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Published by archangel777, 2022-09-10 15:13:44

Classic_Modules_Today_Night_Below_5e_Conversion

Classic_Modules_Today_Night_Below_5e_Conversion

Ixzan Mutant Ixzan Priest

Medium aberration, chaotic evil Medium aberration, chaotic evil
Armor Class 17 (natural armor) Armor Class 15 (natural armor)
Hit Points 55 (8d8+16) Hit Points 55 (10d8+10)
Speed 10 ft., swim 30 ft. Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 16 (+3) 13 (+1) 12 (+1) 18 (+4) 7 (-2)

Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11

Languages Abyssal, Ixzan Languages Abyssal, Ixzan

Challenge 3 (700 XP) Challenge 4 (1100 XP)

wSeamteir-Afmorp1hhiboiuour sb. eTfhoereixitzbanegcianns survive out of DmeasxtrimucitzieveaWsprealtlht.h(a2t/ddaoye)s. The ixzan can
to suffocate. thunder or lightning
damage, so the spell does maximum damage
Actions instead of rolling dice.
Mattualctikasttoarc1k.cTruhsehiixnzganbimteuattatanctkc.an make 2 bite
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Sweamteir-Afmorp1hhiboiuour sb. eTfhoereixitzbanegcianns survive out of
target. Hit: 11 (2d6+4) piercing damage. to suffocate.
Crushing Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 21 (5d6+4) piercing SItpseslplcealslctiansgti. nTghaebixilzitaynisisWanisd8tohm-le(vspelelslpsealvlceaDstCer.
damage and target is grappled (escape DC 14). 15, +7 to hit with spell attacks). It has the
While the target is grappled it automatically following spells prepared:
takes 21 (5d6+4) piercing damage at the beginning
of the ixzan's turn. Cantrips (at will): mage hand, ray of frost,
resistance, true strike

Reactions 1st level (4 slots): cure wounds, guiding bolt,
sanctuary, thunderwave

oBpaprboerdtuTnaitily. When a creature provokes an this 2nd level (3 slots): aid, gust of wind, hold person,
attack, the ixzan mutant can use prayer of healing, spiritual weapon

attack instead of bite: Melee Weapon Attack: +6 to 3rd level (3 slots): air breathing, dispel magic,
hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing lightning bolt, spirit guardians
damage.
4th level (2 slots): banishment, control water

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) piercing damage.

Reactions

oBpaprboerdtuTnaitily. When a creature provokes an
attack, the ixzan can use this attack
instead of bite: Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8+3) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 50

Ixzan Wizard Kranin

Medium aberration, chaotic evil Medium humanoid (human), neutral evil
Armor Class 15 (natural armor) Armor Class 13 (ring of protection +2)
Hit Points 60 (11d8+11) Hit Points 76 (14d8+14)
Speed 10 ft., swim 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 18 (+4) 13 (+1) 7 (-2) 9 (-1) 13(+1) 12 (+1) 18 (+4) 10 (+0) 15 (+2)
Saving Throws Int +10, Wis +6
Senses darkvision 60 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Ixzan
Languages Common
Challenge 5 (1800 XP)
Challenge 8 (3900 XP)
wElaetmerenetlaeml Ceonmtaml,aitnddo. eWsnh'et nnethede ixzan summons a
to maintain Ssppeellllccaassttiinngg.aKbrialintyinisisInat1e2lltihgelenvceel wizard. His
concentration. The elemental will be friendly and (spell save DC
take commands. 16, +8 to to hit with spell attacks). He has the
following wizard spells prepared.
Sweamteir-Afmorp1hhiboiuour sb. eTfhoereixitzbanegcianns survive out of
to suffocate. Cantrips (at will): fire bolt, light

SItpseslplcealslctiansgti. nTghaebixilzitaynisisIant1e0ltlhig-elenvceel spellcaster. 1st level (4 slots): detect magic, magic missile
(spell save
DC 15, +7 to hit with spell attacks). It has the 2nd level (3 slots): invisibility, suggestion
following spells prepared:
3rd level (3 slots): fireball
Cantrips (at will): mage hand, prestidigitation, ray
of frost, shocking grasp (can use with bite), true strike 4th level (3 slots): confusion, polymorph

1st level (4 slots): charm person, comprehend 5th level (2 slots): conjure elemental
languages, magic missile, shield
6th level (1 slot):

2nd level (3 slots): invisibility, spider climb, web Actions

3rd level (3 slots): air breathing, fly, lightning bolt Quarterstaff +3. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) magical
4th level (3 slots): arcane eye, Evard's black tentacles bludgeoning damage.

5th level (2 slots): cone of cold, conjure elemental Ffti.r, eonBeoltta. rRgaent.gHeditS: p16ell(3Adt1t0a)ckfi:r+e8dtaomhaitg,er.ange 120

Actions

tBairteg.eMt. eHleiet:W6 (e1adp6o+n3A) pttiaecrkc:in+6g to hit, reach 5 ft., one
damage.

Reactions

oBpaprboerdtuTnaitily. When a creature provokes an
attack, the ixzan can use this attack
instead of bite: Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8+3) piercing
damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 51

Kuo-toa Brute tAocaticoannStuarkgee o(Rneechadadrgiteisononalaaschtioornt roensti)t.sTthuernk.uo-
Awmatpehr.ibious. The kuo-toa can breathe air and
Medium humanoid (kuo-toa), neutral evil
Armor Class 15 (natural armor) fIanidleodmsiatavbinleg(t1h/draowy).. The kuo-toa may reroll a
Hit Points 128 (15d8+60)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA Otherworldly Perception. The kuo-toa can sense
22 (+6) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 6 (-2) the presence of any creature within 30 feet of it
that is invisible or on the Ethereal Plane. It can
Condition Immunities charmed, frightened pinpoint such a creature that is moving.

Saving Throws Str +10, Con +8 Slippery. The kuo-toa has advantage on ability
checks and saving throws made to escape a
Senses darkvision 120 ft., passive Perception 10 grapple.

Languages Undercommon Actions

Challenge 9 (5000 XP) Mmeulletieaatttatacckk. Ts.he kuo-toa captain makes three

Amphibious. The brute can breathe air and water.

Bmreulteee. The brute does an extra die of damage in Sonpeeatra. rMgeelte. eHWit:ea9p(1odn6A+t6t)apckie: r+c7intog hit, reach 5 ft.,
combat (figured into actions). damage. Scores
a critical hit on a 19-20.
Otherworldly Perception. The brute can sense the
presence of any creature within 30 feet of it that Btairteg.eMt. eHleiet:W6 (e1adp4o+n4A) pttiaecrkc:i+n7g to hit, reach 5 ft., one
is invisible or on the Ethereal Plane. It can damage.
pinpoint such a creature that is moving.
Noneet. Ranged Weapon Attack: +5 to hit, range 5/15 ft.,
Slippery. The brute has advantage on ability Large or smaller creature. Hit: The target is
checks and saving throws made to escape a restrained. A creature can use its action to make a
grapple. DC 10 Strength check to free itself or another
creature in a net, ending the effect on a success.
Actions Dealing 5 slashing damage to the net (AC 10) frees
Manudlttiwatotacclakw. Tahtetabcrkust.e makes two bite attacks the target without harming it and destroys the
Bonitee.tMaregleeet.WHeita:p1o3n(2Adt6ta+c6k):p+i1e0rctionhgidt,armeaacghe.5 ft., net.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d8+6) slashing damage. Reactions
Sticky Shield. When a creature misses the kuo-toa
Kuo-toa Captain with a melee weapon attack, the kuo-toa uses its
sticky shield to catch the weapon. The attacker
Medium humanoid (kuo-toa), neutral evil must succeed on a DC 15 Strength saving throw,
Armor Class 17 (natural armor, shield) or the weapon becomes stuck to the kuo-toa's
Hit Points 105 (14d8+42) shield. If the weapon's wielder can't or won't let
Speed 30 ft., swim 30 ft. go of the weapon, the wielder is grappled while
the weapon is stuck. While stuck, the weapon
STR DEX CON INT WIS CHA can't be used. A creature can pull the weapon free
18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) by taking an action to make a DC 15 Strength
Saving Throws Str +7, Con +6 check and succeeding.
Skills Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Undercommon
Challenge 6 (2300 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 52

Kuo-toa Chief Whip rSehaocrht s5wfto.r, don+e3.taMregleete. Weapon Attack: +11 to hit,
damage. Hit: 11 (1d6+8) piercing
Medium humanoid (kuo-toa), neutral evil
+A2r)mor Class 15 (natural armor, ring of protection Kuo-toa Duke
Hit Points 91 (14d8+28)
Speed 30 ft., swim 30 ft. Medium humanoid (kuo-toa), neutral evil
Armor Class 16 (natural armor, shield)
STR DEX CON INT WIS CHA Hit Points 112 (15d8+45)
*21 (+5) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 8 (-1) Speed 30 ft., swim 30 ft.

*With potion of hill giant strength, normally 16. STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 12 (+1)
Skills Perception +4, Religion +4
Saving Throws Con +6, Wis +6
Senses darkvision 120 ft., passive Perception 14
Skills Perception +6
Languages Undercommon
Senses darkvision 120 ft., passive Perception 16
Challenge 5 (1800 XP)
Languages Undercommon
Amphibious. The whip can breathe air and water.
Challenge 6 (2300 XP)
CwlhoiapkhoafvDeidspislaacdevmanentat.gCeroenattuhreeisr attacking the
attack rolls. If Awmatpehr.ibious. The kuo-toa can breathe air and
the whip takes damage from an attack, it loses
this protection until the beginning of its next
turn. Ethvaatsaiollno.wWshaeDnetxhteerdiutykesaivsehfitorbyhaalnf area effect
damage, it
OprtehseernwcoeroldflaynPyerccreepattiuonre. The whip can sense the takes half damage on a failure, or no damage on a
within 30 feet of it that success.
is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving. tOhtehperrwesoernldcleyoPfearnceypctiroena.tuTrheewkuitoh-itnoa30cafneesteonfsiet
that is invisible or on the Ethereal Plane. It can
cShliepcpkesrya.nTdhesawvihnigp has advantage on ability pinpoint such a creature that is moving.
grapple. throws made to escape a

Spellcasting. The whip is a 7th level spellcaster. Its cShliepcpkesrya.nTdhesakvuinog-totharhoawssamdvaadnettaogeesocnapaebiality
spellcasting ability is Wisdom (spell save DC 13, +5 grapple.
to hit with spell attacks). It has the following
spells prepared: Spellcasting. The duke is a 10th level spellcaster.
Its spellcasting ability is Wisdom (spell save DC
Cantrips (at will): guidance, light, resistance, sacred 14, +6 to hit with spell attacks). It has the
flame following spells prepared:

1st level (4 slots): command, cure wounds, heroism, Cantrips (at will): guidance, light, resistance, sacred
shield of faith flame, thaumaturgy

2nd level (3 slots): blindness/deafness, calm 1st level (4 slots): command, cure wounds, guiding
emotions, hold person, locate object, silence bolt, heroism, inflict wounds

3rd level (3 slots): clairvoyance, hypnotic pattern, 2nd level (3 slots): blindness/deafness, calm
sending, slow emotions, hold person, locate object, silence

4th level (1 slots): commune, dominate person, 3rd level (3 slots): clairvoyance, dispel magic,
freedom of movement, locate creature hypnotic pattern, sending, slow, spirit guardians

Actions 4th level (3 slots): commune, dominate person,
Multiattack. The kuo-toa chief whip can make freedom of movement, locate creature
two melee attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 5th level (2 slots): flame strike
target. Hit: 7 (1d4+5) piercing damage.
oCnlaewt.aMrgeelte.eHWite:a8p(o1nd6A+tt5a)cskla: +sh8itnoghdiat,mreaagceh. 5 ft., wSneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gifetohrefdlaunkkeinmga, kites a
inflicts an extra 21 (6d6) damage on a hit.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 53

Actions aSnlidppsearvyi.nTghteheryoewhsams aaddevatonteasgceapoen ability checks
Multiattack. The kuo-toa duke makes three melee a grapple.
attacks.
Ssppeellllccaassttiinngg. The eye is a 7th level spellcaster. Its
Short sword. Melee Weapon Attack: +6 to hit, reach ability is Wisdom (spell save DC 12,
5 ft., one target. Hit: 6 (1d6+3) slashing damage. +4 to hit with spell attacks). It has the following
spells prepared:

1P0infcte.,roSnteaftfa.rMgeetl.eeHWit:e6ap(1odn6A+t3t)apcike:r+c6intgo hit, reach Cantrips (at will): guidance, light, resistance, sacred
damage. If flame
the target is a Medium or smaller creature, it is
grappled (escape DC 14). Until this grapple ends, 1st level (4 slots): command, cure wounds, heroism,
the kuo-toa can't use its pincer staff on another inflict wounds
target.
2nd level (3 slots): blindness/deafness, calm
Reactions emotions, hold person, locate object, silence
Sticky Shield. When a creature misses the duke
with a melee weapon attack, the duke uses its 3rd level (3 slots): clairvoyance, hypnotic pattern,
sticky shield to catch the weapon. The attacker sending, slow
must succeed on a DC 15 Strength saving throw,
or the weapon becomes stuck to the duke's shield. 4th level (1 slots): commune, dominate person,
If the weapon's wielder can't or won't let go of the freedom of movement, locate creature
weapon, the wielder is grappled while the
weapon is stuck. While stuck, the weapon can't be wSneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gife the eye makes a
used. A creature can pull the weapon free by or flanking, it
taking an action to make a DC 15 Strength check inflicts an extra 14 (4d6) damage on a hit. Bite and
and succeeding. Claw are considered weapon attacks.

Actions

Mswuolrtidaatttatackck. Tahnedkounoe-tcolaaweyoercbaintemaattkaecokn. e short

tBairteg.eMt. eHleiet:W6 (e1adp4o+n4A) pttiaecrkc:i+n6g to hit, reach 5 ft., one
damage.

Conlaewt.aMrgeelte.eHWite:a7p(o1nd6A+tt4a)cskla: +sh6itnoghdita,mreaagceh. 5 ft.,

Kuo-toa Eye Short sword +1. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d6+5) magical
Medium humanoid (kuo-toa), neutral evil piercing damage.
Armor Class 15 (natural armor)
Hit Points 65 (10d8+20)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Skills Perception +4, Religion +4

Senses darkvision 120 ft., passive Perception 14

Languages Undercommon

Challenge 3 (700 XP)

Amphibious. The eye can breathe air and water.

aElvlaowsiosna. When the eye is hit by an area effect that
Dexterity save for half damage, it takes
half damage on a failure, or no damage on a
success.

Otherworldly Perception. The eye can sense the
presence of any creature within 30 feet of it that
is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 54

Kuo-toa Lieutenant Kuo-toa Order of the Claw Monitor

Medium humanoid (kuo-toa), neutral evil Medium humanoid (kuo-toa), neutral evil
Armor Class 15 (natural armor, shield) AderfmenosreC) lass 17 (natural armor, unarmored
Hit Points 90 (12d8+36) Hit Points 78 (12d8+24)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 11 (+0)
Skills Perception +4 Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 14 Saving Throws Dex +6, Wis +6
Languages Undercommon Skills Perception +9, Religion +5
Challenge 3 (700 XP) Senses darkvision 120 ft., passive Perception 19
tAocaticoannStuarkgee o(Rneechadadrgiteisoonnalaaschtioornt roensti)t.sTthuernk.uo- Languages Undercommon
wAmatpehr.ibious. The kuo-toa can breathe air and Challenge 5 (1800 XP)
tOhtehperrwesoernldcleyoPfearnceypctiroena.tuTrheewkuitoh-itnoa30cafneesteonfsiet Awmatpehr.ibious. The kuo-toa can breathe air and
that is invisible or on the Ethereal Plane. It can Bkuleos-stionagmofotnhietoSreacaMnottrhaenrs. fAosrma biotsnhuasnadcstiionnt,othe
pinpoint such a creature that is moving. large lobster claws. It can't hold weapons or do
cShliepcpkesrya.nTdhesakvuinog-totharhoawssamdvaadnettaogeesocnapaebiality fine manipulation with the claws. It can change
grapple. back to its normal hands as a bonus action.
IpnrotefnicsiievnecTyrabionninugs.fTohr ebiktue,ou-tnoaargmaeindssdtroiukeb,leand
Actions claw attacks.
tOhtehperrwesoernldcleyoPfearnceypctiroena.tuTrheewkuitoh-itnoa30cafneesteonfsiet
mMeulletieaatttatacckk. Ts.he kuo-toa lieutenant makes three that is invisible or on the Ethereal Plane. It can
pinpoint such a creature that is moving.
5Lofnt.,gosnweotradr.gMete.lHeeitW: 7ea(1pdo8n+A3)ttsalcaks:h+in5 gtodhaimt,argeea.ch Slippery. The kuo-toa has advantage on ability
checks and saving throws made to escape a
tBairteg.eMt. eHleiet: Weapon Attack: +7 to hit, reach 5 ft., one grapple.
5 (1d4+3) piercing damage. UmnoadrifmieorrteodiDtsefaernmseo.rTchlaesksu. o-toa adds its Wisdom

fNt.e,to. nReanLgaerdgeWoeraspmonalAlettraccrke: a+t4utroe.hHiti,t:raTnhgeeta5r/1g5et Actions
is restrained. A creature can use its action to
make a DC 10 Strength check to free itself or Multiattack. The kuo-toa makes one bite attack
another creature in a net, ending the effect on a and two unarmed strike or claw attacks.
success. Dealing 5 slashing damage to the net (AC
10) frees the target without harming it and Btairteg.eMt. eHleiet:W5 (e1adp4o+n3)Apttiaecrkc:in+g9 to hit, reach 5 ft., one
destroys the net. damage.

Reactions Urenaachrm5efdt.,Sotnrieketa. Mrgeelte.eHWite:a6p(o1nd6A+t3ta) cbkl:u+d9getoonhiint,g
Sticky Shield. When a creature misses the kuo-toa damage plus 7 (2d6) lightning damage, and the
with a melee weapon attack, the kuo-toa uses its target can't take reactions until the end of the
sticky shield to catch the weapon. The attacker kuo-toa's next turn.
must succeed on a DC 15 Strength saving throw,
or the weapon becomes stuck to the kuo-toa's Conlaewt.aMrgeelte.eHWite:a1p0o(n2dA6tt+a3c)ks:l+a9shtionhgidt,armeaacghe5pflut.,s 7
shield. If the weapon's wielder can't or won't let (2d6) lightning damage, and the target can't take
go of the weapon, the wielder is grappled while reactions until the end of the kuo-toa's next turn.
the weapon is stuck. While stuck, the weapon
can't be used. A creature can pull the weapon free
by taking an action to make a DC 15 Strength
check and succeeding.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 55

Kuo-toa Priest by taking an action to make a DC 15 Strength
check and succeeding.
Medium humanoid (kuo-toa), neutral evil
Armor Class 15 (natural armor) Kuo-toa Priest-King
Hit Points 45 (7d8+14)
Speed 30 ft., swim 30 ft. Medium humanoid (kuo-toa), neutral evil
Armor Class 24 (plate armor +2, shield +2)
STR DEX CON INT WIS CHA Hit Points 150 (20d8+60)
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+2) 8 (-1) Speed 30 ft., swim 30 ft.
Skills Perception +4, Religion +4
Senses darkvision 120 ft., passive Perception 14 STR DEX CON INT WIS CHA
Languages Undercommon 18 (+4) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
Challenge 2 (450 XP) Saving Throws Con +7, Wis +7
Amphibious. The priest can breathe air and water. Skills Perception +7
Otherworldly Perception. The priest can sense the Senses darkvision 120 ft., passive Perception 17
presence of any creature within 30 feet of it that Languages Undercommon
is invisible or on the Ethereal Plane. It can Challenge 8 (3900 XP)
pinpoint such a creature that is moving. wAmatpehr.ibious. The kuo-toa can breathe air and
Slippery. The priest has advantage on ability tOhtehperrwesoernldcleyoPfearnceypctiroena.tuTrheewkuitoh-itnoa30cafneesteonfsiet
checks and saving throws made to escape a that is invisible or on the Ethereal Plane. It can
grapple. pinpoint such a creature that is moving.
IStpseslplcealslctiansgti. nTghaebpirliiteystisisWai5stdhomlev(eslpsepllesllacvaestDeCr. tRhiengkuofoF-troeae eAxcttrioanM. oDvieffmiceunltt.tIenrraadindidtiooens,nm'tacgoisct
12, +4 to hit with spell attacks). It has the can neither reduce his speed nor cause him to be
following spells prepared: paralyzed or restrained.
Cantrips (at will): guidance, light, resistance, sacred cShliepcpkesrya.nTdhesakvuinog-totharhoawssamdvaadnettaogeesocnapaebiality
flame grapple.
1st level (4 slots): command, cure wounds, guiding sSppeellllccaassttienrg. I. tTshsepeplrliceasstt-iknigngabisilait1y2itshWleivsedlom
bolt, heroism, inflict wounds (spell save DC 15, +7 to hit with spell attacks). It
2nd level (3 slots): blindness/deafness, calm has the following spells prepared:
emotions, hold person, locate object, silence Cantrips (at will): guidance, light, resistance, sacred
3rd level (2 slots): dispel magic, hypnotic pattern, flame, thaumaturgy
slow 1st level (4 slots): command, cure wounds, guiding
bolt, inflict wounds
Actions 2nd level (3 slots): aid, hold person, silence, spiritual
weapon
Btairteg.eMt. eHleiet: Weapon Attack: +4 to hit, reach 5 ft., one 3rd level (3 slots): dispel magic, lightning bolt,
4 (1d4+2) piercing damage. sending, spirit guardians
4th level (3 slots): beacon of hope, death ward,
Conlaewt.aMrgeelte.eHWite:a5p(o1nd6A+t2ta) cskla: +sh4itnoghdiat,mreaagceh. 5 ft., dominate person
5th level (2 slots): flame strike, mass cure wounds
Sonpeeatra. rMgeelte. eHWit:ea5p(1odn6A+t2t)apckie: r+c4intog hit, reach 5 ft., 6th level (1 slot): blade barrier
damage.
Actions
Reactions aMttualctikast.tack. The priest-king makes three melee
SwtiitchkyaSmheielelde.wWehapenonaactrteaactku,rtehme kisusoe-stothaeukseusoi-ttsoa Long sword +2, surface bane. Melee Weapon Attack:
sticky shield to catch the weapon. The attacker
must succeed on a DC 15 Strength saving throw,
or the weapon becomes stuck to the kuo-toa's
shield. If the weapon's wielder can't or won't let
go of the weapon, the wielder is grappled while
the weapon is stuck. While stuck, the weapon
can't be used. A creature can pull the weapon free

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 56

+9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) DCuisnennignaggAe,cHtioidne. ,MUasye use bonus action to Dash,
magical slashing damage plus 10 (3d6) magical an Object, make a Dexterity
slashing damage. (Sleight of Hand) check, or make a Dexterity
(thieves' tools) check.
Reactions
Sticky Shield. When a creature misses the priest- Reactions
king with a melee weapon attack, the duke uses
its sticky shield to catch the weapon. The attacker UatntaccaknenrysDheodcgaen. When Prentyss is hit by an to
must succeed on a DC 15 Strength saving throw, see, she can use her reaction
or the weapon becomes stuck to the duke's shield. halve the attack's damage.
If the weapon's wielder can't or won't let go of the
weapon, the wielder is grappled while the Quaggoth Thonot
weapon is stuck. While stuck, the weapon can't be
used. A creature can pull the weapon free by Medium humanoid (quaggoth), chaotic neutral
taking an action to make a DC 15 Strength check Armor Class 15 (natural armor, bracers of defense)
and succeeding. Hit Points 60 (8d8+24)
Speed 30 ft., climb 30 ft.
Prentyss
STR DEX CON INT WIS CHA
Medium humanoid (human), chaotic evil 17 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)
Armor Class 18 (leather armor +3)
Hit Points 66 (12d8+12) Skills Athletics +5
Speed 30 ft., climb 30 ft. Damage Immunities poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 120 ft., passive Perception 11
8 (-1) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 10 (+1) Languages Undercommon
Challenge 3 (700 XP)
Saving Throws Dex +6 Wounded Fury. While it has 10 hit points or fewer,
the quaggoth has advantage on attack rolls. In
Skills Perception +6, Stealth +8 (advantage) addition, it deals an extra 7 (2d6) damage to any
target it hits with a melee attack.
SPeerncseepstdioanrk16vision 60 ft., see invisibility, passive
Actions
Languages Common Multiattack. The quaggoth thonot makes two
greatsword attacks.
Challenge 4 (1100 XP) rGeraecahts5wfotr.,do+n2e.tMaregleeet.WHeita:p1o2n(2Adt6ta+c5k):m+7agtoichailt,
slashing damage.
Evasion. When Prentyss is hit by an area effect
that allows a Dexterity save for half damage, she
takes half damage on a failure, or no damage on a
success.

