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Published by archangel777, 2022-09-10 15:12:56

Classic_Modules_Today_H4_Throne_of_Bloodstone_(5e)

Classic_Modules_Today_H4_Throne_of_Bloodstone_(5e)

MoCdlualsesiCcoAnvdevresnitounreH4

BTlhorToodhnseetoonfe

Conversion Guide by Steven
Bruso

For Character Levels 18+

Classic Modules Today

A D&D 5th Edition Conversion of the Early Edition Adventure Module

H-4 The Throne of
Bloodstone

Conversion Guide

Introduction: In 1988, TSR published the module named “The Throne of
Bloodstone” with the code “H4”. It was written by Douglas Niles and Michael
Dobson as the culmination to the H-series, which came to be known as a high-
level adventure series of modules. The module is the longest in the H-series, and

like H2, it offers opportunities to use Battlesystem rules for the large-scale
battles. Nonetheless, H4 provides a sufficiently flexible story to allow DM's to
either use or ignore the mass combat components of the adventure. H4 consists

of a 96-page story, with several pages of maps for battle encounters and
dungeon exploration. This conversion guide allows DMs to run the original
module with 5th Edition rules and provides a reference sheet for encounters.

A 10+ hour adventure for 16th-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. 1H4 THRONE BLOODSTONE CONVERSION

Not for resale. Permission granted to print or photocopy this document for personal use only. 2H4 THRONE BLOODSTONE CONVERSION

H4: The Throne of Bloodstone

Introduction However, DMs wishing to run some of the module's
scenarios as mass combat adventures can certainly
To use this conversion guide you will need a copy of do so. To date, there have been two Unearthed
“H4: The Throne of Bloodstone”, originally available Arcana releases that DMs can consult to run the
in hard-copy and now for sale in Digital format at applicable scenes as large-scale combat:
www.dndclassics.com.
UA's Mass Combat article (link:
This document gives DMs advice to convert the https://media.wizards.com/2017/dnd/downloads/201
module to the latest 5th Edition rules and guidance 7_UAMassCombat_MCUA_v1.pdf )
on preparing the adventure. A list of random
encounters are provided for different areas. Most and UA's When Armies Clash article (link:
creatures refer to stat blocks in the D&D 5e Monster http://media.wizards.com/2015/downloads/dnd/UA_B
Manual. Some foes have full stat blocks in the attlesystem.pdf ).
Special Creatures section at the end of this
conversion guide. DMs opting for either of these routes should consult
those rules in advance, and instead of running the
Page listings may refer to abbreviations: PHB encounters listed here at the squad-level, he/she can
(Player's Handbook), MM (Monster Manual), DMG use the converted monsters and characters of this
(Dungeon Master Guide), Volo's Guide to Monsters module to form the larger units indicated by the
(VGM), Tales from the Yawning Portal (TYP), Out of original module.
the Abyss (OoA), Rise of Tiamat (RoT), Tomb of
Annihilation (ToA), Xanathar's Guide to Everything Furthermore, while the original module advertised
(XGE), and CR (Challenge Rating). All other page itself as an adventure for characters up to 100th
number refer to the locations in the original level, no character advancement table had ever
'Bloodstone Wars' module. Key text is in bold for proceeded that far. For this module, Dms should
easy scanning. Magic items are noted in italics. consult the Epic Boons option in the DMG, 231 and
consider using them to offer prestigious awards to
Note: magic items in 5th Edition have a rarity rating 20+ leveled characters. Alternatively, Dms could
to ensure game balance. In this conversion, I have source epic level advancement options on the
kept the original items when possible, but I have DmsGuild.
added the rarity in parentheses after each item for
the DM's reference. See DMG 38 and 135 for magic Regardless of what options the DM chooses, since
item rarity and suitable character level before this module is story-driven, the conversion will thus
running the adventure, and make adjustments be broken up according to the narrative pieces
according to your judgment. (Chapters) that make up the module.

Conversion Principles: While the original module Find more information about this and other early
offered scenarios for DMs to use the now defunct edition conversions at
Battlesystem, there is as of yet no official 5th Edition www.classicmodulestoday.com.
rules for mass combat. Therefore, this module
conversion will thus primarily aim to preserve the Reference Sheet
essence of the storyline of the original module while
using extant, official 5th Edition rules. For convenience, there are Reference Sheet at the
end of this document , which summarize the key
Attending to this principle means that encounters information you'll need during the game onto one
that would have used the Battlesystem rules have concise sheet each. You can print these onto a
been scaled to squad-level sizes to suit the level single, double-sided page (perhaps on colored
range noted on the cover, and to give DM's the cardstock) as a handy tool that you can use
flexibility to manage as many or as little foes at a alongside a hard copy of the module. After reading
time as they choose. By giving the DM the option to this document, all you'll need to run the game is the
keep the numbers of foes the same as in the original original module, the Monster Manual, the Reference
module, but restricting the handling of them to Sheet, and optionally any notes or visuals you've
squads at a time, this conversion lets the DM make prepared.
the game and its mechanics as lethal or as forgiving
as the DM deems appropriate.

Not for resale. Permission granted to print or photocopy this document for personal use only. 3H4 THRONE BLOODSTONE CONVERSION

H4: Throne of Bloodstone

Adventure Summary

After the war for Bloodstone comes to a standstill
between the armies of Bloodstone led by the PCs
and the armies of the undead, led by the Witch-King
of Vaasa, the PCs and their advisers determine that
the only way to stop the Witch-King for good is to
eliminate the source of his power and prevent his
master Orcus from harassing the Realms. Doing so
means that the PCs will need to enter the Abyss,
confront Orcus, and steal the Wand of Orcus to save
Bloodstone and the Realms.

Converting to the
Realms

Following the publication of “The Mines of
Bloodstone (H2)”, the setting for the adventure was
absorbed into the Forgotten Realms setting. The
Kingdom of Damara and Vaasa can be found in
Northeast Faerûn, with Bloodstone located in the
Bloodstone pass.

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 4

H4: Throne of Bloodstone

GM Notes Chapter 3

Chapter 1 This chapter finds the PC's in the Realm of Orcus, as
they try to locate the Wand.
In this chapter, the PCs must break into the Citadel
of the Witch-King and find their way into the Abyss. Special rules and tactics to brush up on prior to the
The Citadel is surrounded by strange, swirling magic game:
which affects visibility and the environmental
conditions there. • Leverage Conversation Reaction table (DMG

Special rules and tactics to brush up on prior to the 245) for NPC reactions.
game:
• Familiarize yourself with boss characters and
• Familiarize yourself with Zhengyi, Arctigis, and
their tactics; they will play to their strengths and
their tactics; they will play to their strengths and exploit every advantage they can get.
exploit every advantage they can get.
• Know how to use perception rules for encounters
• Know how to use perception rules for encounters
and ambushes.
and ambushes.
• As much of this chapter features many outdoor
• As much of this chapter features outdoor
encounters in varying environmental conditions,
encounters, see DMG 109-111 for weather see DMG 109-111 for weather effects.
effects.
• Know how to use movement rules that might
• Know how to use movement rules that might
come into play during encounters (climbing
come into play during encounters (climbing speed, difficult terrain, etc.) as well as vision
speed, difficult terrain, etc.) as well as vision rules, which might be affected by weather and
rules, which might be affected by weather and thereby affect PC combat abilities. See PHB 182-
thereby affect PC combat abilities. See PHB 182- 185.
185.
• Know how to adjudicate cover and its effects on
• Know how to adjudicate cover and its effects on
AC and saving throws. See PHB 196; DMG 251,
AC and saving throws. See PHB 196; DMG 251, 272.
272.
Chapter 4
Chapter 2
In this chapter, the PC's find themselves in Orcus's
In this chapter, the PCs enter into the abyss and fortress and try to steal the Wand and make it back
attempt to find their way to Orcus's layer. Many of out alive.
the conduits lead to pocket realms with widely
varying conditions. Special rules and tactics to brush up on prior to the
game:
Special rules and tactics to brush up on prior to the
game: • Familiarize yourself with boss characters and

• Leverage Conversation Reaction table (DMG their tactics; they will play to their strengths and
exploit every advantage they can get.
245) for NPC reactions.
• Know how to use perception rules for encounters
• Familiarize yourself with boss characters and
and ambushes.
their tactics; they will play to their strengths and
exploit every advantage they can get. • As portions of this chapter take place outdoors,

• Know how to use perception rules for encounters see DMG 109-111 for weather effects.

and ambushes. • Also know how to use movement rules that might

• As much of this chapter features many outdoor come into play during encounters (climbing
speed, difficult terrain, etc.) as well as vision
encounters in varying environmental conditions, rules, which might be affected by weather and
see DMG 109-111 for weather effects. thereby affect PC combat abilities. See PHB 182-
185.
• Know how to use movement rules that might

come into play during encounters (climbing
speed, difficult terrain, etc.) as well as vision
rules, which might be affected by weather and
thereby affect PC combat abilities. See PHB 182-
185.

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 5

H4: Throne of Bloodstone

Random Encounters which you can simply choose from.
Type 1 Demons: treat as Barlgura (MM 56, CR 5
Chapter 1 (1,800xp)) or Shadow Demon (MM 64, CR 4
(1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's
Roll 1d8 3d6 Wraiths choice.
1. 1d6 Type 1 Demons 5. 1d6 Specters Type 2 Demons: treat as Chasme (MM 57, CR 6
2. 1d6 Type 2 Demons 6. Banshee (2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). DM's
3. 1d4 Succubi/Incubi 7. 2d10 Manes choice.
4. 1d4 Type 3 Demons 8. Type 3 Demons: treat as Glabrezu (MM 58, CR 9
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
Type 1 Demons: treat as Barlgura (MM 56, CR 5 choice.
(1,800xp)) or Shadow Demon (MM 64, CR 4 Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13
(1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's (10,000xp)).
choice. Type 5 Demons: treat as Marilith (MM 61, CR 16
Type 2 Demons: treat as Chasme (MM 57, CR 6 (15,000xp)).
(2,300xp)) or Hezrou (MM 60, CR 8 (3,900xp). DM's Type 6 Demons: treat as Goristro (MM 59, CR 17
choice. (18,000xp)) or Balor (MM 55, CR 19 (22,000xp)).
Succubi/Incubi: treat as Succubus/incubus (MM 285, DM's choice.
CR 4 (1,100xp)). Giant Scorpions: treat as Giant Scorpions (MM 327,
Type 3 Demons: treat as Glabrezu (MM 58, CR 9 CR 3 (700xp each)).
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's Shadow Mastiff: treat as Shadow Mastiff (VGM 190,
choice. CR 2 (450xp each)).
Wraiths: treat as Wraith (MM 302, CR 5 (1,800xp)). Dustdiggers: treat as Dust Mephit (MM 215, CR ½
Specters: treat as Specter (MM 279, CR 1 (200xp)). (100xp each)).
Banshee: treat as Banshee (MM 23, CR 4 (1,100xp)). Dun Pudding: treat as Black Pudding (MM 241, CR 4
Manes: treat as Manes (MM 60, CR 1/8 (25xp)). (1,100xp each)) with the following modifications:
corrosive ability dissolves metal and leather only;
Chapter 2: Pazunia immune to acid, cold, and poison damage.
Crypt Thing: treat as Mummy (MM 328, CR 3 (700xp
Roll 1d6 4. 1d2 Nabassu each)).
1. 1d6 Type 3 Demons 5. 1d6 Chasme Purple Worm: treat as Purple Worm (MM 255, CR 15
2. 1d6 Type 4 Demons 6. 1 Demon Lord (13,000xp each)).
3. 1d6 Type 5 Demons Dune Stalker: treat as Invisible Stalker (MM 192, CR
6 (2,300xp each)).
Type 3 Demons: treat as Glabrezu (MM 58, CR 9 Groaning Spirit: treat as Banshee (MM 23, CR 4
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's (1,100xp each)).
choice. Huecuva: treat as Bodak (VGM 127, CR 6 (2,300xp
Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13 each)).
(10,000xp)). Medusa: treat as Medusa (MM 214, CR 6 (2,300xp
Nabassu: treat as Marilith (MM 61, CR 16 each)).
(15,000xp)). Retch-plants: treat as Tri-frond Blossom (ToA 234, CR
Chasme: treat as Chasme (MM 57, CR 6 (2,300xp)). ½ (100xp each)).
Demon Lord: choose from Fraz-Urb'luu, Lolth, Vampire: treat as Vampire (MM 297, CR 13
Pazuzu, or Kostchtchie (roll 1d4 to determine (10,000xp each)).
randomly). Then, treat as the following: Fraz'Urbluu Volts: treat as Magma Mephit (MM 216, CR ½ (100xp
(OoA 238, CR 23 (50,000xp)); Lolth (see Special each)) with the following modifications: replace fire
Monsters); Pazuzu (see Special Monsters); and damage and immunity with electricity damage and
Kostchtchie (see Special Monsters). immunity; false appearance ability applies to rock
(creature looks like a rock when motionless); innate
Pazunia: Desert Layer spellcasting ability should be changed from heat
metal to Scorching Ray, which deals electrical
No random monster table is provided, nor are damage instead of fire damage.
guidelines given for how frequent encounters should
occur. Nonetheless, the module suggests some For other options, see DMG 302 for lists of monsters
potential monstrous candidates for encounters, in desert terrain; and a much better, efficient
encounter table for desert terrain in XGE 95-97.

