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Under Illefarn
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By Stan Shinn

For Character Levels 1-3

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
N5 Under Illefarn
By Stan Shinn

Introduction: In 1987, TSR published the module named “Under Illefarn” with the module
code “N5”. It was written by Steve Perrin and illustrated by Jeff Easley and Luise Perenne. It
consisted of a 48 page booklet and an outer folder containing maps. The module details the
town of Daggerford and offers 4 adventures in the surrounding area including exploration of
the titular mines. "Under Illefarn" was the first module produced specifically for the
Forgotten Realms campaign setting. This conversion guide allows DMs to run the original
module with 5th Edition rules and provides a reference sheet for encounters.

An adventure for 1st– 3rd 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. N5 UNDER ILLEFARN CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 2
N5: Under Illefarn
Introduction Converting to the Realms
Since "Under Illefarn" is set in the Forgotten Realms, no
To use this conversion guide you will need a copy of “N5 conversion is necessary.
Under Illefarn”, originally available in hard-copy and now It is worth noting that this adventure pairs up very
for sale in Digital format at www.dndclassics.com. nicely with Ghosts of Dragonspear Castle, available on
This document gives DMs advice to convert the module DMsGuild.com.
to the latest 5th Edition rules and guidance on preparing the
adventure. A list of random encounters and a summary of
Illefarn's factions provide a quick in-game reference. Most
creatures refer to stat blocks in the D&D 5e Monster Manual.
Some creatures have a full stat block in the Special Creatures
GM Notes
section at the end of this conversion guide. Special rules and tactics to brush up on prior to the game:
Page listings may refer to abbreviations: MM (Monster • Leverage Conversation Reaction table (DMG 245) for
Manual), CR (Challenge rating), and DMG (Dungeon Master NPC reactions.
Guide). All other page number refer to the locations in the • Know rules for throwing a lit flask of oil.
original 'Under Illefarn' module. Key text is in bold for easy • Know how to use perception rules for spotting traps,
scanning. Magic items are noted in italics. secret doors, and stealthed creatures.
Find more information about this and other early edition • Determine spell tactics for spellcasters.
conversions at www.classicmodulestoday.com. • Become familiar with the NPCs of Daggerford, as the
characters will be interacting with many of them.

Reference Sheet Visuals


For convenience, there is a Reference Sheet at the end of this
document which summarizes the key information you'll Suggested visuals to create:
need during the game onto one concise sheet. You can print • Print, or sketch the Daggerford City Map for the players.
this onto a single, double-sided page (perhaps on colored • Print or sketch the map of Daggerford and Surrounding
cardstock) as a handy tool that you can use alongside a hard Regions for the players.
copy of the module. After reading this document, all you'll • Print or sketch Meldar's Map for the players.
need to run the game is the original module, the Monster
Manual, the Reference Sheet, and optionally any notes or
visuals you've prepared. Random Encounters
Adventure Summary Daytime
Roll 1d10
The adventurers start out their careers as part of the 1. Allosaurus (1-2) 6. Wild Cattle (15)
Daggerford militia. Daggerford is located on the Sword 2. Bandits (8) 7. Heads
Coast, several hundred miles from Waterdeep. The area is 3. Boars (3) 8. Wolves (8)
very much wild and uncivilized, with dangers aplenty. 4. Hermit 9. Orcs and goblins (3, 8)
That said, being a member of the Daggerford militia is a 5. Hunters (4) 10. Manticore (1)
mostly calm job. Trouble occurs only occasionally, usually in
the form of raids by lizardfolk out of Lizard Marsh, or orcs Nighttime
from the Misty Forest hitting caravans on the Trade Way.
However that changes when the earth shakes and the Roll 1d10
Shining River turns green, killing livestock, crops, and 1. Allosaurus (1-2) 6. Orcs and goblins (3, 8)
anyone who drinks the water. Now the King of the Laughing 2. Owlbear 7. Wolves (14)
Hollow is asking for help from the militia, and it seems the 3. Bugbears (3) 8. Strange sounds
earthquake may have opened up an entrance to the long lost 4. Giant Constrictor 9. Werewolves (2)
dwarven mines of Illefarn. 5. Bandits (8) 10. Nightmare
Suddenly, being a militiaman is not as simple as it used
to be. Lizard Marsh
Roll 1d6
1. Wounded allosaurus 4. Giant toad
2. Pteranodon 5. Giant lizard
3. Quicksand 6. Swarm of centipedes

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41. Gargoyles (2). The wall may be climbed with a DC 15
Laughing Hollow Strength (Athletics) check. A DC 16 Intelligence (History)
Roll 1d6 check may be used to gain a clue about the levers.
1. Bears and bees 4. Ghouls (3) 42. Dwarf or gnome soldiers (4).
2. Centaurs (6) 5. Sprites (8) 44. Dorus and Morri if not on duty.
3. Wild elves (4) 6. Pixies (4) 45. Dwarf or gnome soldiers (4).
46. Mules (4), dwarf soldier (1).
48. Korin Ironaxe, if not elsewhere.
Planned Encounters 52. Gorn, Ibin, or Kain if not elsewhere.
54. Dwarf or gnome soldiers (2).
56. Ibin or Kain, dwarf soldiers (2).
Lizard Raid 76, Goblins (21), Ogre (1), Orcs (9).
Trail of the Raiders: Redeye, lizardfolk (16). 99. Stone golem (1).
Showdown: Lizardfolk (6). 101-102. Air is poisonous, inflicting 7 (2d6) poison damage
per round. A successful DC 14 Constitution saving throw
Caravan Duty reduces the damage to half. Entering the water has the effect
of Green Slime (DMG pg. 105).
Campsite: Roll once on the Nighttime random encounter 105. Skeletons (6).
table. 106. Dwarf bandits (4), if not on duty.
The Trip Back: Roll once on the Daytime random encounter 107. Half-orc bandits (4), if not on duty.
table on the trip from Bowshot to the campsite. At the 108. Half-elf bandits (2), if not on duty.
campsite, roll once on the Nighttime encounter table, and 109. Halfling bandits (5), if not on duty.
have a second encounter of Orcs and Goblins. 111. Duggwell and Karri, if not on duty.
113. Skeletons (6).
The Rescue Mission 119. Jorykul, Izeley, and Dappleford, if not on duty.
Ambush: Baron's men (6). 120. Kelthas the Dread, and Bryn, if not on duty.
At Laughing Hollow: Roll three times on the Laughing 122. Skeletons (6).
Hollow encounter table. 124. Goblins (6).
Discovery: Baron Agwain, Baron's Men (2). 125. Ogres (2).
Battle in the Valley: Goblins (10). 129. Goblins (3).
130. Goblins (6).
Under Illefarn 131. Goblins (8).
132. Goblins (8).
The Shaking Earth: Characters must make DC 16 Strength 133. Goblins (8).
checks to clear rubble. Characters may use the Help action to 134. Goblins (17).
assist. 139. Orcs (5).
The Curse: Any creature drinking polluted river water takes 140. Orcs (3).
7 (2d6) poison damage and must make a DC 14 Constitution 142. Orcs (3).
saving throw. On a success the creature takes only half the 143. Orcs (3).
damage, but on a failure it takes full damage and is poisoned 144. Orcs (3).
for 1 hour. 145. Wartsnak Direlord, if not elsewhere.
The Sigil: Deldrach Longarrow (wild elf). 146. Trolls (1 or 2).

