Professional Documents
Culture Documents
5E Conversion Guide
by Ernie Noa
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TITLE 17
Magic Resistance. The Bozak Draconian has advantage incapacitated and Hugon Barker doesn't have
on saving throws against spells and other magical disadvantage on the attack roll.
effects. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Death Burst. When the Bozak Draconian dies, its' scales reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
dry and its' bones explode in a burst. Each creature piercing damage.
within 10 ft. of it must make a DC 12 Dexterity saving
throw, taking 1d8+2 piercing damage on a failed save, or 65b) Larder
half as much damage on a successful one. The superior crafted longswords are +1 to hit and on
Spellcasting. The Bozak Draconian is a 4th-level damage but are not considered magical. Similarly, the
spellcaster. Its spellcasting ability is Charisma (spell save 12 elven arrows are +1 to hit and on damage but are not
DC 12, +4 to hit with spell attacks). The Bozak Draconian considered magical.
has the following spells prepared:
Cantrips (at will): fire bolt, light, message, true strike 66) Court of Reception
1st level (3 slots): charm person, detect magic, magic Baaz Draconians (1) and (8)
missile Medium dragon (Dragonmen), lawful evil
2nd level (2 slots): blur, invisibility Armor Class 17 (scale mail, shield)
Actions Hit Points 16 (3d8 + 3)
Multiattack. The Bozak Draconian makes two attacks. Speed 30 ft.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one |STR|DEX|CON|INT|WIS|CHA|
target. Hit: 5 (1d6 + 3) damage. |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., Saving Throws Cha +2
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10 Skills Deception +3, Stealth +3
+ 3) slashing damage if used with two hands. Senses passive Perception 10
Longbow. Ranged Weapon Attack: +5 to hit, range Languages common, draconic.
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage. Challenge 1 (200 XP)
Glide. The Baaz Draconian may glide with its wings
Hugon Barker negating any falling damage. They may glide 4 times the
Medium humanoid (Kender), Neutral distance of the height they are launching from, up to 60'
Armor Class 16 (leather armor, shield) per round.
Hit Points 19 (3d8 + 6) Magic Resistance. The Baaz Draconian has advantage on
Speed 30 ft. saving throws against spells and other magical effects.
|STR|DEX|CON|INT|WIS|CHA| Stoned at Death. When the Baaz Draconian dies, it turns
|13 (+1)|16 (+3)|14 (+2)|9 (-1)|12 (+1)|11 (+0)| to stone. If a creature deals the killing blow with a melee
Skills Acrobatics +4, Sleight of Hand +4, Stealth +4 weapon, they must make a DC 11 Dexterity save or their
Senses passive Perception 11 weapon is stuck in the hardening stone corpse of the
Languages Common, Kender Baaz Draconian. The statue-like Baaz Draconian turns to
Challenge 1/2 (100 XP) dust in 1d4 rounds, freeing any weapon stuck in it.
Immune to Fear. Kender are immune to fear. Actions
Halfling Nimbleness. The halfling can move through the Multiattack. The Baaz Draconian makes two attacks.
space of any creature that is of a size larger than its Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
own. target. Hit: 4 (1d6 + 2) damage.
Lucky. When the Hugon Barker rolls a 1 on the d20 for Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
an attack roll, ability check, or saving throw, it can reroll one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
the die and must use the new roll. + 2) slashing damage if used with two hands.
Uncanny Dodge. When an attacker that you can see hits Longbow. Ranged Weapon Attack: +4 to hit, range
you with an attack, you can use your reaction to halve 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
the attack's damage against you.
Actions Gully Dwarves (15)
Sneak Attack (1/Turn). Hugon Barker deals an extra Medium Humanoid (gully dwarves), chaotic neutral
(2d6) damage when it hits a target with a weapon attack Armor Class 13
and has advantage on the attack roll, or when the target Hit Points 7 (2d8 2)
is within 5 ft. of an ally of Hugon Barker that isn't Speed 25 ft.
|STR|DEX|CON|INT|WIS|CHA|
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 18
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| Speed 30 ft.
Saving Throws Con +5 |STR|DEX|CON|INT|WIS|CHA|
Damage Resistances poison |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
Senses darkvision 60 ft., passive Perception 10 Saving Throws Cha +4
Languages Common, Dwarvish Skills Deception +4, Stealth +4
Challenge 1/4 (50 XP) Senses passive Perception 10
Dwarven Resilience. The Aghar has advantage on saving Languages common, draconic
throws against poison, spells, and illusions, as well as to Challenge 2 (450 XP)
resist being charmed or paralyzed. Glide. The Bozak Draconian may glide with its wings
Actions negating any falling damage. It may also travel twice its
Multiattack. The Aghar makes two attacks, one bite normal movement rate while gliding. In a strong wind, it
attack and one attack with a fist or weapon. may glide indefinitely.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one Magic Resistance. The Bozak Draconian has advantage
target. Hit: 3 (1d4 + 1) bludgeoning damage. on saving throws against spells and other magical
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one effects.
target. Hit: 3 (1d4 + 1) piercing damage. Death Burst. When the Bozak Draconian dies, its' scales
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one dry and its' bones explode in a burst. Each creature
target. Hit: 3 (1d4 + 1) bludgeoning damage. within 10 ft. of it must make a DC 12 Dexterity saving
throw, taking 1d8+2 piercing damage on a failed save, or
67) Great Plaza half as much damage on a successful one.
