You are on page 1of 14

X5 ure n

e nt sio
dv ver
c A on
i
ass le C
Cl odu
M Temple of
Death
Conversion Guide by Jay Murphy

For Character Levels 5 - 8

Classic Modules Today


A D&D 5th Edition Conversion of the Early Adventure Modules
X5 Temple of death

Conversion Guide

Introduction: Written by David Cook for the Basic/Expert version of the Dungeons & Dragons rules X5
Temple of Death is a continuation of the adventures begun in X4 Master of the Desert Nomads. The
module was published in 1983 and expanded the Basic games campaign world of Mystara. 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 5th to 8th level characters

This product requires the original X5 Temple of Death 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. X5 Temple of Death CONVERSION GUIDE 1
X5: Temple of Death Adventure Summary
Sent on a desperate mission into an unknown land,
Dave Morris reviewed Temple of Death for White Dwarf #55, giving the
module a rating of 10 out of 10 overall. Morris felt that David Cook
you must seek out one called "the Master" and his
"constructed a logical, continually challenging, imaginative and vividly Temple of Death. There is little time to waste, as you
portrayed adventure", and declared, "Frankly, I have not seen a better must act before the Master's armies destroy your
D&D scenario than this."
homelands. But to complete your task, you must battle
Morris, Dave (July 1984). "Open Box: Dungeon Modules". White Dwarf fearsome guardians, travel through a hostile kingdom,
(review). Games Workshop (55): 18–19
and discover the secret of the Master.
Introduction Being the second part of an adventure begun in X4
Master of the Desert Nomads consideration on how
To use this conversion guide you will need a copy of
X5 Temple of Death is to be inserted into your
“X5 Temple of Death”, originally available in hard copy
campaign if not being played as a continuation of X4.
for the first edition of Basic/Expert Dungeons &
Dragons and now for sale in Digital format at Converting to the Realms
www.dmsguild.com. To bring “Temple of Death” into the Forgotten Realms
This document gives DMs advice to convert the world of Faerun Anauroch the Great Sand Sea is a
module to the latest 5th Edition rules and guidance on good location for the secretive nation of Hule.
preparing the adventure. Spell conversion notes, a list Anauroch held the remnants of the once-powerful
of monsters, and a summary of principle NPC’s Netherese Empire, their flying enclaves having
provide a quick in-game reference. Most creatures crashed to the ground when their greatest mage
refer to stat blocks found in the D&D 5e Monster Karsus, in a desperate bid to end the war against the
Manual. The different inhabitants of the module are phaerimm, challenged the goddess Mystryl for her
included in the “Monster” list in alphabetical order to divine mantle, causing the Weave to falter and all
facilitate the DM looking them up at the table. “New magic to fail. For generations since, Anauroch, the
Monsters” which cannot be referenced from the D&D greatest desert in Faerûn, encroached relentlessly on
5e Monster Manual have suggested statistics provided. border nations, burying them beneath the sands.
Page listings may refer to abbreviations: MM (Monster Perhaps the evil “Master” is at the center of this
Manual), CR (Challenge rating), DMG (Dungeon incessant encroachment.
Master Guide), etc. All other page numbers refer to the Notes for the Dungeon Master
locations in the original ''Temple of Death' module.
Key text is in bold for easy scanning. Magic items are Temple of Death is a scenario where the PC's will find
noted in italics. themselves in an evil nation with no allies. They will
have to navigate towns and cities filled with fighters
Find more information about this and other early and clerics all intent on killing foreigners. 2nd, 4th,
edition conversions at www.classicmodulestoday.com. and 8th level stats are provided for the random
Reference Sheet fighters and clerics which can be encountered. Some
of the tables call for levels anywhere from 1-10.
The last four pages make a Reference Sheet which Extrapolate from the templates provided if desired.
summarizes the key information you'll need during Challenge Ratings have been adjusted downwards for
the game onto one concise sheet. You can print this Experience Point awards to reflect 1e play.
onto a two, double-sided pages (perhaps on colored
card stock) as a handy tool that you can use alongside Further Adventures
a hard copy of the module. After reading this The module has plenty of encounters which provide
document, all you'll need to run the game is the opportunities for extending the campaign in untold
original module, the Monster Manual, the Reference directions. This module literally offers a pathway to
Sheet, and optionally, any notes or visuals you've the moon! Outside of trekking to the moon and back,
prepared. the DM has an entire undiscovered evil theocracy in
which to pursue further adventures

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 2
Visuals weapon such as a knife or dagger (at -4 to-hit).
Suggested visuals to create: Devil Swine Medium Human, Neutral Evil
● The nation of Hule is run by a “Holy” class and AC: 10/11 HP: 78 CR: 2 XP: 450 Speed: 40ft.
images of Persian empires of the past may be S: 17(+3) D: 10 C: 15(+2) I: 10 W: 10 Ch: 8(-1)
helpful for PC's to envision the nature of the Immunity: weapon damage from non-magical
new culture they find themselves in. weapons not silvered.
● The illustration of the Temple of Death on p.18 Senses/Skills: passive Perception 12, Perception
will be of aid to the PC's when plotting their +2.
approach. Shapechanger. The Devil Swine can use its action
to polymorph into a boar-humanoid hybrid or
From the Dungeon Master's Guide into a boar, or back into its true form, which is
Special rules and tactics to brush up on from the humanoid. Its statistics, other than its AC, are the
published core rule books prior to the game: same in each form. Any equipment it is wearing
or carrying isn't transformed. It reverts to its true
● Leverage Conversation Reaction Table (DMG
form if it dies.
245) for NPC reactions. Specific reactions of
notable NPC's and monsters are found Multi-attack: Makes two attacks, only one can be
detailed throughout the module and should be tursks.
considered when rolling on the Reaction Maul. Melee Weapon Attack: +5, reach 5 ft. one
Table. target. Hit: 2d6+3 bludgeoning damage.
Tusks. Melee Weapon Attack: +5, reach 5 ft. one
● Know how to use perception rules (PH 182) to target. Hit: 2d6+3 slashing damage.
detect wilderness encounters as well as traps Charm. Spell Attack: As Charm spell, DC 13. Once
and secret doors (PH 178). per day.
● Determine spell tactics for NPC Magi and Dusanu Medium Undead, Chaotic Evil
Clerics.
AC: 16 HP: 54 CR: 2 XP: 450 Speed: 40ft., Ini: +2
● Review the Wilderness Survival rules (DMG S: 13(+1) D: 14(+2) C: 11 I: 16(+3) W: 12(+1) Ch: 8(-1)
109). Resistance: Bludgeoning damage, non-magical
● Know the Cover rules from the Player's weapons cause only 1 HP damage.
Handbook (PH 196). Immunity: Electrical damage.
Senses: darkvision 60 ft., passive Perception 11.
Special Creatures
Multi-attack: 2x w/claws and one spore attack.
Caecilia Large Beast, Unaligned Claws. Melee Weapon Attack: +4, reach 5 ft. one
AC: 14 HP: 39 CR: 1 XP: 200 Speed: 15ft. target. Hit: 1d8+1 slashing damage.
S: 13(+1) D: 11 C: 13(+1) I: 1(-5) W: 10 Ch: 6(-2) Spore. Spell Attack: +5, reach 5 ft. any target who
Senses: tremorsense 60 ft., passive Perception 11. inhales. 1D8 damage plus infection.
Bite. Melee Weapon Attack: +5, reach 5 ft. one target. Area Attack. Spores: automatic hit (range 5 ft.
Hit: 1d8+1 piercing damage, target must make cloud centered on Dusanu; creatures in range).
successful DC 13 Dex saving throws or be Hit: creatures must make successful DC 16 Wis
swallowed. Swallowed victims are largely helpless saving throws or be infected.
and suffer 1d8 points of damage per round until Geonid Small Humanoid, Neutral Evil
dead, though they may attack with a small
AC: 22 HP: 24 CR: .25 XP: 50 Speed : 20'

