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The Lost Island


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of Castanamir
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Stan Shinn

For Character Levels 1-3

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
C3 The Lost Island
of Castanamir
Conversion Guide

Introduction: In 1984, TSR published the module named “The Lost Island of Castanamir”
with the module code “C3”. It was written by Ken Rolston and illustrated by Jeff Easley, and
consisted of a 32 page booklet and cover folder containing maps. "The Lost Island of
Castanamir" was the third of TSR's competition series of tournament adventures. This
conversion guide allows DMs to run the original module with 5 th Edition rules and provides a
reference sheet for encounters.

An adventure for 1st– 3rd level characters

STAN SHINN

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.

Stan Shinn

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 2
C3: The Lost Island of Castanamir
for the reappearance of the island, the magician has hired

Introduction the adventurers to explore the island and bring back


whatever treasure and lore they can find. The magician has
promised the adventurers fully half of the treasure as
To use this conversion guide you will need a copy of “C3 The
payment for the task.
Lost Island of Castanamir”, originally available in hard-copy
Finding a ship to go to the island, and finding the island
and now for sale in Digital format at www.dndclassics.com.
were easy tasks. The ship was anchored a safe distance away,
This document gives DMs advice to convert the module
and the adventurers took a dinghy to shore. Unfortunately
to the latest 5th Edition rules and guidance on preparing the
the dinghy was holed by an impact, leaving the adventurers
adventure. A list of encounters and a summary of
to swim to shore, with only the equipment on their backs.
Castanamir's unusual home provide a quick in-game
When the adventurers looked back, the ship that brought
reference. Most creatures refer to stat blocks in the D&D 5e
them there was sinking, with no cause immediately
Monster Manual. A few creatures have full stat blocks in the
apparent.
Special Creatures section at the end of this conversion guide.
The island was disappointing to say the least, being
Page listings may refer to abbreviations: MM (Monster
mostly barren of all but rocks and short grass. Things looked
Manual), CR (Challenge rating), and DMG (Dungeon Master
desperate until one of the adventurers discovered a stone
Guide). All other page number refer to the locations in the
door set in a shallow depression. When opened, a stairway
original 'The Lost Island of Castanamir' module. Key text is
was revealed, leading down to another door made of an
in bold for easy scanning. Magic items are noted in italics.
unfamiliar material. With no other options, the adventurers
Find more information about this and other early edition
proceeded down.
conversions at www.classicmodulestoday.com.

Reference Sheet Converting to the Realms


This brief guide outlines a few thematic changes and
For convenience, there is a Reference Sheet at the end of this
additions to bring “The Lost Island of Castanamir” into the
document which summarizes the key information you'll
Forgotten Realms world of Faerûn.
need during the game onto one concise sheet. You can print
this onto a single, double-sided page (perhaps on colored
Castanamir's island can be located virtually anywhere in
cardstock) as a handy tool that you can use alongside a hard
Faerûn. On the Sword coast, it could be located in the Sea of
copy of the module. After reading this document, all you'll
Swords, approximately halfway between Waterdeep and the
need to run the game is the original module, the Monster
Korinn Archipelago. For colder seas matching the original
Manual, the Reference Sheet, and optionally any notes or
module, it could be several days voyage northwest of
visuals you've prepared.
Neverwinter.

