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I4

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Oasis of the
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White Palm
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By Stan Shinn

For Character Levels 6-8

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
I4 Oasis of the White Palm
By Stan Shinn

Introduction: In 1983, TSR published the module named “Oasis of the White Palm” with the
module code “I4”. It was written by Philip Meyers and Tracy Hickman, and illustrated by Jim
Holloway and Keith Parkinson. It consisted of one 32 page booklet and two cover folders with
wilderness and dungeon maps. Oasis of the White Palm was the second module of a three
module series that included I3 Pharaoh, and I5 Lost Tomb of Martek. This conversion guide
allows DMs to run the original module with 5th Edition rules and provides a reference sheet
for encounters.

An adventure for 6th– 8th level characters

by Stan Shinn

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

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

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 2
I4: Oasis of the White Palm
Introduction Converting to the Realms
This brief guide outlines a few thematic changes and
To use this conversion guide you will need a copy of “I4 additions to bring “Oasis of the White Palm” into the
Oasis of the White Palm”, originally available in hard-copy Forgotten Realms world of Faerûn.
and now for sale in Digital format at www.dndclassics.com.
This document gives DMs advice to convert the module The Forgotten Realms wiki has a high resolution map of
to the latest 5th Edition rules and guidance on preparing the Faerûn here that can help you find the location described
adventure. A list of random encounters and a summary of below.
the oasis factions provide a quick in-game reference. Most
creatures refer to stat blocks in the D&D 5e Monster Manual. In 1987, the original I3-5 modules were combined into
A few creatures have full stat blocks in the Special Creatures one large "supermodule" called Desert of Desolation. At that
section at the end of this conversion guide. time, the location of the desert was placed in the far
Page listings may refer to abbreviations: MM (Monster southeast of Faerûn, in the area known as the Raurin
Manual), CR (Challenge rating), and DMG (Dungeon Master desert.
Guide). All other page number refer to the locations in the
original 'Oasis of the White Palm' module. Key text is in bold More information and maps are available here.
for easy scanning. Magic items are noted in italics.
Find more information about this and other early edition Please note that the map shown at the above web address
conversions at www.classicmodulestoday.com. has an error. The spot marked "Tomb of Amun-Re" is
actually the location of the "Crypt of Badr Al-Mosak".
Reference Sheet
For convenience, there is a Reference Sheet at the end of this
document which summarizes the key information you'll
need during the game onto one concise sheet. You can print
this onto a single, double-sided page (perhaps on colored
cardstock) as a handy tool that you can use alongside a hard
copy of the module. After reading this document, all you'll
need to run the game is the original module, the Monster
Manual, the Reference Sheet, and optionally any notes or
visuals you've prepared.

Adventure Summary
The adventurers begin in the Desert of Desolation, possibly
after having looted the pyramid of Amun-Re in I3 Pharaoh.
They are drawn to the remains of a battle, where a dying
soldier gives them a token to show the sheik of the Oasis of
the White Palm. When they arrive at the oasis, they are
received by the sheik, who tells them of his first son's
missing bride. Assuming the adventurers agree to help, they
are given some information by the sheik and his first son.
After that it is up to them to investigate the oasis, talk to
people, and sort out what is going on. Once they find the
ruins underneath the oasis, they will learn information that
will point them to the crypt of Badr Al-Mosak. There they
will encounter the efreeti pasha and have a chance to rescue
Shadalah. Shadalah herself is half of the key to discovering
the existence of a djinni vizier, willingly trapped by Martek
to fight the efreeti pasha. The characters travel to the
burning sands surrounding the city of Phoenix, and there
release the djinni vizier so he may fight the efreeti pasha.

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 3
GM Notes Random Encounters
Special rules and tactics to brush up on prior to the game:
• Leverage Conversation Reaction table (DMG 245) for Desert of Desolation
NPC reactions.
Roll 1d10
• Be familiar with the factions of the oasis. 1. Dustdiggers (5) 6. Acid rain
• The characters will be provided with two weeks of food 2. Sandman (1) 7. Dustdiggers (3)
and four days of water for themselves and their
3. Dustdigger (1) 8. Giant spiders (5)
mounts. They are also given a choice of a camel or horse
4. Sandmen (6) 9. Special event
as a mount. If the water runs out, the characters must
5. Dust storm 10. Special event
spend time foraging or use spells to make water, or they
face dehydration. Special Event Subtable
• Use the Fatigue rules if the characters travel more than Roll 1d6
ten hours a day or have nothing to eat or drink. Use the 1. Pillar of smoke 4. Airlancers (10)
rules for their mounts if they don't feed or water them! 2. Pillar of smoke 5. Young purple worm (1)
• Be familiar with the rules for Extreme Heat, Foraging, 3. Thune dervishes (10) 6. Mirage
and Becoming Lost (DMG 110-112).
• Know how to use perception rules for traps, secret Oasis of the White Palm (day)
doors, and stealthed creatures.
• Determine spell tactics for spell casters. Roll 1d8
• The ancient runes and hieroglyphs inscribed 1. Waterbearers (12) 5. Camel traders (4)
throughout the desert can be interpreted with a 2. Launderers (6) 6. Home guard (12)
successful DC 14 Intelligence (History) check. 3. Bead trader (1) 7. Special encounter
4. Date traders (3) 8. Special encounter

Visuals Oasis of the White Palm (night)


Suggested visuals to create: Roll 1d8
• Copy or sketch of Martek's Map. 1. Drunk Symbayan (1) 5. Symbayan nobles (2)
• Copy and cut out diagrams of Hassan's amulet and 2. Slaver guards (8) 6. Symbayan slave (1)
Shadalah's palm mark (pg. 26). 3. Symbayans (4) 7. Special encounter
• Make some handouts of phrases, information, and bits 4. Drow elves (4) 8. Special encounter
of gossip to be handed to players as they find them or
Special Encounter Subtable
learn them from talking to people.
Roll 1d6 during day, 1d8 during night
• Sketch out a player's version of the oasis map. 1. Hogan Underwood 5. Hassan Arslan
2. Zorath Blackblade 6. Rolando the minstrel
3. Rose Underwood 7. Corga Kazan
4. Thurnas Netmaster 8. Corga Kazan

Factions of the Oasis


Important
Faction Leader Members Location Goals
Sheik Loyalists Sheik Kassim Hassan Arslan, Nomad camp (pg. 9-12) Find Shadalah, protect the
Arslan Nadron Ilanis people of the oasis, and find
and destroy the Thune
cultists.
Thune Cultists Corga Kazan Korus Eikoth Nomad camp (pg. 12), Temple Find Shadalah, give her to
of Set (pg. 16-21) the efreeti, destroy the
slavers, kill the sheik, and
put Korus on the throne.
Slave Traders Thurnas Netmaster Zorath Blackblade, Sandvoyager's Guild (pg. 15), Find Shadalah and return
Kalitrates, Zomara Temple of Set (pg. 21-22) her, destroy the cultists, and
continue running the slave
trade.

