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DL1: Dragons of Despair

5E Conversion Guide

Introduction: The following information is a 5E D&D conversion of the


various monsters and creatures encounters for DL1: Dragons of Despair. The
original module is required to use this conversion guide.

by Ernie Noa

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Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

DRAGONS OF DESPAIR | 5e Conversion Guide


1a) Inn of the Last HOme
Chapter 1: The Road Travels Use the Commoner (MM page 345) for the 5
townspeople and Otik Sandath the Innkeeper. Stats for
East Tika Waylan are as follows.

Kender Tika Waylan


Kender are similar to halflings with the following Medium humanoid (human), Neutral Good
changes: Armor Class 14 (leather armor)
Hit Points 26 (4d8 + 8)
• Kender are immune to fear.
Speed 30 ft.
• Kender Charisma increases by 1 and Dexterity
|STR|DEX|CON|INT|WIS|CHA|
by 1, rather than a standard halfing Dexterity
|14 (+2)|16 (+3)|14 (+2)|9 (-1)|12 (+1)|14 (+2)|
increase of 2.
Skills Acrobatics +5, Deception +4, Persuasion +4,
• Proficiency with sleight of hand.
Sleight of Hand +5, Stealth +5
• Kender may taunt a creature that can hear and
Senses passive Perception 11
understand them. This ability functions as the
Languages Common
vicious mockery cantrip and may be cast at will
Challenge 2 (450 XP)
with Charisma as the spellcasting ability
Sneak Attack (1/Turn). The Tika Waylan deals an extra 3
Events (1d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target
is within 5 ft. of an ally of the Tika Waylan that isn't
Event 1: The Adventure Begins incapacitated and the Tika Waylan doesn't have
Use the Hobgoblin (MM page 186) for the Hobgoblin disadvantage on the attack roll.
Advance Troops and the Hobgoblin Captain for Actions
Fewmaster Toede (MM page 186). Heavy Frying Pan. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
Event 2: Goldmoon Found damage, or 6 (1d8 + 2) bludgeoning damage if used with
The Blue Crystal Staff \ Crystal of Mishakal carried by two hands.
Goldmoon is detailed in Appendix 2
2) Crystalmir Lake
Event 3: Goldmoon Scene Again This may be run as written in the original module.
This event may be run as written in the original module.
3) Solace East Woods
Event 4: Reading of the Cantile This may be run as written in the original module.
This event may be run as written in the original module.
4) New Havan Woods
Event 5: All Winds Turn Cold The 8 draconians are hidden with an 18 on their stealth
This event may be run as written in the original module. check. Characters who are actively scouting or are in
the lead rank of the marching order may make a
Event 6: Thunderclouds perception check (DC 18) to notice the Draconians
This event may be run as written in the original module. Baaz Draconian (8)
Medium dragon (Dragonmen), lawful evil
Event 7: The Dragonarmies March Armor Class 17 (scale mail, shield)
This event may be run as written in the original module. Hit Points 16 (3d8 + 3)
If stats are needed for Draconians, they may be found in Speed 30 ft.
Appendix 3: Monsters and Men. |STR|DEX|CON|INT|WIS|CHA|
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Encounters Saving Throws Cha +2
Skills Deception +3, Stealth +3
1) Solace Township Senses passive Perception 10
This may be run as written in the original module. Use Languages common, draconic.
the Commoner (MM page 345) for the townspeople. Challenge 1 (200 XP)

DRAGONS OF DESPAIR | 5e Conversion Guide


Glide. The Baaz Draconian may glide with its wings 6) Twin Flat
negating any falling damage. They may glide 4 times the
Characters may make an insight check DC 14 to notice
distance of the height they are launching from, up to 60'
that the draconians are not what they appear and claim
per round.
to be.
Magic Resistance. The Baaz Draconian has advantage on
saving throws against spells and other magical effects.
Stoned at Death. When the Baaz Draconian dies, it turns Baaz Draconian Leader (1)
to stone. If a creature deals the killing blow with a melee Medium dragon (Dragonmen), lawful evil
weapon, they must make a DC 11 Dexterity save or their Armor Class 17 (scale mail, shield)
weapon is stuck in the hardening stone corpse of the Hit Points 26 (5d8 + 5)
Baaz Draconian. The statue-like Baaz Draconian turns to Speed 30 ft.
dust in 1d4 rounds, freeing any weapon stuck in it. |STR|DEX|CON|INT|WIS|CHA|
Actions |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Multiattack. The Baaz Draconian makes two attacks. Saving Throws Cha +2
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Skills Deception +3, Stealth +3
target. Hit: 4 (1d6 + 2) damage. Senses passive Perception 10
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Languages common, draconic.
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 Challenge 1 (200 XP)
+ 2) slashing damage if used with two hands. Glide. The Baaz Draconian may glide with its wings
Longbow. Ranged Weapon Attack: +4 to hit, range negating any falling damage. They may glide 4 times the
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. distance of the height they are launching from, up to 60'
per round.
Magic Resistance. The Baaz Draconian has advantage on
5) Prayers Eye Peak saving throws against spells and other magical effects.
Characters who are actively scouting or are in the lead Stoned at Death. When the Baaz Draconian dies, it turns
rank of the marching order may make a perception to stone. If a creature deals the killing blow with a melee
check DC 14 to spot the white stag. If the party is weapon, they must make a DC 11 Dexterity save or their
pursued perception check drops to DC 5. weapon is stuck in the hardening stone corpse of the
Baaz Draconian. The statue-like Baaz Draconian turns to
White Stag dust in 1d4 rounds, freeing any weapon stuck in it.
Large beast, unaligned Actions
Armor Class 20 Multiattack. The Baaz Draconian makes two attacks.
Hit Points 78 (12d10 + 12) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 50 ft. target. Hit: 4 (1d6 + 2) damage.
|STR|DEX|CON|INT|WIS|CHA| Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
|18 (+4)|12 (+1)|12 (+1)|10 (0)|10 (+0)|10 (+0)| one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
Saving Throws Str +6 + 2) slashing damage if used with two hands.
Skills Acrobatics +3, Athletics +6 Longbow. Ranged Weapon Attack: +4 to hit, range
Senses passive Perception 10 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Languages —
Challenge 3 (700 XP) Baaz Draconian (10)
Charge. If the White Stag moves at least 20 ft. straight Medium dragon (Dragonmen), lawful evil
toward a target and then hits it with a ram attack on the Armor Class 17 (scale mail, shield)
same turn, the target takes an extra 7 (2d6) damage. If Hit Points 16 (3d8 + 3)
the target is a creature, it must succeed on a DC 15 Speed 30 ft.
Strength saving throw or be knocked prone. |STR|DEX|CON|INT|WIS|CHA|
Actions |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Multiattack. The White Stag makes three attacks, one Saving Throws Cha +2
ram, and two hoof attacks. Skills Deception +3, Stealth +3
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses passive Perception 10
target. Hit: 6 (1d12 + 4) bludgeoning damage. Languages common, draconic.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., Challenge 1 (200 XP)
Hit: 8 (2d4 + 4) bludgeoning damage. Glide. The Baaz Draconian may glide with its wings
negating any falling damage. They may glide 4 times the

