Conversion Guide by Steven Bruso For Character Levels 4-20 Classic Modules Today A D&D 5th Edition Conversion of the Early Edition Adventure Module Classic Adventure Module Conversion TSR 1104 The Ruins of Undermountain II
The Ruins of Undermountain II: The Deep Levels Conversion Guide Introduction: In 1994, TSR published the boxed-set named “The Ruins of Undermountain II: The Deep Levels” with the product code “TSR 1104.” It was written by Jean Rabe and Norm Ritchie, as a continuation to the first module, “The Ruins of Undermountain.” “Ruins II” consisted of a 128 page campaign guide, with 32 pages of adventures and adventure hooks set in the lower depths of Undermountain. In addition to an extensive sandbox dungeon complex, the module provided guidance on expanding and creating additional levels and encounters for adventures in Undermountain. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. A 20+ hour adventure for 4th –20th level characters by STEVEN BRUSO DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2017 by Steven Bruso and published under the Community Content Agreement for Dungeon Masters Guild. Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 1
The Ruins of Undermountain Introduction To use this conversion guide you will need a copy of “The Ruins of Undermountain II”, originally available in hardcopy and now for sale in Digital format at www.dndclassics.com. This document gives GMs advice to convert the module to the latest 5th Edition rules and guidance on preparing the adventure. A list of random encounters are provided for different areas. Most creatures refer to stat blocks in the D&D 5e Monster Manual. Some foes have full stat blocks in the Special Creatures section at the end of this conversion guide. Page listings may refer to abbreviations: PHB (Player's Handbook), MM (Monster Manual), DMG (Dungeon Master Guide), Volo's Guide to Monsters (VGM), Tales from the Yawning Portal (TYP), Tomb of Annihilation (ToA), Xanathar's Guide to Everything (XGE), Waterdeep: Dungeon of the Mad Mage (WDMM), and CR (Challenge Rating). All other page number refer to the locations in the original The Ruins of Undermountain module. Key text is in bold for easy scanning. Magic items are noted in italics. Note: magic items in 5th Edition have a rarity rating to ensure game balance. In this conversion, I have kept the original items when possible, but I have added the rarity in parentheses after each item for the GM's reference. See DMG 38 and 135 for magic item rarity and suitable character level before running the adventure, and make adjustments according to your judgment. Find more information about this and other early edition conversions at www.classicmodulestoday.com. Reference Sheet This is a large module, broken into three parts, corresponding to the three sublevels of the dungeon that are filled-in in the module (Wyllowwood, Tobriand's Graveyard, and Murial's Gauntlet). Each of these sections are treated individually, so the magic items, traps, and monsters for each sublevel are identified together. For convenience, there are Reference Sheets at the end of this document which correspond to each part, and which summarize the key information you'll need during the game onto one concise sheet each. You can print these onto a single, double-sided page (perhaps on colored cardstock) as a handy tool that you can use alongside a hard copy of the module. After reading this document, all you'll need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared. Adventure Summary This is a sandbox adventure, which means that it is entirely up to you as the DM how you want to introduce it, what parts you want to use, and what you want your PCs to know. See the following sections of the adventure to determine how you would like to use the adventure and how you want to introduce it to your PCs: “Truth about Undermountain,” “Gates,” and “Rumors of The Deep Levels.” Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 2
Ruins of Undermountain 2 GM Notes Below are special rules and tactics to brush up on prior to the game. Dungeon Features of Undermountain (see General Notes in the adventure for fuller details): • Teleportation and teleportation-like spells do not function within Undermountain. • Scrying spells and locating spells do not function within Undermountain. • Summoning spells and items from outside Undermountain do not function normally. • Most surfaces (walls, floors, ceilings) radiate intense magic. • Some areas (as noted in the adventure) are magicdead, and no magic of any kind will function. Gates work per the spell (PHB 244), but have special rules or limitations within Undermountain: • Some gates work continuously; some must be triggered with a specific item or condition; others work periodically according to some unknown criteria (or randomly). • Gates are nearly indestructible, and attempts to disintegrate them can cause the gate's behavior to go haywire, or cause a magical explosion dealing 9d6 force damage in a 60ft radius (DM's choice). • DM can decide if gates have certain safeguards as described in the module to prevent them from operating under certain conditions, or if they are guarded by certain monsters or traps. Game Mechanics to Review: • Leverage Conversation Reaction table (DMG 245) for NPC/monster reactions. • Know how to use perception rules for numerous traps and secret doors. • Determine spell tactics for Magi and Clerics. Random Encounters The adventure suggests using the given random encounter table, or switching things up on occasion by using a variant encounter table of the DMs own devising. For this conversion, DMs not wishing to develop their own random encounter tables, should consider consulting the ones listed in XGE (92-112) for inspiration. Random Encounter Table Roll 1d20 1. Golem 2. Hobgoblin 3. Phase Spider 4. Wererat 5. Margoyle 6. Ooze 7. Minotaur or Lizardfolk 8. Troll 9. Verbeeg 10. Fire Lizard 11. Orc 12. Drider 13. Otyugh 14. Umber Hulk 15. Ogre 16. Bugbear 17. Werewolf 18. Firbolg 19. Cyclops 20. NPC Encounter Notes Bugbears: treat as Bugbear (MM 33, CR 1 (200xp)). Cyclops: treat as Cyclops (MM 45, CR 6 (2,300xp)). Drider: treat as Drider (MM 120, CR 6 (2,300xp)). Ettins: treat as Ettin (MM 132, CR 4 (1,100xp)). Firbolg: treat as Hill Giant (MM 155, CR 5 (1,800xp)), with the following modifications: Wisdom 16; Innate Spellcasting (Wis; detect magic, disguise self at will; 1/day charm person); known languages: Common, Elvish, Giant; replace Rock attack with Spear attack (melee or ranged; +7 to hit, reach 10 ft or range 40/120ft., one target. Hit 15 (2d10+4 piercing damage). Fire Lizard: treat as Red Guard Drake (VGM 158, CR 2 (450xp)). Golem: (DM's choice): treat as Clay Golem (MM 168, CR 9 (5,000xp)); Flesh Golem (MM 169, CR 5 (1,800xp)); Iron Golem (MM 170, CR 16 (15,000xp)); or Stone Golem (MM 170, CR 10 (5,900xp)). Hobgoblins: treat as Hobgoblin (MM 186, CR ½ (100xp)). Lizardfolk: treat as Lizardfolk (MM 204, CR ½ (100xp)). Margoyle: treat as Gargoyle (MM 140, CR 2 (450xp)). Minotaur: treat as Minotaur (MM 223, CR 3 (700xp)). Ogres: treat as Ogre (MM 237, CR 2 (450xp)). Ooze: (DM's choice) treat as Black Pudding (MM 241, CR 4 (1,100xp)); Gelatinous Cube (MM 242, CR 2 (450xp)); Gray Ooze (MM 243, CR ½ (100xp)); or Ochre Jelly (MM 243, CR 2 (450xp)). Orcs: treat as Orc (MM 246, CR ½ (100xp)). Otyugh: treat as Otyugh (MM 248, CR 5 (1,800xp)). Phase Spider: treat as Phase Spider (MM 334, CR 3 (700xp)). Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 3