Adventure Summary In the Realms, Castanamir could have been a senior


member of the Watchful Order of Magists and Protectors in
Five years ago an island mysteriously appeared in the sea. Waterdeep until his decision to retire and go into seclusion.
Ships that attempted to investigate the island were wrecked The magician who hires the adventurers in this case is a
on invisible rocks or developed holes in the hulls. A magician member of that order.
that heard of the island conducted an investigation and was
certain the island belonged to Castanamir the Mad. Another possibility is Castanamir was secretly a member
Castanamir was an archmage, and hero of the Goblin of the Arcane Brotherhood, and used the resources of that
Wars, that became leader of the wizard's guild and the ruling organization to aid his personal research projects. In this
council. However he was stubborn and willful, and soon case, Castanamir's withdraw was a tactical retreat to avoid
became unpopular despite his fame. Feeling betrayed, he the wrath of that organization when they discovered he used
retired to an island, where he built a sanctum in which he them for his own ends. In this case, the magician that hires
could continue his research unbothered. His friends that still the party is an ex-member of the brotherhood looking for
saw him occasionally reported that he was growing items or magical lore Castanamir took.
eccentric and had fallen in with characters of an unsavory
reputation. One day his island simply vanished. Those who
knew him assumed he had warded the island to keep
intruders away.
Castanamir was known to be a master of traditional
spellcasting as well as a skilled enchanter. By the time his
island disappeared, he was a rich man with an amazing
collection of arcane lore.
Believing Castanamir to be dead, and that this accounts

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 3
IIIB. Flesh golem (1).

GM Notes IV. Hippogriffs (2).


V. Arriflex.
VIA. Ghoul (1).
Special rules and tactics to brush up on prior to the game:
VIIC. Iron Men (2).
• The Lost Island of Castanamir was originally a one- VIII. The items in this room are ready to be enchanted, but
shot, tournament module for convention play. The
do not function.
module has quite a lot of powerful magic items as
IX. Pakim (3).
treasure, since they are intended to be used as payment
to the naranzim (pg. 22). Also, the adventure was never
intended to be part of an ongoing campaign. The DM is
advised to use sound judgment in deciding whether to
Magic Items
award some of these magic items, or substitute lesser 1. *Amulet (+1 to saving throws against spells)
ones in their stead. 2. Amulet of the planes (replace with amulet that casts
• Leverage Conversation Reaction table (DMG 245) for teleportation circle once, to return adventurers home)
NPC reactions. 3. **Arrow +1
• Know rules for throwing a lit flask of oil. 4. Arrows +1
• Know how to use perception rules for noticing traps, 5. Belt of flying (make into a part of the room, not removable
secret doors, and stealthed creatures. without ruining it)
• Determine spell tactics for spellcasters. 6. **Boots of elvenkind
• Become familiar with how the teleportals connect the 7. Bracers of defense (replace with scroll of mage armor)
rooms together. 8. **Bracers of defense
• The challenges on the island vary wildly in difficulty. 9. **Chain mail +2 (downgrade to +1)
Some encounters are not meant to be fights. 10. *Charm (+1 to saving throws against spells)
11. *Dagger +1

Visuals 12.
13.
*Dagger +2 (downgrade to +1)
Dust of appearance (replace with dust of disappearance)
14. Figurine of wondrous power: ebony fly
Suggested visuals to create:
15. Gloves of fire resistance (replace with potion of fire
• Prepare maps of each room, either sketched or printed, resistance)
for the players.
16. **Javelin of piercing (replace with javelin +1)
• Print the picture of the gingwatzim exhibit (pg. 10). 17. Javelin of lightning
• Print the picture of the library (pg. 12). 18. Longsword +1
19. **Longsword +1
Planned Encounters 20.
21.
Philter of love
**Potion of clairaudience (replace with potion of
clairvoyance)
Living Quarters 22. **Potion of extra-healing (replace with potion of greater
healing)
1A. Leprechauns (2), a DC 14 Intelligence (Investigation)
23. **Potion of healing
check will reveal the illusions.
24. Potion of animal control (replace with potion of animal
1B. Thugs (2).
friendship)
2. Hobgoblins (15), four are awake, the rest are asleep when
25. Potion of climbing
the party enters.
26. Potion of diminution
3. Giant rats (20).
27. Potion of ESP (replace with potion of mind reading)
4. Berserkers (2).
28. Potion of extra-healing (replace with potion of greater
5. Feral slasher (1), ogres (2).
healing)
6. Characters who succeed at a DC 14 Intelligence
29. Potion of fire resistance
(Investigation) check will see through the illusions.
30. Potion of healing
7. Tim (1), Pakim (1), Graegzim (1).
31. Potion of levitation (replace with potion of flying)
8c. Lizardfolk (2).
32. Potion of longevity
9c. Disease - treat as sewer plague (DMG pg. 257).
33. Potion of speed
9d. Heavy crossbows trap.
34. Potion of water breathing
Laboratories and Workrooms 35. *Quarterstaff +1
36. *Quarterstaff +3 (downgrade to +1)
I. Bradvig. Books that are fire trapped or have explosive 37. Ring of free action
runes inflict 2d10 fire damage to anyone touching them. This 38. **Ring of protection
also destroys the book. 39. **Scroll of arcane lock, suggestion
II. Naranzim (1). Illusions can be seen through with a 40. **Scroll of blindness, blur
successful DC 15 Intelligence (Investigation) check. 41. **Scroll of raise dead
IIIA. Giant wolverine (1). 42. Scroll of cure wounds (2), protection from energy, sanctuary