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distance of the height they are launching from, up to 60' 12) Shadow Canyon
per round.
This may be run as written in the original module.
Magic Resistance. The Baaz Draconian has advantage on
saving throws against spells and other magical effects. 13-15) North Seeker Reaches
Stoned at Death. When the Baaz Draconian dies, it turns
to stone. If a creature deals the killing blow with a melee The refugees will be encountered using the percentages
weapon, they must make a DC 11 Dexterity save or their specified in the original module.
weapon is stuck in the hardening stone corpse of the
Baaz Draconian. The statue-like Baaz Draconian turns to The farm workers are a bit nervous and characters must
dust in 1d4 rounds, freeing any weapon stuck in it. make a persuasion or intimidation check DC 17 to get
Actions them to speak with them offering more than brief polite
Multiattack. The Baaz Draconian makes two attacks. remarks, as per the original module. Characters making
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one a DC 13 insight check will be able to tell the farmers are
target. Hit: 4 (1d6 + 2) damage. uneasy and nervous.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 Use the Commoner (MM page 345) for the Refugees.
+ 2) slashing damage if used with two hands.
16) Haven’s Vale
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. Characters must make a persuasion check DC 12 to flag
down and stop a busy Holy Guard Leader a get them to
7) Jakanth Vale chat, as per the original module.
Characters making a survival check DC 5 may learn
details about the campsite, including the smell, charred Use the Commoner (MM page 345) for the Refugees.
bones, and stamped grass.
Use the Guard (MM page 347) for the Holy Guards.
Characters searching the area fill find the silver bracers
with a successful perception check DC 10. Que-Shu Use the Veteran (MM page 350) for the Holy Guard
plainsmen will identify the bracer as noted in the Leader.
original module, otherwise, a DC 14 History check is
17) Lordcity of Haven
required.
Use the Commoner (MM page 345) for Refugees.
8) Northfields
Characters completing a perception check DC 16 will Use the Guard (MM page 347) for Holy Guards.
notice signs of a fierce fight, as described in the original
17a) Steel Tankard Tavern
module. Once the signs of battle are noticed an
investigation check DC 9 is required to identify the Use the Commoner (MM page 345) for Refugees.
tracks as Draconian. This check may only be attempted
if the characters have encountered draconians. 17b) Council Hall of Highseekers
Master of the Highseekers
9) Nearfieldds Medium humanoid (human), Chaotic Good
The farm workers are a bit nervous and characters must Armor Class 12 (leather armor)
make a persuasion or intimidation check DC 17 to get Hit Points 34 (8d8)
them to speak with them offering more than brief polite Speed 30 ft.
remarks, as per the original module. Characters making |STR|DEX|CON|INT|WIS|CHA|
a DC 13 insight check will be able to tell the farmers are |11 (+0)|12 (+1)|11 (+0)|12 (+1)|14 (+2)|16 (+3)|
uneasy and nervous. Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Use the Commoner (MM page 345) for the farmers. Languages Common
Challenge 1/4 (50 XP)
10) Sentinel Gap Actions
This may be run as written in the original module. Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage.
11) Twin Peaks Vale Reactions
This may be run as written in the original module.

DRAGONS OF DESPAIR | 5e Conversion Guide


Parry. The Highseeker Councilor adds 2 to its AC against Senses darkvision 60 ft., passive Perception 16
one melee attack that would hit it. To do so, the Languages Common, Elvish
Highseeker Councilor must see the attacker and be Challenge 1 (200 XP)
wielding a melee weapon. Fey Ancestry. The Elf has advantage on saving throws
against being charmed, and magic can't put the Elf to
Highseeker Councilor sleep.
Medium humanoid (human), Chaotic Good Actions
Armor Class 12 (leather armor) Multiattack. The Elf makes two attacks.
Hit Points 22 (5d8) Shortsword. Melee Weapon Attack: +5 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 6 (1d6 + 3) piercing damage.
|STR|DEX|CON|INT|WIS|CHA| Dagger. Melee or Ranged Weapon Attack: +5 to hit,
|11 (+0)|12 (+1)|11 (+0)|12 (+1)|14 (+2)|16 (+3)| reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
Skills Deception +5, Insight +4, Persuasion +5 piercing damage.
Senses passive Perception 12 Longbow. Ranged Weapon Attack: +5 to hit, range
Languages Common 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Challenge 1/4 (50 XP)
Actions 20) The White-rage Cut
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one Raft pilots must make a survival check DC 15 once per
target. Hit: 5 (1d8 + 1) piercing damage. hour. If the check is failed the pilot must then make an
Reactions Athletics Check DC 10 and an Acrobatics Check DC 10 or
Parry. The Highseeker Councilor adds 2 to its AC against the raft splinters against the rocks.
one melee attack that would hit it. To do so, the
Highseeker Councilor must see the attacker and be All passengers cast into the water must make DC 12
wielding a melee weapon. Athletics check to make their way to shore or they are
swept down river 100 feet, taking 2d6 bludgeoning
damage. The check must be repeated until it is passed.
18) River White-rage If characters drop to 0 hit points they have drowned in
Crossing the river anywhere but at a ford requires a DC the river.
12 Athletics check or they are swept down the river 100
feet, taking 2d6 bludgeoning damage. The check must 21) Magic Mountains
be repeated until it is passed. If characters drop to 0 hit This may be run as written in the original module.
points they have drowned in the river.
22) Sentinel Gap
Building a raft requires a survival check, spending longer Spectral Minion
on the raft will reduce the DC of the check. Medium undead,
1-hour Survival DC 20 Armor Class 16 (natural armor)
2 hours Survival DC 15 Hit Points 22 (4d8 + 4)
3 hours Survival DC 10 Speed 30 ft.
4 hours Survival DC 5 |STR|DEX|CON|INT|WIS|CHA|
Multiple the number of hours required by the number |10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)|
of raft passengers. Building a raft for six passengers Skills Stealth +5
requires 6 hours for a DC 20 Survival check, 12 hours for Damage Resistances acid, cold, fire, lightning, thunder;
DC 15 Survival, etc… bludgeoning, piercing, and slashing from nonmagical
weapons
19) Qualinesti Elflands Damage Immunities necrotic, poison
Elf Condition Immunities exhaustion, frightened, grappled,
Medium humanoid, any good paralyzed, petrified, poisoned, prone, restrained
Armor Class 15 (chain shirt) Senses darkvision 60 ft., passive Perception 10
Hit Points 27 (6d8) Languages Common or languages they knew during life
Speed 30 ft. Challenge 1/2 (100 XP)
|STR|DEX|CON|INT|WIS|CHA| Incorporeal. The Spectral Minion can move through
|12 (+1)|16 (+3)|10 (+0)|12 (+1)|14 (+2)|16 (+3)| other creatures and objects as if they were difficult
Skills Insight +4, Perception +6, Persuasion +5, Stealth terrain. It takes 4 (1d8) force damage if it ends its turn
+5 inside an object.

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Magic Resistance. The Spectral Minion has advantage Magic Weapons. The unicorn's weapon attacks are
on saving throws against spells and other magical magical.
effects. Actions
Vulnerable to Remove Curse. A remove curse spell will Multiattack. The unicorn makes two attacks: one with
destroy a spectral minion. its hooves and one with its horn.
Restricted Movement. Spectral Minions must stay Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft .,
within 1000 yards of the place that they died. one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Actions Horn. Melee Weapon Attack: +7 to hit, reach 5 ft ., one
Weapons. Spectral Minions do damage only if they died target. Hit: 8 (1d8 + 4) piercing damage.
holding a weapon. The weapon becomes part of the Teleport (1/Day). The unicorn magically teleports itself
Spectral Minion. Unless noted, only 50% of Spectral and up to three willing creatures it can see within 5 ft. of
Minions have a weapon. it, along with any equipment they are wearing or
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., carrying, to a location the unicorn is familiar with, up to
one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) 1 mile away.
slashing damage if used with two hands. Legendary Actions
The unicorn can take 3 legendary actions, choosing from
23) Centaur Reaches the options below. Only one legendary action option can
Use the Centaur (MM page 38). be used at a time and only at the end of another
creature's turn. The unicorn regains spent legendary
24) Dryad Forests actions at the start of its turn.
Use the Dryad (MM page 121). Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn
25) Starnight Canyon creates a shimmering, magical field around itself or
another creature it can see within 60 ft. of it. The target
Use the Pegasi (MM page 250).
gains a +2 bonus to AC until the end of the unicorn's
next turn.
26) Unicorn Grove
Forestmaster Unicorn 27) Gateway Pass
Large celestial, lawful good
This may be run as written in the original module.
Armor Class 18 (natural armor)
Hit Points 105 (14d10 + 28) 28) Gateway
Speed 50 ft.
|STR|DEX|CON|INT|WIS|CHA| This may be run as written in the original module.
|18 (+4)|14 (+2)|15 (+2)|14 (+2)|18 (+4)|18 (+4)|
Damage Immunities poison
29) Westplains
Condition Immunities charmed, paralyzed, poisoned This may be run as written in the original module.
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Elvish, Sylvan, telepathy 60 ft. 29) Que-Teh
Challenge 5 (1,800 XP) Characters making a survival check DC 10 can follow the
Charge. If the unicorn moves at least 20 ft. straight tracks of the villages, which lead straight to area 38.
toward a target and then hits it with a horn attack on
the same turn, the target takes an extra 9 (2d8) piercing 30) Twin Peaks Vale
damage. If the target is a creature, it must succeed on a This may be run as written in the original module.
DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn's innate spellcasting 31) Crossroads
ability is Charisma (spell save DC 15). The unicorn can Characters completing a perception check DC 5 will
innately cast the following spells, requiring no notice tracks in the trampled ground. Once the tracks
components: are noticed an investigation check DC 13 is required to
At will: detect evil and good, druidcraft, pass without identify the tracks as Draconian. This check may only be
trace attempted if the characters have encountered
1/day each: calm emotions, dispel evil and good, draconians.
entangle
Magic Resistance. The unicorn has advantage on saving
throws against spells and other magical effects.