Factions of Illefarn
Faction Leader Troops Location Goals
Dwarves Korin Ironaxe Ibin, Kain, Gorn, Dorus, Morri, Rooms 25, 42-61 Kill everyone in the orc and
dwarf soldiers (17), gnome necromancer factions, and
soldiers (3) reclaim Illefarn.
Necromancer Kelthas the Dread Bryn, Karri, Duggwell, Jorykul, Rooms 105-122 Let dwarves and orcs kill
Izeley, Dappleford, human each other, fight them only
bandits (10), half-orc bandits (4), when necessary, and keep
half-elf bandits (2), dwarf bandits searching for treasure and
(4), halfling bandits (5), skeletons lore.
(45)
Orcs Wartsnak Direlord Stub, Zurch, Prollot, Emee, Rooms 65-78, Kill everyone in the dwarf
Ellisin, orcs (40), goblins (80), 124-152 and necromancer factions,
ogres (4), trolls (2) and squat in Illefarn.

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149. Orcs (2-10). the trigger take 2d10 piercing damage on a failed DC 15
151-152. Stub, Zurch, and Prollot, if not elsewhere. Dexterity saving throw, or half as much on a successful
one.

Magic Items • Crushing Wall Trap (pg. 38): Triggered by a pressure


plate on the floor, a wall slides across the corridor to
crush victims. However the trap is old and slow, and
1. Amulet of allosaurus control (See Special Items)
victims have time to evade the wall. DC 15 passive
2. Arrows +1
Wisdom (Perception) check to spot, or DC 12 Wisdom
3. Battleaxe +1
(Perception) check if actively searching. DC 15
4. Battleaxe +2 (downgrade to +1)
Intelligence (Investigation) check to determine how to
5. Bolts +1
disarm, DC 15 Dexterity check using thieves tools to
6. Buckler wand (replace with wand of magic detection)
disable it. All creatures in a 10 foot by 10 foot area have 3
7. Chain mail +1
rounds to get out of that area. Anyone still in the area at
8. Cloak of elvenkind
the end of 3 rounds is crushed for 10d10 bludgeoning
9. Crossbow of speed (replace with light crossbow +1)
damage.
10. Dagger +2 (downgrade to +1)
11. Flail +1
• Deadfall Trap (pg. 37): Triggered by a pressure plate on
the floor, this trap rains rocks down on the victim . DC 15
12. Flame tongue longsword (replace with longsword +1)
passive Wisdom (Perception) check to spot, or DC 12
13. Gloves of swimming and climbing
Wisdom (Perception) check if actively searching. DC 15
14. Gauntlets of ogre power
Intelligence (Investigation) check to determine how to
15. Leather armor +2 (downgrade to +1)
disarm, DC 15 Dexterity check using thieves tools to
16. Lens of ultravision (replace with goggles of night)
disable it. The creature that triggered the trap takes 2d10
17. Mace +1
bludgeoning damage on a failed DC 15 Dexterity saving
18. Necklace of missiles (replace with necklace of fireballs, 5
throw, or half as much on a successful one.
beads)
19. Potion of flying
• Falling Cage Trap (pg. 38): Triggered by a pressure plate.
DC 15 passive Wisdom (Perception) check to spot, or DC
20. Potion of gaseous form
12 Wisdom (Perception) check if actively searching. DC 15
21. Potion of undead control (replace with potion of healing)
Intelligence (Investigation) check to determine how to
22. Ring of human influence (replace with ring of mind
disarm, DC 15 Dexterity check using thieves tools to
shielding)
disable it. When triggered all creatures in a 10 foot by 10
23. Ring of fire resistance
foot area are trapped by the falling cage, unless they
24. Plate armor +1
succeed at a DC 15 Dexterity saving throw. The cage is
25. Plate armor +2 (downgrade to +1)
very heavy, requiring a DC 20 Strength check to lift.
26. Short sword of quickness +2 (replace with short sword +1)
27. Spear +1
• Firebomb Trap (pg. 37): Triggered by a pressure plate on
the floor, this trap drops a large pot of alchemist's fire on
28. Splint armor +1
the victim. DC 15 passive Wisdom (Perception) check to
29. Staff of power (replace with staff of the python)
spot, or DC 12 Wisdom (Perception) check if actively
30. Stone of controlling earth elementals
searching. DC 15 Intelligence (Investigation) check to
31. Wand of magic missiles
determine how to disarm, DC 15 Dexterity check using
32. Wizard scroll of animate dead (2), arcane eye, clairvoyance
thieves tools to disable it. The creature that triggered the
trap takes 2d1o fire damage on a failed DC 15 Dexterity
Traps •
saving throw, or half as much damage on a success.
Net Trap (pg. 38): See Falling Net trap (DMG pg. 122).
• Acid Trap (pg. 37): A hidden pressure plate in the floor • Pit Trap (pg. 38): Triggered when a creature walks onto
triggers this trap. DC 15 passive Wisdom (Perception) the lid. DC 15 passive Wisdom (Perception) check to spot,
check to spot, or DC 12 Wisdom (Perception) check if or DC 12 Wisdom (Perception) check if actively
actively searching. DC 15 Intelligence (Investigation) searching. DC 15 Intelligence (Investigation) check to
check to determine how to disarm, DC 15 Dexterity determine how to disarm, DC 15 Dexterity check using
check using thieves tools to disable it. When triggered, a thieves tools to disable it by using tools to break the door
ceiling panel opens and upends a pot of acid. The acid handle tripwires. When triggered the creature falls 10
has long since evaporated, but there is a 50% chance the feet onto rusty spikes, taking 1d6 falling damage and 2d6
pot will fall and hit the triggering creature for 2d10 piercing damage from the spikes, unless it succeeds at a
bludgeoning damage, unless it succeeds at a DC 15 DC 15 Dexterity saving throw.
Dexterity saving throw.
• Crossbow Trap (pg. 37): Triggered by a pressure plate,
this trap shoots a hail of heavy crossbow bolts. DC 15 Monsters
passive Wisdom (Perception) check to spot, or DC 12
1. Allosaurus: (MM 79, CR 2, 450 XP)
Wisdom (Perception) check if actively searching. DC 15
2. Apprentices (Bryn, Duggwell, Karri): (See Special
Intelligence (Investigation) check to determine how to
Creatures)
disarm, DC 15 Dexterity check using thieves tools to
3. Bandit: (MM 343, CR 1/8, 25 XP)
disable it. When triggered, creatures within 20 feet of

