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1

 
Developer: Adam Hancock | @AdamDMsGuild If you are starting Dragon of Icespire Peak after having
Editor: Rachel Savicki | @RWritesThings completed Lost Mine of Phandelver, the frontier town of
Cover Artist: Roselysium | @Roselysium Phandalin is a familiar sight to the party members. If the
adventurers behaved themselves, they might be hailed as
trusted heroes by now. People may greet them in the streets of
town on a first-name basis or even seek them out when help is
needed.
Assuming the Rockseeker brothers both survived the events
of Lost Mine of Phandelver, Gundren and Nundro have
claimed the mine at Wave Echo Cave and seek to reinstate the
Phandelver's Pact. Dwarven and gnomish miners are starting
to be familiar sight in Phandalin. But a new danger arises
away to the east....

Cryovain is still the main villain in this adventure, but this icy
terror is no longer a young white dragon. Then again, it hasn't
yet grown to adult size either. Instead, you'll find a custom stat
block at the end of this book depicting Cryovain as an
adolescent dragon on the verge of adulthood.
On The Cover 
Roselysium illustrates Cryovian and Venomfang, the two Coincidentally, while the party was underground fighting
dragons who prowl the region surrounding Phandalin. Both Nezznar the Black Spider in Wave Echo Cave, several people
appear in this Tier 2 conversion guide of the Phandalin spotted Cryovain flying over Phandalin. Minutes later, the
Adventures. white dragon landed just outside Icespire Hold, stormed the
fortress, and drove out the surviving orcs.
 While some of the townsfolk may still mention the strange
sighting when the party returns to Phandalin, by that time the
This guide converts Lost Mine of Phandelver and Dragon of dragon has largely been forgotten.
Icespire Peak to Tier 2 (levels 5 to 10). That way you can play Forgotten by everyone, that is, except the cowardly
these two adventures back to back in either order using the townmaster. If he survived the events of Lost Mine of
same characters. Phandelver, Harbin Wester is still in charge of Phandalin. But,
To use this guide, you must have a copy of both Lost Mine of deathly afraid of dragons, he has retreated into the
Phandelver from the D&D Starter Set and Dragon of Icespire Townmaster's Hall. He communicates with and pays the
Peak from the D&D Essentials Kit. This guide does not make adventuring party through a door. If Harbin Wester was
sense without them. You also need a copy of the Monster ousted or killed previously, the new townmaster serves the
Manual since many of the creatures in this book draw from same quest-giving function, but perhaps with a bit more
that sourcebook. bravery.
In other words, if you have finished running Lost Mine of
Phandelver or Dragon of Icespire Peak and wish to continue 
your adventures in Phandalin right where you left off with the There are three ways characters can level up in this
same characters, this guide is for you. adventure:
The end effect is a 1st- to 11th-level campaign set in the
frontier town of Phandalin using the adventures found in the First, characters below 7th level gain a level each time they
D&D Starter Set and D&D Essentials Kit. complete a starting quest. Once they reach 7th level,
completing additional starting quests no longer increases
their level.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Second, characters gain a level each time they complete
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, two follow-up quests.
Ravnica and all other Wizards of the Coast product names, Finally, characters gain a level if they slay Cryovain the
and their respective logos are trademarks of Wizards of the white dragon.
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 2019 by
Adam Hancock and published under the Community Content
Agreement for Dungeon Masters Guild.
2
 A14. Throne Room
"Axeholm" is balanced for characters of 9th level, though The creature hiding behind the throne is a ghast with 64 hit
characters of 7th or 8th level can survive its perils if they are points, detectable with a successful DC 15 Wisdom
cautious and rest between encounters. (Perception) check.
Treasure. The signet ring is inlaid with platinum and is
worth 25 gp.
Axeholm Features A15. Dining Room
Axeholm has the same features described in Climbing into or out of the pit requires a DC 12 Strength
Dragon of Icespire Peak, except for the following:
Arrow Slits. A Small character needs a successful
(Athletics) check.
DC 12 Dexterity (Acrobatics) check to squeeze
through an arrow slit. A19. Ghoul Den
Ballistas. The ballistas use the following attack: Treasure. The potion inside the steel coffer is a more potent
Ranged Weapon Attack: +9 to hit, range 120/480 potion of supreme healing. The amulet is unchanged, but a
ft., one target. Hit: 44 (8d10) piercing damage. non-dwarf character must succeed on a DC 12 Intelligence
(Religion) check to recognize Moradin's symbol.
 A22. Upper Bastion
Replace the giant spiders here with phase spiders.
The winches require a successful DC 17 Strength (Athletics)
check to turn. Finding another entrance requires a successful A24. Haunted Hall
DC 17 Wisdom (Perception) check, while scaling the Replace the banshee with the fell banshee stat block found in
mountain and crawling down a chimney requires only a the appendix.
successful DC 12 Strength (Athletics) check.
A28. Castellan's Bedchamber
 Replace the stirges with an equal number of will-o'-wisps.
Changes have been made to the following locations: Secret Door. It takes a successful DC 17 Wisdom
(Perception) check to notice the hand prints.
A1. Outer Gauntlet
Replace all the ghouls in this area with ghasts. A29. Secret Vault
Without the castellan’s signet ring, a successful DC 25
A9. Stirge in the Smithy Dexterity check using thieves' tools (or a knock spell or similar
Instead of a fluttering noise in the chimney, the party sees a magic) is required to unlock the iron chest.
faint light in the fireplace winking on and off. If anyone Treasure. Replace the dread helm and gauntlets of ogre
investigates the light, a will-o'-wisp attacks the nearest power with a circlet of blasting and a belt of hill giant strength.
character or sidekick.