Ring of Invisibility. As an action Prentyss can
become invisible until she attacks, removes the
ring, or uses a bonus action to become visible.

wSneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gife Prentyss makes a
or flanking, she
inflicts an extra 17 (5d6) damage on a hit.

Actions

rSehaocrht s5wfto.r, don+e1.tMaregleete. Weapon Attack: +7 to hit,
piercing damage. Hit: 8 (1d6+5) magical

rSahnogrte b8o0w/3+210. Ranged Weapon Attack: +7 to hit,
ft., one target. Hit: 8 (1d6+5) magical
piercing damage and the target must make a DC
15 Constitution saving throw or be poisoned for 1
minute. While poisoned, the target is also
paralyzed. The target can make a new saving
throw at the beginning of each of their turns.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 57

Storoper off.

Large monstrosity, neutral evil Troll Shaman
Armor Class 20 (natural armor)
Hit Points 93 (11d10+33) Large giant, chaotic evil
Speed 10 ft., climb 10 ft. Armor Class 15 (natural armor)
Hit Points 84 (8d10+40)
STR DEX CON INT WIS CHA Speed 30 ft.
18 (+4) 8 (-1) 17 (+3) 7 (-2) 15 (+3) 6 (-2)
Skills Perception +6, Stealth +5 STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 16 18 (+4) 13 (+1) 20 (+5) 7 (-2) 14 (+2) 10 (+0)
Languages -
Challenge 5 (1800 XP) Skills Perception +2
mFaolstieoAnplepsesa,riat niscein. Wdishtiilnegtuhieshstaobrloepferromrema naionrsmal
cave formation, such as a stalagmite. Senses darkvision 60 ft., passive Perception 12
tGernadsrpiilnsgatTaentdimriels..ETahcehstteonrdorpielrcacannbheaavtetaucpketdo six
(AC 20; 10 hit points; immunity to poison and Languages Giant
psychic damage). Destroying a tendril deals no
damage to the roper, which can extrude a Challenge 5 (1800 XP)
replacement tendril on its next turn. A tendril
can also be broken if a creature takes an action Keen Smell. The troll has advantage on Wisdom
and succeeds on a DC 15 Strength check against (Perception) checks that rely on smell.
it.
sSupridfaecreCsl,iimncbl.uTdhiengstuoprosipdeerdcoawn ncloimnbcediilfifnigcus,lt sRteagretnoefriattsiotunr. nT.hIef troll regains 10 hit points at the
without needing to make an ability check. the troll takes acid or fire
damage, this trait doesn't function at the start of
the troll's next turn. The troll dies only if it starts
its turn with 0 hit points and doesn't regenerate.

HSpeerllscpaesltlicnags.tTinhgeatbroilliltyshiasmWaisndiosma 3rd level caster.
(spell save DC
12, +4 to hit with spell attacks). She has the
following spells prepared:

Cantrips (at will): druidcraft, produce flame

Actions 1st level (4 slots): faerie fire, thunderwave

Mwiuthltiiatstttaecnkd. rTihlse, storoper makes four attacks 2nd level (2 slots): barkskin, flame blade, flaming
uses Reel, and makes one attack sphere, spider climb, web

with its bite. T(PwerocHepetaidosn.)TchheectrkosllahnadsoandsvaavnitnaggethornowWsisadgoaminst
being blinded, charmed, deafened, frightened,
Btairteg.eMt. eHleiet: Weapon Attack: +7 to hit, reach 5 ft., one stunned, and knocked unconscious.
22 (4d8+4) piercing damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 Wakeful. When one of the troll's heads is asleep,
ft., one creature. The target is grappled (escape DC its other head is awake.
15) Until the grapple ends, the target is restrained
and has disadvantage on Strength checks and Actions
Strength saving throws, and the roper can't use
the same tendril on another target Mwiuthltiiatsttbaictke. The troll makes three attacks: one
and two with its claws. One claw
attack can be substituted for a flame blade attack.
Rupeetlo. T2h5eftr.osptrearipguhltltsoewaachrdcirte.ature grappled by it
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Etonivnejneocmt u(p1/tdoa2y)g.rTahpeplsetdortoaprgeertcsawniuthsepiotissaocnt.ioTnhe target. Hit: 7 (1d6+4) piercing damage.
targets must make a DC 15 Constitution saving
throw or be poisoned for 1 round. While oCnlaewt.aMrgeelte.eHWite:a1p1o(2ndA6t+ta4c)ks:la+s7htionhgidt,armeaacghe.5 ft.,
poisoned, they are paralyzed and appear to turn
to stone. At the beginning of their next turn, they Fftl.a, omneeBtlaardgee.t.MHeilte:e1S0p(e3ldl 6A)ttfaircek:d+a4mtaoghei.t, reach 5
return to normal appearance and can move, but
act to protect the storoper from harm. This is not
a charm effect, nor can the storoper control the
targets. When the storoper is killed, the targets
stand catatonic for an hour as the poison wears

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Special Items A stored item can be retrieved as an action.

Ceramic Pig Crossbow of Speed
Wondrous item, uncommon Weapon (heavy or light crossbow), rare

This is a 4 inch long ceramic pig, well crafted, You gain a +1 bonus to attack and damage rolls
fired, and painted. made with this magic weapon.

While holding the pig, you can use your action This crossbow automatically draws back its
to cause a large roasted pig to appear on a surface bowstring after each shot, which eliminates the
within 5 feet. The pig is perfectly roasted and Loading property.
filled with chestnut stuffing. The pig is large Crown of Derro Domination
enough to feed 20 people. Wondrous item (artifact), legendary (requires
attunement by a spellcaster)
Once you use this item, you can't use it again
until five days have passed. This crown is a silver circlet engraved with
Boots of Elvenkind (Rockseer-make) whorled patterns that seem to move of their own
Wondrous item, very rare volition.

These boots function the same as standard The crown has the following properties when
boots of elvenkind. If worn by a Rockseer elf, they you attune to it. Taking the crown off breaks
also function as boots of speed. attunement immediately.
Cloak of Elvenkind (Rockseer-make)
Wondrous item, very rare • You can't be charmed or frightened (see
below).
This cloak functions the same as the standard
cloak of elvenkind. If worn by a Rockseer elf, it • You gain proficiency in Persuasion, or
also functions as a cloak of displacement. expertise if you are already proficient.
Cloak of the Rockseers
Wondrous item, legendary (requires attunement) • You can use an action to mass dominate a
group of derro. You can dominate as
This stone gray cloak seems to fade into the many derro as you can see, and can
stone walls around you. It is light, but warm. control a maximum amount equal to 10
times your level. The derro do not benefit
While you are attuned to the cloak you gain from Magic Resistance against this
the following abilities. domination, and make DC 20 Intelligence
saving throws with disadvantage. You can
• You gain a +1 bonus to AC if you are control the derro without concentration
standing on stone. and they do not get new saving throws
unless ordered to do something obviously
• You gain resistance to acid. suicidal.
• When you are in an area of stone,
• All derro are hostile to the wearer,
whether worked or natural, the cloak acts whether they can see the crown or not.
as a cloak of elvenkind.
• You can cast a meld into stone spell as a • There is a cumulative 2% chance per day
bonus action. Once the spell ends, you of wearing the crown that the aboleth will
can't cast it again until dawn of the next become aware of the change in
day. ownership. They will be able to charm the
• You can cast a wall of stone spell as an wearer or use suggestions to get them to
action. Once the spell ends, you can't cast come to the aboleth. The charm
it again until dawn of the next day. protection above doesn't extend to this
• As an action, you can touch stone with drawback. Identifying the crown will not
your bare hand and regain 5d8+5 hit reveal drawbacks, only the positive
points. Once you use this ability, you can't abilities. Against aboleth, the wearer is
use it again until dawn of the next day. treated as if they consumed a potion of
Coffer of Holding domination.
Wondrous item, rare
This plain wooden box measures 24” wide by Dagger +2, Longtooth
18” deep by 12” high. Weapon (dagger), very rare
This box opens into a large extradimensional
space that can store up to 64 cubic feet of You gain a +2 bonus to attack and damage
material weighing up to 2000 pounds. The space rolls with this magical weapon.
can fill up, but not rupture like a bag of holding.
The box always weighs 10 pounds regardless of When wielded by a halfling or gnome, the
contents. blade elongates and becomes a short sword +2.

When used against creatures made of earth or
stone, the weapon does maximum damage on a
hit: 4 + modifiers as a dagger, or 6 + modifiers as a
short sword. Only the weapon damage is
maximized, not extra damage such as poison or

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sneak attack. fighting kuo-toa, aboleth, or drow elves. If the
Darkvision Lenses wielder already has an improved critical range,
Wondrous item, uncommon Finslayer increases it by one against those
opponents.
These small crystal lenses are joined together Any kuo-toa struck by Finslayer must make a
by a small metal strip and held onto the head by a DC 16 Wisdom saving throw or suffer the effects
leather strap. of a confusion spell.
Finslayer can't be bound by kuo-toa sticky
While you wear these lenses, you have shields or armor and confers the effects of a ring
darkvision with a range of 60 feet. If you already of free action on its wielder. This also allows the
have darkvision as a racial ability, its range is wielder to swing Finslayer underwater with no
extended to 120 feet. hindrances.
Exalted Holy Symbol Lastly, Finslayer can detect secret doors and
Wondrous item, legendary (requires attunement) detect magic at will - if the wielder asks nicely. It
can see invisibility when fighting kuo-toa, aboleth,
This holy symbol is made of gold with a or drow elves.
pendant of platinum hanging from it. weaSpenontiewnicteh. FainnsIlnatyeellrigisenacseenotfi1e7n,tWNiesudtormal Good
of 12,
While you are attuned to the holy symbol, you and Charisma of 18. It has hearing and darkvision
gain one additional use of your Channel Divinity out to a range of 120 feet.
feature and undead you turn make their saving It can speak, read, and understand Common,
throws with disadvantage. Undercommon, and Deep Speech, and
communicate telepathically with its wielder.
If you can spend a full week praying and “upPaenrsdonatatlihtey.mF!i”nastltaiytuerdeis. sarcastic and has an
observing rituals specific to your deity, the It isn't stupid and
pendant grows to locket size and opens, revealing won't force its wielder into a suicidal fight, but it
a tiny – but readable – book. If you spend a full doesn't like fleeing from kuo-toa and will conflict
day reading the book, you increase your Wisdom with its wielder Finintshliasycears'sev. Sieewespagn. 1d8m-19otfiovres.
score by 2 and your maximum Wisdom becomes more details on
22. After this happens the book vanishes, and the Note: If keeping track of kuo-toa confused by
pendant shrinks to its original size. You can use Finslayer's special power is too tedious for you,
this feature only once. then replace that power with this: “Any kuo-toa
Lifestone struck by Finslayer takes an extra 2d6 slashing
Wondrous item, legendary (requires attunement) damage.”

This small stone is perfectly smooth with fine Mirror of Grace
blue striations. Wondrous item, rare

While you are attuned to the lifestone you This is a handheld silver mirror of excellent
have advantage on any saving throw dealing with workmanship.
necrotic damage or life draining effects and have
resistance to necrotic damage. The resistance When you spend 1 minute gazing at yourself
can't be bypassed by any means short of divine in the mirror, you gain a +2 bonus to all
intervention. Charisma-based rolls for 8 hours. This includes
skill checks and saving throws.
You are also continuously under the effect of a
death ward spell. When that spell ends due to The mirror only functions for one person, one
stopping a death effect, it renews itself time in a 24 hour period.
automatically at the beginning of your next turn.
Oil of Armoring
Additionally, once a week you may cast the Potion, rare
dispel evil and good spell as an action, needing no
material components. This oil glints with metallic particles in
Long Sword, Finslayer suspension.
Weapon (long sword), legendary (requires
attunement by a good-aligned ranger, fighter, or Pouring this oil over yourself grants you a +4
paladin) bonus to Armor Class for 10 minutes. The oil
works only if you are wearing light or no armor.
Finslayer is an intelligent sword created to
slay kuo-toa. Ring of Armor
Wondrous item (ring), very rare (requires
You gain a +3 bonus to attack and damage attunement)
rolls made with this magic weapon. It has the
following powers. This small silver ring is plain and so small it
won't fit on any finger bigger than the pinky.
Destroy Kuo-toa. Finslayer's primary purpose
is to kill kuo-toa whenever they are encountered. While attuned to the ring, your Armor Class
It also has a healthy hatred of aboleth and drow becomes 18. No worn armor, spell, or magic item
elves. can raise your Armor Class. A bonus for a high

Its wielder scores a critical hit on a 19-20 when

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Dexterity is the only thing that can raise your iAnbcirlietaysSecsobrye I2n, acrnedasyeo: uYrouInrtDelelixgteenricteyasncodrWe isdom
Armor Class higher. A penalty for low Dexterity scores increase by 1.
does not lower it.
Ring of Blow Returning Age: An elf typically claims adulthood and an
Wondrous item (ring), very rare (requires adult name around the age of 100 and can live to
attunement) be 750 years old.

This golden ring is engraved with looping tAhleigcnommepnat:nRyoocfkosteheerrerlvaecsesa.rTehreeycltuesnivdetoawndarsdhsun
patterns. neutrality, although leanings are always to good,
not evil.
While attuned to this ring, when you are
struck by a melee attack causing bludgeoning, Sbiuzteh: Raoveckvseereyrsellevnedserrabnugeildfrso. mYou7rtsoiz8efieset tall,
piercing, or slashing damage, you can use your Medium.
reaction to make a Constitution saving throw
with a DC equal to the damage taken. On a Speed: Your base walking speed is 30 feet.
successful save, you take no damage and the
attacker takes the damage instead. On a failure, Dcaavrekrvniss,ioyno:uAhcacvuestsoumpeerdiotor unlit caves and
you take the damage as normal. able to see up to 120 feet. vision in darkness,

The ring has 20 charges when created. The TFehyroAwncseasgtrayin: YstobuehinavgeCahdavramnetadg, me oangiScacvainn’gt put
ring found here has 7 charges remaining. When you to sleep, and you are wholly immune to
you successfully reflect damage, it drains 1 charge petrification.
from the ring permanently. If you fail the save, a
charge is not expended. sOpneellWasitahbthoenuStsoancet.iYonou. Ocnancectahset a meld into stone
Robe of Blending spell ends, you
Wondrous item, rare (requires attunement) can't cast it again until dawn of the next day.

This plain brown robe appears rather ordinary Languages: You can speak, read, and write
and dull. Rockseer Elvish (50% common with standard
Elvish) and Undercommon. You know fragments
While attuned to the robe, you gain advantage of Terran, enough to convey basic concepts.
on Dexterity (Stealth) checks and can make a
check even if you don't have cover. Wisdom Stone Walk. Once you reach 5th level in any class,
(Perception) checks to find you suffer you gain a Burrow speed of 30 ft. through non-
disadvantage. magical stone only. While burrowing you don't
disturb the stone you move through. You can use
You can use your action to cast disguise self at this ability to move through a total of 300 feet of
will. Checks to see through the spell are against stone. After that, you can't use it again until dawn
DC 15. of the next day. You can intuitively sense the
distance of the stone to know if you can make it
New Character Options out, so you never get caught inside the stone.

Rockseer Elf mTreadnictea:tEeldveeespdloy,nr’temneaeidnitnogslseeemp.icIonnstsecaiodu, tsh, efoyr 4
hours a day. (The Common word for such
Rockseer elves are the rarest of all elvenkind. meditation is “trance.”) While meditating, you
They are far taller than most of their kin, with a can dream after a fashion; such dreams are
few reaching eight feet in height. An average actually mental exercises that have become
weight for a Rockseer is between 120 and 140 reflexive through years of practice. After Resting
pounds. They exhibit very little sexual in this way, you gain the same benefit that a
dimorphism. human does from 8 hours of sleep.

Rockseers are very pale-skinned, and have no WloneagpsownoTrrdaainnidngsh. Yoortusawroerpdr.oficient with the
body hair. Head hair is extraordinarily fine,
always worn long, with the appearance and
texture of exquisitely fine silk. The hair is silver,
and eye color is invariant: a pale, almost ice-blue.

In attitude, Rockseers are serious and
practical, with almost none of the frivolity of the
surface elves. They are used to surviving in a
hostile environment through caution and hiding
and it shows in their demeanor.