Ruins of Undermountain 2 Troll: treat as Troll (MM 291, CR 5 (1,800xp)). Umber Hulks: treat as Umber Hulk (MM 292, CR 5 (1,800xp)). Verbeeg: treat as Hill Giant (MM 155, CR 5 (1,800xp)) Wererat: treat as Wererat (MM 209, CR 2 (450xp)). Werewolf: treat as Werewolf (MM 211, CR 3 (700xp)). Further Adventures The Ruins of Undermountain II is best thought of as a sandbox-type of adventure, with many opportunities to run it in varying ways. For suggestions to introduce, expand, or integrate The Ruins of Undermountain II into your campaign, see the following sections of the book: “About the Deep Levels,” “Expanding Undermountain,” “The Truth About Undermountain,” “Rumors of the Deep Levels,” and “Entering the Deep Levels.” The section titled “The Ruins of Undermountain II: The Adventures” offers sketched adventure hooks that can lead PCs into or out of sections of Undermountain. The magic items, traps & hazards, and monsters of those adventure sketches will be provided after the Deep Levels (Wyllowwood, Tobriand's Graveyard, Murial's Gauntlet), under the title of each adventure. Since each of these adventures are optional side-quests that take place in pocket-dimensions of Undermountain, the magic items, traps & hazards, and monsters referred to will not also be included on the reference sheet, to avoid confusion with the numbering system of the main dungeons. Wyllowwood Initial number corresponds to map location. Areas of Interest are identified by letter, corresponding to their respective map locations. Magic Items 1. Potion of healing (common). 2 East. Scrolls of: remove fear, enthrall, hold person, control water, invisibility. 3. Ring of warmth (uncommon). 4. Shortsword +1 (uncommon). 9. Scarlet ribbon of Talutah (uncommon; treat effects as scroll of shield; after use, the ribbon is destroyed); staff of striking (very rare). 16. Potions of healing, x4 (common); dagger +1, x3 (uncommon). 21. Mirror of life trapping (very rare); bracers of defense (rare). 22. Chainmail +2 (very rare) 25. Potion of healing (uncommon), Potion of animal friendship (uncommon). 26. Potion of greater healing (uncommon), potion of poison (uncommon), potion of vitality (very rare), scroll of protection from plants (rare), scroll of protection from beasts (rare), scroll of protection from elementals (rare). 27. Potion of healing (common), potion of greater healing (uncommon), potion of vitality (very rare), elixir of health (rare). 29-31. Potion of greater healing (uncommon); shield +1 (uncommon). 32. Scrolls of find familiar (common), hold person (uncommon), speak with animals (common), levitation (uncommon). 35. Potion of healing (common), potion of greater healing (uncommon), elixir of health (rare); potion of invisibility (very rare), potion of flying (very rare), potion of clairvoyance (rare), potion of mind reading (rare). 38. Tearulai (legendary; treat basic properties as long sword of sharpness +3. It is sentient, with an Intelligence of 17, a Wisdom of 14, and a Charisma of 20. It is aligned NG, and will work with any good aligned character. Evil creatures picking it up will suffer 3d6 radiant damage each round. Its purpose is to protect elves. It communicates telepathically with its wielder, and it can read elvish, common, draconic, and sylvan. Conflict: it is vain and materialistic; it constantly seeks to improve its own appearance with better gems decorating its scabbard, and at its owner's expense. It also wants nothing more than to return home to the forests around Myth Drannor). 39. Wand of Wonder (rare), blue ribbon of Talutah (uncommon; treat as a scroll of lesser restoration that casts itself as a reaction when the wearer is afflicted by one of the conditions listed in the spell. After doing so, it is destroyed.), tan ribbon of Talutah (uncommon; upon command, the ribbon will restore one third level spell slot to a caster. After doing so, it is destroyed), and peach ribbon of Talutah (uncommon: absorbs 15 points of fire damage total, and is then destroyed). Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 4
Ruins of Undermountain 2 43a. Pipe of the Sewers (uncommon), Keoghtom's ointment (uncommon), Oil of Fiery Burning (treat as a fragmentation grenade dealing fire damage, see DMG 268), Plate Mail of missile attraction (cursed; treat effects per description in Shield of Missile Attraction). 45, Room 1. Potion of resistance (uncommon), dust of appearance (cursed: seems to be dust of disappearance, but outlines the user in light, conferring disadvantage of Stealth checks), ring of might (rare; treat as belt of hill giant strength, but in ring form), decanter of endless water (uncommon). 45, Caverns of Doom: Wand of wonder (rare), wand of magic missiles (uncommon), brooch of shielding (uncommon). Traps & Hazards 1. Drowning Hazard & Underwater Combat: see PHB 183 and 198 respectively. 2. Altar Hazard: treat as a hostile feign death spell (PHB 240), with a DC 15 saving throw. Perception DC 15 reveals a small glyph; Investigation or Arcana DC 10 indicates that obliterating it will make the altar safe. 2. East. Magical Darkness: treat area as affected by a permanent darkness spell (PHB 230). 7. Gust of Wind: treat area as affected by a permanent gust of wind spell (PHB 248). 8. Magic Dead Zone: see Undermountain features above. 9. Magic Dead Zone: see Undermountain features above. 10. Trap 1: treat as scything blade trap (XGE 115); Trap 2: treat as simple pit trap (DMG 122); Trap 3: treat as spiked pit trap (DMG 123); Trap 4: treat as poison needle trap (DMG 123); Trap 5: treat as poison needle trap (DMG 123). 15. Brown Mold: treat as brown mold (DMG 105). 16. Gate Hazard: see Undermountain features above, with the details present in the module. For drowning hazard, see PHB 183. 18. Gate Hazard: see Undermountain features above, with the details present in the module. 19. Riser A: Elven and half-elven creatures gain the ability to cast augury as a ritual spell while standing on the pillar (see PHB 215; usable once per long rest while on the pillar); Riser B: humans subject to confusion spells (PHB 224; save DC 16); Riser C: non-winged creatures subject to teleportation circle (PHB 282); Riser D: spellcasters lose one random magical item permanently, but gain the ability to use one of the following spells (once per long rest), and using it does not count toward spellslots per day or spells known (spells: detect good and evil; cure wounds; create food and water; lesser restoration; speak with animals; protection from energy; detect poison and disease; spider climb; detect magic; tongues; darkvision; create or destroy water; feather fall; light; dispel magic); Riser E: top of the riser is affected by a permanent grease spell (see PHB 246, save DC 15), and creatures who save and are able to remain standing for three rounds gain proficiency in one of the following languages: Elven, Orc, Giant, Gnomish, Goblin, Halfling; Gate Hazard: see Undermountain features above. 20. Gate Hazard: see Undermountain features above, with the details present in the module. 21. Gate Hazard: see Undermountain features above, with the details present in the module; inside the lid of the chest is a small mirror of life-trapping, which the opener of the chest is subject to (see DMG 181). 24. Silence: room is subject to a permanent silence spell (PHB 275); treat mind transfers as described. 26. Silence: room is subject to a permanent silence spell (PHB 275). 29-31. Trapped Chests: each are subjected to a glyph of warding (PHB 245). 37. Proficiency Hazard: user loses one random proficiency (weapons, armor, tool, skill, language), but gains two random ones. DMs should consult the lists of proficiencies in the following places: PHB 123 (languages), PHB 144 (armor and shields), PHB 145 (weapons), PHB 154 (tools), PHB 174 (skills) and create their own list for proficiencies the PC might gain (this can be overpowering, depending on the campaign you're running); Gate Hazard: see Undermountain features above (the pillar to the right of the jade pillar is the gate); Random Gate Hazard: see Undermountain features above, follow the details in the module for this random gate. 38. Death Mold: treat as yellow mold (DMG 105). 40. Spell-trapped door and window: any creature touching the door or window is subject to Hold Person (PHB 250, save at disadvantage), and the trap can be detected with a DC 15 Perception check or a DC 10 Arcana check. Obliterating the glyph will disable the trap, as will a Dispel Magic spell. 43A. Fountain of Youth: creatures drinking from the water get younger by 1d4 years and receive the benefits of a cure wounds spell after a long rest. 45 Gates: see Undermountain features above, follow the details in the module for each gate; Spell-trapped door: creatures touching the door are subject to a suggestion spell (PHB 279), and the trap can be detected with a DC 15 Perception check or a DC 10 Arcana check. Obliterating the glyph will disable the trap, as will a Dispel Magic spell; Room 3: if Spite or Kumar are not with a creature entering the room, that creature triggers a stinking cloud spell (PHB 278). Monsters & NPCs 1. Freshwater Scrags: treat as troll (MM 291, CR 5 (1,800xp each)) with aquatic traits (amphibious, swim speed of 20 ft.). 2. Bone Room, Skeletons: treat as skeletons (MM 272, CR ¼ (50xp each)); Animal Skeletons: treat as a swarm of rats (MM 339, CR ¼ (50xp each)) with skeleton traits (vulnerability to bludgeoning; immune to poison, exhaustion, poisoned; undead nature); Monster Skeletons: treat as minotaur skeleton (MM 273, CR 2 (450xp each)). 2. East Room, Shadows: treat as shadow (MM 269, CR ½ (100xp each)). 3. Lemon Fish: treat as swarm of quippers (MM 338, CR 1 Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 5