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 6

H4: Throne of Bloodstone

Pazunia: Glacial Layer Pazunia: Realm of Demogorgon

No random monster table is provided, nor are No random monster table is provided, nor are
guidelines given for how frequent encounters should guidelines given for how frequent encounters should
occur. Nonetheless, the module suggests some occur. Nonetheless, the module suggests some
potential monstrous candidates for encounters. potential monstrous candidates for encounters.
Type 1 Demons: treat as Barlgura (MM 56, CR 5
(1,800xp)) or Shadow Demon (MM 64, CR 4 Type 1 Demons: treat as Barlgura (MM 56, CR 5
(1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's (1,800xp)) or Shadow Demon (MM 64, CR 4
choice. (1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's
Type 2 Demons: treat as Chasme (MM 57, CR 6 choice.
(2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). DM's Type 2 Demons: treat as Chasme (MM 57, CR 6
choice. (2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). DM's
Type 3 Demons: treat as Glabrezu (MM 58, CR 9 choice.
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's Type 3 Demons: treat as Glabrezu (MM 58, CR 9
choice. (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13 choice.
(10,000xp)). Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13
Type 5 Demons: treat as Marilith (MM 61, CR 16 (10,000xp)).
(15,000xp)). Type 5 Demons: treat as Marilith (MM 61, CR 16
Type 6 Demons: treat as Goristro (MM 59, CR 17 (15,000xp)).
(18,000xp)) or Balor (MM 55, CR 19 (22,000xp)). Type 6 Demons: treat as Goristro (MM 59, CR 17
DM's choice. (18,000xp)) or Balor (MM 55, CR 19 (22,000xp)).
Ice Devils: treat as Ice Devils (MM 75, CR 14 DM's choice.
(11,500xp each)). Dinosaurs: choose from Allosaurus (MM 79, CR 2
White Dragons: treat as Adult White Dragons (MM (450xp each)); Ankylosaurus (MM 79, CR 3 (700xp
101, CR 13 (10,000xp each). each)); Brontosaurus (VGM 139, CR 5 (1,800xp
Ice Para-elementals: treat as Water Elemental (MM each)); Deinonychus (VGM 139, CR 1 (200xp each));
125) with the following modifications: AC 17; Dimetrodon (VGM 139, CR ¼ (50xp each));
damage vulnerabilities thunder and bludgeoning Hadrosaurus (VGM 140, CR ¼ (50xp each));
from magical weapons; no resistance to Pleiosaurus (MM 80, CR 2 (450xp each)); Pteranodon
bludgeoning; ice glide: can burrow through ice and (MM 80, CR ¼ (50xp each)); Quetzalcoatlus (VGM
snow without disturbing the material; Ice Breath, 140, CR 2 (450xp each)); Stegosaurus (VGM 140, CR
treat as breath weapon of Young White Dragon (MM 4 (1,100xp each)); Triceratops (MM 80, CR 5
101). (1,800xp each)); Tyrannosaurus Rex (MM 80, CR 8
Ice Trolls: treat as Trolls (MM 291, CR 5 (1,800xp (3,900xp each)); Velociraptor (VGM 140, CR ¼ (50xp
each)) with immunity to cold damage. each)).
Remorhaz: treat as Remorhaz (MM 258, CR 11 Girallon: treat as Girallon (VGM 152, CR 4 (1,100xp
(7,200xp each)). each)).
Coffer Corpses: treat as Wight (MM 300, CR 3 (700xp Giant Ape: treat as Giant Ape (MM 323, CR 7
each)). (2,900xp each)).
Ogre Mage: treat as Oni (MM 239, CR 7 (2,900xp
each)). For others, see DMG 303 for lists of monsters by
Sons of Kyuss: treat as Spawn of Kyuss (VGM 192, grasslands terrain; and a much better, efficient
CR 5 (1,800xp)). encounter table by grasslands terrain in XGE 100-
Night Hags: treat as Night Hag (MM 178, CR 5 101. Alternatively, DMs could use the random
(1,800xp each)). encounter table provided in ToA 195-196 for jungle
Brain Moles: treat as Intellect Devourers (MM 191, encounters, which better describes this layer's
CR 2 (450xp each)). terrain.
Frost Giants: treat as Frost Giants (MM 155, CR 8
(3,900xp each)). Demogorgon: treat as Demogorgon (OoA 236, CR 26
Tenebrous Worms: treat as Carrion Crawler (MM 37, (90,000xp)).
CR 2 (450xp each)).
Pazunia: Maelstrom Layer
For others, see DMG 302 for lists of monsters in
arctic terrain; and a much better, efficient encounter No random monster table is provided, nor are
table by arctic terrain in XGE 92-94. guidelines given for how frequent encounters should
occur. Nonetheless, the module suggests some

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 7

H4: Throne of Bloodstone

potential monstrous candidates for encounters. For others, see DMG 305 for lists of monsters by
underwater terrain; and a much better, efficient
Gibbering Mouther: treat as Gibbering Mouther (MM encounter table by underwater terrain in XGE 109-
157, CR 2 (450xp each)). 110.
Froghemoth: treat as Froghemoth (VGM 145, CR 10
(5,900xp each)). Pazunia: Demonweb Pits
Gauth: treat as Gauth (VGM 125, CR 6 (2,300xp
each)). No random monster table is provided, no
Morkoth: treat as Morkoth (VGM 177, CR 11 suggestions of potential monsters described, nor are
(7,200xp each)). guidelines given for how frequent encounters should
Beholder: treat as Beholder (MM 28, CR 13 occur. DMs should see DMG 304 for lists of monsters
(10,000xp each)). by underdark terrain; and a much better, efficient
Xorn: treat as Xorn (MM 304, CR 5 (1,800xp each)). encounter table by underdark terrain in XGE 106-
109.
For others, DMs could simply treat the chaotic,
swirling environment of the Maelstrom as consisting Lolth: see Special Creatures.
of small, relatively-stable ecosystems corresponding
to various terrain types. In other words, at one Pazunia: Layer of Rock
moment, PCs may leap upon a patch of land that
resembles a forest. At another moment, PCs may No random monster table is provided, nor are
walk through a cave on that forest patch and end up guidelines given for how frequent encounters should
in a patch of land resembling a mountain range. See occur. Nonetheless, the module suggests some
DMG 302-305 for lists of monsters by terrain; and potential monstrous candidates for encounters.
much better, efficient encounter tables by terrain in
XGE 92-112. Type 1 Demons: treat as Barlgura (MM 56, CR 5
(1,800xp)) or Shadow Demon (MM 64, CR 4
Pazunia: Abyssian Ocean (1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's
choice.
No random monster table is provided, nor are Type 2 Demons: treat as Chasme (MM 57, CR 6
guidelines given for how frequent encounters should (2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). DM's
occur. Nonetheless, the module suggests some choice.
potential monstrous candidates for encounters. Type 3 Demons: treat as Glabrezu (MM 58, CR 9
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
Water Naga: treat as Spirit Naga (MM 234, CR 8 choice.
(3,900xp each)) with the Amphibious quality. Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13
Marine Trolls: treat as Troll (MM 291, CR 5 (1,800xp (10,000xp)).
each)) with the Amphibious quality. Type 5 Demons: treat as Marilith (MM 61, CR 16
Aquatic Ogres: treat as Ogre (MM 237, CR 2 (450xp (15,000xp)).
each)) with the Amphibious quality. Type 6 Demons: treat as Goristro (MM 59, CR 17
Dragon Turtles: treat as Dragon Turtle (MM 119, CR (18,000xp)) or Balor (MM 55, CR 19 (22,000xp)).
17 (18,000xp each)). DM's choice.
Giant Pike: treat as Giant Shark (MM 328, CR 5 Magmen: treat as Magmin (MM 212, CR ½ (100xp
(1,800xp each)). each)).
Morkoths: treat as Morkoth (VGM 177, CR 11 Lava Children: treat as Magma Mephit (MM 216, CR
(7,200xp each)). ½ (100xp each)).
Sea Dragons: treat as Adult Green Dragon (MM 94, Fire Elementals: treat as Fire Elemental (MM 125, CR
CR 15 (13,000xp each)) with 80ft swim speed and no 5 (1,800xp each)).
flying capability. Earth Elemental: treat as Earth Elemental (MM 124,
Giant Squids: treat as Giant Octopus (MM 326, CR 2 CR 5 (1,800xp each)).
(450xp each)). Salamanders: treat as Salamander (MM 266, CR 5
Kraken: treat as Kraken (MM 197, CR 23 (1,800xp each)).
(50,000xp)). Red Dragons: treat as Adult Red Dragon (MM 98, CR
Water Elemental: treat as Water Elemental (MM 125, 17 (18,000xp each)).
CR 5 (1,800xp each)). Fire Giants: treat as Fire Giant (MM 154, CR 9
Water Weird: treat as Water Weird (MM 299, CR 3 (5,000xp each)).
(700xp each)). Galeb Duhr: treat as Galeb Duhr (MM 139, CR 6
Merrow: treat as Merrow (MM 219, CR 2 (450xp (2,300xp each)).
each)).

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 8

H4: Throne of Bloodstone

Azer: treat as Azer (MM 22, CR 2 (450xp each)). occur. Nonetheless, the module suggests some
Efreeti: treat as Efreeti (MM 145, CR 11 (7,200xp potential monstrous candidates for encounters.
each)).
Fire Snake: treat as Fire Snake (MM 265, CR 1 Type 1 Demons: treat as Barlgura (MM 56, CR 5
(200xp each)). (1,800xp)) or Shadow Demon (MM 64, CR 4
(1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's
Pazunia: Realm of Juiblex choice.
Type 2 Demons: treat as Chasme (MM 57, CR 6
A small random monster table is provided, but it (2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). DM's
does not offer the full range of swamp encounters choice.
available. Instead of restricting encounters to oozes Type 3 Demons: treat as Glabrezu (MM 58, CR 9
and jellies, as suggested, DMs should consult DMG (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
304 for lists of monsters by swamp terrain; and a choice.
much better, efficient encounter table by swamp Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13
terrain in XGE 105-106. (10,000xp)).
Type 5 Demons: treat as Marilith (MM 61, CR 16
Juiblex: treat as Juiblex (OoA 242, CR 23 (15,000xp)).
(50,000xp)). Type 6 Demons: treat as Goristro (MM 59, CR 17
(18,000xp)) or Balor (MM 55, CR 19 (22,000xp)).
Pazunia: Caverns of Zuggtmoy DM's choice.
Giant Centipede: treat as Giant Centipede (MM 323,
No random monster table is provided, nor are CR ¼ (50xp each)).
guidelines given for how frequent encounters should Giant Spider: treat as Giant Spider (MM 328, CR 1
occur. Nonetheless, the module suggests that DMs (200xp each)).
run this layer as Dungeon Level 3 of Temple of Su-Monster: treat as Su-Monster (ToA 232, CR 1
Elemental Evil. DMs wishing to take this route can (200xp each)).
find my conversion on DmsGuild: Volt: treat as Magma Mephit (MM 216, CR ½ (100xp
each)). Make the following modifications: replace fire
http://www.dmsguild.com/product/209010/Classic- damage and immunity with electricity damage and
Modules-Today-T14-Temple-of-Elemental-Evil-5e immunity; false appearance ability applies to rock
(creature looks like a rock when motionless); innate
For other options, use the random encounter table spellcasting ability should be changed from heat
provided in OoA, 210-211 for fungi, ooze, and mold metal to Scorching Ray, which deals electrical
encounters. Alternatively, see DMG 305 for lists of damage instead of fire damage.
monsters by underdark terrain, and choose from Will-o-Wisp: treat as Will-o-Wisp (MM 301, CR 2
fungi, oozes, and molds; or, see XGE 106-109, and (450xp each)).
choose from the fungi, oozes, and molds listed there. Assassin Bug: treat as Ankheg (MM 21, CR 2 (450xp
each)).
Zuggtmoy: treat as Zuggtmoy (OoA 249, CR 23 Elephants: treat as Elephant (MM 322, CR 4 (1,100xp
(50,000xp)). each)).
Leucrotta: treat as Leucrotta (TYP 239 (CR 3,
Pazunia: Glacier of Kostchtchie 700xp)).
Spirit Naga: treat as Spirit Naga (MM 234, CR 8
No random monster table is provided, but the (3,900xp each)).
module suggests some potential monstrous
candidates for encounters. For others, see DMG 302 For others, see DMG 303 for lists of monsters by
for lists of monsters in arctic terrain; and a much grasslands terrain; and a much better, efficient
better, efficient encounter table by arctic terrain in encounter table by grasslands terrain in XGE 100-
XGE 92-94. 101. Alternatively, DMs could use the random
encounter table provided in ToA 195-196 for jungle
Kostchtchie: see Special Creatures. encounters, which better describes this layer's
Kostchtchie's White Dragon mount: treat as Ancient terrain.
White Dragon (MM 100 (CR 20, 24,500xp)).
Leucrotta: treat as Leucrotta (TYP 239 (CR 3, Pazunia: Layer of Vaprak
700xp)).
No random monster table is provided, but the
Pazunia: Temples of Kali module suggests ogres and trolls for encounters.

No random monster table is provided, nor are
guidelines given for how frequent encounters should

Not for resale. Permission granted to print or photocopy this document for personal use only. H4 THRONE BLOODSTONE CONVERSION 9

H4: Throne of Bloodstone

Trolls: treat as Trolls (MM 291, CR 5 (1,800xp each)). Sons of Kyuss: treat as Spawn of Kyuss (VGM 192,
Ogres: treat as Ogres (MM 237, CR 2 (450xp each)). CR 5 (1,800xp)).
Vaprak: treat as Pit Fiend (MM 77) with the following Specters: treat as Specter (MM 279, CR 1 (200xp)).
modifications: remove fly speed; remove immunity Ghouls: treat as Ghoul (MM 148, CR 1 (200xp)).
to fire; remove mace and tail attack; add Babau: treat as Babau (VGM 136, CR 4 (1,100xp)).
Regeneration quality; revise Spell-casting list to Chasme: treat as Chasme (MM 57, CR 6 (2,300xp)).
include detect magic and stinking cloud as at-will Dretch: treat as Dretch (MM 57, CR ½ (100xp)).
spells, and 3/day each of hold monster and wall of Rutterkins: treat as Manes (MM 60, CR 1/8 (25xp)).
thorns. Change save DC to 20. Effective CR of 23 Vrocks: treat as Vrock (MM 64, CR 6 (2,300xp)).
(50,000xp). Hezrou: treat as Hezrou (MM 60, CR 8 (3,900xp)).
Wights: treat as Wight (MM 300, CR 3 (700xp)).
If you wish to vary the kind of creatures PCs might Mummies: treat as Mummy (MM 228, CR 3 (700xp)).
encounter, see DMG 303 for lists of monsters by Ghosts: treat as Ghost (MM 147, CR 4 (1,100xp)).
grasslands terrain; and a much better, efficient Vampires: treat as Vampire (MM 297, CR 13
encounter table by grasslands terrain in XGE 100- (10,000xp)).
101. Alternatively, DMs could use the random Huecuva: treat as Bodak (VGM 127, CR 6 (2,300xp)).
encounter table provided in ToA 195-196 for jungle Skeleton Warriors: treat as Knight (MM 347, CR 3
encounters, which better describes this layer's (700xp)) with skeleton traits (i.e. immune to poison,
terrain. exhaustion, understands languages it knew in life
but cannot speak).
Pazunia: Lair of Laogzed Death Knights: treat as Death Knight (MM 47, CR 17
(18,000xp)).
No random monster table is provided, nor does the
module suggest creature for random encounters. But Chapter 4: Fortress of Orcus Air
given that Laogzed is the demigod of troglodytes, Patrol
DMs can include them in this area as well.

Troglodytes: treat as Troglodytes (MM 290, CR ¼ Roll 1d6 4. 1d8+2 Chasme
(50xp each)). 1. 1d4+1 Type 4 5. 1d4+1 Nabassu
Laogzed: treat as Pit Fiend (MM 77) with the Demons 6. 1 Abyssian Dragon
following modifications: remove fly speed; remove
mace and tail attack; add Chameleon skin quality; 2. 2d6 Type 1 Demons
add Stench quality; revise Spell-casting list to 3. 2d6 Alu-demons
include detect magic and stinking cloud as at-will
spells, and 3/day each of hold monster and cloudkill. Type 4 Demons: treat as Nalfeshnee (MM 62, CR 13
Change save DC to 20. Effective CR of 23 (10,000xp)).
(50,000xp). Type 1 Demons: treat as Barlgura (MM 56, CR 5
(1,800xp)) or Shadow Demon (MM 64, CR 4
Chapter 3 (1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's
choice.
Roll 1d8+1d12 Alu-demons: treat as Cambion (MM 36, CR 5
(1,800xp)).
2. Nabassu 11. 5d6 Rutterkins Chasme: treat as Chasme (MM 57, CR 6 (2,300xp)).
Nabassu: treat as Marilith (MM 61, CR 16
3. Demilich 12. 4d6 Vrocks (15,000xp)).
Abyssian Dragon: treat as Ancient Red Dragon (MM
4. 2d6 Shadow Demons 13. 5d4 Hezrou 96, CR 24 (36,500xp)).