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 3
S: 13(+1) D: 10 C: 16(+3) I: 10 W: 10 Ch: 10 Resistance: fire, cold, slashing, bludgeoning,
Senses: darkvision 60 ft., passive Perception 11 piercing from non-magical or non-silvered
Stone Weapons - Melee Weapon Attack: +3, reach 5ft. weapons.
One target. Hit: 1d8+1 bludgeoning damage. Bite. Melee Weapon Attack: +5, reach 5ft. One target.
False Appearance: while motionless Hit: 2d6+4 piercing damage. Make DC 13 CON
indistinguishable from a normal boulder. save or begin to fade.

Malfera Large Outsider, Chaotic Evil Notable Non-Player Characters


AC: 17 HP: 76 CR: 4 XP: 1,100 Speed: 20ft., Ini: +7 Airas 4th Level Rogue, Neutral
S: 19(+4) D: 11 C: 19(+4) I: 11 W: 10 Ch: 10 AC 11, HP 21, CR 1, XP 200
Senses: passive Perception 10, Spot 12+, Listen 12+, S: 10 D: 10 C: 10 I: 10 W: 10 Ch: 10
detect invisible, open doors as knock. Saving Throws: Dex +2, Int +2
Immunity: Acid. Senses/Skills: passive Perception 12, Stealth +4,
Multi-attack. The Malfera may make two pincer Perception +4.
attacks or one bite. Assassinate. On its first turn, the rogue has
Pincer. Melee Weapon Attack: +9, reach 10 ft. one advantage on attack rolls against any foe that
target. Hit: 2d6+5 slashing damage. hasn't taken a turn yet. Any hit scored on a
Tentacles. Melee Weapon Attack: automatic with surprised foe is a critical hit.
two successful Pincer attacks. Hit: 2d12 acid Sneak Attack. Once per turn, if the rogue makes a
damage per round until freed. weapon attack with advantage or flanking, it
Bite. Melee Weapon Attack: +9, reach 10 ft. one inflicts an extra 2d6 damage on a hit.
target. Hit: 1d8+6 slashing damage plus DC 12 Multiattack. Arias can makes two attacks when
Wisdom Save vs. Poison. armed.
Shortsword. Melee Weapon Attack: +2 to hit, reach 5
Mujina Monstrous Humanoid , Chaotic Evil
ft., one target. Hit: 1d6 + 2 piercing damage. When
AC: 16 HP: 48 CR: 1 XP: 200 Speed: 30ft., Ini: +5 armed.
S: 15(+2) D: 17(+3) C: 13(+1) I: 10 W: 11 Ch: 8(-1) Cunning Action. May Dash, Disengage, or Hide as
Senses/Skills: passive Perception 10, Disguise+5, a bonus action.
Bluff+4.
Alrethus 11th Level Wizard, Lawful Evil
Multi-attack. Mujina make two weapon attacks AC 11/14, HP 35, CR 2, XP 450
and can wield two handed weapons in one hand. S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
Two Handed Weapon. Melee Weapon Attack: Two Saving Throws: Int +7, Wis +5
handed sword +4, reach 5ft. One target. Hit Senses/Skills: passive Perception 12
1d10+4 slashing damage. Short sword +4, reach Sculpt Spells. When the wizard casts an area effect
5ft. One target. Hit 1d6+2 slashing damage. spell, it may designate 1 + spell level creatures it
Fear Gaze. Spell Attack: +6, reach 10 ft. one target. can see. Those creatures automatically succeed at
Hit: DC 15 as Fear Spell. saving throws against the spell, and take no
Spectral Hound Medium Monstrosity, Chaotic damage if a successful save would normally result
Evil in half damage.
AC: 16 HP: 48 CR: 3 XP: 700 Speed: 30ft. Spellcasting. The wizard is an 8th level spellcaster.
S: 10 D: 15(+2) C: 10 I: 7(-2) W: 10 Ch: 9(-1) Its spellcasting ability is Intelligence (spell save
Senses/Skills: Darkvision 60', passive Perception DC 15, +7 to hit with spell attacks). The wizard has
12, Perception +4, Stealth +4. the following spells prepared:

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 4
Cantrips (at will): blade ward, fire bolt, light, 1st level (3 slots): bane, command, cure wounds, false
shocking grasp life, inflict wounds, ray of sickness.
1st level (4 slots): mage armor, magic missile, charm Touch of Death (1 use, recharges on short rest)
2nd level (3 slots): detect thoughts, invisibility, When the cleric hits with a melee attack, it can
levitate deal 9 extra necrotic damage.
3rd level (3 slots): fireball, fly, lightning bolt Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
4th level (3 slots): confusion, polymorph, locate one target. Hit: 1d6 bludgeoning damage.
creature Clerics; 4th Level, Lawful Evil
5th level (2 slots): conjure elemental, passwall AC 16, HP 33, CR .50, XP 100
6th level (1 slot): flesh to stone S: 10 D: 10 C: 10 I: 9 W: 14(+2) Ch: 10
Shocking Grasp. Melee Spell Attack: +7 to hit, Saving Throws: Wis +4
advantage on attack if target is metal armored, Senses: passive Perception 11
reach 5 ft., one target. Hit: 2d8 lightning damage. Spellcasting. Wisdom (spell save DC 13, +4 to hit
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 with spell attacks).
ft., one target. Hit: 2d10 fire damage. Cantrips (at will): chill touch, light, spare the dying,
Canopa 10th Level Rogue, Lawful Evil thaumaturgy.
AC 15, HP 42, CR 2, XP 450 1st level (3 slots): bane, command, cure wounds, false
S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10 life, inflict wounds, ray of sickness.
Saving Throws: Dex +5, Int +4 2nd level (3 slots): blindness/deafness, hold person,
Senses/Skills: passive Perception 16, Stealth +7, protection from poison, ray of enfeeblement, silence.
Perception +6. Touch of Death (1 use, recharges on short rest)
Evasion. When Canopa is hit by an area effect When the cleric hits with a melee attack, it can
that allows a Dexterity save for half damage, he deal 13 extra necrotic damage.
takes half damage on a failure, or no damage on a Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
success. one target. Hit: 1d6 bludgeoning damage.
Sneak Attack. Once per turn, if the rogue makes a Clerics; 8th Level, Lawful Evil
weapon attack with advantage or flanking, it AC 16, HP 55, CR 2, XP 450
inflicts an extra 5d6 damage on a hit. S: 10 D: 10 C: 10 I: 9 W: 15(+3) Ch: 10
Cunning Action. May use bonus action to Dash, Saving Throws: Wis +5
Disengage, Hide, Use an Object, make a Dexterity Senses: passive Perception 13
(Sleight of Hand check), or make a Dexterity Spellcasting. Wisdom (spell save DC 13, +4 to hit
(thieves' tools) check. with spell attacks).
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Cantrips (at will): chill touch, light, spare the dying,
ft., one target. Hit: 1d8 + 1 slashing damage. thaumaturgy.
Clerics; 2nd Level, Lawful Evil 1st level (3 slots): bane, command, cure wounds, false
AC 16, HP 18, CR .50, XP 100 life, inflict wounds, ray of sickness.
S: 10 D: 10 C: 10 I: 9 W: 12(+1) Ch: 10 2nd level (3 slots): blindness/deafness, hold person,
Saving Throws: Wis +3 protection from poison, ray of enfeeblement, silence.
Senses: passive Perception 10 3rd level (3 slots): animate dead, bestow curse, glyph
Spellcasting. Wisdom (spell save DC 12, +3 to hit of warding, spirit guardians, vampiric touch.
with spell attacks). 4th level (2 slots): blight, death ward, freedom of
Cantrips (at will): chill touch, light, spare the dying, movement, guardian of faith.
thaumaturgy. Touch of Death (2 uses, recharges on short rest)

