You are on page 1of 18

X1 ure n

n t io
ve rs
Ad ve
c o n
i
ass le C
Cl odu
M

The Isle of Dread


Conversion Guide by Jay Murphy

For Character Levels 3 - 5

Classic Modules Today


A D&D 5th Edition Conversion of the Early Adventure Modules
X1 The Isle of Dread

Conversion Guide

Introduction: Written by David Cook and Tom Moldvay for the Expert set of the Dungeons & Dragons
rules, X1 The Isle of Dread came with the original Expert Dungeons & Dragons boxed set. The module
was published in 1981 and first introduced gamers to the “Known World”. This conversion guide allows
Dungeon Masters to run the original 1st Edition module with 5th Edition rules and provides a reference
sheet for encounters.

A 5th Edition adventure conversion guide


for 3rd to 5th level 5th Edition characters

This product requires the original X1 The Isle of Dread adventure module to use.
Copies of original classic modules are available at dmsguild.com

By Jay Murphy

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Jay Murphy and published under the Community Content Agreement for
Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 1
X1: The Isle of Dread Adventure Summary
“Nostalgia runs deep with this pivotal adventure penned by the mighty Tom
The Isle of Dread was initially designed to introduce
Moldvay and David "Zeb" Cook. The entire Mystara product line from the new players and Dungeon Masters to wilderness
late 80s is derived from 13 short descriptions included in the introduction of adventuring, also known as a “hex crawl”. Included in
this module; 13 standard fare fantasy kingdoms with succinct snippets of text
that draw parallels to Earth's various ancient kingdoms, the "Known World"
the Expert Dungeons & Dragons boxed set the center
as it was called." map in the module offers a southeastern portion of a
larger continent as well as an archipelago where the
Random Wizard blog
Isle of Dread is located.
Introduction The challenge facing the DM is coming up for a reason
To use this conversion guide you will need a copy of the PC's would wish to travel long distances to explore
“X1 The Isle of Dread”, originally available in hard an unknown and deadly island. The module itself does
copy for the first edition of Expert Dungeons & not contain any significant plot hooks built in. It is
Dragons and now for sale in Digital format at more of an assemblage of exotic locations. There are
www.dmsguild.com. also much of the island which is not detailed at all.
The DM has plenty of room to drop in other location
This document gives DMs advice to convert the
based modules, such as I1 Dwellers of the Forbidden
module to the latest 5th Edition rules and guidance on
City. What the adventure does have plenty of are
preparing the adventure. Spell conversion notes, a list
primitive natives, monstrous wildlife (including
of monsters, and a summary of principle NPC’s
dinosaurs!), inhospitable terrain, ancient evils, and
provide a quick in-game reference. Most creatures
wealth galore.
refer to stat blocks found in the D&D 5e Monster
Manual. The different inhabitants of the module are Converting to the Realms
included in the “Monster” list in alphabetical order to
facilitate the DM looking them up at the table. “New To bring “The Isle of Dread” into the Forgotten Realms
Monsters” which cannot be referenced from the D&D world of Faerun the DM will need to consider how
5e Monster Manual have suggested statistics provided. well known the location of the island is and how far it
lies off any of the coasts which currently exist for the
Page listings may refer to abbreviations: MM (Monster Forgotten Realms campaign world. While the original
Manual), CR (Challenge rating), DMG (Dungeon module has The Isle of Dread located in an
Master Guide), etc. Any other page numbers refer to archipelago a thousand miles from the coast of the
the locations in the original ''Isle of Dread' module. main continent, the DM could place it closer to
Key text is in bold for easy scanning. Magic items and civilization. Perhaps hiding this “lost world” via ever
spell notes are noted in italics. present fog banks, or through magical gateways into
Find more information about this and other early the Elemental Plane of Water. For terrestrial locations
edition conversions at www.classicmodulestoday.com. east of Chult or south of the Great Sea are undefined
locations of Faerun and the island (and archipelago)
Reference Sheet can easily be placed there.
The last five pages make a Reference Sheet which
Further Adventures
summarizes the key information you'll need during
the game onto a concise sheet. You can print this onto In the appendix found on p. 28 of the module there is a
a two, double-sided pages (perhaps on colored card list of six alternate scenarios suitable for pursuing
stock) as a handy tool that you can use alongside a further adventures on the Isle of Dread.
hard copy of the module. After reading this document,
all you'll need to run the game is the original module,
the Monster Manual, Reference Sheet, and optionally,
any notes or visuals you've prepared.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 2
Notes for the Dungeon Master From the Dungeon Master's Guide
5e and 1e experience point awards and character levels Special rules and tactics to brush up on from the
don't match up. Low level 1e PC's have much less published core rule books prior to the game:
mechanical features and take more experience points
● Leverage Conversation Reaction Table (DMG
to advance in level. Another key difference is 1e gives
much lower XP awards for NPC's and creatures 244-245) for NPC reactions. Specific reactions
defeated. The acquisition of monetary treasure was of notable NPC's and new monsters may not
the best way to advance PC level. To reflect this “old be clearly defined. The DM should be prepared
school” method of play the XP awards for adversaries to know what motivates the islands various
found in the 5e Monster Manual have been reduced inhabitants when rolling on the Reaction
considerably in this conversion guide. Table.
If the DM wants to further enforce old school flavor it ● Know how to use perception rules (PH 182) to
is recommended the monetary treasure values of the detect wilderness encounters as well as traps
original module be adjusted downward by a factor of
and secret doors (PH 178).
five to ten. While the original module is recommended
for characters levels 3-7 for 5e this module is ● Determine spell tactics for NPC Magi and
recommended for levels 3-5. Clerics.
Visuals ● Review the Wilderness Survival rules (DMG
Suggested visuals to create: 109).

● The DM would remiss to pass up creating a ● Understand the Exhaustion rules (PH 181,
mysterious treasure map for the PC's. While 185, 291).
the module includes a colored map of the ● Know the Cover rules from the Player's
edges of the island, something with hard to Handbook (PH 196).
decode symbols and intriguing clues of
● Plan how to run sea travel, ship damage, and
locations and inhabitants (and the promise of
shipwrecks from The Sea rules available in
treasure of course) should not be passed up.
the Dungeon Master's Guide (DMG 117-119).
● The Isle of Dread is a rumored, undiscovered
lost world and if the location is not one you
plan on having your PC's randomly stumble
across a sailing map of dubious origins
providing a heading to the island may be
appropriate.
● Since the isle is littered with dinosaurs
locating color graphics of these fearsome
creatures should be easy. No need to describe a
Trachodon or Plesiosaurus when you can just
show the PC's a picture of what is coming at
them out of the thick jungle.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 3
Notable NPC's Disengage, or Hide.