5. 2d6 Sons of Kyuss* 14. 8d6 Wights Chapter 4: Fortress of Orcus
Interior
6. 2d6 Specters 15. 5d10 Mummies

7. 4d12 Ghouls 16. 2d6 Ghosts

8. 2d6 Babau 17. 2d6 Vampires

9. 2d6 Chasme 18. 10d10 Huecuva

10. 5d10 Dretch 19. 2d6 Skeleton

Warriors Roll 1d6
1. 2d6 Babau
20. 2d6 Death Knights 2. 2d4 Type 3 Demons 4. 4d6 Dretch
3. 3d6 Rutterkins 5. 2d6 Barlgura
Nabassu: treat as Marilith (MM 61, CR 16 6. 3d6 Type 1 Demons
(15,000xp)).
Babau: treat as Babau (VGM 136, CR 4 (1,100xp)).
Demilich: treat as Demilich (MM 48, CR 18 Type 3 Demons: treat as Glabrezu (MM 58, CR 9
(20,000xp)). (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's

Shadow Demons: treat as Shadow Demon (MM 64, choice.
CR 4 (1,100xp)).

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H4: Throne of Bloodstone

Rutterkins: treat as Manes (MM 60, CR 1/8 (25xp)). (legendary), bag of devouring (very rare), cape of mountebank
Dretch: treat as Dretch (MM 57, CR ½ (100xp)). (rare), crystal ball (very rare), deck of many things (legendary).
Barlgura: treat as Barlgura (MM 56, CR 5 (1,800xp)). 6: Eye and Hand of Vecna (artifact).
Type 1 Demons: treat as Barlgura (MM 56, CR 5 7: lance +3 (very rare), quarterstaff +3 (very rare), sun blade
(1,800xp)) or Shadow Demon (MM 64, CR 4 (rare), Sword of Answering: Last Quip (legendary).
(1,100xp)) or Vrock (MM 64, CR 6 (2,300xp)). DM's 11: oil of sharpness (very rare), scroll of protection from acid
choice. energy (uncommon), ring of regeneration (very rare), robe of
useful items (uncommon), cloak of displacement (rare).
Magic Items
Traps & Hazards
Chapter 1
Some areas are identified by map location numbers;
Items are identified by who is carrying them, or for traps and hazards without a numerical a map
where they are located, by area number. location, they are simply identified by name.
Arctigis: standard treasure, plus the following placed
items: ring of spell turning (legendary), scrolls of: invisibility Chapter 1
(uncommon), detect magic (common), and haste (uncommon).
Purple Worm Tunnel: medallion of thoughts (uncommon), Land around the Citadel: the landscape and the
wand of fireballs (rare), Potion of Gaseous form (rare), periapt of weather serve as hazards in this section of the
proof against poison (rare), longsword luckblade (legendary), adventure. For vision in this described environment,
shield of missile attraction (rare), dust of sneezing and choking see PHB 183 and DMG 243. Treat daylight conditions
(uncommon). as being lightly obscured, and treat nighttime
Zhengyi: Talisman of Orcus (treat as talisman of ultimate evil, conditions as heavily obscured. For terrain in this
legendary). environment, treat it as difficult terrain. For the
8: 12 swords +1 (uncommon; choose type), eight full plate +1 weather-related hazards, treat the hailstorms as
(rare). being Extreme Cold (DMG 110), in addition to the
Klavikus: ring of protection (rare). damage listed in the module. If characters are flying
10: scrolls of: fireball (uncommon), lightning bolt (uncommon), when the hailstorm starts, see XGE 77.
meteor swarm (legendary), teleport (very rare), globe of 1: Treat the climbing DC of the wall as 20, and treat
invulnerability (very rare), mass suggestion (very rare); potion of the walking surface as a Pit Trap filled with acid.
flying (very rare), ring of regeneration (very rare), robe of eyes Perception DC 20 to detect, treat damage as setback
(rare). for 11th-16th level characters (4d10 acid damage).
Treat the doors in the tunnel as being barred from
Chapter 2 the inside, DC 20 Str to break down with a check, or
AC 17, with 27hp to break down by weapons.
Juiblex, Palace: ring of animal influence (rare), alchemy jug 2: Platform glaze, treat effects as Sovereign Glue
(uncommon), bag of devouring (very rare), periapt of health (DMG 200), but which can be neutralized with lamp
(uncommon), pipes of the sewers (uncommon), ring of the ram oil.
(rare), talisman of ultimate evil (legendary). 3: doors, treat electrically-charged door effects as
22: potions of: climbing (common), greater healing (uncommon), Glyph of Warding (PHB 245), Explosive Runes with
invulnerability (rare); scrolls of: protection from evil and good lightning damage.
(common); book of vile darkness (artifact), necklace of adaptation 5: teleporter, treat target as subject of Teleport spell
(uncommon), scarab of protection (legendary), hat of disguise (PHB 281).
(uncommon), nine lives stealer (very rare). 8: Invisible Net Trap, treat effects as a Falling Net
Trap (DMG 122). Disadvantage to Perception rolls to
Chapter 3 notice the net attached to the ceiling, since it is
invisible (if successful, the PC only notices the
Ter-soth's chest, 1: potions of: fire breath (uncommon), speed unusual detail of four thin ropes seemingly tied to
(very rare), heroism (rare); ring of regeneration (very rare), ring the ceiling in four areas). A Detect Magic spell is
of spell storing (rare), rod of rulership (rare), dust of necessary to detect the invisible net. Slow trap, treat
disappearance (uncommon), helm of brilliance (very rare), mirror effects as Slow (PHB 277), Wis Save DC 18 to avoid.
of life trapping (very rare), robe of archmagi (legendary). 10: Trapped secret room, consisting of Collapsing
3: dagger +1 (uncommon), gem of seeing (rare). Roof Trap (DMG 122), and Locking Pit Trap (DMG
4: elixir of health (rare), portable hole (rare), scroll of protection 122) which deposits PCs into a pit of acid. Trapped
from acid energy (uncommon), ring of evasion (rare), ring of mind chest in that room, treat as Poison Needle Trap (DMG
shielding (uncommon), rod of security (very rare), wand of fear 123).
(rare), quiver of Ehlonna (uncommon), goggles of night 12: Meatgrinder trap, give PCs a Dex Save (DC 15) to
(uncommon), wondrous figurine: obsidian steed (very rare). grab onto a ledge and avoid falling through into the
5: potion of growth (uncommon), ring of elemental command: air

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H4: Throne of Bloodstone

grinder. On a successful save, a PC will then need to 7: treat environment randomly as small, stable
make a Strength check DC 15 to pull him/herself up ecosystems corresponding to various environment
and out of danger. If the check fails by five or more, types. For example, at one point, PCs could be
the PC falls into the grinder. Those who fall into the moving through a desert with heat hazards, and then
grinder are subjected to 10d10 slashing damage fall into a sinkhole that drops them into an arctic
from the grinding blades and are now at the bottom environment with cold hazards.
of a ten foot pit and will need to climb out. PCs who 8: treat as Styx (area 2), but for the whole ocean. For
are in the pit may climb out with a successful seaborne hazards, see DMG 118.
Strength check DC 15, and will take 3d6 slashing 11: treat environment as Extreme Heat (DMG 110).
damage on the way out. 12: for every hour spent in this layer, PCs must make
13: treat as Gas Trap (TYP 218), triggered by opening a Con Save DC 18 or suffer the effects of Stinking
the door. Victims must make a DC 15 Con save or Cloud (278). Note module effects on food and water.
take 10d10 poison damage and be poisoned for 48 14: poisoned food, treat effects as stronger Midnight
hours. On an Investigation Check DC 15, a PC notices Tears (DMG 258), dealing 10d10 damage on a failed
two small metal plates at the top of the door frame DC 18 Con save, or half as much for a successful
(one on the frame, one on the door) that appear to save. Victims who fail are affected by the poisoned
be pinching a thin metal cord between them, with a condition.
small metal endcap preventing it from slipping 17: Styx mud, still subjects PCs to Styx effects (area
through. A successful DC 15 Dexterity check using 2).
thieves tools prevents the wire from releasing the 19: for every hour spent in this layer, there is a 10%
poison gas. cumulative chance for each magical item to lose its
14: teleporter, treat target as subject of Teleport powers forever, assuming that it is not an artifact.
spell (PHB 281). Thus, for the first hour, it's a 10% chance, for the
16: Sliding stairs trap, Dexterity save DC 15 avoids second hour, it's a 20% chance. Note that it is
sliding, but these PCs now must walk, tight-rope unlikely that the PCs will be aware of any of these
style, along the top portion of the sides of the slide effects when they happen (unless they are currently
(Dex check DC 15 for each movement, and treat as using the item when it suddenly cease working).
difficult terrain; failure by 5 or more means they lose 20: treat environment as Extreme Cold (DMG 110).
footing and fall 100 feet below). 25: treat good-aligned characters as subject to
17: for underwater combat, see PHB 198 and for Power Word: Kill (PHB 266-267), with modifications:
drowning, see PHB 183. permit a Wis Save DC 20, and remove the hit point
18: treat pool as Green Slime (DMG 105). restriction for the spell. PCs who fail are killed. Treat
evil-aligned characters as subject to Polymorph (PHB
Chapter 2 266), Wis Save DC 20 or be permanently
transformed into a bodak and disappear into this
2: Styx water, treat characters as being affected by layer.
Feeblemind (PHB 239), Wis save DC 20.
3: treat environment as Extreme Heat (DMG 110). Chapter 4
4: treat environment as Extreme Cold (DMG 110).
5D: Every hour the PCs spend in the Demon City, Moat: making contact with the lava deals 24d10 fire
they will need to make a Con Save DC 18 or take damage, and merely being within the canyon
4d10 necrotic damage. On a successful save, the PC containing the lava moat requires Con Save DC 18 or
only takes half of that damage. The PC's hit point suffer the effects of Stinking Cloud (278). Treat this
maximum is reduced by an amount equal to the area as Extreme Heat (DMG 110).
necrotic damage taken. The reduction lasts until the Climbing Hazards of Living Wall: treat the attacking
target finishes a long rest outside the city. The target appendages as follows: Serpentine Head, treat as
dies if this effect reduces its hit point maximum to 0. Adult Green Dragon's bite (MM 94); Swiping Claws,
5E: No specific traps are listed for the Palace, but if treat as Adult Red Dragon's claw attack (MM 98);
PCs choose to explore it, DMs can choose any of the Huge jaws, treat as Adult Red Dragon's bite attack
traps in the DMG (120-123) or in XGE (114-123). (MM 98); Red Dragon skull treat as Adult Red
Whatever trap you choose, set them for characters Dragon's breath weapon (MM 98); Crab Claws treat
level 17-20 and modify the DC and damage as Glabrezu pincer attack (MM 58); treat Scorpion
accordingly. Alternatively, you could, in a pinch, tail as Purple Worm stinger attack (MM 255).
substitute the converted Tomb of Horrors from TYP Maze 1: treat the walls as Walls of Force (PHB 285),
and re-skin it for Demogorgon. which deal 2d10 points of lightning damage to any
6: treat environment as the Astral Plan (DMG 46-48), character making contact with the wall.
with hazards including Psychic Wind (47). Maze 3, Room 2: if PCs enter Room 2 without

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H4: Throne of Bloodstone

passing through Room 1, each character is subjected CR 13 (10,000xp)). Treat Klavikus as Balor (MM 55,
to a red dragon's breath weapon. Each PC must CR 19 (22,000xp)).
make a DC 20 Dex save, taking 18d6 fire damage on 17: treat Water Weird as Water Weird (MM 299), with
a failed save or half as much on a successful one. hydra stat block and abilities (Multiple Heads,
Maze 3, Room 3: if PCs enter this room out of Reactive Heads, Multiattack, +8 to hit for 3d6+5
sequence, each character is subjected to a black damage), and Water Weird resistances, immunities,
dragon's breath weapon. Each PC must make a DC and senses. Treat effective CR as 11 (7,200xp).
18 Dex save, taking 12d8 acid damage on a failed 19: treat Rust Monsters as Rust Monsters (MM 262,
save or half as much on a successful one. CR ½ (100xp each)).
Maze 3, Room 4: if PCs enter this room out of 20: treat Salamanders as Salamanders (MM 266, CR
sequence, each character is subjected to a white 5 (1,800xp each)).
dragon's breath weapon. Each PC must make a DC 22: treat Babau as Babau (VGM 136, CR 4
19 Con save, taking 12d8 cold damage on a failed (1,100xp)); treat Nabassu as Marilith (MM 61, CR 16
save or half as much on a successful one. (15,000xp)).
Maze 3, Room 5: if PCs enter this room out of
sequence, each character is subjected to a green Chapter 2
dragon's breath weapon. Each PC must make a DC
18 Con save, taking 16d6 poison damage on a failed 1: Pazuzu (see Special Monsters); Type 6 Demons
save or half as much on a successful one. treat as Goristro (MM 59, CR 17 (18,000xp)) or Balor
10: if PCs leave the room through the far doorway, (MM 55, CR 19 (22,000xp)). DM's choice.
everything in that room and the dead-end hall are 2: Treat Hydrodaemons as Glabrezu (MM 58, CR 9
subjected to Teleport spell (PHB 281). (5,000xp each)). If PCs engage Charon in combat,
13: Every four hours the PCs spend in Orcusgate, treat him as a Death Knight (MM 47, CR 17
they will need to make a Con Save DC 18 or take (18,000xp)). Treat Charondaemon as Goristro (MM
4d10 necrotic damage. On a successful save, the PC 59, CR 17 (18,000xp)).
only takes half of that damage. The PC's hit point 3: see Random Encounters for this area.
maximum is reduced by an amount equal to the 4: see Random Encounters for this area.
necrotic damage taken. The reduction lasts until the 5: See Random Encounters for this area.
target finishes a long rest outside the city. The target 5A: treat Tyrannosaurus Rex as Tyrannosaurus Rex
dies if this effect reduces its hit point maximum to 0. (MM 80, CR 8 (3,900xp each)).
23: treat area within the dome as subject to 5B: treat Demon Dinichtys as an encounter of 20
Antimagic Field (PHB 213-214). Magic items passing Merrow (MM 219, CR 2 (450xp each)).
through the screen have a 10% chance of losing 5C: treat Balor as Balor (MM 55, CR 19 (22,000xp)).
their enchantment permanently. Roll this percentile 5E: treat Demogorgon as Demogorgon (OoA 236, CR
for each magic item. 26 (90,000xp)).
6: Pazuzu (see Special Monsters).
Monsters & NPCs 7: see Random Encounters for this area.
8: see Random Encounters for this area.
Chapter 1 9: treat Gnolls as a mixture of Gnolls (MM 163, CR ½
(100xp each)), Gnoll Fang of Yeenoghu (MM 163, CR
As there are no map location numbers for some 4 (1,100xp each)), and Gnoll Flind (VGM 153, CR 9
monsters in this chapter, those creatures are simply (5,000xp each)). Treat Type 4 Demons as Nalfeshnee
identified by name. (MM 62, CR 13 (10,000xp)). Treat Yeenoghu as
Arctigis: treat as Ancient White Dragon (MM 100, CR Yeenoghu (OoA 247, CR 24 (62,000xp)).
20 (25,000xp)). 10: No monsters are given or suggested for this
3: treat Zhengyi as Lich (MM 202, CR 21 (33,000xp)). area, and the module merely points to using Q1:
Treat Guardian Demons as Hezrou (MM 60, CR 8 Queen of the Demonweb Pits and GDQ1-7 Queen of
(3,900xp each)). Spiders for guidance to handle this layer. DMs have a
6: treat Groaning Spirit as Banshee (MM 23, CR 4 couple options here. Q1 has been converted on
(1,100xp)). DMSGuild, here:
7: treat Death Knight as Death Knight (MM 47, CR 17 http://www.dmsguild.com/product/200318/Classic
(18,000xp)). -Modules-Today-Q1-Queen-of-the-Demonweb-Pits-5e
9: Treat Type 3 Demons as Glabrezu (MM 58, CR 9
(5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's Alternatively, DMs could source a free Underdark
choice. Treat Type 4 Demons as Nalfeshnee (MM 62, dungeon map and simply re-skin and treat the
Demonweb Pits as a massive Underdark area, and
populate the dungeon with the following: Yochlol

