 5)
Berserker (MM 344), 6 Bandits (MM 343), 3 Orcs (MM 246)
Chosen’s Call (EL 6)
6)
Hedrun the Ice Witch, 2 Animated Armor (MM 19) Marauding Yetis (EL 3)
3 Young Yetis

Town Guards (EL 2 – EL 4)


Marek the Shank (EL 3)
3) Starts with 7 Guards (MM 347)
Marek the Shank, Wolf (MM 341)

Vaelish Gant (EL 3)


Nighttime Break-
Break-in (EL 4) Vaelish Gant
Marek the Shank, 5 Bandits (MM 343)

Verbeeg Giant (EL 2)


Orc Champion (EL 5) Ogre (MM 237)
Orog (MM 247), 5 Orcs (MM 246)

Waterfall Cavern (EL 4)


Pirate Crew (EL Varies) Druid (MM 346), Scout (MM 349)
Spy (MM 349), Thug (MM 350), Up to 30 Bandits (MM 343) or
Thugs (MM 350).
Winter Wolf (EL 3)
3)
Winter Wolf (MM 340)
Pirate Raid (EL 3)
Spy (MM 349), 5 Bandits (MM 343)
Wolf Attack (EL 1 or EL 3
Poachers (EL 4) if Winter Wolf present)
4 Wolves (MM 341) or Winter Wolf (MM 340)
2 Thugs (MM 350), 8 Bandits (MM 343), commoners

Polar Bear Attack (EL 2) Yeti Attack (EL 3)


3 Young Yetis
Polar Bear (MM 334)

Rampaging Bear (EL 2)


2) Zombie Pack (EL 3)
6 Zombies (MM 316)
Polar Bear (MM 334)

Remorhaz lair (EL 4)


Priest (MM 348), Bandit (MM 343), Baby Remorhaz

Rycher’s Cats (EL 3)


2 Tigers (MM 339) with advantage to hide in the snow.

Rycher’s Lair (EL 3)


Bandit (MM 343), 2 Tigers (MM 339) with advantage to hide in
the snow.

Ship Rethnor Thugs (EL


(EL 2
or EL 4 – Act 1or EL 5 –
Act 2)
Act 1: 50% 7 Bandits (MM 343)
Act 1: 50% Wererat (MM 209), 4 Bandits (MM 343)
Act 2: 3 Wererats (MM 209)

Slim’s Ambush (EL 4)


Wererat (MM 209), 4 Bandits (MM 343)

Temple of the Storm (EL 5)


Akar Kessell, Dust Mephit (MM 215), Ice Mephit (MM 215),
Magma Mephit (MM 216)
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception
Monsters 10
The following section references additional monsters needed Languages –
Challenge 2 (450 XP)
for the Legacy of the Crystal Shard adventure.

Heated Body. A creature that touches the remorhaz or hits it


Akar Kessell with a melee attack while within 5 feet of it takes 3 (1d6) fire
damage.
Medium undead, neutral evil
Actions
Armor Class 12
Hit Points 112 (15d8 + 45) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) fire damage.

STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
9 (-1)
CHA
15 (+2)
Baerick Hammerstone
Medium humanoid (dwarf), neutral evil

Saving Throws Int +5, Wis +1 Armor Class 17 (splint)


Skills Perception +1, Stealth +4 Hit Points 45 (7d8 + 14)
Damage Resistances necrotic; bludgeoning, piercing, and Speed 25 ft.
slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11 17 (+3) 10 (+0) 15 (+2) 10 (+0) 9 (-1) 13 (+1)
Languages Common
Challenge 1 (200 XP)
Skills Athletics +5, Intimidation +3
Damage Resistances poison
Sunlight Sensitivity. While in sunlight, Akar Kessell has Senses darkvision 60 ft., passive Perception 9
disadvantage on attack rolls, as well as on Wisdom (Perception) Languages Common, Dwarvish
checks that rely on sight. Challenge 2 (450 XP)

Spellcasting. Akar Kessell is a 4th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 13, +5 to hit Dwarven Resilience. The dwarf has advantage on saving throws
with spell attacks). Akar Kessell has the following wizard spells against poison.
prepared:
Action Surge. Baerick can take an additional action on his turn.
Cantrips (at will): chill touch, minor illusion, ray of frost, He cannot use this trait again until completes a short rest or a
shocking grasp long rest.
1st level (4 slots): magic missile, shield, sleep
2nd level (3 slots): hold person, invisibility, mirror image, Improved Critical. Baerick scores a critical if he rolls a natural
scorching ray attack roll of 19–20.

Actions Actions

Multiattack. The wight makes two attacks. It can use its Life Multiattack. Baerick makes two melee attacks.
Drain in place of one attack.
Black Ice Maul. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one one target. Hit: 10 (2d6 + 3) bludgeoning damage and 1 cold
target. Hit: 5 (1d6 + 2) necrotic damage. The target must damage.
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken. Light Hammer. Melee or Ranged Weapon Attack: +5 to hit,
This reduction lasts until the target finishes a long rest. The reach 5 ft. or range 20 ft./60 ft., one target. Hit: 5 (1d4 + 3)
target dies if this effect reduces its hit point maximum to 0. bludgeoning damage.
A humanoid slain by this attack rises 24 hours later as a
zombie under the wight’s control, unless the humanoid is Second Wind (Recharges after a Short or Long Rest). Baerick
restored to life or its body is destroyed. The wight can have no regains 7 (1d10 + 2) hit points.
more than twelve zombies under its control at one time.