Rockseer elves use the following options
Pinlastyeeard'soHf athnedsbtoaonkd.ard elf abilities in the

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Book 3: The Sunless Sea characters haven't touched the burial
grounds, but ask to go in after offering the
crown, then Carmeneren will agree, but only
if they do nothing but investigate the warded
GM Notes area. She will check after to make sure they
stick to their word. She also passes along the
information iosnopf gil.l2it.hTidhse most useful
The following notes are specific to Book 3: The information that seem to oppose
Sunless Sea.
• pTohienct.hIafrtahcetyerrsesahchouedld1b1teh1, 0ththatl'sevOeKl b. Tyhthe is the ones working with the kuo-toa.
• The Rockseer elves have information for the
characters if they contacted the elves already.
challenges are many and tough. The leader will give them the information on
• They may wish to retire to safety to take stock
of their progress, replenish supplies, and heal pg. 3-4 and a map of the Sunless Sea area
c(PolnatyaecrteHdatnhdeoRuotc2k1s)e. eIfrst,htehcehyacraanctgeorsohnaven't
their wounds. They can return to the surface,
visit the deep gnomes if they made that
alliance, or visit the Rockseer elves if they without the aid, or you can have them
introduced to them by them sending
fought through the dragon to get there. They Darafayen to meet them when they get to the
should be encouraged to touch base
somewhere before proceeding down. All these Sunless Sea. You should only do this if the
characters have shown themselves to be
options are covered in Returning to Friends creatures of conscience. She will give a brief
on pg. 2-5.
• On the surface they can visit mentors, rundown of her people, without telling them
where the elves live. She offers to take them
temples, and rest safely. They can leave bulky there (via teleport) to meet their leader and
treasure and the like here to be stored by
Tauster or another friend. They can stock up then take it from there.
• Travel around the Sunless Sea is much like
on food, drink, and mundane supplies like travel in the Underdark coming down, except
torches, oil, and arrows. They have the
opportunity to consult a sage about aboleth, the cavern is lit by phosphorescent fungi to
the level of moonlight. Those without
considering they probably know nothing darkvision can see, but take a -1 penalty to
about them. Tauster or Parlfray can arrange to
meet a sage. The sage wants a payment of Perception and ranged attacks more than 50
hfeaeztaarwdsa,yt.eRmefpeerrtaotuBroeo, akn2dnoottheesrfdoerttarialsv.el
5000gp to do the research that he will return
in a week's time. Doing so provides the basic
information about aboleth and what they can • There are three groups in the area that could
help the characters in their attacks against
do (information from the aboleth stat block). Shaboath. The first group is the derro here,
For an additional 7000gp, he will part with a
document showing aboleth runes and glyphs who are insane and not dominated by the
aboleth. If the characters have the derro crown
(tPhleayyreeraHchanSdhoaubot a2t2h).. This will be useful when of domination, they could use it to control
They could also hire these derro and use them as shock troops or
porters, guards, and so on. Most will not be
locals to Haranshire, but adventuring types cannon fodder in an attack. The second group
is the renegade illithids who oppose the
who have come in response to stories of the aboleth scheme of mass domination. They are
characters' exploits. Most willing to be hired
will be 3rd to 5th level, with a total of 10 too intelligent to manipulate, but a bargain
may be struck. They are evil, but lawful, and
available. will generally stick to deals made. The last
• The deep gnome reception will be based on
what the characters did. If they wiped out the group is the small band of demons sent here
to kill the pit fiend devil Pallistren. They are
derro, didn't disturb the burial grounds, and chaotic evil, with the except of the alu-demon
give them the derro crown of domination,
Carmeneren will welcome them and get gifts Janelle, and so can't be trusted to keep a
bargain. However, the leader Lillianth is
for them in the form of 2 potions of superior desperate and is willing to do anything to
healing for each character, a cleric scroll (water
walk, magic circle, heal, heroes' feast), and a increase their chances of carrying out their
mission. She doesn't mind dying in the
wizard scroll (disintegrate, eyebite, flesh to stone, attempt – she'll just be sent back to the abyss.
Otiluke's freezing sphere) . If they disturbed the
burial grounds, but didn't mess with gnome She doesn't want to be sent back having failed
the task. That would have repercussions that
graves or the altar, the reception is formal, but would be unpleasant for her. This makes her
not friendly. Offering them the crown will
forgive everything except defiling gnome much more open to negotiation than she
otherwise would.
graves or the altar. They'll still accept the • The characters will need some means to
crown, but won't help the characters. If the

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traverse the Sunless Sea. If they still have the Roll Within Shaboath
derro crown of domination, they can enslave the 01-20 1d6+6 Derro w/savant
deranged derro and have them build a boat. It 21-30 1d8+8 Kuo-toa w/ Lt.
won't be a masterpiece of seaworthiness, but it 31-50 Aboleth
will do the job. If they make an alliance with 51-60 2 Aboleth
the renegade illithids, the illithid will have 61-70 Savant Aboleth
their broken one slaves build a boat. It also 71-80 1d4 Barbed Devils
won't be a great vessel, but will be better than 81-90 1d3 Fomorian Giants
one built by the insane derro. There are a 91-00 DM Choice
number of woody giant mushrooms growing
around the Sunless Sea. A large cap could be Planned Encounters
carved out to make a crude coracle, with oars
carved from the stalk. This section presents encounters that are
• Character level gains through this book are mandatory to advance the campaign, as well as
less regular since they depend on how many those that are optional tasks the characters can
optional location they decide to explore. The undertake. These are brief explanations of what
easiest way to handle milestone experience is happens. You should read through the book
to advance the characters to 11th level after 4 thoroughly to be familiar with all the details,
locations are explored and advance them to which are not reprinted here.
12th level right before they make their first
foray into Great Shaboath. Destroying the The mandatory encounters will be clearly
towers and the architects will end the mchaarrkaecdtewr iptrho(gMre)stso. help you keep track of
adventure, and earn them 13th level if you
plan to continue with the characters. The Deranged Derro

Deep Underdark Tfrhoemdaernreoxhpeerreim(pegn. t8g) honaveewbreoenngd. Trihveeyn insane
have the
Encounters following traits as a result:
• They all suffer hallucinations that give
Roll a d6 every 4 hours of in-game time. On a them a -1 penalty to all attack rolls and
result of 1, there is an encounter. disadvantage on Wisdom (Perception)
checks. They mutter, twitch, and are
Cavern is any undefined area. Passageways are constantly distracted.
any tunnels leading away from the Sunless Sea. • Derro savants have to make a DC 14
City Margins is used within 10 miles of Shaboath. Intelligence saving throw to remember
Aquatic is for encounters in the water. how to cast spells in combat.

Roll Cavern City Margins • They are immune to the frightened
01-10 1d6+6 Kuo-toa 1d6+6 Kuo-toa condition and further madness effects.
11-20 1d6 Wraiths 2d6+6 Derro w/savant • They make normal saving throws against
21-30 1d3 Fomorian Giants 1d3 Fomorian Giants the crown of derro domination, but don't
31-40 Deepspawn Kidnappers get their Magic Resistance ability.
41-50 1d6 Umber Hulks 1d6+6 Derro w/savant • Spells like detect thoughts or zone of truth
51-60 1d6 Ropers 1d3 Illithids are useless because their thoughts are
61-70 1d4 Illithids 1d4 Illithids scattered and incoherent, and they
71-80 1d3 Galeb Duhr Aboleth believe they speak the truth even when
81-85 Aboleth Aboleth they lie.
86-90 1d+4 Trolls Savant Aboleth • They never retreat from a fight once it
91-95 1d4 Fire Giants Roll on Cavern Table starts and gain +2 to weapon damage
96-00 DM Choice Roll on Cavern Table rolls due to their frenzied state. You will

Roll Aquatic Passageways need to add this to the standard stat
01-20 1d6 Ixzan 2d6 Trolls blocks from the books or the Book 2 NPC
21-30 2d6 Aquatic Ogres 1d4 Ettins stat blocks.
31-50 2d4 Giant Eels Roll on Cavern Table • They can't be persuaded or bargained
51-60 1d6 Crystal Oozes 2d6 Black Puddings with because they are wholly irrational.
61-70 Purple Worm 1d6 Basilisks These derro have made a colony in a series of
71-80 1d2 Aboleth Giant Slug s1.maStlhlinactakvihseosal, emshHuoadwzgnaeryodsn.eTMrh. aiTspha2er2eg.aeyhsaesr
81-90 Giant Slug Purple Worm a sinkhole
91-00 DM Choice DM Choice is active and
the floor is covered with a thin layer of slick
mud and water, making the whole room

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count as difficult terrain. There is a 5% Rift of the Fire Giants
chance per round (50% chance per minute)
that the geyser will cough up a burst of This area (pg. 10) is shown on Map 23. These
boiling muddy water that showers everyone caverns run along a rift that drops down to
in the room for a few seconds. Everyone in molten rock and a shrine to the fire giant deity
the room during a burst takes 10 (3d6) fire Surtr. These caves aren't inhabited, but there is a
damage (no saving throw). The derro know group of fire giants coming here to perform a
about the geyser and stay out of the room, ritual at the sacred site. See pg. 10 for timing
preferring to shoot intruders while they're details. The description following assumes the
getting scalded. giants have arrived. The rumble and roar of the
2. The Jagged Cavern. This guard area contains lava pool in location 5 is so loud that combat in
2 derro, 2 derro snipers, and a derro savant. one area won't be heard in any other.
They keep watch on location 1, with one of This is an extremely dangerous encounter for
their number sleeping at any one time. 10th level characters.
3. The Catatonic Chamber. There are 5 derro The caverns are hot and humid. Characters
here, all in a catatonic state. They are must make a DC 10 Constitution saving throw
unresponsive to any interaction. Killing these every hour or gain one level of exhaustion.
derro earn the characters no experience. Characters in heavy armor make the saving
4. The Fisherman of the Powers. This cave is throw with disadvantage.
inhabited by a derro adjutant-savant on the 1. tSrpoyl-lGs uguaardrds.tAhegreonutrpaonfce1.fTirheegtiraonlltsaantdta4ck
small island, and 11 derro on the shore. The immediately while the giant throws rocks
adjutant-savant has charm monster as his from the rear. If the fight goes badly, the giant
prepared 4th level spell, which he uses to slips away to alert the chieftain.
bring fish to his followers. When the The Boil. Part of this cavern has a pool of
characters attack, the followers join the fight, 2. boiling water on one side. There are 4 fire
but the savant stays here.
5. The Other Bleak Cabal. There are 5 derro giants guarding here waiting for the chieftain
savants in this chamber. They are hostile to to finish. They can perform a shove attack to
any intruders that aren't derro. The savants push a character into the boiling pool. Any
each carry a magic item or two. character who is pushed into the pool takes 17
• Savant 1 has 2 potions of superior healing (5d6) fire damage on entry and at the
beginning of each of their turns they remain
that she might remember to use when in the pool.
injured (50% chance). hMearke eusnhtiiflttChaemsepv.eTrahledgaiyasnotsf are bivouacked
• Savant 2 wears a ring of fire resistance. 3. ritual are
• Savant 3 wears studded leather armor +2,
giving him AC 16. complete. There are currently 4 fire giants
• Savant 4 is less insane than her comrades resting here, along with 3 hell hounds. The
and gains +2 on the saving throw to giants rest easy knowing the hell hounds will
remember spells in combat. She carries a detect intruders.
bag of holding with monetary treasure 4. gSuenartdineedlbCyav4ef.irTehgisiaanptpsraonadch3thoetlhl ehoshurnindes.is
plus a druid scroll (goodberry, spike growth, 5. Shuisrstor'ns PSonoalr.dTuhregc, hthieefstahianmBaonltFzroeltyojaisnhde, aren,d
water breathing, conjure elemental, 2 fire giants. Boltzolto is a fire giant with AC
earthquake) that she can't use. 20 and 200 hit points. Snardurg is a standard
• Savant 5 has a brooch of shielding and a fire giant. All the giants are focused on the
ring set with a pale green prism that is ritual, facing the lava pool. Stealth checks to
actually an ioun stone of mastery. It must sneak up on them gain advantage thanks to
be prized from the ring setting to be used, the noise and their distraction. Checks are
requiring a DC 11 Dexterity check to made against a DC 11 to successfully stealth.
remove it without breaking and ruining it. When alerted, the 2 fire giants and chieftain
He wears a magic gold ring with no close to melee, while Snardurg throws rocks.
apparent power. An identify spell will Freyjand casts prayer and then uses healing
reveal it has something to do with spells and his staff of healing to heal the
conjuration magic and portals.

combatants. He stays out of melee as long as
possible. Boltzolto is old and ailing, so each
round he fights there is a 10% cumulative
chance that he suffers a massive aneurysm
and drops dead at the beginning of his turn.

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The Desperate Marilith The Renegade Illithids

This area (pg. 13) is shown on Map 24. The This area (pg. 17) is shown on Map 25. The illithid
demons here are too few to mount an effective that live here are opposed to the aboleth plan and
assault on Shaboath to find their target, the pit as such stand against the majority of their kin.
fiend Pallistren. Even though demons are chaotic They are no less alien and evil than normal, but
evil and not likely to honor bargains, the leader of their goals align with the characters. Their lawful
the group is desperate for help. Lillianth, the alignment means they act according to their own
marilith, is willing to work with the characters to laws and codes and will honor bargains that
enter Shaboath so long as they agree to make the serve their own goals. They are the most powerful
pit fiend the first target. Naturally, she won't tell allies the characters can get in their fight, but
the characters that she and her group are they must treat well and equally, if not somewhat
demons. Instead she paints her group as subserviently, with them. Illithids are genius
members of a cabal from another plane sent to intelligence and aren't going to be fooled by sly
deal with the evil pit fiend and his minions for words and vague intentions, but they also know
the betterment of all. This won't detect as a lie for they need more than themselves to stop the
spell purposes, because it isn't The demons can all aboleth. The seeds for a strong, if uneasy, alliance
shapechange into human-like forms and are there. Read through pg. 20-22 for details on
maintain this form until they confront the pit how the illithid bargain.
fiend. At that time, they reveal themselves to be Even though smart players won't attack a
able to use their full abilities. colony of illithids, the caves are detailed here
The group includes the marilith Lillianth, anyway.
Janelle and Villiane, 2 alu-fiends, and the 1. aWnadtcilhliPthosidt. oTnhigsucaarvdedhuotlyd.sIfaefiothmeorrsipaontsgiant
succubus Lynnara. Lillianth has a different stat
block for when she is in human form. approaching creatures that are potentially
Some spells or abilities may detect that they foes, the giant sounds a large horn that alerts
are extraplanar and evil. Lillianth won't deny her everyone in locations 2 and 3.
morals are mainly self-serving, but pushes the 2. FfoommoorriiaanngNiaenstts. .TThhiserceavaereis3hfoommeortioatnhgeiants
fact that they will be stronger together than
separate. here currently. If the horn sounds, they can be
1. WinvaitscihblPeo. iWnth.eJnanaenllyeokneeeappspwroaatcchhehse,rseh, e slips at location 1 by the end of the second round.
3. TthheeiClliotnhgidrse.gAattiaonnyatli.mTheitshiesrheoamree1f0orilmlitohsitdosf
away while telepathically informing the
others. here. If the horn alerts them, they can be in
2. tEhmrepatty. TChaevec.aTvheecoranztaoirnrsoackfrheeshrewisatthere only location 1 by the end of the third round.
There are also 4 broken ones cleaning and
source. serving the illithids.
Sleeping Quarters. This cave contains Broken Ones. There are 8 broken ones here.
3. bedrolls and blankets, as well as clothes 4. Three of them are sleeping at any time.

suited for female human-sized adventurers. 5. aWnadtcilhliPthosidt. oTnhigsucaarvdedhuotlyd.sTahefogmiaonrtiahnasgaiant
Assembly of Fiends. Lillianth, Villiane, and
4. Lynnara spent most of their time here going horn similar to the one in location 1 that

over ideas for plans to get into Shaboath. alerts the illithids in location 3 when
When alerted to people coming, they get into sounded.
position to greet them. Normally they would 6. cGhraamndbeCraivseursneodfatshae ItellmitphliedbCyotnhcelarvene.eTgahdise
just kill interlopers, but Lillianth is desperate
enough to talk first and see if those faction leader. Ipshizeen, the high priest and
approaching might be useful to her. leader is here, along with his bodyguard – a
Lillianth's Command Post. This alcove holds tough illithid (it has 100 hit points) – his
5. a chest full of money to buy “help”. It is, of assistant priest Bilikant, and the charmed

course, totally useless here along the Sunless rogue Shasurita.
Sea. Broken Fisherman. There are 4 broken ones
7. making an attempt to fish here.

8. ThehreeW, wairtdheonnse. Tashleereepaartea4niylltiitmhied. s staying
WanadtcilhliPthosidt. This cave dhuotlyd.sTahfeogmiaonrtiahnasgaiant
9. on guard

horn similar to the one in location 1 that
alerts the illithids in location 8.

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The Refugee 2. Distorted Passage. This passage is under the
effect of an illusion that makes it appear to be
This area (pg. 23) is shown on Map 26. There are 60 feet long and hides the pit. Anyone
three traps that guard the tunnel into the ancient believing the illusion will fall into the acid
tomb. The first trap is a spike trap, the second is a slime pit. The pit is 20 feet deep and the
pitOtrnacpe, and the third trap itsoma dbeiasdafsamll atrllarpo. om bottom 6 inches is filled with an acidic slime
past the traps, the secreted by the fungus growing there. If
with a stone sarcophagus. Jelenneth hides behind someone hugs the left wall, they can bypass
the sarcophagus and casts silent image of a lich the pit, but will run right into the door that's
rising from it. She uses minor illusion to make the actually only 30 feet down the hall. This door
lich's eerie voice demand the characters leave. If is covered with sharp spikes covered in a toxic
they fight the illusion, she makes it look like the substance. Anyone running into the door
ceiling collapses, burying the sarcophagus. If takes 1d10 piercing damage and must make a
characters think to suspect illusions, they make DC 16 Constitution saving throw, taking 55
an Intelligence (Investigation) check vs her spell (10d10) poison damage on a failed save, or half
DC 13. as much damage on a success. If characters
If discovered, she feigns surrender, then casts have cause to disbelieve what they see, they
color spray followed by invisibility and tries to run. must make a DC 16 Intelligence
If called by name, she will stop and ask who they (Investigation) check to see through the
are. She looks quite different from her portrait illusion. Otherwise they believe it is real.
and it takes a successful DC 15 Wisdom Falling into the pit has a 50% chance of
(Perception) check to recognize her. If she it told alerting Szandur. Running into the door
they come from Haranshire, she nearly collapses automatically alerts her.
with shock and relief and tells them everything
she knows, which isn't much. Her story is 3. Equipment Chamber. This storeroom
danetdaihleodmoeneaprgn. 2s 3th-2e4c. hRaertaucrtneirnsgahpelrottootfhperosuprefratyce contains a large supply of preserved food,
in Haranshire they can use to build a home or clean water, rope, blankets, and so on.
whatever they like.
4. Szandur's Study. The door into this chamber
Szandur's Isle is sealed with an arcane lock. A dispel magic or
knock spell can open the door. Right inside the
Tishleisisarceoave(pregd. 2w5i)tihs ssthoonwenruobnbMleafpro2m7. This small door the floor is coated with a thick layer of
buildings grease covered with dust to hide it. It
that once stood here. The only remains of them functions just like a grease spell with a save
are low foundations. A DC 20 Wisdom DC 14. Szandur does her work here along
(Perception) check reveals a stone trapdoor in one with a summoned invisible stalker. She
of the foundations. The trapdoor is bolted on the always has a mage armor spell cast at the
inside and must be opened with force or a knock beginning of the day. When she hears
spell. The trapdoor reveals a ladder leading 10 intruders, she casts an invisibility spell and
feet down to a 10 x 10 foot landing with stairs hides behind one of the desks. She won't
leading down to location 1. negotiate to start because of her paranoia.
Entrance Complex. The door here is When the characters enter, the invisible
1. enchanted with a magic mouth spell that is stalker engages them and Szandur casts an
Evard's black tentacles between her and them.
the activator for a nasty shooting spike trap. The stalker's airy nature renders it immune to
No trap can be detected from the door, the grasping tentacles. She will use mass
although a detect magic spell, eldritch sight, or suggestion initially to get people to leave and
similar magic detection ability will reveal the forget this place exists. She uses power word:
spell on the door. A successful DC 16 pain against any wizard or sorcerer and then
Intelligence (Arcana) check will reveal it to be casts dominate person, using her Split
a magic mouth. If the magic mouth is Enchantment ability to target 2 characters.
dispelled, the trap won't function, but there's She has a contingency spell operating that will
nothing to suggest this to the characters. teleport her to her hidden chamber if she is
When the door threshold is crossed, the reduced to zero hit points. If seriously
magic mouth screams loudly, shattering a thin threatened, she will use dimension door to go
vial of acid which eats through a rope and to her sealed bedroom to recover, and then
psseteatoslpkoleferfrtiuhnnethotreuatrpoo. ofTmthhe.erIettrwiaspial'lslswfoiaraeitnaurinnetavilitsotihbaeltetfaircskt will cast it again to return to the entrance,
them. There's only a 20% chance that Szandur where she can creep back in invisible to spy
will hear the magic mouth, trap, or fighting. on the characters. If captured, she negotiates,
offering what she knows in return for sparing
her. She just wants to be left alone to study. If
asked why she attacked, she says she assumed
they were assassins sent by her foes to stop

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her. immune to all damage types and has a 50%
5. Sealed Chamber. The coating on the walls in chance of being unaffected by spells like
disintegrate. Anyone touching, brushing, or
here makes scrying only 50% likely to work. hitting it with weapons forces the target to
There is an invisible stalker on guard in here make a DC 16 Constitution saving throw or be
that also replenishes the air supply. There is a affected as if by a ray of enfeeblement. The
case of extra spell components under the bed effect lasts for 10 minutes and the target is
along with a coffer. The coffer has an arcane allowed to make a new saving throw every 1
lock on it. Inside the coffer are three wizard minute. Once past the curtain is a circular
scrolls, each with one spell (water breathing, room with 7 skeletons seated around a round
dimension door, and teleport); a folding boat, a table. These 6 skeletal priests and skeletal
sheet with aboleth symbols (Player Handout high priest stand up and move to attack as
25), and pouches of gems. The coffer has a soon as the first person passes the curtain.
false bottom that can be found with a DC 20 They fight until destroyed. The rods they
Wisdom (Perception) check. In the bottom are wield can't be used by non-evil creatures, but
2 potions of superior healing and 3 bottles of the robes they wear protect completely from
drying fluid. This fluid dries up water on the unnatural cold of the island when worn,
contact, up to 10 cubic feet per bottle. If and grant resistance to cold. If the table is
drunk, the creature must make a DC 16 split open, everyone in the room must make a
Constitution saving throw, taking 33 (6d10) DC 16 Dexterity saving throw, taking 44 (8d10)
poison damage on a failed save, or half as cold damage on a failed save, or half as much
much on a success. A sip or taste causes 1d6 damage on a success.
poison damage. This fluid is spectacularly 2. The Hall of Endings. The name of this
effective against aboleth. A hit from a thrown building is inscribed on the archway over the
bottle will inflict 66 (12d10) poison damage door. The door is unlocked, but protected by a
with no saving throw allowed. glyph of warding trap.

The Isle of Shadows a) The altar in this room emits a palpable
sense of evil. Characters wishing to go
This area (pg. 27) is a barren, cold island. The two down the stairs must make a DC 15
reenmtiraeinisinlagnbduiisldcionrgrus patreedshbyownnecornomMaanpti2c8m. Tahgeic Wisdom saving throw. Failure means
and the following effects occur: they suffer disadvantage on all rolls
• The island is so cold it counts as extreme for 1 minute. They won't realize this
• Fcoirleds(DbuMrnG, pbgu.t1d1o0n).'t drive away the cold. until they try to do something. They
• Torches and lanterns light up only a one can make another save at the
foot radius. beginning of their turns.
• SDpaerlklsvtihsiaotncrdeoaetsenl'itgwhtocrkanatoanllly. be cast if
• the caster first succeeds on a DC 16 b) One side of this chamber is blocked by
a veil of darkness. The veil blocks 50%
Wisdom saving throw. On a failure, the of spells cast from location b to c.
spell slot is lost. Successfully cast spells Spells cast by the monster in c aren't
shed light in only one-quarter the usual blocked. Only true seeing can see
area. through the veil and it takes a dispel
• Items that create light follow the same magic against a 9th level spell to bring
procedure as spells. down the veil. The priest-servitor on
• Undead make saving throws against the other side begins casting through
turning with advantage and have the veil once someone enters this area.
resistance to radiant damage.
• Statues of odd proportions dot the island. c) Entering this chamber causes torches
They radiate strong necromancy magic. to light, spewing out incense.
Touching one inflicts 16 (3d10) necrotic Characters must make a DC 14
damage on the creature touching it. Constitution saving throw or suffer a
The Conclave. The door to this windowless -1 penalty to attack and damage rolls
1. obBfulewisldsaeirnddgiBniesgTuthnraalopric.zkOdenudnc, ebauirntesnpid'rtoest,peiofckttehedenbwbyyoartdhgselyph for 1 minute. There are 6 shadows
hiding in the veil. They are
time the midpoint of the hall is reached, the undetectable until they attack. Sitting
portcullis trap is triggered. At the end of the in the throne in the corner is the
hallway hangs a black curtain with Varandek, the priest-servitor. The
serpentine and tortured imagery. It is throne gives the Varandek these
benefits while it sits there:
◦ It gains advantage on saving
throws against spells and magical
effects.
◦ It gains truesight 120 ft.