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 5
When the cleric hits with a melee attack, it can spell, it may designate 1 + spell level creatures it
deal 21 extra necrotic damage. can see. Those creatures automatically succeed at
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., saving throws against the spell, and take no
one target. Hit: 1d6 bludgeoning damage. damage if a successful save would normally result
Diviners; Fighters 2nd Level, Lawful Evil in half damage.
AC 16, HP 18 CR .50, XP 100 Spellcasting. The wizard is a 6th level spellcaster.
S: 15(+2) D: 10 C: 10 I: 9 W: 10 Ch: 10 Its spellcasting ability is Intelligence (spell save
Saving Throws: Str +4 DC 13, +5 to hit with spell attacks). The wizard has
Senses: passive Perception 10 the following spells prepared:
Action Surge (Recharges on a short rest). The Cantrips (at will): blade ward, fire bolt, light,
fighter can take one additional action on its turn. shocking grasp
Longsword. Melee Weapon Attack: +4 to hit, reach 5 1st level (4 slots): mage armor, magic missile, shield
ft., one target. Hit: 1d8 + 2 slashing damage. Scores 2nd level (3 slots): blur, misty step, web
a critical hit on a 19-20. 3rd level (3 slots): fireball, haste, lightning bolt
Shocking Grasp. Melee Spell Attack: +5 to hit,
Diviners; Fighters 4th Level, Lawful Evil advantage on attack if target is metal armored,
AC 16, HP 33, CR .50, XP 100 reach 5 ft., one target. Hit: 2d8 lightning damage.
S: 15(+2) D: 10 C: 10 I: 9 W: 10 Ch: 10 Fire Bolt. Ranged Spell Attack: +5 to hit, range 120
Saving Throws: Str +4 ft., one target. Hit: 2d10 fire damage.
Senses: passive Perception 10
Action Surge (Recharges on a short rest). The Holy Man 8th Level Wizard, Lawful Evil
fighter can take one additional action on its turn. AC 11/14, HP 35, CR 2, XP 450
Longsword. Melee Weapon Attack: +4 to hit, reach 5 S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
ft., one target. Hit: 1d8 + 2 slashing damage. Scores Saving Throws: Int +7, Wis +5
a critical hit on a 19-20. Senses/Skills: passive Perception 12
Sculpt Spells. When the wizard casts an area effect
Focquet 8th Level Fighter, Lawful Evil spell, it may designate 1 + spell level creatures it
AC 19, HP 65, CR 2, XP 450 can see. Those creatures automatically succeed at
S: 15(+2) D: 10 C: 10 I: 11 W: 10 Ch: 10 saving throws against the spell, and take no
Saving Throws: STR +4, CON +2 damage if a successful save would normally result
Senses: passive Perception 11 in half damage.
Action Surge (Recharges on a short rest). Focquet Spellcasting. The wizard is an 8th level spellcaster.
can take one additional action on his turn. Its spellcasting ability is Intelligence (spell save
Multi-attack. Focquet makes two melee or ranged DC 15, +7 to hit with spell attacks). The wizard has
attacks. the following spells prepared:
Longsword. Melee Weapon Attack: +6 to hit, reach 5 Cantrips (at will): blade ward, fire bolt, light,
ft., one target. Hit: 10 (1d8 + 4) slashing damage. shocking grasp
Scores a critical hit on a 19-20. 1st level (4 slots): mage armor, magic missile, shield
Holy Man 6th Level Wizard, Lawful Evil 2nd level (3 slots): blur, misty step, web
AC 11/14, HP 28, CR 2, XP 450 3rd level (3 slots): fireball, haste, lightning bolt
S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10 4th level (2 slots): blight, Evard's black tentacles,
Saving Throws: Int +5, Wis +4 stoneskin
Senses/Skills: passive Perception 12 Shocking Grasp. Melee Spell Attack: +7 to hit,
Sculpt Spells. When the wizard casts an area effect advantage on attack if target is metal armored,

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 6
reach 5 ft., one target. Hit: 2d8 lightning damage. 5th level (2 slots): antilife shell, cloudkill, contagion,
Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 planar binding
ft., one target. Hit: 2d10 fire damage. 6th level (1 slot): blade barrier, create undead, harm
Matera 6th Level Rogue, Neutral Evil 7th level (1 slot): fire storm, symbol
AC 14, HP 28, CR 1, XP 200 Touch of Death (2 uses, recharges on short rest).
S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10 When the cleric hits with a melee attack, it can
Saving Throws: Dex +5, Int +4 deal 33 extra necrotic damage.
Senses/Skills: passive Perception 16, Stealth +7. War Hammer. Melee Weapon Attack: +7to hit,
Evasion. When Matera is hit by an area effect that reach 5 ft., one target. Hit: 1d8 +4 bludgeoning
allows a Dexterity save for half damage, he takes damage plus 2d8 necrotic damage.
half damage on a failure, or no damage on a Ranas and Philomen 6th Level Rogue, Chaotic
success. Evil
Sneak Attack. Once per turn, if Matera makes a AC 11, HP 28, CR 1, XP 200
weapon attack with advantage or flanking, she S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10
inflicts an extra 3d6 damage on a hit. Saving Throws: Dex +5, Int +4
Cunning Action. May use bonus action to Dash, Senses/Skills: passive Perception 16, Stealth +7.
Disengage, Hide, Use an Object, make a Dexterity Evasion. When Matera is hit by an area effect that
(Sleight of Hand check), or make a Dexterity allows a Dexterity save for half damage, he takes
(thieves' tools) check. half damage on a failure, or no damage on a
Longsword. Melee Weapon Attack: +2 to hit, reach 5 success.
ft., one target. Hit: 1d8 slashing damage. Sneak Attack. Once per turn, if Matera makes a
Narellus, treat as Lawful Good Veteran (MM 350) weapon attack with advantage or flanking, she
with AC 11 until equipped. inflicts an extra 3d6 damage on a hit.
Cunning Action. May use bonus action to Dash,
The Master 14th Level Cleric, Lawful Evil Disengage, Hide, Use an Object, make a Dexterity
AC 21, HP 88, CR 4, XP 1,100 (Sleight of Hand check), or make a Dexterity
S: 14(+2) D: 12(+1) C: 14(+2) I: 10 W: 18(+5) Ch: 10 (thieves' tools) check.
Saving Throws: Wis +8, Cha +3 Longsword. Melee Weapon Attack: +2 to hit, reach 5
Senses/Skills: passive Perception 15 ft., one target. Hit: 1d8 slashing damage.
Spellcasting. The Master is a 14th level spellcaster.
His spellcasting ability is Wisdom (spell save DC Marialena 4th Level Elvin Eldritch Knight,
16, +8 to hit with spell attacks). The Master has the Neutral Good
following spells prepared: Cantrips (at will): chill AC 11, HP 33, CR 1, XP 200
touch, light, sacred flame, resistance, spare the dying, S: 10 D: 10 C: 10 I: 10 W: 10 Ch: 10
thaumaturgy Saving Throws: Str +2, Cha +2
1st level (4 slots): bane, command, cure wounds, false Senses/Skills: passive Perception 10.s
life, inflict wounds, ray of sickness Spellcasting. Marialena is a 4th level spellcaster.
2nd level (3 slots): blindness/deafness, hold person, Her spellcasting ability is Intelligence (spell save
protection from poison, ray of enfeeblement, silence DC 11, +3 to hit with spell attacks). She knows the
3rd level (3 slots): animate dead, bestow curse, glyph following spells:
of warding, spirit guardians, vampiric touch Cantrips (at will): blade ward, ray of frost
4th level (3 slots): blight, death ward, freedom of 1st level (3 slots): longstrider, magic missile, shield,
movement, guardian of faith thunderwave
Without her spell book she can only cast her