Use the Young Black Dragon for Khisanth (MM page 88). Spellcasting. The Bozak Draconian is a 4th-level
Khisanth has a ring of darkness. This magic ring allows spellcaster. Its spellcasting ability is Charisma (spell save
her to cast the spell darkness once per day. DC 12, +4 to hit with spell attacks). The Bozak Draconian
has the following spells prepared:
Gully Dwarves (15) Cantrips (at will): fire bolt, light, message, true strike
Medium Humanoid (gully dwarves), chaotic neutral 1st level (3 slots): charm person, detect magic, magic
Armor Class 13 missile
Hit Points 7 (2d8 2) 2nd level (2 slots): blur, invisibility
Speed 25 ft. Actions
|STR|DEX|CON|INT|WIS|CHA| Multiattack. The Bozak Draconian makes two attacks.
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Saving Throws Con +5 target. Hit: 5 (1d6 + 3) damage.
Damage Resistances poison Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 10 one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
Languages Common, Dwarvish + 3) slashing damage if used with two hands.
Challenge 1/4 (50 XP) Longbow. Ranged Weapon Attack: +5 to hit, range
Dwarven Resilience. The Aghar has advantage on saving 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
throws against poison, spells, and illusions, as well as to
resist being charmed or paralyzed. 67a) East Falls
Actions Climbing the vines requires two acrobatics checks DC 10.
Multiattack. The Aghar makes two attacks, one bite
attack and one attack with a fist or weapon. 67) Great Plaza
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one Use Tribal Warrior (MM page 350) for Sunstar the Que-
target. Hit: 3 (1d4 + 1) bludgeoning damage. Shu Survivor.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. 68a) Alley
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one This area may be run as originally written.
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 22
normal movement rate while gliding. In a strong wind, it 70i) Long Hall
may glide indefinitely.
This area may be run as originally written.
Magic Resistance. The Bozak Draconian has advantage
on saving throws against spells and other magical 70j) Hall of Sound
effects.
Death Burst. When the Bozak Draconian dies, its' scales The pressure plate may be detected by characters
dry and its' bones explode in a burst. Each creature actively searching if they make a DC 12 Perception
within 10 ft. of it must make a DC 12 Dexterity saving Check. The players may simply step over the pressure
throw, taking 1d8+2 piercing damage on a failed save, or plate to avoid it, or they may attempt to disarm it with a
half as much damage on a successful one. successful Investigation Check DC 12.
Spellcasting. The Bozak Draconian is a 4th-level
70k) Court of the Balance
spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The Bozak Draconian Use the Young Black Dragon for Khisanth (MM page 88).
has the following spells prepared: Khisanth has a ring of darkness. This magic ring allows
Cantrips (at will): fire bolt, light, message, true strike her to cast the spell darkness twice per day. The ring
1st level (3 slots): charm person, detect magic, magic requires attunement.
missile
2nd level (2 slots): blur, invisibility Cloak of invisibility (DMG 158) is present in the horde.
Actions
Multiattack. The Bozak Draconian makes two attacks. Finally, the Disks of Mishakal are described in Appendix
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 2: Treasures and Tomes.
target. Hit: 5 (1d6 + 3) damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
Appendices
+ 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
The staff has 20 Charges. It regains 2d6 charges each
Appendix 1: Rates of day at dawn or it may be fully recharged at the statue
of Mishakal (46b)
Exchange When you hit with a melee Attack using it, you can
Currency and rates of exchange are as written in the
expend up to 3 of its Charges. For each charge you
original module.
expend, the target takes an extra 1d6 force damage.
Appendix 2: Treasures and Casts any of the following cleric spells (no charges for a
cantrip, 2 charges per level of the spell) with a +6 spell
Tomes attack and DC 14 Spell Save.
Cantrip: Light
Blue Crystal Staff \ Crystal of Mishakal 1st Level: Command, Cure Wounds
Wondrous item, requires attunement 2nd Level: Continual Flame, Lesser Restoration
The Blue Crystal Staff is a Lawful Good sentient item 3rd Level: Remove Curse
with 10 intelligence, 15 Wisdom, and 14 Charisma. The 5th Level: Greater Restoration, Raise Dead
staff may only be wielded by a Lawful Good person. 6th Level: Heal
Non-lawful good creatures take 4d6 lightning damage 7th Level: Resurrection
each round handle the staff. They may make a DC 15
Charisma save to half the damage. The staff can teleport with its wielder at its own
discretion, it cannot be compelled to do so.
This staff can be wielded as a magic Quarterstaff that
grants a +2 bonus to Attack and Damage Rolls made You can expend 10 charges to deflect dragon breath in
with it. a 10’ radius.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 23
The Disks of Mishakal Multiattack. The Aghar makes two attacks, one bite
attack and one attack with a fist or weapon.