“Butterskull Ranch” is balanced for characters of 6th level, but
characters of 5th level can survive this quest if they avoid
combat and focus on rescuing Alfonse Kalazorn, the ranch
owner. Characters of 7th level or higher should be able to save
Big Al and his ranch without hardship.

Instead of ordinary orcs, the farmhouse is occupied by three
times as many elite orc blades of Ilneval as there are
members in the party, not including sidekicks. And instead of
mithral chain mail in the secret compartment in Big Al's
bedroom, there's a suit of mithral plate armor.
Finally, Big Al is not a human veteran, but a unique NPC.
(See Alfonse Kalazorn in the appendix.) Convincing Big Al to
abandon his ranch requires a successful DC 12 Charisma
(Intimidation or Persuasion) check.

3

 Changes have been made to the following locations:
"Circle of Thunder" is balanced for characters of 9th level,
though characters of 7th or 8th level can weather its C1. Henge
challenges if they are cautious. Replace the anchorites with the same number of devotees of
Talos, the twig blights with needle blights, and Gorthok the
Thunder Boar with Gorthok the Lighting Boar, found in the
Cave Descriptions appendix.
The caves' features are the same, except for the Secret Trapdoors. It takes a successful DC 12 Wisdom
following. (Perception) check to discover these doors.
A. Entryway. A character who succeeds on a DC
12 Intelligence (Religion) check can ascertain that C2. Northwest Cave
the bones are a warning to stay away. Treasure. Replace the potion of invulnerability with a potion
B. Boar Pen. Instead of a boar, each pen holds a of vitality.
giant boar.
C3. Northeast Cave
Treasure. Replace the +1 shield with an arrow-catching
 shield.
Tree Trap
The heroes must succeed on a DC 15 Dexterity saving throw

or take 9 (2d8) bludgeoning damage and be restrained. It "Dragon Barrow" is balanced for characters of 9th level,
takes a successful DC 17 Strength (Athletics) check to escape. though characters of 8th level can survive this quest if they are
Alternatively, characters can break free by dealing 10 or more cautious and rest between encounters. Characters of 10th
slashing damage against a root with a single melee weapon level or higher should have no trouble plundering the barrow
attack. The tree roots have AC 15. and surviving its challenges.
Yargath's Patrol 
Yargath is a devotee of Talos and the orcs are orc blades of Xanth approaches the party peacefully, but if this gesture is
Ilneval. met with aggression on the part of the adventurers, use the
Treasure. Yargath carries a potion of superior healing. Xanth stat block found in the appendix.

Catacombs Features
The catacombs have the same features, except for
the following.
Sarcophagi. The granite lids are sturdier and
heavier. Lifting a lid requires a successful DC 25
Strength (Athletics) check. Each lid is a Medium
object with AC 19, 16 hit points, and immunity to
poison and psychic damage.


It takes a successful DC 12 Wisdom (Insight) check to notice
the hill's distinctive shape. Replace the will-o'-wisps in area D2
with chaotic evil ghosts. If they detect the adventurers nearby,
the ghosts enter the Ethereal Plane and withdraw into the
barrow.

Changes have been made to the following locations:
D1. Secret Entrance
It takes a successful DC 12 Wisdom (Perception) check to
spot the opening beneath the base of the rock and a
successful DC 22 Strength (Athletics) check to topple the
rock.

4

“Dwarven Excavation” is balanced for characters of 5th level,
though even characters of 6th level will find certain elements
of the quest challenging. Characters of 7th level or higher
should have an easy time clearing out the ruins and defeating
the orcs that arrive later.

Replace the sending stones the dwarf excavators offer the
party with a helm of telepathy.

Temple Features
The temple has the same features, except for the
following:
Doors. Finding a secret door requires a successful
DC 17 Wisdom (Perception) check.