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 5
4. Baron Agwain: (as knight, MM 347, CR 3, 700 XP)
5.
6.
Baron's Man: (as guard, MM 347, CR 1/8, 25 XP)
Boar: (MM 319, CR 1/4, 50 XP)
Special Creatures
7. Brown Bear: (MM 319, CR 1, 200 XP)
8. Bugbear: (MM 33, CR 1, 200 XP)
Apprentices (Bryn, Duggwell, and Karri)
9. Dorus: (See Special Creatures) Medium humanoid (human), lawful evil
10. Dwarf Bandit: (as bandit with dwarf traits) Armor Class 12 (15 with mage armor)
11. Dwarf Soldier: (as thug except AC 16, wielding battleaxe)
Hit Points 27 (5d8 + 5)
12. Ellisin: (See Special Creatures)
13. Emee: (See Special Creatures) Speed 30 ft.
14. Gargoyle: (MM 140, CR 2, 450 XP)
15. Ghoul: (MM 148, CR 1, 200 XP) STR DEX CON INT WIS CHA
16. Giant Constrictor Snake: (MM 324, CR 2, 450 XP) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0)
17. Giant Lizard: (MM 326, CR 1/4, 50 XP) Senses passive Perception 10
18. Giant Toad: (MM 329, CR 1, 200 XP)
19. Gnome Soldier: (as thug except AC 16, wielding war pick) Languages Common
20. Goblin: (MM 166, CR 1/4, 50 XP)
Challenge 1 (200 XP)
21. Gorn: (See Special Creatures)
22. Half-elf Bandit: (as bandit with half-elf traits) Spellcasting. The apprentice is a 3rd level wizard. Its
23. Half-orc Bandit: (as bandit with half-orc traits) spellcasting ability is Intelligence (spell save DC 13, +5 to to
24. Halfling Bandit: (as bandit with halfling traits) hit with spell attacks). It has the following wizard spells
25. Hermit: (as commoner, MM 345, CR 0, 0-10 XP) prepared.
26. Hunter: (as scout)
Cantrips (at will): chill touch, light, mage hand
27. Ibin: (as priest with dwarf traits, but AC 15, wielding
warhammer, Str 14) 1st level (4 slots): false life, mage armor, ray of sickness, witch
28. Izeley and Dappleford: (See Special Creatures) bolt
29. Kain: (as priest with dwarf traits, but AC 15, wielding
warhammer, Str 14) 2nd level (2 slots): ray of enfeeblement, web
30. Kelthas the Dread: (See Special Creatures) Actions
31. Korin Ironaxe: (See Special Creatures)
32. Lizardfolk: (MM 204, CR 1/2, 100 XP) Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
33. Manticore: (MM 213, CR 3, 700 XP) Hit: 4 (1d4 + 2) piercing damage.
34. Morri: (See Special Creatures)
35. Mule: (MM 333, CR 1/8, 25 XP)
Dorus
36. Nightmare: (MM 235, CR 3, 700 XP) Small humanoid (gnome), neutral good
37. Orc: (MM 246, CR 1/2, 100 XP) Armor Class 13 (16 with mage armor)
38. Orc Eye of Gruumsh: (MM 247, CR 2, 450 XP)
39. Owlbear: (MM 249, CR 3, 700 XP) Hit Points 27 (5d6 + 10)
40. Pixie: (MM 253, CR 1/4, 50 XP) Speed 25 ft.
41. Pteranodon: (MM 80, CR 1/4, 50 XP)
42. Redeye: (See Special Creatures) STR DEX CON INT WIS CHA
43. Scout: (MM 349, CR 1/2, 100 XP 10 (+0) 16 (+3) 14 (+2) 17 (+3) 10 (+0) 10 (+0)
44. Skeleton: (MM 272, CR 1/4, 50 XP)
Senses darkvision 60 ft., passive Perception 11
45. Sprite: (MM 283, CR 1/4, 50 XP)
46. Stone Golem: (MM 170, CR 10, 5900 XP) Languages Common, Gnomish
47. Stub: (as orc eye of Gruumsh)
Challenge 1 (200 XP)
48. Swarm of Bees: (MM 338, CR 1/2, 100 XP)
49. Swarm of Centipedes: (MM 338, CR 1/2, 100 XP) Gnome Cunning. Dorus has advantage on all Intelligence,
50. Thug: (MM 350, CR 1/2, 100 XP) Wisdom, and Charisma saving throws.
51. Wartsnak Direlord: (as orc war chief with battleaxe +1,
MM 246, CR 4, 1100 XP) Spellcasting. Dorus is a 3rd level wizard. Her spellcasting
52. Werewolf: (MM 211, CR 3, 700 XP) ability is Intelligence (spell save DC 13, +5 to to hit with spell
53. Wild Cattle: (as elk, MM 322, CR 1/4, 50 XP) attacks). She has the following wizard spells prepared.
54. Wild Elf: (as scout with wood elf traits) Cantrips (at will): dancing lights, minor illusion,
55. Wolf: (MM 341, CR 1/4, 50 XP) prestidigitation, ray of frost
56. Wounded Allosaurus: (as allosaurus, but only 20 hit
points remaining) 1st level (4 slots): color spray, mage armor, sleep
57. Zurch: (as orc eye of Gruumsh) 2nd level (2 slots): mirror image, phantasmal force, web
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

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Hit: 5 (1d4 + 3) piercing damage. Spellcasting. Emee is a 4th level cleric. His spellcasting ability
is Wisdom (spell save DC 12, +4 to to hit with spell attacks).
Ellisin He has the following cleric spells prepared.
Small humanoid (goblin), lawful evil Cantrips (at will): guidance, resistance, sacred flame,
Armor Class 16 (leather armor, shield) thaumaturgy
Hit Points 40 (9d6 + 9) 1st level (4 slots): bless, charm person, cure wounds, disguise self,
Speed 30 ft. guiding bolt
2nd level (3 slots): hold person, mirror image, pass without
STR DEX CON INT WIS CHA
trace, silence, spiritual weapon
8 (-1) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 8 (-1)
Actions
Saving Throws Wis +5, Cha +1
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 13 target. Hit: 5 (1d6 + 2) slashing damage.
Languages Common, Goblin
Gorn
Challenge 3 (700 XP) Medium humanoid (dwarf), lawful good
Cloak of Shadows (2/day). As an action, Ellison can become Armor Class 19 (chain mail +1, shield)
invisible until the end of his next turn. Attacking or casting a
spell causes him to become visible. Hit Points 72 (11d8 + 22)

Nimble Escape. Ellisin can take the Disengage or Hide action Speed 25 ft.
as a bonus action on each of his turns. STR DEX CON INT WIS CHA
Spellcasting. Ellisin is a 7th level cleric. His spellcasting 15 (+2) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0)
ability is Wisdom (spell save DC 13, +5 to to hit with spell
Saving Throws Wis +6, Cha +3
attacks). He has the following cleric spells prepared.
Damage Resistances poison
Cantrips (at will): guidance, resistance, sacred flame,
thaumaturgy Senses darkvision 60 ft., passive Perception 13
1st level (4 slots): bane, charm person, cure wounds, disguise self, Languages Common, Dwarvish
guiding bolt, inflict wounds
Challenge 5 (1800 XP)
2nd level (3 slots): mirror image, pass without trace, protection
Dwarven Resilience. Gorn has advantage on saving throws
from poison, silence
against poison.
3rd level (3 slots): bestow curse, blink, dispel magic, protection
Guided Strike (2/day). Once on his turn, Gorn can add +10 to
from energy, spirit guardians
his attack roll before he rolls.
4th level (1 slots): dimension door, freedom of movement,
Spellcasting. Gorn is a 9th level cleric. His spellcasting ability
polymorph
is Wisdom (spell save DC 14, +6 to to hit with spell attacks).
Actions He has the following cleric spells prepared.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one Cantrips (at will): guidance, resistance, sacred flame,
target. Hit: 6 (1d6 + 3) slashing damage. thaumaturgy

Emee 1st level (4 slots): cure wounds, divine favor, guiding bolt, inflict
wounds, shield of faith
Small humanoid (goblin), lawful evil
Armor Class 15 (leather armor, shield) 2nd level (3 slots): augury, blindness/deafness, hold person,
lesser restoration, magic weapon, spiritual weapon
Hit Points 21 (6d6)
3rd level (3 slots): clairvoyance, crusader's mantle, dispel magic,
Speed 30 ft. protection from energy, spirit guardians
STR DEX CON INT WIS CHA 4th level (3 slots): freedom of movement, guardian of faith,
8 (-1) 15 (+2) 10 (+0) 10 (+0) 15 (+2) 8 (-1) stoneskin

Senses darkvision 60 ft., passive Perception 12 5th level (1 slot): flame strike, hold monster

Languages Common, Goblin Actions


Challenge 1 (200 XP) Warhammer +1. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Nimble Escape. Emee can take the Disengage or Hide action
as a bonus action on each of his turns.