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 7
cantrips. You choose an area of nonmagical stone/rock
Longsword. Melee Weapon Attack: +5 to hit, reach 5 which you can see within range that fits within a
ft., one 40-foot cube and becomes an equal volume of
target. 1D8 + 5 slashing damage. When equipped. thick and flowing mud that remains for the spell's
duration. If you cast the spell on an area of
Spell Conversion Notes
ground, it becomes muddy enough that creatures
For spells not directly found in the PH:
can sink into it. Each foot that a creature moves
Cause Disease: Treat as Contagion, PH 227
through the mud costs 4 feet of movement, and
Charm Monster: Treat as Dominate Beast, PH 234 any creature on the ground when you cast the
Cure Light Wounds: Treat as Cure Wounds, PH 230 spell must make a Strength saving throw.
Cure Serious Wounds: Treat as Cure Wounds, PH
Magic Items Conversion Notes
230
Cure Disease: Treat as Lesser Restoration, PH 255 • Amulet vs. Crystal Ball and ESP; Treat as Amulet
of Proof Against Detection and Location, DMG 150.
Curse: Treat as Bestow Curse, PH 218
Detect Invisibility: Treat as See Invisibility, PH 274 • Amulet of Finding; Treat as Crystal Ball, DMG
ESP: Treat as Detect Thoughts, PH 231 159..
Growth of Animals: Treat as Enlarge/Reduce, PH • Collar of Animal Control; Treat as Ring of Animal
237 Influence, DMG 189.
Infravision: Treat as Darkvision, PH 230 • Displacer Cloak; Treat as Cloak of Displacement,
Know Alignment: Treat as Commune, PH 223 DMG 158.
Neutralize Poison: Treat as Protection from Poison, • Helm of Alignment Changer; Treat as if under the
PH 270 effects of the spell Feeblemind DC 17, PH 299.
Polymorph Self/Others: Treat as Polymorph, PH
• Medallion of ESP; Treat as Detect Thoughts spell
266
DC 13, PH 231.
Protection from Evil 10' Radius: Treat as Magic
Circle, PH 256 • Potion of Speed; SRD 238.
Protection from Normal Missiles: Treat as Shield, • Potion of Fire Resistance; Treat as Protection from
PH 275, but limited to missile weapons. Energy spell, fire damage only. PH 270.
Protection from Undead: Treat as Protection from • Ring of Fire Resistance; Treat as Ring of Resistance,
Evil and Good, PH 270
fire damage only. DMG 192.
Silence 15' Radius: Treat as Silence, PH 275
• Wand of Cold; Treat as Wand of Paralysis, DMG
Sticks to Snakes: Treat as Conjure Animals, PH 225,
211.
requires stick(s) animal choice must be snake(s).
Striking: Treat as Divine Favor, PH 234 Sentient Magic Item
Ventriloquism: Treat as Minor Illusion, PH 260 +2 Sword: Int: 14 (+2) Wis: 10 Cha: 10

New Spell Abilities: Identifies shifting walls and rooms, can


locate traps.
Transmute Rock to Mud: level 5 - transmutation
The sword communicates shifting walls and
Casting Time: 1 action
rooms by the hilt beginning to undulate in the
Range: 120 feet
wielder's hand. The hilt will begin to warm and
Components: V, S, M (clay and water)
get hotter the closer the wielder is to the trap.
Duration: Instantaneous