Wandering Human Party #1 Fighter Wandering Human Party #2 Fighter


Level 4, Lawful Neutral, CR 1 XP 200 Level 2, Neutral, CR .50 XP 100
AC: 18 HP: 36 Speed: 30ft. AC: 19 HP: 19 Speed: 30ft.
S:16(+3) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1) S:15(+2) D:13(+1) C:14(+2) I:8(-1) W:10 Ch:12(+1)
Saving Throws: Str+5, Con+4. Saving Throws: Str+4, Con+4.
Senses: passive Perception 10. Senses: passive Perception 10.
Action Surge (Recharges on a short rest). Can take Action Surge (Recharges on a short rest). Can take
one additional action on his turn. one additional action on his turn.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Warhammer. Melee Weapon Attack: +5 to hit, reach
ft., one target. Hit: 1d8 5 slashing. 5 ft., one target. Hit: 1d8+3 bludgeoning.
Longbow. Ranged Weapon Attack: +3 to hit, range Wandering Human Party #2 Wizard
150/600 ft., one target. Hit: 1d8+2 piercing. Level 3, Neutral, CR 1 XP 200
Wandering Human Party #1 Wizard AC: 11/14 Mage Armor HP: 18 Speed: 30ft.
Level 1, Lawful Neutral, CR .50 XP 100 S:8(-1) D:12(+1) C:14(+2) I:16(+3) W:14(+2) Ch:10
AC: 11/14 Mage Armor HP: 8 Speed: 30ft. Saving Throws: Int+5, Wis+4.
S:8(-1) D:12(+1) C:14(+2) I:15(+2) W:13(+1) Ch:10 Senses: passive Perception 12.
Saving Throws: Int+5, Wis+3. Spellcasting. 3rd level spellcaster. Its spellcasting
Senses: passive Perception 11. ability is Intelligence (spell save DC 12, +5 to hit
Spellcasting. 2nd level spellcaster. Its spellcasting with spell attacks). Has the following spells
ability is Intelligence (spell save DC 12, +4 to hit prepared:
with spell attacks). Has the following spells Cantrips (at will): blade ward, fire bolt, light,
prepared: shocking grasp
Cantrips (at will): blade ward, fire bolt, light 1st level (4 slots): detect magic, mage armor,
1st level (2 slots): mage armor, charm person protection from good/evil, phantasmal force
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 2nd level (2 slots): blur, misty step
one target. Hit: 1d4-1 piercing. Shocking Grasp. Melee Spell Attack: +5 to hit, reach
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 5 ft., one target. Hit: 1d8 lightning damage.
ft., one target. Hit: 1d10 fire. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120
ft., one target. Hit: 1d10 fire damage.
Wandering Human Party #1 Thief
Level 1, Lawful Neutral, CR .25 XP 50 Wandering Human Party #3 Fighter
AC: 13 HP: 9 Speed: 30ft. Level 3, Chaotic Neutral, CR .50 XP 100
S:8(-1) D:15(+2) C:13(+1) I:12(+1) W:14(+2) Ch:10 AC: 18 HP: 26 Speed: 30ft.
Saving Throws: Dex+4, Int+3. S:16(+3) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1)
Senses: passive Perception 15. Saving Throws: Str+5, Con+4.
Sneak Attack. Once per turn, if the rogue makes a Senses: passive Perception 10.
weapon attack with advantage or flanking, it Action Surge (Recharges on a short rest). Can take
inflicts an extra 1d6 damage. one additional action on his turn.
Shortsword. Melee Weapon Attack: +1 to hit, reach 5 Battle Ax. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 1d6-2 piercing. ft., one target. Hit: 1d8+4 slashing.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, Wandering Human Party #3 Wizard
range 30/120 ft., one target. Hit: 1d6 piercing. Level 1, Chaotic Neutral, CR .50 XP 100
Cunning Action. May use bonus action to Dash,
Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 4
AC: 11/14 Mage Armor HP: 8 Speed: 30ft. water, guiding bolt
S:8(-1) D:12(+1) C:14(+2) I:15(+2) W:13(+1) Ch:10 Sanar Level 3 Thief, Chaotic Neutral, CR .25 XP 50
Saving Throws: Int+5, Wis+3. AC: 11 HP: 17 Speed: 40ft.
Senses: passive Perception 11. S:8(-1) D:15(+2) C:13(+1) I:12(+1) W:14(+2) Ch:10
Spellcasting. 2nd level spellcaster. Its spellcasting Saving Throws: Dex+4, Int+3.
ability is Intelligence (spell save DC 12, +4 to hit Senses: passive Perception 15.
with spell attacks). Has the following spells Sneak Attack. Once per turn, if Sanar makes a
prepared: weapon attack with advantage or flanking, she
Cantrips (at will): blade ward, fire bolt, light. inflicts an extra 1d6 damage.
1st level (2 slots): feather fall, sleep, mage armor, Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft.,
magic missile. one target. Hit: 1d4-1 piercing.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., Dagger. Missile Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1d4-1 piercing. one target. Hit: 1d4 piercing.
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120
ft., one target. Hit: 1d10 fire. Bakora Level 5 Fighter, Chaotic Good, CR 1 XP 200
AC: 14 HP: 38 Speed: 30ft.
Wandering Human Party #3 Thief S:15(+2) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1)
Level 2, Chaotic Neutral, CR .25 XP 50 Saving Throws: Str+4, Con+4.
AC: 13 HP: 17 Speed: 30ft. Senses: passive Perception 10.
S:10 D:15(+2) C:14(+2) I:12(+1) W:13(+1) Ch:10 Action Surge (Recharges on a short rest). Bakora
Saving Throws: Dex+4, Int+3. can take one additional action on his turn.
Senses: passive Perception 15. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Sneak Attack. Once per turn, if the rogue makes a one target. Hit: 1d6 + 4 piercing.
weapon attack with advantage or flanking, it Spear. Ranged Weapon Attack: +3 to hit, range
inflicts an extra 1d6 damage. 20/60 ft., one target. Hit: 1d8+2 piercing.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1d8+1/+4 vs. dragons, slashing. Kuro Level 6 Fighter, Lawful Good, CR 1 XP 200
Cunning Action. May use bonus action to Dash, AC: 13 HP: 45 Speed: 40ft.
Disengage, or Hide. S:16(+3) D:11 C:15(+2) I:8(-1) W:10 Ch:12(+1)
Saving Throws: Str+6, Con+5.
Wandering Human Party #3 Cleric Senses: passive Perception 12.
Level 2, Chaotic Neutral, CR .25 XP 50 Action Surge (Recharges on a short rest). Kuro can
AC: 18 HP: 17 Speed: 30ft. take one additional action on his turn.
S:14(+2) D:8(-1) C:13(+1) I:10 W:15(+2) Ch:12(+1) Multi-attack. Kuro can make two attacks.
Saving Throws: Wis+4, Cha+3. Spear. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses: passive Perception 12. one target. Hit: 1d6 + 6 piercing.
Guided Strike (1 use, recharges on short rest). When Spear. Ranged Weapon Attack: +3 to hit, range
the cleric makes a melee attack, it may add a +10 20/60 ft., one target. Hit: 1d8+3 piercing.
bonus to the roll.
Spellcasting. 2nd level spellcaster. Its spellcasting Masawa Level 4 Fighter, Neutral Evil, CR 1 XP 200
ability is Wisdom (spell save DC 12, +4 to hit with AC: 13 HP: 36 Speed: 40ft.
spell attacks). The cleric has the following spells S:12(+1) D:10 C:15(+2) I:8(-1) W:10 Ch:12(+1)
prepared: Saving Throws: Str+4, Con+4.
Cantrips (at will): sacred flame Senses: passive Perception 9.
1st level (3 slots): bless, command, purify food and Action Surge (Recharges on a short rest). Masawa