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Izeley and Dappleford inflict wounds, thunderwave
Medium humanoid (half-orc), neutral evil 2nd level (3 slots): gust of wind, hold person, protection from
Armor Class 16 (scale mail, shield) poison, shatter, silence

Hit Points 39 (6d8 + 12) 3rd level (3 slots): bestow curse, call lightning, protection from
energy, sleet storm
Speed 30 ft.
4th level (1 slots): control water, guardian of faith, ice storm
STR DEX CON INT WIS CHA
Wrath of the Storm (3/day). As a reaction, when hit by an
14 (+2) 12 (+1) 15 (+2) 8 (-1) 16 (+3) 10 (+0) attacker within 5 feet, Jorykul can inflict 2d8 lightning or
Senses darkvision 60 ft., passive Perception 13 thunder damage on the attacker. The attacker makes a DC 13
Dexterity saving throw, taking full damage on a failure, or
Languages Common, Orc half the damage on a success.
Challenge 3 (700 XP) Actions
Relentless Endurance (1/day). When Izeley or Dappleford is Flail +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
reduced to 0 hit points, but not killed outright, it instead Hit: 8 (1d8 + 4) bludgeoning damage.
drops to 1 hit point. This ability can't be used again until
after a long rest. Kelthas the Dread
Spellcasting. They are 4th level clerics. Their spellcasting Medium humanoid (human), chaotic evil
ability is Wisdom (spell save DC 13, +5 to to hit with spell Armor Class 12 (15 with mage armor)
attacks). They have the following cleric spells prepared.
Hit Points 66 (12d8 + 12)
Cantrips (at will): resistance, sacred flame, thaumaturgy
Speed 30 ft.
1st level (4 slots): command, guiding bolt, inflict wounds, shield
of faith STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 10 (+0)
2nd level (3 slots): blindness/deafness, hold person, spiritual
weapon Saving Throws Int +7, Wis +4
Actions Skills Perception +4
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Damage Resistances necrotic
Hit: 5 (1d6 + 2) bludgeoning damage.
Senses passive Perception 14
Jorykul Languages Common, Dwarvish
Medium humanoid (half-orc), neutral evil
Challenge 6 (2300 XP)
Armor Class 20 (splint armor +1, shield)
Spellcasting. Kelthas is a 10th level wizard. His spellcasting
Hit Points 67 (9d8 + 27) ability is Intelligence (spell save DC 15, +7 to to hit with spell
Speed 30 ft. attacks). He has the following wizard spells prepared.
Cantrips (at will): chill touch, light, mage hand, prestidigitation,
STR DEX CON INT WIS CHA
ray of frost
16 (+3) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
1st level (4 slots): charm person, mage armor, ray of sickness
Saving Throws Wis +5, Cha +1
2nd level (3 slots): darkvision, invisibility, ray of enfeeblement
Senses darkvision 60 ft., passive Perception 13
3rd level (3 slots): animate dead, fireball, vampiric touch
Languages Common, Orc
4th level (3 slots): Evard's black tentacles, ice storm, phantasmal
Challenge 4 (1100 XP) killer
Relentless Endurance (1/day). When Jorykul is reduced to 0 5th level (2 slots): cloudkill, wall of force
hit points, but not killed outright, he instead drops to 1 hit
point. This ability can't be used again until after a long rest. Actions
Spellcasting. Jorykul is a 7th level cleric. His spellcasting Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
ability is Wisdom (spell save DC 13, +5 to to hit with spell Hit: 5 (1d4 + 2) piercing damage.
attacks). He has the following cleric spells prepared.
Wand of Magic Missiles. Ranged Spell Attack: automatic hit,
Cantrips (at will): guidance, resistance, sacred flame, range 120 ft., one target. Hit: 10 (3d4 + 3) force damage. The
thaumaturgy wand has 7 charges,
1st level (4 slots): bless, cure wounds, fog cloud, guiding bolt,

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 8
Korin Ironaxe Actions
Medium humanoid (dwarf), lawful neutral Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Armor Class 18 (chain mail, shield) target. Hit: 5 (1d4 + 3) piercing damage.

Hit Points 90 (12d8+36) Prollot


Speed 25 ft. Medium humanoid (orc), lawful evil
Armor Class 16 (chain mail)
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3) Hit Points 52 (7d8 + 21)
Speed 25 ft.
Saving Throws Str +7, Con +6
STR DEX CON INT WIS CHA
Skills Perception +3
16 (+3) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Languages Common, Dwarvish
Challenge 3 (700 XP)
Challenge 6 (2300 XP)
Aggressive. As a bonus action, Prollot can move up to his
Dwarven Resilience. Korin has advantage on saving throws speed toward a hostile creature he can see.
against poison.
Spellcasting. Prollot is a 5th level cleric. His spellcasting
Actions ability is Wisdom (spell save DC 13, +5 to to hit with spell
attacks). He has the following cleric spells prepared.
Multiattack. Korin makes two warhammer attacks.
Cantrips (at will): guidance, resistance, sacred flame,
Warhammer +2. Melee Weapon Attack: +9 to hit, reach 5 ft.,
thaumaturgy
one target. Hit: 10 (1d8 + 6) bludgeoning damage.
1st level (4 slots): command, cure wounds, divine favor, guiding
bolt, inflict wounds, shield of faith
Morri 2nd level (3 slots): blindness/deafness, hold person, magic
Small humanoid (gnome), lawful good weapon, spiritual weapon
Armor Class 13 (16 with mage armor) 3rd level (2 slots): crusader's mantle, dispel magic, protection
Hit Points 31 (7d6 + 7) from energy, spirit guardians