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 8
Monsters templates as desired.
1. Bat, Normal; Bat MM 318 CR 0 XP 10. 33. Initiates; Commoner MM 345 CR 0 XP 10.
2. Basilisk; Basilisk MM 24 CR 2 XP 450. 34. Inquisitor F10
3. Black Bears; Black Bear MM 318 CR .50 XP 100 35. Kobolds; Kobold MM 195 CR 0 XP 10.
4. Black Pudding; Black Pudding MM 241 CR 3 XP 36. Magic-User; Treat as Holy Man, see Notable NPC's.
700. For additional Levels not listed adjust templates as
5. Bugbears; Bugbears MM 33 CR .50 XP 100. desired.
6. Canopa's Thieves; Treat as Thugs MM 350 CR .25 37. Major Domo
XP 50. 38. Masters; Commoner MM 345 CR 0 XP 10.
7. Carrion Crawler; Carrion Crawler MM 37 CR 1 XP 39. Master of Scribes; Treat as Diviner Level 2, see
200. Notable NPC's.
8. Cave Dwellers; Treat as Tribal Warrior MM 350 CR 40. Medusa; Medusa MM 214 CR 3 XP 700.
.125 XP 25. 41. Merchants; Commoner MM 345 CR 0 XP 10.
9. Centaur; Centaur MM 38 CR 1 XP 200. 42. Minotaur; Minotaur MM 223 CR 2 XP 450.
10. Chancellor of the Initiates; Treat as Cleric Level 8, 43. Normal Human; Commoner MM 345 CR 0 XP 10.
see Notable NPC's. 44. Ochre Jelly; Ochre Jelly MM 243 CR .50 XP 100.
11. Clerics; see Notable NPC's. For additional Levels 45. Ogres; Ogres MM 237 CR 1 XP 200.
not listed adjust templates as desired. 46. Orcs; Orcs MM 246 CR .25 XP 50.
12. Commoners; Commoner MM 345 CR 0 XP 10. 47. Outlaws; Treat as Thugs MM 350 CR .25 XP 50.
13. Crocodiles; Crocodile MM 320 CR .25 XP 50. 48. Owl Bears; Owlbear MM 249 CR 1 XP 200.
14. Cyclops; Cyclpos MM 45 CR 4 XP 1,100. 49. Panther; Panther MM 333 CR .25 XP 50.
15. Displacer Beasts; Displacer Beast MM 81 CR 2 XP 50. Pixies; Pixie MM 253 CR .125 XP 25.
450. 51. Prophet; Commoner MM 345 CR 0 XP 10.
16. Diviners; see Notable NPC's. For additional Levels 52. Purple Worm; Purple Worm MM 255 CR 7 XP
not listed adjust templates as desired. 2,900.
17. Diviner Guards; Treat as Diviners, see Notable 53. Rat, Normal; Rat MM 335 CR 0 XP 10.
NPC's. 54. Red Dragon, Old; Treat as Adult Red Dragon MM
18. Doppleganger; Doppleganger MM 82 CR 2 XP 450. 98 CR 10 XP 5,900.
19. Fighters; Treat as Diviners, see Notable NPC's. For 55. Roc; Roc MM 260 CR 5 XP 1,800.
additional Levels not listed adjust templates as 56. Shadows; Shadow MM 269 CR .25 XP 50.
desired. 57. Shrieker; Shrieker MM 138 CR 0 XP 10.
20. Giant, Cloud; Giants MM 154 CR 5 XP 1,800. 58. Skeletons; Skeletons MM 272 CR .125 XP 25.
21. Giant, Hill; Giants MM 155 CR 2 XP 450. 59. Soldiers; Treat as Guard MM 347 CR .125 XP 25
22. Giant, Stone; Giants MM 156 CR 3 XP 700. 60. Stirges; Stirge MM 284 CR 0 XP 10.
23. Giant, Storm; Giants MM 156 CR 6 XP 2,300. 61. Tavern Keeper; Commoner MM 345 CR 0 XP 10.
24. Giant Piranhas; Treat as Swarm of Quippers MM 62. Tigers; Tiger MM 339 CR .50 XP 100.
338 CR .50 XP 100. 63. Troll; Troll MM 291 CR 3 XP 700.
25. Giant Weasel; Giant Weasel MM 329 CR .125 XP 25. 64. Wererats; Wererat MM 209 CR 1 XP 200.
26. Goblins; Goblin MM 166 CR .125 XP 25. 65. Yellow Mold;
27. Gnolls; Gnoll MM 163 CR .25 XP 50. 66. Zombies; Zombie MM 316 CR .125 XP 25.
28. Gnomes; Gnome, Deep MM 164 CR .25 XP 50.
29. Green Slime; Treat as Ochre Jelly MM 243 CR .50
XP 100.
30. Guardsmen/Guards; Guard MM 347 CR .125 XP 25.
31. Hermit; Commoner MM 345 CR 0 XP 10.
32. Holy Man, Fighter; Treat as Diviners, see Notable
NPC's. For additional Levels not listed adjust