Ruins of Undermountain 2 (200xp each)). 4. Water Beetle: treat as giant fire beetle (MM 325, CR 0 (1- 10xp each)). 5. Wattley: treat as swarm of quippers (MM 338, CR 1 (200xp each)). 9. Minotaurs: treat as minotaurs (MM 223, CR 3 (700xp each)). 12. Stone Pudding: treat as black pudding (MM 241, CR 4 (1,100xp each)). 14. Heucuvas: treat as Bodak (VGM 127, CR6 (2,300xp)). 16. Sea Hags: treat as sea hags (MM 179, CR 2 (450xp each)). 20. Sirane: treat as commoner (MM 345, CR 0 (10xp)) with elf traits (see PHB 23). 21. Ogre: treat as ogre (MM 237, CR 2 (450xp)); Merrow: treat as merrow (MM 219, CR 2 (450xp each)); Werewolf: treat as werewolf (MM 211, CR 3 (700xp)). 22. Bi-nou: treat as earth elemental (MM 124, CR 5 (1,800xp each)). 24. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Cheetah: treat as tiger (MM 339, CR 1 (200xp)). 25. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Priests: treat as priest (MM 348, CR 2 (450xp each)). 26. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Priests: treat as priest (MM 348, CR 2 (450xp each)). 27. Eul & Dormit: treat as priest (MM 348, CR 2 (450xp each)); Takund & Wert: treat as priest (MM 348, CR 2 (450xp each)); Brynd & Mirko: treat as gladiator (MM 346, CR 5 (1,800xp each)). 32. Spitting Snakes: treat as giant poisonous snakes (MM 327, CR ¼ (50xp each)) with a spit attack (range 20, use bite attack stats); Benita: treat as war priest (VGM 218, CR 9 (5,000xp)). 34. Rug of Smothering: treat as rug of smothering (MM 20, CR 2 (450xp)). 35. Priests: treat as priest (MM 348, CR 2 (450xp each)). 36. Wyllow's Wood Random Encounters: use the Forest Encounters table in XGE (97-100). 38. Water Elemental: treat as water elemental (MM 125, CR 5 (1,800xp)); Stone Golem: treat as stone golem (MM 170, CR 10 (5,900xp)). 39. Haunts: treat as wraiths (MM 302, CR 5 (1,800xp each)). 40. Ogres: treat as ogres (MM 237, CR 2, (450xp each)). 41 & 42. Warthog: treat as giant boar (MM 323, CR 2 (450xp)); Elephant: treat as elephant (MM 322, CR 4 (1,100xp)); Giant Skunk: treat as giant weasel (MM 329, CR 1/8 (25xp each) but add Stench quality per Troglodyte (MM 290)); Giant Porcupine: treat as manticore (MM 213, no fly speed; no languages; only two attacks (bite and spikes), effective CR 2 (450xp each)); Giant Weasel: treat as giant weasel (MM 329, CR 1/8 (25xp each)); Wyllow: treat as archdruid (VGM 210, CR 12 (8,400xp)). 43. Valdemar: treat as adult green dragon (MM 94, CR 15 (13,000xp)); Worgs: treat as worg (MM 341, CR ½ (100xp each)); Giant Rats: treat as giant rat (MM 327, CR 1/8 (25xp each)). 44. Garrik Oakspear: treat as Assassin (MM 342, CR 8 (3,900xp)). 45. House, Spite: treat as archmage (MM 342, CR 12 (8,400xp)); Kumar: treat as Oni (MM 239, CR 7 (2,900xp)); Flareater: treat as fire elemental (MM 125, CR 5 (1,100xp)). 45. Caverns, Rafiqa: treat as marid (MM 146, CR 11 (7,200xp)); Subterranean Lizards: treat as giant lizard (MM 326,CR ¼ (50xp each)). Areas of Interest Wyllowwood A. Stone Pudding: treat as black pudding (MM 241, CR 4 (1,100xp)). D. Drow Spy: treat as Drow (MM 128, CR ¼ (50xp)). E. Reverse-Gravity Hazard: treat area as under the effects of a permanent reverse gravity spell (PHB 272). F. Dense Pudding: treat as black pudding (MM 241, CR 4 (1,100xp each)). G. Haunt: treat as ghost (MM 147, CR 4 (1,100xp)). H. Gray Pudding: treat as gray ooze (MM 243, CR ½ (100xp)). Tobriand's Graveyard Initial number corresponds to map location. Areas of Interest are identified by letter, corresponding to their respective map locations. Magic Items Intro, Tobriand's Actions. Necklace of missiles (rare, treat as necklace of fireballs but for magic missiles), staff of thunder and lightning (very rare). 4. wand of magic detection (uncommon). 12. Plant as many or as few spellbooks as you wish. DM Choice. 13. Plant as many or as few staves, rods, and wants as you wish, though reduce charges to their minimum. DM Choice. 14. Plant as many or as few magical weapons, armor, and shields as you wish. DM Choice. 15. Plant as many or as few miscellaneous wondrous items as you wish that do not fit the categories in rooms 12-14. DM Choice. Traps & Hazards Intro, Mobile Gate: treat basic combat stats per Will o Wisp (MM 301), but note that it cannot be harmed unless struck by a weapon of +3 enchantment, in which case it creates a 'gate explosion,' subjecting everyone in a 30 ft radius to its gate effect. Otherwise, in combat, the mobile gate sends a creature to Tobriand's graveyard on a successful hit. Treat this gate effect per Undermountain features above. Complex, Entry Gate: see Undermountain features above, follow the details in the module for the gate properties. Complex, Exit Gate: see Undermountain features above, follow the details in the module for the gate properties. Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 6
Ruins of Undermountain 2 Complex, Random Undermountain Gate: see Undermountain features above, follow the details in the module for the gate properties. 1. Heat Hazard: treat as Extreme Heat (DMG 110). 5. Heat Hazard: treat as Extreme Heat (DMG 110). 18. Magic Dead Zone: see Undermountain features above. 19. Magic Dead Zone: see Undermountain features above. 20. Magic Dead Zone: see Undermountain features above; Gates: see Undermountain features above, follow the details in the module for the gate properties. Monsters 1. Metal Guard: treat as Shield Guardian (MM 271, CR 7 (2,900xp)). 2. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 3. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each). 4. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 5. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Salamander: treat as salamander (MM 266, CR 5 (1,800xp)). 6. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 7. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 8. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 7
Ruins of Undermountain 2 9. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 10. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 11. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 12. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 13. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 14. Silversann: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 15. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 16. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each); Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each). 17. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each); Squch: treat as scaladar (WDMM Appendix A, CR 8 (3.900xp)). L1-L6 Metal Monsters (mining): treat as giant badger (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; attacks at +5 to hit, dealing 1d6+3 piercing damage (bite) and 2d6+3 slashing damage (claws), making their effective CR 1 (200xp each). Areas of Interest Tobriand's Graveyard A. Blood Worm: treat as plesiosaurus (MM 80, CR 2 (450xp)). B. Magic Dead Zone: see Undermountain notes above; Subterranean Lizard: treat as giant lizard (MM 326, CR ¼ (50xp)). D. Slithering Tracker: treat as as slithering tracker (VGM 191, CR 3 (700xp)). F. Cave Fishers: treat as cave fisher (VGM 130, CR 3 (700xp)). G. Trapper: treat as trapper (VGM 194, CR 3 (700xp)); Potion of greater healing (uncommon). Muiral's Gauntlet Initial number corresponds to map location. Areas of Interest are identified by letter, corresponding to their respective map locations. Magic Items 2. ioun stone, dusty rose (rare). 10. amulet of free passage (uncommon, treat effects per Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 8