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 4
I3. Carnivorous Cavern: Zombies (11).
Temple of Set (cult area) I5. Door of Warding: Glyphs of warding (explosive fire) trap.
Roll 1d8 I6. Outer Temple of Set: Between midnight and 3am - Corga
1. Zombies (15) 5. Giant poisonous snakes (3) Kazan, Korus Eikoth, acolytes (2), Thune cultists (15), Glyph
2. Thune cultists (6) 6. Mummy (1) of warding (explosive fire) trap on each gem "eye" (setting off
3. Giant spiders (4) 7. Zombies (10) glyph destroys gem).
4. Thune cultists (10) 8. Thune cultists (12) I7. Acolytes' Quarters: Acolytes (2), Glyph of warding
(explosive lightning) trap on obsidian box. Boxes contain
Temple of Set (slaver area) religious relics.
I9. Cross and Double Cross: Wights (2), Pit trap with slide,
Roll 1d8 Fog cloud trap.
1. Slaver guards (12) 5. Slaver guards (12) I10. Corga's Sanctum: Between 3am and noon - Corga Kazan.
2. Giant spiders (4) 6. Bugbear servants (8) I11. Essence of Evil: This entire area (including 11a, 11b, etc.) is
3. Giant poisonous 7. Slaves (6) desecrated ground (DMG 110).
snakes (2) 8. Slaver guards (6) I11a. Brazier of Violet Flames: Skeletons (3).
4. Mummy (1) I11b. Golden Idol: Cursed idol trap.
I11c. Torture Room: Thug (1).
Crypt of Badr Al-Mosak I11d. Platinum Idol: Cursed idol trap.
Roll 1d12 I12. The First Test: Giant spiders (4).
1. Mummies (2) 7. Giant rats (20) I13. The Second Test: Jackal head lock trap.
2. Wights (8) 8. Gorgon (1) I14. Inner Temple of Set: This area is desecrated ground
3. Wraiths (4) 9. Mummies (2) (DMG 110), summoning idol trap.
4. Giant spiders (4) 10. Giant poisonous snakes (4) I16. Forbidden Stair: Hinged stairs trap, skeletons (20).
5. Specters (8) 11. Giant spiders (4) I18. Conference Room: Goblins (13).
6. Mummy (1) 12. Mummies (2) I20. Storeroom: Bugbears (4).
I21. The Long Hall: Magic mouth trap.
I23. Guard's Hall: Kalitrates.
Planned Encounters I24. Zomara's Cave: Zomara, giant spiders (8), net trap.
I26. Prison: Bugbear (1), commoner (1).
I27. Quarters: Abu Karesan, Kaedros.
Desert of Desolation
C. Sinkholes: Treat as quicksand (DMG 110).
Crypt of Badr Al-Mosak
G. The White Palm Airlancers: Airlancers (8). K1. The Amphitheater: Fear spell, all creatures approaching
within 50 feet must succeed at a DC 14 Wisdom saving throw
Oasis of the White Palm or become frightened for one minute.
H1. Nomad Camp: Home guards (6), war dogs (2) Camp K2. Shaft: Scything blade trap 80 feet down.
contains approximately 400 Symbayans total. K3b. Blade Dance: Sword-wielding statue trap.
H2. The Sheik's Tent: Home guards (6), Sheik Kassim Arslan, K3c. Fire Dance: Efreeti statue trap.
Hassan Arslan, slaves (4), Glyph of warding (Guiding bolt) K3d. Bow for Arrow: Bow statue trap.
trap. K5. Office of Evil: Wights (5).
H3. Clerical Tent: Nadron Ilanis, acolytes (2), poisonous K7. Catacomb of Kings: Any creature attempting to cross the
snake (1), Glyph of warding (Guiding bolt) trap. bridge must succeed at a DC 11 Dexterity (Stealth) check, or
H4. Korus Eikoth's Tent: Korus Eikoth, slave (1). attract the attention of the creatures below. These include:
H5. The Oasis Pool: Home guards (8). mummies (1d4), wights (2d4), specters (2d4), wraiths (1d4),
H7. The Monolith: Secret door - DC 20 passive Wisdom and shadows (1d8). Each creature type appears only once.
(Perception) check to spot, or DC 15 Wisdom (Perception) K10. East Priesthood Room: Necrophidii, use minotaur
check if actively searching. DC 15 Intelligence (Investigation) skeletons (4).
check to determine how to open. K12. Pits of Everfall: Creatures falling in the shafts must
H11. The Common Room: Rolando the minstrel. succeed at a DC 8 Dexterity check each round or be struck by
H12. Washing House: Launderers (12). a falling object for 1d6 bludgeoning damage.
H14. Hogan's Stables: Stable boy (1). K12c. Eastern Everfall: Mummies (3).
H16. Happy Hogan's Desert Igloo: Hogan Underwood, Rose K13. Light Web: Light beams trap.
Underwood, bartender (1), Cookie, Zorath Blackblade. K14. Bridal Keep: Efreeti pasha, Shadalah (in bottle). The
H18. House of the Sandvoyagers' Guild: Slaver guards (10), amulet’s ray prevents the efreeti pasha from using any spell
slave (1), Thurnas Netmaster. of 4th level or higher. He may still attack with scimitar and
hurl flame, cast 3rd or lower level spells, and plane shift
Temple of Set away (which he will do automatically after 3 rounds of
combat). All his other abilities are unaffected. Driving away
I1. The Way In: Between midnight and 3am - Thune cultists the pasha this way should be rewarded with 5000 XP
(1d4). (instead of the normal 20000).
I2. Temple Entry: Zombie (1).

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 5
K15. Treasury: A successful DC 13 Intelligence (Investigation) suffers one attack at +7 to hit, 3d8 piercing damage on a
check will reveal the illusionary floor. The acid inflicts 2d6 hit.
acid damage per round. The light inflicts 3d10 radiant • Cursed Idol (pg. 19): Triggered by taking the idol. The
damage. creature triggering must succeed on a DC 15 Wisdom
saving throw or be cursed for eight hours. While cursed,