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H4: Throne of Bloodstone

(MM 65, CR 10 (5,900xp each)), Drider (MM 120, CR (1,100xp each)) with modifications: corrosive ability
6 (2,300xp each)), Drow Elite Warrior (MM 128, CR 5 dissolves flesh only, victims hit by acid damage must
(1,800xp each)), Drow Priestess of Lolth (MM 129, CR make a Con save DC 13 or be Stunned from the pain,
8 (3,900xp each)), Chitines (VGM 131, CR ½ (100xp and the White Pudding is immune to acid, cold, and
each)), Choldrith (VGM 132, CR 3 (700xp each)), poison; treat Green Slime as Green Slime (DMG 105);
Draegloth (VGM 141, CR 7 (2,900xp each)), and Lolth treat Zuggtmoy as Zuggtmoy (OoA 249, CR 23
(See Special Monsters). (50,000xp)).
11: see Random Encounters for this area. 18: treat Type 3 Demons as Glabrezu (MM 58, CR 9
12: see Random Encounters for this area. (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
12C: Manes, treat as Manes (MM 60, CR 1/8 (25xp choice; treat Type 5 Demon commander as Marilith
each)). Barlgura, treat as Barlgura (MM 56, CR 5 (MM 61, CR 16 (15,000xp)); treat Graz'zt as Graz'zt
(1,800xp)). Type 2 Demons treat as Chasme (MM 57, (OoA 241, CR 24 (62,000xp)); treat Lamia as Lamia
CR 6 (2,300xp)), or Hezrou (MM 60, CR 8 (3,900xp)). (MM 201, CR 4 (1,100xp each)); treat Succubus as
DM's choice. Type 4 Demons treat as Nalfeshnee Succubus/Incubus (MM 285, CR 4 (1,100xp each));
(MM 62, CR 13 (10,000xp)). Juiblex, treat as Juiblex Type 6 Demons treat as Goristro (MM 59, CR 17
(OoA 242, CR 23 (50,000xp)). (18,000xp)) or Balor (MM 55, CR 19 (22,000xp)).
13: describe Urdlen per module, but treat Urdlen as DM's choice.
Ancient Red Dragon (MM 97, CR 24 (62,000xp)) with 19: treat Fraz-Urb'luu as Fraz-Urb'luu (OoA 238, CR
the following modifications: remove tail attack, 23 (50,000xp)).
remove fire breath, remove wing attack, remove fly 20: see Random Encounters for this area. Treat
speed; for Legendary Actions, swap bite attack for Kostchtchie as Kostchtchie (see Special Monsters);
tail attack, and swap claw attack for wing attack; treat Kostchtchie's mount as Ancient White Dragon
add 40' burrow movement; add Tunneler quality; (MM 100, CR 20 (25,000xp)); treat Leucrotta as
replace Draconic with Gnomish; permanently Leucrotta (VGM 169, CR 3 (700xp each)).
affected by Blur spell (PHB 219). 21: treat Type 5 Demons as Marilith (MM 61, CR 16
14: treat Succubus/Incubus as Succubus/Incubus (15,000xp)); treat Type 3 Demons as Glabrezu (MM
(MM 285, CR 4 (1,100xp each)); treat Type 6 Demons 58, CR 9 (5,000xp) or Yochol (MM 65, CR 10
as Goristro (MM 59, CR 17 (18,000xp)) or Balor (MM (5,900xp). DM's choice.
55, CR 19 (22,000xp)). DM's choice. 22: See Random Encounters for this area. Treat
15: treat Minotaurs as Minotaur (MM 223). Treat Rakshasa as Rakshasa (MM 257, CR 13 (10,000xp
breath weapon abilities on the Minotaur Special each)); treat Junior Monks as Assassins (MM 343, CR
Powers table as Wyrmling dragon breath weapons 8 (3,900xp each)); treat Kali as Marilith (MM 61) with
for blue dragons (lightning breath), bronze dragons, the following modifications, for an effective CR of 24
repulsion (gas breath 2), green dragons (gas breath (62,000xp): add +3 to hit; AC 19; 536hp; save
3), white dragons (cold breath), red dragons (fire DC=21; add Fraz-Urb'luu's Innate Spellcasting (OoA
breath), silver dragons, paralyzing (gas breath 6). 238); add Fraz-Urb'luu's Legendary Actions (OoA
Each Minotaur is effective CR 4 (1,100xp each)). 238).
16: treat Cambions as Cambion (MM 36, CR 5 23: see Random Encounters for this area.
(1,800xp each)); treat Aludemon as female Cambion. 24: see Random Encounters for this area.
17: treat Ascomid as Gelatinous Cube (MM 242) with 26: see Chapter 3.
modifications: remove Ooze Cube quality; remove 27-30: treat Ahrimanes, Aseroth, Dagon, or Eblis as
Transparent quality; improve AC to 13; add spore Pit Fiend (MM 77, CR 20 (25,000xp each)); treat Type
breath weapon (treat as Wyrmling Green Dragon 5 Demons as Marilith (MM 61, CR 16 (15,000xp)).
breath weapon). Effective CR 3 (700xp each); treat
Violet Fungi as Violet Fungi (MM 138, CR ¼ (50xp Chapter 3
each)); treat Brown Mold as Brown Mold (DMG 105);
treat Yellow Mold as Yellow Mold (DMG 105); treat 1: treat Ter-soth as Balor (MM 55, CR 19 (22,000xp));
Ochre Jelly as Ochre Jelly (MM 243, CR 2 (450xp treat Type 3 Demons as Glabrezu (MM 58, CR 9
each)); treat Gray Ooze as Gray Ooze (MM 243, CR (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
½ (100xp each)); treat Phycomid as Myconid choice.
Sovereign (MM 232, CR 2 (450xp each)); add 2: treat Type 3 Demons as Glabrezu (MM 58, CR 9
Myconid Adult (MM 232, CR ½ (100xp each)); treat (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
Black Pudding as Black Pudding (MM 241, CR 4 choice.
(1,100xp each)); treat Dun Pudding as Black Pudding 3: treat Dimwold as Magma Mephit (MM 216, CR ½
(MM 241, CR 4, (1,100xp each)) with modifications: (100xp)).
corrosive ability dissolves leather and metal only, 4: treat Crypt Things as Mummy (MM 328, CR 3
and it is immune to acid, cold, and poison; treat (700xp each)).
White Pudding as Black Pudding (MM 241, CR 4

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H4: Throne of Bloodstone

5: treat Nabassu as Marilith (MM 61, CR 16 3: treat Baphomet as Baphomet (OoA 235, CR 23
(15,000xp)). (50,000xp)).
6: treat Lich as Lich (MM 202, CR 21 (33,000xp)); Maze 1: treat Succubus as Succubus (MM 285, CR 4
treat Demilich as Demilich (MM 48, CR 18 (1,100xp)).
(20,000xp)); treat Death Knight as Death Knight (MM 6: treat Supercharged Iron Golem as Iron Golem (MM
47, CR 17 (18,000xp)). 170, CR 16 (15,000xp)).
7: treat Chasme as Chasme (MM 57, CR 6 (2,300xp)). 12: treat Type 3 Demons as Glabrezu (MM 58, CR 9
8: treat Type 6 Demon as Goristro (MM 59, CR 17 (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
(18,000xp)) or Balor (MM 55, CR 19 (22,000xp)). choice. Treat Type 4 Demons as Nalfeshnee (MM 62,
DM's choice; treat Solar as Solar (MM 18, CR 21 CR 13 (10,000xp)).
(33,000xp)); treat Ki-rin as Ki-rin (VGM 163, CR 12 13: treat Glyphimhor as Balor (MM 55, CR 19
(8,400xp)). (22,000xp)).
9: treat Ghosts as Ghost (MM 147, CR 4 (1,100xp)). Orcusgate Inhabitants: treat Type 1 Demons as
10: treat Giant Skeletal Fist as Storm Giant (MM 156) Barlgura (MM 56, CR 5 (1,800xp)) or Shadow Demon
with the following modifications: AC 20, damage (MM 64, CR 4 (1,100xp)) or Vrock (MM 64, CR 6
vulnerability to bludgeoning, damage immunity to (2,300xp)). DM's choice. Treat Type 2 Demons as
poison, condition immunities to exhaustion and Chasme (MM 57, CR 6 (2,300xp)), or Hezrou (MM 60,
poisoned, understands common but cannot speak, CR 8 (3,900xp)). DM's choice. Treat Type 3 Demons
no spellcasting ability, no lightning strike. Attacks as Glabrezu (MM 58, CR 9 (5,000xp) or Yochol (MM
twice at +14 to hit with 10 ft reach; hits for 6d12 65, CR 10 (5,900xp). DM's choice.
bludgeoning damage. Effective CR of 12 (8,400xp 14: treat Lich as Lich (MM 202, CR 21 (33,000xp));
each)). Treat Skeleton Warrior as Knight (MM 347, CR treat Death Knights as Death Knight (MM 47, CR 17
3 (700xp)) with skeleton traits (i.e. immune to (18,000xp)).
poison, exhaustion, understands languages it knew 15: treat Succubus Queen as Marilith (MM 61, CR 16
in life but cannot speak). Treat Giant Mouth as (15,000xp)); treat Succubus as Succubus (MM 285,
Skeletal Fist above, but deals piercing damage. Treat CR 4 (1,100xp each)).
Skeletal Ettin as Ettin (MM 132, CR 4 (1,100xp each)) 16: treat Nabassu as Marilith (MM 61, CR 16
with skeleton traits (i.e. immune to poison, (15,000xp)).
exhaustion, understands languages it knew in life 21: Treat Manes as Manes (MM 60, CR 1/8 (25xp
but cannot speak). Treat Skeletal Tyrannosaurus as each)). Treat Dretch as Dretch (MM 57, CR ¼ (50xp
Tyrannosaurus Zombie (OoA 241, CR 8 (3,900xp each)).
each)) which disgorges Skeletons rather than 22: treat Type 3 Demons as Glabrezu (MM 58, CR 9
Zombies. Treat Giant Skeletal Hand as Skeletal Fist (5,000xp) or Yochol (MM 65, CR 10 (5,900xp). DM's
above. Treat Skeletal Chromatic Dragon as Dracolich choice. Treat Type 4 Demons as Nalfeshnee (MM 62,
(MM 84, CR 17 (18,000xp each)). Treat Skeletal CR 13 (10,000xp)). Treat Orcus as Orcus (OoA 245,
Storm Giant as Storm Giant (MM 156, CR 13 CR 26 (90,000xp)).
(10,000xp each)) with skeleton traits (i.e. immune to
poison, exhaustion, understands languages it knew Chapter 5
in life but cannot speak).
11: treat Dire Whiner as Night Hag (MM 178) As there are no map location numbers for some
advanced to CR 10 (5,900xp). Make the following monsters in this chapter, those creatures are simply
modifications: damage resistance to all nonmagical identified by name or by area.
weapons; 200 hit points; claw base attack deals 6d8 Flight from Abyss: treat Archons as Deva (MM 16, CR
slashing damage; 2/day spells include suggestion, 10 (5,900xp each)).
feeblemind, and symbol. Castle Al-Amo: Treat St. Sollars as Solar (MM 18, CR
12: treat Tarrasque as Tarrasque (MM 286, CR 30 21 (33,000xp)).
(155,000xp)). Palace Platinum Dragon: Treat Ancient Gold
13: treat Zombies as Zombie (MM 316, CR ¼ (50xp Dragons as Ancient Gold Dragons (MM 113, CR 24
each)). 62,000xp each)). Treat Bahamut as Ancient Gold
Dragon (MM 113, CR 24 (62,000xp)).
Chapter 4 Tiamat's Den: treat Tiamat as Tiamat (RoT 92, CR 30
(155,000xp)).
As there are no map location numbers for some
monsters in this chapter, those creatures are simply
identified by name or by area.
Abyssal Fortress environs: treat Fyrillicus as Ancient
Red Dragon (MM 97, CR 24 (62,000xp)).
Air Patrols: see Random Encounters for this area.

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H4: Throne of Bloodstone

Special Monsters Damage: 36 (4d12 +10) bludgeoning, and the target
must make a DC 23 Strength saving throw or be
Kostchtchie stunned until the end of Kostchchie's next turn.

Huge Fiend (Demon Lord), chaotic evil Rock: Ranged weapon hit: +18, range 360ft., one
target. Damage: 36 (4d12+10) bludgeoning.
Armor Class 20 (natural)
Maul Storm. Can make an Iron Maul attack against
Hit Points 551 (38d12+304) each creature of his choice within range (10 ft.), with
a separate attack roll for each target. If the attack
Speed 40 hits, the target must make a DC 23 Strength saving
throw or be knocked prone.
Str Dex Con Int Wis Cha
Freezing Breath (recharge 5-6). Can use his breath
30 12 (+3) 26 (+8) 18 (+4) 20 (+5) 16 (+3) weapon to subject all targets in a 60 ft cone to a
(+10) freezing blast. All creatures caught in the cone must
make a DC 23 Dex save, taking 84 (24d6) cold
Saving Throws Str +18, Con +16, Wis +13 damage on a failed save or half as much on a
successful one.
Resistances cold, fire, lightning
Legendary Actions
Immunities poison; bludgeoning, piercing, and
slashing damage from nonmagical weapons. Kostchtchie can take 3 legendary actions, choosing
from the options below. Only one legendary action
Conditions Immunities charmed, exhaustion, option can be used a a time, and only at the end of
frightened, poisoned. another creature's turn. He regains spent legendary
actions at the start of his turn.
Skills Athletics +18, Intimidation +18, Perception
+13 Attack. He makes an Iron Maul attack.

Senses Truesight 120, passive Perception 23 Move. He moves up to half his speed.