DRAGONS OF DESPAIR | 5e Conversion Guide


32) Que-Kiri Baaz Draconian. The statue-like Baaz Draconian turns to
dust in 1d4 rounds, freeing any weapon stuck in it.
Characters must make a persuasion check DC 4 to get a
Actions
city guard to chat, as per the original module.
Multiattack. The Baaz Draconian makes two attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Use the Guard (MM page 347) for the City Guards.
target. Hit: 4 (1d6 + 2) damage.
33) Kiri Valley Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
Characters making an Arcana check DC 10 will suggest + 2) slashing damage if used with two hands.
the essence of something evil is what is causing the Longbow. Ranged Weapon Attack: +4 to hit, range
strange appearance and feel of this area. 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
34) West Que-Shu Plains Nightshade the Refugee
This may be run as written in the original module. Medium humanoid (any race), any alignment
Armor Class 13
35) North Desolation Hit Points 26 max – 6 current (4d8 + 8)
Characters who have encountered draconians may Speed 30 ft.
make an investigation check DC 5 to identify the tracks |STR|DEX|CON|INT|WIS|CHA|
as Draconian. |16 (+3)|17 (+3)|15 (+2)|10 (+0)|12 (+1)|13 (+1)|
Skills Perception +3
Characters making a survival Check DC 15 can tell that Senses passive Perception 13
the footprints first pass south, then return north. Languages Common
Challenge 1/4 (50 XP)
36) North Desolation Actions
Characters may read the shield with a comprehend Greatsword. Melee Weapon Attack: +5 to hit, reach 5
languages spell or by completing a history check DC 10. ft., one target. Hit: 10 (2d6 + 3) slashing damage.

37) Sageway Broken 39) Oldroad Bridge


This may be run as written in the original module. Use the following stats for the 4 Baaz Draconian Guards
and the 10-20 Baaz Reserves.
38) Refugue Baaz Draconian
Baaz Draconian (3) Medium dragon (Dragonmen), lawful evil
Medium dragon (Dragonmen), lawful evil Armor Class 17 (scale mail, shield)
Armor Class 17 (scale mail, shield) Hit Points 16 (3d8 + 3)
Hit Points 16 (3d8 + 3) Speed 30 ft.
Speed 30 ft. |STR|DEX|CON|INT|WIS|CHA|
|STR|DEX|CON|INT|WIS|CHA| |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)| Saving Throws Cha +2
Saving Throws Cha +2 Skills Deception +3, Stealth +3
Skills Deception +3, Stealth +3 Senses passive Perception 10
Senses passive Perception 10 Languages common, draconic.
Languages common, draconic. Challenge 1 (200 XP)
Challenge 1 (200 XP) Glide. The Baaz Draconian may glide with its wings
Glide. The Baaz Draconian may glide with its wings negating any falling damage. They may glide 4 times the
negating any falling damage. They may glide 4 times the distance of the height they are launching from, up to 60'
distance of the height they are launching from, up to 60' per round.
per round. Magic Resistance. The Baaz Draconian has advantage on
Magic Resistance. The Baaz Draconian has advantage on saving throws against spells and other magical effects.
saving throws against spells and other magical effects. Stoned at Death. When the Baaz Draconian dies, it turns
Stoned at Death. When the Baaz Draconian dies, it turns to stone. If a creature deals the killing blow with a melee
to stone. If a creature deals the killing blow with a melee weapon, they must make a DC 11 Dexterity save or their
weapon, they must make a DC 11 Dexterity save or their weapon is stuck in the hardening stone corpse of the
weapon is stuck in the hardening stone corpse of the Baaz Draconian. The statue-like Baaz Draconian turns to
dust in 1d4 rounds, freeing any weapon stuck in it.

DRAGONS OF DESPAIR | 5e Conversion Guide


Actions and has a 15 or higher on their survival check then they
Multiattack. The Baaz Draconian makes two attacks. identify the tracks as Draconian.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 2) damage. 42) Cursed Lands of Newsea
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., The character leading the party must make a survival
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 check DC 18 every 10 minutes or the path they are on
+ 2) slashing damage if used with two hands. will dead-end in water, and the party must cross 1d4+5’
Longbow. Ranged Weapon Attack: +4 to hit, range of water to reach the next section.
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
See Appendix 4: Random Encounters for the random
40) Southway encounter tables.
Use the following stats for the 10-20 Baaz Reserves.
Baaz Draconian 43) Dragonlands
Medium dragon (Dragonmen), lawful evil
Armor Class 17 (scale mail, shield) Use the Hobgoblin (MM page 186) for the six
Hit Points 16 (3d8 + 3) hobgoblins
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA| Bozak Draconian Guardleader (1)
|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 the Skills Deception +4, Stealth +4
distance of the height they are launching from, up to 60' Senses passive Perception 10
per round. Languages common, draconic
Magic Resistance. The Baaz Draconian has advantage on Challenge 2 (450 XP)
saving throws against spells and other magical effects. Glide. The Bozak Draconian may glide with its wings
Stoned at Death. When the Baaz Draconian dies, it turns negating any falling damage. It may also travel twice its
to stone. If a creature deals the killing blow with a melee normal movement rate while gliding. In a strong wind, it
weapon, they must make a DC 11 Dexterity save or their may glide indefinitely.
weapon is stuck in the hardening stone corpse of the Magic Resistance. The Bozak Draconian has advantage
Baaz Draconian. The statue-like Baaz Draconian turns to on saving throws against spells and other magical
dust in 1d4 rounds, freeing any weapon stuck in it. effects.
Actions Death Burst. When the Bozak Draconian dies, its' scales
Multiattack. The Baaz Draconian makes two attacks. dry and its' bones explode in a burst. Each creature
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one within 10 ft. of it must make a DC 12 Dexterity saving
target. Hit: 4 (1d6 + 2) damage. throw, taking 1d8+2 piercing damage on a failed save, or
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., half as much damage on a successful one.
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 Spellcasting. The Bozak Draconian is a 4th-level
+ 2) slashing damage if used with two hands. spellcaster. Its spellcasting ability is Charisma (spell save
Longbow. Ranged Weapon Attack: +4 to hit, range DC 12, +4 to hit with spell attacks). The Bozak Draconian
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. has the following spells prepared:
Cantrips (at will): fire bolt, light, message, true strike
41) Sageway East 1st level (3 slots): charm person, detect magic, magic
missile
Characters making a Perception check DC 5 will notice
2nd level (2 slots): blur, invisibility
tracks.
Actions
Multiattack. The Bozak Draconian makes two attacks.
Characters who make a survival check DC 10 will find
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
tracks of human plainsmen mixed with other heavier
target. Hit: 5 (1d6 + 3) damage.
tracks. If the character has encountered draconians

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Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 44b) Waters of the Swamp
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
See appendix 4: Random Encounters for the random
+ 3) slashing damage if used with two hands.
encounters table.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage. 44c) Vine Bridges
Crossing the vine bridge requires an acrobatics check DC
Baaz Draconians 5. On a failed check the character falls into the water
Medium dragon (Dragonmen), lawful evil and triggers a random encounter.
Armor Class 17 (scale mail, shield)
Hit Points 16 (3d8 + 3) See appendix 4: Random Encounters for the random
Speed 30 ft. encounters table.
|STR|DEX|CON|INT|WIS|CHA|
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)| 44d) Battle of the Fallen Ironclaw
Saving Throws Cha +2 Bozak Draconian (6)
Skills Deception +3, Stealth +3 Medium dragon (Dragonmen), lawful evil
Senses passive Perception 10 Armor Class 17 (studded leather, shield)
Languages common, draconic. Hit Points 27 (5d8 + 5)
Challenge 1 (200 XP) Speed 30 ft.
Glide. The Baaz Draconian may glide with its wings |STR|DEX|CON|INT|WIS|CHA|
negating any falling damage. They may glide 4 times the |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
distance of the height they are launching from, up to 60' Saving Throws Cha +4
per round. Skills Deception +4, Stealth +4
Magic Resistance. The Baaz Draconian has advantage on Senses passive Perception 10
saving throws against spells and other magical effects. Languages common, draconic
Stoned at Death. When the Baaz Draconian dies, it turns Challenge 2 (450 XP)
to stone. If a creature deals the killing blow with a melee Glide. The Bozak Draconian may glide with its wings
weapon, they must make a DC 11 Dexterity save or their negating any falling damage. It may also travel twice its
weapon is stuck in the hardening stone corpse of the normal movement rate while gliding. In a strong wind, it
Baaz Draconian. The statue-like Baaz Draconian turns to may glide indefinitely.
dust in 1d4 rounds, freeing any weapon stuck in it. Magic Resistance. The Bozak Draconian has advantage
Actions on saving throws against spells and other magical
Multiattack. The Baaz Draconian makes two attacks. effects.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Death Burst. When the Bozak Draconian dies, its' scales
target. Hit: 4 (1d6 + 2) damage. dry and its' bones explode in a burst. Each creature
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., within 10 ft. of it must make a DC 12 Dexterity saving
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 throw, taking 1d8+2 piercing damage on a failed save, or
+ 2) slashing damage if used with two hands. half as much damage on a successful one.
Longbow. Ranged Weapon Attack: +4 to hit, range Spellcasting. The Bozak Draconian is a 4th-level
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The Bozak Draconian
44) Xak-Tsaroth has the following spells prepared:
See chapter 2: Lost City of the Ancients. Cantrips (at will): fire bolt, light, message, true strike
1st level (3 slots): charm person, detect magic, magic
missile
Chapter 2: Lost City of the 2nd level (2 slots): blur, invisibility
Actions
Ancients Multiattack. The Bozak Draconian makes two attacks.
Xak Tsaroth Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 3) damage.
44a) Swamp Ruins Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
Characters who have encountered draconians may + 3) slashing damage if used with two hands.
make an investigation check DC 16 to identify the tracks Longbow. Ranged Weapon Attack: +5 to hit, range
as Draconian. 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.