Speed 25 ft. Actions


Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 7 (1d8 + 3) piercing damage.
10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 10 (+0)
Saving Throws Int +5, Wis +3 Redeye
Medium humanoid (lizardfolk), neutral
Senses darkvision 60 ft., passive Perception 11
Armor Class 15 (shield)
Languages Common, Gnomish
Hit Points 58 (9d8 + 18)
Challenge 2 (450 XP)
Speed 30 ft., swim 30 ft.
Gnome Cunning. Morri has advantage on all Intelligence,
Wisdom, and Charisma saving throws. STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 13 (+1) 16 (+3) 18 (+4)
Spellcasting. Morri is a 5th level wizard. His spellcasting
ability is Intelligence (spell save DC 13, +5 to to hit with spell Saving Throws Wis +5
attacks). He has the following wizard spells prepared.
Skills Perception +5, Stealth +5, Survival +6
Cantrips (at will): dancing lights, minor illusion,
Senses passive Perception 15
prestidigitation, ray of frost
Languages Common, Draconic
1st level (4 slots): color spray, grease, mage armor
Challenge 4 (1100 XP)
2nd level (3 slots): mirror image, phantasmal force, web
Hold Breath. Redeye can hold his breath for 15 minutes.
3rd level (2 slots): fear, stinking cloud
Spellcasting. Redeye is a 7th level druid. His spellcasting
ability is Wisdom (spell save DC 13, +5 to to hit with spell

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 9
attacks). He has the following cleric spells prepared.
Cantrips (at will): druidcraft, poison spray, resistance, thorn
whip
1st level (4 slots): animal friendship, cure wounds, entangle,
speak with animals
2nd level (3 slots): darkness, lesser restoration, Melf's acid arrow,
moonbeam
3rd level (3 slots): dispel magic, stinking cloud, water walk,
wind wall
4th level (1 slots): conjure woodland beings, freedom of
movement, giant insect, locate creature
Actions
Multiattack. Redeye makes 1 mace attack and 1 spiked shield
attack
Mace +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

Special Items
Amulet of Allosaurus Control
Wondrous item (amulet), rare (attunement required)
This amulet is made from an allosaurus tooth, scribed
with mystic symbols, and fixed with a bronze cap and loop
to hang from a leather thong.
The amulet has 3 charges remaining that do not
replenish. You can spend an action to use a charge to call an
allosaurus to aid you. The action succeeds only if there is an
allosaurus within 1 mile to answer the beckon call of the
amulet. The allosaurus arrives as fast as it can, and remains
under your control for 1 hour.

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 10
46. Mules (4), dwarf soldier (1). 30. Stone of controlling earth elementals
N5 Under Illefarn 48. Korin Ironaxe, if not elsewhere.
52. Gorn, Ibin, or Kain if not elsewhere.
31. Wand of magic missiles
1. Wizard scroll of animate dead (2), arcane eye,
Reference Sheet 54. Dwarf or gnome soldiers (2).
56. Ibin or Kain, dwarf soldiers (2).
clairvoyance
76, Goblins (21), Ogre (1), Orcs (9).
99. Stone golem (1). Traps
Random Encounters 101-102. Air is poisonous, inflicting 7 (2d6) Acid Trap (pg. 37): A hidden pressure plate
poison damage per round. A successful DC 14 in the floor triggers this trap. DC 15 passive
Daytime Constitution saving throw reduces the damage Wisdom (Perception) check to spot, or DC 12
to half. Entering the water has the effect of Wisdom (Perception) check if actively
Roll 1d10 Green Slime (DMG pg. 105). searching. DC 15 Intelligence (Investigation)
1. Allosaurus (1-2) 6. Wild Cattle (15) 105. Skeletons (6). check to determine how to disarm, DC 15
2. Bandits (8) 7. Heads 106. Dwarf bandits (4), if not on duty. Dexterity check using thieves tools to disable
3. Boars (3) 8. Wolves (8) 107. Half-orc bandits (4), if not on duty. it. When triggered, a ceiling panel opens and
4. Hermit 9. Orcs and goblins (3, 8) 108. Half-elf bandits (2), if not on duty. upends a pot of acid. The acid has long since
5. Hunters (4) 10. Manticore (1) 109. Halfling bandits (5), if not on duty. evaporated, but there is a 50% chance the pot
111. Duggwell and Karri, if not on duty. will fall and hit the triggering creature for 2d10
Nighttime 113. Skeletons (6). bludgeoning damage, unless it succeeds at a
Roll 1d10 119. Jorykul, Izeley, and Dappleford, if not on DC 15 Dexterity saving throw.
1. Allosaurus (1-2) 6. Orcs and goblins (3, 8) duty. Crossbow Trap (pg. 37): Triggered by a
2. Owlbear 7. Wolves (14) 120. Kelthas the Dread, and Bryn, if not on pressure plate, this trap shoots a hail of heavy
3. Bugbears (3) 8. Strange sounds duty. crossbow bolts. DC 15 passive Wisdom
4. Giant 9. Werewolves (2) 122. Skeletons (6). (Perception) check to spot, or DC 12 Wisdom
Constrictor 10. Nightmare 124. Goblins (6). (Perception) check if actively searching. DC 15
5. Bandits (8) 125. Ogres (2). Intelligence (Investigation) check to determine
129. Goblins (3). how to disarm, DC 15 Dexterity check using
Lizard Marsh 130. Goblins (6). thieves tools to disable it. When triggered,
131. Goblins (8). creatures within 20 feet of the trigger take
Roll 1d6 132. Goblins (8). 2d10 piercing damage on a failed DC 15
1. Wounded 4. Giant toad 133. Goblins (8). Dexterity saving throw, or half as much on a
allosaurus 5. Giant lizard 134. Goblins (17). successful one.
2. Pteranodon 6. Swarm of centipedes 139. Orcs (5). Crushing Wall Trap (pg. 38): Triggered by a
3. Quicksand 140. Orcs (3). pressure plate on the floor, a wall slides across
Laughing Hollow 142. Orcs (3). the corridor to crush victims. However the trap
143. Orcs (3). is old and slow, and victims have time to evade
Roll 1d6 144. Orcs (3). the wall. DC 15 passive Wisdom (Perception)
1. Bears and bees 4. Ghouls (3) 145. Wartsnak Direlord, if not elsewhere. check to spot, or DC 12 Wisdom (Perception)
2. Centaurs (6) 5. Sprites (8) 146. Trolls (1 or 2). check if actively searching. DC 15 Intelligence
3. Wild elves (4) 6. Pixies (4) 149. Orcs (2-10). (Investigation) check to determine how to
151-152. Stub, Zurch, and Prollot, if not disarm, DC 15 Dexterity check using thieves
Planned Encounters elsewhere. tools to disable it. All creatures in a 10 foot by
10 foot area have 3 rounds to get out of that
Lizard Raid Magic Items area. Anyone still in the area at the end of 3
rounds is crushed for 10d10 bludgeoning
Trail of the Raiders: Redeye, lizardfolk (16). 1. Amulet of allosaurus control (See Special damage.
Showdown: Lizardfolk (6). Items) Deadfall Trap (pg. 37): Triggered by a
2. Arrows +1 pressure plate on the floor, this trap rains
Caravan Duty 3. Battleaxe +1 rocks down on the victim . DC 15 passive
4. Battleaxe +2 (downgrade to +1) Wisdom (Perception) check to spot, or DC 12
Campsite: Roll once on the Nighttime random 5. Bolts +1 Wisdom (Perception) check if actively
encounter table. 6. Buckler wand (replace with wand of magic searching. DC 15 Intelligence (Investigation)
The Trip Back: Roll once on the Daytime detection) check to determine how to disarm, DC 15
random encounter table on the trip from 7. Chain mail +1 Dexterity check using thieves tools to disable
Bowshot to the campsite. At the campsite, roll 8. Cloak of elvenkind it. The creature that triggered the trap takes
once on the Nighttime encounter table, and 9. Crossbow of speed (replace with light 2d10 bludgeoning damage on a failed DC 15
have a second encounter of Orcs and Goblins. crossbow +1) Dexterity saving throw, or half as much on a
The Rescue Mission 10. Dagger +2 (downgrade to +1) successful one.
11. Flail +1 Falling Cage Trap (pg. 38): Triggered by a
Ambush: Baron's men (6). 12. Flame tongue longsword (replace with pressure plate. DC 15 passive Wisdom
At Laughing Hollow: Roll three times on the longsword +1) (Perception) check to spot, or DC 12 Wisdom
Laughing Hollow encounter table. 13. Gloves of swimming and climbing (Perception) check if actively searching. DC 15
Discovery: Baron Agwain, Baron's Men (2). 14. Gauntlets of ogre power Intelligence (Investigation) check to determine
Battle in the Valley: Goblins (10). 15. Leather armor +2 (downgrade to +1) how to disarm, DC 15 Dexterity check using
Under Illefarn 16. Lens of ultravision (replace with goggles of thieves tools to disable it. When triggered all
night) creatures in a 10 foot by 10 foot area are
The Shaking Earth: Characters must make DC 17. Mace +1 trapped by the falling cage, unless they succeed
16 Strength checks to clear rubble. Characters 18. Necklace of missiles (replace with necklace of at a DC 15 Dexterity saving throw. The cage is
may use the Help action to assist. fireballs, 5 beads) very heavy, requiring a DC 20 Strength check
The Curse: Any creature drinking polluted 19. Potion of flying to lift.
river water takes 7 (2d6) poison damage and 20. Potion of gaseous form Firebomb Trap (pg. 37): Triggered by a
must make a DC 14 Constitution saving throw. 21. Potion of undead control (replace with potion pressure plate on the floor, this trap drops a
On a success the creature takes only half the of healing) large pot of alchemist's fire on the victim. DC 15
damage, but on a failure it takes full damage 22. Ring of human influence (replace with ring of passive Wisdom (Perception) check to spot, or
and is poisoned for 1 hour. mind shielding) DC 12 Wisdom (Perception) check if actively
The Sigil: Deldrach Longarrow (wild elf). 23. Ring of fire resistance searching. DC 15 Intelligence (Investigation)
Rooms 24. Plate armor +1 check to determine how to disarm, DC 15
41. Gargoyles (2). The wall may be climbed with 25. Plate armor +2 (downgrade to +1) Dexterity check using thieves tools to disable
a DC 15 Strength (Athletics) check. A DC 16 26. Short sword of quickness +2 (replace with it. The creature that triggered the trap takes
Intelligence (History) check may be used to short sword +1) 2d1o fire damage on a failed DC 15 Dexterity
gain a clue about the levers. 27. Spear +1 saving throw, or half as much damage on a
42. Dwarf or gnome soldiers (4). 28. Splint armor +1 success.
44. Dorus and Morri if not on duty. 29. Staff of power (replace with staff of the Net Trap (pg. 38): See Falling Net trap
45. Dwarf or gnome soldiers (4). python) (DMG pg. 122).