Languages All, telepathy 120ft Spell-casting (costs 2 actions). He can innately cast
one spell.
CR 23 (50,000)
Special Abilities Lolth

Demonic Deity. When Kostchtchie drops to 0hp or Gargantuan Fiend (Demon Queen), chaotic evil
dies, his body is destroyed, but his essence travels
back to his glacial domain. Once there, he is unable Armor Class 20 (natural)
to take physical form for a time.
Hit Points 465 (30d20 +150)
Innate Spellcasting. Kostchtchie's spellcasting ability
is Charisma (spell save DC 22). He can innately cast Speed 60, climb 60
the following spells, requiring no material
components: Str Dex Con Int Wis Cha

At will: cone of cold, ice storm 22 (+6) 25 (+7) 20 (+5) 30 26 (+8) 30

3/day: Otiluke's freezing sphere, wall of ice (+10) (+10)

1/day: harm Saving Throws Dex +17, Wis +18

Rage Once per day, Kostchtchie can enter a rage, Resistances cold, fire, lightning
like a barbarian, for up to 5 minutes. While in this
rage, he has advantage on Strength checks and Immunities bludgeoning, piercing, and slashing from
saving throws, and on melee attack rolls. He also nonmagical sources; poison.
gains +10 to damage dealt with melee weapons.
Conditions Immunities charmed, exhaustion,
Legendary Resistance 3/day. If Kostchtchie fails a frightened, poisoned.
saving throw, he can choose to succeed instead.
Actions Skills Deception +17, Insight +18, Perception +18,
Persuasion +20
Multiattack Kostchchie makes two attacks per turn.
Senses Truesight 120, passive Perception 28
Iron Maul: Melee Hit: +18, reach 10 ft., one target.
Languages All, telepathy 120ft

CR 26 (90,000xp)

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H4: Throne of Bloodstone

Special Abilities Teleport. Lolth can magically teleport, along with
any equipment she is wearing or carrying, up to 120
Demonic Deity. When Lolth drops to 0hp or dies, her feet to any unoccupied space she can see.
body is destroyed, but her essence travels back to
her domain in the Demonweb. Once there, she is Legendary Actions
unable to take physical form for a time.
Lolth can take 3 legendary actions, choosing from
Cunning Action. Lolth can take the Dash, Disengage, the options below. Only one legendary action option
or Hide action as a bonus action. can be used a a time, and only at the end of another
creature's turn. She regains spent legendary actions
Terror of the Spider Queen. Any creature that Lolth at the start of her turn.
can see and which she gazes upon must make a DC
23 Wisdom saving throw, or become frightened until Attack. Lolth can attack once with her stinger or
the end of Lolth's next turn. If the creature's save is longsword.
successful, he or she is immune to this effect for the
next 24 hours. Teleport. She can use her teleport ability.

Innate Spellcasting. Lolth's spellcasting ability is Forced Move. One creature charmed by Lolth that
Charisma (spell save DC 23). She can innately cast she can see is compelled to use its reaction to move
the following spells, requiring no material up to its speed as Lolth directs.
components:
Discord. Lolth casts crown of madness or dissonant
At will: charm person, crown of madness, darkness, whispers.
detect magic, dispel magic, dissonant whispers.
Pazuzu
3/day: counterspell, dominate person, sanctuary,
telekinesis, teleport, divine word, harm Large Fiend (Demon Lord), chaotic evil

1/day: greater invisibility, gate Armor Class 20 (natural)

Legendary Resistance (3/day). If Lolth fails a saving Hit Points 336 (32d10+160)
throw, she can choose to succeed instead.
Speed 30, fly 90
Limited Magic Immunities. Lolth is immune to spells
of 6th level and lower, and has advantage on saving Str Dex Con Int Wis Cha
throws against all other spells and magical effects.
She can choose to forgo this ability, if she wishes. 20 (+5) 27 (+8) 20 (+5) 24 (+7) 24 (+7) 26 (+8)

Magic Weapons. Lolth's weapon attacks are Saving Throws Dex +16, Con +14, Wis +15, Cha
considered magical. +16

Shapechanger. Lolth can use her action to polymorph Resistances acid, cold, fire
into a form that resembles any Medium humanoid
creature, or back into her true form. Aside from her Immunities lightning, poison, bludgeoning, piercing,
size, her stats are the same in each form. Any and slashing damage from non-magical weapons
equipment she is wearing or carrying is not
transformed. Conditions Immunities charmed, frightened,
poisoned, exhaustion
Spider Walk. Lolth can climb difficult surfaces,
including ceilings, without needing to make an ability Skills Arcana +15, Deception +16, Insight +15,
check. She is also immune to movement restrictions Perception +15, Persuasion +16, Stealth +16
caused by web.
Senses Truesight 120, passive Perception 25
Actions
Languages All, telepathy 120ft
Multiattack Lolth makes seven attacks per turn: 6
longsword strikes, and one sting. CR 25 (75,000xp)

Longsword: Melee Hit +22, reach 10ft., one target. Special Abilities
Damage: 27 (4d6+13) slashing.
Demonic Deity. When Pazuzu drops to 0hp or dies,
Stinger: Melee weapon hit: +12, range 10ft., one his body is destroyed, but his essence travels back
target. Damage: 27 (4d6+13) piercing, and the to his domain in Pazunia. Once there, he is unable to
target must make a DC 23 Con save, or take an take physical form for a time.
additional 42 (12d6) poison damage. If the target
takes poison damage, he/she is poisoned. Shapechanger. Pazuzo can use his action to
polymorph into a form that resembles a Large or
Medium humanoid, or back into his true from. Aside

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H4: Throne of Bloodstone

from his size, his statistics are the same in each Locust Plague (Costs 2 actions). Pazuzu casts Insect
form. Any equipment he is wearing or carrying isn't Plague, requiring no material components. Pazuzu is
transformed.
unaffected by his own spell.
Innate Spellcasting. Pazuzo's spellcasting ability is
Charisma (spell save DC 24 ). He can innately cast
the following spells, requiring no material
components:

At will: detect magic, fire bolt, charm person, dispel
magic

3/day: dominate person, teleport, insect plague,
plane shift (on self or a willing creature).

1/day: wish

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

Magic Weapons. Pazuzu's weapon attacks are
considered magical.

Legendary Resistance 3/day. If Pazuzo fails a saving
throw, he can choose to succeed instead.

Actions

Multiattack Pazuzu makes two attacks per turn.

Claws: Melee Hit +16, reach 5ft., one target.
Damage: 17 (2d8+8) slashing.

Sword of Chaos: Melee Hit: +16, reach 10 ft., one
target. Damage: 20 (4d6+6) slashing, plus 14 (4d6)
damage from either fire, cold, lightning, thunder,
acid, or poison. Roll 1d6 to determine type.

Poison Breath (recharge 5-6). Can use his breath
weapon to subject all targets in a 60 ft cone to a
toxic blast. All creatures caught in the cone must
make a DC 23 Dex save, taking 27 (6d8) acid
damage plus 27 (6d8) poison damage on a failed
save, or half as much on a successful one.

Legendary Actions

Pazuzu can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used a a time, and only at the end of another
creature's turn. He regains spent legendary actions
at the start of his turn.

Dive-bomb. Pazuzu can fly his speed and then make
one attack with his claws. His movement does not
provoke an opportunity attack.

Compulsion. A creature that Pazuzu can see must
make a DC 23 Charisma saving throw, or be
compelled to use its reaction to make a weapon or
spell attack against a target that Pazuzu designates.
Pazuzu determines which weapon or spell is used, if
there are options. If the compelled creature fails to
inflict any damage against the designated target,
that creature takes 31 (9d6) psychic damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 18H4 THRONE BLOODSTONE CONVERSION

H4 Throne of CR 16 (15,000xp)). Ogre Mage: treat as Oni (MM 239, CR 7
Bloodstone Type 6 Demons: treat as Goristro (MM (2,900xp each)).
Reference Sheet 59, CR 17 (18,000xp)) or Balor (MM 55, Sons of Kyuss: treat as Spawn of Kyuss
CR 19 (22,000xp)). DM's choice. (VGM 192, CR 5 (1,800xp)).
Random Encounters Giant Scorpions: treat as Giant Night Hags: treat as Night Hag (MM 178,
Scorpions (MM 327, CR 3 (700xp each)). CR 5 (1,800xp each)).
Chapter 1 Shadow Mastiff: treat as Shadow Mastiff Brain Moles: treat as Intellect Devourers
(VGM 190, CR 2 (450xp each)). (MM 191, CR 2 (450xp each)).
Roll 1d8 Dustdiggers: treat as Dust Mephit (MM Frost Giants: treat as Frost Giants (MM
1. 1d6 Type 1 5. 3d6 Wraiths 215, CR ½ (100xp each)). 155, CR 8 (3,900xp each)).
Demons 6. 1d6 Specters Dun Pudding: treat as Black Pudding Tenebrous Worms: treat as Carrion
2. 1d6 Type 2 7. Banshee (MM 241, CR 4 (1,100xp each)) with the Crawler (MM 37, CR 2 (450xp each)).
Demons 8. 2d10 Manes following modifications: corrosive ability
3. 1d4 dissolves metal and leather only; Pazunia: Realm of Demogorgon
Succubi/Incubi immune to acid, cold, and poison
4. 1d4 Type 3 damage. Type 1 Demons: treat as Barlgura (MM
Demons Crypt Thing: treat as Mummy (MM 328, 56, CR 5 (1,800xp)) or Shadow Demon
CR 3 (700xp each)). (MM 64, CR 4 (1,100xp)) or Vrock (MM
Type 1 Demons: treat as Barlgura (MM Purple Worm: treat as Purple Worm (MM 64, CR 6 (2,300xp)). DM's choice.
56, CR 5 (1,800xp)) or Shadow Demon 255, CR 15 (13,000xp each)). Type 2 Demons: treat as Chasme (MM
(MM 64, CR 4 (1,100xp)) or Vrock (MM Dune Stalker: treat as Invisible Stalker 57, CR 6 (2,300xp)), or Hezrou (MM 60,
64, CR 6 (2,300xp)). DM's choice. (MM 192, CR 6 (2,300xp each)). CR 8 (3,900xp)). DM's choice.
Type 2 Demons: treat as Chasme (MM Groaning Spirit: treat as Banshee (MM Type 3 Demons: treat as Glabrezu (MM
57, CR 6 (2,300xp)) or Hezrou (MM 60, 23, CR 4 (1,100xp each)). 58, CR 9 (5,000xp) or Yochol (MM 65, CR
CR 8 (3,900xp). DM's choice. Huecuva: treat as Bodak (VGM 127, CR 6 10 (5,900xp). DM's choice.
Succubi/Incubi: treat as (2,300xp each)). Type 4 Demons: treat as Nalfeshnee (MM
Succubus/incubus (MM 285, CR 4 Medusa: treat as Medusa (MM 214, CR 6 62, CR 13 (10,000xp)).
(1,100xp)). (2,300xp each)). Type 5 Demons: treat as Marilith (MM 61,
Type 3 Demons: treat as Glabrezu (MM Retch-plants: treat as Tri-frond Blossom CR 16 (15,000xp)).
58, CR 9 (5,000xp) or Yochol (MM 65, CR (ToA 234, CR ½ (100xp each)). Type 6 Demons: treat as Goristro (MM
10 (5,900xp). DM's choice. Vampire: treat as Vampire (MM 297, CR 59, CR 17 (18,000xp)) or Balor (MM 55,
Wraiths: treat as Wraith (MM 302, CR 5 13 (10,000xp each)). CR 19 (22,000xp)). DM's choice.
(1,800xp)). Volts: treat as Magma Mephit (MM 216, Dinosaurs: choose from Allosaurus (MM
Specters: treat as Specter (MM 279, CR 1 CR ½ (100xp each)) with the following 79, CR 2 (450xp each)); Ankylosaurus
(200xp)). modifications: replace fire damage and (MM 79, CR 3 (700xp each));
Banshee: treat as Banshee (MM 23, CR 4 immunity with electricity damage and Brontosaurus (VGM 139, CR 5 (1,800xp
(1,100xp)). immunity; false appearance ability each)); Deinonychus (VGM 139, CR 1
Manes: treat as Manes (MM 60, CR 1/8 applies to rock (creature looks like a rock (200xp each)); Dimetrodon (VGM 139,
(25xp)). when motionless); innate spellcasting CR ¼ (50xp each)); Hadrosaurus (VGM
ability should be changed from heat 140, CR ¼ (50xp each)); Pleiosaurus (MM
Chapter 2: Pazunia metal to Scorching Ray, which deals 80, CR 2 (450xp each)); Pteranodon (MM
electrical damage instead of fire 80, CR ¼ (50xp each)); Quetzalcoatlus
Roll 1d6 4. 1d2 Nabassu damage. (VGM 140, CR 2 (450xp each));
1. 1d6 Type 3 5. 1d6 Chasme Stegosaurus (VGM 140, CR 4 (1,100xp
Demons 6. 1 Demon Lord Pazunia: Glacial Layer each)); Triceratops (MM 80, CR 5
2. 1d6 Type 4 (1,800xp each)); Tyrannosaurus Rex
Demons Type 1 Demons: treat as Barlgura (MM (MM 80, CR 8 (3,900xp each));
3. 1d6 Type 5 56, CR 5 (1,800xp)) or Shadow Demon Velociraptor (VGM 140, CR ¼ (50xp
Demons (MM 64, CR 4 (1,100xp)) or Vrock (MM each)).
64, CR 6 (2,300xp)). DM's choice. Girallon: treat as Girallon (VGM 152, CR
Type 3 Demons: treat as Glabrezu (MM Type 2 Demons: treat as Chasme (MM 4 (1,100xp each)).
58, CR 9 (5,000xp) or Yochol (MM 65, CR 57, CR 6 (2,300xp)), or Hezrou (MM 60, Giant Ape: treat as Giant Ape (MM 323,
10 (5,900xp). DM's choice. CR 8 (3,900xp)). DM's choice. CR 7 (2,900xp each)).
Type 4 Demons: treat as Nalfeshnee (MM Type 3 Demons: treat as Glabrezu (MM Demogorgon: treat as Demogorgon (OoA
62, CR 13 (10,000xp)). 58, CR 9 (5,000xp) or Yochol (MM 65, CR 236, CR 26 (90,000xp)).
Nabassu: treat as Marilith (MM 61, CR 16 10 (5,900xp). DM's choice.
(15,000xp)). Type 4 Demons: treat as Nalfeshnee (MM Pazunia: Maelstrom Layer
Chasme: treat as Chasme (MM 57, CR 6 62, CR 13 (10,000xp)).
(2,300xp)). Type 5 Demons: treat as Marilith (MM 61, Gibbering Mouther: treat as Gibbering
Demon Lord: choose from Fraz-Urb'luu, CR 16 (15,000xp)). Mouther (MM 157, CR 2 (450xp each)).
Lolth, Pazuzu, or Kostchtchie (roll 1d4 to Type 6 Demons: treat as Goristro (MM Froghemoth: treat as Froghemoth (VGM
determine randomly). Then, treat as the 59, CR 17 (18,000xp)) or Balor (MM 55, 145, CR 10 (5,900xp each)).
following: Fraz'Urbluu (OoA 238, CR 23 CR 19 (22,000xp)). DM's choice. Gauth: treat as Gauth (VGM 125, CR 6
(50,000xp)); Lolth (see Special Ice Devils: treat as Ice Devils (MM 75, CR (2,300xp each)).
Monsters); Pazuzu (see Special 14 (11,500xp each)). Morkoth: treat as Morkoth (VGM 177, CR
Monsters); and Kostchtchie (see Special White Dragons: treat as Adult White 11 (7,200xp each)).
Monsters). Dragons (MM 101, CR 13 (10,000xp Beholder: treat as Beholder (MM 28, CR
each). 13 (10,000xp each)).
Pazunia: Desert Layer Ice Para-elementals: treat as Water Xorn: treat as Xorn (MM 304, CR 5
Elemental (MM 125) with the following (1,800xp each)).
Type 1 Demons: treat as Barlgura (MM modifications: AC 17; damage
56, CR 5 (1,800xp)) or Shadow Demon vulnerabilities thunder and bludgeoning Pazunia: Abyssian Ocean
(MM 64, CR 4 (1,100xp)) or Vrock (MM from magical weapons; no resistance to
64, CR 6 (2,300xp)). DM's choice. bludgeoning; ice glide: can burrow Water Naga: treat as Spirit Naga (MM
Type 2 Demons: treat as Chasme (MM through ice and snow without disturbing 234, CR 8 (3,900xp each)) with the
57, CR 6 (2,300xp)), or Hezrou (MM 60, the material; Ice Breath, treat as breath Amphibious quality.
CR 8 (3,900xp)). DM's choice. weapon of Young White Dragon (MM Marine Trolls: treat as Troll (MM 291, CR
Type 3 Demons: treat as Glabrezu (MM 101). 5 (1,800xp each)) with the Amphibious
58, CR 9 (5,000xp) or Yochol (MM 65, CR Ice Trolls: treat as Trolls (MM 291, CR 5 quality.
10 (5,900xp). DM's choice. (1,800xp each)) with immunity to cold Aquatic Ogres: treat as Ogre (MM 237,
Type 4 Demons: treat as Nalfeshnee (MM damage. CR 2 (450xp each)) with the Amphibious
62, CR 13 (10,000xp)). Remorhaz: treat as Remorhaz (MM 258, quality.
Type 5 Demons: treat as Marilith (MM 61, CR 11 (7,200xp each)). Dragon Turtles: treat as Dragon Turtle
Coffer Corpses: treat as Wight (MM 300, (MM 119, CR 17 (18,000xp each)).
CR 3 (700xp each)). Giant Pike: treat as Giant Shark (MM
328, CR 5 (1,800xp each)).
Morkoths: treat as Morkoth (VGM 177,