Wondrous item, requires attunement Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
These are platinum disks 18 inches in diameter. Each target. Hit: 3 (1d4 + 1) bludgeoning damage.
disk is 1/16 if an inch tick. There are 160 plates in all A Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
bolt passes through one side of the plate, allowing target. Hit: 3 (1d4 + 1) piercing damage.
each to swivel out and be viewed while keeping the Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
stack together. Each plate is engraved. target. Hit: 3 (1d4 + 1) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 24
Glide. The Baaz Draconian may glide with its wings Spellcasting. The Bozak Draconian is a 4th-level
negating any falling damage. They may glide 4 times spellcaster. Its spellcasting ability is Charisma (spell
the distance of the height they are launching from, up save DC 12, +4 to hit with spell attacks). The Bozak
to 60' per round. Draconian has the following spells prepared:
Magic Resistance. The Baaz Draconian has advantage Cantrips (at will): fire bolt, light, message, true strike
on saving throws against spells and other magical 1st level (3 slots): charm person, detect magic, magic
effects. missile
Stoned at Death. When the Baaz Draconian dies, it 2nd level (2 slots): blur, invisibility
turns to stone. If a creature deals the killing blow with Actions
a melee weapon, they must make a DC 11 Dexterity Multiattack. The Bozak Draconian makes two attacks.
save or their weapon is stuck in the hardening stone Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
corpse of the Baaz Draconian. The statue-like Baaz target. Hit: 5 (1d6 + 3) damage.
Draconian turns to dust in 1d4 rounds, freeing any Longsword. Melee Weapon Attack: +5 to hit, reach 5
weapon stuck in it. ft., one target. Hit: 6 (1d8 + 3) slashing damage, or 7
Actions (1d10 + 3) slashing damage if used with two hands.
Multiattack. The Baaz Draconian makes two attacks. Longbow. Ranged Weapon Attack: +5 to hit, range
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing
target. Hit: 4 (1d6 + 2) damage. damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 2) slashing damage, or 6
(1d10 + 2) slashing damage if used with two hands. Draconian, Baaz Leader
Longbow. Ranged Weapon Attack: +4 to hit, range Baaz Draconian Leader
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing Medium dragon (Dragonmen), lawful evil
damage. Armor Class 17 (scale mail, shield)
Hit Points 26 (5d8 + 5)
Draconians, Bozak Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Bozak Draconian
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Medium dragon (Dragonmen), lawful evil
Saving Throws Cha +2
Armor Class 17 (studded leather, shield)
Skills Deception +3, Stealth +3
Hit Points 27 (5d8 + 5)
Senses passive Perception 10
Speed 30 ft.
Languages common, draconic.
|STR|DEX|CON|INT|WIS|CHA|
Challenge 1 (200 XP)
|15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
Glide. The Baaz Draconian may glide with its wings
Saving Throws Cha +4
negating any falling damage. They may glide 4 times
Skills Deception +4, Stealth +4
the distance of the height they are launching from, up
Senses passive Perception 10
to 60' per round.
Languages common, draconic
Magic Resistance. The Baaz Draconian has advantage
Challenge 2 (450 XP)
on saving throws against spells and other magical
Glide. The Bozak Draconian may glide with its wings
effects.
negating any falling damage. It may also travel twice its
Stoned at Death. When the Baaz Draconian dies, it
normal movement rate while gliding. In a strong wind,
turns to stone. If a creature deals the killing blow with
it may glide indefinitely.
a melee weapon, they must make a DC 11 Dexterity
Magic Resistance. The Bozak Draconian has advantage
save or their weapon is stuck in the hardening stone
on saving throws against spells and other magical
corpse of the Baaz Draconian. The statue-like Baaz
effects.
Draconian turns to dust in 1d4 rounds, freeing any
Death Burst. When the Bozak Draconian dies, its'
weapon stuck in it.
scales dry and its' bones explode in a burst. Each
Actions
creature within 10 ft. of it must make a DC 12 Dexterity
Multiattack. The Baaz Draconian makes two attacks.
saving throw, taking 1d8+2 piercing damage on a failed
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
save, or half as much damage on a successful one.
target. Hit: 4 (1d6 + 2) damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 25
Longsword. Melee Weapon Attack: +4 to hit, reach 5 Elf
ft., one target. Hit: 5 (1d8 + 2) slashing damage, or 6
(1d10 + 2) slashing damage if used with two hands. Elf
Longbow. Ranged Weapon Attack: +4 to hit, range Medium humanoid, any good
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing Armor Class 15 (chain shirt)
damage. Hit Points 27 (6d8)
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Draconian Priest, Bozak |12 (+1)|16 (+3)|10 (+0)|12 (+1)|14 (+2)|16 (+3)|
Skills Insight +4, Perception +6, Persuasion +5, Stealth
Bozak Draconian Priest
+5
Medium dragon (Dragonmen), lawful evil
Senses darkvision 60 ft., passive Perception 16
Armor Class 17 (studded leather, shield)
Languages Common, Elvish
Hit Points 27 (5d8 + 5)
Challenge 1 (200 XP)
Speed 30 ft.