D2. Will-o'Wisps Changes have been made to the following locations:
Replace the three will-o'-wisps with chaotic evil ghosts, all E3. Courtyard and Temple Facade
that remains of grave robbers who died here a few decades Dazlyn and Norbus are shield dwarf scouts who speak
ago. The ghosts remain in the Border Ethereal until they Dwarvish and Common and have darkvision out to a range of
detect intruders coming down the stairs, whereupon they 60 feet.
enter the Material Plane and move to the far side of the three
concealed pit traps (area D3), hoping to lure the adventurers E5. Temple
to their doom. Each ghost has its own pit and attacks any Instead of the ochre jellies, the heroes encounter one black
character who falls into it. A ghost reduced to 14 hit points or pudding for each character in the party, not including
fewer enters the Ethereal Plane on its next turn and flees to sidekicks.
hide until the characters leave the barrow.
Treasure. Thirty gemstones (10 gp each) lie in the stone
D3. Concealed Pit Traps coffer.
Characters prodding ahead detect the pit with a successful E10. Partially Collapsed Room
DC 12 Wisdom (Perception) check. The pits are 20 feet deep.
Any creature that steps onto a pit falls into it, taking 3d6 Treasure. The symbol of Abbathor is worth 250 gp.
bludgeoning damage and impaling itself on 1d4 swords, each E11. Hall of Greed
of which deals 1d6 piercing damage.
Avoiding the debris from the exploding statue requires a
D4. Skeletal Surprise successful DC 17 Dexterity saving throw. Failure means
Lady Alagondar’s horse has the statistics of a warhorse taking 44 (8d10) piercing damage, or half as much damage on
skeleton instead of a riding horse. a successful saving throw.
D5. Narrow Tunnel 
Characters prodding ahead with a pole or other tool detects Instead of rank-and-file orcs, elite orc blades of Ilneval
the pit with a successful DC 12 Wisdom (Perception) check. attack. The number of orc blades is equal to the number of
characters in the party, including sidekicks.
D6. False Tomb
Creatures exposed to the dust must make a DC 17 Dexterity 
saving throw, taking 21 (6d6) acid damage on a failed save, or
half as much damage on a successful one. The only changes to the Hunting Lodge location are to Falcon
the Hunter himself and the reward he offers. Use the Falcon
D7. Adventurers' Sepulcher the Guide stat block in the appendix for the man and replace
Treasure. Replace the lute of illusions and necklace of the boots of elvenkind with boots of speed for the reward.
fireballs with a doss lute and staff of fire.
D8. Dragon Slayer
Treasure. Replace the dragon slayer sword with a suit of
white dragon scale mail. Replace the invisible stalker with a
stone golem.

5
G7: Autoloading Crossbow Platform
 The crossbow contraption is deadlier and better built. It has
“Gnomengarde” is balanced for characters of 5th level, though the following modifications: AC 14, 75 hit points, and +7 to hit.
characters of 6th level might find certain traps and hazards A creature operating it can fire four bolts per round. Every
challenging. Characters of 7th level or higher should be able time the platform loses 15 hit points, one of its crossbows
to deal with the unexpected trouble here. breaks.
G8: Mimic and Mushroom Wine
Gnomengarde Features All the barrels in this room are perfectly ordinary. However,
Gnomengarde has the same features, except for the Orryn, the gnome inspecting those barrels, is really a green
following: slaad. Two of the barrels are much heavier than the others
Doors. Locks and doors are a bit better made and contain the bodies of the murdered Orryn and Warryn.
now. A locked door can be opened with a You can decide which barrels contain the bodies, or roll 2d8 to
successful DC 12 Dexterity check using thieves' determine where the corpses are.
tools. Alternatively, a locked door can be forced
open as an action with a successful DC 17 Strength G9: Gnome Guard Post
(Athletics) check. Finding a secret door requires a Scaling the slick rock wall requires a successful DC 15
search of the wall and a successful DC 12 Wisdom Strength (Athletics) check. Charisma checks on the guards
(Perception) check. are now DC 12.
G10: Spinning Blades
 Avoiding the blades requires a DC 17 Dexterity saving throw,
Harbin doesn't want a hat of wizardry but a headband of taking 36 (8d8) slashing damage on a failed save, or half as
intellect instead. much damage on a successful one.
Gnome-Made Magic Items G11: Inventor's Workshop
The grateful gnomes have the following items to give: a circlet Treasure. The spellbook here contains the following wizard
of blasting and a balloon pack (from area G13). The kings give spells: clairvoyance, fireball, hold person, locate object, magic
a wand of magic missiles and a headband of intellect. circle, protection from energy, and scorching ray.
 G12: Treasury
Replace all the rock gnome recluses who live in Gnomengarde Replace the clockwork amulet and pole of collapsing with a
with rock gnome solitaries, the statistics of which are found circlet of blasting and a balloon pack.
in the appendix.
G15: Gnome Kings' Bedroom
Mystery Monster King Korboz isn't entirely sure he has the right Gnerkli, so he
Instead of a mimic taking the form of barrels, chairs, chests, has his husband glued to a chair and restrained as a
and lecterns, a green slaad has infiltrated Gnomengarde, precaution.
taking the form of various resident rock gnomes. Replace the hat of wizardry and wand of pyrotechnics with
When the slaad attacked Korboz in the throne room (area a headband of intellect and a fully charged wand of magic
G14), the slaad looked like his husband Gnerkli. The slaad missiles.
would have gotten away with it had the real Gnerkli not
walked through the door in the middle of the attack.
At the time of the party's arrival, the slaad looks like Orryn,
one of the rock gnomes it murdered. Warryn remains
unaccounted for.
Characters who discover the slaad can negotiate with it and
can compel it to leave Gnomengarde with a successful DC 18
Charisma (Intimidation or Persuasion) check.