Hedrun the Ice Witch


Baby Remorhaz
Remorhaz Medium humanoid (human), chaotic evil
Medium monstrosity, unaligned
Armor Class 14 (ice armor)
Armor Class 12 (natural armor) Hit Points 58 (9d8 + 18)
Hit Points 45 (7d8 + 14) Speed 30 ft.
Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 14 (+2) 15 (+2) 16 (+3) 12 (+1)
16 (+3) 13 (+1) 15 (+2) 2 (-4) 10 (+0) 3 (-4)

Saving Throws Int +4, Wis +5


Damage Immunities cold, fire Skills Animal Handling +5, Perception +5
Damage Immunities cold Special Equipment. Marek has 2 smoke grenades (DMG 268).
Senses darkvision 60 ft., passive Perception 15
Languages Common, Druidic Martial Advantage. Once per turn, Marek can deal an extra 7
Challenge 4 (1,100 XP) (2d6) damage to a creature it hits with a weapon attack if that
creature is within 5 feet of an ally of him that isn’t
incapacitated.
Land’s Stride. Moving through nonmagical difficult terrain costs
Hedrun no extra movement. She ignores difficult terrain Actions
created by ice, snow, or similar wintry conditions, magical or
nonmagical. She can also pass through nonmagical plants Multiattack. Marek makes two attacks.
without being slowed by them and without taking damage from
them. She has advantage on saving throws against magical Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
plants, and she is immune to the effect of her own spike growth target. Hit: 6 (1d8 + 2) slashing damage.
spell.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320
Freezing Aura. Liquid water that comes within 5 feet of Hedrun ft., one target. Hit: 4 (1d6 + 1) piercing damage.
instantly freezes. She can traverse bodies of water across the
ice created by this trait, but the ice melts quickly enough to
prevent other creatures from doing the same.
Vaelish Gant
Ice Armor. Whenever Hedrun takes damage, she can apply half Medium humanoid (human), lawful evil
to her ice armor. Her ice armor can absorb no more than 29 hit
points per day. Armor Class 14 (mage armor)
Hit Points 78 (12d8 + 24)
Spellcasting. Hedrun is a 6th-level spellcaster. Her spellcasting Speed 30 ft.
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Hedrun has the following druid spells prepared:
STR DEX CON INT WIS CHA
Cantrips (at will): chill touch1, druidcraft, guidance, ray of frost1 9 (-1) 13 (+1) 14 (+2) 17 (+3) 10 (+0) 15 (+2)
1st level (4 slots): animal friendship, cure wounds, fog cloud, ice
darts2
2nd level (3 slots): gust of wind, hold person, flame blade1, ice Saving Throws Int +5, Wis +2
spear3, spike growth Senses passive Perception 10
3rd level (3 slots): call lightning1, dispel magic, sleet storm, slow Languages Common, Draconic, Infernal, Orcish
Challenge 3 (700 XP)
1. Auril has granted Hedrun the chill touch and ray of frost
cantrips. Any damage done by a spell aside from spike growth Special Equipment. Vaelish Gant has a sapphire staff. It
does cold damage. requires attunement. It has 7 charges. You can use 0 or more
2. Ice darts is magic missile (PHB 257) with the following charges to cast the following spells with your spellcasting attack
changes: it does cold instead of force damage and each modifier: ray of frost (0 charges), detect magic (1 charge),
creature hit must succeed on a Constitution saving throw or dimension door (4 charges).
have its speed reduced by 15 feet until the end of Hedrun’s The staff regains 1d6 + 1 charges daily at dawn. If you expend
next turn. the last charge, roll a d20. On a 1, the staff crumbles to dust
3. Ice spear is Melf’s acid arrow (PHB 259) with the following and is destroyed.
changes: it does cold instead of acid damage and on a hit the
creature is restrained. On its turn, it may use an action to make Spellcasting. Vaelish Gant is a 5th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
a DC 13 strength check to break free of the ice.
with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): light, prestidigitation, shocking grasp


Ice Witch’s Simulacrum 1st level (4 slots): charm person, mage armor, magic missile,
The simulacrum uses the same statistics block as Hedrun the Ice shield
Witch, with the adjustments noted here. 2nd level (3 slots): invisibility, scorching ray, mirror image
3rd level (2 slots): fireball
Hit Points 26 (4d8 + 8)
Challenge 2 (450 XP) Actions
Sapphire Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1)
Marek the Shank bludgeoning damage if wielded with both hands.
Medium humanoid (goblinoid), lawful evil

Armor Class 15 (studded leather, shield) Young Yeti


Hit Points 71 (13d8 + 13) Medium monstrosity, chaotic evil
Speed 30 ft.
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 9 (6d8 + 12)
14 (+2) 12 (+1) 13 (+1) 12 (+1) 10 (+0) 16 (+3) Speed 35 ft., climb 35 ft.

STR DEX CON INT WIS CHA


Senses darkvision 60 ft., passive Perception 10 15 (+2) 15 (+2) 13 (+1) 8 (-1) 13 (+1) 7 (-2)
Languages Common
Challenge 2 (450 XP)
Skills Perception +3, Stealth +4
Damage Immunities Cold
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 1/2 (100 XP)

Fear of Fire. If the yeti takes fire damage, it has disadvantage


on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception)


checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.

Actions
Multiattack. The yeti makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.