Fey Ancestry. The Elf has advantage on saving throws
|STR|DEX|CON|INT|WIS|CHA|
against being charmed, and magic can't put the Elf to
|15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
sleep.
Saving Throws Cha +4
Actions
Skills Deception +4, Stealth +4
Multiattack. The Elf makes two attacks.
Senses passive Perception 10
Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Languages common, draconic
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Challenge 2 (450 XP)
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Glide. The Bozak Draconian may glide with its wings
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
negating any falling damage. It may also travel twice its
3) piercing damage.
normal movement rate while gliding. In a strong wind,
Longbow. Ranged Weapon Attack: +5 to hit, range
it may glide indefinitely.
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
Magic Resistance. The Bozak Draconian has advantage
damage.
on saving throws against spells and other magical
effects.
Death Burst. When the Bozak Draconian dies, its' Forestmaster Unicorn
scales dry and its' bones explode in a burst. Each
creature within 10 ft. of it must make a DC 12 Dexterity Forestmaster Unicorn
saving throw, taking 1d8+2 piercing damage on a failed Large celestial, lawful good
save, or half as much damage on a successful one. Armor Class 18 (natural armor)
Spellcasting. The Bozak Draconian is a 4th-level Hit Points 105 (14d10 + 28)
spellcaster. Its spellcasting ability is Charisma (spell Speed 50 ft.
save DC 12, +4 to hit with spell attacks). The Bozak |STR|DEX|CON|INT|WIS|CHA|
Draconian has the following spells prepared: |18 (+4)|14 (+2)|15 (+2)|14 (+2)|18 (+4)|18 (+4)|
Cantrips (at will): fire bolt, light, message, true strike Damage Immunities poison
1st level (3 slots): charm person, detect magic, magic Condition Immunities charmed, paralyzed, poisoned
missile Senses darkvision 60 ft., passive Perception 14
2nd level (2 slots): blur, invisibility Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Actions Challenge 5 (1,800 XP)
Multiattack. The Bozak Draconian makes two attacks. Charge. If the unicorn moves at least 20 ft. straight
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one toward a target and then hits it with a horn attack on
target. Hit: 5 (1d6 + 3) damage. the same turn, the target takes an extra 9 (2d8)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 piercing damage. If the target is a creature, it must
ft., one target. Hit: 6 (1d8 + 3) slashing damage, or 7 succeed on a DC 15 Strength saving throw or be
(1d10 + 3) slashing damage if used with two hands. knocked prone.
Longbow. Ranged Weapon Attack: +5 to hit, range Innate Spellcasting. The unicorn's innate spellcasting
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing ability is Charisma (spell save DC 15). The unicorn can
damage.
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TITLE 26
innately cast the following spells, requiring no Dwarven Resilience. The Aghar has advantage on
components: saving throws against poison, spells, and illusions, as
At will: detect evil and good, druidcraft, pass without well as to resist being charmed or paralyzed.
trace Actions
1/day each: calm emotions, dispel evil and good, Multiattack. The Aghar makes two attacks, one bite
entangle attack and one attack with a fist or weapon.
Magic Resistance. The unicorn has advantage on Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
saving throws against spells and other magical effects. target. Hit: 3 (1d4 + 1) bludgeoning damage.
Magic Weapons. The unicorn's weapon attacks are Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
magical. target. Hit: 3 (1d4 + 1) piercing damage.
Actions Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Multiattack. The unicorn makes two attacks: one with target. Hit: 3 (1d6 + 1) bludgeoning damage.
its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft .,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. Phudge Highbulp – King of the Aghar
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft ., one Phudge Highbulp – King of the Aghar
target. Hit: 8 (1d8 + 4) piercing damage. Medium Humanoid (gully dwarves), chaotic neutral
Teleport (1/Day). The unicorn magically teleports itself Armor Class 13
and up to three willing creatures it can see within 5 ft. Hit Points 21 (6d8 -1)
of it, along with any equipment they are wearing or Speed 25 ft.
carrying, to a location the unicorn is familiar with, up to |STR|DEX|CON|INT|WIS|CHA|
1 mile away. |13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
Legendary Actions Saving Throws Con +5
The unicorn can take 3 legendary actions, choosing Damage Resistances poison
from the options below. Only one legendary action Senses darkvision 60 ft., passive Perception 10
option can be used at a time and only at the end of Languages Common, Dwarvish
another creature's turn. The unicorn regains spent Challenge 1/2 (100 XP)
legendary actions at the start of its turn. Dwarven Resilience. The Aghar has advantage on
Hooves. The unicorn makes one attack with its hooves. saving throws against poison, spells, and illusions, as
Shimmering Shield (Costs 2 Actions). The unicorn well as to resist being charmed or paralyzed.
creates a shimmering, magical field around itself or Actions
another creature it can see within 60 ft. of it. The Multiattack. The Aghar makes two attacks, one bite
target gains a +2 bonus to AC until the end of the attack and one attack with a fist or weapon.
unicorn's next turn. Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Highbulp Guards target. Hit: 3 (1d4 + 1) piercing damage.