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE 9
Malfera Large Outsider, Chaotic Evil Alrethus 11th Level Wizard, Lawful Evil
X5 Temple of Death Reference
AC: 17 HP: 76 CR: 4 XP: 1,100 Speed: 20ft., Ini: +7 AC 11/14, HP 35, CR 2, XP 450
S: 19(+4) D: 11 C: 19(+4) I: 11 W: 10 Ch: 10 S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
Special Creatures Saving Throws: Int +7, Wis +5
Senses: passive Perception 10, Spot 12+, Listen 12+,
Caecilia Large Beast, Unaligned Senses/Skills: passive Perception 12
detect invisible, open doors as knock.
Sculpt Spells. When the wizard casts an area effect
AC: 14 HP: 39 CR: 1 XP: 200 Speed: 15ft. Immunity: Acid.
spell, it may designate 1 + spell level creatures it
S: 13(+1) D: 11 C: 13(+1) I: 1(-5) W: 10 Ch: 6(-2) Multi-attack. The Malfera may make two pincer can see. Those creatures automatically succeed at
Senses: tremorsense 60 ft., passive Perception 11. attacks or one bite. saving throws against the spell, and take no
Bite. Melee Weapon Attack: +5, reach 5 ft. one target. Pincer. Melee Weapon Attack: +9, reach 10 ft. one damage if a successful save would normally result
Hit: 1d8+1 piercing damage, target must make target. Hit: 2d6+5 slashing damage. in half damage.
successful DC 13 Dex saving throws or be Tentacles. Melee Weapon Attack: automatic with two Spellcasting. The wizard is an 8th level spellcaster.
swallowed. Swallowed victims are largely helpless successful Pincer attacks. Hit: 2d12 acid damage Its spellcasting ability is Intelligence (spell save DC
and suffer 1d8 points of damage per round until per round until freed. 15, +7 to hit with spell attacks). The wizard has the
dead, though they may attack with a small weapon Bite. Melee Weapon Attack: +9, reach 10 ft. one following spells prepared:
such as a knife or dagger (at -4 to-hit). target. Hit: 1d8+6 slashing damage plus DC 12 Cantrips (at will): blade ward, fire bolt, light,
Wisdom Save vs. Poison. shocking grasp
Devil Swine Medium Human, Neutral Evil
Mujina Monstrous Humanoid , Chaotic Evil 1st level (4 slots): mage armor, magic missile, charm
AC: 10/11 HP: 78 CR: 2 XP: 450 Speed: 40ft.
2nd level (3 slots): detect thoughts, invisibility,
S: 17(+3) D: 10 C: 15(+2) I: 10 W: 10 Ch: 8(-1) AC: 16 HP: 48 CR: 1 XP: 200 Speed: 30ft., Ini: +5 levitate
Immunity: weapon damage from non-magical S: 15(+2) D: 17(+3) C: 13(+1) I: 10 W: 11 Ch: 8(-1) 3rd level (3 slots): fireball, fly, lightning bolt
weapons not silvered. Senses/Skills: passive Perception 10, Disguise+5, 4th level (3 slots): confusion, polymorph, locate
Senses/Skills: passive Perception 12, Perception +2. Bluff+4. creature
Shapechanger. The Devil Swine can use its action to Multi-attack. Mujina make two weapon attacks and 5th level (2 slots): conjure elemental, passwall
polymorph into a boar-humanoid hybrid or into a can wield two handed weapons in one hand. 6th level (1 slot): flesh to stone
boar, or back into its true form, which is Two Handed Weapon. Melee Weapon Attack: Two Shocking Grasp. Melee Spell Attack: +7 to hit,
humanoid. Its statistics, other than its AC, are the handed sword +4, reach 5ft. One target. Hit 1d10+4 advantage on attack if target is metal armored,
same in each form. Any equipment it is wearing or slashing damage. Short sword +4, reach 5ft. One reach 5 ft., one target. Hit: 2d8 lightning damage.
carrying isn't transformed. It reverts to its true target. Hit 1d6+2 slashing damage. Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft.,
form if it dies. Fear Gaze. Spell Attack: +6, reach 10 ft. one target. one target. Hit: 2d10 fire damage.
Multi-attack: Makes two attacks, only one can be Hit: DC 15 as Fear Spell.
Canopa 10th Level Rogue, Lawful Evil
tursks.
Spectral Hound Medium Monstrosity, Chaotic Evil AC 15, HP 42, CR 2, XP 450
Maul. Melee Weapon Attack: +5, reach 5 ft. one
AC: 16 HP: 48 CR: 3 XP: 700 Speed: 30ft. S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10
target. Hit: 2d6+3 bludgeoning damage.
S: 10 D: 15(+2) C: 10 I: 7(-2) W: 10 Ch: 9(-1) Saving Throws: Dex +5, Int +4
Tusks. Melee Weapon Attack: +5, reach 5 ft. one target.
Senses/Skills: Darkvision 60', passive Perception Senses/Skills: passive Perception 16, Stealth +7,
Hit: 2d6+3 slashing damage.
12, Perception +4, Stealth +4. Perception +6.
Charm. Spell Attack: As Charm spell, DC 13. Once
Resistance: fire, cold, slashing, bludgeoning, Evasion. When Canopa is hit by an area effect that
per day.
piercing from non-magical or non-silvered allows a Dexterity save for half damage, he takes
Dusanu Medium Undead, Chaotic Evil weapons. half damage on a failure, or no damage on a
success.
AC: 16 HP: 54 CR: 2 XP: 450 Speed: 40ft., Ini: +2 Bite. Melee Weapon Attack: +5, reach 5ft. One target.
Sneak Attack. Once per turn, if the rogue makes a
S: 13(+1) D: 14(+2) C: 11 I: 16(+3) W: 12(+1) Ch: 8(-1) Hit: 2d6+4 piercing damage. Make DC 13 CON save
weapon attack with advantage or flanking, it
Resistance: Bludgeoning damage, non-magical or begin to fade.
inflicts an extra 5d6 damage on a hit.
weapons cause only 1 HP damage. Notable NPC's Cunning Action. May use bonus action to Dash,
Immunity: Electrical damage. Disengage, Hide, Use an Object, make a Dexterity
Senses: darkvision 60 ft., passive Perception 11. Airas 4th Level Rogue, Neutral
(Sleight of Hand check), or make a Dexterity
AC 11, HP 21, CR 1, XP 200
Multi-attack: 2x w/claws and one spore attack. (thieves' tools) check.
S: 10 D: 10 C: 10 I: 10 W: 10 Ch: 10
Claws. Melee Weapon Attack: +4, reach 5 ft. one Longsword. Melee Weapon Attack: +5 to hit, reach 5
Saving Throws: Dex +2, Int +2
target. Hit: 1d8+1 slashing damage. ft., one target. Hit: 1d8 + 1 slashing damage.
Senses/Skills: passive Perception 12, Stealth +4,
Spore. Spell Attack: +5, reach 5 ft. any target who
Perception +4. Clerics; 2nd Level, Lawful Evil
inhales. 1D8 damage plus infection.
Assassinate. On its first turn, the rogue has AC 16, HP 18, CR .50, XP 100
Area Attack. Spores: automatic hit (range 5 ft. cloud
advantage on attack rolls against any foe that S: 10 D: 10 C: 10 I: 9 W: 12(+1) Ch: 10
centered on Dusanu; creatures in range). Hit:
hasn't taken a turn yet. Any hit scored on a Saving Throws: Wis +3
creatures must make successful DC 16 Wis saving
surprised foe is a critical hit. Senses: passive Perception 10
throws or be infected.
Sneak Attack. Once per turn, if the rogue makes a Spellcasting. Wisdom (spell save DC 12, +3 to hit
Geonid Small Humanoid, Neutral Evil weapon attack with advantage or flanking, it with spell attacks).
inflicts an extra 2d6 damage on a hit. Cantrips (at will): chill touch, light, spare the dying,
AC: 22 HP: 24 CR: .25 XP: 50 Speed : 20'
Multiattack. Arias can makes two attacks when thaumaturgy.
S: 13(+1) D: 10 C: 16(+3) I: 10 W: 10 Ch: 10
armed. 1st level (3 slots): bane, command, cure wounds, false
Senses: darkvision 60 ft., passive Perception 11 Shortsword. Melee Weapon Attack: +2 to hit, reach 5 life, inflict wounds, ray of sickness.
Stone Weapons - Melee Weapon Attack: +3, reach 5ft. ft., one target. Hit: 1d6 + 2 piercing damage. When Touch of Death (1 use, recharges on short rest) When
One target. Hit: 1d8+1 bludgeoning damage. armed. the cleric hits with a melee attack, it can deal 9
False Appearance: while motionless Cunning Action. May Dash, Disengage, or Hide as a extra necrotic damage.
indistinguishable from a normal boulder. bonus action. Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE
10
one target. Hit: 1d6 bludgeoning damage. AC 19, HP 65, CR 2, XP 450 Matera 6th Level Rogue, Neutral Evil
S: 15(+2) D: 10 C: 10 I: 11 W: 10 Ch: 10 AC 14, HP 28, CR 1, XP 200
Clerics; 4th Level, Lawful Evil
Saving Throws: STR +4, CON +2 S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10
AC 16, HP 33, CR .50, XP 100
Senses: passive Perception 11 Saving Throws: Dex +5, Int +4
S: 10 D: 10 C: 10 I: 9 W: 14(+2) Ch: 10
Action Surge (Recharges on a short rest). Focquet can Senses/Skills: passive Perception 16, Stealth +7.
Saving Throws: Wis +4
take one additional action on his turn. Evasion. When Matera is hit by an area effect that
Senses: passive Perception 11
Multi-attack. Focquet makes two melee or ranged allows a Dexterity save for half damage, he takes
Spellcasting. Wisdom (spell save DC 13, +4 to hit
attacks. half damage on a failure, or no damage on a
with spell attacks).
Longsword. Melee Weapon Attack: +6 to hit, reach 5 success.
Cantrips (at will): chill touch, light, spare the dying,
ft., one target. Hit: 10 (1d8 + 4) slashing damage. Sneak Attack. Once per turn, if Matera makes a
thaumaturgy.
Scores a critical hit on a 19-20. weapon attack with advantage or flanking, she
1st level (3 slots): bane, command, cure wounds, false
inflicts an extra 3d6 damage on a hit.
life, inflict wounds, ray of sickness. Holy Man 6th Level Wizard, Lawful Evil
Cunning Action. May use bonus action to Dash,
2nd level (3 slots): blindness/deafness, hold person, AC 11/14, HP 28, CR 2, XP 450
Disengage, Hide, Use an Object, make a Dexterity
protection from poison, ray of enfeeblement, silence. S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
(Sleight of Hand check), or make a Dexterity
Touch of Death (1 use, recharges on short rest) When Saving Throws: Int +5, Wis +4
(thieves' tools) check.
the cleric hits with a melee attack, it can deal 13 Senses/Skills: passive Perception 12
Longsword. Melee Weapon Attack: +2 to hit, reach 5
extra necrotic damage. Sculpt Spells. When the wizard casts an area effect
ft., one target. Hit: 1d8 slashing damage.
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., spell, it may designate 1 + spell level creatures it
one target. Hit: 1d6 bludgeoning damage. can see. Those creatures automatically succeed at Narellus, treat as Lawful Good Veteran (MM 350)
saving throws against the spell, and take no with AC 11 until equipped.
Clerics; 8th Level, Lawful Evil
damage if a successful save would normally result
AC 16, HP 55, CR 2, XP 450 The Master 14th Level Cleric, Lawful Evil
in half damage.
S: 10 D: 10 C: 10 I: 9 W: 15(+3) Ch: 10 AC 21, HP 88, CR 4, XP 1,100
Spellcasting. The wizard is a 6th level spellcaster.
Saving Throws: Wis +5 S: 14(+2) D: 12(+1) C: 14(+2) I: 10 W: 18(+5) Ch: 10
Its spellcasting ability is Intelligence (spell save DC
Senses: passive Perception 13 Saving Throws: Wis +8, Cha +3
13, +5 to hit with spell attacks). The wizard has the
Spellcasting. Wisdom (spell save DC 13, +4 to hit Senses/Skills: passive Perception 15
following spells prepared:
with spell attacks). Spellcasting. The Master is a 14th level spellcaster.
Cantrips (at will): blade ward, fire bolt, light,
Cantrips (at will): chill touch, light, spare the dying, His spellcasting ability is Wisdom (spell save DC 16,
shocking grasp
thaumaturgy. +8 to hit with spell attacks). The Master has the
1st level (4 slots): mage armor, magic missile, shield
1st level (3 slots): bane, command, cure wounds, false following spells prepared: Cantrips (at will): chill
2nd level (3 slots): blur, misty step, web
life, inflict wounds, ray of sickness. touch, light, sacred flame, resistance, spare the dying,
3rd level (3 slots): fireball, haste, lightning bolt
2nd level (3 slots): blindness/deafness, hold person, thaumaturgy
Shocking Grasp. Melee Spell Attack: +5 to hit,
protection from poison, ray of enfeeblement, silence. 1st level (4 slots): bane, command, cure wounds, false
advantage on attack if target is metal armored,
3rd level (3 slots): animate dead, bestow curse, glyph life, inflict wounds, ray of sickness
reach 5 ft., one target. Hit: 2d8 lightning damage.
of warding, spirit guardians, vampiric touch. 2nd level (3 slots): blindness/deafness, hold person,
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft.,
4th level (2 slots): blight, death ward, freedom of protection from poison, ray of enfeeblement, silence
one target. Hit: 2d10 fire damage.
movement, guardian of faith. 3rd level (3 slots): animate dead, bestow curse, glyph
Touch of Death (2 uses, recharges on short rest) Holy Man 8th Level Wizard, Lawful Evil of warding, spirit guardians, vampiric touch
When the cleric hits with a melee attack, it can AC 11/14, HP 35, CR 2, XP 450 4th level (3 slots): blight, death ward, freedom of
deal 21 extra necrotic damage. S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10 movement, guardian of faith
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one Saving Throws: Int +7, Wis +5 5th level (2 slots): antilife shell, cloudkill, contagion,
target. Hit: 1d6 bludgeoning damage. Senses/Skills: passive Perception 12 planar binding
Sculpt Spells. When the wizard casts an area effect 6th level (1 slot): blade barrier, create undead, harm
Diviners; Fighters 2nd Level, Lawful Evil
spell, it may designate 1 + spell level creatures it 7th level (1 slot): fire storm, symbol
AC 16, HP 18 CR .50, XP 100
can see. Those creatures automatically succeed at Touch of Death (2 uses, recharges on short rest).
S: 15(+2) D: 10 C: 10 I: 9 W: 10 Ch: 10
saving throws against the spell, and take no When the cleric hits with a melee attack, it can
Saving Throws: Str +4
damage if a successful save would normally result deal 33 extra necrotic damage.
Senses: passive Perception 10
in half damage. War Hammer. Melee Weapon Attack: +7to hit, reach
Action Surge (Recharges on a short rest). The fighter
Spellcasting. The wizard is an 8th level spellcaster. 5 ft., one target. Hit: 1d8 +4 bludgeoning damage
can take one additional action on its turn.
Its spellcasting ability is Intelligence (spell save DC plus 2d8 necrotic damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
15, +7 to hit with spell attacks). The wizard has the
ft., one target. Hit: 1d8 + 2 slashing damage. Scores Ranas and Philomen 6th Level Rogue, Chaotic Evil
following spells prepared:
a critical hit on a 19-20. AC 11, HP 28, CR 1, XP 200
Cantrips (at will): blade ward, fire bolt, light,
S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W: 10 Ch: 10
Diviners; Fighters 4th Level, Lawful Evil shocking grasp
Saving Throws: Dex +5, Int +4
AC 16, HP 33, CR .50, XP 100 1st level (4 slots): mage armor, magic missile, shield
Senses/Skills: passive Perception 16, Stealth +7.
S: 15(+2) D: 10 C: 10 I: 9 W: 10 Ch: 10 2nd level (3 slots): blur, misty step, web
Evasion. When Matera is hit by an area effect that
Saving Throws: Str +4 3rd level (3 slots): fireball, haste, lightning bolt
allows a Dexterity save for half damage, he takes
Senses: passive Perception 10 4th level (2 slots): blight, Evard's black tentacles,
half damage on a failure, or no damage on a
Action Surge (Recharges on a short rest). The fighter stoneskin
success.
can take one additional action on its turn. Shocking Grasp. Melee Spell Attack: +7 to hit,
Sneak Attack. Once per turn, if Matera makes a
Longsword. Melee Weapon Attack: +4 to hit, reach 5 advantage on attack if target is metal armored,
weapon attack with advantage or flanking, she
ft., one target. Hit: 1d8 + 2 slashing damage. Scores reach 5 ft., one target. Hit: 2d8 lightning damage.
inflicts an extra 3d6 damage on a hit.
a critical hit on a 19-20. Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft.,
Cunning Action. May use bonus action to Dash,
one target. Hit: 2d10 fire damage.
Focquet 8th Level Fighter, Lawful Evil Disengage, Hide, Use an Object, make a Dexterity