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44e) Broken Bridge Armor Class 17 (scale mail, shield)
Hit Points 16 (3d8 + 3)
Baaz Draconians (2)
Speed 30 ft.
Medium dragon (Dragonmen), lawful evil
|STR|DEX|CON|INT|WIS|CHA|
Armor Class 17 (scale mail, shield)
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Hit Points 16 (3d8 + 3)
Saving Throws Cha +2
Speed 30 ft.
Skills Deception +3, Stealth +3
|STR|DEX|CON|INT|WIS|CHA|
Senses passive Perception 10
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Languages common, draconic.
Saving Throws Cha +2
Challenge 1 (200 XP)
Skills Deception +3, Stealth +3
Glide. The Baaz Draconian may glide with its wings
Senses passive Perception 10
negating any falling damage. They may glide 4 times the
Languages common, draconic.
distance of the height they are launching from, up to 60'
Challenge 1 (200 XP)
per round.
Glide. The Baaz Draconian may glide with its wings
Magic Resistance. The Baaz Draconian has advantage on
negating any falling damage. They may glide 4 times the
saving throws against spells and other magical effects.
distance of the height they are launching from, up to 60'
Stoned at Death. When the Baaz Draconian dies, it turns
per round.
to stone. If a creature deals the killing blow with a melee
Magic Resistance. The Baaz Draconian has advantage on
weapon, they must make a DC 11 Dexterity save or their
saving throws against spells and other magical effects.
weapon is stuck in the hardening stone corpse of the
Stoned at Death. When the Baaz Draconian dies, it turns
Baaz Draconian. The statue-like Baaz Draconian turns to
to stone. If a creature deals the killing blow with a melee
dust in 1d4 rounds, freeing any weapon stuck in it.
weapon, they must make a DC 11 Dexterity save or their
Actions
weapon is stuck in the hardening stone corpse of the
Multiattack. The Baaz Draconian makes two attacks.
Baaz Draconian. The statue-like Baaz Draconian turns to
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
dust in 1d4 rounds, freeing any weapon stuck in it.
target. Hit: 4 (1d6 + 2) damage.
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The Baaz Draconian makes two attacks.
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
+ 2) slashing damage if used with two hands.
target. Hit: 4 (1d6 + 2) damage.
Longbow. Ranged Weapon Attack: +4 to hit, range
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
+ 2) slashing damage if used with two hands.
Bozak Draconian Priest (1)
Longbow. Ranged Weapon Attack: +4 to hit, range
Medium dragon (Dragonmen), lawful evil
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Armor Class 17 (studded leather, shield)
44f) Temple of Baaz Hit Points 27 (5d8 + 5)
Speed 30 ft.
Characters speaking through the draconian idol as |STR|DEX|CON|INT|WIS|CHA|
described may make a Deception Check DC 5 to panic |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
the draconians, causing them to flee into the jungle for Saving Throws Cha +4
1d6x10 minutes. Anyone climbing into the statue must Skills Deception +4, Stealth +4
make an Acrobatics Check DC 5 and Athletics Check DC 5 Senses passive Perception 10
or the climbing and shifting causes the statue to pitch Languages common, draconic
forward into the bonfire burning furiously. Characters Challenge 2 (450 XP)
will take 1d8 fire damage and must make a DC 12 Glide. The Bozak Draconian may glide with its wings
Dexterity Save. Succesful saves halve the damage and negating any falling damage. It may also travel twice its
mean the character has escaped from the statue. normal movement rate while gliding. In a strong wind, it
Failed saves mean the character is still trapped and must may glide indefinitely.
repeat the save. Magic Resistance. The Bozak Draconian has advantage
on saving throws against spells and other magical
The bamboo cages may be broken open with an effects.
Athletics Check DC 15. Death Burst. When the Bozak Draconian dies, its' scales
Baaz Draconians (7) dry and its' bones explode in a burst. Each creature
Medium dragon (Dragonmen), lawful evil within 10 ft. of it must make a DC 12 Dexterity saving

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throw, taking 1d8+2 piercing damage on a failed save, or 44j) Fallen Obelisk
half as much damage on a successful one.
Characters must make a History Check DC 16 to read the
Spellcasting. The Bozak Draconian is a 4th-level
runes on the obelisk.
spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The Bozak Draconian 44l) Plaza of Death
has the following spells prepared:
Cantrips (at will): fire bolt, light, message, true strike Use the Young Black Dragon for Khisanth (MM page 88).
1st level (3 slots): charm person, detect magic, magic Khisanth has a ring of darkness. This magic ring allows
missile her to cast the spell darkness twice per day. The ring
2nd level (2 slots): blur, invisibility requires attunement.
Actions
Multiattack. The Bozak Draconian makes two attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Chapter 3: Descent into
target. Hit: 5 (1d6 + 3) damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Darkness
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
45) Pool
+ 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range This may be run as written in the original module.
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
46a) Temple Entrance
This may be run as written in the original module.
44g) Tower Of Truth
This may be run as written in the original module. 46b) Mishakal’s Form
The Disks of Mishakal are detailed in Appendix 2:
44h) Breeding Pool Treasures and Tombes.
Black Dragon Hatchling
Small dragon, chaotic evil Stats have not been provided for Mishakal, Goddess of
Armor Class 16 (natural armor) Healing. If players are foolish enough to attempt to
Hit Points 9 (2d6 + 2) fight a goddess when they are 5th level, smite them
Speed 30 ft., fly 60 ft., swim 30 ft. without mercy. 😉
|STR|DEX|CON|INT|WIS|CHA|
|12 (+1)|14 (+2)|12 (+1)|9 (-1)|10 (+0)|13 (+1)| 46c) South Worship Room
Saving Throws Dex +4, Con +3, Wis +2, Cha +3 This may be run as written in the original module.
Skills Perception +4, Stealth +4
Damage Immunities acid 46d) North Worship Room
Senses blindsight 10 ft., darkvision 60 ft., passive The Baaz draconians will consider surrender if at 50% hit
Perception 14 points, or if two have died.
Languages Draconic
Challenge 1/2 (100 XP) The spell scroll of Lightning Bolt is as written.
Amphibious. The dragon can breathe air and water.
Actions Baaz Draconians (3)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium dragon (Dragonmen), lawful evil
target. Hit: 7 (1d6 + 1) piercing damage plus 2 (1d4) acid Armor Class 17 (scale mail, shield)
damage. Hit Points 16 (3d8 + 3)
Acid Breath (Recharge 5-6). The dragon exhales acid in a Speed 30 ft.
10-foot line that is 5 feet wide. Each creature in that line |STR|DEX|CON|INT|WIS|CHA|
must make a DC 11 Dexterity saving throw, taking 7 |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
(2d6) acid damage on a failed save, or half as much Saving Throws Cha +2
damage on a successful one. Skills Deception +3, Stealth +3
Senses passive Perception 10
44i) Swamp Falls Languages common, draconic.
This may be run as written in the original module. Challenge 1 (200 XP)
Glide. The Baaz Draconian may glide with its wings
negating any falling damage. They may glide 4 times the