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 11
Pit Trap (pg. 38): Triggered when a creature 36. Nightmare: (MM 235, CR 3, 700 XP) Speed 25 ft.
walks onto the lid. DC 15 passive Wisdom 37. Orc: (MM 246, CR 1/2, 100 XP) STR DEX CON INT WIS CHA
(Perception) check to spot, or DC 12 Wisdom 38. Orc Eye of Gruumsh: (MM 247, CR 2, 450
(Perception) check if actively searching. DC 15 XP) 10 (+0) 16 (+3) 14 (+2) 17 (+3) 12 (+1) 10 (+0)
Intelligence (Investigation) check to determine 39. Owlbear: (MM 249, CR 3, 700 XP) Senses darkvision 60 ft., passive Perception 11
how to disarm, DC 15 Dexterity check using 40. Pixie: (MM 253, CR 1/4, 50 XP) Languages Common, Gnomish
thieves tools to disable it by using tools to 41. Pteranodon: (MM 80, CR 1/4, 50 XP)
break the door handle tripwires. When 42. Redeye: (See Special Creatures) Challenge 1 (200 XP)
triggered the creature falls 10 feet onto rusty 43. Scout: (MM 349, CR 1/2, 100 XP Gnome Cunning. Dorus has advantage on all
spikes, taking 1d6 falling damage and 2d6 44. Skeleton: (MM 272, CR 1/4, 50 XP) Intelligence, Wisdom, and Charisma saving
piercing damage from the spikes, unless it 45. Sprite: (MM 283, CR 1/4, 50 XP) throws.
succeeds at a DC 15 Dexterity saving throw. 46. Stone Golem: (MM 170, CR 10, 5900 XP) Spellcasting. Dorus is a 3rd level wizard. Her
47. Stub: (as orc eye of Gruumsh) spellcasting ability is Intelligence (spell save
48. Swarm of Bees: (MM 338, CR 1/2, 100 XP) DC 13, +5 to to hit with spell attacks). She has
Monsters 49. Swarm of Centipedes: (MM 338, CR 1/2, 100
XP)
the following wizard spells prepared.
Cantrips (at will): dancing lights, minor illusion,
1. Allosaurus: (MM 79, CR 2, 450 XP) 50. Thug: (MM 350, CR 1/2, 100 XP) prestidigitation, ray of frost
2. Apprentices (Bryn, Duggwell, Karri): (See 51. Wartsnak Direlord: (as orc war chief with 1st level (4 slots): color spray, mage armor, sleep
Special Creatures) battleaxe +1, MM 246, CR 4, 1100 XP) 2nd level (2 slots): mirror image, phantasmal
3. Bandit: (MM 343, CR 1/8, 25 XP) 52. Werewolf: (MM 211, CR 3, 700 XP) force, web
4. Baron Agwain: (as knight, MM 347, CR 3, 53. Wild Cattle: (as elk, MM 322, CR 1/4, 50 XP)
700 XP) 54. Wild Elf: (as scout with wood elf traits) Actions
5. Baron's Man: (as guard, MM 347, CR 1/8, 25 55. Wolf: (MM 341, CR 1/4, 50 XP) Dagger. Melee Weapon Attack: +5 to hit, reach 5
XP) 56. Wounded Allosaurus: (as allosaurus, but ft., one target. Hit: 5 (1d4 + 3) piercing damage.
6. Boar: (MM 319, CR 1/4, 50 XP) only 20 hit points remaining)
7. Brown Bear: (MM 319, CR 1, 200 XP) 57. Zurch: (as orc eye of Gruumsh) Ellisin
8. Bugbear: (MM 33, CR 1, 200 XP)
9. Dorus: (See Special Creatures)
10. Dwarf Bandit: (as bandit with dwarf traits) Special Creatures Small humanoid (goblin), lawful evil
Armor Class 16 (leather armor, shield)
11. Dwarf Soldier: (as thug except AC 16, Hit Points 40 (9d6 + 9)
wielding battleaxe) Apprentices (Bryn, Duggwell, and Speed 30 ft.
12. Ellisin: (See Special Creatures)
13. Emee: (See Special Creatures) Karri) STR DEX CON INT WIS CHA
14. Gargoyle: (MM 140, CR 2, 450 XP) Medium humanoid (human), lawful evil 8 (-1) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 8 (-1)
15. Ghoul: (MM 148, CR 1, 200 XP) Armor Class 12 (15 with mage armor)
16. Giant Constrictor Snake: (MM 324, CR 2, Saving Throws Wis +5, Cha +1
450 XP) Hit Points 27 (5d8 + 5) Senses darkvision 60 ft., passive Perception 13
17. Giant Lizard: (MM 326, CR 1/4, 50 XP) Speed 30 ft. Languages Common, Goblin
18. Giant Toad: (MM 329, CR 1, 200 XP) STR DEX CON INT WIS CHA Challenge 3 (700 XP)
19. Gnome Soldier: (as thug except AC 16,
wielding war pick) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) Cloak of Shadows (2/day). As an action, Ellison
can become invisible until the end of his next
20. Goblin: (MM 166, CR 1/4, 50 XP) Senses passive Perception 10 turn. Attacking or casting a spell causes him to
21. Gorn: (See Special Creatures) Languages Common become visible.
22. Half-elf Bandit: (as bandit with half-elf Challenge 1 (200 XP)
traits) Nimble Escape. Ellisin can take the Disengage
23. Half-orc Bandit: (as bandit with half-orc Spellcasting. The apprentice is a 3rd level or Hide action as a bonus action on each of his
traits) wizard. Its spellcasting ability is Intelligence turns.
24. Halfling Bandit: (as bandit with halfling (spell save DC 13, +5 to to hit with spell attacks). Spellcasting. Ellisin is a 7th level cleric. His
traits) It has the following wizard spells prepared. spellcasting ability is Wisdom (spell save DC 13,
25. Hermit: (as commoner, MM 345, CR 0, 0-10 Cantrips (at will): chill touch, light, mage hand +5 to to hit with spell attacks). He has the
XP) 1st level (4 slots): false life, mage armor, ray of following cleric spells prepared.
26. Hunter: (as scout) sickness, witch bolt Cantrips (at will): guidance, resistance, sacred
27. Ibin: (as priest with dwarf traits, but AC 15, 2nd level (2 slots): ray of enfeeblement, web flame, thaumaturgy
wielding warhammer, Str 14) 1st level (4 slots): bane, charm person, cure
28. Izeley and Dappleford: (See Special Actions wounds, disguise self, guiding bolt, inflict wounds
Creatures) Dagger. Melee Weapon Attack: +4 to hit, reach 5 2nd level (3 slots): mirror image, pass without
29. Kain: (as priest with dwarf traits, but AC 15, ft., one target. Hit: 4 (1d4 + 2) piercing damage. trace, protection from poison, silence
wielding warhammer, Str 14) 3rd level (3 slots): bestow curse, blink, dispel
30. Kelthas the Dread: (See Special Creatures) magic, protection from energy, spirit guardians
31. Korin Ironaxe: (See Special Creatures) Dorus 4th level (1 slots): dimension door, freedom of
32. Lizardfolk: (MM 204, CR 1/2, 100 XP)
33. Manticore: (MM 213, CR 3, 700 XP) Small humanoid (gnome), neutral good movement, polymorph
34. Morri: (See Special Creatures) Armor Class 13 (16 with mage armor)
35. Mule: (MM 333, CR 1/8, 25 XP) Hit Points 27 (5d6 + 10)