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 4
43. Scroll of invisibility, fly, tongues Saving Throws Int +6, Wis +3
44. Scroll of protection from demons (replace with protection
Skills Arcana +6, History +6
from fiends)
45. **Shield +1 Senses passive Perception 10
46. *Shortsword +2 (downgrade to +1)
47. **Spear +1 Languages Common
48. **Splint armor +2 (downgrade to +1) Challenge 3 (700 XP)
49. **Wand of fireballs (replace with wand of magic missiles)
50. **Warhammer +2 (downgrade to +1) Spellcasting. Arriflex is a 6th level spellcaster. His
*The DM will want to consider whether to allow spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Gingwatzim items. with spell attacks). He knows the following spells:
**These items are in the pool guarded by the Naranzim, Cantrips (at will): fire bolt, light, mage hand, mending
which the adventurers are not likely to kill.
1st level (4 slots): identify, magic missile, unseen servant

Traps 2nd level (3 slots): invisibility, knock, web


3rd level (3 slots): fireball, Leomund's tiny hut, tongues
• Heavy Crossbows Trap (pg. 11): Triggered when someone
breaks the tripwire just inside the door. DC 15 passive Actions
Wisdom (Perception) check to spot the tripwire or DC 12 Dagger +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Wisdom (Perception) check if actively searching. DC 11 target. Hit: 4 (1d4 + 2) piercing damage.
Intelligence (Investigation) check to determine how to
disarm, followed by a DC 13 Dexterity check using Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one
thieves tools to disable it. The triggering creature suffers target. Hit: 11 (2d10) fire damage.
4 attacks at +3 to hit, 1d10 piercing damage per hit.
Bradvig
Monsters Medium humanoid (human), neutral evil
Armor Class 10
1. Arriflex: (See Special Creatures) Hit Points 27 (6d8)
2. Berserker: (MM 344, CR 2, 450 XP)
3. Bradvig: (See Special Creatures) Speed 30 ft.
4. Feral slasher: (as hook horror, MM 189, CR 3, 700 XP)
STR DEX CON INT WIS CHA
5. Flesh golem: (MM 169, CR 5, 1800 XP)
6. Ghoul: (MM 148, CR 1, 200 XP) 8 (-1) 10 (+0) 10 (+0) 17 (+3) 12 (+1) 10 (+0)
7. Giant rat: (MM 327, CR 1/8, 25 XP) Saving Throws Int +5, Wis +3
8. Giant wolverine: (as giant weasel, MM 329, CR 1/4, 50
XP) Skills Arcana +6, History +6
9. Graegzim: (See Special Creatures) Senses passive Perception 11
10. Hippogriff: (MM 184, CR 1, 200 XP)
11. Hobgoblin: (MM 186, CR 1/2, 100 XP) Languages Common
12. Iron Man: (as animated armor, MM 19, CR 1, 200 XP) Challenge 1 (200 XP)
13. Leprechaun: (as pixie, MM 253, CR 1/4, 50 XP)
14. Lizardfolk: (MM 204, CR 1/2, 100 XP) Spellcasting. Bradvig is a 4th level spellcaster. His
15. Naranzim: (See Special Creatures) spellcasting ability is Intelligence (spell save DC 13, +5 to hit
16. Ogre: (MM 237, CR 2, 450 XP) with spell attacks). He knows the following spells:
17. Pakim: (See Special Creatures)
Cantrips (at will): light, mage hand, mending, ray of frost
18. Thug: (MM 350, CR 1/2, 100 XP)
19. Tim: (See Special Creatures) 1st level (4 slots): color spray, mage armor, sleep, unseen servant