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 5
can take one additional action on his turn. Saving Throws: Wis+5, Cha+4.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., Senses: passive Perception 12.
one target. Hit: 1d6 + 3 piercing. Spellcasting. 5th level spellcaster. His spellcasting
Spear. Ranged Weapon Attack: +2 to hit, range ability is Wisdom (spell save DC 13, +5 to hit with
20/60 ft., one target. Hit: 1d8+2 piercing. spell attacks). He has the following spells
Taboo Island Fighter Level 5, Chaotic Neutral, CR prepared:
1 XP 200 Cantrips (at will): sacred flame, guidance
AC: 15 HP: 34 Speed: 30ft. 1st level (4 slots): cause wounds x2, command, bane
S:10 D:11 C:10 I:10 W:10 Ch:12(+1) 2nd level (3 slots): snake charm, hold person,
Saving Throws: Str+2, Con+2. warding bond
Senses: passive Perception 11. 3rd level (2 slots): animate dead, dispel magic
Action Surge (Recharges on a short rest). Fighter Bone Club. Melee Weapon Attack:+3 to hit, reach 5
can take one additional action on his turn. ft., one target. Hit: 1d6 bludgeoning.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., Fano Level 4 Fighter, Lawful Neutral, CR 1 XP 200
one target. Hit: 1d6 + 3 piercing. AC: 11 HP: 34 Speed: 40ft.
The Chief Level 7 Fighter, Chaotic Neutral, CR 2 S:10 D:11 C:10 I:10 W:10 Ch:12(+1)
XP 450 Saving Throws: Str+2, Con+2.
AC: 15 HP: 52 Speed: 40ft. Senses: passive Perception 10.
S:14(+2) D:11 C:10 I:10 W:10 Ch:12(+1) Action Surge (Recharges on a short rest). Fighter
Saving Throws: Str+5, Con+3. can take one additional action on his turn.
Senses: passive Perception 11. Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Action Surge (Recharges on a short rest). The Chief one target. Hit: 1d6 + 2 piercing.
can take one additional action on his turn. Umlat Level 6 Cleric, Lawful Neutral, CR 2 XP 450
Multi-attack. The Chief can make two attacks. AC: 11 HP: 29 Speed: 40ft.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 S:6(-2) D:8(-1) C:10 I:10 W:14(+2) Ch:12(+1)
ft., one target. Hit: 1d8 + 6 slashing. Saving Throws: Wis+5, Cha+4.
The Chief's Son Level 3 Fighter, Chaotic Neutral, Senses: passive Perception 13.
CR .5 XP 100 Spellcasting. 6th level spellcaster. His spellcasting
AC: 13 HP: 26 Speed: 40ft. ability is Wisdom (spell save DC 13, +5 to hit with
S:10 D:11 C:10 I:10 W:10 Ch:10 spell attacks). Umlat has the following spells
Saving Throws: Str+2, Con+2. prepared:
Senses: passive Perception 11. Cantrips (at will): sacred flame, guidance, light
Action Surge (Recharges on a short rest). The Son 1st level (4 slots): bless, cure wounds, purify food &
can take one additional action on his turn. water, detect poison & disease
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., 2nd level (3 slots): snake charm, calm emotions,
one target. Hit: 1d6 piercing. prayer of healing
Spear. Ranged Weapon Attack: +2 to hit, range 3rd level (3 slots): clairvoyance, dispel magic, mass
20/60 ft., one target. Hit: 1d8 piercing. healing word
Bone Club. Melee Weapon Attack:+1 to hit, reach 5
Witchdoctor Level 5 Cleric, Chaotic Neutral, CR 1 ft., one target. Hit: 1d6-2 bludgeoning.
XP 200
AC: 14 HP: 29 Speed: 40ft. Pirate Leader Level 4 Fighter, Neutral Evil, CR .50
S:10 D:11 C:13(+1) I:10 W:14(+2) Ch:12(+1) XP 100
AC: 15 HP: 38 Speed: 30ft.
Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 6
S:10 D:11 C:10 I:10 W:10 Ch:12(+1) Aranea Large Monstrosity, Chaotic Evil
Saving Throws: Str+2, Con+2. AC: 14 HP: 39 CR: 1 XP: 200 Speed: 30ft.
Senses: passive Perception 10. S: 14(+2) D: 16(+3) C: 12(+1) I: 16(+3) W: 12(+1) Ch: 6(-2)
Action Surge (Recharges on a short rest). Leader Senses/Skills: Darkvision 60ft., passive Perception
can take one additional action on his turn. 13, Int. +5, Stealth +5.
2HSword. Melee Weapon Attack: +2 to hit, reach 5 Shapechanger; The Aranea can use its action to
ft., one target. Hit: 1d10 + 2 slashing. polymorph into a medium beast or humanoid. It
Zombie Masters Level 6 Cleric, Chaotic Neutral, reverts to its true form if it dies.
CR 2 XP 450 Spellcasting; Intelligence DC 13, +5 attack as 3rd
AC: 11 HP: 44 Speed: 40ft. level Wizard. No material spell components are
S:10 D:10 C:10 I:10 W:15(+3) Ch:8(-1) required.
Saving Throws: Wis+6, Cha+1. Cantrips (at will): dancing lights, poison cloud,
Senses: passive Perception 13. shocking grasp
Spellcasting. 6th level spellcaster. Their 1st level (4 slots): charm person, sleep
spellcasting ability is Wisdom (spell save DC 14, +6 2nd level (2 slots): invisibility, mirror image
to hit with spell attacks). They have the following Web; Aranea spin elaborate webs in which to
spells prepared: ensnare the unwary. As an action, anyone caught
Cantrips (at will): chill touch, sacred flame, spare the in it's web can make a DC 15 Strength check to get
dying, thaumaturgy free. Like any spider, the Aranea knows
1st level (4 slots): bane, inflict wounds, command, immediately when something touches its
false life webbing.
2nd level (3 slots): blindness/deafness, hold person, Spider Climb; can climb difficult surfaces,
ray of enfeeblement, silence including upside down on ceilings, without
3rd level (3 slots): animate dead, bestow curse, spirit needing to make an ability check.
guardians, vampiric touch Bite; Melee Weapon Attack +5, reach 5 ft. one
Touch of Death (2 uses, recharges on short rest). target. 1d8+3 piercing. DC 11 Con save or paralyzed
Bare handed melee attack, +3 to hit, deal 17 1 hour.
necrotic damage..
Bee, Giant Medium Beast, Unaligned
New Monsters AC: 12 HP: 13 CR: .25 XP: 50 Speed: 10ft./Fly 50ft.
Animal Herd Large Beast, Unaligned S: 10 D: 14(+2) C: 10 I: 5(-5) W: 10 Ch: 3(-4)
AC: 10 HP: 22 CR: 0 XP: 10 Speed: 40ft. Senses: passive Perception 10.
S: 16(+3) D: 8(-1) C: 14(+2) I: 2(-4) W: 10 Ch: 6(-2) Sting; Melee Weapon Attack +4 to hit, reach 5 ft.
one target. 1d6+2 piercing, DC 11 Con save or take
Senses: passive Perception 10.
3d6 poison damage.
Trampling Charge; Group Melee Weapon Attack
+7, reach all targets in path of stampeding herd. Brontosaurus Gargantuan Beast, Unaligned
2d6+3 bludgeoning, target must make successful AC: 16 HP: 148 CR: 3 XP: 700 Speed: 30ft.
DC 15 Dex saving throw or take another 2d6+3 S: 25(+7) D: 7(-2) C: 23(+6) I: 1(-1) W: 10 Ch: 7(-2)
bludgeoning. Saving Throws: Str+9, Con+8
Trampling Charge; Individual Melee Weapon Senses: passive Perception 10.
Attack +3, reach 5 ft. one target. 1d6+3 Sure-footed; Advantage on Strength and Dexterity
bludgeoning. saving throws made against effects that would
knock it prone.
Stomp; Melee Weapon Attack: +9 to hit, reach 5 ft.
Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 7
one target. 2d10+7 bludgeoning, DC 17 Str save or Kopru Medium Abberation, Chaotic Evil
be knocked prone. AC: 14 HP: 44 CR: 3 XP: 700 Speed: 10/30ft. swim
Tail; Melee Weapon Attack: +9 to hit, reach 5 ft. S: 18(+4) D: 12(+1) C: 14(+2) I: 10 W: 11 Ch: 12(+1)
one target. 2d8+7 bludgeoning. Senses: passive Perception 10.
Dimetrodon Huge Beast, Unaligned Amphibious; can breath air and water.
Magic Resistence; advantage on all saving throws
AC: 13 HP: 68 CR: 1 XP: 200 Speed: 30ft.
against magic.
S: 19(+4) D: 11 C: 15(+2) I: 2(-4) W: 12(+1) Ch: 5(-3)
Spell Casting; ability is Intelligence (Spell Save DC
Senses: passive Perception 11.
12). Innately cast the following spell once a day
Bite; Melee Weapon Attack: +7 to hit, reach 10 ft.
requiring no spell components; Dominate Person
one target. 4d6+4 slashing.
(last until dispelled).
Giant Elk Huge Beast, Unaligned Claws; Melee Weapon Attack: +8 to hit, reach 5 ft.
AC: 14 HP: 42 CR: .50 XP: 100 Speed: 60ft. one target. 2d4+4 slashing.
S: 19(+4) D: 16(+3) C: 14(+2) I: 7(-2) W: 14(+2) Ch: 10 Tail; Melee Weapon Attack: +4 to hit, reach 5 ft.
Senses: passive Perception 14. one target. 3d4+4 bludgeoning. Target becomes
Charge. If the elk moves at least 20 feet straight restrained. While target is restrained Kopru can
toward a target and hits with ram attack on the make no other attacks. At the start further
same turn, take an extra 2d6 damage. Succeed on Kopru's turn target takes 3d6+4 bludgeoning and
a DC 14 Strength saving throw or be knocked 1d4+4 piercing.
prone. Multiattack; Makes two attacks, one with claws
Ram; Melee Weapon Attack: +6 to hit, reach 10 ft. and one with tail.
one target. 2d6+4 bludgeoning.
Megatherium Large Beast, Unaligned
Hooves; Melee Weapon Attack: +6 to hit, reach 5 ft.
AC: 14 HP: 114 CR: 1 XP: 200 Speed: 30ft.
one target. 4d8+4 bludgeoning.
S: 20(+5) D: 8(-1) C: 18(+4) I: 2(-4) W: 6(-2) Ch: 6(-2)
Giant Oyster Large Beast, Unaligned Senses: passive Perception 8.
AC: 15/22 HP: 94 CR: 3 XP: 700 Speed: 30ft. Claws; Melee Weapon Attack: +5 to hit, reach 5 ft.
S: 18(+4) D: 1(-5) C: 16(+3) I: 2(-4) W: 2(-4) Ch: 5(-3) one target. 4d6+5 slashing.
Senses: passive Perception 8.
Phanaton Small Humanoid, Chaotic Good
Bite; Melee Weapon Attack: +8 to hit, reach 10 ft.
AC: 16 HP: 9 CR: .125 XP: 25 Speed: 30/50ft. Glide
one target. 4d6+7 bludgeoning. Any character hit
S: 6(-2) D: 17(+3) C: 13(+1) I: 10 W: 10 Ch: 13(+1)
by the closing shell requires a DC 25 Strength save
Saving Throws: Str+2, Dex+2, Con+2, Int+2,
to get free. The Strength check can be
Wis+2, Cha+2.
accomplished by others coming to the characters
Skills: Perception +4, Stealth +7.
aid as well.
Senses: passive Perception 10.
Grangeri Huge Beast, Unaligned Dagger; Melee Weapon Attack: +5 to hit, reach 5 ft.
AC: 13 HP: 142 CR: 5 XP: 1,800 Speed: 40ft. one target. 1d4+3 piercing.
S: 20(+5) D: 10 C: 16(+3) I: 4(-3) W: 6(-2) Ch: 6(-2)
Rakasta Medium Humanoid, Neutral
Senses: passive Perception 8.
AC: 13 HP: 11 CR: .125 XP: 25 Speed: 35ft.
Bite; Melee Weapon Attack: +5 to hit, reach 5 ft.
S: 13(+1) D: 15(+2) C: 12(+1) I: 10 W: 11 Ch: 10
one target. 2d12+5 piercing.
Skills: Perception +2, Stealth +4.
Trample; Melee Weapon Attack: +5 to hit, reach 5
Senses: darkvision 60ft., passive Perception 12.
ft. one target. 3d62+5 bludgeoning.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 8
Keen Smell; advantage Wisdom (Perception) Bite; Melee Weapon Attack: +2 to hit, reach 5 ft.
checks relying on smell. one target. 1d4 piercing plus poison. Target must
Claws; Melee Weapon Attack: +3 to hit, reach 5 ft. make a DC 12 Constitution save or die in 4 rounds.
one target. 1d4+1 slashing. Spider, Giant Tarantella Medium Beast,
Bite; Melee Weapon Attack: +3 to hit, reach 5 ft. Unaligned
one target. 1d4+1 piercing.
AC: 15 HP: 41 CR: 2 XP: 450 Speed: 40/40ft. climb
Multiattack; Makes two attacks, one with claws
S: 14(+2) D: 12(+1) C: 15(+2) I: 4(-3) W: 6(-2) Ch: 3(-4)
and one with bite.
Skills: Stealth +10/+21 when stationary.
Robber Fly Small Beast, Unaligned Senses: passive Perception 8.
AC: 14 HP: 13 CR: 0 XP: 10 Speed: 30/60ft. fly Spider Climb; can climb difficult surfaces,
S: 12(+1) D: 16(+3) C: 12(+1) I: 1(-5) W: 5(-3) Ch: 3(-4) including upside down on ceilings, without
Damage Immunities: Poison. needing to make an ability check.
Condition Immunities: Poisoned. Bite; Melee Weapon Attack: +4 to hit, reach 5 ft.
Senses: passive Perception 7. one target. 1d8+2 piercing plus poison. Target
Bite; Melee Weapon Attack: +3 to hit, reach 5 ft. must make a DC 12 Constitution save or spasm for
one target. 1d8+1 piercing. ten minutes in a jerky, dance-like motion. Anyone
Spider, Giant Black Widow Medium Beast, in 30ft. of victim must make a DC 10 Wisdom save
Unaligned or start to dance as well. Causes disadvantages on
all skill tests, attacks and saves. Attacking the
AC: 15 HP: 37 CR: 1 XP: 200 Speed: 30/30ft. climb
victim have advantage. Every 5 turns the victim is
S: 19(+4) D: 15(+2) C: 16(+3) I: 1(-5) W: 10 Ch: 3(-4)
poisoned adds level of exhaustion. A dispel magic
Skills: Stealth +7.
spell ends the effect.
Senses: darkvision 60ft., passive Perception 10.
Web; The Black Widow spins elaborate webs in Water Termite Medium Beast, Unaligned
which to ensnare the unwary. As an action, AC: 15 HP: 42 CR: 1 XP: 200 Speed: 15/60ft. swim
anyone caught in it's web can make a DC 12 S: 20(+5) D: 12(+1) C: 18(+4) I: 1(-5) W: 5(-3) Ch: 3(-4)
Strength check to get free. Like any spider, the Senses: passive Perception 10.
Black Widow knows immediately when Bite; Special Weapon Attack: automatic hit on
something touches its webbing. ships and boats only, reach 5 ft. one target. 1d8+5
Spider Climb; can climb difficult surfaces, piercing. Ignores Damage Threshold. Continuous
including upside down on ceilings, without until discovered and driven away.
needing to make an ability check. Inky Spray; Special defense. When retreating
Bite; Melee Weapon Attack: +6 to hit, reach 5 ft. from attack. +5 to hit, reach 15ft. all targets in
one target. 1d8+4 piercing plus poison. Target range. DC 12 Constitution save or paralyzed for 1
must make a DC 17 Constitution save or die. turn.
Spider, Giant Crab Medium Beast, Unaligned
AC: 13 HP: 20 CR: 1 XP: 200 Speed: 20/30ft. climb
S: 10 D: 15(+2) C: 12(+1) I: 2(-4) W: 11 Ch: 4(-3)
Skills: Stealth +10/+21 when stationary.
Senses: darkvision 60ft., passive Perception 10.
Spider Climb; can climb difficult surfaces,
including upside down on ceilings, without
needing to make an ability check.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 9
Spell Conversion Notes
Traps found in The Isle of Dread
For spells not directly found in the PH
Tar Pits (p.9): Obvious to see during daylight. A
Cause Light Wounds: Treat as Inflict Wounds, PH DC 9 passive Wisdom (Perception) check is
Cure Disease: Treat as Lesser Restoration, PH 255 required to avoid stumbling into a tar pit in the
Cure Light Wounds: Treat as Cure Wounds, PH 230 dark. Actively searching for hazards in the dark
Protection from Elementals: Treat as Protection will spot a tar pit. DC 20 Strength check to win
from Evil and Good, PH 270 free of being stuck, 25 if in heavy armor.
Protection from Evil: Treat as Protection from Evil Secrete Compartment with Snake (p.10): Actively
and Good, PH 270 searching for traps discovers the compartment on
Protection from Undead: Treat as Protection from a DC 12 Wisdom (Perception) check. A DC 12
Evil and Good, PH 270 Intelligence (Investigation) check will reveal how
Read Languages: Treat as Comprehend Languages, it functions, but will not reveal what is inside. A
PH 224 DC 12 Dexterity (Thieves Tools) check will get the
Snake Charm: Treat as Charm Person, but limited to
compartment open without forcing the lid of the
snakes, PH 221 iron box.
Tremors, Major Shock (p.22): DC 10 Strength
Magic Items Conversion Notes check to avoid falling if climbing cliffs.
For magic items not directly found in the DMG Tremors, Sever Shock (p.22): DC 15 Strength
• Potion of Control Undead (Aranea Lair p.12); check to avoid falling if climbing cliffs. DC 5
Treat effects as spell of Animate Dead, PH 212, but Dexterity check to avoid 3d6 bludgeoning damage
with the following limitiations: Does not allow for from falling trees if in forest.
creation of new undead. The drinker of the potion Climbing the Central Plateau (p.22): A DC 25
gains control over any zombies and skeletons he Strength (Athletics) check to climb cliffs. A DC 10
can issue commands to. This command ability passive Perception check will reveal fifteen checks
lasts for twenty four hours. required before reaching the top. While climbing
• Sword +1 (Cave p.10); Treat as Neutral Aligned gear can arrest long falls, characters without
Sentient Magic Item, DMG 214, with the following Athletics can not attempt the climb.
statistics and abilities; Int: 8(-1) Wis: 9(-1) Cha: Climbing the Cliff Wall (p.23): DC 10 Strength
13(+1), Detect Metal, and Levitate with wielder for 3 check to avoid falling while making the twelve
turns 3 times a day. Communicates telepathically hour ascent. Athletics skill provides Advantage.
with wielder. Hearing and normal vision 30ft. The Overnights on the Cliff Wall (p.23): For every
sword will only reveal its enhanced abilities if the hour spent on top a DC 10 Constitution save must
wielder can defeat it in a contested Charisma roll. be made or gain one level of exhaustion.
If not it will only appear as a +1 magic item. Gummy Vegetable Poisoning (p.24): DC 15
• Sword +2 (The Hidden Throne p.28); Requires Constitution save or suffer +1d10 poison damage
attunement, DMG 136, to reveal its Charm Person and are poisoned for 2d10 hours as described.
ability. A successful DC 13 Intelligence (Arcana) Trap Door (p.25): DC 15 passive Perception to
check is required to tell of this ability and the notice under the dust. Active searching of floor
sword's attunement needs. The DM is left to will reveal the trap door. 2d6 falling damage for
describe the attunement method. falling through the trap door. DC 15 Dexterity save
to catch oneself from falling through.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 10
Inflammable Dust (p. 25): Combustion of the dust Monsters
causes 4d8 fire damage. A DC 12 Dexterity save
reduces damage by half. Fire damage occurring 1. Allosaurus; Allosaurus MM 79 CR .50 XP 100
on the platform is only 2d8, same save 2. Ankylosaurus; Ankylosaurus MM 79 CR .50 XP
opportunity. 100
3. Cave Bears; Cave Bear MM 334 CR 1 XP 200
Weakend Floor (p.25): Actively searching for traps
4. Crab, Giant; Giant Crab MM 324 CR 0 XP 10
discovers the condition of the floor on a DC 12
5. Boars; Boar MM 319 CR 0 XP 10
Wisdom (Perception) check.
6. Bugbears; Bugbear MM 33 CR .50 XP 100
Kopru Statuette (p.25): DC 12 Wisdom save to 7. Cat, Great: Saber-tooth Tiger; Saber-tooth Tiger
avoid effects of the statuette. Blessing by Cleric MM 336 CR .50 XP 100
can be of any Lawful alignment (as opposed to 8. Centaur; Centaur MM 38 CR .50 XP 100
any Good alignment). 9. Crocodile, Giant; Giant Crocodile MM 324 CR 2
Submerged Items (p.26): Must probe to discover XP 450
otherwise 1d6 slashing damage every 10 feet. 10. Cyclops; Cyclops MM 45 CR 3 XP 700
Cell Doors (p.26): DC 10 Strength check to break. 11. Dire Wolves; Dire Wolf MM 321 CR .50 XP 100
Portcullis Trap (p.26): DC 15 Wisdom (Perception) 12. Dragon, Black; Adult Black Dragon MM 88 CR
to spot trigger. DC 10 Intelligence (Investigation) 7 XP 2,900
to figure out what the trigger does. DC 20 13. Dragon, Green; Adult Green Dragon MM 94
Strength save to raise portcullis back up. CR 7 XP 2,900
14. Dragon, Red; Adult Red Dragon MM 98 CR 7
Fire Trap (p.27): DC 12 Wisdom (Perception) to
XP 2,900
spot trip wire. DC 15 Dexterity (Thieves Tools) to
15. Dryad; Dryad MM 121 CR .25 XP 50
deactivate wire. After the second round of the
16. Elephants; Elephant MM 322 CR 2 XP 450
trap being activated the smoke from the burning
17. Elephant, Prehistoric; Treat as Elephant MM
oil forces a DC 10 Constitution save each round or
322 CR 2 XP 450
fall unconscious into the water. Apply fire
18. Elk, Giant; Treat as Elk MM 322 CR 0 XP 10
damage per the module. The door leading out
19. Fighters; Treat as Guard MM 347 CR 0 XP 10
requires a DC 10 Strength check to open.
20. Gargoyle; Gargoyle MM 140 CR .50 XP 100
Weak Crust (p.27): Actively searching for traps
21. Giant, Hill; Hill Giant MM 155 CR 3 XP 700
discovers the condition of the crust on a DC 12
22. Giant, Stone; Stone Giant MM 156 CR 4 XP
Wisdom (Perception) check.
1,100
23. Ghoul; Ghoul MM 148 CR .25 XP 50
24. Hippogriffs; Hippogriff MM 184 CR .25 XP 50
25. Hydra, 5 Heads; Hydra MM 190 CR 3 XP 700
26. Human; Treat as Commoner MM 345 CR 0 XP
10
27. Leaders, Neanderthal; Treat as Thug MM 350
CR .125 XP 25
28. Living Statues; Treat as Animated Armor MM
19 CR .25 XP 50
29. Lizard, Giant Gecko; Treat as Giant Lizard MM
326 CR 0 XP 10
30. Lizard, Giant Draco; Treat as Giant Lizard MM