Ruins of Undermountain 2 module). 14. amulet of free passage (uncommon, treat effects per module), dagger +1 (uncommon, can activate light spell per the cantrip). 15. cursed knives (confer permanent irritation unless curse is removed. Treat the irritation per contagion (PHB 227), as seizure). 18 & 19. amulet of free passage (uncommon, treat effects per module). 21. potion of poison (uncommon). 22. elixir of health (rare). 26. glasses of seeing (rare, treat as gem of seeing). 27. serving decanter (uncommon, treat as described in module). 28. mace +3 (very rare). 31. dagger +2 (rare), amulet of free passage (uncommon, treat effects per module). 32. dancing sword (longsword, rare, sentient: Intelligence 11, Wisdom 11, Charisma 11; communicates by transmitting emotion to bearer; has hearing and normal vision out to 60 feet; neutral alignment; glory seeker; conflict (will turn on bearer if he/she shows cowardice in battle)). 35. pipes of the sewers (uncommon). 38. scimitar of speed (very rare), ring of the rat (cursed: transforms wearer into wererat's hybrid form until curse is removed). 39. amulet of free passage (uncommon, treat effects per module). 42. dagger +2 (rare). 43. potion of gaseous form (rare), buckler +2 (rare). 44. Crossbow bolts +3 (very rare), daggers of throwing +1 (rare, treat mechanics per dwarven thrower). 46. Crossbow bolts +2 (rare), amulet of free passage (uncommon, treat effects per module). 51. amulet of free passage (uncommon, treat effects per module). 56. wand of magic missiles (uncommon). 58. Goggles of Night (uncommon). 61. amulet of free passage (uncommon, treat effects per module). 62. singing harp (uncommon, treat effects per module). 66. bag of holding (uncommon). 69. potions of invisibility (very rare); amulet of free passage (uncommon, treat effects per module). 71. plant as many or as few spellbooks / spells as desired. DM's choice. 88. vorpal longsword (legendary), ring of fire resistance (rare). Traps & Hazards Muiral's Gauntlet Effects (throughout): the entire complex is under a permanent guards and wards spell (PHB 248), and dispel magic will eliminated one effect of the spell for 1d4 turns, after which it returns to effect; Faerie Fire: all nonnatural passages and rooms are dimly lit per faerie fire (PHB 239); Resistant Undead: undead saving vs. a turn undead effect receive advantage on the Wisdom save to avoid being turned: Mirrored Gate: treat the described mirrored gate's triggering mechanism as a gaze attack (Wis save DC 15 to avoid); treat horror effect per fear spell (PHB 239, DC 15 to avoid). 1. Horror Mirrors: treat horror effect per fear spell (PHB 239, DC 15 to avoid). 4. Warded Door: treat as a password-protected door (any name will serve as the password); the password is needed to bypass the effects of glyph of warding (PHB 246) using the spell glyph option to release shocking grasp (PHB 275) on any creature not saying the password. This enchantment can be broken with Dispel Magic. 6. Altar Hazard: treat the altar as affected by a hallow spell (PHB 249): the spell affects non-drow creatures, who must first make a Charisma saving throw DC 15 to avoid the spell. If the creature fails, add the following effect: it takes 4d8 lightning damage for touching the altar. 8. Gendered Stairs: if a creature does not go down the stairs corresponding to his/her gender, the creature first notices a deep fog and then is subjected to Teleport (PHB 281), which sends the creature back to the top of the stairs. Undead cannot enter the area, per Hallow spell (PHB 249). 9 & 10. No Weapons Allowed: treat weapons carried north to Teleport (PHB 281), per the module. 17. Green Slime: see DMG 105. 24. Glyph of Warding: treat effects per the spell (PHB 246), storing a hold person spell (PHB 251). 29. Poison Ink: creatures reading through or handling the books are subjected to this poison. Treat effects as Oil of Taggit (DMG 258). 33. Glyph of Warding: treat effects per the spell (PHB 246), storing a feeblemind spell (PHB 239) for spellcasting Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 9
Ruins of Undermountain 2 creatures. 40. Green Slime Spores: treat Green Slime, see DMG 105. 47. Teleportation Circle: treat as teleportation circle (PHB 282), with the 'key' to enable it as described in the module. 48. Teleportation Circle: treat as teleportation circle (PHB 282), with the 'key' to enable it as described in the module. It works the same way as in 47. 53. Disposal Hazard: treat room as being under the effect of a permanent area of effect enchantment per Green Slime (DMG 105). Change saving throw type to Constitution, since the PCs are trying to endure it, not dodge the dropping slime. Allow them this save each round that they are in the room. 57. Dispel Magic Hazard: treat as glyph of warding (PHB 246) with the spell storing feature which casts dispel magic (PHB 234) using a 9th level spell slot. An Arcana check DC 15 reveals the dwemer, and a successful Investigation check DC 15 spots the glyph at the top of the doorway; obliterating it disables the trap. 60. Confusing Illusions: treat the room as affected by programmed illusion (PHB 269), Wis save DC 17. 63. Suggestion Hazard: treat effects as described in the module (failing a save means PC suspects a random party member has been replaced with a doppleganger), using suggestion (PHB 279) as the spell mechanic. A Wis save DC 17 avoids the effect. 70. Wall of Force Hazard: if PCs try to remove books from the room, treat the doorways as affected by Wall of Force (PHB 285). 71. Retributive Strike Hazard: if PCs ignore the warning or try to remove books from the room, they are subjected to symbol: death (PHB 280) inscribed on the doorway (Investigation and save DC 17). If the triggering PC sustains damage, the book they held is destroyed. 74. Brown Mold Hazard: treat as brown mold (DMG 105); Green Slime Hazard: treat as green slime (DMG 105). 88. Wall of Force Hazard: if PCs try to leave the area, treat the doorways as affected by Wall of Force (PHB 285); WandBearing Statues: if PCs approach the statues, treat them as Fire-Breathing Statues (DMG 122, replacing fire damage with lightning). If hard pressed, Muiral can use his action to have a statue cast a lightning bolt spell (PHB 255) at a target; Gate Home: treat as teleportation circle (PHB 282), bringing the PCs back to a familiar area they recognize (DM's choice where this is). Monsters & NPCs 2. Banshee: treat as Banshee (MM 23, CR 4, (1,100xp)). 5. Wraith-Spiders: treat as Phase Spider (MM 334, CR 3 (700xp each)). 5. Bugbears: treat as Bugbear (MM 33, CR 1, (200xp each)). 6. Ghost: treat as Ghost (MM 147, CR 4 (1,100xp)). 12. Crystal Ooze: treat as Water Elemental (MM 125, CR 5 (1,800xp)), but grant it the Invisible in Water trait per Water Weird (MM 299). 14. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 18. Rot Grubs: treat as Swarms of Rot Grubs, (VGM 208, CR 1/2 (100xp each)). 20. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 26. Shadow Lurker: treat as Wraith (MM 302, CR 5 (1,800xp)). 28. Ghost: treat as Ghost (MM 147, CR 4 (1,100xp)). 31. Ju-Ju Zombies: treat as Greater Zombie (TYP 237, CR 5 (1,800xp each)); Monster Zombies: choose any monster you would like, and give it undead qualities (Undead Fortitude per zombie (MM 316); immunity to poison and being poisoned. Use the same CR as the monster you choose). 35. Rat Skeletons: treat as Giant Rat (MM 327, CR 1/8 (25xp)) with skeleton qualities (damage vulnerability to bludgeoning; damage immunity to poison; condition immunities to exhaustion and poisoned). 36. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 38. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 39. Cloaker: treat as Cloaker (MM 41, CR 8 (3,900xp)). 44. Poltergeist: treat as Specter (MM 279), using the Poltergeist variant (CR 2 (450xp)). 55. Wraiths: treat as Wraith (MM 302, CR 5 (1,800xp each)). 58. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 61. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 67. Headmaster Specter: treat as Lich (MM 202) with the following modifications: AC 15; fly speed 30 (hover); no legendary resistance; no rejuvenation; no legendary actions; no lair abilities; add incorporeal movement per specter (MM 279); keep the lich's attack roll, damage, and DC for the save, but treat it as a Life Drain attack per specter (MM 279). Treat CR as 15 (13,000 xp). 68. Air Elemental: treat as Air Elemental (MM 124, CR 5 (1,800xp)). 74. Violent Fungus: treat as Violent Fungus (MM 138, CR 1/4 (50xp each)); Shrieker Fungus: treat as Shrieker (MM 138, CR 0 (10xp each)); Roper: treat as Roper (MM 261, CR 5 (1,800xp each)); Driders: treat as Drider (MM 120, CR 6 (2,300xp each)). 75. Huge Bats: treat as Giant Bat (MM 323, CR 1/4 (50xp each)); Rhinoceros Beetles: treat as Ankheg (MM 21, CR 2 (450xp each)); Bulettes: treat as Bulette (MM 34, CR 5 (1,800xp each)); Giant Centipedes: treat as Giant Centipede (MM 323, CR ¼ (50xp each)); Fire Lizard: treat as Red Guard Drake (VGM 158, CR 2 (450xp)); Giant Lizards: treat as Giant Lizard (MM 326, CR ¼ (50xp each)); Subterranean Lizards: treat as Giant Lizard (MM 326, CR ¼ (50xp each)), but with a burrowing speed (instead of climb), and tremorsense instead of darkvision; Gray Ooze: treat as Gray Ooze (MM 243, CR ½ (100xp)); Piercers: treat as Piercer (MM 252, CR ½ (100xp each)); Huge Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)); Phase Spiders: treat as Phase Spider (MM 334, CR 3 (700xp each)); Will-o-Wisp: treat as Will-o-Wisp (MM 301, CR 2 (450xp)). 85. Greater Mimic: treat as Mimic (MM 220), but make it a Large creature (bumping HD to d10s), making its overall CR 3 (700xp)). 88. Muiral: treat as Muiral (WDMM 314, CR 13 (10,000xp)). (1,100xp each)). Areas of Interest Muiral's Gauntlet A. Mirror Gate: treat as a teleportation circle (PHB 282) if Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 10
Ruins of Undermountain 2 activated by Muiral; breaking the mirror subjects the creature to cause wounds spell, cast with a third level spell slot (treat mechanics per cure wounds, PHB 230, but dealing damage rather than curing it). B. Magic-dead Zone: see Undermountain notes above. D. Mites: treat as Kobolds (MM 195, CR 1/8 (25xp each)). E. Net Traps: treat as falling net trap (DMG 122); Pit Trap: treat as hidden pit trap (DMG 122); Mites: treat as Kobolds (MM 195, CR 1/8 (25xp each)). F. Giant Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)). G. Watch Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)); treat corridors as difficult terrain affected by webs (DMG 105). H. Toxic Gas: treat as stinking cloud (PHB 278). This is a nonmagical effect. J. Gargoyles: treat as Gargoyle (MM 140, CR 2 (450xp)). K. gauntlets of evertorch (treat effects as described in the module; this is an uncommon item). Not for resale. Permission granted to print or photocopy this document for personal use only. UNDERMOUNTAIN 2 CONVERSION GUIDE 11
Ruins of Undermountain 2 Reference Sheet Random Encounters Roll 1d20 1. Golem 2. Hobgoblin 3. Phase Spider 4. Wererat 5. Margoyle 6. Ooze 7. Minotaur or Lizardfolk 8. Troll 9. Verbeeg 10. Fire Lizard 11. Orc 12. Drider 13. Otyugh 14. Umber Hulk 15. Ogre 16. Bugbear 17. Werewolf 18. Firbolg 19. Cyclops 20. NPC Bugbears: treat as Bugbear (MM 33, CR 1 (200xp)). Cyclops: treat as Cyclops (MM 45, CR 6 (2,300xp)). Drider: treat as Drider (MM 120, CR 6 (2,300xp)). Ettins: treat as Ettin (MM 132, CR 4 (1,100xp)). Firbolg: treat as Hill Giant (MM 155, CR 5 (1,800xp)), with the following modifications: Wisdom 16; Innate Spellcasting (Wis; detect magic, disguise self at will; 1/day charm person); known languages: Common, Elvish, Giant; replace Rock attack with Spear attack (melee or ranged; +7 to hit, reach 10 ft or range 40/120ft., one target. Hit 15 (2d10+4 piercing damage). Fire Lizard: treat as Red Guard Drake (VGM 158, CR 2 (450xp)). Golem: (DM's choice): treat as Clay Golem (MM 168, CR 9 (5,000xp)); Flesh Golem (MM 169, CR 5 (1,800xp)); Iron Golem (MM 170, CR 16 (15,000xp)); or Stone Golem (MM 170, CR 10 (5,900xp)). Hobgoblins: treat as Hobgoblin (MM 186, CR ½ (100xp)). Lizardfolk: treat as Lizardfolk (MM 204, CR ½ (100xp)). Margoyle: treat as Gargoyle (MM 140, CR 2 (450xp)). Minotaur: treat as Minotaur (MM 223, CR 3 (700xp)). Ogres: treat as Ogre (MM 237, CR 2 (450xp)). Ooze: (DM's choice) treat as Black Pudding (MM 241, CR 4 (1,100xp)); Gelatinous Cube (MM 242, CR 2 (450xp)); Gray Ooze (MM 243, CR ½ (100xp)); or Ochre Jelly (MM 243, CR 2 (450xp)). Orcs: treat as Orc (MM 246, CR ½ (100xp)). Otyugh: treat as Otyugh (MM 248, CR 5 (1,800xp)). Phase Spider: treat as Phase Spider (MM 334, CR 3 (700xp)). Troll: treat as Troll (MM 291, CR 5 (1,800xp)). Umber Hulks: treat as Umber Hulk (MM 292, CR 5 (1,800xp)). Verbeeg: treat as Hill Giant (MM 155, CR 5 (1,800xp)) Wererat: treat as Wererat (MM 209, CR 2 (450xp)). Werewolf: treat as Werewolf (MM 211, CR 3 (700xp)). Magic Items Wyllowwood 1. Potion of healing (common). 2. East. Scrolls of: remove fear, enthrall, hold person, control water, invisibility. 3. Ring of warmth (uncommon). 4. Shortsword +1 (uncommon). 9. Scarlet ribbon of Talutah (uncommon; treat effects as scroll of shield; after use, the ribbon is destroyed); staff of striking (very rare). 16. Potions of healing, x4 (common); dagger +1, x3 (uncommon). 21. Mirror of life trapping (very rare); bracers of defense (rare). 22. Chainmail +2 (very rare) 25. Potion of healing (uncommon), Potion of animal friendship (uncommon). 26. Potion of greater healing (uncommon), potion of poison (uncommon), potion of vitality (very rare), scroll of protection from plants (rare), scroll of protection from beasts (rare), scroll of protection from elementals (rare). 27. Potion of healing (common), potion of greater healing (uncommon), potion of vitality (very rare), elixir of health (rare). 29-31. Potion of greater healing (uncommon); shield +1 (uncommon). 32. Scrolls of find familiar (common), hold person (uncommon), speak with animals (common), levitation (uncommon). 35. Potion of healing (common), potion of greater healing (uncommon), elixir of health (rare); potion of invisibility (very rare), potion of flying (very rare), potion of clairvoyance (rare), potion of mind reading (rare). 38. Tearulai (legendary; treat basic properties as long sword of sharpness +3. It is sentient, with an Intelligence of 17, a Wisdom of 14, and a Charisma of 20. It is aligned NG, and will work with any good aligned character. Evil creatures picking it up will suffer 3d6 radiant damage each round. Its purpose is to protect elves. It communicates telepathically with its wielder, and it can read elvish, common, draconic, and sylvan. Conflict: it is vain and materialistic; it constantly seeks to improve its own appearance with better gems decorating its scabbard, and at its owner's expense. It also wants nothing more than to return home to the forests around Myth Drannor). 39. Wand of Wonder (rare), blue ribbon of Talutah (uncommon; treat as a scroll of lesser restoration that casts itself as a reaction when the wearer is afflicted by one of the conditions listed in the spell. After doing so, it is destroyed.), tan ribbon of Talutah (uncommon; upon command, the ribbon will restore one third level spell slot to a caster. After doing so, it is destroyed), and peach ribbon of Talutah (uncommon: absorbs 15 points of fire damage total, and is then destroyed). 43a. Pipe of the Sewers (uncommon), Keoghtom's ointment (uncommon), Oil of Fiery Burning (treat as a fragmentation grenade dealing fire damage, see DMG 268), Plate Mail of missile attraction (cursed; treat effects per description in Shield of Missile Attraction). 