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distance of the height they are launching from, up to 60' 47a) Halls of the Ancestors
per round.
Any dwarf can automatically tell the floor is unsafe.
Magic Resistance. The Baaz Draconian has advantage on
Otherwise, an Investigation Check DC 15 is required.
saving throws against spells and other magical effects.
Stoned at Death. When the Baaz Draconian dies, it turns
There is a 65% chance that the floor will collapse within
to stone. If a creature deals the killing blow with a melee
5’ of the edge. If it does, characters in this area must
weapon, they must make a DC 11 Dexterity save or their
make a DC 15 Dexterity saving throw to leap back \ hang
weapon is stuck in the hardening stone corpse of the
on the edge or they will fall.
Baaz Draconian. The statue-like Baaz Draconian turns to
dust in 1d4 rounds, freeing any weapon stuck in it. 47b) Southern Crypts
Actions
Multiattack. The Baaz Draconian makes two attacks. Gully Dwarves (30)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium Humanoid (gully dwarves), chaotic neutral
target. Hit: 4 (1d6 + 2) damage. Armor Class 13
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit Points 7 (2d8 2)
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 Speed 25 ft.
+ 2) slashing damage if used with two hands. |STR|DEX|CON|INT|WIS|CHA|
Longbow. Ranged Weapon Attack: +4 to hit, range |13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage Saving Throws Con +5
Damage Resistances poison
46e) Southern Holy Circle Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Gully Dwarves (5)
Challenge 1/4 (50 XP)
Medium Humanoid (gully dwarves), chaotic neutral
Dwarven Resilience. The Aghar has advantage on saving
Armor Class 13
throws against poison, spells, and illusions, as well as to
Hit Points 7 (2d8 2)
resist being charmed or paralyzed.
Speed 25 ft.
Actions
|STR|DEX|CON|INT|WIS|CHA|
Multiattack. The Aghar makes two attacks, one bite
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
attack and one attack with a fist or weapon.
Saving Throws Con +5
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Resistances poison
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 10
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages Common, Dwarvish
target. Hit: 3 (1d4 + 1) piercing damage.
Challenge 1/4 (50 XP)
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Dwarven Resilience. The Aghar has advantage on saving
target. Hit: 3 (1d4 + 1) bludgeoning damage.
throws against poison, spells, and illusions, as well as to
resist being charmed or paralyzed. 47c) Going Down
Actions
Multiattack. The Aghar makes two attacks, one bite The 6 Baaz draconians and 2 Baaz draconian overseers
attack and one attack with a fist or weapon. use the stats below.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage. Baaz Draconians
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium dragon (Dragonmen), lawful evil
target. Hit: 3 (1d4 + 1) piercing damage. Armor Class 17 (scale mail, shield)
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hit Points 16 (3d8 + 3)
target. Hit: 3 (1d4 + 1) bludgeoning damage. Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
46f) Northern Holy Circle |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Saving Throws Cha +2
This may be run as written in the original module.
Skills Deception +3, Stealth +3
Senses passive Perception 10
46g) Paths of the Dead
Languages common, draconic.
This may be run as written in the original module. Challenge 1 (200 XP)
Glide. The Baaz Draconian may glide with its wings
negating any falling damage. They may glide 4 times the

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distance of the height they are launching from, up to 60' terrain. It takes 4 (1d8) force damage if it ends its turn
per round. inside an object.
Magic Resistance. The Baaz Draconian has advantage on Magic Resistance. The Spectral Minion has advantage
saving throws against spells and other magical effects. on saving throws against spells and other magical
Stoned at Death. When the Baaz Draconian dies, it turns effects.
to stone. If a creature deals the killing blow with a melee Vulnerable to Remove Curse. A remove curse spell will
weapon, they must make a DC 11 Dexterity save or their destroy a spectral minion.
weapon is stuck in the hardening stone corpse of the Restricted Movement. Spectral Minions must stay
Baaz Draconian. The statue-like Baaz Draconian turns to within 1000 yards of the place that they died.
dust in 1d4 rounds, freeing any weapon stuck in it. Actions
Actions Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Multiattack. The Baaz Draconian makes two attacks. one target. Hit: 4 (1d8) slashing damage, or 5 (1d10)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one slashing damage if used with two hands.
target. Hit: 4 (1d6 + 2) damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 47h) South Temple
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 This may be run as written in the original module.
+ 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range 47i) Temple of the Dead
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage This may be run as written in the original module.
47d) Northern Crypts 47j) North Temple
This may be run as written in the original module. This may be run as written in the original module.
47e) Floorless 48) Sewer Entrance
This may be run as written in the original module. Gully Dwarves (5)
Medium Humanoid (gully dwarves), chaotic neutral
47f) Watch Room Armor Class 13
The floor of this chamber is considered difficult terrain. Hit Points 7 (2d8 2)
Any to hit roles made while standing on the floor are Speed 25 ft.
made at disadvantage. |STR|DEX|CON|INT|WIS|CHA|
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
47g) Treasury Saving Throws Con +5
Each stone coffin holds a longsword +1 Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Spectral Minion Guardian (1) Languages Common, Dwarvish
Medium undead, Challenge 1/4 (50 XP)
Armor Class 16 (natural armor) Dwarven Resilience. The Aghar has advantage on saving
Hit Points 22 (4d8 + 4) throws against poison, spells, and illusions, as well as to
Speed 30 ft. resist being charmed or paralyzed.
|STR|DEX|CON|INT|WIS|CHA| Actions
|10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)| Multiattack. The Aghar makes two attacks, one bite
Skills Stealth +5 attack and one attack with a fist or weapon.
Damage Resistances acid, cold, fire, lightning, thunder; Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
bludgeoning, piercing, and slashing from nonmagical target. Hit: 3 (1d4 + 1) bludgeoning damage.
weapons Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Damage Immunities necrotic, poison target. Hit: 3 (1d4 + 1) piercing damage.
Condition Immunities exhaustion, frightened, grappled, Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
paralyzed, petrified, poisoned, prone, restrained target. Hit: 3 (1d4 + 1) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 10
Languages Common or languages they knew during life 49) Sewer Junction
Challenge 1/2 (100 XP) This may be run as written in the original module.
Incorporeal. The Spectral Minion can move through
other creatures and objects as if they were difficult

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50) Sewer Branch |10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)|
Skills Stealth +5
This may be run as written in the original module.
Damage Resistances acid, cold, fire, lightning, thunder;
51a) Cellar Above bludgeoning, piercing, and slashing from nonmagical
weapons
Use the Giant Spider (MM page 328) for the huge Damage Immunities necrotic, poison
spider. Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
51b) Tipped Hallway
Senses darkvision 60 ft., passive Perception 10
This may be run as written in the original module. Languages Common or languages they knew during life
Challenge 1/2 (100 XP)
51c) Ceiling Cooks Incorporeal. The Spectral Minion can move through
The spectral minions in this room died with no weapons other creatures and objects as if they were difficult
and thus have no method of attack. terrain. It takes 4 (1d8) force damage if it ends its turn
inside an object.
Spectral Minion Magic Resistance. The Spectral Minion has advantage
Medium undead, on saving throws against spells and other magical
Armor Class 16 (natural armor) effects.
Hit Points 22 (4d8 + 4) Vulnerable to Remove Curse. A remove curse spell will
Speed 30 ft. destroy a spectral minion.
|STR|DEX|CON|INT|WIS|CHA| Restricted Movement. Spectral Minions must stay
|10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)| within 1000 yards of the place that they died
Skills Stealth +5
Damage Resistances acid, cold, fire, lightning, thunder; 51c) Sleeping Room
bludgeoning, piercing, and slashing from nonmagical This may be run as written in the original module.
weapons
Damage Immunities necrotic, poison 52) Chimney Down
Condition Immunities exhaustion, frightened, grappled, This may be run as written in the original module.
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10 53a) Bakery
Languages Common or languages they knew during life
This may be run as written in the original module.
Challenge 1/2 (100 XP)
Incorporeal. The Spectral Minion can move through
53b) Sidestreet
other creatures and objects as if they were difficult
terrain. It takes 4 (1d8) force damage if it ends its turn This may be run as written in the original module.
inside an object.
Magic Resistance. The Spectral Minion has advantage 54a) Sage Front
on saving throws against spells and other magical This may be run as written in the original module.
effects.
Vulnerable to Remove Curse. A remove curse spell will 54b) Bottoms Down
destroy a spectral minion. The spectral minions in this room died with no weapons
Restricted Movement. Spectral Minions must stay and thus have no method of attack.
within 1000 yards of the place that they died
Spectral Minion
51d) Bottoms Down Medium undead,
The spectral minions in this room died with no weapons Armor Class 16 (natural armor)
and thus have no method of attack. Hit Points 22 (4d8 + 4)
Speed 30 ft.
Spectral Minion |STR|DEX|CON|INT|WIS|CHA|
Medium undead, |10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)|
Armor Class 16 (natural armor) Skills Stealth +5
Hit Points 22 (4d8 + 4) Damage Resistances acid, cold, fire, lightning, thunder;
Speed 30 ft. bludgeoning, piercing, and slashing from nonmagical
|STR|DEX|CON|INT|WIS|CHA| weapons