Magic Items •
the creature suffers disadvantage on all attack rolls.
Efreeti Statue (pg. 24): Triggered by depressing a
pressure plate 10 feet away from it. DC 15 passive
1. Arrows +1
Wisdom (Perception) check to spot, or DC 12 Wisdom
2. Chain mail +2
(Perception) check if actively searching. DC 15
3. *Chain mail +3 (reduce to +2)
Intelligence (Investigation) check to determine how to
4. *Cleric scroll of blade barrier
disarm, followed by a DC 15 Dexterity check using
5. *Cleric scroll of lesser restoration
thieves tools to disable it. If triggered, the statue shoots
6. *Cleric scroll of raise dead
out a fireball which fills the entire area. All creatures
7. *Cloak of protection
must make a DC 14 Dexterity saving throw, taking 8d6
8. Crystal ball
fire damage on a failure, or half that on a success.
9. Dagger +1
10. Dagger +2
• Fog Cloud (pg. 18): Triggered by opening a door. DC 15
passive Wisdom (Perception) check to spot, or DC 15
11. *Decanter of endless water
Wisdom (Perception) check if actively searching. The fog
12. Djinni bottle (djinni will perform 1 service, then depart)
cloud can only be disarmed by a Dispel Magic spell.
13. *Flail +1
When triggered, the fog cloud fills the area causing
14. Libram of gainful conjuration (replace with ring of spell
heavy obscurement (PH 183). The fog cloud lasts for one
storing)
minute.
15. Long sword +2
16. Mace +1
• Glyphs of Warding (Explosive fire, pg. 17): Triggered by
walking through the archway without speaking the
17. Oil of slipperiness
password. DC 15 passive Wisdom (Perception) check to
18. Plate armor +1
spot, or DC 15 Wisdom (Perception) check if actively
19. Potion of brass dragon control (replace with potion of fire
searching. The three glyphs can only be disarmed by a
resistance)
Dispel Magic spell. All creatures in a 20 foot radius of the
20. Potion of ESP (replace with potion of mind reading)
archway must make a DC 13 Dexterity saving throw
21. Potion of gaseous form
three times. Each of the three glyphs inflicts 5d8 fire
22. Potion of invisibility
damage, with only half damage taken on a successful
23. *Potion of invulnerability
saving throw.
24. *Scarab of protection (replace with necklace of adaptation)
25. Scimitar +1
• Glyph of Warding (Explosive lightning, pg. 18):
Triggered by opening a chest without the password. DC
26. *Scimitar +3 (reduce to +2)
15 passive Wisdom (Perception) check to spot, or DC 15
27. Scimitar of the Sultan +1, +3 vs. undead (replace with one
Wisdom (Perception) check if actively searching. The
scimitar +1)
glyph can only be disarmed by a Dispel Magic spell. All
28. Scroll of protection from elementals
creatures in a 20 foot radius of the chest must make a
29. *Shield +1
DC 13 Dexterity saving throw. The glyph inflicts 5d8
30. Shield +2
lightning damage, with only half damage taken on a
31. Skull of Garath (See Special Items)
successful saving throw.
32. *Staff of healing
33. Star of Khan-pelar
• Glyph of Warding (Guiding Bolt, pg. 11): Triggered by
touching the object it is inscribed on. DC 15 passive
34. Star of Shah-pelar
Wisdom (Perception) check to spot, or DC 15 Wisdom
35. Wand of paralysis
(Perception) check if actively searching. The glyph can
36. Wizard scroll of fireball
only be disarmed by a Dispel Magic spell. The creature
37. Wizard scroll (choose 3 3rd level spells)
that triggers the glyph is attacked by a Guiding Bolt spell,
38. Wizard scroll (choose 3 4th level spells)
+7 to attack, 6d6 radiant damage on a hit.
*These items are held by good NPCs and aren't likely to fall
into the hands of the characters.
• Hinged Stairs (pg. 21): Triggered by walking on the
stairs. DC 15 passive Wisdom (Perception) check to spot,
or DC 12 Wisdom (Perception) check if actively
Traps searching. DC 15 Intelligence (Investigation) check to
determine how to disarm, followed by a DC 15 Dexterity
• Bow Statue (pg. 24): Triggered by depressing a pressure check using thieves tools to disable it. When triggered, a
plate 10 feet away from the statue. DC 15 passive Wisdom creature within range which fails a DC 15 Dexterity
(Perception) check to spot, or DC 12 Wisdom (Perception) saving throw to avoid falling takes 3d6 bludgeoning
check if actively searching. DC 15 Intelligence damage from falling, and takes 1d6 poison damage per
(Investigation) check to determine how to disarm, round from the smoke. Creatures that make the
followed by a DC 15 Dexterity check using thieves tools Dexterity save are still in the smoke. Creatures in the
to disable it. When triggered, any creature in the area smoke that succeed on a DC 13 Constitution saving

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 6
throw take half damage from the smoke. • Summoning Idol (pg. 20): The magical gem eyes of the
• Jackal Head Lock (pg. 19): Mechanical jaws bite the idol begin to glow, and summon one undead creature per
hands of anyone trying to pick the lock. DC 15 passive round until creatures leave the room or the gems are
Wisdom (Perception) check to spot, or DC 12 Wisdom removed or destroyed. DC 15 passive Wisdom
(Perception) check if actively searching. DC 15 (Perception) check to spot, or DC 12 Wisdom (Perception)