45, Room 1. Potion of resistance (uncommon), dust of appearance (cursed: seems to be dust of disappearance, but outlines the user in light, conferring disadvantage of Stealth checks), ring of might (rare; treat as belt of hill giant strength, but in ring form), decanter of endless water (uncommon). 45, Caverns of Doom. Wand of wonder (rare), wand of magic missiles (uncommon), brooch of shielding (uncommon). Tobriand's Graveyard Intro, Tobriand's Actions. Necklace of missiles (rare, treat as necklace of fireballs but for magic missiles), staff of thunder and lightning (very rare). 4. wand of magic detection (uncommon). 12. Plant as many or as few spellbooks as you wish. DM Choice. 13. Plant as many or as few staves, rods, and wants as you wish, though reduce charges to their minimum. DM Choice. 14. Plant as many or as few magical weapons, armor, and shields as you wish. DM Choice. 15. Plant as many or as few miscellaneous wondrous items as you wish that do not fit the categories in rooms 12-14. DM Choice. Area of Interest G. Potion of greater healing (uncommon). Muiral's Gauntlet 2. ioun stone, dusty rose (rare). 10. amulet of free passage (uncommon, treat effects per module). 14. amulet of free passage (uncommon, treat effects per module), dagger +1 (uncommon, can activate light spell per the cantrip). 15. cursed knives (confer permanent irritation unless curse is removed. Treat the irritation per contagion (PHB 227), as seizure). 18 & 19. amulet of free passage (uncommon, treat effects per module). 21. potion of poison (uncommon). 22. elixir of health (rare). 26. glasses of seeing (rare, treat as gem of seeing). 27. serving decanter (uncommon, treat as described in module). 28. mace +3 (very rare). 31. dagger +2 (rare), amulet of free passage (uncommon, treat effects per module). 32. dancing sword (longsword, rare, sentient: Intelligence 11, Wisdom 11, Charisma 11; communicates by transmitting emotion to bearer; has hearing and normal vision out to 60 feet; neutral alignment; glory seeker; conflict (will turn on bearer if he/she shows cowardice in battle)). 35. pipes of the sewers (uncommon). 38. scimitar of speed (very rare), ring of the rat (cursed: transforms wearer into wererat's hybrid form until curse is removed). 39. amulet of free passage (uncommon, treat effects per module). 42. dagger +2 (rare). 43. potion of gaseous form (rare), buckler +2 (rare). 44. Crossbow bolts +3 (very rare), daggers of throwing +1 (rare, treat mechanics per dwarven thrower). 46. Crossbow bolts +2 (rare), amulet of free passage (uncommon, treat effects per module). 51. amulet of free passage (uncommon, treat effects per module). 56. wand of magic missiles (uncommon). 58. Goggles of Night (uncommon). 61. amulet of free passage (uncommon, treat effects per module). 62. singing harp (uncommon, treat effects per module). 66. bag of holding (uncommon). 69. potions of invisibility (very rare); amulet of free passage (uncommon, treat effects per module). 71. plant as many or as few spellbooks / spells as desired. DM's choice. 88. vorpal longsword (legendary), ring of fire resistance (rare). Area of Interest K. gauntlets of evertorch (treat effects as described in the module; this is an uncommon item). Traps Wyllowwood 1. Drowning Hazard & Underwater Combat: see PHB 183 and 198 respectively. 2. Altar Hazard: treat as a hostile feign death spell (PHB 240), with a DC 15 saving throw. Perception DC 15 reveals a small glyph; Investigation or Arcana DC 10 indicates that obliterating it will make the altar safe. 2. East. Magical Darkness: treat area as affected by a permanent darkness spell (PHB 230). 7. Gust of Wind: treat area as affected by a permanent gust of wind spell (PHB 248).
8. Magic Dead Zone: see Undermountain features above. 9. Magic Dead Zone: see Undermountain features above. 10. Trap 1: treat as scything blade trap (XGE 115); Trap 2: treat as simple pit trap (DMG 122); Trap 3: treat as spiked pit trap (DMG 123); Trap 4: treat as poison needle trap (DMG 123); Trap 5: treat as poison needle trap (DMG 123). 15. Brown Mold: treat as brown mold (DMG 105). 16. Gate Hazard: see Undermountain features above, with the details present in the module. For drowning hazard, see PHB 183. 18. Gate Hazard: see Undermountain features above, with the details present in the module. 19. Riser A: Elven and half-elven creatures gain the ability to cast augury as a ritual spell while standing on the pillar (see PHB 215; usable once per long rest while on the pillar); Riser B: humans subject to confusion spells (PHB 224; save DC 16); Riser C: non-winged creatures subject to teleportation circle (PHB 282); Riser D: spellcasters lose one random magical item permanently, but gain the ability to use one of the following spells (once per long rest), and using it does not count toward spellslots per day or spells known (spells: detect good and evil; cure wounds; create food and water; lesser restoration; speak with animals; protection from energy; detect poison and disease; spider climb; detect magic; tongues; darkvision; create or destroy water; feather fall; light; dispel magic); Riser E: top of the riser is affected by a permanent grease spell (see PHB 246, save DC 15), and creatures who save and are able to remain standing for three rounds gain proficiency in one of the following languages: Elven, Orc, Giant, Gnomish, Goblin, Halfling; Gate Hazard: see Undermountain features above. 20. Gate Hazard: see Undermountain features above, with the details present in the module. 21. Gate Hazard: see Undermountain features above, with the details present in the module; inside the lid of the chest is a small mirror of life-trapping, which the opener of the chest is subject to (see DMG 181). 24. Silence: room is subject to a permanent silence spell (PHB 275); treat mind transfers as described. 26. Silence: room is subject to a permanent silence spell (PHB 275). 29-31. Trapped Chests: each are subjected to a glyph of warding (PHB 245). 37. Proficiency Hazard: user loses one random proficiency (weapons, armor, tool, skill, language), but gains two random ones. DMs should consult the lists of proficiencies in the following places: PHB 123 (languages), PHB 144 (armor and shields), PHB 145 (weapons), PHB 154 (tools), PHB 174 (skills) and create their own list for proficiencies the PC might gain (this can be overpowering, depending on the campaign you're running); Gate Hazard: see Undermountain features above (the pillar to the right of the jade pillar is the gate); Random Gate Hazard: see Undermountain features above, follow the details in the module for this random gate. 38. Death Mold: treat as yellow mold (DMG 105). 40. Spell-trapped door and window: any creature touching the door or window is subject to Hold Person (PHB 250, save at disadvantage), and the trap can be detected with a DC 15 Perception check or a DC 10 Arcana check. Obliterating the glyph will disable the trap, as will a Dispel Magic spell. 43A. Fountain of Youth: creatures drinking from the water get younger by 1d4 years and receive the benefits of a cure wounds spell after a long rest. 45 Gates: see Undermountain features above, follow the details in the module for each gate; Spell-trapped door: creatures touching the door are subject to a suggestion spell (PHB 279), and the trap can be detected with a DC 15 Perception check or a DC 10 Arcana check. Obliterating the glyph will disable the trap, as will a Dispel Magic spell; Room 3: if Spite or Kumar are not with a creature entering the room, that creature triggers a stinking cloud spell (PHB 278). Area of Interest E. Reverse-Gravity Hazard: treat area as under the effects of a permanent reverse gravity spell (PHB 272). Tobriand's Graveyard Intro, Mobile Gate: treat basic combat stats per Will o Wisp (MM 301), but note that it cannot be harmed unless struck by a weapon of +3 enchantment, in which case it creates a 'gate explosion,' subjecting everyone in a 30 ft radius to its gate effect. Otherwise, in combat, the mobile gate sends a creature to Tobriand's graveyard on a successful hit. Treat this gate effect per Undermountain features above. Complex, Entry Gate: see Undermountain features above, follow the details in the module for the gate properties. Complex, Exit Gate: see Undermountain features above, follow the details in the module for the gate properties. Complex, Random Undermountain Gate: see Undermountain features above, follow the details in the module for the gate properties. 