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Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, Spectral Minion
paralyzed, petrified, poisoned, prone, restrained Medium undead,
Senses darkvision 60 ft., passive Perception 10 Armor Class 16 (natural armor)
Languages Common or languages they knew during life Hit Points 22 (4d8 + 4)
Challenge 1/2 (100 XP) Speed 30 ft.
Incorporeal. The Spectral Minion can move through |STR|DEX|CON|INT|WIS|CHA|
other creatures and objects as if they were difficult |10 (+0)|16 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)|
terrain. It takes 4 (1d8) force damage if it ends its turn Skills Stealth +5
inside an object. Damage Resistances acid, cold, fire, lightning, thunder;
Magic Resistance. The Spectral Minion has advantage bludgeoning, piercing, and slashing from nonmagical
on saving throws against spells and other magical weapons
effects. Damage Immunities necrotic, poison
Vulnerable to Remove Curse. A remove curse spell will Condition Immunities exhaustion, frightened, grappled,
destroy a spectral minion. paralyzed, petrified, poisoned, prone, restrained
Restricted Movement. Spectral Minions must stay Senses darkvision 60 ft., passive Perception 10
within 1000 yards of the place that they died Languages Common or languages they knew during life
Challenge 1/2 (100 XP)
55) Treasury Court Incorporeal. The Spectral Minion can move through
Crossing the river requires a DC 8 Athletics check. other creatures and objects as if they were difficult
Dwarves, Gnomes, and Kender mus make a DC 13 terrain. It takes 4 (1d8) force damage if it ends its turn
Athletics Check. Each failed check causes the character inside an object.
to be swept 10 feet downstream towards the falls. The Magic Resistance. The Spectral Minion has advantage
check must be repeated until it is passed. on saving throws against spells and other magical
effects.
56) View from the Falls Vulnerable to Remove Curse. A remove curse spell will
Gully Dwarves (8) destroy a spectral minion.
Medium Humanoid (gully dwarves), chaotic neutral Restricted Movement. Spectral Minions must stay
Armor Class 13 within 1000 yards of the place that they died
Hit Points 7 (2d8 2)
Speed 25 ft.
57b) Vault
|STR|DEX|CON|INT|WIS|CHA| Characters may read the inscription with a successful
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| history check DC 14
Saving Throws Con +5
Damage Resistances poison 58a) North Cavern
Senses darkvision 60 ft., passive Perception 10 This may be run as written in the original module.
Languages Common, Dwarvish
Challenge 1/4 (50 XP) 58b) Drain
Dwarven Resilience. The Aghar has advantage on saving This may be run as written in the original module.
throws against poison, spells, and illusions, as well as to
resist being charmed or paralyzed. 58c) Down the Sink
Actions This may be run as written in the original module.
Multiattack. The Aghar makes two attacks, one bite
attack and one attack with a fist or weapon.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one 59a) Windows Below
target. Hit: 3 (1d4 + 1) bludgeoning damage.
This may be run as written in the original module.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. 59b) Drain
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) bludgeoning damage. Use the poisonous snake (MM page 334) for the 10
poisonous snakes.
57a) Outer Treasury
The spectral minions in this room died with no weapons
and thus have no method of attack.

DRAGONS OF DESPAIR | 5e Conversion Guide


Stoned at Death. When the Baaz Draconian dies, it turns
Chapter 4: Lair of the to stone. If a creature deals the killing blow with a melee
weapon, they must make a DC 11 Dexterity save or their
Dragon weapon is stuck in the hardening stone corpse of the
Baaz Draconian. The statue-like Baaz Draconian turns to
60) Entrance to the Hall of Justice dust in 1d4 rounds, freeing any weapon stuck in it.
Actions
This may be run as written in the original module. Multiattack. The Baaz Draconian makes two attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
61) North Cavern Falls target. Hit: 4 (1d6 + 2) damage.
This may be run as written in the original module. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
62) Treasury Tower + 2) slashing damage if used with two hands.
This may be run as written in the original module. Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
63) North Mall
Characters attempting to cross the swift water within 64d) Assembly
50’ of the chasm must make an Athletics Check DC 10 The Bozak Draconian has the intoxicated condition.
and an Acrobatics Check DC 10 or be swept 10’ towards
the chasm. Bozak Draconian (1)
Medium dragon (Dragonmen), lawful evil
64) Palace Guard Hall Armor Class 17 (studded leather, shield)
Characters completing a history check DC 6 may read Hit Points 27 (5d8 + 5)
the runes. Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
64a) Entry |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
Saving Throws Cha +4
Characters completing an investigation check DC 14 may
Skills Deception +4, Stealth +4
read the runes.
Senses passive Perception 10
64b) Treasury Tower Languages common, draconic
Challenge 2 (450 XP)
This may be run as written in the original module. Glide. The Bozak Draconian may glide with its wings
negating any falling damage. It may also travel twice its
64c) North Armory
normal movement rate while gliding. In a strong wind, it
Baaz Draconian (5) may glide indefinitely.
Medium dragon (Dragonmen), lawful evil Magic Resistance. The Bozak Draconian has advantage
Armor Class 17 (scale mail, shield) on saving throws against spells and other magical
Hit Points 16 (3d8 + 3) effects.
Speed 30 ft. Death Burst. When the Bozak Draconian dies, its' scales
|STR|DEX|CON|INT|WIS|CHA| dry and its' bones explode in a burst. Each creature
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)| within 10 ft. of it must make a DC 12 Dexterity saving
Saving Throws Cha +2 throw, taking 1d8+2 piercing damage on a failed save, or
Skills Deception +3, Stealth +3 half as much damage on a successful one.
Senses passive Perception 10 Spellcasting. The Bozak Draconian is a 4th-level
Languages common, draconic. spellcaster. Its spellcasting ability is Charisma (spell save
Challenge 1 (200 XP) DC 12, +4 to hit with spell attacks). The Bozak Draconian
Glide. The Baaz Draconian may glide with its wings has the following spells prepared:
negating any falling damage. They may glide 4 times the Cantrips (at will): fire bolt, light, message, true strike
distance of the height they are launching from, up to 60' 1st level (3 slots): charm person, detect magic, magic
per round. missile
Magic Resistance. The Baaz Draconian has advantage on 2nd level (2 slots): blur, invisibility
saving throws against spells and other magical effects. Actions
Multiattack. The Bozak Draconian makes two attacks.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 16
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 64h) Mess Hall
target. Hit: 5 (1d6 + 3) damage.
Baaz Draconian (3)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Medium dragon (Dragonmen), lawful evil
one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
Armor Class 17 (scale mail, shield)
+ 3) slashing damage if used with two hands.
Hit Points 16 (3d8 + 3)
Longbow. Ranged Weapon Attack: +5 to hit, range
Speed 30 ft.
150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
|STR|DEX|CON|INT|WIS|CHA|
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
64e) South Cell
Saving Throws Cha +2
This may be run as written in the original module. Skills Deception +3, Stealth +3
Senses passive Perception 10
64f) South Armory Languages common, draconic.
This may be run as written in the original module. Challenge 1 (200 XP)
Glide. The Baaz Draconian may glide with its wings
64g) Quarters negating any falling damage. They may glide 4 times the
Attempts to be stealthy in this room are made with distance of the height they are launching from, up to 60'
disadvantage as the draconians are light sleepers. per round.
Magic Resistance. The Baaz Draconian has advantage on
Baaz Draconian (15)
saving throws against spells and other magical effects.
Medium dragon (Dragonmen), lawful evil
Stoned at Death. When the Baaz Draconian dies, it turns
Armor Class 17 (scale mail, shield)
to stone. If a creature deals the killing blow with a melee
Hit Points 16 (3d8 + 3)
weapon, they must make a DC 11 Dexterity save or their
Speed 30 ft.
weapon is stuck in the hardening stone corpse of the
|STR|DEX|CON|INT|WIS|CHA|
Baaz Draconian. The statue-like Baaz Draconian turns to
|14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
dust in 1d4 rounds, freeing any weapon stuck in it.
Saving Throws Cha +2
Actions
Skills Deception +3, Stealth +3
Multiattack. The Baaz Draconian makes two attacks.
Senses passive Perception 10
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages common, draconic.
target. Hit: 4 (1d6 + 2) damage.
Challenge 1 (200 XP)
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Glide. The Baaz Draconian may glide with its wings
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10
negating any falling damage. They may glide 4 times the
+ 2) slashing damage if used with two hands.
distance of the height they are launching from, up to 60'
Longbow. Ranged Weapon Attack: +4 to hit, range
per round.
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.
Magic Resistance. The Baaz Draconian has advantage on
saving throws against spells and other magical effects. 65a) Larder Office
Stoned at Death. When the Baaz Draconian dies, it turns
to stone. If a creature deals the killing blow with a melee Bozak Draconian (3)
Medium dragon (Dragonmen), lawful evil
weapon, they must make a DC 11 Dexterity save or their
weapon is stuck in the hardening stone corpse of the Armor Class 17 (studded leather, shield)
Baaz Draconian. The statue-like Baaz Draconian turns to Hit Points 27 (5d8 + 5)
dust in 1d4 rounds, freeing any weapon stuck in it. Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
Actions
Multiattack. The Baaz Draconian makes two attacks. |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one Saving Throws Cha +4
Skills Deception +4, Stealth +4
target. Hit: 4 (1d6 + 2) damage.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Senses passive Perception 10
one target. Hit: 5 (1d8 + 2) slashing damage, or 6 (1d10 Languages common, draconic
+ 2) slashing damage if used with two hands. Challenge 2 (450 XP)
Glide. The Bozak Draconian may glide with its wings
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. negating any falling damage. It may also travel twice its
normal movement rate while gliding. In a strong wind, it
may glide indefinitely.