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE
11
(Sleight of Hand check), or make a Dexterity Spell Conversion Notes Magic Item Conversion Notes
(thieves' tools) check. Cause Disease: Treat as Contagion, PH 227 • Amulet vs. Crystal Ball and ESP; Treat as Amulet
Longsword. Melee Weapon Attack: +2 to hit, reach 5
Charm Monster: Treat as Dominate Beast, PH 234 of Proof Against Detection and Location, DMG 150.
ft., one target. Hit: 1d8 slashing damage.
Cure Light Wounds: Treat as Cure Wounds, PH 230 • Amulet of Finding; Treat as Crystal Ball, DMG
Marialena 4th Level Elvin Eldritch Knight,
Cure Serious Wounds: Treat as Cure Wounds, PH 159..
Neutral Good
230
AC 11, HP 33, CR 1, XP 200 • Collar of Animal Control; Treat as Ring of Animal
S: 10 D: 10 C: 10 I: 10 W: 10 Ch: 10 Cure Disease: Treat as Lesser Restoration, PH 255 Influence, DMG 189.
Saving Throws: Str +2, Cha +2 Curse: Treat as Bestow Curse, PH 218
Senses/Skills: passive Perception 10.s • Displacer Cloak; Treat as Cloak of Displacement,
Detect Invisibility: Treat as See Invisibility, PH 274 DMG 158.
Spellcasting. Marialena is a 4th level spellcaster.
Her spellcasting ability is Intelligence (spell save ESP: Treat as Detect Thoughts, PH 231 • Helm of Alignment Changer; Treat as if under the
DC 11, +3 to hit with spell attacks). She knows the Growth of Animals: Treat as Enlarge/Reduce, PH effects of the spell Feeblemind DC 17, PH 299.
following spells: 237
Cantrips (at will): blade ward, ray of frost • Medallion of ESP; Treat as Detect Thoughts spell
Infravision: Treat as Darkvision, PH 230
1st level (3 slots): longstrider, magic missile, shield, DC 13, PH 231.
Know Alignment: Treat as Commune, PH 223
thunderwave • Potion of Speed; SRD 238.
Without her spell book she can only cast her Neutralize Poison: Treat as Protection from
cantrips. Poison, PH 270 • Potion of Fire Resistance; Treat as Protection from
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Polymorph Self/Others: Treat as Polymorph, PH Energy spell, fire damage only. PH 270.
ft., one 266 • Ring of Fire Resistance; Treat as Ring of Resistance,
target. 1D8 + 5 slashing damage. When equipped. Protection from Evil 10' Radius: Treat as Magic fire damage only. DMG 192.
Circle, PH 256
• Wand of Cold; Treat as Wand of Paralysis, DMG
Protection from Normal Missiles: Treat as Shield, 211.
PH 275, but limited to missile weapons.
Sentient Magic Item
Protection from Undead: Treat as Protection from
Evil and Good, PH 270 +2 Sword: Int: 14 (+2) Wis: 10 Cha: 10
Silence 15' Radius: Treat as Silence, PH 275 Abilities: Identifies shifting walls and rooms, can
locate traps.
Sticks to Snakes: Treat as Conjure Animals, PH
225, requires stick(s) animal choice must be The sword communicates shifting walls and rooms
snake(s). by the hilt beginning to undulate in the wielder's
hand. The hilt will begin to warm and get hotter
Striking: Treat as Divine Favor, PH 234
the closer the wielder is to the trap.
Ventriloquism: Treat as Minor Illusion, PH 260