Highbulp Guards Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Medium Humanoid (gully dwarves), chaotic neutral target. Hit: 3 (1d6 + 1) bludgeoning damage.
Armor Class 13
Hit Points 14 (4d8 -1)
Speed 25 ft.
|STR|DEX|CON|INT|WIS|CHA|
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| Highseeker Councilor
Saving Throws Con +5 Highseeker Councilor
Damage Resistances poison Medium humanoid (human), Chaotic Good
Senses darkvision 60 ft., passive Perception 10 Armor Class 12 (leather armor)
Languages Common, Dwarvish Hit Points 22 (5d8)
Challenge 1/2 (100 XP) Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 27
|11 (+0)|12 (+1)|11 (+0)|12 (+1)|14 (+2)|16 (+3)| Condition Immunities exhaustion, frightened,
Skills Deception +5, Insight +4, Persuasion +5 grappled, paralyzed, petrified, poisoned, prone,
Senses passive Perception 12 restrained
Languages Common Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP) Languages Common or languages they knew during life
Actions Challenge 1/2 (100 XP)
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., Incorporeal. The Spectral Minion can move through
one target. Hit: 5 (1d8 + 1) piercing damage. other creatures and objects as if they were difficult
Reactions terrain. It takes 4 (1d8) force damage if it ends its turn
Parry. The Highseeker Councilor adds 2 to its AC inside an object.
against one melee attack that would hit it. To do so, Magic Resistance. The Spectral Minion has advantage
the Highseeker Councilor must see the attacker and be on saving throws against spells and other magical
wielding a melee weapon. effects.
Vulnerable to Remove Curse. A remove curse spell will
destroy a spectral minion.
Master of the Highseekers Restricted Movement. Spectral Minions must stay
Master of the Highseekers within 1000 yards of the place that they died.
Medium humanoid (human), Chaotic Good Actions
Armor Class 12 (leather armor) Weapons. Spectral Minions do damage only if they
Hit Points 34 (8d8) died holding a weapon. The weapon becomes part of
Speed 30 ft. the Spectral Minion. Unless noted, only 50% of Spectral
|STR|DEX|CON|INT|WIS|CHA| Minions have a weapon.
|11 (+0)|12 (+1)|11 (+0)|12 (+1)|14 (+2)|16 (+3)| Longsword. Melee Weapon Attack: +2 to hit, reach 5
Skills Deception +5, Insight +4, Persuasion +5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10)
Senses passive Perception 12 slashing damage if used with two hands.
Languages Common
Challenge 1/4 (50 XP)
Actions
White Stag
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., White Stag
one target. Hit: 5 (1d8 + 1) piercing damage. Large beast, unaligned
Reactions Armor Class 20
Parry. The Highseeker Councilor adds 2 to its AC Hit Points 78 (12d10 + 12)
against one melee attack that would hit it. To do so, Speed 50 ft.
the Highseeker Councilor must see the attacker and be |STR|DEX|CON|INT|WIS|CHA|
wielding a melee weapon. |18 (+4)|12 (+1)|12 (+1)|10 (0)|10 (+0)|10 (+0)|
Saving Throws Str +6
Skills Acrobatics +3, Athletics +6
Spectral Minions Senses passive Perception 10
Spectral Minion Languages —
Medium undead, Challenge 3 (700 XP)
Armor Class 16 (natural armor) Charge. If the White Stag moves at least 20 ft. straight
Hit Points 22 (4d8 + 4) toward a target and then hits it with a ram attack on
Speed 30 ft. the same turn, the target takes an extra 7 (2d6)
|STR|DEX|CON|INT|WIS|CHA| damage. If the target is a creature, it must succeed on
|10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)| a DC 15 Strength saving throw or be knocked prone.
Skills Stealth +5 Actions
Damage Resistances acid, cold, fire, lightning, thunder; Multiattack. The White Stag makes three attacks, one
bludgeoning, piercing, and slashing from nonmagical ram, and two hoof attacks.