CR 11 (7,200xp each)). 57, CR 6 (2,300xp)), or Hezrou (MM 60, Knights
Sea Dragons: treat as Adult Green CR 8 (3,900xp)). DM's choice.
Dragon (MM 94, CR 15 (13,000xp each)) Type 3 Demons: treat as Glabrezu (MM Nabassu: treat as Marilith (MM 61, CR 16
with 80ft swim speed and no flying 58, CR 9 (5,000xp) or Yochol (MM 65, CR (15,000xp)).
capability. 10 (5,900xp). DM's choice. Demilich: treat as Demilich (MM 48, CR
Giant Squids: treat as Giant Octopus Type 4 Demons: treat as Nalfeshnee (MM 18 (20,000xp)).
(MM 326, CR 2 (450xp each)). 62, CR 13 (10,000xp)). Shadow Demons: treat as Shadow
Kraken: treat as Kraken (MM 197, CR 23 Type 5 Demons: treat as Marilith (MM 61, Demon (MM 64, CR 4 (1,100xp)).
(50,000xp)). CR 16 (15,000xp)). Sons of Kyuss: treat as Spawn of Kyuss
Water Elemental: treat as Water Type 6 Demons: treat as Goristro (MM (VGM 192, CR 5 (1,800xp)).
Elemental (MM 125, CR 5 (1,800xp 59, CR 17 (18,000xp)) or Balor (MM 55, Specters: treat as Specter (MM 279, CR 1
each)). CR 19 (22,000xp)). DM's choice. (200xp)).
Water Weird: treat as Water Weird (MM Giant Centipede: treat as Giant Ghouls: treat as Ghoul (MM 148, CR 1
299, CR 3 (700xp each)). Centipede (MM 323, CR ¼ (50xp each)). (200xp)).
Merrow: treat as Merrow (MM 219, CR 2 Giant Spider: treat as Giant Spider (MM Babau: treat as Babau (VGM 136, CR 4
(450xp each)). 328, CR 1 (200xp each)). (1,100xp)).
Su-Monster: treat as Su-Monster (ToA Chasme: treat as Chasme (MM 57, CR 6
Pazunia: Demonweb Pits 232, CR 1 (200xp each)). (2,300xp)).
Volt: treat as Magma Mephit (MM 216, Dretch: treat as Dretch (MM 57, CR ½
Lolth: see Special Creatures. CR ½ (100xp each)). Make the following (100xp)).
modifications: replace fire damage and Rutterkins: treat as Manes (MM 60, CR
Pazunia: Layer of Rock immunity with electricity damage and 1/8 (25xp)).
immunity; false appearance ability Vrocks: treat as Vrock (MM 64, CR 6
Type 1 Demons: treat as Barlgura (MM applies to rock (creature looks like a rock (2,300xp)).
56, CR 5 (1,800xp)) or Shadow Demon when motionless); innate spellcasting Hezrou: treat as Hezrou (MM 60, CR 8
(MM 64, CR 4 (1,100xp)) or Vrock (MM ability should be changed from heat (3,900xp)).
64, CR 6 (2,300xp)). DM's choice. metal to Scorching Ray, which deals Wights: treat as Wight (MM 300, CR 3
Type 2 Demons: treat as Chasme (MM electrical damage instead of fire (700xp)).
57, CR 6 (2,300xp)), or Hezrou (MM 60, damage. Mummies: treat as Mummy (MM 228, CR
CR 8 (3,900xp)). DM's choice. Will-o-Wisp: treat as Will-o-Wisp (MM 3 (700xp)).
Type 3 Demons: treat as Glabrezu (MM 301, CR 2 (450xp each)). Ghosts: treat as Ghost (MM 147, CR 4
58, CR 9 (5,000xp) or Yochol (MM 65, CR Assassin Bug: treat as Ankheg (MM 21, (1,100xp)).
10 (5,900xp). DM's choice. CR 2 (450xp each)). Vampires: treat as Vampire (MM 297, CR
Type 4 Demons: treat as Nalfeshnee (MM Elephants: treat as Elephant (MM 322, 13 (10,000xp)).
62, CR 13 (10,000xp)). CR 4 (1,100xp each)). Huecuva: treat as Bodak (VGM 127, CR 6
Type 5 Demons: treat as Marilith (MM 61, Leucrotta: treat as Leucrotta (TYP 239 (2,300xp)).
CR 16 (15,000xp)). (CR 3, 700xp)). Skeleton Warriors: treat as Knight (MM
Type 6 Demons: treat as Goristro (MM Spirit Naga: treat as Spirit Naga (MM 347, CR 3 (700xp)) with skeleton traits
59, CR 17 (18,000xp)) or Balor (MM 55, 234, CR 8 (3,900xp each)). (i.e. immune to poison, exhaustion,
CR 19 (22,000xp)). DM's choice. understands languages it knew in life but
Magmen: treat as Magmin (MM 212, CR Pazunia: Layer of Vaprak cannot speak).
½ (100xp each)). Death Knights: treat as Death Knight
Lava Children: treat as Magma Mephit Trolls: treat as Trolls (MM 291, CR 5 (MM 47, CR 17 (18,000xp)).
(MM 216, CR ½ (100xp each)). (1,800xp each)).
Fire Elementals: treat as Fire Elemental Ogres: treat as Ogres (MM 237, CR 2 Chapter 4: Fortress of Orcus Air
(MM 125, CR 5 (1,800xp each)). (450xp each)). Patrol
Earth Elemental: treat as Earth Vaprak: treat as Pit Fiend (MM 77) with
Elemental (MM 124, CR 5 (1,800xp the following modifications: remove fly Roll 1d6
each)). speed; remove immunity to fire; remove 1. 1d4+1 Type 4 4. 1d8+2
Salamanders: treat as Salamander (MM mace and tail attack; add Regeneration Demons Chasme
266, CR 5 (1,800xp each)). quality; revise Spell-casting list to 2. 2d6 Type 1 5. 1d4+1
Red Dragons: treat as Adult Red Dragon include detect magic and stinking cloud Demons Nabassu
(MM 98, CR 17 (18,000xp each)). as at-will spells, and 3/day each of hold 3. 2d6 Alu- 6. 1 Abyssian
Fire Giants: treat as Fire Giant (MM 154, monster and wall of thorns. Change save demons Dragon
CR 9 (5,000xp each)). DC to 20. Effective CR of 23 (50,000xp). Type 4 Demons: treat as Nalfeshnee (MM
Galeb Duhr: treat as Galeb Duhr (MM
139, CR 6 (2,300xp each)). Pazunia: Lair of Laogzed 62, CR 13 (10,000xp)).
Azer: treat as Azer (MM 22, CR 2 (450xp Type 1 Demons: treat as Barlgura (MM
each)). Troglodytes: treat as Troglodytes (MM 56, CR 5 (1,800xp)) or Shadow Demon
Efreeti: treat as Efreeti (MM 145, CR 11 290, CR ¼ (50xp each)). (MM 64, CR 4 (1,100xp)) or Vrock (MM
(7,200xp each)). Laogzed: treat as Pit Fiend (MM 77) with 64, CR 6 (2,300xp)). DM's choice.
Fire Snake: treat as Fire Snake (MM 265, the following modifications: remove fly Alu-demons: treat as Cambion (MM 36,
CR 1 (200xp each)). speed; remove mace and tail attack; add CR 5 (1,800xp)).
Chameleon skin quality; add Stench Chasme: treat as Chasme (MM 57, CR 6
Pazunia: Realm of Juiblex quality; revise Spell-casting list to (2,300xp)).
include detect magic and stinking cloud Nabassu: treat as Marilith (MM 61, CR 16
Juiblex: treat as Juiblex (OoA 242, CR 23 as at-will spells, and 3/day each of hold (15,000xp)).
(50,000xp)). monster and cloudkill. Change save DC Abyssian Dragon: treat as Ancient Red
to 20. Effective CR of 23 (50,000xp). Dragon (MM 96, CR 24 (36,500xp)).
Pazunia: Caverns of Zuggtmoy
Chapter 3 Chapter 4: Fortress of Orcus
Zuggtmoy: treat as Zuggtmoy (OoA 249,
CR 23 (50,000xp)). Roll 1d8+1d12 11. 5d6 Interior
2. Nabassu Rutterkins
Pazunia: Glacier of Kostchtchie 3. Demilich 12. 4d6 Vrocks Roll 1d6
4. 2d6 Shadow 13. 5d4 Hezrou 1. 2d6 Babau 4. 4d6 Dretch
Kostchtchie: see Special Creatures. Demons 14. 8d6 Wights 2. 2d4 Type 3 5. 2d6 Barlgura
Kostchtchie's White Dragon mount: 5. 2d6 Sons of 15. 5d10 Demons 6. 3d6 Type 1
treat as Ancient White Dragon (MM 100 Kyuss* Mummies 3. 3d6 Rutterkins Demons
(CR 20, 24,500xp)). 6. 2d6 Specters 16. 2d6 Ghosts
Leucrotta: treat as Leucrotta (TYP 239 7. 4d12 Ghouls 17. 2d6 Vampires Babau: treat as Babau (VGM 136, CR 4
(CR 3, 700xp)). 8. 2d6 Babau 18. 10d10 (1,100xp)).
9. 2d6 Chasme Huecuva Type 3 Demons: treat as Glabrezu (MM
Pazunia: Temples of Kali 10. 5d10 Dretch 19. 2d6 Skeleton 58, CR 9 (5,000xp) or Yochol (MM 65, CR
Warriors 10 (5,900xp). DM's choice.
Type 1 Demons: treat as Barlgura (MM 20. 2d6 Death Rutterkins: treat as Manes (MM 60, CR
56, CR 5 (1,800xp)) or Shadow Demon 1/8 (25xp)).
(MM 64, CR 4 (1,100xp)) or Vrock (MM
64, CR 6 (2,300xp)). DM's choice.
Type 2 Demons: treat as Chasme (MM

Dretch: treat as Dretch (MM 57, CR ½ obscured. For terrain in this 18: treat pool as Green Slime (DMG 105).
(100xp)). environment, treat it as difficult terrain.
Barlgura: treat as Barlgura (MM 56, CR 5 For the weather-related hazards, treat Chapter 2
(1,800xp)). the hailstorms as being Extreme Cold
Type 1 Demons: treat as Barlgura (MM (DMG 110), in addition to the damage 2: Styx water, treat characters as being
56, CR 5 (1,800xp)) or Shadow Demon listed in the module. If characters are affected by Feeblemind (PHB 239), Wis
(MM 64, CR 4 (1,100xp)) or Vrock (MM flying when the hailstorm starts, see XGE save DC 20.
64, CR 6 (2,300xp)). DM's choice. 77. 3: treat environment as Extreme Heat
1: Treat the climbing DC of the wall as (DMG 110).
Magic Items 20, and treat the walking surface as a Pit 4: treat environment as Extreme Cold
Trap filled with acid. Perception DC 20 to (DMG 110).
Chapter 1 detect, treat damage as setback for 5D: Every hour the PCs spend in the
11th-16th level characters (4d10 acid Demon City, they will need to make a
Arctigis: standard treasure, plus the damage). Treat the doors in the tunnel as Con Save DC 18 or take 4d10 necrotic
following placed items: ring of spell turning being barred from the inside, DC 20 Str damage. On a successful save, the PC
(legendary), scrolls of: invisibility (uncommon), to break down with a check, or AC 17, only takes half of that damage. The PC's
detect magic (common), and haste (uncommon). with 27hp to break down by weapons. hit point maximum is reduced by an
Purple Worm Tunnel: medallion of thoughts 2: Platform glaze, treat effects as amount equal to the necrotic damage
(uncommon), wand of fireballs (rare), Potion of Sovereign Glue (DMG 200), but which taken. The reduction lasts until the
Gaseous form (rare), periapt of proof against can be neutralized with lamp oil. target finishes a long rest outside the
poison (rare), longsword luckblade (legendary), 3: doors, treat electrically-charged door city. The target dies if this effect reduces
shield of missile attraction (rare), dust of sneezing effects as Glyph of Warding (PHB 245), its hit point maximum to 0.
and choking (uncommon). Explosive Runes with lightning damage. 5E: No specific traps are listed for the
Zhengyi: Talisman of Orcus (treat as talisman of 5: teleporter, treat target as subject of Palace, but if PCs choose to explore it,
ultimate evil, legendary). Teleport spell (PHB 281). DMs can choose any of the traps in the
8: 12 swords +1 (uncommon; choose type), eight 8: Invisible Net Trap, treat effects as a DMG (120-123) or in XGE (114-123).
full plate +1 (rare). Falling Net Trap (DMG 122). Whatever trap you choose, set them for
Klavikus: ring of protection (rare). Disadvantage to Perception rolls to characters level 17-20 and modify the
10: scrolls of: fireball (uncommon), lightning bolt notice the net attached to the ceiling, DC and damage accordingly.
(uncommon), meteor swarm (legendary), teleport since it is invisible (if successful, the PC Alternatively, you could, in a pinch,
(very rare), globe of invulnerability (very rare), only notices the unusual detail of four substitute the converted Tomb of Horrors
mass suggestion (very rare); potion of flying (very thin ropes seemingly tied to the ceiling from TYP and re-skin it for Demogorgon.
rare), ring of regeneration (very rare), robe of eyes in four areas). A Detect Magic spell is 6: treat environment as the Astral Plan
(rare). necessary to detect the invisible net. (DMG 46-48), with hazards including
Slow trap, treat effects as Slow (PHB Psychic Wind (47).
Chapter 2 277), Wis Save DC 18 to avoid. 7: treat environment randomly as small,
10: Trapped secret room, consisting of stable ecosystems corresponding to
Juiblex, Palace: ring of animal influence Collapsing Roof Trap (DMG 122), and various environment types. For example,
(rare), alchemy jug (uncommon), bag of devouring Locking Pit Trap (DMG 122) which at one point, PCs could be moving
(very rare), periapt of health (uncommon), pipes of deposits PCs into a pit of acid. Trapped through a desert with heat hazards, and
the sewers (uncommon), ring of the ram (rare), chest in that room, treat as Poison then fall into a sinkhole that drops them
talisman of ultimate evil (legendary). Needle Trap (DMG 123). into an arctic environment with cold
22: potions of: climbing (common), greater 12: Meatgrinder trap, give PCs a Dex hazards.
healing (uncommon), invulnerability (rare); scrolls Save (DC 15) to grab onto a ledge and 8: treat as Styx (area 2), but for the
of: protection from evil and good (common); book avoid falling through into the grinder. On whole ocean. For seaborne hazards, see
of vile darkness (artifact), necklace of adaptation a successful save, a PC will then need to DMG 118.
(uncommon), scarab of protection (legendary), hat make a Strength check DC 15 to pull 11: treat environment as Extreme Heat
of disguise (uncommon), nine lives stealer (very him/herself up and out of danger. If the (DMG 110).
rare). check fails by five or more, the PC falls 12: for every hour spent in this layer,
into the grinder. Those who fall into the PCs must make a Con Save DC 18 or
Chapter 3 grinder are subjected to 10d10 slashing suffer the effects of Stinking Cloud (278).
damage from the grinding blades and Note module effects on food and water.
Ter-soth's chest, 1: potions of: fire breath are now at the bottom of a ten foot pit 14: poisoned food, treat effects as
(uncommon), speed (very rare), heroism (rare); and will need to climb out. PCs who are stronger Midnight Tears (DMG 258),
ring of regeneration (very rare), ring of spell in the pit may climb out with a dealing 10d10 damage on a failed DC 18
storing (rare), rod of rulership (rare), dust of successful Strength check DC 15, and Con save, or half as much for a
disappearance (uncommon), helm of brilliance will take 3d6 slashing damage on the successful save. Victims who fail are
(very rare), mirror of life trapping (very rare), robe way out. affected by the poisoned condition.
of archmagi (legendary). 13: treat as Gas Trap (TYP 218), 17: Styx mud, still subjects PCs to Styx
3: dagger +1 (uncommon), gem of seeing (rare). triggered by opening the door. Victims effects (area 2).
4: elixir of health (rare), portable hole (rare), must make a DC 15 Con save or take 19: for every hour spent in this layer,
scroll of protection from acid energy (uncommon), 10d10 poison damage and be poisoned there is a 10% cumulative chance for
ring of evasion (rare), ring of mind shielding for 48 hours. On an Investigation Check each magical item to lose its powers
(uncommon), rod of security (very rare), wand of DC 15, a PC notices two small metal forever, assuming that it is not an
fear (rare), quiver of Ehlonna (uncommon), plates at the top of the door frame (one artifact. Thus, for the first hour, it's a
goggles of night (uncommon), wondrous figurine: on the frame, one on the door) that 10% chance, for the second hour, it's a
obsidian steed (very rare). appear to be pinching a thin metal cord 20% chance. Note that it is unlikely that
5: potion of growth (uncommon), ring of elemental between them, with a small metal the PCs will be aware of any of these
command: air (legendary), bag of devouring (very endcap preventing it from slipping effects when they happen (unless they
rare), cape of mountebank (rare), crystal ball (very through. A successful DC 15 Dexterity are currently using the item when it
rare), deck of many things (legendary). check using thieves tools prevents the suddenly cease working).
6: Eye and Hand of Vecna (artifact). wire from releasing the poison gas. 20: treat environment as Extreme Cold
7: lance +3 (very rare), quarterstaff +3 (very 14: teleporter, treat target as subject of (DMG 110).
rare), sun blade (rare), Sword of Answering: Last Teleport spell (PHB 281). 25: treat good-aligned characters as
Quip (legendary). 16: Sliding stairs trap, Dexterity save DC subject to Power Word: Kill (PHB 266-
11: oil of sharpness (very rare), scroll of 15 avoids sliding, but these PCs now 267), with modifications: permit a Wis
protection from acid energy (uncommon), ring of must walk, tight-rope style, along the top Save DC 20, and remove the hit point
regeneration (very rare), robe of useful items portion of the sides of the slide (Dex restriction for the spell. PCs who fail are
(uncommon), cloak of displacement (rare). check DC 15 for each movement, and killed. Treat evil-aligned characters as
treat as difficult terrain; failure by 5 or subject to Polymorph (PHB 266), Wis
Traps more means they lose footing and fall Save DC 20 or be permanently
100 feet below). transformed into a bodak and disappear
Chapter 1 17: for underwater combat, see PHB 198 into this layer.
and for drowning, see PHB 183.
Land around the Citadel: Treat daylight
conditions as being lightly obscured, and
treat nighttime conditions as heavily