Special Creatures 2nd level (3 slots): blindness, hold person, web


Actions
Arriflex Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Medium humanoid (human), lawful evil Hit: 2 (1d4) piercing damage.
Armor Class 11 Ray of Frost. Ranged Spell Attack: +6 to hit, range 120 ft., one
Hit Points 49 (9d8 + 9) target. Hit: 4 (1d8) cold damage.

Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 12 (+1) 13 (+1) 17 (+3) 11 (+0) 10 (+0)

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 5
Eoluzim (Gingwatzim) Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Medium aberration, neutral
Armor Class 15 (natural armor) Damage Immunities necrotic, poison

Hit Points 36 (8d8) Condition Immunities exhaustion, grappled, paralyzed,


petrified, poisoned, prone, restrained
Speed fly 35 ft.
Senses darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA
Languages —
1 (-5) 10 (+0) 10 (+0) 6 (-2) 8 (-1) 16 (+3)
Challenge 4 (1100 XP)
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Actions
Damage Immunities necrotic, poison Multiattack. The maronzim makes two life drain attacks.
Condition Immunities exhaustion, grappled, paralyzed, Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
petrified, poisoned, prone, restrained target. Hit: 17 (4d6 + 3) necrotic damage.
Senses darkvision 60 ft., passive Perception 9 Naranzim (Gingwatzim)
Languages — Large aberration, neutral evil
Challenge 2 (450 XP) Armor Class 15 (natural armor)

Actions Hit Points 88 (16d10)

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one Speed fly 35 ft.
target. Hit: 17 (4d6 + 3) necrotic damage. STR DEX CON INT WIS CHA
Graegzim (Gingwatzim) 1 (-5) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 18 (+4)
Small aberration, neutral Damage Resistances bludgeoning, piercing, and slashing
Armor Class 15 (natural armor) from nonmagical weapons

Hit Points 21 (6d6) Damage Immunities necrotic, poison

Speed fly 35 ft. Condition Immunities exhaustion, grappled, paralyzed,


petrified, poisoned, prone, restrained
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 11
1 (-5) 10 (+0) 10 (+0) 3 (-4) 6 (-2) 14 (+2)
Languages —
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons Challenge 6 (2300 XP)
Damage Immunities necrotic, poison Actions
Condition Immunities exhaustion, grappled, paralyzed, Multiattack. The naranzim makes two life drain attacks.
petrified, poisoned, prone, restrained
Life Drain. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 8 target. Hit: 21 (5d6 + 4) necrotic damage.
Languages — Pakim (Gingwatzim)
Challenge 1 (200 XP) Small aberration, neutral
Actions Armor Class 15 (natural armor)

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 14 (4d6)
target. Hit: 12 (3d6 + 2) necrotic damage. Speed fly 35 ft.
Maronzim (Gingwatzim) STR DEX CON INT WIS CHA
Medium aberration, neutral evil 1 (-5) 10 (+0) 10 (+0) 3 (-4) 6 (-2) 12 (+1)
Armor Class 15 (natural armor) Damage Resistances bludgeoning, piercing, and slashing
Hit Points 54 (12d8) from nonmagical weapons

Speed fly 35 ft. Damage Immunities necrotic, poison


Condition Immunities exhaustion, grappled, paralyzed,
STR DEX CON INT WIS CHA
petrified, poisoned, prone, restrained
1 (-5) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 17 (+3)

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 6
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/4 (50 XP)
Actions
Life Drain. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 1) necrotic damage.