Intelligence (Investigation) check to determine how to check if actively searching. A DC 15 Dexterity check
disarm, followed by a DC 15 Dexterity check using using thieves tools allows the character to remove 1 gem
thieves tools to disable it. The triggering creature takes per round. Alternately, the gems can be attacked. They
2d10 piercing damage. are AC 8 and have 10 hit points each.
• Light Beams (pg. 26): Magical beams of light crisscross a • Sword-wielding Statue (pg. 24): Triggered by depressing
room. Most are not harmful, but four of them are. The a pressure plate 10 feet away from the statue. DC 15
light makes it impossible to discern between beams. A passive Wisdom (Perception) check to spot, or DC 12
Dispel Magic spell can negate beams on a success. Beam Wisdom (Perception) check if actively searching. DC 15
A attacks at +7 to hit and does 4d10 cold damage on a hit. Intelligence (Investigation) check to determine how to
Beam B attacks at +7 to hit and does 4d10 force damage disarm, followed by a DC 15 Dexterity check using
on a hit. Beam C attacks at +7 to hit and does 4d10 thieves tools to disable it. When triggered, any creature
lightning damage on a hit. Beam D hits automatically. in the area suffers two attacks at +7 to hit, 2d10 slashing
Unless the creature succeeds at a DC 14 Wisdom saving damage on a hit. Creatures hit must make a DC 14
throw, it is teleported to the described location. Strength or Dexterity saving throw, or be pushed into
• Magic Mouth (pg. 21): A magic mouth yells out a the shaft.
warning if any creature passes by without saying the
password. DC 17 passive Wisdom (Perception) check to
spot, or DC 15 Wisdom (Perception) check if actively Monsters
searching. The magic mouth can only be disarmed by a
1. Abu Karesan: (thug, scimitar instead of mace, MM 350,
Dispel Magic spell. If triggered, the mouth yells a
CR 1/2, 100 XP)
warning that intruders are present.
2. Acolyte: (MM 342, CR 1/4, 50 XP)
• Net Trap (pg. 22): See Falling Net (DMG 122).
3. Airlancer: (veteran, with lance, MM 350, CR 3, 700 XP)
• Pit Trap with Slide (pg. 18): Hinged floor panels drop
4. Bartender: (commoner, MM 345, CR 0, 0-10 XP)
when the door handle pulled; any in the area may fall.
5. Bugbear: (MM 33, CR 1, 200 XP)
DC 15 passive Wisdom (Perception) check to spot, or DC
6. Cookie: (thug, scimitar instead of mace, MM 350, CR 1/2,
12 Wisdom (Perception) check if actively searching. DC 15
100 XP)
Intelligence (Investigation) check to determine how to
7. Corga Kazan: (priest, mace +1, Skull of Garath, MM 348,
disarm, followed by a DC 15 Dexterity check using
CR 2, 450 XP)
thieves tools to disable it by using tools to break the door
8. Drow elf: (MM128, CR 1/4, 50 XP)
handle tripwires. DC 15 Wisdom (Perception) check to
9. Drunk Symbayan: (thug, scimitar instead of mace, MM
determine a way to bypass the trap by wedging daggers
350, CR 1/2, 100 XP)
or spikes into the door's edges. When triggered, any
10. Dustdigger: (See Special Creatures)
creature within range which fails a DC 15 Dexterity
11. Efreeti pasha: (See Special Creatures)
saving throw to avoid falling takes 7d6 bludgeoning
12. Ghoul: (MM 148, CR 1, 200 XP)
damage from falling.
13. Giant Poisonous Snake: (MM 327, CR 1/4, 50 XP)
• Poison Needle Trap (p. 11): This trap protects a chest or
14. Giant Rat: (MM 327, CR 1/8, 25 XP)
other compartment.
15. Giant spider: (MM 328, CR 1, 200 XP)
A DC 20 Intelligence (Investigation) check allows
16. Gladiator: (MM 346, CR 5, 1800 XP)
character to notice the trap based on alterations to the
17. Goblin: (MM 166, CR 1/4, 50 XP)
locking mechanism. A DC 15 Intelligence (Investigation)
18. Gorgon: (MM 171, CR 5, 1800 XP)
check to determine how to disarm by removing the
19. Home guard: (thug, scimitar instead of mace, MM 350,
needle from the locking mechanism, followed by a DC 15
CR 1/2, 100 XP)
Dexterity check using thieves tools to disable it. The
20. Kaedros: (mage, MM 347, CR 6, 2300 XP)
creature that triggers it takes 4d10 poison damage and
21. Kalitrates: (Drow elite warrior, MM 128, CR 5, 1800 XP)
must succeed on a DC 15 Constitution saving throw or be
22. Korus Eikoth: (gladiator, AC 18, scimitar +1 instead of
poisoned for 1 hour.
spear, MM 346, CR 5, 1800 XP)
• Scything Blade (pg. 23): A blade swings out from the
23. Launderer: (commoner, MM 345, CR 0, 0-10 XP)
wall three rounds after a medium size creature or object
24. Mage: (MM 347, CR 6, 2300 XP)
passes that point. DC 15 passive Wisdom (Perception)
25. Mummy: (MM 228, CR 3, 700 XP)
check to spot, or DC 12 Wisdom (Perception) check if
26. Pegasus: (MM 250, CR 2, 450 XP)
actively searching. DC 15 Intelligence (Investigation)
27. Poisonous snake: (MM 334, CR 1/8, 25 XP)
check to determine how to disarm, followed by a DC 15
28. Priest: (MM 348, CR 2, 450 XP)
Dexterity check using thieves tools to disable it. If
29. Rolando the minstrel: (spy, MM 349, CR 1, 200 XP)
triggered, any creature in the area suffers an attack at +7
30. Sandman: (See Special Creatures)
to hit, 2d10 slashing damage on a hit. The blade will
31. Shadalah: (commoner, MM 345, CR 0, 0-10 XP)
sever a rope automatically.