weapons Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 6 (1d12 + 4) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 28
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 14) 2d4 Ogres: Use the Ogre (MM page 237)
Hit: 8 (2d4 + 4) bludgeoning damage. 15) 1d2 Wraiths: Use the Wraith (MM page 302)
16) 1d4 Trolls: Use the Troll (MM page 291)
17) 1d3 Will-o-wisps: Use the Will-O-Wisp (MM
page 301)
Appendix 4: Random 18) 1d4 Poisonous Snakes: Use the Swarm of
Poisonous Snakes (MM page 338)
Encounters 19) 1 Black Dragon \ Khisanth: Use the Young
Table 1: Encounter Type and Frequency Black Dragon (MM page 88/ see area 70k
Court of the Balance)
Random encounters occur on a roll of 1 on a 1d10 at 20) 1d10 Bozak Draconians (see Appendix 3:
the frequency distance and range noted below. Monsters and Men
21) 1 Catoblepas: Use the Catoblepas (Volo’s page
Towns: Check one every hour, distance 1d6 x 10 feet. 129)
Monster ranged 1-6 (1d6) 22) 1d4 Hatchling Black Dragon: Use Black Dragon
Plains. Check 4 times per day. Distance 1-100 x10 feet. Hatchling (encounter 44h Breeding Pool)
Monster range 3-14 (1d12+2) 23) 1d4 Poisonous Snakes: Use the Swarm of
Forest: Check 6 times per day. Distance 1d10x10 feet. Poisonous Snakes (MM page 338)
Monster Range 4-15 (1d12+3) 24) 1d2 Wraiths: Use the Wraith (MM page 302)
Hills/Mountains: Check 4 times per day. Distance 1d20
x 10 feet. Monster Range 7-18 (1d12+6)
Marsh: Check 8 times per day. Distance 1d4x10 feet. Table 3: The Darken Wood
Monster range 13-24 (1d12 +12)
Encounters in this area take place on a roll of 1 or 2 on
Ruins: Check once every hour. Distance 1d6 x10 feet.
a d6. Check fo rencounters every 4 hours or 6 times
Monster range 11-22 (1d12+10)
per day.
Table 2: Random Encounter Listing 2) 1d12 Griffons: Use the Griffon (MM page 174)
3) 1d20 Treants: Use the Treant (MM page 289)
1) 3d10 Townsmen: Use the Commoner (MM 4) 2d4 Satyrs: Use the Satyr (MM page 267)
page 345) 5) 1d12 Centaurs: Use the Centaur (MM page
2) 1d6+6 Baaz Draconians (see Appendix 3: 38)
Monsters and Men) 6) 1 Brownie: Use the Pixie (MM page 253)
3) 1d10 Plainsmen: Use Tribal Warrior (MM 7) 1d100 Sprites: Use the Sprite (MM page 283)
page 350) 8) 1 Sylph: Use the Dryad (MM page 121)
4) 1d4 Elves: See elf stats below.
5) 2d10 Townsmen: Use the Commoner (MM
page 345) Appendix 5: New Playable
6) 1d6 Seeker Guards: Use the Guard (MM page
346) Races
7) 1 White Stag: See area 26 Unicorn Grove
8) 2d4 Giant Eagles: Use the Giant Eagle (MM
Kender
page 324) Kender are similar to halflings with the following
9) 1d4 Giant Boars: Use the Giant Boar (MM changes:
page 323) • Kender are immune to fear.
10) 4d4 Wild Dogs: Use the Wolf (MM page 341) • Kender Charisma increases by 1 and Dexterity
11) 1d10 Baaz Draconians (see Appendix 3: by 1, rather than a standard halfing Dexterity
Monsters and Men) increase of 2.
12) 1d6 Bozak Draconians (see Appendix 3: • Proficiency with sleight of hand.
Monsters and Men) • Kender may taunt a creature that can hear
13) 1d12 Huge Spiders: Use the Giant Spider (MM and understand them. This ability functions
page 328) as the vicious mockery cantrip and may be
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TITLE 29
cast at will with Charisma as the spellcasting Dagger. Melee or Ranged Weapon Attack: +5 to hit,
ability. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
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TITLE 30
Actions Actions
Blue Crystal Staff.Melee Weapon Attack: +5 to hit, Sneak Attack (1/Turn). Tasslehoff Burrfoot deals an
reach 5 ft., one target. Hit: 4 (1d6 + 3) bludgeoning extra 7 (3d6) damage when it hits a target with a
damage, or 5 (1d8 + 3) bludgeoning damage if used weapon attack and has advantage on the attack roll, or
with two hands. when the target is within 5 ft. of an ally of Tasslehoff
When you hit with a melee Attack using it, you can Burrfoot that isn't incapacitated and Tasslehoff
expend up to 3 of its Charges. For each charge you Burrfoot doesn't have disadvantage on the attack roll.
expend, the target takes an extra 1d6 force damage. Hoopak Slingstaff (melee). Melee Weapon Attack: +5
Sling +1. Ranged Weapon Attack: +5 to hit, range to hit, reach 5 ft., one target. Hit: 4 (1d6 + 3)
30/120 ft., one target. Hit: 4 (1d4 + 3) bludgeoning bludgeoning damage, or 5 (1d8 + 3) bludgeoning
damage. damage if used with two hands.
Hoopak Slingstaff (ranged). Ranged Weapon Attack: +5
Tasslehoff Burrfoot to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3)
bludgeoning damage.
Tasslehoff Burrfoot Dagger. Melee or Ranged Weapon Attack: +5 to hit,
5th level Kender Rogue (Thief), Neutral reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
Armor Class 16 (leather armor, shield) 3) piercing damage.
Hit Points 32 (5d8 + 10)
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Riverwind
|13 (+1)|16 (+3)|14 (+2)|9 (1)|12 (+1)|11 (+0)| Riverwind
Skills Acrobatics +5, Investigation +1, Perception +3, 5th level human ranger (Hunter)
Sleight of Hand +5, Stealth +5 Armor Class 16 (leather armor, shield)
Senses passive Perception 13 Hit Points 37 (5d10 + 5)
Languages Common, Kenderspeak Speed 30 ft.