1. Heat Hazard: treat as Extreme Heat (DMG 110). 5. Heat Hazard: treat as Extreme Heat (DMG 110). 18. Magic Dead Zone: see Undermountain features above. 19. Magic Dead Zone: see Undermountain features above. 20. Magic Dead Zone: see Undermountain features above; Gates: see Undermountain features above, follow the details in the module for the gate properties. Area of Interest B. Magic Dead Zone: see Undermountain notes above. Muiral's Gauntlet Muiral's Gauntlet Effects (throughout): the entire complex is under a permanent guards and wards spell (PHB 248), and dispel magic will eliminated one effect of the spell for 1d4 turns, after which it returns to effect; Faerie Fire: all non-natural passages and rooms are dimly lit per faerie fire (PHB 239); Resistant Undead: undead saving vs. a turn undead effect receive advantage on the Wisdom save to avoid being turned; Mirrored Gate: treat the described mirrored gate's triggering mechanism as a gaze attack (Wis save DC 15 to avoid); treat horror effect per fear spell (PHB 239, DC 15 to avoid). 1. Horror Mirrors: treat horror effect per fear spell (PHB 239, DC 15 to avoid). 4. Warded Door: treat as a password-protected door (any name will serve as the password); the password is needed to bypass the effects of glyph of warding (PHB 246) using the spell glyph option to release shocking grasp (PHB 275) on any creature not saying the password. This enchantment can be broken with Dispel Magic. 6. Altar Hazard: treat the altar as affected by a hallow spell (PHB 249): the spell affects nondrow creatures, who must first make a Charisma saving throw DC 15 to avoid the spell. If the creature fails, add the following effect: it takes 4d8 lightning damage for touching the altar. 8. Gendered Stairs: if a creature does not go down the stairs corresponding to his/her gender, the creature first notices a deep fog and then is subjected to Teleport (PHB 281), which sends the creature back to the top of the stairs. Undead cannot enter the area, per Hallow spell (PHB 249). 9 & 10. No Weapons Allowed: treat weapons carried north to Teleport (PHB 281), per the module. 17. Green Slime: see DMG 105. 24. Glyph of Warding: treat effects per the spell (PHB 246), storing a hold person spell (PHB 251). 29. Poison Ink: creatures reading through or handling the books are subjected to this poison. Treat effects as Oil of Taggit (DMG 258). 33. Glyph of Warding: treat effects per the spell (PHB 246), storing a feeblemind spell (PHB 239) for spellcasting creatures. 40. Green Slime Spores: treat Green Slime, see DMG 105. 47. Teleportation Circle: treat as teleportation circle (PHB 282), with the 'key' to enable it as described in the module. 48. Teleportation Circle: treat as teleportation circle (PHB 282), with the 'key' to enable it as described in the module. It works the same way as in 47. 53. Disposal Hazard: treat room as being under the effect of a permanent area of effect enchantment per Green Slime (DMG 105). Change saving throw type to Constitution, since the PCs are trying to endure it, not dodge the dropping slime. Allow them this save each round that they are in the room. 57. Dispel Magic Hazard: treat as glyph of warding (PHB 246) with the spell storing feature which casts dispel magic (PHB 234) using a 9th level spell slot. An Arcana check DC 15 reveals the dwemer, and a successful Investigation check DC 15 spots the glyph at the top of the doorway; obliterating it disables the trap. 60. Confusing Illusions: treat the room as affected by programmed illusion (PHB 269), Wis save DC 17. 63. Suggestion Hazard: treat effects as described in the module (failing a save means PC suspects a random party member has been replaced with a doppleganger), using suggestion (PHB 279) as the spell mechanic. A Wis save DC 17 avoids the effect. 70. Wall of Force Hazard: if PCs try to remove books from the room, treat the doorways as affected by Wall of Force (PHB 285). 71. Retributive Strike Hazard: if PCs ignore the warning or try to remove books from the
room, they are subjected to symbol: death (PHB 280) inscribed on the doorway (Investigation and save DC 17). If the triggering PC sustains damage, the book they held is destroyed. 74. Brown Mold Hazard: treat as brown mold (DMG 105); Green Slime Hazard: treat as green slime (DMG 105). 88. Wall of Force Hazard: if PCs try to leave the area, treat the doorways as affected by Wall of Force (PHB 285); Wand-Bearing Statues: if PCs approach the statues, treat them as FireBreathing Statues (DMG 122, replacing fire damage with lightning). If hard pressed, Muiral can use his action to have a statue cast a lightning bolt spell (PHB 255) at a target; Gate Home: treat as teleportation circle (PHB 282), bringing the PCs back to a familiar area they recognize (DM's choice where this is). Area of Interest A. Mirror Gate: treat as a teleportation circle (PHB 282) if activated by Muiral; breaking the mirror subjects the creature to cause wounds spell, cast with a third level spell slot (treat mechanics per cure wounds, PHB 230, but dealing damage rather than curing it). Area of Interest B. Magic-dead Zone: see Undermountain notes above. Area of Interest E. Net Traps: treat as falling net trap (DMG 122); Pit Trap: treat as hidden pit trap (DMG 122). Area of Interest G. Web Corridors: treat corridors as difficult terrain affected by webs (DMG 105). Area of Interest H. Toxic Gas: treat as stinking cloud (PHB 278). This is a nonmagical effect. Monsters/NPCs Wyllowwood 1. Freshwater Scrags: treat as troll (MM 291, CR 5 (1,800xp each)) with aquatic traits (amphibious, swim speed of 20 ft.). 2. Bone Room, Skeletons: treat as skeletons (MM 272, CR ¼ (50xp each)); Animal Skeletons: treat as a swarm of rats (MM 339, CR ¼ (50xp each)) with skeleton traits (vulnerability to bludgeoning; immune to poison, exhaustion, poisoned; undead nature); Monster Skeletons: treat as minotaur skeleton (MM 273, CR 2 (450xp each)). 2. East Room, Shadows: treat as shadow (MM 269, CR ½ (100xp each)). 3. Lemon Fish: treat as swarm of quippers (MM 338, CR 1 (200xp each)). 4. Water Beetle: treat as giant fire beetle (MM 325, CR 0 (1-10xp each)). 5. Wattley: treat as swarm of quippers (MM 338, CR 1 (200xp each)). 9. Minotaurs: treat as minotaurs (MM 223, CR 3 (700xp each)). 12. Stone Pudding: treat as black pudding (MM 241, CR 4 (1,100xp each)). 14. Heucuvas: treat as Bodak (VGM 127, CR6 (2,300xp)). 16. Sea Hags: treat as sea hags (MM 179, CR 2 (450xp each)). 20. Sirane: treat as commoner (MM 345, CR 0 (10xp)) with elf traits (see PHB 23). 21. Ogre: treat as ogre (MM 237, CR 2 (450xp)); Merrow: treat as merrow (MM 219, CR 2 (450xp each)); Werewolf: treat as werewolf (MM 211, CR 3 (700xp)). 22. Bi-nou: treat as earth elemental (MM 124, CR 5 (1,800xp each)). 24. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Cheetah: treat as tiger (MM 339, CR 1 (200xp)). 25. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Priests: treat as priest (MM 348, CR 2 (450xp each)). 26. Initiates: treat as cultist (MM 345, CR 1/8 (25xp each)); Priests: treat as priest (MM 348, CR 2 (450xp each)). 27. Eul & Dormit: treat as priest (MM 348, CR 2 (450xp each)); Takund & Wert: treat as priest (MM 348, CR 2 (450xp each)); Brynd & Mirko: treat as gladiator (MM 346, CR 5 (1,800xp each)). 32. Spitting Snakes: treat as giant poisonous snakes (MM 327, CR ¼ (50xp each)) with a spit attack (range 20, use bite attack stats); Benita: treat as war priest (VGM 218, CR 9 (5,000xp)). 34. Rug of Smothering: treat as rug of smothering (MM 20, CR 2 (450xp)). 35. Priests: treat as priest (MM 348, CR 2 (450xp each)). 36. Wyllow's Wood Random Encounters: use the Forest Encounters table in XGE (97-100). 