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 11
326 CR 0 XP 10 54. Rhagodessa; Treat as Giant Spider MM 328
31. Lizard, Giant Horned Chameleon; Treat as CR .50 XP 100
Giant Lizard MM 326 CR 0 XP 10 55. Rocs; Roc MM 260 CR 5 XP 1,800
32. Lizard, Giant Tuatara; Treat as Giant Lizard 56. Rock Baboon; Treat as Baboon MM 318 CR
MM 326 CR 0 XP 10 57. Saber-tooth Tigers; Saber-tooth Tiger MM 336
33. Lizard Men; Treat as Lizardfolk MM 204 CR . CR .50 XP 100
25 XP 50 58. Sea Hydra; Treat as Hydra MM 190 CR 5 XP
34. Lycanthropes, Wererat; Wererat MM 209 CR . 1,800
50 XP 100 59. Sea Snake; Treat as Poisonous Snake MM 334
35. Lycanthropes, Werewolf; Werewolf MM 211 CR 0 XP 10
CR 1 XP 200 60. Scorpion, Giant; Giant Scorpion MM 327 CR 1
36. Lycanthropes, Wereboar; Wereboar MM 209 XP 200
CR 2 XP 200 61. Skeletons; Skeleton MM 272 CR 0 XP 10
37. Lycanthropes, Weretiger; Weretiger MM 210 62. Snake, Spitting Cobra; Treat as Poisonous
CR 2 XP 450 Snake MM 334 CR 0 XP 10
38. Lycanthropes, Werebear; Werebear MM 208 63. Snake, Pit Viper; Treat as Poisonous Snake
CR 3 XP 700 MM 334 CR 0 XP 10
39. Mummy; Mummy MM 228 CR 1 XP 200 64. Snake, Giant Rattlesnake; Treat as Poisonous
40. Native; Treat as Tribal Warrior MM 350 CR 0 Snake MM 334 CR 0 XP 10
XP 10 65. Snake, Rock Python; Treat as Giant
41. Native Chieften; Treat as Veteran (AC:12) MM Constrictor Snake MM 324 CR .50 XP 100
350 CR 0 XP 10 66. Toad, Giant; Giant Toad MM 329 CR 0 XP 10
42. Native Fighter; Treat as Scout MM 349 CR 0 67. Trachodon: Treat as Elephant MM 322 CR 2
XP 10 XP 450
43. Native Tribal Shaman; See Notable NPC's, 68. Treants; Treat MM 289 CR 5 XP 1,800
Witch Doctor. 69. Tribesmen; Treat as Tribal Warrior MM 350
44. Native War Leader; Treat as Thug MM 350 CR CR 0 XP 10
0 XP 10 70. Triceratops; Triceratops MM 80 CR 2 XP 450
45. Neanderthal; Treat as Tribal Warrior MM 350 71. Troglodytes: Troglodytes MM 290 CR 0 XP 10
CR 0 XP 10 72. Tyrannosaurus Rex; Tyrannosaurus Rex MM
46. Neanderthal Leader; Treat as Thug MM 350 80 CR 5 XP 1,800
CR 0 XP 10 73. Troll; Troll MM 291 CR 2 XP 450
47. Ogres; Ogre MM237 CR .50 XP 100 74. Wight; Wight MM 300 CR 1 XP 200
48. Pit Viper; Treat as Poisonous Snake MM 334 75. Wraith; Wraith MM 302 CR 2 XP 450
CR 0 XP 10 76. Wyvern; Wyvern MM 303 CR 3 XP 700
49. Phororhacos: Treat as Ax Beak MM 317 CR 0 77. Yellow Mold; Found in DMG 105
XP 10 78. Young Men; Treat as Tribal Warrior MM 350
50. Plesiosaurus; Plesiosaurus MM 80 CR .50 XP CR 0 XP 10
100 79. Zombie; Zombie MM 316 CR .125 XP 25
51. Pterodactyls; Treat as Pteranodon MM 80 CR .
125 XP 25
52. Pteranodons; Pteranodon MM 80 CR .125 XP
25
53. Rat, Giant; Giant Rat MM 327 CR 0 XP 10