Not for resale. Permission granted to print or photocopy this document for personal use only.
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.

Bozak Draconian (1) 68b) Scum Entrance


Medium dragon (Dragonmen), lawful evil
Armor Class 17 (studded leather, shield) This area may be run as originally written.
Hit Points 27 (5d8 + 5)
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 19
68c) Slud Clan Aghar Actions
Multiattack. The Aghar makes two attacks, one bite
Gully Dwarves (15)
attack and one attack with a fist or weapon.
Medium Humanoid (gully dwarves), chaotic neutral
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 13
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Hit Points 7 (2d8 2)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 25 ft.
target. Hit: 3 (1d4 + 1) piercing damage.
|STR|DEX|CON|INT|WIS|CHA|
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Saving Throws Con +5
Damage Resistances poison
Bozak Draconian (1)
Senses darkvision 60 ft., passive Perception 10
Medium dragon (Dragonmen), lawful evil
Languages Common, Dwarvish
Armor Class 17 (studded leather, shield)
Challenge 1/4 (50 XP)
Hit Points 27 (5d8 + 5)
Dwarven Resilience. The Aghar has advantage on saving
Speed 30 ft.
throws against poison, spells, and illusions, as well as to
|STR|DEX|CON|INT|WIS|CHA|
resist being charmed or paralyzed.
|15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
Actions
Saving Throws Cha +4
Multiattack. The Aghar makes two attacks, one bite
Skills Deception +4, Stealth +4
attack and one attack with a fist or weapon.
Senses passive Perception 10
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Languages common, draconic
target. Hit: 3 (1d4 + 1) bludgeoning damage.
Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Glide. The Bozak Draconian may glide with its wings
target. Hit: 3 (1d4 + 1) piercing damage.
negating any falling damage. It may also travel twice its
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
normal movement rate while gliding. In a strong wind, it
target. Hit: 3 (1d4 + 1) bludgeoning damage.
may glide indefinitely.
68d) Glub Clan Room Magic Resistance. The Bozak Draconian has advantage
on saving throws against spells and other magical
This area may be run as originally written. effects.
Death Burst. When the Bozak Draconian dies, its' scales
68e) Welcome Room dry and its' bones explode in a burst. Each creature
This area may be run as originally written. within 10 ft. of it must make a DC 12 Dexterity saving
throw, taking 1d8+2 piercing damage on a failed save, or
68g) Waiting Place half as much damage on a successful one.
The secret door may be detected with a perception Spellcasting. The Bozak Draconian is a 4th-level
check DC 14 spellcaster. Its spellcasting ability is Charisma (spell save
DC 12, +4 to hit with spell attacks). The Bozak Draconian
68h) Treasury has the following spells prepared:
Gully Dwarves (2) 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.
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 20
68i) Messy Mess Multiattack. The Aghar makes two attacks, one bite
attack and one attack with a fist or weapon.
Characters must make a Dexterity Save DC 16 to avoid
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
being hit by a bowl of goo. This is Aghar stew and stinks
target. Hit: 3 (1d4 + 1) bludgeoning damage.
violently. It wears off in 1d20 rounds, but during that
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
time a character covered in stew cannot surprise an
target. Hit: 3 (1d4 + 1) piercing damage.
opponent. Further more allies must make a DC 5
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Constitution check to stand within 10’ of the affected
target. Hit: 3 (1d4 + 1) bludgeoning damage.
character.
68k) Highbulp Quarters
Gully Dwarves (2)
Medium Humanoid (gully dwarves), chaotic neutral This area may be run as originally written.
Armor Class 13
Hit Points 7 (2d8 2) 68l) Secret Exit
Speed 25 ft. This area may be run as originally written.
|STR|DEX|CON|INT|WIS|CHA|
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| 68m) Court of the Aghar
Saving Throws Con +5 Phudge Highbulp – King of the Aghar
Damage Resistances poison Medium Humanoid (gully dwarves), chaotic neutral
Senses darkvision 60 ft., passive Perception 10 Armor Class 13
Languages Common, Dwarvish Hit Points 21 (6d8 -1)
Challenge 1/4 (50 XP) Speed 25 ft.
Dwarven Resilience. The Aghar has advantage on saving |STR|DEX|CON|INT|WIS|CHA|
throws against poison, spells, and illusions, as well as to |13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
resist being charmed or paralyzed. Saving Throws Con +5
Actions Damage Resistances poison
Multiattack. The Aghar makes two attacks, one bite Senses darkvision 60 ft., passive Perception 10
attack and one attack with a fist or weapon. Languages Common, Dwarvish
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one Challenge 1/2 (100 XP)
target. Hit: 3 (1d4 + 1) bludgeoning damage. Dwarven Resilience. The Aghar has advantage on saving
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one throws against poison, spells, and illusions, as well as to
target. Hit: 3 (1d4 + 1) piercing damage. resist being charmed or paralyzed.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d4 + 1) bludgeoning damage. Multiattack. The Aghar makes two attacks, one bite
attack and one attack with a fist or weapon.
68j) Bulp Clan Rooms Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Gully Dwarves (2) target. Hit: 3 (1d4 + 1) bludgeoning damage.
Medium Humanoid (gully dwarves), chaotic neutral Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor Class 13 target. Hit: 3 (1d4 + 1) piercing damage.
Hit Points 7 (2d8 2) Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 25 ft. target. Hit: 3 (1d6 + 1) bludgeoning damage.
|STR|DEX|CON|INT|WIS|CHA|
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| Highbulp Guards (4)
Saving Throws Con +5 Medium Humanoid (gully dwarves), chaotic neutral
Damage Resistances poison Armor Class 13
Senses darkvision 60 ft., passive Perception 10 Hit Points 14 (4d8 -1)
Languages Common, Dwarvish Speed 25 ft.
Challenge 1/4 (50 XP) |STR|DEX|CON|INT|WIS|CHA|
Dwarven Resilience. The Aghar has advantage on saving |13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)|
throws against poison, spells, and illusions, as well as to Saving Throws Con +5
resist being charmed or paralyzed. Damage Resistances poison
Actions Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish
Challenge 1/2 (100 XP)
Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 21
Dwarven Resilience. The Aghar has advantage on saving Spellcasting. The Bozak Draconian is a 4th-level
throws against poison, spells, and illusions, as well as to spellcaster. Its spellcasting ability is Charisma (spell save
resist being charmed or paralyzed. DC 12, +4 to hit with spell attacks). The Bozak Draconian
Actions has the following spells prepared:
Multiattack. The Aghar makes two attacks, one bite Cantrips (at will): fire bolt, light, message, true strike
attack and one attack with a fist or weapon. 1st level (3 slots): charm person, detect magic, magic
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one missile
target. Hit: 3 (1d4 + 1) bludgeoning damage. 2nd level (2 slots): blur, invisibility
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d4 + 1) piercing damage. Multiattack. The Bozak Draconian makes two attacks.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 3 (1d6 + 1) bludgeoning damage. target. Hit: 5 (1d6 + 3) damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
69a) Delvers Welcome one target. Hit: 6 (1d8 + 3) slashing damage, or 7 (1d10
This area may be run as originally written. + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range
69b) The Secret Way 150/600 ft., one target. Hit: 6 (1d8 + 3) piercing damage.
The trap door may be found with a Perception Check DC
5. It may be opened with an Athletics Check DC 5.
70d) Palace Treasure
The treasury includes two daggers +1, the gauntlets of
70a) Pillars of the Palace climbing, function similar to the gloves of swimming
This area may be run as originally written. and climbing (DMG page 172), but only provide
enhancement for climbing, not swimming. The wizard
70b) Honored Dead spellbook contains; arcane lock, knock, and invisibility.
Finally, there is a shield +1.
This area may be run as originally written.
70e) Bozak Quarters
70c) First Hall
This area may be run as originally written.
Bozak Draconian (2)
Medium dragon (Dragonmen), lawful evil 70f) Bozak Captain
Armor Class 17 (studded leather, shield)
Hit Points 27 (5d8 + 5) This area may be run as originally written.
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
70g) Prisoner Cell
|15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)| Use Tribal Warrior (MM page 350) for Raven-eye, Que-
Saving Throws Cha +4 Shu Warrior.
Skills Deception +4, Stealth +4
Senses passive Perception 10 70h) First Hall
Languages common, draconic Bozak Draconian (2)
Challenge 2 (450 XP) Medium dragon (Dragonmen), lawful evil
Glide. The Bozak Draconian may glide with its wings Armor Class 17 (studded leather, shield)
negating any falling damage. It may also travel twice its Hit Points 27 (5d8 + 5)
normal movement rate while gliding. In a strong wind, it Speed 30 ft.
may glide indefinitely. |STR|DEX|CON|INT|WIS|CHA|
Magic Resistance. The Bozak Draconian has advantage |15 (+2)|14 (+2)|13 (+1)|14 (+2)|10 (+0)|15 (+2)|
on saving throws against spells and other magical Saving Throws Cha +4
effects. Skills Deception +4, Stealth +4
Death Burst. When the Bozak Draconian dies, its' scales Senses passive Perception 10
dry and its' bones explode in a burst. Each creature Languages common, draconic
within 10 ft. of it must make a DC 12 Dexterity saving Challenge 2 (450 XP)
throw, taking 1d8+2 piercing damage on a failed save, or Glide. The Bozak Draconian may glide with its wings
half as much damage on a successful one. negating any falling damage. It may also travel twice its