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◦ It can cast these spells 1/day each: one or two means the character was drawn up
freezing sphere, ice storm, sleet storm one additional level of the pyramid. Failing by 5
When someone closes to melee or more means going all the way up. Anyone
range with Varandek, it stands up pulled up into the fountain is spat out 2d10 feet
from the throne and attacks with into the air above the fountain pyramid.
its icy claws until destroyed. Characters that come out higher than 5 feet will
take falling damage, 1d6 for each 10 feet fallen,
There is another chamber below rounding up.
holding the treasure of the cult, but it
can only be opened by uttering Locations 1-4 are on the surface of the
Blessed Be Tharizdun before the pyramid island. Locations 5 and up are fully
throne. This phrase isn't inscribed underwater with fast currents, murky water in
anywhere. It would take a divination rooms, and no light. Ranged weapons (bows,
spell or similar to discover the phrase. slings) don't work underwater, and neither do
If they speak it, an opening leads slashing or bludgeoning weapons. Piercing
down to a chamber with 3 black metal weapons work normally, and slashing swords can
chests. The chamber is colder than the be used to stab with, inflicting piercing damage.
rest of the island due to the
concentration of necromantic energy When a fight starts underwater, all ixzan will
and only the robes from the skeletal be alerted. Ixzan will head towards the sounds of
priests in the conclave fully protect battle to assist. The amount of time this takes
here. Anyone not wearing one of these depends where the fight is, detailed below.
robes takes 1 level of exhaustion every
5 minutes spent down here. No living • It takes 3 rounds for ixzan from
creature can regain hit points in this another chamber on the same level to
chamber, not even by magical means. arrive.
The chests aren't locked, but opening
each forces the opener to make a DC • It takes 4 rounds for ixzan from one
16 Constitution saving throw, being level below to arrive.
reduced to zero hit points on a failed
save, and unharmed on a success. The • It takes 5 rounds for ixzan from two
first chest contains cursed gems, the levels below to arrive.
second a staff of frost, and the third a
mace of disruption. • Ixzan one level above a fight require 8
rounds to arrive.
The Pyramid of the Ixzan (M)
• Ixzan two levels above a fight require
This area (pg. 31) is shown on Map 29. The ixzan 11 rounds to arrive.
are important allies to the aboleth and wiping
them out would deal a severe blow to Shaboath. • The ixzan mutants don't come to help
The aboleth won't do anything to one attack anyone except other mutants.
against the ixzan, assuming it is a one-off
occurrence. A second attack will put the aboleth As you can see, if would behoove the
on alert and result in them evacuating the ixzan characters to start at the bottom of the pyramid,
to Great Shaboath itself, making the characters” but don't tell them that.
task that much harder. 1. Fountain Pyramid. This waterspout draws

The best option is to kill 80% or more of the the water in and up through the pyramid. The
ixzan in one or two attacks. This will cause the Ixzan can swim against the current, but it
survivors to flee into the unknown depths of the reduces their swim speed to 10 ft.
Sunless Sea. They won't bother to alert the 2. Slave Pyramid. Slaves are kept here when not
aboleth as they are concerned only with survival. out performing menial labor for the ixzan.
There are, on average, 30-40 slaves here, all
The pyramid is a floating island, unconnected charmed and noncombatant. There are 4
to the seafloor. Magic draws the water into the dwarf veterans here that are just like
pyramid, creating a current too strong to swim standard veterans except they have dwarf
against. The characters will have to figure out the racial traits and are armed with battle axe
patterns of the currents and how to use them to and hand axe. They are charmed to keep an
get to all parts of the pyramid. Be sure to look eye on the other slaves and deal with
over the pyramid map and cross section to disturbances. They will attack the characters
understand how the currents run. on sight. The characters should get only half
experience if they kill these dwarves, but
Characters swimming with the current must double experience if they break the charm
make DC 13 Strength (Athletics) checks to swim to and free them. They should also get 200 XP
their intended destination. Missing the check by each for every slave freed.
3. Ilxendren's Pool. This pool has a huge statue
of the ixzan deity looming over it. Any ixzan
priest can command the statue to unleash one
of the following spells, 1/day each: cone of cold,
freezing sphere, ice storm. Up to 6 ixzan
spellcasters per day can touch the statue to

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gain a one-use advantage roll, which can be pmroiensitt.oArlsl, haakvueob-etoeanlhieeuretesnoalnont,gatnhdeya akrueo-toa
applied to any roll they choose. suffering permanent madness, in which they
4. The Great Pool. This pool harbors an ixzan believe the menhir speaks with the voice of their
priest, ixzan wizard, and 4 ixzan. They keep goddess. Talking to them gets babble about their
watch over the slaves and watch for anyone sacred stone demanding sacrifice, and then they
approaching the pyramid on the surface. attack. They have some treasure scattered around
5. Communal Chamber. This chamber contains the menhir.
10+1d6 ixzan.
6. Communal Chamber. This chamber contains Geyser Rock
10+1d6 ixzan.
7. Communal Chamber. This chamber contains This island is split with a fissure near its center.
10+1d6 ixzan. The fissure erupts with a spray of boiling water
8. Communal Chamber. This chamber contains many times a day.
10+1d6 ixzan.
9. The Priesthood. This chamber holds 2 ixzan The island is a watch post for the nalfeshnee,
priests. Jaziritheil. It has a millenniums-long grudge
10. Chamber of Ixzan Wizards. The chamber is against Lillianth and has come here to make her
home to 3 ixzan wizards. fail the mission by any means. It doesn't care that
11. The Tyrant. The leader is a large vampiric it's helping the devils by doing this. It cares only
ixzan that is also a priest of Ilxendren. It is fhoerlpitist.oTwhnesreevixenzagne.aIrtehnasotrepcarrutiotefdth5eixabzaonlettho
accompanied by 6 ixzan and can use the alliance, only opportunists.
magic rod it has to summon a water
elemental. The other ixzan hate and fear this Jaziritheil will wait until Lillianth makes a
monster, so they will not come in and help move on the pit fiend, then it will either warn the
with the fight. They will wait and see what pit fiend, cause havoc in Shaboath to alert the
happens, hoping the beast will be killed. Only aboleth, or even attack Lillianth's minions to
then will they swarm the characters and weaken them. The characters can deal with the
attack. There is no gratitude to be found here. nalfeshnee now, or they will see him again.
12. Young Ixzan. This chamber holds 19 young
ixzan who cower at the approach of the Sunkenhome
characters. They are only about 2 feet wide
and are noncombatants. These young haven't These ruins lie over 100 feet down on the bed of
been raised with the cruelty that makes them the Sunless sea. The characters won't even find
evil yet. A DC 15 Wisdom (Insight) check will them unless they are searching underwater. The
discern this fact. If the characters let them go, ruins are unusual in composition. A DC 16
award them 200 XP each. Award them no Intelligence (History) check will know they are
experience for killing them. Drow elf in origin. There are hundreds of skeletal
13. Base of the Mutants. This chamber is home to remains all through the ruins. It looks like the
4 ixzan mutants that laze about the chamber. city was flooded, or perhaps sank, very suddenly.
They eagerly attack anyone who enters, ixzan The ruins are the lair of aitkisraokuet nh.uInt tiisnhgere
or not. 60% of the time, otherwise
14. Base of the Mutants. This chamber is home to somewhere in the Sunless Sea. It attacks without
4 ixzan mutants that laze about the chamber. hesitation and pursues relentlessly unless
They eagerly attack anyone who enters, ixzan wounded below half its hit points. In that case, it
or not. will swim into a deep cave beneath the city ruins
and lick its wounds. If the characters come after
Other Locations on the Sunless Sea it there, it fights to the death.
If the characters somehow kill the kraken,
These locations have no maps, so you will have to they find a king's ransom of treasure, but don't
make them if you wish to use these encounter the means to carry more than a fraction of it.
areas. These locations are detailed on pg. 35-36. Monetary treasure that can be carried will be
mostly in the form of gems, jewelry, and small
The Isle of Derangement objects of art and should total about 20000 gp
worth. Magic treasure is left to the DM to
This small isle has a cove in the center. On the determine, but should include a couple Very Rare
island at the end of the cove is a menhir with a items, at least 4 Rare items, and at least 6 potions.
small hand print in it. The stone emits an aura of
madness, so anyone coming within 30 feet must
make a DC 15 Wisdom saving throw or be subject
to a bout of short-term madness (DMG pg. 259).
The isle is inhabited by 20 kuo-toa, 2 kuo-toa

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Great Shaboath (M) Rockseer Elves
The Rockseer elves can impart a few more bits
The city of the aboleth on the Sunless Sea is the
final destination of the campaign. There lie the of information before they depart for the surface
towers that must be destroyed to stop the aboleth world permanently. This information is
plan of dominating the underdark and surface sfourmcmhaarraizcetedrsonwphgo.w38e.nTthtoeyexmtraayoarldsionhaaryveleanggitfht s
world for hundreds of miles around. to help them.
Svirfneblin
Preparing for the Assault
The deep gnomes are grateful for the help
The first business concerns what preparations given them by the characters. They gave what
the characters can make before the assault on the they could to help destroy the City of the Glass
city. Here are summaries of what could be tried Pool, but don't have the resources or numbers to
and learned. help with the battle for Shaboath. Carmeneren
Scrying can tell them that her prayers have revealed that
the aboleth are close to completing the tower of
Scrying can give some information about domination.
buildings and areas of the city, except the tower
complex. It is 100% impervious to all scrying Features of the City
magics. If the characters don't have scrying
magic, the renegade illithid priests do, so that's The aboleth have employed great magic to
available if they made an alliance. raise the city to the surface of the sea and defend
Allies it against attack. The time constraints and
victory conditions are listed here as well.
The characters have had the opportunity to Victory Conditions
meet and bargain with both the renegade illithids
and the demons led by Lillianth. This The characters must destroy the magical
significantly increases the amount of damage storage in the four surrounding towers –
they can do, except the illithids don't trust the Enchantment, Alteration, Necromancy, and
demons. This means either splitting the party, or Summoning – and then destroy the central Grand
picking one group to go with and let the other Savant's tower. To keep this from happening
group go on its own. again, both architects of the plan must die – the
Grand Savant and the derro wizard Darlakanand.
If they go with the demons, they have four Time Track
formidable allies, especially in Lillianth when she
changes to her true form. The first time the characters infiltrate or
t3ah0tte,atcchikteyStmohwaubesortsamtwhaikilslebDaeaDcyoCZm2ep0rolWe. tAeistadmnodimdensvaiegvrhyintogonntehiDrnoawy
If they go with the illithids, they have a small or be dominated. Dominated characters join the
army of 8 fomorian giants, 18 illithids, 24 broken aboleth and fight against their former
ones, Ipshizeen and Bilikant - the illithid priests, companions. The characters may get some clues
and Shasurita the charmed rogue. The broken from divine askance (divination) or hints from
ones and giants will form the vanguard, with the friendlies in Shaboath. Either way, they know the
illithids behind and Shasurita staying close to time until activation is short.
guard the priests. The extra giants and broken City Patrols
ones listed here are from hunting parties that are
called back in for the assault. The city streets are routinely patrolled by the
kuo-toa militia. For every 300 feet the characters
Morale-wise, the demons will fight until killed move, there is a 25% chance they will encounter
since they just return to the Abyss, but the one of these patrols at a distance of 50-100 feet
illithids will flee if they lose 9 or more of their (roll 1d6+4 and multiply by 10). A patrol consists
own – the giants and broken ones don't matter to ot3o0fa%1wkcuhhoiap-nt,ocaaenlodife1au0tttkernuaacotn-itnto,ga1.tkFhuiegoha-ttttoienangmtaioopnnaiottrfooarl,nh1oaktshuaeor-
them. patrol, or someone calling another patrol for
help. Characters may slip past patrols if they
If the characters kept the derro crown of appear innocuous enough (see Stealth in the
domination, then they could have up to 13 derro, 2 City).
derro snipers, 6 derro savants, and a derro
adjutant-savant under their control from the lair
of the deranged derro. These derro aren't very
useful since they're all barking mad and the spell
casters still have to roll to remember spells every
time they cast. The crown will be of more use in
Shaboath where there are derro that can be
turned into useful allies with the crown. The
power of the crown is such that even the aboleth's
domination can't override it, at least not until the
tower is complete.

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Magic Resistant Buildings automatically ended, and a water
Some of the structures of the city have been breathing item has its effect ended for 1
mlowineusttel.eNveoltoef: There is no map for the
reinforced with magical wards designed to Slave Block 2. It is similar
hinder or block certain types of magic. These to the second floor map, all underwater
locations are noted with specifics such as “This with 2 chambers and a tunnel leading out
area has 75% teleportation resistance”, meaning to the Sunless Sea.
that any kind of teleportation has a 75% chance • While in the city, the characters can move
of failing when used to enter or exit that area. with freedom if this is their first time
These magics will work just fine within said there, and they haven't attacked anyone
structure, just not in or out. yet. If they are moving with the renegade
illithid's small army, it will draw
Other types of resistances are present and immediate suspicion and challenge for an
noted in the individual area descriptions. explanation. If moving with the demons,
resTishtaendtotmoidneatteioctniotnow/secrrycoinmgpmleaxgiisc1, 00% the characters won't have this problem. If
mteluedp,osrtotanteiosnh,aapned, ptarassnwsmallu, teatcti)o. n magic (rock to the characters stay covered with cloaks
Slaves and Servitors and aren't obviously bristling with
weaponry, then they can roam anywhere
All of the derro, fomorian giants, and kuo-toa except the tower complex without too
in Shaboath are dominated servitors. The illithids much suspicion. There are many
and ixzan are willing servitors and are not creatures in Shaboath with genius-level
dominated. intelligence, so this should be taken into
account when considering how well the
All slaves in the city are dominated unless characters stay incognito.
otherwise noted. Even if the domination is
dispelled, most slaves have been under its Active Response
influence so long that they will be dazed and After the first attack, the aboleth will take
mostly unresponsive for 1d6 hours as they try to
cope with having free will again. measures to defend the city against further
Stealth in the City intrusion and attack. The Sluice gates will be
closed and savants checking everyone carefully.
It is possible to enter the city without being
suspected and some ways without being seen. Seven days after the first attack, or 1 day after
These ways are: the second attack, the aboleth will send their
mercenaries, the Raveners, to attack the
• The Sluice (4) is the main entrance into characters. They will know where the characters
the city. Since various land races bring are thanks to aboleth savants casting divination
slaves to the aboleth, the characters can spells. If the characters fully shield themselves
try coming in this way the first time. The against such scrying, then the first Ravener
derro savants are paranoid, but brilliant, attack will happen 1d4+1 days after the second
and question anyone who isn't aboleth, attack, since the Raveners will need to use their
derro, kuo-toa, or illithid. It takes a own abilities to track the characters down.
successful DC 15 Charisma (Persuasion or
Deception) check to convince the savants After a third attack, the Grand Savant will pull
to let them in. The derro crown of itself away from the great work once a day to
domination could also be used to order the assault the characters. Every day, if the characters
savants to let them in. After the first are within 40 miles of Shaboath, there is a 25%
attack, this gate is closed and only the chance the Grand Savant finds their location, and
aforementioned creatures can get in or teleports a group of monsters to their location to
out, short of dominating the savants. attack them. You can roll 1d6 on the following
table to see what the Grand Savant sends:
• There are two underwater entrances
located over 200 feet under the city. One T412365h...... es858471e0svwscaphthrtrritoaaoraacmiiilcnkttlkshbsndsslaiecngvoaginlssmtinouune dusntil the characters
entrance leads to the lowest floor of the are further than 40 miles from the city or the
Tower of Distillations (13, Map 30.13) and Grand Savant is killed.
the other into the lowest level of Slave
Block 2 (17, Map 30.17). Both of these
entrances are lit by continual flame spells
to mark them underwater, and are
protected by a glyph of warding with a
dispel magic spell targeted against water
breathing enchantments. The glyph and
dispel magic are cast at 6th level so any
water breathing spell or potion effect is

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City Locations militia resides here. Half of the normal kuo-
toa are on patrol at any given time. The
The layout of Great Shaboath is shown on remainder here include 60 kuo-toa, 15 whips,
Map 30 and its sub-maps. 10 monitors, 6 lieutenants, 3 captains, and 3
City Walls. The walls are 30 feet high and priests.
1. slimy to the touch, which imposes 11. The Pool-Towers. Each of these towers is
home to 1 aboleth and its minions. Roll on the
disadvantage on Strength (Athletics) checks table below or choose the minions it has:
made to climb them. The walls have 75%
teleportation resistance and 90% a) 3 kuo-toa
transmutation resistance. There is an b) 1 kuo-toa whip and 1 kuo-toa
antimagic field extending from the tops of the c) Human veteran
walls to the cavern ceiling that cancel all d) 3 zombies
flying magic. e) 1 kuo-toa priest
Watch Posts. Each of these six platforms, 2a- f) 1 kuo-toa priest and 1 whip
2. 2f, are staffed by 4 human veterans and 1 12. Construction Points. At these locations, new
towers are under construction. The slave
derro savant. crews consist of 1d4 humans, 1d3 dwarves,
3. 3Waa-3tfc,hhBoaldrrtarcokosp.sEtaocbhoolsfttehretsheeswixabtcahrrpaocsktss, 1d2 gnomes, 1d2 ogres, 1 fomorian giant, and
and wall. There are 4 human veterans, 4 1 illithid overseer.
derro, and 1 derro savant in each barracks. 13. Tower of Distillations. The door to this tower
Map 30.3 shows the typical barracks layout. is protected by a glyph of enfeeblement trap.
The Sluice. This is the main entrance to the It can be dispelled like any glyph of warding.
4. city and is guarded at all hours by 4 fomorian Inside the tower are an aboleth savant and
the human wizard Shalzerith. Shalzerith is
giants and 2 derro savants. dominated, but will not stick around to help
Derro Barracks. Each of these 2 barracks, the characters if freed from it. He is evil and
5. 5a/5b, contain 13 derro, a derro lieutenant, self-serving and will teleport away at first
opportunity. A water chute leads to a lower
and a derro savant. They bolster the Sluice in level where 2 giant eels guard against
event of attack. The savant in 5b has a brooch intruders. Map 30.13 shows the layout of the
of shielding and a dagger +3, in addition to tower.
their normal equipment. 14. Illithid Quarter. Each of these towers is home
cTohveeWredalwkwithayw. Tahteirs.2T0wfoooptatwhisd, e3 entry is to 1 illithid and its slaves (use the table for
6. feet wide location 11 to determine). They fight to defend
the city, but will plane shift away if their life is
each on each side, are covered with only 2 threatened. One tower (14c) is a two story
inches of water. The center 14 foot wide tower occupied by 2 illithid priests. These
section is 7 feet deep for the convenience of two are devoted to the aboleth cause and will
the aboleth. stay only long enough to mind blast
iMs oocracuypPioeodlbs.yEaanchixozfatnhwesiezatwrdo pools, 7a/7b, intruders, then flee to the tower of
7. and 6 giant domination. Map 30.14 shows the layout of
typical towers as well as the priests' tower.
eels. 15. The Raveners. Map 30.15 shows the layout of
8. GThroenLguorrk, earhautgteh,ehGaiartye.hTuhmisagnamteains .hHeledabsyks this 2 story edifice. It has 80% detection and
characters why they are coming to the city. As transmutation resistance. This is the home of
long as the answer is simple to appearances, the Raveners, an elite force of high level NPCs
like bringing slaves in, he will pull the lever to that have served the aboleth for years. They
open the portcullis and let them in. If he are dispatched to deal with the characters
doesn't like the answer – too long winded, during an attack in the city, and to pursue
complicated, or something that rouses his and eliminate when they leave. The Raveners
suspicion, then he pulls a lever to open the are a dangerous group that work together to
moray pools and let the eels and ixzan eliminate the greatest perceived threats first.
wizards deal with them. Grongor has to make Taking them down will reward the characters
a DC 15 Intelligence check to get suspicious, with a lot of magical items that will prove
which is kind of difficult for him. If needed, useful in the fight to take down the towers.
he rages and attacks with his greatsword a) This entry chamber has 2 ogre
until knocked out or killed.
The Inquisitors. Each of these two towers, zombies guarding the door. They don't
9. 9a/9b, are home to 1 illithid and its minions, bother anyone who knocks, but attack
if anyone tries to enter without
a kuo-toa whip and 2 kuo-toa. If a fight knocking.
breaks out at the gate, they stay to unleash a b) This is Morgoor's room. It is strewn
mind blast, and then flee leaving the kuo-toa
to cover their retreat.
10. The Kuo-toa Army. The bulk of the kuo-toa