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 12
Spellcasting. 3rd level spellcaster. Its spellcasting
X1 The Isle of Dread Reference spell attacks). The cleric has the following spells
ability is Intelligence (spell save DC 12, +5 to hit prepared:
with spell attacks). Has the following spells Cantrips (at will): sacred flame
Notable NPC's prepared: 1st level (3 slots): bless, command, purify food and
Cantrips (at will): blade ward, fire bolt, light, water, guiding bolt
Wandering Human Party #1 Fighter
shocking grasp
Level 4, Lawful Neutral, CR 1 XP 200 Sanar Level 3 Thief, Chaotic Neutral, CR .25 XP 50
1st level (4 slots): detect magic, mage armor,
AC: 18 HP: 36 Speed: 30ft. AC: 11 HP: 17 Speed: 40ft.
protection from good/evil, phantasmal force
S:16(+3) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1) S:8(-1) D:15(+2) C:13(+1) I:12(+1) W:14(+2) Ch:10
2nd level (2 slots): blur, misty step
Saving Throws: Str+5, Con+4. Saving Throws: Dex+4, Int+3.
Shocking Grasp. Melee Spell Attack: +5 to hit, reach
Senses: passive Perception 10. Senses: passive Perception 15.
5 ft., one target. Hit: 1d8 lightning damage.
Action Surge (Recharges on a short rest). Can take Sneak Attack. Once per turn, if Sanar makes a
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120
one additional action on his turn. weapon attack with advantage or flanking, she
ft., one target. Hit: 1d10 fire damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 inflicts an extra 1d6 damage.
ft., one target. Hit: 1d8 5 slashing. Wandering Human Party #3 Fighter Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Longbow. Ranged Weapon Attack: +3 to hit, range Level 3, Chaotic Neutral, CR .50 XP 100 one target. Hit: 1d4-1 piercing.
150/600 ft., one target. Hit: 1d8+2 piercing. AC: 18 HP: 26 Speed: 30ft. Dagger. Missile Weapon Attack: +4 to hit, reach 5 ft.,
S:16(+3) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1) one target. Hit: 1d4 piercing.
Wandering Human Party #1 Wizard Saving Throws: Str+5, Con+4.
Bakora Level 5 Fighter, Chaotic Good, CR 1 XP 200
Level 1, Lawful Neutral, CR .50 XP 100 Senses: passive Perception 10.
AC: 14 HP: 38 Speed: 30ft.
AC: 11/14 Mage Armor HP: 8 Speed: 30ft. Action Surge (Recharges on a short rest). Can take
S:15(+2) D:13(+1) C:15(+2) I:8(-1) W:10 Ch:12(+1)
S:8(-1) D:12(+1) C:14(+2) I:15(+2) W:13(+1) Ch:10 one additional action on his turn.
Saving Throws: Str+4, Con+4.
Saving Throws: Int+5, Wis+3. Battle Ax. Melee Weapon Attack: +6 to hit, reach 5
Senses: passive Perception 10.
Senses: passive Perception 11. ft., one target. Hit: 1d8+4 slashing.
Action Surge (Recharges on a short rest). Bakora
Spellcasting. 2nd level spellcaster. Its spellcasting
Wandering Human Party #3 Wizard can take one additional action on his turn.
ability is Intelligence (spell save DC 12, +4 to hit
Level 1, Chaotic Neutral, CR .50 XP 100 Spear. Melee Weapon Attack: +4 to hit, reach 5 ft.,
with spell attacks). Has the following spells
AC: 11/14 Mage Armor HP: 8 Speed: 30ft. one target. Hit: 1d6 + 4 piercing.
prepared:
S:8(-1) D:12(+1) C:14(+2) I:15(+2) W:13(+1) Ch:10 Spear. Ranged Weapon Attack: +3 to hit, range
Cantrips (at will): blade ward, fire bolt, light
Saving Throws: Int+5, Wis+3. 20/60 ft., one target. Hit: 1d8+2 piercing.
1st level (2 slots): mage armor, charm person
Senses: passive Perception 11.
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., Kuro Level 6 Fighter, Lawful Good, CR 1 XP 200
Spellcasting. 2nd level spellcaster. Its spellcasting
one target. Hit: 1d4-1 piercing. AC: 13 HP: 45 Speed: 40ft.
ability is Intelligence (spell save DC 12, +4 to hit
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 S:16(+3) D:11 C:15(+2) I:8(-1) W:10 Ch:12(+1)
with spell attacks). Has the following spells
ft., one target. Hit: 1d10 fire. Saving Throws: Str+6, Con+5.
prepared:
Senses: passive Perception 12.
Wandering Human Party #1 Thief Cantrips (at will): blade ward, fire bolt, light.
Action Surge (Recharges on a short rest). Kuro can
Level 1, Lawful Neutral, CR .25 XP 50 1st level (2 slots): feather fall, sleep, mage armor,
take one additional action on his turn.
AC: 13 HP: 9 Speed: 30ft. magic missile.
Multi-attack. Kuro can make two attacks.
S:8(-1) D:15(+2) C:13(+1) I:12(+1) W:14(+2) Ch:10 Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Saving Throws: Dex+4, Int+3. one target. Hit: 1d4-1 piercing.
one target. Hit: 1d6 + 6 piercing.
Senses: passive Perception 15. Fire Bolt. Ranged Spell Attack: +4 to hit, range 120
Spear. Ranged Weapon Attack: +3 to hit, range
Sneak Attack. Once per turn, if the rogue makes a ft., one target. Hit: 1d10 fire.
20/60 ft., one target. Hit: 1d8+3 piercing.
weapon attack with advantage or flanking, it
Wandering Human Party #3 Thief
inflicts an extra 1d6 damage. Masawa Level 4 Fighter, Neutral Evil, CR 1 XP 200
Level 2, Chaotic Neutral, CR .25 XP 50
Shortsword. Melee Weapon Attack: +1 to hit, reach 5 AC: 13 HP: 36 Speed: 40ft.
AC: 13 HP: 17 Speed: 30ft.
ft., one target. Hit: 1d6-2 piercing. S:12(+1) D:10 C:15(+2) I:8(-1) W:10 Ch:12(+1)
S:10 D:15(+2) C:14(+2) I:12(+1) W:13(+1) Ch:10
Hand Crossbow. Ranged Weapon Attack: +4 to hit, Saving Throws: Str+4, Con+4.
Saving Throws: Dex+4, Int+3.
range 30/120 ft., one target. Hit: 1d6 piercing. Senses: passive Perception 9.
Senses: passive Perception 15.
Cunning Action. May use bonus action to Dash, Action Surge (Recharges on a short rest). Masawa
Sneak Attack. Once per turn, if the rogue makes a
Disengage, or Hide. can take one additional action on his turn.
weapon attack with advantage or flanking, it
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Wandering Human Party #2 Fighter inflicts an extra 1d6 damage.
one target. Hit: 1d6 + 3 piercing.
Level 2, Neutral, CR .50 XP 100 Longsword. Melee Weapon Attack: +4 to hit, reach 5
Spear. Ranged Weapon Attack: +2 to hit, range
AC: 19 HP: 19 Speed: 30ft. ft., one target. Hit: 1d8+1/+4 vs. dragons, slashing.
20/60 ft., one target. Hit: 1d8+2 piercing.
S:15(+2) D:13(+1) C:14(+2) I:8(-1) W:10 Ch:12(+1) Cunning Action. May use bonus action to Dash,
Saving Throws: Str+4, Con+4. Disengage, or Hide. Taboo Island Fighter Level 5, Chaotic Neutral, CR 1
Senses: passive Perception 10. XP 200
Wandering Human Party #3 Cleric
Action Surge (Recharges on a short rest). Can take AC: 15 HP: 34 Speed: 30ft.
Level 2, Chaotic Neutral, CR .25 XP 50
one additional action on his turn. S:10 D:11 C:10 I:10 W:10 Ch:12(+1)
AC: 18 HP: 17 Speed: 30ft.
Warhammer. Melee Weapon Attack: +5 to hit, reach Saving Throws: Str+2, Con+2.
S:14(+2) D:8(-1) C:13(+1) I:10 W:15(+2) Ch:12(+1)
5 ft., one target. Hit: 1d8+3 bludgeoning. Senses: passive Perception 11.
Saving Throws: Wis+4, Cha+3.
Action Surge (Recharges on a short rest). Fighter
Wandering Human Party #2 Wizard Senses: passive Perception 12.
can take one additional action on his turn.
Level 3, Neutral, CR 1 XP 200 Guided Strike (1 use, recharges on short rest). When
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft.,
AC: 11/14 Mage Armor HP: 18 Speed: 30ft. the cleric makes a melee attack, it may add a +10
one target. Hit: 1d6 + 3 piercing.
S:8(-1) D:12(+1) C:14(+2) I:16(+3) W:14(+2) Ch:10 bonus to the roll.
Saving Throws: Int+5, Wis+4. Spellcasting. 2nd level spellcaster. Its spellcasting The Chief Level 7 Fighter, Chaotic Neutral, CR 2
Senses: passive Perception 12. ability is Wisdom (spell save DC 12, +4 to hit with XP 450