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 7
32. Shadow: (MM 269, CR 1/2, 100 XP) Fire Aura. The pasha is surrounded by an aura of heat and
33. Skeleton: (MM 272, CR 1/4, 50 XP) flame. Targets take 7 (2d6) fire damage if they move to within
34. Skeleton, minotaur: (MM 273, CR 2, 450 XP) 5 feet of him or begin their turn there.
35. Slave: (commoner, MM 345, CR 0, 0-10 XP)
Magic Resistant. The pasha has advantage on all saving
36. Slaver guard: (bandit, MM 343, CR 1/8, 25 XP)
throws made against spells and magical effects.
37. Specter: (MM 279, CR 1, 200 XP)
38. Stable boy: (commoner, MM 345, CR 0, 0-10 XP) Plane Shift. The pasha can plane shift himself up to 2 times
39. Symbayan: (thug, scimitar instead of mace, MM 350, CR per day. He may only shift to or from the prime plane,
1/2, 100 XP) elemental plane of fire, or the astral plane.
40. Symbayan noble: (commoner, MM 345, CR 0, 0-10 XP)
41. Symbayan slave: (commoner, MM 345, CR 0, 0-10 XP) Spellcasting. The pasha is a 14th level spellcaster. His
42. Thune cultist: (thug, scimitar instead of mace, MM 350, spellcasting ability is Charisma (spell save DC 18, +10 to hit
CR 1/2, 100 XP) with spell attacks). He knows the following spells:
43. Thune dervish: (thug, scimitar instead of mace, MM 350, Cantrips (at will): fire bolt, light, mage hand, message, produce
CR 1/2, 100 XP) flame
44. Thurnas Netmaster: (gladiator, AC 21, long sword +2
instead of spear, MM 346, CR 5, 1800 XP) 1st level (4 slots): burning hands, thunderwave
45. Trader: (commoner, MM 345, CR 0, 0-10 XP) 2nd level (3 slots): continual flame, scorching ray
46. Veteran: (MM 350, CR 3, 700 XP)
47. War dog: (wolf, MM 341, CR 1/4, 25 XP) 3rd level (3 slots): counterspell, dispel magic, fireball, major
48. Water bearer: (commoner, MM 345, CR 0, 0-10 XP) image
49. Wight: (MM 300, CR 3 (700 XP) 4th level (3 slots): conjure minor elementals, fire shield, wall of
50. Wraith: (MM 302, CR 5, 1800 XP) fire
51. Young purple worm: (half hit points, AC 16, save DC 5
less than listed, attacks do one die less damage, poison 5th level (2 slots): cone of fire (as cone of cold), conjure elemental
does half damage, attack bonus +7; MM 255, CR 7, 2900 6th level (1 slot): create undead, programmed illusion
XP)
52. Zomara: (Drow priestess of Lolth, MM 129, CR 8, 3900 7th level (1 slot): fire storm, teleport
XP)
Actions
53. Zombie: (MM 316, CR 1/4, 50 XP)
54. Zorath Blackblade: (assassin, MM 343, CR 8, 3900 XP) Multiattack. The pasha makes three attacks using any
combination of scimitar and Hurl Flame..
Special Creatures Scimitar. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17 (3d6+7) slashing damage, plus 7 (2d6) fire
Efreeti Pasha damage.
Huge elemental, lawful evil Hurl Flame. Ranged Spell Attack. +9 to hit, range 150 ft., one
Armor Class 20 (natural armor) target. Hit: 27 (8d6) fire damage.
Hit Points 243 (18d12 + 126) Legendary Actions
Speed 40 ft., fly 60 ft. The pasha can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
STR DEX CON INT WIS CHA at a time and only at the end of another creature’s turn. The
24 (+7) 12(+1) 24 (+7) 18 (+4) 16 (+3) 18 (+4) pasha regains spent legendary actions at the start of his
turn.
Saving Throws Dex +8, Con +13, Wis +9
Kick. The pasha kicks an opponent in melee with him, using
Skills Perception +9 his melee attack to hit, and inflicting 14 (2d6+7) bludgeoning
damage plus 7 (2d6) fire damage. The target must succeed at
Damage Immunities fire, poison; bludgeoning, piercing, and a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check
slashing from non-magical weapons or be knocked prone.
Condition Immunities charmed, exhaustion, frightened, Heat Pulse (Costs 2 Actions). The pasha releases a
poisoned, stunned concussive heat blast that shoves away nearby foes. All
creatures within 10 feet of him take 21 (6d6) fire damage, and
Senses truesight 120 ft., passive Perception 19
must succeed at a DC 20 Strength (Athletics) check or be
Languages Common, Ignan pushed 15 feet directly away.
Challenge 18 (20000 XP) Cast a Spell (Costs 3 Actions). The pasha casts a spell from
his list of prepared spells, using a spell slot as normal.
Legendary Resistance (3/Day). If the pasha fails a saving
throw, he can choose to succeed instead.