Tim (Gingwatzim)
Small aberration, neutral
Armor Class 15 (natural armor)
Hit Points 7 (2d6)
Speed fly 35 ft.

STR DEX CON INT WIS CHA


1 (-5) 10 (+0) 10 (+0) 1 (-5) 6 (-2) 10 (+0)
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/8 (25 XP)
Actions
Life Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) necrotic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 7
26. Potion of diminution
C3 The Lost Island of 27. Potion of ESP (replace with potion of mind
reading)
Special Creatures
Castanamir 28. Potion of extra-healing (replace with potion of
greater healing) Arriflex
Reference Sheet
29. Potion of fire resistance Medium humanoid (human), lawful evil
30. Potion of healing Armor Class 11
31. Potion of levitation (replace with potion of Hit Points 49 (9d8 + 9)
flying)
Planned Encounters 32. Potion of longevity
33. Potion of speed
Speed 30 ft.
STR DEX CON INT WIS CHA
Living Quarters 34. Potion of water breathing
35. *Quarterstaff +1 8 (-1) 12 (+1) 13 (+1) 17 (+3) 11 (+0) 10 (+0)
1A. Leprechauns (2), a DC 14 Intelligence 36. *Quarterstaff +3 (downgrade to +1) Saving Throws Int +6, Wis +3
(Investigation) check will reveal the illusions. 37. Ring of free action Skills Arcana +6, History +6
1B. Thugs (2). 38. **Ring of protection Senses passive Perception 10
2. Hobgoblins (15), four are awake, the rest are 39. **Scroll of arcane lock, suggestion Languages Common
asleep when the party enters. 40. **Scroll of blindness, blur
3. Giant rats (20). 41. **Scroll of raise dead Challenge 3 (700 XP)
4. Berserkers (2). 42. Scroll of cure wounds (2), protection from Spellcasting. Arriflex is a 6th level spellcaster.
5. Feral slasher (1), ogres (2). energy, sanctuary His spellcasting ability is Intelligence (spell
6. Characters who succeed at a DC 14 43. Scroll of invisibility, fly, tongues save DC 14, +6 to hit with spell attacks). He
Intelligence (Investigation) check will see 44. Scroll of protection from demons (replace knows the following spells:
through the illusions. with protection from fiends) Cantrips (at will): fire bolt, light, mage hand,
7. Tim (1), Pakim (1), Graegzim (1). 45. **Shield +1 mending
8c. Lizardfolk (2). 46. *Shortsword +2 (downgrade to +1) 1st level (4 slots): identify, magic missile, unseen
9c. Disease - treat as sewer plague (DMG pg. 47. **Spear +1 servant
257). 48. **Splint armor +2 (downgrade to +1) 2nd level (3 slots): invisibility, knock, web
9d. Heavy crossbows trap. 49. **Wand of fireballs (replace with wand of 3rd level (3 slots): fireball, Leomund's tiny hut,
magic missiles)
Laboratories and Workrooms 50. **Warhammer +2 (downgrade to +1)
tongues
I. Bradvig. Books that are fire trapped or have *The DM will want to consider whether to allow Actions
explosive runes inflict 2d10 fire damage to Gingwatzim items. Dagger +1. Melee Weapon Attack: +5 to hit, reach
anyone touching them. This also destroys the **These items are in the pool guarded by the 5 ft., one target. Hit: 4 (1d4 + 2) piercing
book. Naranzim, which the adventurers are not likely to damage.
II. Naranzim (1). Illusions can be seen through kill. Fire Bolt. Ranged Spell Attack: +6 to hit, range
with a successful DC 15 Intelligence 120 ft., one target. Hit: 11 (2d10) fire damage.
(Investigation) check.
IIIA. Giant wolverine (1). Traps
IIIB. Flesh golem (1). Heavy Crossbows Trap (pg. 11): Triggered
Bradvig
IV. Hippogriffs (2). when someone breaks the tripwire just inside Medium humanoid (human), neutral evil