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 13
AC: 15 HP: 52 Speed: 40ft. ft., one target. Hit: 1d6-2 bludgeoning. Web; Aranea spin elaborate webs in which to
S:14(+2) D:11 C:10 I:10 W:10 Ch:12(+1) ensnare the unwary. As an action, anyone caught
Pirate Leader Level 4 Fighter, Neutral Evil, CR .50
Saving Throws: Str+5, Con+3. in it's web can make a DC 15 Strength check to get
XP 100
Senses: passive Perception 11. free. Like any spider, the Aranea knows
AC: 15 HP: 38 Speed: 30ft.
Action Surge (Recharges on a short rest). The Chief immediately when something touches its
S:10 D:11 C:10 I:10 W:10 Ch:12(+1)
can take one additional action on his turn. webbing.
Saving Throws: Str+2, Con+2.
Multi-attack. The Chief can make two attacks. Spider Climb; can climb difficult surfaces,
Senses: passive Perception 10.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 including upside down on ceilings, without
Action Surge (Recharges on a short rest). Leader can
ft., one target. Hit: 1d8 + 6 slashing. needing to make an ability check.
take one additional action on his turn.
Bite; Melee Weapon Attack +5, reach 5 ft. one
The Chief's Son Level 3 Fighter, Chaotic Neutral, 2HSword. Melee Weapon Attack: +2 to hit, reach 5
target. 1d8+3 piercing. DC 11 Con save or paralyzed
CR .5 XP 100 ft., one target. Hit: 1d10 + 2 slashing.
1 hour.
AC: 13 HP: 26 Speed: 40ft.
Zombie Masters Level 6 Cleric, Chaotic Neutral,
S:10 D:11 C:10 I:10 W:10 Ch:10 Bee, Giant Medium Beast, Unaligned
CR 2 XP 450
Saving Throws: Str+2, Con+2. AC: 12 HP: 13 CR: .25 XP: 50 Speed: 10ft./Fly 50ft.
AC: 11 HP: 44 Speed: 40ft.
Senses: passive Perception 11. S: 10 D: 14(+2) C: 10 I: 5(-5) W: 10 Ch: 3(-4)
S:10 D:10 C:10 I:10 W:15(+3) Ch:8(-1)
Action Surge (Recharges on a short rest). The Son Senses: passive Perception 10.
Saving Throws: Wis+6, Cha+1.
can take one additional action on his turn. Sting; Melee Weapon Attack +4 to hit, reach 5 ft.
Senses: passive Perception 13.
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Spellcasting. 6th level spellcaster. Their one target. 1d6+2 piercing, DC 11 Con save or take
one target. Hit: 1d6 piercing.
spellcasting ability is Wisdom (spell save DC 14, +6 3d6 poison damage.
Spear. Ranged Weapon Attack: +2 to hit, range
to hit with spell attacks). They have the following Brontosaurus Gargantuan Beast, Unaligned
20/60 ft., one target. Hit: 1d8 piercing.
spells prepared:
AC: 16 HP: 148 CR: 3 XP: 700 Speed: 30ft.
Witchdoctor Level 5 Cleric, Chaotic Neutral, CR 1 Cantrips (at will): chill touch, sacred flame, spare the
S: 25(+7) D: 7(-2) C: 23(+6) I: 1(-1) W: 10 Ch: 7(-2)
XP 200 dying, thaumaturgy
Saving Throws: Str+9, Con+8
AC: 14 HP: 29 Speed: 40ft. 1st level (4 slots): bane, inflict wounds, command,
Senses: passive Perception 10.
S:10 D:11 C:13(+1) I:10 W:14(+2) Ch:12(+1) false life
Sure-footed; Advantage on Strength and Dexterity
Saving Throws: Wis+5, Cha+4.
2nd level (3 slots): blindness/deafness, hold person, saving throws made against effects that would
Senses: passive Perception 12.
ray of enfeeblement, silence knock it prone.
Spellcasting. 5th level spellcaster. His spellcasting
3rd level (3 slots): animate dead, bestow curse, spirit Stomp; Melee Weapon Attack: +9 to hit, reach 5 ft.
ability is Wisdom (spell save DC 13, +5 to hit with
guardians, vampiric touch one target. 2d10+7 bludgeoning, DC 17 Str save or
spell attacks). He has the following spells
Touch of Death (2 uses, recharges on short rest). be knocked prone.
prepared:
Bare handed melee attack, +3 to hit, deal 17 Tail; Melee Weapon Attack: +9 to hit, reach 5 ft.
Cantrips (at will): sacred flame, guidance
necrotic damage.. one target. 2d8+7 bludgeoning.
1st level (4 slots): cause wounds x2, command, bane
2nd level (3 slots): snake charm, hold person, New Monsters Dimetrodon Huge Beast, Unaligned
warding bond
Animal Herd Large Beast, Unaligned AC: 13 HP: 68 CR: 1 XP: 200 Speed: 30ft.
3rd level (2 slots): animate dead, dispel magic
S: 19(+4) D: 11 C: 15(+2) I: 2(-4) W: 12(+1) Ch: 5(-3)
Bone Club. Melee Weapon Attack:+3 to hit, reach 5 AC: 10 HP: 22 CR: 0 XP: 10 Speed: 40ft.
Senses: passive Perception 11.
ft., one target. Hit: 1d6 bludgeoning. S: 16(+3) D: 8(-1) C: 14(+2) I: 2(-4) W: 10 Ch: 6(-2)
Bite; Melee Weapon Attack: +7 to hit, reach 10 ft.
Senses: passive Perception 10. one target. 4d6+4 slashing.
Fano Level 4 Fighter, Lawful Neutral, CR 1 XP 200
Trampling Charge; Group Melee Weapon Attack
AC: 11 HP: 34 Speed: 40ft.
+7, reach all targets in path of stampeding herd. Giant Elk Huge Beast, Unaligned
S:10 D:11 C:10 I:10 W:10 Ch:12(+1)
2d6+3 bludgeoning, target must make successful AC: 14 HP: 42 CR: .50 XP: 100 Speed: 60ft.
Saving Throws: Str+2, Con+2.
DC 15 Dex saving throw or take another 2d6+3 S: 19(+4) D: 16(+3) C: 14(+2) I: 7(-2) W: 14(+2) Ch: 10
Senses: passive Perception 10.
bludgeoning. Senses: passive Perception 14.
Action Surge (Recharges on a short rest). Fighter
Trampling Charge; Individual Melee Weapon Charge. If the elk moves at least 20 feet straight
can take one additional action on his turn.
Attack +3, reach 5 ft. one target. 1d6+3 toward a target and hits with ram attack on the
Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
bludgeoning. same turn, take an extra 2d6 damage. Succeed on
one target. Hit: 1d6 + 2 piercing.
a DC 14 Strength saving throw or be knocked
Aranea Large Monstrosity, Chaotic Evil
Umlat Level 6 Cleric, Lawful Neutral, CR 2 XP 450 prone.
AC: 11 HP: 29 Speed: 40ft. AC: 14 HP: 39 CR: 1 XP: 200 Speed: 30ft. Ram; Melee Weapon Attack: +6 to hit, reach 10 ft.
S:6(-2) D:8(-1) C:10 I:10 W:14(+2) Ch:12(+1) S: 14(+2) D: 16(+3) C: 12(+1) I: 16(+3) W: 12(+1) Ch: 6(- one target. 2d6+4 bludgeoning.
Saving Throws: Wis+5, Cha+4. 2) Hooves; Melee Weapon Attack: +6 to hit, reach 5 ft.
Senses: passive Perception 13. Senses/Skills: Darkvision 60ft., passive Perception one target. 4d8+4 bludgeoning.
Spellcasting. 6th level spellcaster. His spellcasting 13, Int. +5, Stealth +5.
ability is Wisdom (spell save DC 13, +5 to hit with Shapechanger; The Aranea can use its action to Giant Oyster Large Beast, Unaligned
spell attacks). Umlat has the following spells polymorph into a medium beast or humanoid. It AC: 15/22 HP: 94 CR: 3 XP: 700 Speed: 30ft.
prepared: reverts to its true form if it dies. S: 18(+4) D: 1(-5) C: 16(+3) I: 2(-4) W: 2(-4) Ch: 5(-3)
Cantrips (at will): sacred flame, guidance, light Spellcasting; Intelligence DC 13, +5 attack as 3rd Senses: passive Perception 8.
1st level (4 slots): bless, cure wounds, purify food & level Wizard. No material spell components are Bite; Melee Weapon Attack: +8 to hit, reach 10 ft.
water, detect poison & disease required. one target. 4d6+7 bludgeoning. Any character hit
2nd level (3 slots): snake charm, calm emotions, Cantrips (at will): dancing lights, poison cloud, by the closing shell requires a DC 25 Strength save
prayer of healing shocking grasp to get free. The Strength check can be
3rd level (3 slots): clairvoyance, dispel magic, mass 1st level (4 slots): charm person, sleep accomplished by others coming to the characters
healing word 2nd level (2 slots): invisibility, mirror image aid as well.
Bone Club. Melee Weapon Attack:+1 to hit, reach 5
Grangeri Huge Beast, Unaligned