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 8
Challenge 1 (200 XP)
Dustdigger
Large monstrosity, unaligned Sleep Aura. Any living creature approaching within 10 feet of
a sandman for the first time must make a DC 11 Wisdom
Armor Class 13 (natural armor) saving throw or fall unconscious. Unconscious victims are
Hit Points 63 (6d10 + 12) woken by any damage or rough shaking, otherwise they
sleep for 1 hour.
Speed 10 ft., burrow 10 ft.
Actions
STR DEX CON INT WIS CHA
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
16 (+3) 8(-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
Hit: 6 (1d6+3) bludgeoning damage.
Condition Immunities blinded, deafened, frightened, prone
Senses tremorsense 30 ft., passive Perception 10 Special Items
Languages -
Harness of Seker
Challenge 1 (200 XP) Wondrous item, very rare
This single, fingerless glove extends to a harness that
Illusionary Trap. About 20% of dustdiggers can create a wraps around the forearm. The harness is a divine item of
Silent Image spell at will. The image is always of an oasis or the ancient god Seker, granted in times of desperate need.
pool of water. The harness will only function for good aligned clerics.
Buried Deep. While buried in the sand, the dustdigger can’t Upon donning the harness, the cleric is granted the
be detected by Perception checks. knowledge of what the harness can do.
The harness has 3 charges, and cannot be recharged. The
Sinkhole. When the dustdigger detects movement over itself, user may detect undead within 50 feet at will, using no
it deflates and creates a 10 ft. diameter sinkhole of sand. charges. The user can point at any undead creature within
Creatures caught in the sinkhole make a DC 13 Dexterity 30 feet and utter the word “Seker”. This unleashes a bolt of
check. On a success, they may move normally, treating the brilliant energy that automatically strikes for 40 radiant
sinkhole as difficult ground. On a failure, they become damage, using 1 charge.
restrained. When the harness’s last charge is used, it disappears, and
Actions the item sacrificed to gain the harness appears in front of
the user.
Multiattack. The dustdigger can make an engulf attack
against a creature in its sinkhole, and can bite a grappled Skull of Garath
target as a bonus action. Wondrous item, very rare (requires attunement by an evil cleric)
Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. The Skull of Garath is a skull that appears semi-human,
Hit: Target is grappled. with distorted features, oversized fangs and three short
horns. The origins of the skull are unknown, save that it was
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: given to Corga Kazan by the efreeti pasha.
12 (2d8+3) piercing damage. While Corga holds the skull, he can use an action to
expend some of the skull’s 7 charges to cast one of the
Sandman following spells without using any components, using his
Medium elemental, neutral spell save DC: fear (3 charges), or animate dead (2 charges).
Armor Class 13 (natural armor) The skull may also be used to communicate with the efreeti
pasha once per month, using no charges.
Hit Points 30 (4d8 + 12) The skull regains 1d6 + 1 expended charges each day at
Speed 10 ft., burrow 10 ft. midnight.

STR DEX CON INT WIS CHA Star Gems


16 (+3) 10(+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3) Wondrous item, legendary
The Star Gems were given by Martek to the pharaohs and
Damage Vulnerability thunder sheiks of the lands to prepare for the eventual release of the
efreeti pasha. The three Star Gems are:
Damage Immunities poison The Star of Mo-pelar. It functions as a gem of true seeing.
The Star of Shah-pelar. It can cast a Cure Wounds spell
Condition Immunities exhaustion, paralyzed, petrified,
healing 4d8 damage up to three times per day.
poisoned, unconscious
The Star of Khan-pelar. It allows a wizard to use Arcane
Senses darkvision 60 ft., tremorsense 60 ft., passive Recovery one extra time per long rest.
Perception 10
Languages Terran

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF WHITE PALM CONVERSION GUIDE 9
I11a. Brazier of Violet Flames: Skeletons (3).
I4 Oasis of the Crypt of Badr Al-Mosak
Roll 1d12
I11b. Golden Idol: Cursed idol trap.
I11c. Torture Room: Thug (1).
White Palm 1. Mummies (2)
2. Wights (8)
7.
8.
Giant rats (20)
Gorgon (1)
I11d. Platinum Idol: Cursed idol trap.
I12. The First Test: Giant spiders (4).

Reference Sheet 3. Wraiths (4) 9. Mummies (2) I13. The Second Test: Jackal head lock trap.
4. Giant spiders (4) 10. Giant poisonous I14. Inner Temple of Set: This area is
5. Specters (8) snakes (4) desecrated ground (DMG 110), summoning idol
6. Mummy (1) 11. Giant spiders (4) trap.
Random Encounters 12. Mummies (2) I16. Forbidden Stair: Hinged stairs trap,
skeletons (20).
Desert of Desolation Planned Encounters I18. Conference Room: Goblins (13).
I20. Storeroom: Bugbears (4).
Roll 1d10 I21. The Long Hall: Magic mouth trap.
1. Dustdiggers (5) 6. Acid rain Desert of Desolation I23. Guard's Hall: Kalitrates.
2. Sandman (1) 7. Dustdiggers (3) C. Sinkholes: Treat as quicksand (DMG 110). I24. Zomara's Cave: Zomara, giant spiders (8),
3. Dustdigger (1) 8. Giant spiders (5) G. The White Palm Airlancers: Airlancers (8). net trap.
4. Sandmen (6) 9. Special event I26. Prison: Bugbear (1), commoner (1).
5. Dust storm 10. Special event Oasis of the White Palm I27. Quarters: Abu Karesan, Kaedros.
Special Event Subtable H1. Nomad Camp: Home guards (6), war dogs Crypt of Badr Al-Mosak
(2) Camp contains approximately 400
Roll 1d6 Symbayans total. K1. The Amphitheater: Fear spell, all creatures
1. Pillar of smoke 4. Airlancers (10) H2. The Sheik's Tent: Home guards (6), Sheik approaching within 50 feet must succeed at a
2. Pillar of smoke 5. Young purple worm Kassim Arslan, Hassan Arslan, slaves (4), Glyph DC 14 Wisdom saving throw or become
3. Thune Dervishes (1) of warding (Guiding bolt) trap. frightened for one minute.
(10) 6. Mirage H3. Clerical Tent: Nadron Ilanis, acolytes (2), K2. Shaft: Scything blade trap 80 feet down.
K3b. Blade Dance: Sword-wielding statue trap.
Oasis of the White Palm (day) poisonous snake (1), Glyph of warding (Guiding
K3c. Fire Dance: Efreeti statue trap.
bolt) trap.
Roll 1d8 H4. Korus Eikoth's Tent: Korus Eikoth, slave (1). K3d. Bow for Arrow: Bow statue trap.
1. Waterbearers (12) 5. Camel traders (4) H5. The Oasis Pool: Home guards (8). K5. Office of Evil: Wights (5).
2. Launderers (6) 6. Home guard (12) H7. The Monolith: Secret door - DC 20 passive K7. Catacomb of Kings: Any creature
3. Bead trader (1) 7. Special encounter Wisdom (Perception) check to spot, or DC 15 attempting to cross the bridge must succeed at
4. Date traders (3) 8. Special encounter Wisdom (Perception) check if actively a DC 11 Dexterity (Stealth) check, or attract the
searching. DC 15 Intelligence (Investigation) attention of the creatures below. These include:
Oasis of the White Palm (night) check to determine how to open. mummies (1d4), wights (2d4), specters (2d4),
Roll 1d8 H11. The Common Room: Rolando the wraiths (1d4), and shadows (1d8). Each creature
1. Drunk Symbayan 5. Symbayan nobles (2) minstrel. type appears only once.
(1) 6. Symbayan slave (1) H12. Washing House: Launderers (12). K10. East Priesthood Room: Necrophidii, use
2. Slaver guards (8) 7. Special encounter H14. Hogan's Stables: Stable boy (1). minotaur skeletons (4).
3. Symbayans (4) 8. Special encounter H16. Happy Hogan's Desert Igloo: Hogan K12. Pits of Everfall: Creatures falling in the
4. Drow elves (4) Underwood, Rose Underwood, bartender (1), shafts must succeed at a DC 8 Dexterity check
Cookie, Zorath Blackblade. each round or be struck by a falling object for
Special Encounter Subtable H18. House of the Sandvoyagers' Guild: Slaver 1d6 bludgeoning damage.
Roll 1d6 during day, 1d8 during night guards (10), slave (1), Thurnas Netmaster. K12c. Eastern Everfall: Mummies (3).
1. Hogan 5. Hassan Arslan K13. Light Web: Light beams trap.
Underwood 6. Rolando the Temple of Set K14. Bridal Keep: Efreeti pasha, Shadalah (in
2. Zorath Blackblade bottle). The amulet’s ray prevents the efreeti
minstrel I1. The Way In: Between midnight and 3am - pasha from using any spell of 4th level or
3. Rose Underwood 7. Corga Kazan Thune cultists (1d4). higher. He may still attack with scimitar and
4. Thurnas 8. Corga Kazan I2. Temple Entry: Zombie (1). hurl flame, cast 3rd or lower level spells, and
Netmaster I3. Carnivorous Cavern: Zombies (11). plane shift away (which he will do
I5. Door of Warding: Glyphs of warding
Temple of Set (cult area) (explosive fire) trap. automatically after 3 rounds of combat). All his
other abilities are unaffected. Driving away the
Roll 1d8 I6. Outer Temple of Set: Between midnight and pasha this way should be rewarded with 5000
1. Zombies (15) 5. Giant poisonous 3am - Corga Kazan, Korus Eikoth, acolytes (2), XP (instead of the normal 20000).
2. Thune cultists (6) snakes (3) Thune cultists (15), Glyph of warding K15. Treasury: A successful DC 13 Intelligence
3. Giant spiders (4) 6. Mummy (1) (explosive fire) trap on each gem "eye" (setting (Investigation) check will reveal the illusionary
4. Thune cultists 7. Zombies (10) off glyph destroys gem). floor. The acid inflicts 2d6 acid damage per
(10) 8. Thune cultists (12) I7. Acolytes' Quarters: Acolytes (2), Glyph of round. The light inflicts 3d10 radiant damage.
warding (explosive lightning) trap on obsidian
Temple of Set (slaver area) box. Boxes contain religious relics.
Roll 1d8 I9. Cross and Double Cross: Wights (2), Pit trap
1. Slaver guards (12) 5. Slaver guards (12) with slide, Fog cloud trap.
2. Giant spiders (4) 6. Bugbear servants (8) I10. Corga's Sanctum: Between 3am and noon -
3. Giant snakes (2) 7. Slaves (6) Corga Kazan.
4. Mummy (1) 8. Slaver guards (6) I11. Essence of Evil: This entire area (including
11a, 11b, etc.) is desecrated ground (DMG 110).