Cunning Action. On each of its turns, Tasslehoff |STR|DEX|CON|INT|WIS|CHA|
Burrfoot can use a bonus action to take the Dash, |19 (+4)|16 (+3)|13 (+1)|13 (+1)|14 (+2)|13 (+1)|
Disengage, or Hide action. Skills Athletics +6, Investigation +3, Perception +4,
Immune to Fear. Kender are immune to fear. Survival +4
Halfling Nimbleness. The halfling can move through Senses passive Perception 14
the space of any creature that is of a size larger than its Languages Common, Plainsman Elf, Dwarf
own. Equipment. Leather armor, shield, longsword +1,
Lucky. When the Tasslehoff Burrfoot rolls a 1 on the shortbow, a quiver of 20 arrows, dagger+1, explorers
d20 for an attack roll, ability check, or saving throw, it pack.
can reroll the die and must use the new roll. Dueling. When Riverwind is wielding a melee weapon
Uncanny Dodge. When an attacker that you can see in one hand and no other weapons, he gains a +2
hits you with an attack, you can use your reaction to bonus to damage rolls with that weapon.
halve the attack's damage against you. Primeval Awareness. Riverwind can use his action and
Roguish Archetype Thief (Fast Hands). Tasslehoff expend one ranger spell slot to focus your awareness
Burrfoot may use the Bonus Action granted by your on the region around you. For 1 minute per level of the
Cunning Action to make a Dexterity (Sleight of Hand) spell slot you expend, you can sense whether the
check, use thieves’ tools to Disarm a trap or open a following types of creatures are present within 1 mile
lock or take the Use an Object action. of you (or within up to 6 miles if you are in your
Roguish Archetype Thief (Second Story Work). Favored terrain): Aberrations, Celestials, Dragons,
Tasslehoff Burrfoot can climb faster than normal; Elementals, Fey, Fiends, and Undead. This feature
climbing no longer costs you extra movement. In doesn't reveal the creatures' location or number.
addition, when you make a running jump, the distance Ranger Archetype Hunter (Horde Breaker). Once on
you cover increases by a number of feet equal to your each of your turns when you make a weapon attack,
Dexterity modifier. you can make another attack with the same weapon
Equipment. Leather armor, small shield, hoopak against a different creature that is within 5 feet of the
(slingstaff), dagger original target and within range of your weapon.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 31
Favored Enemy. Advantage on Wisdom (Survival) Champion. Weapon attacks score critical hits on a roll
checks to track hobgoblins, as well as on Intelligence of 19 or 20.
checks to recall information about them. Actions
Spellcasting. The Riverwind is a 5-level spellcaster. Its Multiattack. Caramon makes two attacks.
spellcasting ability is Wisdom (spell save DC 12, +4 to Longsword. Melee Weapon Attack: +6 to hit, reach 5
hit with spell attacks). The Riverwind has the following ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
ranger spells prepared: (1d10 + 4) slashing damage if used with two hands.
1st level (4 slots): Hunters Mark, Longstrider, Speak Spear. Melee or Ranged Weapon Attack: +6 to hit,
with Animals, Ensnaring strike reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
2nd level (2 slots): Locate Animals or Plants, Locate 4) piercing damage, or 8 (1d8 + 4) piercing damage if
Object used with two hands to make a melee attack.
Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit,
Multiattack. Riverwind makes two attacks. reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
Longsword +1. Melee Weapon Attack: +7 to hit, reach 4) piercing damage.
5 ft., one target. Hit: 8 (1d8 + 5) slashing damage, or 9
(1d10 + 5) slashing damage if used with two hands.
Dagger +1. Melee or Ranged Weapon Attack: +7 to hit, Sturm Brightblade
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+5 Sturm Brightblade
piercing damage. 6th level human Fighter (champion), Lawful Good
Shortbow. Ranged Weapon Attack: +5 to hit, range Armor Class 16 (ring mail, shield)
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hit Points 55 (6d10 + 18)
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Caramon |18 (+4)|12 (+1)|16 (+3)|14 (+2)|11 (+0)|12 (+1)|
Caramon Saving Throws Str +6, Con +5
6th level human Fighter (champion), Lawful Good Skills Athletics +6, Insight +2, Medicine +2, Persuasion
Armor Class 16 (ring mail, shield) +3
Hit Points 55 (6d10 + 18) Senses darkvision 60 ft., passive Perception 10
Speed 30 ft. Languages Common, Elvish, Plainsman, Solamnic
|STR|DEX|CON|INT|WIS|CHA| Equipment. Ringmail, greatsword +1, spear, dagger,
|19 (+4)|12 (+1)|17 (+3)|12 (+1)|10 (+0)|15 (+2)| explorers pack
Saving Throws Str +6, Con +5 Second Wind. Sturm has a limited amount of stamina
Skills Athletics +6, Intimidation +4, Persuasion +4, that he can draw on to protect himself from harm. On
Survival +2 his turn, he can use a bonus action to regain hit points
Senses darkvision 60 ft., passive Perception 10 equal to 1d10+6. Once he uses this feature, he must
Languages Common finish a short or long rest before he can use it again.