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 14
AC: 13 HP: 142 CR: 5 XP: 1,800 Speed: 40ft. Bite; Melee Weapon Attack: +3 to hit, reach 5 ft. Spell Conversion Notes
S: 20(+5) D: 10 C: 16(+3) I: 4(-3) W: 6(-2) Ch: 6(-2) one target. 1d8+1 piercing. For spells not directly found in the PH
Senses: passive Perception 8.
Spider, Giant Black Widow Medium Beast, Cause Light Wounds: Treat as Inflict Wounds, PH
Bite; Melee Weapon Attack: +5 to hit, reach 5 ft.
Unaligned
one target. 2d12+5 piercing. Cure Disease: Treat as Lesser Restoration, PH 255
Trample; Melee Weapon Attack: +5 to hit, reach 5 AC: 15 HP: 37 CR: 1 XP: 200 Speed: 30/30ft. climb
Cure Light Wounds: Treat as Cure Wounds, PH
ft. one target. 3d62+5 bludgeoning. S: 19(+4) D: 15(+2) C: 16(+3) I: 1(-5) W: 10 Ch: 3(-4)
230
Kopru Medium Abberation, Chaotic Evil Skills: Stealth +7.
Senses: darkvision 60ft., passive Perception 10. Protection from Elementals: Treat as Protection
AC: 14 HP: 44 CR: 3 XP: 700 Speed: 10/30ft. swim
Web; The Black Widow spins elaborate webs in from Evil and Good, PH 270
S: 18(+4) D: 12(+1) C: 14(+2) I: 10 W: 11 Ch: 12(+1)
which to ensnare the unwary. As an action, Protection from Evil: Treat as Protection from
Senses: passive Perception 10.
anyone caught in it's web can make a DC 12 Evil and Good, PH 270
Amphibious; can breath air and water.
Strength check to get free. Like any spider, the
Magic Resistence; advantage on all saving throws Protection from Undead: Treat as Protection from
Black Widow knows immediately when
against magic. Evil and Good, PH 270
something touches its webbing.
Spell Casting; ability is Intelligence (Spell Save DC
Spider Climb; can climb difficult surfaces, Read Languages: Treat as Comprehend
12). Innately cast the following spell once a day
including upside down on ceilings, without Languages, PH 224
requiring no spell components; Dominate Person
needing to make an ability check. Snake Charm: Treat as Charm Person, but limited
(last until dispelled).
Bite; Melee Weapon Attack: +6 to hit, reach 5 ft. to snakes, PH 22
Claws; Melee Weapon Attack: +8 to hit, reach 5 ft.
one target. 1d8+4 piercing plus poison. Target
one target. 2d4+4 slashing. Magic Item Conversion Notes
must make a DC 17 Constitution save or die.
Tail; Melee Weapon Attack: +4 to hit, reach 5 ft.
For magic items not directly found in the DMG
one target. 3d4+4 bludgeoning. Target becomes Spider, Giant Crab Medium Beast, Unaligned
restrained. While target is restrained Kopru can AC: 13 HP: 20 CR: 1 XP: 200 Speed: 20/30ft. climb • Potion of Control Undead (Aranea Lair p.12);
make no other attacks. At the start further Kopru's S: 10 D: 15(+2) C: 12(+1) I: 2(-4) W: 11 Ch: 4(-3) Treat effects as spell of Animate Dead, PH 212, but
turn target takes 3d6+4 bludgeoning and 1d4+4 Skills: Stealth +10/+21 when stationary. with the following limitiations: Does not allow for
piercing. Senses: darkvision 60ft., passive Perception 10. creation of new undead. The drinker of the potion
Multiattack; Makes two attacks, one with claws Spider Climb; can climb difficult surfaces, gains control over any zombies and skeletons he
and one with tail. including upside down on ceilings, without can issue commands to. This command ability
needing to make an ability check. lasts for twenty four hours.
Megatherium Large Beast, Unaligned
Bite; Melee Weapon Attack: +2 to hit, reach 5 ft. • Sword +1 (Cave p.10); Treat as Neutral Aligned
AC: 14 HP: 114 CR: 1 XP: 200 Speed: 30ft.
one target. 1d4 piercing plus poison. Target must Sentient Magic Item, DMG 214, with the following
S: 20(+5) D: 8(-1) C: 18(+4) I: 2(-4) W: 6(-2) Ch: 6(-2)
make a DC 12 Constitution save or die in 4 rounds. statistics and abilities; Int: 8(-1) Wis: 9(-1) Cha:
Senses: passive Perception 8.
Claws; Melee Weapon Attack: +5 to hit, reach 5 ft. Spider, Giant Tarantella Medium Beast, 13(+1), Detect Metal, and Levitate with wielder for
one target. 4d6+5 slashing. Unaligned 3 turns 3 times a day. Communicates
telepathically with wielder. Hearing and normal
Phanaton Small Humanoid, Chaotic Good AC: 15 HP: 41 CR: 2 XP: 450 Speed: 40/40ft. climb
vision 30ft. The sword will only reveal its
S: 14(+2) D: 12(+1) C: 15(+2) I: 4(-3) W: 6(-2) Ch: 3(-4)
AC: 16 HP: 9 CR: .125 XP: 25 Speed: 30/50ft. Glide enhanced abilities if the wielder can defeat it in a
Skills: Stealth +10/+21 when stationary.
S: 6(-2) D: 17(+3) C: 13(+1) I: 10 W: 10 Ch: 13(+1) contested Charisma roll. If not it will only appear
Senses: passive Perception 8.
Saving Throws: Str+2, Dex+2, Con+2, Int+2, as a +1 magic item.
Spider Climb; can climb difficult surfaces,
Wis+2, Cha+2.
including upside down on ceilings, without • Sword +2 (The Hidden Throne p.28); Requires
Skills: Perception +4, Stealth +7.
needing to make an ability check. attunement, DMG 136, to reveal its Charm Person
Senses: passive Perception 10.
Bite; Melee Weapon Attack: +4 to hit, reach 5 ft. ability. A successful DC 13 Intelligence (Arcana)
Dagger; Melee Weapon Attack: +5 to hit, reach 5 ft.
one target. 1d8+2 piercing plus poison. Target check is required to tell of this ability and the
one target. 1d4+3 piercing.
must make a DC 12 Constitution save or spasm for sword's attunement needs. The DM is left to
Rakasta Medium Humanoid, Neutral ten minutes in a jerky, dance-like motion. Anyone describe the attunement method.
AC: 13 HP: 11 CR: .125 XP: 25 Speed: 35ft. in 30ft. of victim must make a DC 10 Wisdom save
S: 13(+1) D: 15(+2) C: 12(+1) I: 10 W: 11 Ch: 10 or start to dance as well. Causes disadvantages on
Skills: Perception +2, Stealth +4. all skill tests, attacks and saves. Attacking the
Senses: darkvision 60ft., passive Perception 12. victim have advantage. Every 5 turns the victim is
Keen Smell; advantage Wisdom (Perception) poisoned adds level of exhaustion. A dispel magic
checks relying on smell. spell ends the effect.
Claws; Melee Weapon Attack: +3 to hit, reach 5 ft. Water Termite Medium Beast, Unaligned
one target. 1d4+1 slashing.
AC: 15 HP: 42 CR: 1 XP: 200 Speed: 15/60ft. swim
Bite; Melee Weapon Attack: +3 to hit, reach 5 ft.
S: 20(+5) D: 12(+1) C: 18(+4) I: 1(-5) W: 5(-3) Ch: 3(-4)
one target. 1d4+1 piercing.
Senses: passive Perception 10.
Multiattack; Makes two attacks, one with claws
Bite; Special Weapon Attack: automatic hit on
and one with bite.
ships and boats only, reach 5 ft. one target. 1d8+5
Robber Fly Small Beast, Unaligned piercing. Ignores Damage Threshold. Continuous
AC: 14 HP: 13 CR: 0 XP: 10 Speed: 30/60ft. fly until discovered and driven away.
S: 12(+1) D: 16(+3) C: 12(+1) I: 1(-5) W: 5(-3) Ch: 3(-4) Inky Spray; Special defense. When retreating
Damage Immunities: Poison. from attack. +5 to hit, reach 15ft. all targets in
Condition Immunities: Poisoned. range. DC 12 Constitution save or paralyzed for 1
Senses: passive Perception 7. turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 15
Monsters 28. Living Statues; Treat as Spider MM 328 CR .50 XP 100
1. Allosaurus; Allosaurus MM 79 Animated Armor MM 19 CR .25 55. Rocs; Roc MM 260 CR 5 XP 1,800
CR .50 XP 100 XP 50 56. Rock Baboon; Treat as Baboon
2. Ankylosaurus; Ankylosaurus 29. Lizard, Giant Gecko; Treat as MM 318 CR
MM 79 CR .50 XP 100 Giant Lizard MM 326 CR 0 XP 10 57. Saber-tooth Tigers; Saber-tooth
3. Cave Bears; Cave Bear MM 334 30. Lizard, Giant Draco; Treat as Tiger MM 336 CR .50 XP 100
CR 1 XP 200 Giant Lizard MM 326 CR 0 XP 10 58. Sea Hydra; Treat as Hydra MM
4. Crab, Giant; Giant Crab MM 324 31. Lizard, Giant Horned 190 CR 5 XP 1,800
CR 0 XP 10 Chameleon; Treat as Giant 59. Sea Snake; Treat as Poisonous
5. Boars; Boar MM 319 CR 0 XP 10 Lizard MM 326 CR 0 XP 10 Snake MM 334 CR 0 XP 10
6. Bugbears; Bugbear MM 33 CR .50 32. Lizard, Giant Tuatara; Treat as 60. Scorpion, Giant; Giant Scorpion
XP 100 Giant Lizard MM 326 CR 0 XP 10 MM 327 CR 1 XP 200
7. Cat, Great: Saber-tooth Tiger; 33. Lizard Men; Treat as Lizardfolk 61. Skeletons; Skeleton MM 272 CR
Saber-tooth Tiger MM 336 CR .50 MM 204 CR .25 XP 50 0 XP 10
XP 100 34. Lycanthropes, Wererat; Wererat 62. Snake, Spitting Cobra; Treat as
8. Centaur; Centaur MM 38 CR .50 MM 209 CR .50 XP 100 Poisonous Snake MM 334 CR 0
XP 100 35. Lycanthropes, Werewolf; XP 10
9. Crocodile, Giant; Giant Crocodile Werewolf MM 211 CR 1 XP 200 63. Snake, Pit Viper; Treat as
MM 324 CR 2 XP 450 36. Lycanthropes, Wereboar; Poisonous Snake MM 334 CR 0
10. Cyclops; Cyclops MM 45 CR 3 XP Wereboar MM 209 CR 2 XP 200 XP 10
700 37. Lycanthropes, Weretiger; 64. Snake, Giant Rattlesnake; Treat
11. Dire Wolves; Dire Wolf MM 321 Weretiger MM 210 CR 2 XP 450 as Poisonous Snake MM 334 CR 0
CR .50 XP 100 38. Lycanthropes, Werebear; XP 10
12. Dragon, Black; Adult Black Werebear MM 208 CR 3 XP 700 65. Snake, Rock Python; Treat as
Dragon MM 88 CR 7 XP 2,900 39. Mummy; Mummy MM 228 CR 1 Giant Constrictor Snake MM 324
13. Dragon, Green; Adult Green XP 200 CR .50 XP 100
Dragon MM 94 CR 7 XP 2,900 40. Native; Treat as Tribal Warrior 66. Toad, Giant; Giant Toad MM 329
14. Dragon, Red; Adult Red Dragon MM 350 CR 0 XP 10 CR 0 XP 10
MM 98 CR 7 XP 2,900 41. Native Chieften; Treat as Veteran 67. Trachodon: Treat as Elephant
15. Dryad; Dryad MM 121 CR .25 XP (AC:12) MM 350 CR 0 XP 10 MM 322 CR 2 XP 450
50 42. Native Fighter; Treat as Scout 68. Treants; Treat MM 289 CR 5 XP
16. Elephants; Elephant MM 322 CR MM 349 CR 0 XP 10 1,800
2 XP 450 43. Native Tribal Shaman; See 69. Tribesmen; Treat as Tribal
17. Elephant, Prehistoric; Treat as Notable NPC's, Witch Doctor. Warrior MM 350 CR 0 XP 10
Elephant MM 322 CR 2 XP 450 44. Native War Leader; Treat as 70. Triceratops; Triceratops MM 80
18. Elk, Giant; Treat as Elk MM 322 Thug MM 350 CR 0 XP 10 CR 2 XP 450
CR 0 XP 10 45. Neanderthal; Treat as Tribal 71. Troglodytes: Troglodytes MM
19. Fighters; Treat as Guard MM 347 Warrior MM 350 CR 0 XP 10 290 CR 0 XP 10
CR 0 XP 10 46. Neanderthal Leader; Treat as 72. Tyrannosaurus Rex;
20. Gargoyle; Gargoyle MM 140 CR . Thug MM 350 CR 0 XP 10 Tyrannosaurus Rex MM 80 CR 5
50 XP 100 47. Ogres; Ogre MM237 CR .50 XP XP 1,800
21. Giant, Hill; Hill Giant MM 155 CR 100 73. Troll; Troll MM 291 CR 2 XP 450
3 XP 700 48. Pit Viper; Treat as Poisonous 74. Wight; Wight MM 300 CR 1 XP
22. Giant, Stone; Stone Giant MM Snake MM 334 CR 0 XP 10 200
156 CR 4 XP 1,100 49. Phororhacos: Treat as Ax Beak 75. Wraith; Wraith MM 302 CR 2 XP
23. Ghoul; Ghoul MM 148 CR .25 XP MM 317 CR 0 XP 10 450
50 50. Plesiosaurus; Plesiosaurus MM 76. Wyvern; Wyvern MM 303 CR 3
24. Hippogriffs; Hippogriff MM 184 80 CR .50 XP 100 XP 700
CR .25 XP 50 51. Pterodactyls; Treat as 77. Yellow Mold; Found in DMG 105
25. Hydra, 5 Heads; Hydra MM 190 Pteranodon MM 80 CR .125 XP 25 78. Young Men; Treat as Tribal
CR 3 XP 700 52. Pteranodons; Pteranodon MM Warrior MM 350 CR 0 XP 10
26. Human; Treat as Commoner MM 80 CR .125 XP 25 79. Zombie; Zombie MM 316 CR .125
345 CR 0 XP 10 53. Rat, Giant; Giant Rat MM 327 CR XP 25
27. Leaders, Neanderthal; Treat as 0 XP 10
Thug MM 350 CR .125 XP 25 54. Rhagodessa; Treat as Giant