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with dirty clothes and garbage. Her c) This dark cell holds 5 wizards, human
money is hidden in a barrel under and elf, of levels 1-4. None have spells,
dirty clothes which can be found with but are not dominated.
a search and a DC 15 Wisdom
(Perception) check. d) This dark cell holds 8 clerics of
c) Strychnesch's room is cluttered with various races and faiths, of levels 1-5.
trophies, but much neater. There is an They are without spells, but also are
ornate chest that is locked (DC 20 to not dominated.
pick) and trapped with a poison spray
trap and a poison darts trap. e) An aboleth savant is here using its
d) The door into the lounge is trapped domination to brainwash 4 human
with a glyph of warding trap. The veterans. The veterans aren't fully
lounge itself is guarded by 2 ogre conditioned and don't fight. They are
zombies that attack anyone not a without equipment.
Ravener.
e) This upstairs hallway is empty except f) There is one prisoner in here, a
for five chairs. human wizard named Krelner. He
f) The door to this room is locked (DC 20 knows Jelenneth from their journey
to pick) and trapped with a poison into the underdark. He has resisted all
needle trap. This is Jabulanth's room. attempts at domination. He is without
All space other than the bed is covered spells and equipment, but willing to
in hourglasses. His treasure is hidden help. He has information that will
in the base of the largest hourglass, in help, covered on pg. 48-49.
a series of 3 secret drawers. It takes a
DC 20 Wisdom (Perception) check to g) This chamber contains a water chute
find each drawer. Each drawer is leading out to the Sunless Sea.
trapped with a poison needle trap.
g) The door into this hallway from 15e h) This room has an aboleth savant who
has a glyph of warding trap on it. helps the one in 17e brainwash useful
h) This is Repdal's room. It is awash with slaves.
books. Her bed has a secret panel (DC
20 Wisdom (Perception) check to find) 18. Embassy of the Devils. This tower (pg. 49) is
with 6 potions of superior healing and 6 shown on Map 30.18 and has 100%
potions of flying. transmutation resistance. It is being used as
i) This is Cyvrand's room and is filled the embassy for a contingent of devils led by
with bone sculptures made from all the pit fiend Pallistren.
sorts of creatures. a) This is the entry foyer to the tower.
j) This is Cyvrand's shrine to his deity Visitors are expected to knock and
Cyric. There is a hidden panel in the wait.
back of the altar with his treasure (DC b) This chamber houses a barbed devil
20 Wisdom (Perception) check to find). that acts as guard.
16. Slave Block 1. This complex is shown on Map c) This chamber also houses a barbed
30.16. The entry chamber, 16a, contains an devil that acts as guard.
illithid, a kuo-toa lieutenant, 2 whips, and 2 d) Petrechella the erinyes sits behind a
kuo-toa. Locations 16b-16d each house slaves large desk here. She stays
in these numbers: 10 dwarves, 5 gnomes, 8 shapechanged into human form . As
humans, 4 ogres, and 2 halflings. All are long as the characters come up with a
commoners (except the ogres) and dominated. plausible reason to see “the boss”,
17. Slave Block 2. This tower houses the she'll escort them in to see him.
spellcasters captured and used for sacrifice. It e) This room is where Pallistren the pit
is shown on Map 30.17. fiend can be found most of the time.
a) The door into the tower is locked and He stays shapechanged in human
barred from the inside. The room form to blend in better walking
inside is guarded by 2 trolls and a around the city. He will talk to the
kuo-toa whip. characters, but has no interest in
b) This is the room of the head jailer, a alliances. He does want to know about
kuo-toa captain of impressive size. A the towers of domination and would
spiral ramp leads up to the second like the characters to notify him if
floor and down into water. There is a they find a way in. If the demons are
50% chance an aboleth is here here and challenge him, he agrees to
checking on the prisoners. duel Lillianth. Naturally he has no
intention of fighting alone, and it will
turn into a grand melee in this room.
f) The base of the tower is a strange sight
with 12 nupperibos and a barbed
devil, all dressed in bright livery like
some mockery of a royal guard. The

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barbed devil is in a foul mood because the room. It is unlocked, but trapped
of it and will attack out of spite. The with a glyph of warding trap. When
nupperibos will join in because they're the chest is opened by anyone other
too stupid to think for themselves. ttehlaenpoarnteadbobleehtihn, d2 tnheeccrhopeshtiadniidare
g) The barbed devil from 18f has a comfy immediately attack. This chest
lair here. contains: sun blade, scabbard of
h) This is Pallistren's bedroom decorated sharpening, protector shield +3, robe of
in a most ostentatious fashion. There the archmagi (good), pearl of power (2),
is a large iron chest here with treasure pearl of wisdom, pearl of healing (3).
the pit fiend brought as tokens of good e) The door to this room is unlocked, but
will. Since the aboleth haven't shared trapped with a ignlsyipdhe aotftwacakrsdainngyotrnaep.
anything of substance with him, it is A stone golem
still here. The chest is protected by 2 not accompanied by an aboleth. A
fiendish traps, an acid storm trap and huge iron chest stands in the center of
a plane shift trap. The traps can't be the room. It is unlocked, but trapped
found with conventional searching, with a glyph of warding trap. When
but a detect magic spell will pick up the the chest is opened by anyone other
dual enchantments and a DC 15 than an aboleth, 2 necrophidii are
Intelligence (Arcana) check will divine teleported behind the chest and
the nature of the magic involved. immediately attack. This chest
i) The tower balcony is home to 4 contains: boots of sure step, brooch of
gargoyles which obey commands shielding and travel, bracers of archery,
from the aboleth and the devils. They brazier of commanding fire elementals,
otherwise don't act on their own. book of scrolls.
19. Tower of Treasures. This location (pg. 53) is
shown on Map 30.19. It has 70% Tower of Domination Complex
transmutation resistance and 100% The following entries are the complex of
teleportation resistance. The doors are locked towers that make up the tower of domination.
and barred on the inside. This is the heart of the aboleth project and it will
a) There are 2 fomorian giants on guard be defended at all costs. The four towers of magic
here. They attack intruders not surround the grand savant's tower, with a pool of
escorted by an aboleth or illithid. A water between them all.
glyph of the slime curse is inscribed TcohuerAtyzaurrdeoPfotohle. This pool takes up the entire
here on the floor. Unless it is dispelled, 20. complex and is 12 feet deep.
all characters have disadvantage on
saving throws against the aboleth skin wTabhiozealperotdhossl. ,hT1ah0segabiaafnosretmeoefidlesaa, bc2lh5e itgxouwzaaernrd, hafoanrsdciet3soioxfwz2ann
transformation disease. guards that stay at those towers.
b) A savant aboleth and its guard of 2 TtohweeTroiws uenr doef rAwltaetreartaionnd. The entrance to this
human veterans work here. They will 21. the entry has a
reinforce the giants in location a in
the event of attack. tghlyeptohwoefre,nafbejeubrlaetmionenstpterlalspdoonniot.tOfunncectiinosni.de
c) The door to this room is unlocked, but Location 21d explains why.
trapped with a glyph of warding trap. a) The ground floor here is guarded by a
A stone golem inside attacks anyone stone golem and a Shaboath golem.
not accompanied by an aboleth. A b) TwThhaeetetsrhecieroldenmldeevflneoltoaisrlsgi.sugaurdareddebdybays2avant
huge iron chest stands in the center of c) aTbhoelreetihs wa iwthal2l owf afotrecreeblleomckeinntgalasc.cess
the room. It is unlocked, but trapped
with a glyph of warding trap. When to 21d that can't be breached until the
the chest is opened by anyone other savant is killed or driven off. The
than an aboleth, 2 necrophidii are aboleth here, as an action, can use the
teleported behind the chest and tower to cast a polymorph spell, but
immediately attack. This chest this uses 4 units from the sphere
contains: lightbringer plate +3, plate above.
armor +2 (2 suits), chain mail +2 (2 d) The fourth level has a sphere
suits), shield +3, 6 javelins of lightning, containing pure alteration magic (56
wand of teleportation. units). Anyone can sense it with a DC
d) The door to this room is unlocked, but 10 Intelligence (Arcana) check. It's not
trapped with a glyph of warding trap.
A stone golem inside attacks anyone
not accompanied by an aboleth. A
huge iron chest stands in the center of

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clear what to do with it, but a sorcerer Constitution saving throw. On a failed
or wizard can make a DC 15 save, the character is blinded for 1
Intelligence (Arcana) check to minute as per the blindness/deafness
remember that abjuration magic is spell. At the same time, 6 trolls appear,
the opposite of alteration magic, and conjured by the tower.
the two cancel each other out. Casting b) The second floor is guarded by 2
any abjuration spell reduces the water elementals.
number of magic units in the sphere c) The third level is guarded by a savant
by the level of the spell cast. When the aboleth with 2 water elementals.
spell units reaches zero, the energy is There is a wall of force blocking access
gone and the tower shuts down. This to 21d that can't be breached until the
should be enough of a hint that all savant is killed or driven off. The
four towers need to be depowered savant here, as an action, can use the
first. tower to summon allies. It will only do
22. The Tower of Necromancy. The entrance to this if the elementals are destroyed or
this tower is underwater and the entry has a it reaches half its hit points. Each
glyph of enfeeblement trap on it. The summoning brings 2 trolls, but drains
entrance is guarded by 2 fomorian skeletons 4 units from the sphere above.
that rise from the water to attack non- d) The fourth level has a sphere
aboleths. Once inside the tower, illusion spells containing pure conjuration magic (56
do not function. Location 21d explains why. units). Anyone can sense it with a DC
a) The ground floor here is guarded by a 10 Intelligence (Arcana) check. It's not
bone golem. clear what to do with it, but a sorcerer
b) The second floor is guarded by 2 or wizard can make a DC 15
water elementals. Intelligence (Arcana) check to
c) The third level is guarded by a savant remember that divination magic is the
aboleth with 2 water elementals. The opposite of conjuration magic, and the
aboleth here exists as partly undead, two cancel each other out. Casting any
and has Condition Immunities divination spell reduces the number
charmed, frightened, paralyzed. It of magic units in the sphere by the
also has Damage Immunities level of the spell cast. When the spell
necrotic. There is a wall of force units reaches zero, the energy is gone
blocking access to 21d that can't be and the tower shuts down.
breached until the savant is killed or 24. The Tower of Enchantment. The entrance to
driven off. The aboleth here, as an this tower is underwater and the entry has a
action, can use the tower to create 1 glyph of enfeeblement trap on it. Once inside
wraith, but this uses 4 units from the the tower, evocation spells do not function.
sphere above. Location 21d explains why.
d) The fourth level has a sphere a) The ground floor here is guarded by a
containing pure necromantic magic stone golem and a Shaboath golem.
(56 units). Anyone can sense it with a b) The second floor is guarded by 2
DC 10 Intelligence (Arcana) check. It's water elementals.
not clear what to do with it, but a c) The third level is guarded by a savant
sorcerer or wizard can make a DC 15 aboleth with 2 water elementals.
Intelligence (Arcana) check to There is a wall of force blocking access
remember that illusion magic is the to 21d that can't be breached until the
opposite of necromantic magic, and savant is killed or driven off. The
the two cancel each other out. Casting aboleth here, as an action, can use the
any illusion spell reduces the number tower to cast a confusion spell, but this
of magic units in the sphere by the uses 4 units from the sphere above.
level of the spell cast. When the spell d) The fourth level has a sphere
units reaches zero, the energy is gone containing pure enchantment magic
and the tower shuts down. (56 units). Anyone can sense it with a
23. The Tower of Summonings. The entrance to DC 10 Intelligence (Arcana) check. It's
this tower is underwater and the entry has a not clear what to do with it, but a
glyph of enfeeblement trap on it. Once inside sorcerer or wizard can make a DC 15
the tower, divination spells do not function. Intelligence (Arcana) check to
Location 21d explains why. remember that evocation magic is the
a) The ground floor here is unguarded, opposite of enchantment magic, and
but as soon as characters enter, the two cancel each other out. Casting
everyone must make a DC 16 any evocation spell reduces the

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number of magic units in the sphere of golden lion figurines which become
by the level of the spell cast. When the full size lions. The third round he
spell units reaches zero, the energy is opens his iron flask and lets the efreeti
gone and the tower shuts down. out, then orders her to attack the
25. The Grand Savant's Tower. This tower is characters. When the time stop is over,
impenetrable to magic or might until the he sits on the throne, casting one spell
other four towers are reduced to zero magic. per round starting with globe of
Once the other towers are disabled, the doors invulnerability, then others, with
here can be opened and the tower entered. power word: stun and prismatic spray
The doors into the tower have a glyph of being favorites. When wounded to
warding trap. half hit points, he uses dimension door
a) The ground floor is the chamber to go down to 25a, drinks all his
where spellcasters are sacrificed to the superior healing potions, then casts
Blood Queen, deity of the aboleth. A adshnimadpeHencsohiraonnnegddeo(Dohreetvoliilkgfeeostrbtmhaecsk)Raeunmpdtoorhfiagzht
savant aboleth is in front of the altar again. Darlakanand's throne is
with 2 human gladiators. There are 2 surrounded by an unpredictable
fomorian giants flanking the doors magic flux. There is a 10% chance any
and 6 wights guarding the ramp up. spell that is cast at or from the throne
When fighting starts, the wights in (even the derro's spells) fails to work.
25b will run down to help, arriving at The debris flung around by the vortex
the beginning of the 3rd round. is hazardous. Anyone coming within
b) This level has a savant aboleth with 4 10 feet of the throne takes 1d10
human gladiators and 6 wights bludgeoning damage when they get
guarding it. There is a large boulder at close and each round at the beginning
the top of the ramp and it will be of their turn that they stay within 10
pushed down when characters start feet. The throne itself is the eye of the
up. Everyone on the ramp must make storm, and is safe. When Darlakanand
a DC 15 Dexterity saving throw. A is dead, another flux point appears
failed save means the character is hit behind his throne. This one leads up
for 33 (6d10) bludgeoning damage. A to the last level of the tower.
successful save means the character d) Lair of the Grand Savant. This is
evaded the rock entirely. The wights where tghueargdraonfd20sawvaignhttasboleth lairs,
here carry bowls of acid which they with a
throw at a target as their first action. surrounding it. The wights move to
They do this as a ranged attack, and if form a physical barrier and stop
it hits the target takes 16 (3d10) acid anyone from getting close to the grand
damage. There is a swirling black savant. The savant casts prismatic wall
vortex of magical energy here as well. as its first spell to put a barrier
A DC 15 Intelligence (Arcana) check between it and the characters. If the
identifies it as a flux point, probably characters had to retreat after killing
designed to transport people to the Darlakanand, then there will be
third level. Using the flux to travel up another savant aboleth here with 4
leaves all characters stunned for 1 hsauvmanatnagbloaldeitahtiosrrse. dWuhceedn the grand
round when they arrive. Using teleport to zero hit
or dimension door doesn't leave them points, it begins to shudder, magical
stunned. energy tearing through it. Anyone can
c) Darlakanand's Laboratory. This floor see an explosion of some sort is
is a wreckage as a vortex of pure coming. Anyone still on this level in 1
magic roars through it. A derro stands minute is killed by the explosion. The
laughing maniacally on a throne in treasure contained within the grand
the center of it. This is Darlakanand, savant rains down all around – see pg.
the derro archmage, and half of the 64 for details on collecting this
team that built this complex. If the treasure. A minute after, Shaboath
characters arrive stunned, he casts rumbles, and begins sinking into the
time stop while they're helpless. If they Sunless Sea. In 5 minutes, it will be
arrive via spell, he casts it as his first fully submerged, taking everyone still
action on his initiative. Either way, he in there with it. Time to leave.
gets a 3 round time stop. He screams at
the characters about how much of a
genius he is for the first round. The
second round he throws down his pair

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Magic Items • Plate armor +2 (2) pg. 54
• Potion of domination(8) pg. 44
Nlisotteed: Magic items held by allied NPCs are not • Potion of extra healing (replace with potion of
block. here, but are accounted for in the NPC stat
superior healing) pg. 45, 46
• Amulet of strong will (See Special Items) pg. 26 • Potion of extra healing (replace with potion of
• Arrows +1 pg. 19, 46
• Bag of holding pg. 9 superior healing) (2) pg. 9, 11, 26, 27, 35
• Book of scrolls (See Special Items) pg. 54 • Potion of extra healing (replace with potion of
• Boots of sure step (See Special Items) pg. 54
• Bracers of archery pg. 54 superior healing) (4) pg. 43
• Bracers of defense pg. 26, 45, 46 • Potion of extra healing (replace with potion of
• Brazier of commanding fire elementals pg. 54
• Brooch of shielding pg. 42, 46 superior healing) (6) pg. 47
• Chain mail +2 (2) pg. 54 • Potion of gaseous form pg. 46
• Cleric scroll (dispel magic, glyph of warding, • Potion of heroism pg. 45, 46
magic circle, banishment) pg. 35 • Potion of flying pg. 35
• Cleric scroll (darkness, inflict wounds (5th), • Potion of lying (6) pg. 47
magic circle) pg. 43 • Potion of frost giant strength (4) pg. 13
• Cleric scroll (bless, spiritual hammer, dispel • Potion of invulnerability pg. 33
magic, fear) pg. 43 • Potion of speed pg. 33
• Cleric scroll (bless, darkness, freedom of • Potion of vitality pg. 46
movement, harm) pg. 43 • Potion of water breathing (4) pg. 44
• Cleric scroll (aid, continual flame, spiritual • Ring of fire resistance pg. 9, 26, 46
weapon) pg. 45 • Ring of invisibility pg. 46
• Cleric scroll (stone shape, divination, heal) pg. 45 • Ring of mind shielding pg. 46
• Cleric scroll (hold person, speak with dead, • Ring of protection+2 pg. 26, 46
freedom of action, dispel good or evil, plane shift • Ring of protection +3 pg. 46
x 2, heal) pg. 46 • Ring of regeneration pg. 46
• Cloak of displacement pg. 51 • Ring of spell storing pg. 33
• Crown of wizardry (See Special Items) pg. 51 • Ring of spell turning pg. 46
• Dagger +2 pg. 26, 35 • Ring of the ram pg. 46
• Dagger +3 pg. 32 • Robe of the archmagi (good) pg. 54
• Druid scroll (goodberry, spike growth, water • Rod of turbulent waters (See Special Items) pg. 33
breathing, conjure elemental, earthquake) pg. 9 • Scabbard of sharpening (See Special Items) pg.
• Girdle of frost giant strength pg. 46
• Gloves of dexterity (See Special Items) pg. 45 54
• Greatsword +3 pg. 46 • Scroll of protection from elementals pg. 26
• Helm of water breathing pg. 46 • Shield +3 pg. 46
• Iron flask (2) pg. 51 • Shield +3 pg. 54
• Ioun stone of mastery pg. 9 • Shield +3, protector pg. 54
• Javelin of lightning (3) pg. 51 • Short bow +1 pg. 46
• Javelin of lightning (6) pg. 54 • Short sword +3 pg. 46
• Lenses of true sight (like gem of seeing) pg. 46 • Short sword +2 pg. 46
• Long bow +3 pg. 46 • Slippers of spider climbing pg. 46
• Long sword +3, defender pg. 46 • Staff of frost pg. 30
• Mace of disruption pg. 30 • Staff of healing pg. 12
• Mace of smiting pg. 46 • Studded leather armor +2 pg. 9
• Necklace of adaptation pg. 13, 26, 46 • Sun blade pg. 54
• Necklace of fireballs pg. 46 • Wand of fear pg. 26
• Oil of impact (oil of sharpness for blunt weapons) • Wand of negation (replace with rod of
pg. 46
• Pearl of healing (3) (See Special Items) pg. 54 absorption, 1 level stored, can absorb 13 more
• Pearl of power (2) pg. 54 levels) pg. 13
• Pearl of wisdom (See Special Items) pg. 54 • Wand of teleportation (See special items) pg. 54
• Plate armor +3 pg. 46 • Warhammer, Ancestor (See Special Items) pg. 13
• Plate armor +3 (replace with chain shirt +3) pg. • Wizard scroll (mirror image, slow, polymorph,
46 globe of invulnerability) pg. 9
• Plate armor +2, lightbringer (See Special Items) • Wizard scroll (dimension door) pg. 26
pg. 54 • Wizard scroll (dimension door) pg. 27
• Wizard scroll (teleport) pg. 27
• Wizard scroll (water breathing) pg. 27
• Wizard scroll (globe of invulnerability, Tenser's
transformation, shapechange) pg. 45
• Wizard scroll (invisibility, mirror image, fly,
polymorph, stoneskin) pg. 46
• Wizard scroll (detect thoughts, magic missile,

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shield, arcane eye, charm monster, hold monster, • Pchoeissot nisDoapretnseTdrawpit(hpogu. 4t 7th):eTkreigyg. eDrCed20when the
teleport, stoneskin x 6) pg. 46 Wisdom (Perception) check to spot; DC 20
• Wizard scroll (magic missile (5th), levitate, fly, Dexterity (thieves' tools) check to disable. Six
polymorph, forcecage) pg. 50 darts shoot out in a fan pattern. Anyone in