V. Arriflex. the door. DC 15 passive Wisdom (Perception) Armor Class 10
VIA. Ghoul (1). check to spot the tripwire or DC 12 Wisdom Hit Points 27 (6d8)
VIIC. Iron Men (2). (Perception) check if actively searching. DC 11 Speed 30 ft.
VIII. The items in this room are ready to be Intelligence (Investigation) check to determine
enchanted, but do not function. how to disarm, followed by a DC 13 Dexterity STR DEX CON INT WIS CHA
IX. Pakim (3). check using thieves tools to disable it. The 8 (-1) 10 (+0) 10 (+0) 17 (+3) 12 (+1) 10 (+0)
triggering creature suffers 4 attacks at +3 to
Magic Items hit, 1d10 piercing damage per hit. Saving Throws Int +5, Wis +3
Skills Arcana +6, History +6
1. *Amulet (+1 to saving throws against spells)
2. Amulet of the planes (replace with amulet Monsters Senses passive Perception 11
Languages Common
that casts teleportation circle once, to return 1. Arriflex: (See Special Creatures) Challenge 2 (450 XP)
adventurers home) 2. Berserker: (MM 344, CR 2, 450 XP)
3. **Arrow +1 3. Bradvig: (See Special Creatures) Spellcasting. Bradvig is a 4th level spellcaster.
4. Arrows +1 4. Feral slasher: (as hook horror, MM 189, CR His spellcasting ability is Intelligence (spell
5. Belt of flying (make into a part of the room, 3, 700 XP) save DC 13, +5 to hit with spell attacks). He
not removable without ruining it) 5. Flesh golem: (MM 169, CR 5, 1800 XP) knows the following spells:
6. **Boots of elvenkind 6. Ghoul: (MM 148, CR 1, 200 XP) Cantrips (at will): light, mage hand, mending,
7. Bracers of defense (replace with scroll of mage 7. Giant rat: (MM 327, CR 1/8, 25 XP) ray of frost
armor) 8. Giant wolverine: (as giant weasel, MM 329, 1st level (4 slots): color spray, mage armor, sleep,
8. **Bracers of defense CR 1/4, 50 XP) unseen servant
9. **Chain mail +2 (downgrade to +1) 9. Graegzim: (See Special Creatures) 2nd level (3 slots): blindness, hold person, web
10. *Charm (+1 to saving throws against spells) 10. Hippogriff: (MM 184, CR 1, 200 XP)
11. *Dagger +1 11. Hobgoblin: (MM 186, CR 1/2, 100 XP) Actions
12. *Dagger +2 (downgrade to +1) 12. Iron Man: (as animated armor, MM 19, CR Dagger. Melee Weapon Attack: +2 to hit, reach 5
13. Dust of appearance (replace with dust of 1, 200 XP) ft., one target. Hit: 2 (1d4) piercing damage.
disappearance) 13. Leprechaun: (as pixie, MM 253, CR 1/4, 50 Ray of Frost. Ranged Spell Attack: +6 to hit,
14. Figurine of wondrous power: ebony fly XP) range 120 ft., one target. Hit: 4 (1d8) cold
15. Gloves of fire resistance (replace with potion of 14. Lizardfolk: (MM 204, CR 1/2, 100 XP) damage.
fire resistance) 15. Naranzim: (See Special Creatures)
16. **Javelin of piercing (replace with javelin +1) 16. Ogre: (MM 237, CR 2, 450 XP) Eoluzim (Gingwatzim)
17. Javelin of lightning 17. Pakim: (See Special Creatures)
18. Longsword +1 18. Thug: (MM 350, CR 1/2, 100 XP) Medium aberration, neutral
19. **Longsword +1 19. Tim: (See Special Creatures) Armor Class 15 (natural armor)
20. Philter of love Hit Points 36 (8d8)
21. **Potion of clairaudience (replace with potion Speed fly 35 ft.
of clairvoyance)
22. **Potion of extra-healing (replace with potion STR DEX CON INT WIS CHA
of greater healing) 1 (-5) 10 (+0) 10 (+0) 6 (-2) 8 (-1) 16 (+3)
23. **Potion of healing
24. Potion of animal control (replace with potion Damage Resistances bludgeoning, piercing,
of animal friendship) and slashing from nonmagical weapons
25. Potion of climbing Damage Immunities necrotic, poison