Equipment. Ringmail, shield, longsword, spear, dagger, Action Surge. Sturm Brightblade can push himself
explorers pack beyond the normal limits for a moment. On his turn, he
can take one additional action on top of his regular
Second Wind. The Level Fighter has a limited amount action and a possible bonus action.
of stamina that he can draw on to protect himself from Champion. Weapon attacks score critical hits on a roll
harm. On his turn, he can use a bonus action to regain of 19 or 20.
hit points equal to 1d10+6. Once he uses this feature, Great Weapon Fighting. When you roll a 1 or 2 on a
he must finish a short or long rest before he can use it damage die for an attack you make with a melee
again. weapon that you are wielding with two hands, you can
Action Surge. The Caramon can push himself beyond reroll the die, and must use the new roll, even if the
the normal limits for a moment. On his turn, he can new roll is a 1 or 2. The weapon must have the two-
take one additional action on top of his regular action handed or versatile property.
and a possible bonus action. Actions
Dueling. When wielding a melee weapon in one hand Multiattack. Sturm Brightblade makes two attacks.
and no other weapons, you gain +2 to damage roles.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 32
Greatsword +2. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 6) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, Flint Fireforge
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + Flint Fireforge
4) piercing damage. 5th level Hill Dwarf Fighter (Battle Master), Neutral
Good
Armor Class 14 (studded leather, shield)
Raistlin Hit Points 60 (5d10 + 20)
Raistlin Speed 25 ft.
4th level human Wizard (School of Evocation), Neutral |STR|DEX|CON|INT|WIS|CHA|
Armor Class 15 (17 with mage armor) |16 (+3)|10 (+0)|19 (+4)|8 (-1)|12 (+1)|13 (+1)|
Hit Points 18 (4d8) Saving Throws Str +5, Con +6
Speed 30 ft. Skills Athletics +5, History +1, Intimidation +3,
|STR|DEX|CON|INT|WIS|CHA| Perception +3
|10 (+0)|16 (+3)|10 (+0)|18 (+4)|14 (+2)|10 (+0)| Senses darkvision 60 ft., passive Perception 13
Saving Throws Int +7, Wis +5 Languages Common, Dwarvish
Skills Arcana +7, History +7, Insight +5, Investigation +7 Equipment. Studded Leather, Shield, 2 hand axes +1,
Senses passive Perception 12 dagger, explorers pack
Languages Common, Elvish, Magius Second Wind. Flint has a limited amount of stamina
Challenge 6 (2,300 XP) that he can draw on to protect himself from harm. On
Spellcasting. Raistlin is a 4th-level spellcaster. Its his turn, he can use a bonus action to regain hit points
spellcasting ability is Intelligence (spell save DC 15, +7 equal to 1d10+5. Once he uses this feature, he must
to hit with spell attacks). Raistlin has the following finish a short or long rest before he can use it again.
wizard spells prepared: Action Surge. Flint Fireforge can push himself beyond
Cantrips (at will): fire bolt, light, mage hand, the normal limits for a moment. On his turn, he can
prestidigitation take one additional action on top of his regular action
1st level (4 slots): charm person, mage armor, magic and a possible bonus action.
missile, sleep Defense. While wearing armor Flint Fireforge gains a
2nd level (3 slots): arcane lock, darkness, web +1 bonus to AC.
Spellbook. Battle Master. 4d8 Superiority Dice
1st level (4 slots): burning hands, charm person, Saves vs Maneuvers DC 13
detect magic, mage armor, magic missile, sleep, Maneuvers:
Tenser's Floating Disk Maneuvering Attack
2nd level (3 slots): arcane lock, darkness, see Pushing Attack
invisibility, detect thoughts, mirror image, web Sweeping Attack
Equipment. Staff of Magius, Spellbook, scholar's pack. Actions
Staff of the Magius. +2 protection (as ring of Multiattack. Flint Fireforge makes two attacks.
protection), +1 to hit and on damage, cast continual Handaxe +1. Melee or Ranged Weapon Attack: +6 to
flame (1/day), and feather fall (1/day) hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6
Sculpt spells PHB page 117 + 4) slashing damage.
Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Staff of the Magius. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
reach 5 ft., one target. Hit: 3 (1d6+1) bludgeoning 3) piercing damage.
damage, or 4 (1d8+1) bludgeoning damage if used with
two hands.
Appendix 7: Maps
Maps have been prepared at 70 DPI of key locations. Grid and no grid variants of most maps are included. Maps
provided include:
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 33
• Xak Tsaroth – Swamp (no grid only)
• Xak Tsaroth – Temple of Mishakal (areas 46a-46g)
• Xak Tsaroth – Beneath the Temple (areas 47a-47j)
• Xak Tsaroth – Middle Level (areas 51a-57b)
• Xak Tsaroth – Lower Ruins (areas 59a-70k)
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TITLE 34