Traps front of the chest and within 30 feet is a
target. The darts do 1d4 piercing damage and
the target must make a DC 15 Constitution
• Acid Slime Pit Trap (pg. 25): Triggered when saving throw, taking 33 (6d10) poison damage
someone falls in. DC 17 Intelligence
(Investigation) check to see through illusion; on a failed save, or half as much on a success.
• Poison Needle Trap (pg. 47): Triggered when
can't be disarmed (it's a 20 ft. deep open pit). the chest is opened without the key. DC 20
Targets falling into the pit take 7 (2d6) falling
damage and 10 (3d6) acid damage from the Wisdom (Perception) check to spot; DC 20
Dexterity (thieves' tools) check to disable. The
acidic slime. The slime continues to burn for needle does 1 piercing damage and the target
1d4 rounds after exiting the pit, unless washed
off with water, alcohol, or other liquid. must make a DC 15 Constitution saving throw,
taking 33 (6d10) poison damage on a failed
• cAhceidstSitsoorpmenTerda.pU(pngd.e5t1e)c:tTarbilgegteoresdeawrchhe,ndtehteect save, or half as much on a success.
• Poison Spray Trap (pg. 47): Triggered when
magic will reveal its presence. Dispel magic the chest is opened without the key. DC 20
against a 6th level spell will remove it. The
room is filled with a deluge of acid forcing Wisdom (Perception) check to spot; DC 20
Dexterity (thieves' tools) check to disable. A
everyone inside to make a DC 16 Constitution spray of poison hits anyone within 5 feet of
saving throw, taking 44 (8d10) acid damage on
a failed save, or half as much damage on a the front of the chest. Targets must make a DC
15 Constitution saving throw, taking 33 (6d10)
success. poison damage on a failed save, or half as
• aDceraodsfsatlhleTrpaapss(apgge. 2is3c):aTurgighgtebryeda when rope
foot. DC 17 much on a success.
• PmoirdtpcouilnlitsoTfrtahpe(hpagl.l2i8s )r:eTarcihggederweditwhohuetn the
Wisdom (Perception) check to spot; DC 20
Dexterity (thieves' tools) check to disable.
Everyone in a 5 foot radius is struck by falling speaking the passphrase. Trap is undetectable
to Perception checks and can't be disarmed.
rock taking 22 (4d10) bludgeoning damage. When triggered, one portcullis drops 10 feet
• GTrliygpgheroefdEwnhfeeenbtlheemdeonotrTirsaopp(epnge.d4.4D):C 16
into the hall and the other drops just before
the curtain. Hooks swing down inside the
Intelligence (Investigation) check to notice the portcullises, striking at everyone trapped.
glyph. Anyone within 20 feet must make a DC
16 Constitution saving throw. A failed save Everyone suffers one attack at +8 to hit, doing
11 (2d10) piercing damage plus 7 (2d6) cold
means the character suffers the effects of a damage. The hooks embed on a hit, inflicting 7
ray of enfeeblement for 1 minute. Target can
make a new save at the beginning of each of (2d6) cold damage per round until removed.
The hook can be removed with a DC 13
its turns. Strength check.
• Glyph of Warding Trap (pg. 28, 29): Triggered
when the door is opened. DC 16 Intelligence • SthheodootionrgthSrpeiskheoTldraips c(progs. s2e5d):. Triggered when
Undetectable to
(Investigation) check to notice the glyph. Perception checks; detect magic can find the
Anyone within 20 feet must make a DC 16
Dexterity saving throw, taking 36 (8d8) cold magic aura of the magic mouth on the door,
but not what it does. Spikes shoot from
damage on a failed save, or half as much opposite wall at a rate of 6 attacks per round
damage on a success.
• PfliotoTrrsaepct(ipogn. 2is3)s:tTepripgegderoend. when the hinged (Goes at Initiative count 20, +7 to hit, 2d6
DC 20 Wisdom piercing damage). Anyone in a 15 foot wide
path from the wall to the door is a target,
(Perception) check to spot; DC 20 Dexterity taking 1d4 spike attacks when it fires. The trap
(thieves' tools) check to disable. Target falls
into the pit of spikes taking 27 (5d10) piercing fires a total of 60 spikes (10 rounds) before it is
exhausted.
damage. • pSrpeiskseuTrreappla(ptegi.s2s3t)e: pTpriegdgeornedwwithhe7n5ltbhseor
• PchlaensteiSs hoipfetnTerda.pU(pngd.e5t1e)c;tTarbilgegteoresdeawrchhe,ndtehteect
magic will reveal its presence. Dispel magic greater. DC 25 Wisdom (Perception) check to
spot; DC 20 Dexterity (thieves' tools) check to
against a 6th level spell will remove it. The disable. Spikes shoot out from walls, floor, and
target opening the chest must make a DC 16
Charisma saving throw or be plane shifted to ceiling in a 10 foot square around the pressure
plate, causing 33 (6d10) piercing damage.
the Nine Hells. Targets must make a DC 16 Constitution

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saving throw or contract a blood infection. 47. Jelenneth (See Special Creatures)
While infected, the targets can't regain hit 48. Kraken (MM 197, CR 23, 50000 XP)
points, even by magical means. The targets 49. Krelner (use Book 2 profile for Kranin, but no
can make a new Constitution saving throw
every 3 days, shaking off the infection with a equipment)
success. A lesser restoration spell will cure the 50. Kuo-toa (MM 199, CR 1/4, 50 XP)
infection. 51. Kuo-toa Archpriest (MM 200, CR 6, 2300 XP)
52. Kuo-toa Captain (See Special Creatures Book
Monster Roster
2)
1. Aboleth (MM 13, CR 10, 5900 XP) 53. Kuo-toa Eye (See Special Creatures)
2. Aboleth, GSarvaanndtS(SaveeanStp(eSceiaelSCpreecaitaul res) 54. Kuo-toa Lieutenant (See Special Creatures
3. Aboleth,
Creatures) Book 2)
Alu-fiend, VJainlleiallnee(S(SeeeeSSppeecciaial lCCrereaatutureres)s) 55. Kuo-toa Monitor:(as variant whip, MM 198)
4. Alu-fiend, 56. Kuo-toa Priest (See Special Creatures)
5. BBBiaalrsiibkleaisdnktD((MeSveMiel S(2Mp4e,McCiRa7l03C,, rC7e0Ra0t5u,Xr1Pe8s)0)0 XP) 57. Kuo-toa Whip (MM 200, CR 1, 200 XP)
6. BBClroaomckkmenPouOndendrei(nM(SgeM(eMS3Mp45e,2cCi4aR1l, CR 4, 1100 XP) 58. Lillianth (human form) (See Special
7. Creatures)
8. 0, 0 XP) Creatures)
9. CCyryvsrtaanldO(oSzeee(SSpeeecSipalecCiraelaCtureraetsu) res, Book 2) 59. Lillianth (true form) (See Special Creatures)
10. DDDeaaerralpafskapyaaenwnann(Sd(eSe(eSeSepSepeScepicaeilaciClaCrlerCaertaeutaurterusersBeBos)ookok2)2) 60. Morgoor (See Special Creatures)
11. Derro (MTF 158, CR 1/4, 50 XP) 61. Nalfeshnee (MM 62, CR 13, 10000 XP)
12. Derro CAdhjiuefttaanint--SSaavvaanntt(a(SsedeeSrproecsiaavlant) 62. Necrophidius (See Special Creatures)
13. Derro 63. Nupperibo (MTF 168, CR 1/2, 100 XP)
14. Creatures) 64. Ogre (aquatic) (Swim 30 ft., breathe water)
15.
16. (MM 237, CR 2, 450 XP)
17. 65. Pit Fiend (MM 77, CR 20, 25000 XP)
18. 66. Purple Worm (MM 255, CR 15, 13000 XP)
19. 67. Repdal (See Special Creatures)
68. Roper (MM 261, CR 5, 1800 XP)
20. Derro CLioemutmenaanndte(rS(eSeeeSpSepceicailaCl rCeraetautruerse)s) 69. Shadow (MM 269, CR 1/2, 100 XP)
21. Derro (MTF 159, CR 3, 700 XP) 70. Shalzerith (See Special Creatures)
22. Derro Savant (See Special Creatures) 71. Shasurita (See Special Creatures)
23. Derro Sniper 72. Skeletal Priest (See Special Creatures)
24. EEDfleervemaeet(iMn(tMMalM,1W61,a4Ct5Re, rC10(RM, 15M19,07102205X0, PCX)RP5), 1800 XP) 73. Skeletal High Priest (See Special Creatures)
25. EGEtratilinenyb(eMDsu(MMhr1M3(2M7, 3CM,RC1R43,911,21C,0R8046X0,0P2)3X0P0) XP) 74. Skeleton (MM 272, CR 1/4, 50 XP)
26. GGGiaiaarnngtto,yEFleielre((MS(eMMeMS1p41e05c,4iCa, CRl CR2r,9e4,a55t00u0rXe0PsX)BPo)ok 1) 75. Specter (MM 279, CR 1, 200 XP)
27. GGiiaanntt,SFloumg o(SreiaenSp(MecMial1C36r,eCatRu8re, s3)900 XP) 76. Succubus (MM 285, CR 4, 1100 XP)
28. 77. Strychnesch (See Special Creatures)
29. 78. Szandur (See Special Creatures)
30. 79. Troll (MM 291, CR 5, 1800 XP)
31. 80. Umber Hulk (MM 292, CR 5, 1800 XP)
32. 81. Varandek, priest-servitor (See Special
33.
34. Creatures)
35. 82. Wight (MM 300, CR 3, 700 XP)
83. Wraith (MM 302, CR 5, 1800 XP)
84. Xorn (MM 304, CR 5, 1800 XP)
85. Zombie (MM 316, CR 1/4, 50 XP)

BGoiaonkt2S)pider, Flying (See Special Creatures,
Gladiator (MM 346, CR 5, 1800 XP)
36. IGHlrleioltlnhHgidoor(um(nSidene(dMSfpMlaeyc1ie8ar2l),C(CMrReMa3t,u27r20e20s,)CXRP)7, 2900
37. XP)
38.
39.

40. IIpllsithhiizdeePnri(eSsete(uSspeecIpiaslhCizreeeantu'srsetsa)t block)
41. Ixzan (See Special Creatures, Book 2)
42. Ixzan Mutant (See Special Creatures Book 2)
43. IIJaxxbzzuaannlaWPnrtiihzeas(Srtde(Se(eSSeepeSepSceipacelicaCilarCel arCetruaetrauetsru)ersesB,oBooko2k)2)
44.
45.
46.

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Special Creatures become diseased. The disease has no effect for 1
minute and can be removed by any magic that
Aboleth Savant cures disease. After 1 minute, the diseased
creature's skin becomes translucent and slimy,
Large aberration, lawful evil the creature can't regain hit points unless it is
Armor Class 17 (natural armor) underwater, and the disease can be removed only
Hit Points 135 (18d10+36) by heal or another disease-curing spell of 6th
Speed 10 ft., swim 40 ft. level or higher. When the creature is outside a
body of water, it takes 6 (1d12) acid damage every
STR DEX CON INT WIS CHA 10 minutes unless moisture is applied to the skin
21 (+5) 9 (-1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) before 10 minutes have passed
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Saving Throws Con +6, Int +8, Wis +6 one target. Hit: 15 (3d6+5) bludgeoning damage.
Enslave (3/day). The aboleth targets one creature
Skills Perception +10 it can see within 30 ft. of it. The target must
succeed on a DC 14 Wisdom saving throw or be
Senses darkvision 120 ft., passive Perception 20 magically charmed by the aboleth until the
aboleth dies or until it is on a different plane of
Languages Deepspeech, telepathy 120 ft. existence from the target. The charmed target is
under the aboleth's control and can't take
Challenge 10 (5900 XP) reactions, and the aboleth and the target can
communicate telepathically with each other over
Amphibious. The aboleth can breathe air and any distance.
water. Whenever the charmed target takes damage, the
target can repeat the saving throw. On a success,
MsuurrcoouusnCdelodubdy. While underwater, the aboleth is the effect ends. No more than once every 24
transformative mucus. A creature hours, the target can also repeat the saving throw
that touches the aboleth or that hits it with a when it is at least 1 mile away from the aboleth.
melee attack while within 5 ft. of it must make a
DC 14 Constitution saving throw. On a failure, the
creature is diseased for 1d4 hours. The diseased
creature can breathe only underwater.

PterloebpiantghiTceallelpyawthiyth. Itfhaecarbeoalteutrhe, communicates
the aboleth learns
the creature's greatest desires if the aboleth can
see the creature.

Ssppeellllccaassttienrg. I. tTshsepealblcoalestthinsgaavbainlittiys a 10th-level
is Intelligence
(spell save DC 16, +8 to hit with spell attacks). It
has the following spells prepared:

Cantrips (at will): detect thoughts, mage hand,
message, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield

2nd level (3 slots): augury, mirror image, see
invisibility

3rd level (3 slots): clairvoyance, haste, slow, water
breathing

4th level (3 slots): confusion, divination

5th level (2 slots): arcane hand, cone of cold

Actions
Multiattack. The aboleth makes three tentacle
attacks.
Tfte.,notancelet.aMrgeelte.eHWite:a1p2o(n2dA6t+ta5c)kb:l+u9dgtoeohniti,nrgeach 10
damage. If the target is a creature, it must
succeed on a DC 14 Constitution saving throw or

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Aboleth Grand Savant 5th level (3 slots): cone of cold, conjure elemental,
wall of force
Huge aberration, lawful evil
Armor Class 12 (natural armor) 6th level (2 slots): chain lightning, globe of
Hit Points 315 (30d12+120) invulnerability, heal
Speed 0 ft.
7th level (2 slots): prismatic spray, reverse gravity

8th level (1 slot): feeblemind

STR DEX CON INT WIS CHA 9th level (1 slot): prismatic wall
21 (+5) 5 (-3) 18(+4) 20 (+5) 20 (+5) 18 (+4)
Actions
Saving Throws Con +9, Int +10, Wis +10, Cha +9
Eseneswlaivteh. iTnh3e0afbt.ooleftiht. targets one creature it can
Skills Perception +10 The target must succeed on

Damage Immunities bludgeoning, poison a DC 18 Wisdom saving throw or be magically
charmed by the aboleth until the aboleth dies or
dCeoanfdeniteiodn, fIrmighmteunneidti,epsabrlailnydzeedd,, charmed, until it is on a different plane of existence from
poisoned the target. The charmed target is under the

Senses truesight 120 ft., passive Perception 20 aboleth's control and can't take reactions, and the
aboleth and the target can communicate
Languages Deepspeech, telepathy 120 ft. telepathically with each other over any distance.

Challenge 15 (13000 XP) Whenever the charmed target takes damage, the
target can repeat the saving throw. On a success,
Acid Blood Spray. When the grand savant is hit the effect ends. No more than once every 24
with a piercing or slashing attack by an attacker hours, the target can also repeat the saving throw
within 10 feet of it, the attacker takes 9 (2d8) acid when it is at least 1 mile away from the aboleth.
damage.
R60ayfto.,foFnreostta.rRgaetn.gHedit:S2p3el(l4Adt8t+a5ck) :c+o1ld0 to hit, range
Expel Golem (2/day). As an action, the grand damage.
savant can expel a Shaboath golem from one of
its orifices. Legendary Actions

aImnymsuptealbl loerFeofrfmec.tTthhaetgwraonudldsaavltaenrtitiss immune to The grand savant can take 3 legendary actions,
form. choosing from the options below. Only one
legendary action option can be used at a time and
fLaeiglsenadsaarvyinRgestihsrtoawnc, eit(3c/aDnacyh)o. Iofstehteogsruacncdeesdavant only at the end of another creature’s turn. It
instead. regains spent legendary actions at the start of its
turn.
MadavgainctRaegseisotnansacev.iTnhgethgrroawnds savant has
other magical effects. against spells and aRtaaytoafrFgreot.st. The grand savant casts a ray of frost

PterloebpiantghiTceallelpyawthiyth. Itfhaecarbeoalteutrhe, communicates Ssppeellll. (Costs 2 actions). The grand savant casts a
the aboleth learns
the creature's greatest desires if the aboleth can
see the creature.

Ssppeellllccaassttienrg. I. tTshsepeglrlacnasdtisnagvaanbtiliistyai2s0Itnht-ellelvigeel nce
(spell save DC 18, +10 to hit with spell attacks). It
has the following spells prepared:

Cantrips (at will): light, mage hand, message, ray of
frost

1st level (4 slots): chromatic orb, cure wounds, magic
missile, shield

2nd level (3 slots): darkness, gust of wind, silence,
web

3rd level (3 slots): counterspell, lightning bolt,
protection from energy, slow

4th level (3 slots): Evard's black tentacles,
phantasmal killer, stoneskin

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Alu-fiend, Janelle Janelle gains temporary hit points equal to the
slashing damage inflicted.
Medium fiend (demon), chaotic evil Lhoitn, gresawcohr5df+t.3,,ofnroestta. rMgeelte.eHWite: a12po(1ndA10tt+a7c)km: +a10gitcoal
Armor Class 18 (natural armor) slashing damage plus 3 (1d6) cold damage, and
Hit Points 75 (10d8+30) Janelle gains temporary hit points equal to the
Speed 30 ft., fly 50 ft. slashing damage inflicted.
Long bow +1. Ranged Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA range 120/600, one target. Hit: 9 (1d8+5) magical
18 (+4) 18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) piercing damage.
Saving Throws Dex +8, Con +6
Skills Deception +8, Perception +7, Stealth +9 Alu-fiend, Villiane
pDiaemrcaingge,Raensdisstlaanshceinsgacfrido,mconlodn, fmiraeg; biclauldagtetoanckinsg,
Damage Immunities lightning, poison Medium fiend (demon), chaotic evil
Condition Immunities poisoned Armor Class 19 (natural armor, bracers of defense)
Senses darkvision 60 ft., passive Perception 17 Hit Points 85 (10d8+40)
L60anftg.uages Abyssal, Common, Infernal, telepathy Speed 30 ft., fly 50 ft.
Challenge 7 (2900 XP)
Ianbnilaittye iSspCelhlcaarsistimnga.(Jsapneellllsea'sveinDnCat1e3s).pSehllecacsatnincgast STR DEX CON INT WIS CHA
the following spells, requiring no material 18 (+4) 21 (+5) 18 (+4) 13 (+1) 12 (+1) 16 (+3)
components. Saving Throws Dex +7, Con +7
Skills Deception +8, Perception +7, Stealth +9
• 3/day each: charm person, detect thoughts, pDiaemrcaingge,Raensdisstlaanshceinsgacfrido,mconlodn, fmiraeg; biclauldagtetoanckinsg,
disguise self Damage Immunities lightning, poison
Condition Immunities poisoned
• 1/day: dimension door, suggestion, teleport Senses darkvision 60 ft., passive Perception 17
Shapechange. As an action, Janelle can L60anftg.uages Abyssal, Common, Infernal, telepathy
shapechange into a humanoid form or back to Challenge 7 (2900 XP)
her true form. If her humanoid form doesn't have aInbnilaittye iSspCelhlcaarsistimnga.(Vspilelilal nsaev'seiDnnCa1t4e).sSphelelccaasnticnagst
wings, she loses her fly speed. the following spells, requiring no material
Spellcasting. Janelle is a 10th-level spellcaster. Her components.
spellcasting ability is Intelligence (spell save DC
15, +7 to hit with spell attacks). She has the • 3/day each: charm person, detect thoughts,
following spells prepared: disguise self
Cantrips (at will): fire bolt, mage hand, message,
prestidigitation, ray of frost • 1/day: dimension door, suggestion, teleport
1st level (4 slots): burning hands, magic missile, Shapechange. As an action, Villiane can
shield shapechange into a humanoid form or back to
2nd level (3 slots): invisibility, scorching ray, web her true form. If her humanoid form doesn't have
3rd level (3 slots): haste, lightning bolt, slow wings, she loses her fly speed.
4th level (3 slots): banishment, Evard's black
tentacles, wall of fire Actions
5th level (2 slots): cloudkill, cone of cold
rManulgteiadtatattcakc. kVsi.lliane makes three melee or

Actions Conlaewt.aMrgeelte.eHWite:a1p1 o(2ndA6t+ta4c) ks:la+s7htionhg idt,armeaacghe 5 ft.,
and
Janelle gains temporary hit points equal to the
Multiattack. Janelle makes two melee or ranged slashing damage inflicted.
attacks.
rLeoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o1n(1Adt1t0a+ck6:) +9 to hit,
oCnlaewt.aMrgeelte.eHWite:a1p1 o(2ndA6t+ta4c) ks:la+s7htionhg idt,armeaacghe 5 ft., magical
and slashing damage and Villiane gains temporary hit

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points equal to the slashing damage inflicted. If the target is Medium or smaller, it is grappled
tJoavheilti,nraofnLgieg3h0tn/1i2n0g f(t3.),.oRnaentgaerdgeWt.eHapito:n8A(1tdta6c+k5:)+8 (escape DC 15) and must succeed on a DC 15
magical piercing damage plus 14 (4d6) lightning Intelligence saving throw or be stunned until this
damage. Also, every creature in a 5 foot wide line grapple ends.
from the attacker to the target must make a DC 13 rEexatcrahc5t Bftr.,aoinn.eMinecleaepWaceiataptoendAhtutamcka:n+o7idtoghraitp, pled
Dexterity saving throw, taking 14 (4d6) lightning by the illithid. Hit: The target takes 55 (10d10)
damage on a failed save, or half as much damage piercing damage. If this damage reduces the
on a success. target to 0 hit points, the illithid kills the target by
extracting and devouring its brain.
Bilikant, renegade illithid priest Mind Blast (Recharge 5–6). The illithid magically
emits psychic energy in a 60-foot cone. Each
Medium aberration, lawful evil creature in that area must succeed on a DC 15
Armor Class 15 (breastplate) Intelligence saving throw or take 22 (4d8+4)
Hit Points 71 (13d8+13) psychic damage and be stunned for 1 minute. A
Speed 30 ft. creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
STR DEX CON INT WIS CHA success.
11 (+0) 12 (+1) 12 (+1) 19 (+4) 18 (+4) 17 (+3)
Bone Golem
Saving Throws Int +7, Wis +7, Cha +6
Large construct, unaligned
Skills Arcana +7, Deception +6, Insight +6, Armor Class 16 (natural armor)
Perception +6, Persuasion +6, Stealth +4 Hit Points 136 (16d10+48)
Speed 30 ft.
Senses darkvision 120 ft., passive Perception 16

Languages Deep Speech, Undercommon, STR DEX CON INT WIS CHA
telepathy 120 ft. 19 (+4) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 3 (-4)

Challenge 8 (3,900 XP)

Innate Spellcasting (Psionics). The illithid's innate Damage Resistances piercing
spellcasting ability is Intelligence (spell save DC
15). It can innately cast the following spells, Dneacmroatgice,Ipmoimsounn, iptsieyschciocl;db, lfuirdeg,eliognhitnngi,npgi,ercing,
requiring no components: and slashing damage from weapons that aren't
adamantine
At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only) Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
sMavaignicg Rthesrioswtasnacge.aTinhset illithid has advantage on
effects. spells and other magical Senses darkvision 60 ft., passive Perception 10

Spellcasting. The illithid is a 7th level spellcaster. Languages understands Common but can't speak
Its spellcasting ability is Wisdom (spell save DC
15, +7 to hit with spell attacks). It has the Challenge 10 (5900 XP)
following spells prepared:
IsmpemlluotraebflfeeFcot rtmha.tTwhoeuglodleamlteirs immune to any
its form.
Cantrips (at will): guidance, light, mending,
resistance, thaumaturgy Magic Weapons. The golem's weapon attacks are
magical.
1st level (4 slots): cure wounds, guiding bolt,
protection from good and evil Necromantic Soak. Spells that inflict necrotic
damage instead restore the same amount of hit
2nd level (3 slots): blindness/deafness, silence, points, to the golem's maximum hit points.
spiritual weapon
Actions
3rd level (3 slots): dispel magic, protection from Mattualctikast.tack. The bone golem makes four claw
energy, spirit guardians Conlaewt.aMrgeelte.eHWite:a1p1o(2ndA6t+ta4c)ks:la+s8htionghidt,armeaacghe.10 ft.,

4th level (2 slots): banishment, death ward

Actions

fTte.,notancelecsr.eMateuleree.WHeiat:p1o5n(2Adtt1a0c+k4: )+p7styochhiitc, reach 5
damage.