Not for resale. Permission granted to print or photocopy this document for personal use only. C3 LOST ISLAND CONVERSION GUIDE 8
Condition Immunities exhaustion, grappled, Actions
paralyzed, petrified, poisoned, prone,
restrained Multiattack. The naranzim makes two life
Senses darkvision 60 ft., passive Perception 9 drain attacks.
Languages — Life Drain. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: 21 (5d6 + 4) necrotic
Challenge 2 (450 XP) damage.
Actions
Life Drain. Melee Weapon Attack: +5 to hit, reach Pakim (Gingwatzim)
5 ft., one target. Hit: 17 (4d6 + 3) necrotic Small aberration, neutral
damage. Armor Class 15 (natural armor)
Hit Points 14 (4d6)
Graegzim (Gingwatzim) Speed fly 35 ft.
Small aberration, neutral STR DEX CON INT WIS CHA
Armor Class 15 (natural armor)
Hit Points 21 (6d6) 1 (-5) 10 (+0) 10 (+0) 3 (-4) 6 (-2) 12 (+1)
Speed fly 35 ft. Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons
STR DEX CON INT WIS CHA
Damage Immunities necrotic, poison
1 (-5) 10 (+0) 10 (+0) 3 (-4) 6 (-2) 14 (+2) Condition Immunities exhaustion, grappled,
Damage Resistances bludgeoning, piercing, paralyzed, petrified, poisoned, prone,
and slashing from nonmagical weapons restrained
Damage Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 8
Condition Immunities exhaustion, grappled, Languages —
paralyzed, petrified, poisoned, prone, Challenge 1/4 (50 XP)
restrained
Actions
Senses darkvision 60 ft., passive Perception 8
Languages — Life Drain. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 8 (2d6 + 1) necrotic damage.
Challenge 1 (200 XP)
Actions Tim (Gingwatzim)
Life Drain. Melee Weapon Attack: +4 to hit, reach Small aberration, neutral
5 ft., one target. Hit: 12 (3d6 + 2) necrotic Armor Class 15 (natural armor)
damage. Hit Points 7 (2d6)
Maronzim (Gingwatzim) Speed fly 35 ft.
STR DEX CON INT WIS CHA
Medium aberration, neutral evil
Armor Class 15 (natural armor) 1 (-5) 10 (+0) 10 (+0) 1 (-5) 6 (-2) 10 (+0)
Hit Points 54 (12d8) Damage Resistances bludgeoning, piercing,
Speed fly 35 ft. and slashing from nonmagical weapons
STR DEX CON INT WIS CHA Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled,
1 (-5) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 17 (+3) paralyzed, petrified, poisoned, prone,
Damage Resistances bludgeoning, piercing, restrained
and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 8
Damage Immunities necrotic, poison Languages —
Condition Immunities exhaustion, grappled, Challenge 1/8 (25 XP)
paralyzed, petrified, poisoned, prone,
restrained Actions
Senses darkvision 60 ft., passive Perception 11 Life Drain. Melee Weapon Attack: +2 to hit, reach
Languages — 5 ft., one target. Hit: 3 (1d6) necrotic damage.
Challenge 4 (1100 XP)
Actions
Multiattack. The maronzim makes two life
drain attacks.
Life Drain. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 17 (4d6 + 3) necrotic
damage.
Naranzim (Gingwatzim)
Large aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 88 (16d10)
Speed fly 35 ft.
STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 10 (+0) 16 (+3) 12 (+1) 18 (+4)
Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone,
restrained
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 6 (2300 XP)

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