Chapter 4 23, CR 4 (1,100xp)). (3,900xp)). DM's choice. Type 4 Demons
7: treat Death Knight as Death Knight treat as Nalfeshnee (MM 62, CR 13
Moat: making contact with the lava (MM 47, CR 17 (18,000xp)). (10,000xp)). Juiblex, treat as Juiblex (OoA
deals 24d10 fire damage, and merely 9: Treat Type 3 Demons as Glabrezu (MM 242, CR 23 (50,000xp)).
being within the canyon containing the 58, CR 9 (5,000xp) or Yochol (MM 65, CR 13: describe Urdlen per module, but
lava moat requires Con Save DC 18 or 10 (5,900xp). DM's choice. Treat Type 4 treat Urdlen as Ancient Red Dragon (MM
suffer the effects of Stinking Cloud (278). Demons as Nalfeshnee (MM 62, CR 13 97, CR 24 (62,000xp)) with the following
Treat this area as Extreme Heat (DMG (10,000xp)). Treat Klavikus as Balor (MM modifications: remove tail attack,
110). 55, CR 19 (22,000xp)). remove fire breath, remove wing attack,
Climbing Hazards of Living Wall: treat 17: treat Water Weird as Water Weird remove fly speed; for Legendary Actions,
the attacking appendages as follows: (MM 299), with hydra stat block and swap bite attack for tail attack, and swap
Serpentine Head, treat as Adult Green abilities (Multiple Heads, Reactive Heads, claw attack for wing attack; add 40'
Dragon's bite (MM 94); Swiping Claws, Multiattack, +8 to hit for 3d6+5 burrow movement; add Tunneler quality;
treat as Adult Red Dragon's claw attack damage), and Water Weird resistances, replace Draconic with Gnomish;
(MM 98); Huge jaws, treat as Adult Red immunities, and senses. Treat effective permanently affected by Blur spell (PHB
Dragon's bite attack (MM 98); Red CR as 11 (7,200xp). 219).
Dragon skull treat as Adult Red Dragon's 19: treat Rust Monsters as Rust Monsters 14: treat Succubus/Incubus as
breath weapon (MM 98); Crab Claws (MM 262, CR ½ (100xp each)). Succubus/Incubus (MM 285, CR 4
treat as Glabrezu pincer attack (MM 58); 20: treat Salamanders as Salamanders (1,100xp each)); treat Type 6 Demons as
treat Scorpion tail as Purple Worm (MM 266, CR 5 (1,800xp each)). Goristro (MM 59, CR 17 (18,000xp)) or
stinger attack (MM 255). 22: treat Babau as Babau (VGM 136, CR Balor (MM 55, CR 19 (22,000xp)). DM's
Maze 1: treat the walls as Walls of Force 4 (1,100xp)); treat Nabassu as Marilith choice.
(PHB 285), which deal 2d10 points of (MM 61, CR 16 (15,000xp)). 15: treat Minotaurs as Minotaur (MM
lightning damage to any character 223). Treat breath weapon abilities on
making contact with the wall. Chapter 2 the Minotaur Special Powers table as
Maze 3, Room 2: if PCs enter Room 2 Wyrmling dragon breath weapons for
without passing through Room 1, each 1: Pazuzu (see Special Monsters); Type 6 blue dragons (lightning breath), bronze
character is subjected to a red dragon's Demons treat as Goristro (MM 59, CR 17 dragons, repulsion (gas breath 2), green
breath weapon. Each PC must make a (18,000xp)) or Balor (MM 55, CR 19 dragons (gas breath 3), white dragons
DC 20 Dex save, taking 18d6 fire (22,000xp)). DM's choice. (cold breath), red dragons (fire breath),
damage on a failed save or half as much 2: Treat Hydrodaemons as Glabrezu (MM silver dragons, paralyzing (gas breath 6).
on a successful one. 58, CR 9 (5,000xp each)). If PCs engage Each Minotaur is effective CR 4 (1,100xp
Maze 3, Room 3: if PCs enter this room Charon in combat, treat him as a Death each)).
out of sequence, each character is Knight (MM 47, CR 17 (18,000xp)). Treat 16: treat Cambions as Cambion (MM 36,
subjected to a black dragon's breath Charondaemon as Goristro (MM 59, CR CR 5 (1,800xp each)); treat Aludemon as
weapon. Each PC must make a DC 18 17 (18,000xp)). female Cambion.
Dex save, taking 12d8 acid damage on a 3: see Random Encounters for this area. 17: treat Ascomid as Gelatinous Cube
failed save or half as much on a 4: see Random Encounters for this area. (MM 242) with modifications: remove
successful one. 5: See Random Encounters for this area. Ooze Cube quality; remove Transparent
Maze 3, Room 4: if PCs enter this room 5A: treat Tyrannosaurus Rex as quality; improve AC to 13; add spore
out of sequence, each character is Tyrannosaurus Rex (MM 80, CR 8 breath weapon (treat as Wyrmling Green
subjected to a white dragon's breath (3,900xp each)). Dragon breath weapon). Effective CR 3
weapon. Each PC must make a DC 19 5B: treat Demon Dinichtys as an (700xp each); treat Violet Fungi as Violet
Con save, taking 12d8 cold damage on a encounter of 20 Merrow (MM 219, CR 2 Fungi (MM 138, CR ¼ (50xp each)); treat
failed save or half as much on a (450xp each)). Brown Mold as Brown Mold (DMG 105);
successful one. 5C: treat Balor as Balor (MM 55, CR 19 treat Yellow Mold as Yellow Mold (DMG
Maze 3, Room 5: if PCs enter this room (22,000xp)). 105); treat Ochre Jelly as Ochre Jelly (MM
out of sequence, each character is 5E: treat Demogorgon as Demogorgon 243, CR 2 (450xp each)); treat Gray
subjected to a green dragon's breath (OoA 236, CR 26 (90,000xp)). Ooze as Gray Ooze (MM 243, CR ½
weapon. Each PC must make a DC 18 6: Pazuzu (see Special Monsters). (100xp each)); treat Phycomid as
Con save, taking 16d6 poison damage 7: see Random Encounters for this area. Myconid Sovereign (MM 232, CR 2
on a failed save or half as much on a 8: see Random Encounters for this area. (450xp each)); add Myconid Adult (MM
successful one. 9: treat Gnolls as a mixture of Gnolls 232, CR ½ (100xp each)); treat Black
10: if PCs leave the room through the far (MM 163, CR ½ (100xp each)), Gnoll Pudding as Black Pudding (MM 241, CR 4
doorway, everything in that room and Fang of Yeenoghu (MM 163, CR 4 (1,100xp each)); treat Dun Pudding as
the dead-end hall are subjected to (1,100xp each)), and Gnoll Flind (VGM Black Pudding (MM 241, CR 4, (1,100xp
Teleport spell (PHB 281). 153, CR 9 (5,000xp each)). Treat Type 4 each)) with modifications: corrosive
13: Every four hours the PCs spend in Demons as Nalfeshnee (MM 62, CR 13 ability dissolves leather and metal only,
Orcusgate, they will need to make a Con (10,000xp)). Treat Yeenoghu as and it is immune to acid, cold, and
Save DC 18 or take 4d10 necrotic Yeenoghu (OoA 247, CR 24 (62,000xp)). poison; treat White Pudding as Black
damage. On a successful save, the PC 10: No monsters are given or suggested Pudding (MM 241, CR 4 (1,100xp each))
only takes half of that damage. The PC's for this area, and the module merely with modifications: corrosive ability
hit point maximum is reduced by an points to using Q1: Queen of the dissolves flesh only, victims hit by acid
amount equal to the necrotic damage Demonweb Pits and GDQ1-7 Queen of damage must make a Con save DC 13 or
taken. The reduction lasts until the Spiders for guidance to handle this layer. be Stunned from the pain, and the White
target finishes a long rest outside the Alternatively, DMs could populate the Pudding is immune to acid, cold, and
city. The target dies if this effect reduces dungeon with the following: Yochlol (MM poison; treat Green Slime as Green Slime
its hit point maximum to 0. 65, CR 10 (5,900xp each)), Drider (MM (DMG 105); treat Zuggtmoy as
23: treat area within the dome as subject 120, CR 6 (2,300xp each)), Drow Elite Zuggtmoy (OoA 249, CR 23 (50,000xp)).
to Antimagic Field (PHB 213-214). Magic Warrior (MM 128, CR 5 (1,800xp each)), 18: treat Type 3 Demons as Glabrezu
items passing through the screen have a Drow Priestess of Lolth (MM 129, CR 8 (MM 58, CR 9 (5,000xp) or Yochol (MM
10% chance of losing their enchantment (3,900xp each)), Chitines (VGM 131, CR 65, CR 10 (5,900xp). DM's choice; treat
permanently. Roll this percentile for each ½ (100xp each)), Choldrith (VGM 132, Type 5 Demon commander as Marilith
magic item. CR 3 (700xp each)), Draegloth (VGM (MM 61, CR 16 (15,000xp)); treat Graz'zt
141, CR 7 (2,900xp each)), and Lolth as Graz'zt (OoA 241, CR 24 (62,000xp));
(See Special Monsters). treat Lamia as Lamia (MM 201, CR 4
Monsters/NPCs 11: see Random Encounters for this (1,100xp each)); treat Succubus as
area.
Chapter 1 12: see Random Encounters for this Succubus/Incubus (MM 285, CR 4
area. (1,100xp each)); Type 6 Demons treat as
Arctigis: treat as Ancient White Dragon 12C: Manes, treat as Manes (MM 60, CR Goristro (MM 59, CR 17 (18,000xp)) or
(MM 100, CR 20 (25,000xp)). 1/8 (25xp each)). Barlgura, treat as Balor (MM 55, CR 19 (22,000xp)). DM's
3: treat Zhengyi as Lich (MM 202, CR 21 Barlgura (MM 56, CR 5 (1,800xp)). Type 2 choice.
(33,000xp)). Treat Guardian Demons as Demons treat as Chasme (MM 57, CR 6 19: treat Fraz-Urb'luu as Fraz-Urb'luu
Hezrou (MM 60, CR 8 (3,900xp each)). (2,300xp)), or Hezrou (MM 60, CR 8 (OoA 238, CR 23 (50,000xp)).
6: treat Groaning Spirit as Banshee (MM