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 16
Traps found in The Isle of Dread a DC 12 Wisdom (Perception) check.

Tar Pits (p.9): Obvious to see during daylight. Kopru Statuette (p.25): DC 12 Wisdom save
A DC 9 passive Wisdom (Perception) check is to avoid effects of the statuette. Blessing by
required to avoid stumbling into a tar pit in Cleric can be of any Lawful alignment (as
the dark. Actively searching for hazards in opposed to any Good alignment).
the dark will spot a tar pit. DC 20 Strength Submerged Items (p.26): Must probe to
check to win free of being stuck, 25 if in discover otherwise 1d6 slashing damage
heavy armor. every 10 feet.
Secrete Compartment with Snake (p.10): Cell Doors (p.26): DC 10 Strength check to
Actively searching for traps discovers the break.
compartment on a DC 12 Wisdom Portcullis Trap (p.26): DC 15 Wisdom
(Perception) check. A DC 12 Intelligence (Perception) to spot trigger. DC 10
(Investigation) check will reveal how it Intelligence (Investigation) to figure out
functions, but will not reveal what is inside. what the trigger does. DC 20 Strength save to
A DC 12 Dexterity (Thieves Tools) check will raise portcullis back up.
get the compartment open without forcing
Fire Trap (p.27): DC 12 Wisdom (Perception)
the lid of the iron box.
to spot trip wire. DC 15 Dexterity (Thieves
Tremors, Major Shock (p.22): DC 10 Tools) to deactivate wire. After the second
Strength check to avoid falling if climbing round of the trap being activated the smoke
cliffs. from the burning oil forces a DC 10
Tremors, Sever Shock (p.22): DC 15 Strength Constitution save each round or fall
check to avoid falling if climbing cliffs. DC 5 unconscious into the water. Apply fire
Dexterity check to avoid 3d6 bludgeoning damage per the module. The door leading
damage from falling trees if in forest. out requires a DC 10 Strength check to open.
Climbing the Central Plateau (p.22): A DC Weak Crust (p.27): Actively searching for
25 Strength (Athletics) check to climb cliffs. traps discovers the condition of the crust on
A DC 10 passive Perception check will reveal a DC 12 Wisdom (Perception) check.
fifteen checks required before reaching the
top. While climbing gear can arrest long
falls, characters without Athletics can not
attempt the climb.
Climbing the Cliff Wall (p.23): DC 10
Strength check to avoid falling while
making the twelve hour ascent. Athletics
skill provides Advantage.
Overnights on the Cliff Wall (p.23): For
every hour spent on top a DC 10
Constitution save must be made or gain one
level of exhaustion.
Gummy Vegetable Poisoning (p.24): DC 15
Constitution save or suffer +1d10 poison
damage and are poisoned for 2d10 hours as
described.
Trap Door (p.25): DC 15 passive Perception to
notice under the dust. Active searching of
floor will reveal the trap door. 2d6 falling
damage for falling through the trap door. DC
15 Dexterity save to catch oneself from
falling through.
Inflammable Dust (p. 25): Combustion of
the dust causes 4d8 fire damage. A DC 12
Dexterity save reduces damage by half. Fire
damage occurring on the platform is only
2d8, same save opportunity.
Weakend Floor (p.25): Actively searching for
traps discovers the condition of the floor on

Not for resale. Permission granted to print or photocopy this document for personal use only. X1 Isle of Dread 5e CONVERSION GUIDE 17