Factions of Illefarn
Faction Leader Troops Location Goals
Dwarves Korin Ironaxe Ibin, Kain, Gorn, Dorus, Morri, dwarf Rooms 25, 42- Kill everyone in the orc and
soldiers (17), gnome soldiers (3) 61 necromancer factions, and reclaim
Illefarn.
Necromancer Kelthas the Dread Bryn, Karri, Duggwell, Jorykul, Izeley, Rooms 105-122 Let dwarves and orcs kill each other,
Dappleford, human bandits (10), half-orc fight them only when necessary, and
bandits (4), half-elf bandits (2), dwarf bandits keep searching for treasure and lore.
(4), halfling bandits (5), skeletons (45)
Orcs Wartsnak Direlord Stub, Zurch, Prollot, Emee, Ellisin, orcs (40), Rooms 65-78, Kill everyone in the dwarf and
goblins (80), ogres (4), trolls (2) 124-152 necromancer factions, and squat in
Illefarn.

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 12
Actions Speed 30 ft. 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 10 (+0)
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 STR DEX CON INT WIS CHA Saving Throws Int +7, Wis +4
ft., one target. Hit: 6 (1d6 + 3) slashing damage. 14 (+2) 12 (+1) 15 (+2) 8 (-1) 16 (+3) 10 (+0) Skills Perception +4
Senses darkvision 60 ft., passive Perception 13 Damage Resistances necrotic
Emee Languages Common, Orc Senses passive Perception 14
Small humanoid (goblin), lawful evil Challenge 3 (700 XP) Languages Common, Dwarvish
Armor Class 15 (leather armor, shield) Relentless Endurance (1/day). When Izeley or Challenge 6 (2300 XP)
Hit Points 21 (6d6) Dappleford is reduced to 0 hit points, but not Spellcasting. Kelthas is a 10th level wizard. His
Speed 30 ft. killed outright, he instead drops to 1 hit point. spellcasting ability is Intelligence (spell save
DC 15, +7 to to hit with spell attacks). He has
STR DEX CON INT WIS CHA This ability can't be used again until after a
long rest. the following wizard spells prepared.
8 (-1) 15 (+2) 10 (+0) 10 (+0) 15 (+2) 8 (-1) Spellcasting. They are 4th level clerics. Their Cantrips (at will): chill touch, light, mage hand,
Senses darkvision 60 ft., passive Perception 12 spellcasting ability is Wisdom (spell save DC 13, prestidigitation, ray of frost
Languages Common, Goblin +5 to to hit with spell attacks). They have the 1st level (4 slots): charm person, mage armor, ray
following cleric spells prepared. of sickness
Challenge 1 (200 XP)
Cantrips (at will): resistance, sacred flame, 2nd level (3 slots): darkvision, invisibility, ray of
Nimble Escape. Emee can take the Disengage or thaumaturgy enfeeblement
Hide action as a bonus action on each of his
turns. 1st level (4 slots): command, guiding bolt, inflict 3rd level (3 slots): animate dead, fireball,
wounds, shield of faith vampiric touch
Spellcasting. Emee is a 4th level cleric. His
spellcasting ability is Wisdom (spell save DC 12, 2nd level (3 slots): blindness/deafness, hold 4th level (3 slots): Evard's black tentacles, ice
+4 to to hit with spell attacks). He has the person, spiritual weapon storm, phantasmal killer
following cleric spells prepared. Actions 5th level (2 slots): cloudkill, wall of force
Cantrips (at will): guidance, resistance, sacred Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
flame, thaumaturgy one target. Hit: 5 (1d6 + 2) bludgeoning damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5
1st level (4 slots): bless, charm person, cure ft., one target. Hit: 5 (1d4 + 2) piercing damage.
wounds, disguise self, guiding bolt Jorykul Wand of Magic Missiles. Ranged Spell Attack:
2nd level (3 slots): hold person, mirror image, automatic hit, range 120 ft., one target. Hit: 10
pass without trace, silence, spiritual weapon Medium humanoid (half-orc), neutral evil
Armor Class 20 (splint armor +1, shield) (3d4 + 3) force damage. The wand has 7
Actions charges,
Hit Points 67 (9d8 + 27)
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 Speed 30 ft. Korin Ironaxe
ft., one target. Hit: 5 (1d6 + 2) slashing damage.
STR DEX CON INT WIS CHA Medium humanoid (dwarf), lawful neutral
Gorn 16 (+3) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1) Armor Class 18 (chain mail, shield)
Medium humanoid (dwarf), lawful good Saving Throws Wis +5, Cha +1 Hit Points 90 (12d8+36)
Armor Class 19 (chain mail +1, shield) Senses darkvision 60 ft., passive Perception 13 Speed 25 ft.
Hit Points 72 (11d8 + 22) Languages Common, Orc STR DEX CON INT WIS CHA
Speed 25 ft. Challenge 4 (1100 XP) 18 (+4) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3)
STR DEX CON INT WIS CHA Relentless Endurance (1/day). When Jorykul is Saving Throws Str +7, Con +6
reduced to 0 hit points, but not killed outright,
15 (+2) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0) he instead drops to 1 hit point. This ability can't Skills Perception +3
Saving Throws Wis +6, Cha +3 be used again until after a long rest. Damage Resistances poison
Damage Resistances poison Spellcasting. Jorykul is a 7th level cleric. His Senses darkvision 60 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 13 spellcasting ability is Wisdom (spell save DC 13, Languages Common, Dwarvish
+5 to to hit with spell attacks). He has the Challenge 6 (2300 XP)
Languages Common, Dwarvish following cleric spells prepared.
Challenge 5 (1800 XP) Dwarven Resilience. Korin has advantage on