38. Water Elemental: treat as water elemental (MM 125, CR 5 (1,800xp)); Stone Golem: treat as stone golem (MM 170, CR 10 (5,900xp)). 39. Haunts: treat as wraiths (MM 302, CR 5 (1,800xp each)). 40. Ogres: treat as ogres (MM 237, CR 2, (450xp each)). 41 & 42. Warthog: treat as giant boar (MM 323, CR 2 (450xp)); Elephant: treat as elephant (MM 322, CR 4 (1,100xp)); Giant Skunk: treat as giant weasel (MM 329, CR 1/8 (25xp each) but add Stench quality per Troglodyte (MM 290)); Giant Porcupine: treat as manticore (MM 213, no fly speed; no languages; only two attacks (bite and spikes), effective CR 2 (450xp each)); Giant Weasel: treat as giant weasel (MM 329, CR 1/8 (25xp each)); Wyllow: treat as archdruid (VGM 210, CR 12 (8,400xp)). 43. Valdemar: treat as adult green dragon (MM 94, CR 15 (13,000xp)); Worgs: treat as worg (MM 341, CR ½ (100xp each)); Giant Rats: treat as giant rat (MM 327, CR 1/8 (25xp each)). 44. Garrik Oakspear: treat as Assassin (MM 342, CR 8 (3,900xp)). 45. House, Spite: treat as archmage (MM 342, CR 12 (8,400xp)); Kumar: treat as Oni (MM 239, CR 7 (2,900xp)); Flareater: treat as fire elemental (MM 125, CR 5 (1,100xp)). 45. Caverns, Rafiqa: treat as marid (MM 146, CR 11 (7,200xp)); Subterranean Lizards: treat as giant lizard (MM 326,CR ¼ (50xp each)). Area of Interest A. Stone Pudding: treat as black pudding (MM 241, CR 4 (1,100xp)). Area of Interest D. Drow Spy: treat as Drow (MM 128, CR ¼ (50xp)). Area of Interest F. Dense Pudding: treat as black pudding (MM 241, CR 4 (1,100xp each)). Area of Interest G. Haunt: treat as ghost (MM 147, CR 4 (1,100xp)). Area of Interest H. Gray Pudding: treat as gray ooze (MM 243, CR ½ (100xp)). Tobriand's Graveyard 1. Metal Guard: treat as Shield Guardian (MM 271, CR 7 (2,900xp)). 2. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 3. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each). 4. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 5. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Salamander: treat as salamander (MM 266, CR 5 (1,800xp)). 6. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive
perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 7. Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each); Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 8. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 9. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 10. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each); Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 11. Thanatars: treat as giant scorpion (MM 327) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; add 1d6 lightning damage for claw attacks; add green dragon wyrmling's gas breath attack (recharge 5-6), making their effective CR 5 (1,800xp each). 12. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 13. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 14. Silversann: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 15. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each). 16. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each); Ferragans: treat as giant crab (MM 324) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Claw attack +5 to hit, dealing 1d4+3 piercing damage plus 1d6 lightning damage, making their effective CR 1 (200xp each). 17. Silversanns: treat as giant centipedes (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; Antennae attack +5 to hit, dealing 1d4+3 piercing damage, making their effective CR 1/2 (100xp each); Squch: treat as scaladar (WDMM Appendix A, CR 8 (3.900xp)). L1-L6 Metal Monsters (mining): treat as giant badger (MM 323) with the following modifications: it is a construct; damage immunities vs. poison, and from nonmagical attacks; conditions immunities vs. charmed, exhaustion, frightened, paralyzed, petrified, poisoned; truesight 60 ft.; passive perception 12; magic resistance; attacks at +5 to hit, dealing 1d6+3 piercing damage (bite) and 2d6+3 slashing damage (claws), making their effective CR 1 (200xp each). Area of Interest A. Blood Worm: treat as plesiosaurus (MM 80, CR 2 (450xp)). Area of Interest B. Subterranean Lizard: treat as giant lizard (MM 326, CR ¼ (50xp)). Area of Interest D. Slithering Tracker: treat as as slithering tracker (VGM 191, CR 3 (700xp)). Area of Interest F. Cave Fishers: treat as cave fisher (VGM 130, CR 3 (700xp)). Area of Interest G. Trapper: treat as trapper (VGM 194, CR 3 (700xp)). Muiral's Gauntlet 2. Banshee: treat as Banshee (MM 23, CR 4, (1,100xp)). 5. Wraith-Spiders: treat as Phase Spider (MM 334, CR 3 (700xp each)). 5. Bugbears: treat as Bugbear (MM 33, CR 1, (200xp each)). 6. Ghost: treat as Ghost (MM 147, CR 4 (1,100xp)). 12. Crystal Ooze: treat as Water Elemental (MM 125, CR 5 (1,800xp)), but grant it the Invisible in Water trait per Water Weird (MM 299). 14. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 18. Rot Grubs: treat as Swarms of Rot Grubs, (VGM 208, CR 1/2 (100xp each)). 20. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 26. Shadow Lurker: treat as Wraith (MM 302, CR 5 (1,800xp)). 28. Ghost: treat as Ghost (MM 147, CR 4 (1,100xp)). 31. Ju-Ju Zombies: treat as Greater Zombie (TYP 237, CR 5 (1,800xp each)); Monster Zombies: choose any monster you would like, and give it undead qualities (Undead Fortitude per zombie (MM 316); immunity to poison and being poisoned. Use the same CR as the monster you choose). 35. Rat Skeletons: treat as Giant Rat (MM 327, CR 1/8 (25xp)) with skeleton qualities (damage vulnerability to bludgeoning; damage immunity to poison; condition immunities to exhaustion and poisoned). 36. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 38. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 39. Cloaker: treat as Cloaker (MM 41, CR 8 (3,900xp)). 44. Poltergeist: treat as Specter (MM 279), using the Poltergeist variant (CR 2 (450xp)).
55. Wraiths: treat as Wraith (MM 302, CR 5 (1,800xp each)). 58. Shadows: treat as Shadow (MM 269, CR 1/2 (100xp each)). 61. Spectre: treat as Specter (MM 279, CR 1, (200xp)). 67. Headmaster Specter: treat as Lich (MM 202) with the following modifications: AC 15; fly speed 30 (hover); no legendary resistance; no rejuvenation; no legendary actions; no lair abilities; add incorporeal movement per specter (MM 279); keep the lich's attack roll, damage, and DC for the save, but treat it as a Life Drain attack per specter (MM 279). Treat CR as 15 (13,000 xp). 68. Air Elemental: treat as Air Elemental (MM 124, CR 5 (1,800xp)). 74. Violent Fungus: treat as Violent Fungus (MM 138, CR 1/4 (50xp each)); Shrieker Fungus: treat as Shrieker (MM 138, CR 0 (10xp each)); Roper: treat as Roper (MM 261, CR 5 (1,800xp each)); Driders: treat as Drider (MM 120, CR 6 (2,300xp each)). 75. Huge Bats: treat as Giant Bat (MM 323, CR 1/4 (50xp each)); Rhinoceros Beetles: treat as Ankheg (MM 21, CR 2 (450xp each)); Bulettes: treat as Bulette (MM 34, CR 5 (1,800xp each)); Giant Centipedes: treat as Giant Centipede (MM 323, CR ¼ (50xp each)); Fire Lizard: treat as Red Guard Drake (VGM 158, CR 2 (450xp)); Giant Lizards: treat as Giant Lizard (MM 326, CR ¼ (50xp each)); Subterranean Lizards: treat as Giant Lizard (MM 326, CR ¼ (50xp each)), but with a burrowing speed (instead of climb), and tremorsense instead of darkvision; Gray Ooze: treat as Gray Ooze (MM 243, CR ½ (100xp)); Piercers: treat as Piercer (MM 252, CR ½ (100xp each)); Huge Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)); Phase Spiders: treat as Phase Spider (MM 334, CR 3 (700xp each)); Will-o-Wisp: treat as Will-o-Wisp (MM 301, CR 2 (450xp)). 85. Greater Mimic: treat as Mimic (MM 220), but make it a Large creature (bumping HD to d10s), making its overall CR 3 (700xp)). 88. Muiral: treat as Muiral (WDMM 314, CR 13 (10,000xp)). Area of Interest D. Mites: treat as Kobolds (MM 195, CR 1/8 (25xp each)). Area of Interest E. Mites: treat as Kobolds (MM 195, CR 1/8 (25xp each)). Area of Interest F. Giant Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)). Area of Interest G. Watch Spiders: treat as Giant Spider (MM 328, CR 1 (200xp each)). Area of Interest J. Gargoyles: treat as Gargoyle (MM 140, CR 2 (450xp)).