Factions of the Oasis


Important
Faction Leader Members Location Goals
Sheik Loyalists Sheik Kassim Hassan Arslan, Nomad camp (pg. 9-12) Find Shadalah, protect the people of the oasis,
Arslan Nadron Ilanis and find and destroy the Thune cultists.
Thune Cultists Corga Kazan Korus Eikoth Nomad camp (pg. 12), Temple Find Shadalah, give her to the efreeti, destroy
of Set (pg. 16-21) the slavers, kill the sheik, and put Korus on the
throne.
Slave Traders Thurnas Netmaster Zorath Blackblade, Sandvoyager's Guild (pg. 15), Find Shadalah and return her, destroy the
Kalitrates, Zomara Temple of Set (pg. 21-22) cultists, and continue running the slave trade.

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF THE WHITE PALM CONVERSION GUIDE 10
triggered, the fog cloud fills the area causing Pit Trap with Slide (pg. 18): Hinged floor
Magic Items heavy obscurement (PH 183). The fog cloud
lasts for one minute.
panels drop when the door handle pulled; any
in the area may fall. DC 15 passive Wisdom
1. Arrows +1 Glyphs of Warding (Explosive fire, pg. 17): (Perception) check to spot, or DC 12 Wisdom
2. Chain mail +2 Triggered by walking through the archway (Perception) check if actively searching. DC 15
3. *Chain mail +3 (reduce to +2) without speaking the password. DC 15 passive Intelligence (Investigation) check to determine
4. *Cleric scroll of blade barrier Wisdom (Perception) check to spot, or DC 15 how to disarm, followed by a DC 15 Dexterity
5. *Cleric scroll of lesser restoration Wisdom (Perception) check if actively check using thieves tools to disable it by using
6. *Cleric scroll of raise dead searching. The three glyphs can only be tools to break the door handle tripwires. DC 15
7. *Cloak of protection disarmed by a Dispel Magic spell. All creatures Wisdom (Perception) check to determine a way
8. Crystal ball in a 20 foot radius of the archway must make a to bypass the trap by wedging daggers or
9. Dagger +1 DC 13 Dexterity saving throw three times. Each spikes into the door's edges. When triggered,
10. Dagger +2 of the three glyphs inflicts 5d8 fire damage, any creature within range which fails a DC 15
11. *Decanter of endless water with only half damage taken on a successful Dexterity saving throw to avoid falling takes
12. Djinni bottle (djinni will perform 1 service, n saving throw. 7d6 bludgeoning damage from falling.
depart) Glyph of Warding (Explosive lightning, Poison Needle Trap (p. 11): This trap
13. *Flail +1 pg. 18): Triggered by opening a chest without protects a chest or other compartment.
14. Libram of gainful conjuration (replace with the password. DC 15 passive Wisdom A DC 20 Intelligence (Investigation) check
ring of spell storing) (Perception) check to spot, or DC 15 Wisdom allows character to notice the trap based on
15. Long sword +2 (Perception) check if actively searching. The alterations to the locking mechanism. A DC 15
16. Mace +1 glyph can only be disarmed by a Dispel Magic Intelligence (Investigation) check to determine
17. Oil of slipperiness spell. All creatures in a 20 foot radius of the how to disarm by removing the needle from
18. Plate armor +1 chest must make a DC 13 Dexterity saving the locking mechanism, followed by a DC 15
19. Potion of brass dragon control (replace with throw. The glyph inflicts 5d8 lightning damage, Dexterity check using thieves tools to disable
potion of fire resistance) with only half damage taken on a successful it. The creature that triggers it takes 4d10
20. Potion of ESP (replace with potion of mind saving throw. poison damage and must succeed on a DC 15
reading) Glyph of Warding (Guiding Bolt, pg. 11): Constitution saving throw or be poisoned for 1
21. Potion of gaseous form Triggered by touching the object it is inscribed hour.
22. Potion of invisibility on. DC 15 passive Wisdom (Perception) check to Scything Blade (pg. 23): A blade swings out
23. *Potion of invulnerability spot, or DC 15 Wisdom (Perception) check if from the wall three rounds after a medium size
24. *Scarab of protection (replace with necklace of actively searching. The glyph can only be creature or object passes that point. DC 15
adaptation) disarmed by a Dispel Magic spell. The creature passive Wisdom (Perception) check to spot, or
25. Scimitar +1 that triggers the glyph is attacked by a Guiding DC 12 Wisdom (Perception) check if actively
26. *Scimitar +3 (reduce to +2) Bolt spell, +7 to attack, 6d6 radiant damage on searching. DC 15 Intelligence (Investigation)
27. Scimitar of the Sultan +1, +3 vs. undead a hit. check to determine how to disarm, followed by
(replace with one scimitar +1) Hinged Stairs (pg. 21): Triggered by a DC 15 Dexterity check using thieves tools to
28. Scroll of protection from elementals walking on the stairs. DC 15 passive Wisdom disable it. If triggered, any creature in the area
29. *Shield +1 (Perception) check to spot, or DC 12 Wisdom suffers an attack at +7 to hit, 2d10 slashing
30. Shield +2 (Perception) check if actively searching. DC 15 damage on a hit. The blade will sever a rope
31. Skull of Garath (See Special Items) Intelligence (Investigation) check to determine automatically.
32. *Staff of healing how to disarm, followed by a DC 15 Dexterity Summoning Idol (pg. 20): The magical gem
33. Star of Khan-pelar check using thieves tools to disable it. When eyes of the idol begin to glow, and summon one
34. Star of Shah-pelar triggered, a creature within range which fails a undead creature per round until creatures
35. Wand of paralysis DC 15 Dexterity saving throw to avoid falling leave the room or the gems are removed or
36. Wizard scroll of fireball takes 3d6 bludgeoning damage from falling, destroyed. DC 15 passive Wisdom (Perception)
37. Wizard scroll (choose 3 3rd level spells) and takes 1d6 poison damage per round from check to spot, or DC 12 Wisdom (Perception)
38. Wizard scroll (choose 3 4th level spells) the smoke. Creatures that make the Dexterity check if actively searching. A DC 15 Dexterity
*These items are held by good NPCs and aren't save are still in the smoke. Creatures in the check using thieves tools allows the character
likely to fall into the hands of the characters. smoke that succeed on a DC 13 Constitution to remove 1 gem per round. Alternately, the
saving throw take half damage from the gems can be attacked. They are AC 8 and have
Traps smoke.
Jackal Head Lock (pg. 19): Mechanical jaws
10 hit points each.
Sword-wielding Statue (pg. 24): Triggered
Bow Statue (pg. 24): Triggered by bite the hands of anyone trying to pick the by depressing a pressure plate 10 feet away
depressing a pressure plate 10 feet away from lock. DC 15 passive Wisdom (Perception) check from the statue. DC 15 passive Wisdom
the statue. DC 15 passive Wisdom (Perception) to spot, or DC 12 Wisdom (Perception) check if (Perception) check to spot, or DC 12 Wisdom
check to spot, or DC 12 Wisdom (Perception) actively searching. DC 15 Intelligence (Perception) check if actively searching. DC 15
check if actively searching. DC 15 Intelligence (Investigation) check to determine how to Intelligence (Investigation) check to determine
(Investigation) check to determine how to disarm, followed by a DC 15 Dexterity check how to disarm, followed by a DC 15 Dexterity
disarm, followed by a DC 15 Dexterity check using thieves tools to disable it. The triggering check using thieves tools to disable it. When
using thieves tools to disable it. When creature takes 2d10 piercing damage. triggered, any creature in the area suffers two
triggered, any creature in the area suffers one Light Beams (pg. 26): Magical beams of attacks at +7 to hit, 2d10 slashing damage on a
attack at +7 to hit, 3d8 piercing damage on a light crisscross a room. Most are not harmful, hit. Creatures hit must make a DC 14 Strength
hit. but four of them are. The light makes it or Dexterity saving throw, or be pushed into
Cursed Idol (pg. 19): Triggered by taking impossible to discern between beams. A Dispel the shaft.
the idol. The creature triggering must succeed Magic spell can negate beams on a success.
on a DC 15 Wisdom saving throw or be cursed
for eight hours. While cursed, the creature
Beam A attacks at +7 to hit and does 4d10 cold
damage on a hit. Beam B attacks at +7 to hit Monsters
suffers disadvantage on all attack rolls. and does 4d10 force damage on a hit. Beam C 1. Abu Karesan: (thug, scimitar instead of
Efreeti Statue (pg. 24): Triggered by attacks at +7 to hit and does 4d10 lightning mace, MM 350, CR 1/2, 100 XP)
depressing a pressure plate 10 feet away from damage on a hit. Beam D hits automatically. 2. Acolyte: (MM 342, CR 1/4, 50 XP)
it. DC 15 passive Wisdom (Perception) check to Unless the creature succeeds at a DC 14 3. Airlancer: (veteran, with lance, MM 350, CR
spot, or DC 12 Wisdom (Perception) check if Wisdom saving throw, it is teleported to the 3, 700 XP)
actively searching. DC 15 Intelligence described location. 4. Bartender: (commoner, MM 345, CR 0, 0-10
(Investigation) check to determine how to Magic Mouth (pg. 21): A magic mouth yells XP)
disarm, followed by a DC 15 Dexterity check out a warning if any creature passes by 5. Bugbear: (MM 33, CR 1, 200 XP)
using thieves tools to disable it. If triggered, the without saying the password. DC 17 passive 6. Cookie: (thug, scimitar instead of mace,
statue shoots out a fireball which fills the Wisdom (Perception) check to spot, or DC 15 MM 350, CR 1/2, 100 XP)
entire area. All creatures must make a DC 14 Wisdom (Perception) check if actively 7. Corga Kazan: (priest, mace +1, Skull of
Dexterity saving throw, taking 8d6 fire damage searching. The magic mouth can only be Garath, MM 348, CR 2, 450 XP)
on a failure, or half that on a success. disarmed by a Dispel Magic spell. If triggered, 8. Drow elf: (MM128, CR 1/4, 50 XP)
Fog Cloud (pg. 18): Triggered by opening a the mouth yells a warning that intruders are 9. Drunk Symbayan: (thug, scimitar instead
door. DC 15 passive Wisdom (Perception) check present. of mace, MM 350, CR 1/2, 100 XP)
to spot, or DC 15 Wisdom (Perception) check if Net Trap (pg. 22): See Falling Net (DMG 10. Dustdigger: (See Special Creatures)
actively searching. The fog cloud can only be 122). 11. Efreeti pasha: (See Special Creatures)
disarmed by a Dispel Magic spell. When