20: see Random Encounters for this cannot speak). Treat Skeletal 113, CR 24 (62,000xp)).
area. Treat Kostchtchie as Kostchtchie Tyrannosaurus as Tyrannosaurus Zombie Tiamat's Den: treat Tiamat as Tiamat
(see Special Monsters); treat (OoA 241, CR 8 (3,900xp each)) which (RoT 92, CR 30 (155,000xp)).
Kostchtchie's mount as Ancient White disgorges Skeletons rather than
Dragon (MM 100, CR 20 (25,000xp)); Zombies. Treat Giant Skeletal Hand as Special Monsters
treat Leucrotta as Leucrotta (VGM 169, Skeletal Fist above. Treat Skeletal
CR 3 (700xp each)). Chromatic Dragon as Dracolich (MM 84, Kostchtchie
21: treat Type 5 Demons as Marilith (MM CR 17 (18,000xp each)). Treat Skeletal
61, CR 16 (15,000xp)); treat Type 3 Storm Giant as Storm Giant (MM 156, CR Huge Fiend (Demon Lord), chaotic evil
Demons as Glabrezu (MM 58, CR 9 13 (10,000xp each)) with skeleton traits Armor Class 20 (natural)
(5,000xp) or Yochol (MM 65, CR 10 (i.e. immune to poison, exhaustion, Hit Points 551 (38d12+304)
(5,900xp). DM's choice. understands languages it knew in life but Speed 40
22: See Random Encounters for this cannot speak). Str Dex Con Int Wis Cha
area. Treat Rakshasa as Rakshasa (MM 11: treat Dire Whiner as Night Hag (MM
257, CR 13 (10,000xp each)); treat Junior 178) advanced to CR 10 (5,900xp). Make 30 12 26 18 20 16
Monks as Assassins (MM 343, CR 8 the following modifications: damage (+10) (+3) (+8) (+4) (+5) (+3)
(3,900xp each)); treat Kali as Marilith resistance to all nonmagical weapons; Saving Throws Str +18, Con +16, Wis
(MM 61) with the following modifications, 200 hit points; claw base attack deals +13
for an effective CR of 24 (62,000xp): add 6d8 slashing damage; 2/day spells Resistances cold, fire, lightning
+3 to hit; AC 19; 536hp; save DC=21; include suggestion, feeblemind, and Immunities poison; bludgeoning,
add Fraz-Urb'luu's Innate Spellcasting symbol. piercing, and slashing damage from
(OoA 238); add Fraz-Urb'luu's Legendary 12: treat Tarrasque as Tarrasque (MM nonmagical weapons.
Actions (OoA 238). 286, CR 30 (155,000xp)). Conditions Immunities charmed,
23: see Random Encounters for this 13: treat Zombies as Zombie (MM 316, exhaustion, frightened, poisoned.
area. CR ¼ (50xp each)). Skills Athletics +18, Intimidation +18,
24: see Random Encounters for this Perception +13
area. Chapter 4 Senses Truesight 120, passive Perception
26: see Chapter 3. 23
27-30: treat Ahrimanes, Aseroth, Dagon, Abyssal Fortress environs: treat Languages All, telepathy 120ft
or Eblis as Pit Fiend (MM 77, CR 20 Fyrillicus as Ancient Red Dragon (MM 97, CR 23 (50,000)
(25,000xp each)); treat Type 5 Demons CR 24 (62,000xp)). Special Abilities
as Marilith (MM 61, CR 16 (15,000xp)). Air Patrols: see Random Encounters for Demonic Deity. When Kostchtchie drops
this area. to 0hp or dies, his body is destroyed, but
Chapter 3 3: treat Baphomet as Baphomet (OoA his essence travels back to his glacial
235, CR 23 (50,000xp)). domain. Once there, he is unable to take
1: treat Ter-soth as Balor (MM 55, CR 19 Maze 1: treat Succubus as Succubus physical form for a time.
(22,000xp)); treat Type 3 Demons as (MM 285, CR 4 (1,100xp)). Innate Spellcasting. Kostchtchie's
Glabrezu (MM 58, CR 9 (5,000xp) or 6: treat Supercharged Iron Golem as Iron spellcasting ability is Charisma (spell
Yochol (MM 65, CR 10 (5,900xp). DM's Golem (MM 170, CR 16 (15,000xp)). save DC 22). He can innately cast the
choice. 12: treat Type 3 Demons as Glabrezu following spells, requiring no material
2: treat Type 3 Demons as Glabrezu (MM (MM 58, CR 9 (5,000xp) or Yochol (MM components:
58, CR 9 (5,000xp) or Yochol (MM 65, CR 65, CR 10 (5,900xp). DM's choice. Treat At will: cone of cold, ice storm
10 (5,900xp). DM's choice. Type 4 Demons as Nalfeshnee (MM 62, 3/day: Otiluke's freezing sphere, wall of
3: treat Dimwold as Magma Mephit (MM CR 13 (10,000xp)). ice
216, CR ½ (100xp)). 13: treat Glyphimhor as Balor (MM 55, 1/day: harm
4: treat Crypt Things as Mummy (MM CR 19 (22,000xp)). Rage Once per day, Kostchtchie can
328, CR 3 (700xp each)). Orcusgate Inhabitants: treat Type 1 enter a rage, like a barbarian, for up to 5
5: treat Nabassu as Marilith (MM 61, CR Demons as Barlgura (MM 56, CR 5 minutes. While in this rage, he has
16 (15,000xp)). (1,800xp)) or Shadow Demon (MM 64, advantage on Strength checks and
6: treat Lich as Lich (MM 202, CR 21 CR 4 (1,100xp)) or Vrock (MM 64, CR 6 saving throws, and on melee attack rolls.
(33,000xp)); treat Demilich as Demilich (2,300xp)). DM's choice. Treat Type 2 He also gains +10 to damage dealt with
(MM 48, CR 18 (20,000xp)); treat Death Demons as Chasme (MM 57, CR 6 melee weapons.
Knight as Death Knight (MM 47, CR 17 (2,300xp)), or Hezrou (MM 60, CR 8 Legendary Resistance 3/day. If
(18,000xp)). (3,900xp)). DM's choice. Treat Type 3 Kostchtchie fails a saving throw, he can
7: treat Chasme as Chasme (MM 57, CR Demons as Glabrezu (MM 58, CR 9 choose to succeed instead.
6 (2,300xp)). (5,000xp) or Yochol (MM 65, CR 10 Actions
8: treat Type 6 Demon as Goristro (MM (5,900xp). DM's choice. Multiattack Kostchchie makes two
59, CR 17 (18,000xp)) or Balor (MM 55, 14: treat Lich as Lich (MM 202, CR 21 attacks per turn.
CR 19 (22,000xp)). DM's choice; treat (33,000xp)); treat Death Knights as Iron Maul: Melee Hit: +18, reach 10 ft.,
Solar as Solar (MM 18, CR 21 Death Knight (MM 47, CR 17 (18,000xp)). one target. Damage: 36 (4d12 +10)
(33,000xp)); treat Ki-rin as Ki-rin (VGM 15: treat Succubus Queen as Marilith bludgeoning, and the target must make
163, CR 12 (8,400xp)). (MM 61, CR 16 (15,000xp)); treat a DC 23 Strength saving throw or be
9: treat Ghosts as Ghost (MM 147, CR 4 Succubus as Succubus (MM 285, CR 4 stunned until the end of Kostchchie's
(1,100xp)). (1,100xp each)). next turn.
10: treat Giant Skeletal Fist as Storm 16: treat Nabassu as Marilith (MM 61, CR Rock: Ranged weapon hit: +18, range
Giant (MM 156) with the following 16 (15,000xp)). 360ft., one target. Damage: 36
modifications: AC 20, damage 21: Treat Manes as Manes (MM 60, CR (4d12+10) bludgeoning.
vulnerability to bludgeoning, damage 1/8 (25xp each)). Treat Dretch as Dretch Maul Storm. Can make an Iron Maul
immunity to poison, condition (MM 57, CR ¼ (50xp each)). attack against each creature of his
immunities to exhaustion and poisoned, 22: treat Type 3 Demons as Glabrezu choice within range (10 ft.), with a
understands common but cannot speak, (MM 58, CR 9 (5,000xp) or Yochol (MM separate attack roll for each target. If the
no spellcasting ability, no lightning 65, CR 10 (5,900xp). DM's choice. Treat attack hits, the target must make a DC
strike. Attacks twice at +14 to hit with 10 Type 4 Demons as Nalfeshnee (MM 62, 23 Strength saving throw or be knocked
ft reach; hits for 6d12 bludgeoning CR 13 (10,000xp)). Treat Orcus as Orcus prone.
damage. Effective CR of 12 (8,400xp (OoA 245, CR 26 (90,000xp)). Freezing Breath (recharge 5-6). Can use
each)). Treat Skeleton Warrior as Knight his breath weapon to subject all targets
(MM 347, CR 3 (700xp)) with skeleton Chapter 5 in a 60 ft cone to a freezing blast. All
traits (i.e. immune to poison, exhaustion, creatures caught in the cone must make
understands languages it knew in life but Flight from Abyss: treat Archons as Deva a DC 23 Dex save, taking 84 (24d6) cold
cannot speak). Treat Giant Mouth as (MM 16, CR 10 (5,900xp each)). damage on a failed save or half as much
Skeletal Fist above, but deals piercing Castle Al-Amo: Treat St. Sollars as Solar on a successful one.
damage. Treat Skeletal Ettin as Ettin (MM (MM 18, CR 21 (33,000xp)).
132, CR 4 (1,100xp each)) with skeleton Palace Platinum Dragon: Treat Ancient
traits (i.e. immune to poison, exhaustion, Gold Dragons as Ancient Gold Dragons
understands languages it knew in life but (MM 113, CR 24 62,000xp each)). Treat
Bahamut as Ancient Gold Dragon (MM

Legendary Actions not transformed. following spells, requiring no material
Kostchtchie can take 3 legendary Spider Walk. Lolth can climb difficult components:
actions, choosing from the options surfaces, including ceilings, without At will: detect magic, fire bolt, charm
below. Only one legendary action option needing to make an ability check. She is person, dispel magic
can be used a a time, and only at the also immune to movement restrictions 3/day: dominate person, teleport, insect
end of another creature's turn. He caused by web. plague, plane shift (on self or a willing
regains spent legendary actions at the Actions creature).
start of his turn. Multiattack Lolth makes seven attacks 1/day: wish
Attack. He makes an Iron Maul attack. per turn: 6 longsword strikes, and one Magic Resistance. Pazuzu has advantage
Move. He moves up to half his speed. sting. on saving throws against spells and
Spell-casting (costs 2 actions). He can Longsword: Melee Hit +22, reach 10ft., other magical effects.
innately cast one spell. one target. Damage: 27 (4d6+13) Magic Weapons. Pazuzu's weapon
slashing. attacks are considered magical.
Lolth Stinger: Melee weapon hit: +12, range Legendary Resistance 3/day. If Pazuzo
10ft., one target. Damage: 27 (4d6+13) fails a saving throw, he can choose to
Gargantuan Fiend (Demon Queen), piercing, and the target must make a DC succeed instead.
chaotic evil 23 Con save, or take an additional 42 Multiattack Pazuzu makes two attacks
Armor Class 20 (natural) (12d6) poison damage. If the target per turn.
Hit Points 465 (30d20 +150) takes poison damage, he/she is Claws: Melee Hit +16, reach 5ft., one
Speed 60, climb 60 poisoned. target. Damage: 17 (2d8+8) slashing.
Str Dex Con Int Wis Cha Teleport. Lolth can magically teleport, Sword of Chaos: Melee Hit: +16, reach
along with any equipment she is wearing 10 ft., one target. Damage: 20 (4d6+6)
22 25 20 30 26 30 or carrying, up to 120 feet to any slashing, plus 14 (4d6) damage from
(+6) (+7) (+5) (+10) (+8) (+10) unoccupied space she can see. either fire, cold, lightning, thunder, acid,
Saving Throws Dex +17, Wis +18 Legendary Actions or poison. Roll 1d6 to determine type.
Resistances cold, fire, lightning Lolth can take 3 legendary actions, Poison Breath (recharge 5-6). Can use
Immunities bludgeoning, piercing, and choosing from the options below. Only his breath weapon to subject all targets
slashing from nonmagical sources; one legendary action option can be used in a 60 ft cone to a toxic blast. All
poison. a a time, and only at the end of another creatures caught in the cone must make
Conditions Immunities charmed, creature's turn. She regains spent a DC 23 Dex save, taking 27 (6d8) acid
exhaustion, frightened, poisoned. legendary actions at the start of her damage plus 27 (6d8) poison damage on
Skills Deception +17, Insight +18, turn. a failed save, or half as much on a
Perception +18, Persuasion +20 Attack. Lolth can attack once with her successful one.
Senses Truesight 120, passive Perception stinger or longsword. Legendary Actions
28 Teleport. She can use her teleport ability. Pazuzu can take 3 legendary actions,
Languages All, telepathy 120ft Forced Move. One creature charmed by choosing from the options below. Only
CR 26 (90,000xp) Lolth that she can see is compelled to one legendary action option can be used
Special Abilities use its reaction to move up to its speed a a time, and only at the end of another
Demonic Deity. When Lolth drops to 0hp as Lolth directs. creature's turn. He regains spent
or dies, her body is destroyed, but her Discord. Lolth casts crown of madness or legendary actions at the start of his turn.
essence travels back to her domain in dissonant whispers. Dive-bomb. Pazuzu can fly his speed and
the Demonweb. Once there, she is then make one attack with his claws. His
unable to take physical form for a time. Pazuzu movement does not provoke an
Cunning Action. Lolth can take the Dash, opportunity attack.
Disengage, or Hide action as a bonus Large Fiend (Demon Lord), chaotic evil Compulsion. A creature that Pazuzu can
action. Armor Class 20 (natural) see must make a DC 23 Charisma saving
Terror of the Spider Queen. Any Hit Points 336 (32d10+160) throw, or be compelled to use its
creature that Lolth can see and which Speed 30, fly 90 reaction to make a weapon or spell
she gazes upon must make a DC 23 Str Dex Con Int Wis Cha attack against a target that Pazuzu
Wisdom saving throw, or become designates. Pazuzu determines which
frightened until the end of Lolth's next 20 27 20 24 24 26 weapon or spell is used, if there are
turn. If the creature's save is successful, (+5) (+8) (+5) (+7) (+7) (+8) options. If the compelled creature fails to
he or she is immune to this effect for the Saving Throws Dex +16, Con +14, Wis inflict any damage against the
next 24 hours. +15, Cha +16 designated target, that creature takes 31
Innate Spellcasting. Lolth's spellcasting Resistances acid, cold, fire (9d6) psychic damage.
ability is Charisma (spell save DC 23). Immunities lightning, poison, Locust Plague (Costs 2 actions). Pazuzu
She can innately cast the following bludgeoning, piercing, and slashing casts Insect Plague, requiring no
spells, requiring no material damage from non-magical weapons material components. Pazuzu is
components: Conditions Immunities charmed, unaffected by his own spell.
At will: charm person, crown of madness, frightened, poisoned, exhaustion
darkness, detect magic, dispel magic, Skills Arcana +15, Deception +16,
dissonant whispers. Insight +15, Perception +15, Persuasion
3/day: counterspell, dominate person, +16, Stealth +16
sanctuary, telekinesis, teleport, divine Senses Truesight 120, passive Perception
word, harm 25
1/day: greater invisibility, gate Languages All, telepathy 120ft
Legendary Resistance (3/day). If Lolth CR 25 (75,000xp)
fails a saving throw, she can choose to Special Abilities
succeed instead. Demonic Deity. When Pazuzu drops to
Limited Magic Immunities. Lolth is 0hp or dies, his body is destroyed, but
immune to spells of 6th level and lower, his essence travels back to his domain in
and has advantage on saving throws Pazunia. Once there, he is unable to take
against all other spells and magical physical form for a time.
effects. She can choose to forgo this Shapechanger. Pazuzo can use his action
ability, if she wishes. to polymorph into a form that resembles
Magic Weapons. Lolth's weapon attacks a Large or Medium humanoid, or back
are considered magical. into his true from. Aside from his size, his
Shapechanger. Lolth can use her action statistics are the same in each form. Any
to polymorph into a form that resembles equipment he is wearing or carrying isn't
any Medium humanoid creature, or back transformed.
into her true form. Aside from her size, Innate Spellcasting. Pazuzo's
her stats are the same in each form. Any spellcasting ability is Charisma (spell
equipment she is wearing or carrying is save DC 24 ). He can innately cast the


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