New Spell
Transmute Rock to Mud: level 5 - transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Instantaneous
You choose an area of nonmagical stone/rock
which you can see within range that fits within a
40-foot cube and becomes an equal volume of
thick and flowing mud that remains for the spell's
duration. If you cast the spell on an area of ground,
it becomes muddy enough that creatures can sink
into it. Each foot that a creature moves through the
mud costs 4 feet of movement, and any creature on
the ground when you cast the spell must make a
Strength saving throw.

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE
12
Monsters CR 3 XP 700. 45. Ogres; Ogres MM 237 CR 1 XP
1. Bat, Normal; Bat MM 318 CR 0 23. Giant, Storm; Giants MM 156 200.
XP 10. CR 6 XP 2,300. 46. Orcs; Orcs MM 246 CR .25 XP
2. Basilisk; Basilisk MM 24 CR 2 24. Giant Piranhas; Treat as 50.
XP 450. Swarm of Quippers MM 338 47. Outlaws; Treat as Thugs MM
3. Black Bears; Black Bear MM CR .50 XP 100. 350 CR .25 XP 50.
318 CR .50 XP 100 25. Giant Weasel; Giant Weasel 48. Owl Bears; Owlbear MM 249
4. Black Pudding; Black Pudding MM 329 CR .125 XP 25. CR 1 XP 200.
MM 241 CR 3 XP 700. 26. Goblins; Goblin MM 166 CR . 49. Panther; Panther MM 333 CR .
5. Bugbears; Bugbears MM 33 CR 125 XP 25. 25 XP 50.
.50 XP 100. 27. Gnolls; Gnoll MM 163 CR .25 50. Pixies; Pixie MM 253 CR .125
6. Canopa's Thieves; Treat as XP 50. XP 25.
Thugs MM 350 CR .25 XP 50. 28. Gnomes; Gnome, Deep MM 51. Prophet; Commoner MM 345
7. Carrion Crawler; Carrion 164 CR .25 XP 50. CR 0 XP 10.
Crawler MM 37 CR 1 XP 200. 29. Green Slime; Treat as Ochre 52. Purple Worm; Purple Worm
8. Cave Dwellers; Treat as Tribal Jelly MM 243 CR .50 XP 100. MM 255 CR 7 XP 2,900.
Warrior MM 350 CR .125 XP 25. 30. Guardsmen/Guards; Guard 53. Rat, Normal; Rat MM 335 CR 0
9. Centaur; Centaur MM 38 CR 1 MM 347 CR .125 XP 25. XP 10.
XP 200. 31. Hermit; Commoner MM 345 54. Red Dragon, Old; Treat as
10. Chancellor of the Initiates; CR 0 XP 10. Adult Red Dragon MM 98 CR
Treat as Cleric Level 8, see 32. Holy Man, Fighter; Treat as 10 XP 5,900.
Notable NPC's. Diviners, see Notable NPC's. 55. Roc; Roc MM 260 CR 5 XP
11. Clerics; see Notable NPC's. For For additional Levels not listed 1,800.
additional Levels not listed adjust templates as desired. 56. Shadows; Shadow MM 269
adjust templates as desired. 33. Initiates; Commoner MM 345 CR .25 XP 50.
12. Commoners; Commoner MM CR 0 XP 10. 57. Shrieker; Shrieker MM 138 CR
345 CR 0 XP 10. 34. Inquisitor F10 0 XP 10.
13. Crocodiles; Crocodile MM 320 35. Kobolds; Kobold MM 195 CR 0 58. Skeletons; Skeletons MM 272
CR .25 XP 50. XP 10. CR .125 XP 25.
14. Cyclops; Cyclpos MM 45 CR 4 36. Magic-User; Treat as Holy 59. Soldiers; Treat as Guard MM
XP 1,100. Man, see Notable NPC's. For 347 CR .125 XP 25
15. Displacer Beasts; Displacer additional Levels not listed 60. Stirges; Stirge MM 284 CR 0
Beast MM 81 CR 2 XP 450. adjust templates as desired. XP 10.
16. Diviners; see Notable NPC's. 37. Major Domo 61. Tavern Keeper; Commoner
For additional Levels not listed 38. Masters; Commoner MM 345 MM 345 CR 0 XP 10.
adjust templates as desired. CR 0 XP 10. 62. Tigers; Tiger MM 339 CR .50
17. Diviner Guards; Treat as 39. Master of Scribes; Treat as XP 100.
Diviners, see Notable NPC's. Diviner Level 2, see Notable 63. Troll; Troll MM 291 CR 3 XP
18. Doppleganger; Doppleganger NPC's. 700.
MM 82 CR 2 XP 450. 40. Medusa; Medusa MM 214 CR 3 64. Wererats; Wererat MM 209 CR
19. Fighters; Treat as Diviners, see XP 700. 1 XP 200.
Notable NPC's. For additional 41. Merchants; Commoner MM 65. Yellow Mold;
Levels not listed adjust 345 CR 0 XP 10. 66. Zombies; Zombie MM 316 CR .
templates as desired. 42. Minotaur; Minotaur MM 223 125 XP 25.
20. Giant, Cloud; Giants MM 154 CR 2 XP 450.
CR 5 XP 1,800. 43. Normal Human; Commoner
21. Giant, Hill; Giants MM 155 CR MM 345 CR 0 XP 10.
2 XP 450. 44. Ochre Jelly; Ochre Jelly MM
22. Giant, Stone; Giants MM 156 243 CR .50 XP 100.

Not for resale. Permission granted to print or photocopy this document for personal use only. X5 Temple of Death CONVERSION GUIDE
13