Cantrips (at will): guidance, resistance, sacred saving throws against poison.
Dwarven Resilience. Gorn has advantage on flame, thaumaturgy
saving throws against poison. 1st level (4 slots): bless, cure wounds, fog cloud, Actions
Guided Strike (2/day). Once on his turn, Gorn guiding bolt, inflict wounds, thunderwave Multiattack. Korin makes two warhammer
can add +10 to his attack roll before he rolls. 2nd level (3 slots): gust of wind, hold person, attacks.
Spellcasting. Gorn is a 9th level cleric. His protection from poison, shatter, silence Warhammer +2. Melee Weapon Attack: +9 to hit,
spellcasting ability is Wisdom (spell save DC 14, 3rd level (3 slots): bestow curse, call lightning, reach 5 ft., one target. Hit: 10 (1d8 + 6)
+6 to to hit with spell attacks). He has the protection from energy, sleet storm bludgeoning damage.
following cleric spells prepared.
4th level (1 slots): control water, guardian of
Cantrips (at will): guidance, resistance, sacred faith, ice storm Morri
flame, thaumaturgy
Wrath of the Storm (3/day). As a reaction, when Small humanoid (gnome), lawful good
1st level (4 slots): cure wounds, divine favor, hit by an attacker within 5 feet, Jorykul can
guiding bolt, inflict wounds, shield of faith Armor Class 13 (16 with mage armor)
inflict 2d8 lightning or thunder damage on the
2nd level (3 slots): augury, blindness/deafness, attacker. The attacker makes a DC 13 Dexterity Hit Points 31 (7d6 + 7)
hold person, lesser restoration, magic weapon, saving throw, taking full damage on a failure, Speed 25 ft.
spiritual weapon or half the damage on a success. STR DEX CON INT WIS CHA
3rd level (3 slots): clairvoyance, crusader's
mantle, dispel magic, protection from energy, Actions 10 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 10 (+0)
spirit guardians Flail +1. Melee Weapon Attack: +6 to hit, reach 5 Saving Throws Int +5, Wis +3
4th level (3 slots): freedom of movement, ft., one target. Hit: 8 (1d8 + 4) bludgeoning Senses darkvision 60 ft., passive Perception 11
guardian of faith, stoneskin damage. Languages Common, Gnomish
5th level (1 slot): flame strike, hold monster Challenge 2 (450 XP)
Actions Gnome Cunning. Morri has advantage on all
Warhammer +1. Melee Weapon Attack: +6 to hit, Intelligence, Wisdom, and Charisma saving
throws.
reach 5 ft., one target. Hit: 7 (1d8 + 3)
bludgeoning damage.
Kelthas the Dread Spellcasting. Morri is a 5th level wizard. His
Medium humanoid (human), chaotic evil spellcasting ability is Intelligence (spell save
Izeley and Dappleford Armor Class 12 (15 with mage armor) DC 13, +5 to to hit with spell attacks). He has
the following wizard spells prepared.
Medium humanoid (half-orc), neutral evil Hit Points 66 (12d8 + 12)
Cantrips (at will): dancing lights, minor illusion,
Armor Class 16 (scale mail, shield) Speed 30 ft. prestidigitation, ray of frost
Hit Points 39 (6d8 + 12) STR DEX CON INT WIS CHA 1st level (4 slots): color spray, grease, mage armor

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 13
2nd level (3 slots): mirror image, phantasmal
force, web
3rd level (2 slots): fear, stinking cloud
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Prollot
Medium humanoid (orc), lawful evil
Armor Class 16 (chain mail)
Hit Points 52 (7d8 + 21)
Speed 25 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Challenge 3 (700 XP)
Aggressive. As a bonus action, Prollot can move
up to his speed toward a hostile creature he
can see.
Spellcasting. Prollot is a 5th level cleric. His
spellcasting ability is Wisdom (spell save DC 13,
+5 to to hit with spell attacks). He has the
following cleric spells prepared.
Cantrips (at will): guidance, resistance, sacred
flame, thaumaturgy
1st level (4 slots): command, cure wounds, divine
favor, guiding bolt, inflict wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold
person, magic weapon, spiritual weapon
3rd level (2 slots): crusader's mantle, dispel
magic, protection from energy, spirit guardians
Actions
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Redeye
Medium humanoid (lizardfolk), neutral
Armor Class 15 (shield)
Hit Points 58 (9d8 + 18)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 13 (+1) 16 (+3) 18 (+4)
Saving Throws Wis +5
Skills Perception +5, Stealth +5, Survival +6
Senses passive Perception 15
Languages Common, Draconic
Challenge 4 (1100 XP)
Hold Breath. Redeye can hold his breath for 15
minutes.
Spellcasting. Redeye is a 7th level druid. His
spellcasting ability is Wisdom (spell save DC 13,
+5 to to hit with spell attacks). He has the
following cleric spells prepared.
Cantrips (at will): druidcraft, poison spray,
resistance, thorn whip
1st level (4 slots): animal friendship, cure
wounds, entangle, speak with animals
2nd level (3 slots): darkness, lesser restoration,
Melf's acid arrow, moonbeam
3rd level (3 slots): dispel magic, stinking cloud,
water walk, wind wall
4th level (1 slots): conjure woodland beings,
freedom of movement, giant insect, locate creature
Actions
Multiattack. Redeye makes 1 mace attack and 1
spiked shield attack
Mace +1. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Spiked Shield. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. N5 UNDER ILLEFARN CONVERSION GUIDE 14

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