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Broken One aRninagcotifotnhetoReaxmpe(3ndch1atrog3esc/hdaaryg).eCs ytovraatntadckcaonnuese
creature he can see within 60 feet. The ring
Medium humanoid, neutral evil produces a spectral ram's head and makes its
Armor Class 14 (natural armor) attack roll with a +7 bonus. On a hit, for each
Hit Points 30 (4d8+12) charge spent, the target takes 2d10 force damage
Speed 25 ft. and is pushed 5 feet away.

STR DEX CON INT WIS CHA SHpieslslcpaesltlicnags.tiCnygvarbainlidtyisisa W12itshdloemve(lssppeellllscaavseteDr.C
16 (+3) 10 (+0) 16 (+3) 7 (-2) 11 (+1) 5 (-3) 15, +7 to hit with spell attacks). He has the
following spells prepared:
Senses darkvision 60 ft., passive Perception 11

Languages Common Cantrips (at will): chill touch, light, sacred flame,
resistance, thaumaturgy, toll the dead
Challenge 1/2 (100 XP) 1st level (4 slots): bane, command, cure wounds,
false life, inflict wounds, ray of sickness
Iamnymsuptealbl loerFeofrfmec.tTthhaetbwrookuelnd one is immune to 2nd level (3 slots): blindness/deafness, hold person,
alter its form. protection from poison, ray of enfeeblement, silence

Monasgaivc iRnegsitshtraonwces. The broken one has advantage
effects. against spells and other magical 3rd level (3 slots): animate dead, bestow curse, glyph
of warding, spirit guardians, vampiric touch
Regeneration. The broken one regains 5 hit points
at the start of its turn. If it takes acid or fire 4th level (3 slots): blight, death ward, freedom of
damage, this trait doesn't function at the start of movement, guardian of faith
it's next turn. It dies only if it starts its turn with 0
hit points and doesn't regenerate. 5th level (2 slots): antilife shell, cloudkill, contagion,
flame strike
Actions
6th level (1 slot): blade barrier, create undead, harm
aMttualctikast,toarcko.nTehcelabwroaknend one makes two claw
one club attack. wToiuthchaomf Deleeaethat(t2a/cskh,ohret rceasnt)d. Weahl 2en9 Cyvrand hits
extra necrotic
oCnlaewt.aMrgeelte.eHWite:6ap(1odn6A+t3t)asclka:s+h5intog hit, reach 5 ft., damage.
damage.
Actions
Club. Melee Weapon Attack: +5 to hit, reach 5 ft., Mreaacche o5ffstm., oitninegta+r1g.eMt.eHleiet:W6e(a1dp6o+n3A) tmtaacgki:c+a6l to hit,
one target. Hit:6 (1d6+3) bludgeoning damage. bludgeoning damage plus 4 (1d8) necrotic
damage.

Cyvrand CspleerllicfrSocmrololsn. eAosfahnisacstciroonll,sC. yHvirsasncdroclalsnhcaavset a
the
Medium humanoid (human), neutral evil following spells, usable once unless otherwise
Armor Class 18 (chain shirt +3, shield) marked (hold person, speak with dead, freedom of
Hit Points 91 (14d8+28) action, dispel good or evil, plane shift x 2, heal).
Speed 30 ft.
Necklace of Fireballs. As an action, Cyvrand can
STR DEX CON INT WIS CHA throw a bead up to 60 feet away. When it reaches
15 (+2) 10 (+0) 15 (+2) 11 (+0) 18 (+4) 16 (+3) the end of its trajectory, the bead detonates as a
3rd-level Fireball spell (save DC 15). Cyrvrand can
Saving Throws Wis +8, Cha +2 hurl multiple beads, or even the whole necklace,
Senses passive Perception 14 as one action. If he does, increase the level of the
Languages Common Fireball by 1 for each bead beyond the first. The
Challenge 6 (2300 XP) necklace has 5 beads remaining.
eAndvaiprtoantimone.nCt yovrrcaonnddcitainonbsr.eathe normally in any
CPoytviroannodf cSaunperreigoariHne2a8lin(8gd(41+u8s)eh).itApsoainntasc.tion,

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Darlakanand Ffti.r, eonBeoltta. rRgaent.gHeditS: p2e7ll(4Adtt1a0c+k5:)+f9irteodhaimt, aragne.ge 120

Small humanoid (derro), chaotic evil WcaisztaardspSeclrloflrlos.mAsonane action, Darlakanand can
rAirnmg oofrpCrloatescst2io1n(m+3a)ge armor, bracers of defense, of his scrolls. His scrolls
Hit Points 110 (20d6+40) have the following spells, usable once unless
Speed 30 ft., fly 60 ft. (permanent fly spell) otherwise marked (dimension door x 2,
shapechange, time stop).

STR DEX CON INT WIS CHA Fomorian Skeleton
8 (-1) 17 (+3) 14 (+2) 20 (+5) 16 (+3) 8 (-1)
Huge undead, chaotic evil
Saving Throws Int +12, Wis +10, all others +3 Armor Class 12 (natural armor)
Hit Points 123 (13d12+39)
Damage Resistances bludgeoning, piercing, and Speed 30 ft.
slashing from nonmagical weapons (stoneskin)

Condition Immunities charmed, frightened STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 18 (+4) 6 (-2) 8 (-1) 5 (-3)
Senses darkvision 120 ft., see invisibility, passive
Perception 17 Vulnerabilities bludgeoning

Languages Undercommon Damage Immunities poison

Challenge 12 (8400 XP) Condition Immunities exhaustion, poisoned

Msavaignicg Rthesrioswtasnacge.aDinasrtlaspkealnlsananddhoatshaedrvmanatgaigcaelon Senses darkvision 60 ft., passive Perception 9
effects.
Languages Understands giant but can't speak

PDoatriloankoafnSaunpdrcemane rHegeaaliinn4g5(4(1u0sde4s+).2A0s) an action, Challenge 7 (2900 XP)
hit points.
LcliafewDdraamina. gWe,hiet nretghaeinfosmloosrtihaint skeleton inflicts
Ssppeellllccaassttienrg. H. Disasrlpaekllacnaastnidngisaabnili1t8ythislIenvteellligence points equal to
(spell save DC 17, +9 to hit with spell attacks). He half the damage inflicted, rounded down.
has the following spells prepared:
Actions
Cantrips (at will): fire bolt, light, mage hand, Multiattack. The fomorian skeleton makes two
message, shocking grasp claw attacks.
Conlaewt.aMrgeelte.eHWite:a1p6o(n3dA6t+ta6c)ks:l+a1s0hitnoghdita,mreaagceh. 10 ft.,
1st level (4 slots): hideous laughter, mage armor,
magic missile, shield Giant Slug

2nd level (3 slots): darkness, mirror image, Huge monstrosity, unaligned
suggestion Armor Class 15 (natural armor)
Hit Points 147 (14d12+56)
3rd level (3 slots): dispel magic, lightning bolt, sleet Speed 30 ft., burrow 10 ft.
storm, slow

4th level (3 slots): confusion, Evard's black tentacles, STR DEX CON INT WIS CHA
stoneskin, wall of fire 22 (+6) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 5 (-3)
Damage Resistances bludgeoning
5th level (3 slots): cone of cold, conjure elemental, Damage Immunities acid
hold monster, wall of force Senses darkvision 120 ft., passive Perception 10
Languages -
6th level (1 slot): globe of invulnerability Challenge 6 (2300 XP)
Acid Spit (Recharge 5-6). The slug sprays acid in a
7th level (1 slot): prismatic spray 30 foot cone in front of it. Every creature in this
area must make a DC 16 Dexterity saving throw,
8th level (1 slot): power word: stun taking 45 (10d8) acid damage on a failure, or half
as much damage on a success.
9th level (1 slot): shapechange

Actions
S(ahdovcaknintaggGeroanspa.tMtaeclkeeifStpaerllgAetttiascmk:e+t9altoarhmitored),
reach 5 ft., one target. Hit: 23 (4d8+5) lightning
damage.

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MopaelnleinabglseaBsosdmy.aTllhaesg5iafenettswluigdec,abnuftititthmroovuegshat Senses darkvision 120 ft., passive Perception 16
half speed while doing so. Ltealnepgautahgye1s2D0efetp. Speech, Undercommon,

Actions Challenge 8 (3,900 XP)
Tongue Lash. Melee Weapon Attack: +9 to hit, reach
10 ft., one target. Hit: 28 (4d10+6) slashing damage sInpenlalcteasStpinelglcaabsitliintyg (iPs sIinotneilclisg).eTnhcee illithid's innate
plus 10 (3d6) acid damage. (spell save DC
15). It can innately cast the following spells,
requiring no components:
Grongor
At will: detect thoughts, levitate
Medium humanoid (human), neutral
Armor Class 17 (breastplate +3) 1/day each: dominate monster, plane shift (self only)
Hit Points 127 (15d8 + 60)
Speed 40 ft. Msavaignicg Rthesrioswtasnacge.aTinhset illithid has advantage on
effects. spells and other magical

STR DEX CON INT WIS CHA Ssppeellllccaassttienrg. I. tTshsepeillllictahsidtinisgaanbi1l1itthy level
20 (+5) 10 (+0) 18 (+4) 7 (-2) 9 (-1) 6 (-2) is Wisdom
(spell save DC 15, +7 to hit with spell attacks). It
Saving Throws Str +8, Con +7 has the following spells prepared:

Senses passive Perception 9 Cantrips (at will): guidance, light, mending,
resistance, thaumaturgy
Languages Common

Challenge 7 (2900 XP) 1st level (4 slots): cure wounds, guiding bolt,
protection from good and evil
BcrriutitcaallChriittiwcaitlh. WhihsegnreevaetrswGorordn,ghoer scores a
damage dice instead of 4d6. rolls 6d6 2nd level (3 slots): blindness/deafness, silence,
spiritual weapon

Rmaingeu(t5e/.dDauyr)i.nGgrothnagtotrimcaenheengtearinasraadgveafnotra1ge on 3rd level (3 slots): dispel magic, protection from
Strength checks and saving throws, +3 bonus to energy, spirit guardians
weapon damage, resistance to bludgeoning,
piercing, and slashing damage, and immunity to 4th level (3 slots): banishment, death ward,
crahgaermdoeedsnan'tdbrfreiagkhttehneeddocmoinndaittiioonnse.fNfeoctte, o: Hnliys divination
prevents new ones.
5th level (2 slots): flame strike, scrying

6th level (1 slot): blade barrier

Actions Actions

Mattualctikast.tWackh.ilGerionnrgaogrem, haekceasntwmoagkreeaantsowthoerrd Tfte.,notancelecsr.eMateuleree.WHeiat:p1o5n(2Adtt1a0c+k4: )+p7styochhiitc, reach 5
greatsword attack as a bonus action. damage.
If the target is Medium or smaller, it is grappled
(escape DC 15) and must succeed on a DC 15
Greraecahts5wfotr.,do+n3e.tMaregleeet.WHeiat:p1o5n(2Adt6ta+c8k): +11 to hit, Intelligence saving throw or be stunned until this
magical grapple ends.
slashing damage, or 18 (2d6+11) magical slashing
damage while in rage. rEexatcrahc5t Bftr.,aoinn.eMinecleaepWaceiataptoendAhtutamcka:n+o7idtoghraitp, pled
by the illithid. Hit: The target takes 55 (10d10)
Ipshizeen, renegade illithid priest piercing damage. If this damage reduces the
target to 0 hit points, the illithid kills the target by
Medium aberration, lawful evil extracting and devouring its brain.
Armor Class 15 (breastplate)
Hit Points 84 (13d8+26) Mind Blast (Recharge 5–6). The illithid magically
Speed 30 ft. emits psychic energy in a 60-foot cone. Each
creature in that area must succeed on a DC 15
STR DEX CON INT WIS CHA Intelligence saving throw or take 22 (4d8+4)
11 (+0) 12 (+1) 14 (+2) 19 (+4) 18 (+4) 17 (+3) psychic damage and be stunned for 1 minute. A
Saving Throws Int +7, Wis +7, Cha +6 creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
Skills Arcana +7, Deception +6, Insight +6, success.
Perception +6, Persuasion +6, Stealth +4

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Jabulanth Jelenneth, wizard 3/rogue 5

Medium humanoid (half-elf), neutral evil Medium humanoid (human), neutral
Armor Class 17 (bracers of defense) Armor Class 13
Hit Points 104 (16d8+32) Hit Points 65 (10d8+20)
cSlpimeebdin3g0) ft., climb 30 ft. (slippers of spider Speed 30 ft.,

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 17 (+3) 14 (+2) 16 (+3) 13 (+1) 15 (+2)

Saving Throws Dex +8, Int +4 Saving Throws Dex +5, Wis +3
Skills Perception +8, Stealth +10
Damage Resistances fire (ring of fire resistance) Skills Perception +5, Stealth +7
Senses blindsense 10 ft., passive Perception 18
Languages Common Senses passive Perception 15
Challenge 7 (2900 XP)
Assassinate. On his first turn, Jabulanth has Languages Common
advantage on attack rolls against any foe that
hasn't taken a turn yet. Any hit scored on a Challenge 1 (200 XP)
surprised foe is a critical hit.
Cunning Action. Jelenneth can use a bonus action
to Dash, Disengage, Hide, Use an Object, make a
Dexterity (Sleight of Hand) check, or make a
Dexterity (thieves' tools) check.

SwneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gife Jelenneth makes a
or flanking, she
inflicts an extra 10 (3d6) damage on a hit.
Cunning Action. May Dash, Disengage, or Hide as
a bonus action. HSpeerllscpaesltlicnags.tJienlgenanbeiltihtyisisaIn3rtdellleigveenl cspee(sllpcealsltsearv. e
DC 13, +5 to hit with spell attacks). She has the
tEhvaatsaiollno.wWshaeDneJxatbeurliatyntshavies hit by an area effect following spells prepared:
for half damage, he
takes half damage on a failure, or no damage on a
success. Cantrips (at will): light, minor illusion

Ring of Invisibility. As an action Jabulanth can 1st level (4 slots): color spray, silent image
become invisible until he attacks, removes the
ring, or uses a bonus action to become visible. 2nd level (2 slots): invisibility

wSneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gife Jabulanth makes a Actions
or flanking, he oDnaeggtaerr.gMete. lHeeitW: 5e(a1pdo4n+3A)ttpaicekr:c+in5gtodahmit,argeea.ch 5 ft.,
inflicts an extra 24 (7d6) damage on a hit. Sling. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 5 (1d4+3) bludgeoning
Actions damage.
oWniezaorfdthSecrsoelsl.pAesllsanfraocmtiohner, Jsecleronlnl e(dthetcecatnthcoaustghts,
aMttualctika,tatancdko. Jnaebushlaonrtthswmoarkdeastotanceksahsoartbsownoursd mirror image). Each spell can be used only once.
action.

Srehaocrht s5wfto.r, don+e3.taMregleete. Weapon Attack: +11 to hit,
Hit: 11 (1d6+8) magical
piercing damage ,and the target must make a DC
14 Constitution saving throw, taking 14 (4d6)
poison damage on a failure, or half as much
damage on a success.

Srehaocrht s5wfto.r, don+e2.taMrgeleete. Weapon Attack: +10 to hit,
Hit: 10 (1d6+7) magical
piercing damage ,and the target must make a DC
14 Constitution saving throw, taking 14 (4d6)
poison damage on a failure, or half as much
damage on a success.

Short bow +1, arrows +1. Ranged Weapon Attack:
+10 to hit, range 80/320 ft., one target. Hit: 10
(1d6+7) magical piercing damage.

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Lillianth, human form Lillianth, true form

Medium fiend (demon), chaotic evil Large fiend (demon), chaotic evil
Armor Class 18 (natural armor) Armor Class 18 (natural armor)
Hit Points 171 (18d8+90) Hit Points 189 (18d10+90)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

Saving Throws Str +9, Con +10, Wis +8, Cha +10 Saving Throws Str +9, Con +10, Wis +8, Cha +10

Skills Deception +10, Perception +8, Stealth +10 Skills Deception +10, Perception +8, Stealth +10

Dpiaemrcaingge,Raensdisstlaanshceinsgacfrido,mconlodn, fmiraeg; biclauldagtetoanckinsg, pDiaemrcaingge,Raensdisstlaanshceinsgacfrido,mconlodn, fmiraeg; biclauldagtetoanckinsg,

Damage Immunities lightning, poison Damage Immunities lightning, poison

Condition Immunities poisoned Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 18 Senses truesight 120 ft., passive Perception 18

L12a0nfgtu. ages Abyssal, Common, Infernal, telepathy L12a0nfgtu. ages Abyssal, Common, Infernal, telepathy

Challenge 16 (15000 XP) Challenge 16 (15000 XP)

Ianbnilaittye iSspCelhlcaarsistimnga.(Lspilelilal nsathve's innate spellcasting aInbnilaittye iSspCelhlcaarsistimnga.(Lspilelilal nsathve'sDinCn1a8t)e. spellcasting
DC 18). She can cast She can cast
the following spells, requiring no material the following spells, requiring no material
components. components.

• 3/day each: charm person, detect thoughts, • 3/day each: charm person, detect thoughts,
disguise self disguise self

• 1/day: cloudkill, teleport • 1/day: cloudkill, teleport

Magic Resistance. Lillianth has advantage on Magic Resistance. Lillianth has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.

MmaaggiiccaWl. eapons. Lillianth's weapon attacks are MmaaggiiccaWl. eapons. Lillianth's weapon attacks are

Sshhaappeecchhaannggee. As an action, Lillianth can to Rtueranctiinvec.oLmillbiaant.th can take one reaction on every
her true form. into a humanoid form or back

Actions Shapechange. As an action, Lillianth can
shapechange into a humanoid form or back to
Mduuallt-iwatietaldckin. gLillolinagntshwmoradkse. s four melee attacks, her true form.

Actions

Lreoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o0n(1Adt8ta+c6k): +11 to hit, aMttualctikastt(aocnke. Lillianth makes five melee weapon
slashing damage. magical attack. with each weapon) and one tail

Lreoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o0n(1Adt8ta+c6k): +11 to hit, Lreoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o5n(2Adt8ta+c6k): +11 to hit,
slashing damage. magical slashing damage. magical

Tanelyepeoqrut.ipLmilleiannttshhme iasgwiceaalrlyintgeloerpocartrsr,yailnogn,gupwtitoh rLeoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o5n(2Adt8ta+c6k): +11 to hit,
120 feet to an unoccupied space she can see. slashing damage. magical

Reactions Lreoancghs5wfotr.,do+n2e.tMaregleeet.WHeiat:p1o5n(2Adt8ta+c6k): +11 to hit,
magical
mPaerlreye. Lillianth adds 5 to her AC against one slashing damage.
attack that would hit her.