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.

Anyone of Lawful Good or Neutral Good alignment


may examine the plates. Creatures of other alignments Black Dragon Hatchling
take 4d6 lightning damage each round handle the
Black Dragon Hatchling
disks. They may make a DC 15 Charisma save to half
Small dragon, chaotic evil
the damage.
Armor Class 16 (natural armor)
Hit Points 9 (2d6 + 2)
Clerics who read this book gain knowledge about the
Speed 30 ft., fly 60 ft., swim 30 ft.
ancient Gods of Good: Paladine (rulership), Majere
|STR|DEX|CON|INT|WIS|CHA|
(Meditation and control), Kiri-Jolith (war and battle),
|12 (+1)|14 (+2)|12 (+1)|9 (-1)|10 (+0)|13 (+1)|
Mishakal (healing) Habaruk (seas and animals), and
Saving Throws Dex +4, Con +3, Wis +2, Cha +3
Branchala (elves, forest, and music).
Skills Perception +4, Stealth +4
Damage Immunities acid
Any cleric who worships these gods may receive spells
Senses blindsight 10 ft., darkvision 60 ft., passive
as per standard priest rules. The book tells how to
Perception 14
worship them and gain true cleric abilities.
Languages Draconic
Challenge 1/2 (100 XP)
Medalion of Faith Amphibious. The dragon can breathe air and water.
This item is as originally written in the module and Actions
requires no modification. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 1) piercing damage plus 2 (1d4)
acid damage.
Appendix 3: Monsters and Acid Breath (Recharge 5-6). The dragon exhales acid in
a 10-foot line that is 5 feet wide. Each creature in that
Men line must make a DC 11 Dexterity saving throw, taking
7 (2d6) acid damage on a failed save, or half as much
Aghar (Gully Dwarves) damage on a successful one.
Aghar
Medium Humanoid (gully dwarves), chaotic neutral
Armor Class 13 Draconians, Baaz
Hit Points 7 (2d8 2) Baaz Draconian
Speed 25 ft. Medium dragon (Dragonmen), lawful evil
|STR|DEX|CON|INT|WIS|CHA| Armor Class 17 (scale mail, shield)
|13 (+1)|16 (+3)|9 (-1)|7 (-2)|10 (+0)|10 (+0)| Hit Points 16 (3d8 + 3)
Saving Throws Con +5 Speed 30 ft.
Damage Resistances poison |STR|DEX|CON|INT|WIS|CHA|
Senses darkvision 60 ft., passive Perception 10 |14 (+2)|12 (+1)|12 (+1)|12 (+1)|10 (+0)|12 (+1)|
Languages Common, Dwarvish Saving Throws Cha +2
Challenge 1/4 (50 XP) Skills Deception +3, Stealth +3
Dwarven Resilience. The Aghar has advantage on Senses passive Perception 10
saving throws against poison, spells, and illusions, as Languages common, draconic.
well as to resist being charmed or paralyzed. Challenge 1 (200 XP)
Actions

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.

Not for resale. Permission granted to print or photocopy this document for personal use only.
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.

Appendix 6: Pregenerated Goldmoon


Characters Goldmoon
5th level human Cleric, Lawful Good
Tanis Armor Class 13 (leather armor)
Hit Points 27 (5d8 + 5)
Tanis
Speed 30 ft.
5th level half-elf Fighter (Battle Master), Neutral Good
|STR|DEX|CON|INT|WIS|CHA|
Armor Class 16 (leather armor+1)
|12 (+1)|14 (+2)|12 (+1)|12 (+1)|17 (+3)|17 (+3)|
Hit Points 40 (5d10 + 5)
Skills Medicine +7, Persuasion +5, Religion +5
Speed 30 ft.
Senses passive Perception 13
|STR|DEX|CON|INT|WIS|CHA|
Languages Common, Dwarvish, Elvish, Plainsmen
|16 (+3)|16 (+3)|12 (+1)|12 (+1)|13 (+1)|16 (+3)|
The True Gods are Gone. The people have turned their
Saving Throws Str +5, Con +3
back on the true gods. Priests have no access to spells
Skills Acrobatics +5, Athletics +5, History +3,
or channel divinity abilities.
Persuasion +5
Blue Crystal Staff. Wonderous item, requires
Senses darkvision 60 ft., passive Perception 11
attunement
Languages Common, Elvish, Dwarve, Plainsmen
The Blue Crystal Staff is a Lawful Good sentient item
Equipment. Leather armor +1, longsword +1,
with 10 intelligence, 15 Wisdom, and 14 Charisma. The
longbow, quiver with 20 arrows, 2 daggers, explorers
staff may only be wielded by a Lawful Good person.
pack
Non-lawful good creatures take 4d6 lightning damage
Second Wind. Tanis has a limited amount of stamina
each round handle the staff. They may make a DC 15
that he can draw on to protect himself from harm. On
Charisma save to half the damage.
his turn, he can use a bonus action to regain hit points
This staff can be wielded as a magic Quarterstaff that
equal to 1d10+5. Once he uses this feature, he must
grants a +2 bonus to Attack and Damage Rolls made
finish a short or long rest before he can use it again.
with it.
Action Surge. Tanis can push himself beyond the
The staff has 20 Charges. It regains 2d6 charges each
normal limits for a moment. On his turn, he can take
day at dawn.
one additional action on top of his regular action and a
When you hit with a melee Attack using it, you can
possible bonus action.
expend up to 3 of its Charges. For each charge you
Defense. While wearing armor Tanis gains a +1 bonus
expend, the target takes an extra 1d6 force damage.
to AC.
Battle Master. 4d8 Superiority Dice, Saves vs
Casts any of the following cleric spells (no charges for a
Maneuvers DC 13
cantrip, 2 charges per level of the spell) with a +6 spell
Maneuvers:
attack and DC 14 Spell Save.
Commanders Strike
Cantrip: Light
Rally
1st Level: Command, Cure Wounds
Riposte
2nd Level: Continual Flame, Lesser Restoration
Actions
3rd Level: Remove Curse
Multiattack. Tanis makes two attacks.
5th Level: Greater Restoration, Raise Dead
Longsword +1. Melee Weapon Attack: +6 to hit,
6th Level: Heal
reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage,
7th Level: Resurrection
or 8 (1d10 + 4) slashing damage if used with two hands.
The staff can teleport with its wielder at its own
Longbow. Ranged Weapon Attack: +5 to hit, range
discretion, it cannot be compelled to do so.
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
You can expend 10 charges to deflect dragon breath in
damage.
a 10’ radius.
Equipment.Leather Armor, Blue Crystal Staff, Sling +1,
20 sling bullets, explorers pack

Not for resale. Permission granted to print or photocopy this document for personal use only.
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.

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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.

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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)

Not for resale. Permission granted to print or photocopy this document for personal use only.
TITLE 34

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