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF THE WHITE PALM CONVERSION GUIDE 11
12. Ghoul: (MM 148, CR 1, 200 XP) Condition Immunities charmed, exhaustion,
13. Giant Snake: (MM 327, CR 1/4, 50 XP) frightened, poisoned, stunned Dustdigger
14. Giant Rat: (MM 327, CR 1/8, 25 XP) Senses truesight 120 ft., passive Perception 19 Large monstrosity, unaligned
15. Giant spider: (MM 328, CR 1, 200 XP) Armor Class 13 (natural armor)
16. Gladiator: (MM 346, CR 5, 1800 XP) Languages Common, Ignan
17. Goblin: (MM 166, CR 1/4, 50 XP) Hit Points 63 (6d10 + 12)
Challenge 18 (20000 XP) Speed 10 ft., burrow 10 ft.
18. Gorgon: (MM 171, CR 5, 1800 XP)
19. Home guard: (thug, scimitar instead of Legendary Resistance (3/Day). If the pasha fails STR DEX CON INT WIS CHA
mace, MM 350, CR 1/2, 100 XP) a saving throw, he can choose to succeed
20. Kaedros: (mage, MM 347, CR 6, 2300 XP) instead. 16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
21. Kalitrates: (Drow elite warrior, MM 128, CR Fire Aura. The pasha is surrounded by an aura Condition Immunities blinded, deafened,
5, 1800 XP) of heat and flame. Targets take 7 (2d6) fire frightened, prone
22. Korus Eikoth: (gladiator, AC 18, scimitar +1 damage if they move to within 5 feet of him or
instead of spear, MM 346, CR 5, 1800 XP) begin their turn there. Senses tremorsense 30 ft., passive Perception
23. Launderer: (commoner, MM 345, CR 0, 0-10 10
XP) Magic Resistant. The pasha has advantage on
all saving throws made against spells and Languages -
24. Mage: (MM 347, CR 6, 2300 XP) magical effects. Challenge 1 (200 XP)
25. Mummy: (MM 228, CR 3, 700 XP)
26. Pegasus: (MM 250, CR 2, 450 XP) Plane Shift. The pasha can plane shift himself Illusionary Trap. About 20% of dustdiggers can
27. Poisonous snake: (MM 334, CR 1/8, 25 XP) up to 2 times per day. He may only shift to or create a Silent Image spell at will. The image is
28. Priest: (MM 348, CR 2, 450 XP) from the prime plane, elemental plane of fire, always of an oasis or pool of water.
29. Rolando the minstrel: (spy, MM 349, CR 1, or the astral plane. Buried Deep. While buried in the sand, the
200 XP) Spellcasting. The pasha is a 14th level dustdigger can’t be detected by Perception
30. Sandman: (See Special Creatures) spellcaster. His spellcasting ability is Charisma checks.
31. Shadalah: (commoner, MM 345, CR 0, 0-10 (spell save DC 18, +10 to hit with spell attacks).
XP) Sinkhole. When the dustdigger detects
He knows the following spells: movement over itself, it deflates and creates a
32. Shadow: (MM 269, CR 1/2, 100 XP)
33. Skeleton: (MM 272, CR 1/4, 50 XP) Cantrips (at will): fire bolt, light, mage hand, 10 ft. diameter sinkhole of sand. Creatures
34. Skeleton, minotaur: (MM 273, CR 2, 450 XP) message, produce flame caught in the sinkhole make a DC 13 Dexterity
35. Slave: (commoner, MM 345, CR 0, 0-10 XP) 1st level (4 slots): burning hands, thunderwave check. On a success, they may move normally,
36. Slaver guard: (bandit, MM 343, CR 1/8, 25 treating the sinkhole as difficult ground. On a
XP) 2nd level (3 slots): continual flame, scorching failure, they become restrained.
37. Specter: (MM 279, CR 1, 200 XP) ray
Actions
38. Stable boy: (commoner, MM 345, CR 0, 0-10 3rd level (3 slots): counterspell, dispel magic,
XP) fireball, major image Multiattack. The dustdigger can make an
39. Symbayan: (thug, scimitar instead of mace, 4th level (3 slots): conjure minor elementals, engulf attack against a creature in its sinkhole,
MM 350, CR 1/2, 100 XP) fire shield, wall of fire and can bite a grappled target as a bonus
40. Symbayan noble: (commoner, MM 345, CR action.
0, 0-10 XP) 5th level (2 slots): cone of fire (as cone of cold),
conjure elemental Engulf. Melee Weapon Attack: +5 to hit, reach 10
41. Symbayan slave: (commoner, MM 345, CR ft., one target. Hit: Target is grappled.
0, 0-10 XP) 6th level (1 slot): create undead, programmed
42. Thune cultist: (thug, scimitar instead of illusion Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
mace, MM 350, CR 1/2, 100 XP) one target. Hit: 12 (2d8+3) piercing damage.
43. Thune dervish: (thug, scimitar instead of 7th level (1 slot): fire storm, teleport
mace, MM 350, CR 1/2, 100 XP) Actions Sandman
44. Thurnas Netmaster: (gladiator, AC 21, long Medium elemental, neutral
sword +2 instead of spear, MM 346, CR 5, Multiattack. The pasha makes three attacks
1800 XP) using any combination of scimitar and Hurl Armor Class 13 (natural armor)
45. Trader: (commoner, MM 345, CR 0, 0-10 Flame.. Hit Points 30 (4d8 + 12)
XP) Scimitar. Melee Weapon Attack: +13 to hit, Speed 10 ft., burrow 10 ft.
46. Veteran: (MM 350, CR 3, 700 XP) reach 10 ft., one target. Hit: 17 (3d6+7) slashing STR DEX CON INT WIS CHA
47. War dog: (wolf, MM 341, CR 1/4, 25 XP) damage, plus 7 (2d6) fire damage.
48. Water bearer: (commoner, MM 345, CR 0, 16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
0-10 XP) Hurl Flame. Ranged Spell Attack. +9 to hit,
range 150 ft., one target. Hit: 27 (8d6) fire Damage Vulnerability thunder
49. Wight: (MM 300, CR 3 (700 XP)
50. Wraith: (MM 302, CR 5, 1800 XP) damage. Damage Immunities poison
51. Young purple worm: (half hit points, AC 16, Legendary Actions Condition Immunities exhaustion, paralyzed,
save DC 5 less than listed, attacks do one petrified, poisoned, unconscious
die less damage, poison does half damage, The pasha can take 3 legendary actions,
attack bonus +7; MM 255, CR 7, 2900 XP) choosing from the options below. Only one Senses darkvision 60 ft., tremorsense 60 ft.,
52. Zomara: (Drow priestess of Lolth, MM 129, legendary action option can be used at a time passive Perception 10
CR 8, 3900 XP) and only at the end of another creature’s turn. Languages Terran
53. Zombie: (MM 316, CR 1/4, 50 XP) The pasha regains spent legendary actions at
54. Zorath Blackblade: (assassin, MM 343, CR 8, the start of his turn. Challenge 1 (200 XP)
3900 XP) Kick. The pasha kicks an opponent in melee Sleep Aura. Any living creature approaching
with him, using his melee attack to hit, and within 10 feet of a sandman for the first time
Special Creatures inflicting 14 (2d6+7) bludgeoning damage plus
7 (2d6) fire damage. The target must succeed at
must make a DC 11 Wisdom saving throw or
fall unconscious. Unconscious victims are
a DC 20 Strength (Athletics) or Dexterity woken by any damage or rough shaking,
Efreeti Pasha (Acrobatics) check or be knocked prone. otherwise they sleep for 1 hour.
Huge elemental, lawful evil Heat Pulse (Costs 2 Actions). The pasha Actions
Armor Class 20 (natural armor) releases a concussive heat blast that shoves Slam. Melee Weapon Attack: +5 to hit, reach 10
Hit Points 243 (18d12 + 126) away nearby foes. All creatures within 10 feet ft., one target. Hit: 6 (1d6+3) bludgeoning
Speed 40 ft., fly 60 ft. of him take 21 (6d6) fire damage, and must damage.
succeed at a DC 20 Strength (Athletics) check
STR DEX CON INT WIS CHA or be pushed 15 feet directly away.
24 (+7) 12 (+1) 24 (+7) 18 (+4) 16 (+3) 18 (+4) Cast a Spell (Costs 3 Actions). The pasha casts a
spell from his list of prepared spells, using a
Saving Throws Con +13, Int +10, Wis +9 spell slot as normal.
Skills Perception +9
Damage Immunities fire, poison; bludgeoning,
piercing, and slashing from non-magical
weapons

Not for resale. Permission granted to print or photocopy this document for personal use only. I4 OASIS OF THE WHITE PALM CONVERSION GUIDE 12

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