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Gtorehaitt,srweoarcdh+51f,tf.l,aomneintga.rMgeetl.eHe Wit:e1a9p(o4nd6A+tt5a)ck: +10 Necrophidius
magical slashing damage plus 7 (2d6) fire
damage. Large construct, unaligned
fDt.a, gogneert+a1r.gMete.lHeeitW: 1e0ap(2odn4A+t5t)amcka: g+i1c0altopiheirtc, irnegach 5 Armor Class 15 (natural armor)
damage and the target must make a DC 18 Hit Points 32 (5d10+5)
Constitution saving throw, taking 22 (4d10) Speed 30 ft.
poison damage on a failed save, or half as much
damage on a success. STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., 14 (+2) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 3(-4)
one creature. Hit: 15 (2d10+4) magical
bludgeoning damage. If the target is Medium or Damage Immunities poison, psychic
smaller, it is grappled (escape DC 19). Until this
grapple ends, the target is restrained, Lillianth dCeoanfdeniteiodn, eIxmhamuustnioitnie, sfrbiglihntdeende,dc,hpaarrmaleydz,ed,
can automatically hit the target with her tail, and petrified, poisoned
she can't make tail attacks against other targets
Teleport. Lillianth magically teleports, along with Senses blindsight 60 ft., passive Perception 10
any equipment she is wearing or carrying, up to
120 feet to an unoccupied space she can see. Languages -

Challenge 1 (200 XP)

Reactions sDwaanycse bofaDckeaatnhd. Afosrathn action, the necrophidius
in a hypnotic pattern. All
creatures within 30 feet that can see the
Lillianth adds 5 to her AC against one necrophidius must succeed on a DC 13 Wisdom
Pmaerlreye. attack that would hit her. saving throw or be stunned until the end of the
necrophidius' next turn.
Morgoor
Actions
Medium humanoid (human), chaotic evil
Armor Class 20 (plate armor, ring of protection +2) Btairteg.eMt. eHleiet:W6 (e1adp8o+n2A) pttiaecrkc:i+n5g to hit, reach 5 ft., one
Hit Points 110 (13d8+52) damage. Target
Speed 30 ft. must succeed on a DC 13 Constitution saving
throw or be poisoned for 1 minute. While
poisoned, the target is paralyzed. The target may
make a saving throw at the beginning of its turn.
STR DEX CON INT WIS CHA
23* (+6) 9 (-1) 18 (+4) 8 (-1) 10 (+0) 11 (+0) Repdal

Saving Throws Str +11, Con +9, all others +2 Medium humanoid (human), lawful evil
Senses passive Perception 10 Armor Class 17 (bracers of defense, ring of
Languages Common protection +3)
Challenge 8 (3900 XP) Hit Points 120 (16d8+48)
AadctdiiotnioSnuarlgaec(t1i/osnhoornt hreesrt)t.uMrno.rgoor can take one Speed 30 ft.
Isnavdionmgittharbolew(.1/day). Morgoor may reroll a failed
PMootirognooorf ScaunperreigoraiHnea28lin(8gd(41+u8s)eh).iAt ps oainntasc.tion, STR DEX CON INT WIS CHA
Second Wind (1/short rest). Morgoor can use a 8 (-1) 15 (+2) 16 (+3) 18 (+4) 9 (-1) 8 (-1)
bonus action to regain 1d10+11 hit points.
*Girdle of frost giant strength (worn) Saving Throws Int +11, Wis +6, all others +3

Senses passive Perception 10

Damage Resistances force (brooch of shielding)

Damage Immunities magic missiles

Languages Common

Actions Challenge 9 (5000 XP)
Multiattack. Morgoor makes three melee attacks.
Greatsword +3. Melee Weapon Attack: +12 to hit, Ospveelrl,chshaenncaenl. When Repdal casts a damaging
reach 5 ft., one target. Hit: 16 (2d6+9) magical choose to inflict maximum damage
slashing damage. Scores a critical hit on a 19-20. with that spell. If she uses this ability again
before taking a long rest, she takes 13 (2d12)
necrotic damage per spell level that is not

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affected by resistance or immunity, and each Shaboath Golem
successive use increases it by 7 (1d12) per spell
level. Large construct, unaligned
Armor Class 15 (natural armor)
Sculpt Spells. When Repdal casts an area effect Hit Points 114 (12d10+48)
spell, she may designate 1 + spell level creatures Speed 30 ft., swim 90 ft.
she can see. Those creatures automatically
succeed at saving throws against the spell, and STR DEX CON INT WIS CHA
take no damage if a successful save would 18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 5 (-3)
normally result in half damage.

sSppeellllccaassttiinngg. aRbeiplidtyalisisIna t1e4ltlhigleenvceel spellcaster. Her Damage Immunities acid, cold, poison;
(spell save DC bludgeoning, piercing, and slashing from
16, +8 to hit with spell attacks). She has the nonmagical attacks that aren't adamantine
following spells prepared:
Cfroignhdtietnioend,Igmrampupnleidti,epsacrahlayrzmede,dp, eetxrhifaieudst, ion,
Cantrips (at will): blade ward, fire bolt, light, mage poisoned, prone, restrained, unconscious
hand, shocking grasp

1st level (4 slots): mage armor, magic missile, shield Senses darkvision 120 ft., passive Perception 10

2nd level (3 slots): blur, misty step, web Languages Understands Deepspeech but can't
talk
3rd level (3 slots): dispel magic, fly, lightning bolt

4th level (3 slots): dimension door, greater Challenge 8 (3900 XP)
invisibility, stoneskin
FthirreowWseaakgnaiensss.t Tfihree golem makes all saving
5th level (2 slots): arcane hand, cone of cold, hold attacks with disadvantage.
monster
Immutable Form. The golem is immune to any
6th level (1 slot): chain lightning, globe of spell or effect that would alter its form.
invulnerability
Msavaignicg Rthesrioswtasnacge.aTinhset golem has advantage on
7th level (1 slot): prismatic spray, project image effects. spells and other magical

sRaivnignogftShpreolwl Tsuargnaiinngs.tRaenpydsaplehlal sthaadtvtaanrgtaegtse on MmaaggiiccaWl. eapons. The golem's weapon attacks are
only
her. If she rolls a 20 for the save and the spell is
7th level or lower, the spell has no effect on her
and instead targets the caster. Water Form. The golem can enter a hostile
creature's space and stop there. It can move
Actions through a space as narrow as 1 inch wide without
S(ahdovcaknintaggGeroanspa.tMtaeclkeeifStpaerllgAetttiascmk:e+t8altoarhmitored), squeezing.
reach 5 ft., one target. Hit: 17 (3d8+4) lightning
damage. Actions

Multiattack. The golem makes two slam attacks.

Ffti.r, eonBeoltta. rRgaent.gHeditS: p2e0ll(3Adtt1a0c+k4: )+f8irteodhaimt, raagneg. e 120 Sonlaemta. rMgeelte.eHWite: a2p0o(n3dA1t0ta+c4k): +7 to hit, reach 5 ft.,
damage. magical bludgeoning

Wizard Scrolls. As an action, Repdal can cast a gEonlgeumlf's(Rspecahcaermgeu4st-6m). aEkaecha creature in the saving
spell from one of her scrolls. Her scrolls have the DC 15 Strength
following spells, usable once unless otherwise throw. On a failure, a target takes 20 (3d10+4)
marked (detect thoughts, magic missile, shield, magical bludgeoning damage. If it is Large or
arcane eye, charm monster, hold monster, teleport, smaller, it is also grappled (escape DC 15). Until
stoneskin x 6). this grapple ends, the target is restrained and

unable to breathe unless it can breathe water. If
the saving throw is successful, the target is
pushed out. It can grapple one Large creature or
up to two Medium or smaller creatures at one
time. At the start of each of the golem's turns,
each target grappled by it takes 20 (3d10+4)
magical bludgeoning damage. A creature within 5
feet of the golem can pull a creature out of it by
taking an action to make a DC 15 Strength check.

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Shalzerith Shasurita

Medium humanoid (human), lawful evil Medium humanoid (half-elf), neutral good
Armor Class 14 (ring of protection +2) Armor Class 18 (studded leather armor +3)
Hit Points 66 (12d8+12) Hit Points 97 (15d8+30)
Speed 30 ft. Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 17 (+3) 10 (+0) 11 (+0) 11 (+0) 17 (+3) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
Saving Throws Int +8, Wis +5, all others +2
Skills Perception +3 Saving Throws Dex +6
Senses passive Perception 13
Languages Common Skills Perception +6, Stealth +9 (advantage)
Challenge 6 (2300 XP)
Spellcasting. Shalzerith is a 10th-level spellcaster. Senses darkvision 60 ft., passive Perception 16
His spellcasting ability is Intelligence (spell save
DC 14, +6 to hit with spell attacks). He has the Languages Common, Elvish
following spells prepared:
Cantrips (at will): mage hand, mending, message, Challenge 5 (1800 XP)
prestidigitation, ray of frost
1st level (4 slots): comprehend languages, magic Cunning Action. Shasurita can use a bonus action
missile, shield to Dash, Disengage, Hide, Use an Object, make a
2nd level (3 slots): blur, invisibility, see invisibility Dexterity (Sleight of Hand) check, or make a
3rd level (3 slots): dispel magic, fly, stinking cloud Dexterity (thieves' tools) check.
4th level (3 slots): Evard's black tentacles,
polymorph Ethvaatsaiollno.wWshaeDneSxhtearsiutyritsaavise hit by an area effect
5th level (2 slots): hold monster, wall of force for half damage, she
takes half damage on a failure, or no damage on a
Actions success.
Dagger +1. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 5 (1d4+3) magical piercing RbeincogmofeIinnvviissiibbilleityu.nAtsilasnheacattitoanckSsh, aresmuroitvaescathne
damage. ring, or uses a bonus action to become visible.
R12a0yfot.f, Fornoestt.aRrgaentg. eHditS:p9el(l2Adt8t)accokl:d+6datomhaigte, raanndge
target speed is slowed by 10 feet until start of SwneeaapkonAtatattcakc.kOwncitehpaedrvtaunrnta,gife Shasurita makes a
Shalzerith's next turn. or flanking, she
inflicts an extra 21 (6d6) damage on a hit.

Actions

rSehaocrht s5wfto.r, don+e2.taMrgeleete. Weapon Attack: +8 to hit,
piercing damage. Hit: 9 (1d6+6) magical

+Sh9otrothbiotw, ra+n2g, ear8r0o/w32s0+1f.t.R, oannegetdarWgeeta.pHonit:A9ttack:
(1d6+6) magical piercing damage.

Ring of Flying. As an action, Shasurita can
activate the ring, giving herself a fly speed of 60
feet for 10 minutes. She can do this 3 times each
day.

oWniezaorfdthSecrsoelsl.pAesllsanfraocmtiohner, Sshcraoslulr(idtiaspcealnmcaagsitc,
polymorph, flesh to stone). Each spell can be used
only once.

Reactions
Uncanny Dodge. When Shasurita is hit by an
attacker she can see, she can use her reaction to
halve the attack's damage.

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Skeletal Priest Skeletal High Priest

Medium undead, neutral evil Medium undead, neutral evil
Armor Class 18 (natural armor) Armor Class 20 (natural armor)
Hit Points 65 (10d8+20) Hit Points 78 (12d8+24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-4) 12 (+1) 5 (-3) 16 (+3) 14 (+2) 15 (+2) 6 (-4) 18 (+4) 5 (-3)

Damage Resistances radiant Damage Resistances radiant

Damage Immunities cold, necrotic, poison Damage Immunities cold, necrotic, poison

Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11

Languages - Languages -

Challenge 5 (1800 XP) Challenge 5 (1800 XP)

pFrreieeszti'nsgtuArunrsa, .eAatchthcerestaatrutroefweiatchhinof5 the skeletal IsnpenlalcteasStpinelglcaabsitliintyg.iTshWeihsdigohmp(rsipeestll'ssianvneaDteC 15, +7
feet of it to hit with spell attacks). It can innately cast the
takes 7 (2d6) cold damage. Only one freezing aura following spells, requiring no components:
can affect a target even if there are multiple
attackers with it.
3/day each: bestow curse, command, darkness
Actions
Mft.,eotanleRtoadr.gMete. lHeeitW: 1e0a(p2odn6A+3tt)amcka:g+i6catol bhliutd, rgeeaocnhin5g 1/day each: circle of death
damage plus 10 (3d6) cold damage.
Fprreieeszti'nsgtuArunrsa, .eAatchthcerestaatrutroefweiatchhinof5 the skeletal
feet of it
takes 7 (2d6) cold damage. Only one freezing aura
can affect a target even if there are multiple
attackers with it.

Actions
fMt.,eotanleRtoadr.gMete. lHeeitW: 1e0a(p2odn6+A3t)tamcakg: i+c6altoblhuidt,greeoancihng5
damage plus 10 (3d6) cold damage.

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Strychnesch • dTarimpaAgtetaocnka: Ahditdadn8ddtiaertgoetwmeaupsot nmake a
Strength save or be knocked prone.
Medium humanoid (human), lawful evil
Armor Class 26 (plate armor +3, shield+3) Helm of Water Breathing. Strychnesch can
Hit Points 112 (15d8+45) breathe in air and water.
Speed 30 ft.
fIanidleodmsiatavbinleg(t2h/droawy.). Strychnesch may reroll a
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 12 (+1) Lanenascetsioonf TtrouaecStiivgahtte(3th/dealyen).sSetsr,ygcrhannetsinchg can use
him
Saving Throws Str +8, Con +6 truesight 120 feet for 10 minutes.
Damage Resistances cold (ring of warmth)
Senses passive Perception 10 Ring of Free Action. Difficult terrain doesn't cost
Languages Common Strychnesch extra Movement. In addition, magic
Challenge 8 (3900 XP) can neither reduce his speed nor cause him to be
paralyzed or restrained.

Action Surge (Recharges on a short rest). SbeocnounsdaWctiinodn(t1o/srheogratinre1sdt)1.0S+tr13ychhitnpesocinhtcsa. n use a
Strychnesch can take one additional action on
his turn. Actions

CStormycbhant eSsucphergieotrsitfyiv(eRdec1h0adrigceestoonaactsivhaotret rest). Multiattack. Strychnesch makes three melee or
maneuvers. He knows these maneuvers (save DC ranged attacks.
16).
tLoonhgit,swreoarcdh+53f,td.,eofennedtearr.gMete.leHeiWt: 1e1ap(1odn8+A8tt)ack: +11
• hDiitssaarmcrienagtuArtetawcikth: Wa hweenapSotrnycahttnaecskc,hhe magical slashing damage.
can expend one superiority die to attempt
to disarm the target. Add the superiority rLaonnggeb1o5w0/+630.0Rfatn.,goendeWtaeragpeotn. HAittt:a9ck(1: d+88+t5o) hit,
die to the attack's damage roll, and the magical piercing damage.
target must make a Strength saving throw.
On a failed save, it drops the object at its
feet.

• aFneidnatibnognAutstaacckti:oSntroynchhnisestcuhrnutsoesfeaindtie,
choosing one creature within 5 feet as his
target. He has advantage on his next
attack roll against that creature before the
end of his turn. If that attack hits, add the
superiority die to the attack's damage roll.

• MdaemnaagceinognAatthaictka:nAddtdardg8edt ime utostwmeaapkeona
Wisdom save or be frightened of
Strychnesch for one minute.

• Rboanlluy.sOacntihoins turn, Strychnesch can use a
and expend one superiority
die to bolster the resolve of one of his
companions he can see. That creature
gains temporary hit points equal to the
superiority die roll + 1.

• SRtirpyocshten.eWschhewniathcaremateulreee misses he can
attack,
use his reaction and expend one
superiority die to make a melee weapon
attack against the creature. If he hits, add
the superiority die to the attack's damage
roll.

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Szandur WoramnodroefcFheaarrg. eAssfarnomachtieornw, Saznadnodfufrecaarn. use one
Medium humanoid (human), neutral evil
20 (bracers of defense, ring of WdimizeanrdsioSncrdoollo.rAfsroamn ahcetriosnc,roSlzla. nShdeurcacnandcoatshtis
AprromteoctrioCnla+s2s, mage armor) only once.

Hit Points 104 (16d8+32) Reactions

Speed 30 ft. bDyivaerctreAatttaucrke (s2h/edacayn). When Szandur is attacked
see within 30 feet, she can
STR DEX CON INT WIS CHA use her reaction to force the attacker to make a
9 (-1) 16(+3) 14 (+2) 20 (+5) 10 (+0) 14 (+2) DC 16 Wisdom saving throw. On a failed save, the
Saving Throws Int +9, Wis +6, all others +2 attacker must target the creature that is closest to

Damage Resistances fire it, not including Szandur or itself.

Condition Immunities charmed

Senses passive Perception 10

Languages Common

Challenge 8 (3900 XP)

eAndvaiprtoantimone.nStzoarncdounrdcitainonbsr.eathe normally in any

sAamviunlgettohfrSotwrosnaggaWinilslt. Szandur has advantage on
enchantment spells and is
immune to the charmed condition.

Ssppeellllccaassttiinngg.aSbzialintyduisr is a 14th level wizard. Her
Intelligence (spell save DC
16, +8 to to hit with spell attacks). She has the
following wizard spells prepared.

Cantrips (at will): fire bolt, mage hand, mending,
message, minor illusion

1st level (4 slots): charm person, mage armor, magic
missile

2nd level (3 slots): hold person, invisibility, misty
step

3rd level (3 slots): counterspell, lightning bolt

4th level (3 slots): dimension door, Evard's black
tentacles, greater invisibility

5th level (2 slots): conjure elemental, dominate
person, synaptic static, teleport

6th level (1 slot): mass suggestion, psychic crush

7th level (1 slot): power word: pain

Senplciht aEnntcmhaennttmspeneltl. When Szandur casts an
of 1st level or higher that
targets only one creature, she can have it target a
second creature.

Actions

Dft.a, gogneert+a2rg. Met.elHeeitW: 7e(a1pdo4n+5A)tmtacakg:i+ca8ltpoiehrict,inregach 5
damage.

Fire Bolt. Ranged Spell Attack: +8 to hit, range 120
ft., one target. Hit: 16 (3d10) fire damage.

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Varandek, priest-servitor Special Items

Medium undead, neutral evil Amulet of Strong Will
Armor Class 16 (natural armor) Wondrous item, very rare (requires attunement)
Hit Points 120 (16d8+48)
Speed 30 ft. This gold amulet is mounted on a silver chain
necklace. The amulet is embossed with the image
STR DEX CON INT WIS CHA of a formidable guard tower.
12 (+1) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 16 (+3)
While you are attuned to the amulet, you gain
Saving Throws Dex +6, Con +7, Wis +8 advantage on all saving throws made against
enchantment spells. Additionally, you are
Skills Perception +8 immune to the charmed condition.
Ancestor Warhammer
Damage Resistances lightning, radiant Weapon (warhammer), very rare

DblaumdgaegoenIimngm, puineritciiensgc, oalndd, necrotic, poison; This warhammer is carved with dwarven
nonmagical weapons slashing from runes around the head and down the metal
handle. It is heavy, but well balanced.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned You gain +1 to attack and damage rolls while
wielding this weapon.
Senses truesight 120 ft., passive Perception 18
If you are a dwarf, you gain +3 to attack and
Languages Common damage rolls while wielding this weapon. You
can also use an action to regain 5d8+5 hit points.
Challenge 9 (5000 XP) Once you use this ability, you can't use it again
until dawn of the next day.
IitcsyhCalnawdss.inAslaarngeaicctyiocnl,aVwasr.aTnhdiseklectas nit transform Book of Scrolls
make two Wondrous item, rare
freezing touch attacks and adds an additional 10
(3d6) cold damage to them. It can't cast spells This book is bound in white leather, with a
while its hands are transformed. gold symbol of Tyr on the front cover.

IsnpenlalcteasStpinelglcaabsitliintyg.iVs aWraisnddoemk's(sipnenlal tseave DC 16, Pages of this book are cleric and wizard spell
+8 to hit with spell attacks). It can innately cast scrolls. The appropriate class can cast spells from
the following spells, requiring no components: the book just as if it were a scroll.

3/day each: chromatic orb (4th level), freezing The book has the following spells inscribed in
(burning) hands (4th level), ice knife (4th level), it. Each spell can be cast only once. When the last
spell is cast, the book vanishes.
2/day each: circle of death, cone of cold, ice storm
Cleric spells: goodberry, lesser restoration, cure
Actions wounds (6th), dispel evil and good, greater
Freezing Touch. Melee Spell Attack: +8 to hit, reach restoration, heal, resurrection.
5 ft., one creature. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 16 Constitution Wizard spells: stoneskin, globe of invulnerability,
saving throw or be paralyzed for 1 minute. The antimagic field, time stop.
target can repeat the saving throw at the end of Boots of Sure Step
each of its turns, ending the effect on itself on a Wondrous item, rare (requires attunement)
success
These black leather boots have brass buckles
Reactions and an odd tread pattern on the sole.
What's Up Liches? When Varandek is attacked in
melee by a foe, it can use its reaction to teleport While you wear these boots, your walking
up to 100 feet to any destination it can see. If the speed becomes 30 feet, unless your walking speed
destination places it adjacent to a foe, it can make is higher, and your speed isn't reduced if you are
one freezing touch attack against that foe. encumbered or wearing heavy armor.

Additionally, you can move up, down, and
across vertical surfaces and upside down along
ceilings, while leaving your hands free. You have
a climbing speed equal to your walking speed.

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Brooch of Shielding and Travel Protector Shield
Wondrous item, very rare (requires attunement) Armor (shield), very rare (requires attunement)

This brooch is silver set with a spindle cut This shield is engraved with various wards of
garnet. protection.

While wearing this brooch, you have While wielding this shield you gain a +3 bonus
resistance to force damage, and immunity to to armor class. Additionally, you gain advantage
damage from the magic missile spell. on saving throws against spells and magical
effects.
You can use an action to cast the dimension Ring of Flying
door spell twice a day. Uses recharge at dawn of Wondrous item (ring), very rare
the next day.
Crown of Wizardry This silver ring is set with a swirled white and
Wondrous item, very rare (requires attunement by a blue stone.
sorcerer or wizard)
As an action, you can activate the ring to give
This golden crown is inlaid with many yourself a magical fly speed of 60 feet for 10
precious and rare gems. minutes. You can use this ability up to three
times. After that, you can't use it again until dawn
While attuned to the crown you double the of the next day.
number of 3rd level spell slots you receive. Rod of Turbulent Waters
Gloves of Dexterity Rod, very rare
Wondrous item, uncommon (requires attunement)
This slim silver rod is engraved with elvish
These black silk gloves fit snugly and feel like runes of drow origin.
you're not wearing them.
As an action, you can use the rod to cast a
These gloves fit any wearer perfectly and do conjure elemental spell. You can only conjure a
not interfere with your sense of touch. While water elemental with the spell, but you don't need
attuned to the gloves, your Dexterity score to maintain concentration for the duration of the
becomes 19. If your Dexterity is already higher spell. The elemental will always be friendly to you
than 19, the gloves have no effect. and your allies and stays until the task is done or
Lightbringer Plate the spell duration expires.
Armor (plate), legendary (requires attunement)
Once you use the rod to conjure an elemental,
This plate armor is polished to a near blinding you can't use it again until dawn of two days
shine. hence.
Scabbard of Sharpening
You have a +3 bonus to armor class while Wondrous item, rare
wearing this armor.
This brown leather scabbard is trimmed with
While attuned to this armor, you can use an silver.
action to cast a daylight spell up to 3 times a day.
You are the center point of the daylight spell. If you put a sword into the scabbard and leave
it there for 1 hour, the sword becomes magical,
You can also use an action to cast sunburst gaining a +1 bonus to attack and damage rolls.
once a day. Expended uses are recharged at dawn This effect lasts for 1d4+4 hours.
of the next day.
Pearl of Healing Swords that are already magical can only
Wondrous item, very rare benefit from the scabbard if they have a +1 or +2
enchantment.
This pearl is nearly an inch in diameter, but Wand of Teleportation
feels quite light for its size. Wand, very rare

If you crush this pearl, mix it into wine or This thin black wand is capped with silver at
water and drink it, you gain the effects of a heal the base and a spinel at the tip.
spell.
Pearl of Wisdom The wand has 2 charges. While holding it. you
Wondrous item, very rare can use an action to expend 1 of its charges to
cast a teleport spell. The wand regains 1d2
This pearl is nearly an inch in diameter, but expended charges daily at dawn.
feels quite light for its size.

If you crush this pearl, mix it into wine or
water and drink it, you gain +2 to your current
and maximum Wisdom score permanently. You
can benefit from consuming a pearl of this type
only once.

Not for resale. Permission granted to print or photocopy this document for personal use only. NIGHT BELOW CONVERSION GUIDE 96


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