Changes have been made to the following locations:
G6: Barrel Crabs
The barrel crabs are a bit more advanced and have the
following modifications: AC 17, 60 hit points, and a Strength
score of 14. A barrel crab can make two attacks with its pincer
claws each round.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (3d4+2) piercing damage, and the target is
grappled (escape DC 12).

6
 H18. Orc Barracks
This location is designed for characters of 10th level, though Treasure. Searching reveals 450 sp, 182 gp, and a spyglass in
lower-level characters can defeat the dragon if they're cunning working order worth 300 gp.
and cautious. H19. Orc War Chief's Lair
Treasure. The orc chieftain's hand is still wrapped around a
Icespire Hold Features magical battleaxe. Runes in Dwarvish on the axe head read,
“Hew.” Hew is a +1 battleaxe that deals maximum damage
Icespire Hold has the same features, except for the when the wielder hits a plant creature or an object made of
following: wood. The axe’s creator was a dwarf smith who feuded with
Arrow Slits. Small characters can squeeze through
an arrow slot with a successful DC 12 Dexterity
the dryads of a forest where he cut firewood. Whoever carries
(Acrobatics) check. the axe feels uneasy whenever he or she travels through a
Doors. Secret doors can be found with a DC 17 forest.
Wisdom (Perception) check. The branches of red coral are worth 50 gp each.
H20. Roof
 Use the unique Cryovain stat block found in the appendix.
Captured Orc. The orcs that attack Phandalin are orc
    blades of Ilneval.


A DC 17 Wisdom (Survival) check reveals that the ogre was
killed within the past 24 hours.
Treasure. Replace the potions of healing with potions of
greater healing.

Remember to use the Cryovain stat block found in the
appendix.

Stone-Cold Reavers
Instead of normal veterans, the stone-cold reavers
are half-white dragon veterans. They suspect they
are half-siblings of Cryovain, sharing the same 
father. Instead of feeling a kinship with their full- "Loggers’ Camp" is balanced for characters of 7th level,
dragon sibling, they hate Cryovain. They're no match
for the dragon, but they want to steal its hoard, not
though characters of 6th level can survive the perils of this
knowing no hoard actually exists. The stone-cold quest if they are cautious and clever. Characters of 8th level or
reavers only see the party members as competitors. higher should have an easy time dealing with the threats to
The have the same physical features and the camp.
personalities as described in Dragon of Icespire
Peak. 
The stone-cold reavers use their own stat block
found in the appendix. You must make a DC 12 Wisdom (Survival) check to avoid
getting lost. Replace the anchorite of Talos Drethna with a
devotee of Talos of the same name. (See the appendix.)
 
Changes have been made to the following locations:
It requires a successful DC 17 Intelligence (Religion) check to
H2. Stables discern the totem's purpose. At the north camp, there is no
Replace the riding horses with warhorses. evidence of acid spray, but a successful DC 12 Intelligence
(Investigation) check reveals that the victims have been
H12. Audience Chamber attacked by burrowing creatures. Finally, replace all ankhegs
with an equal number of bulettes.
Replace the stirges with will-o'-wisps.

7
 
 "Shrine of Savras" is balanced for characters of 5th to 10th
level.
“Mountain’s Toe Gold Mine” is designed for characters of 8th
level, but characters of 7th level can survive if they avoid 
unnecessary combat or possess a magic weapon. Characters The guard atop the tower, along with all the other orcs in
of 9th level or higher will face less peril but should enjoy the camp, are orc blades of Ilneval. Replace any ogres with
roleplaying opportunities. ettins.
 
A successful DC 14 Wisdom (Medicine) check determines the Changes have been made to the following locations:
orcs' cause of death.
S1. Gatehouse
 It takes a successful DC 25 Strength (Athletics) check to
Replace each wererat in the gold mine with a master manually lift the portcullis.
wererat. (See the appendix.) S7. Main Hall and Belfry
 A successful DC 17 Strength (Athletics) check is enough to
Changes have been made to the following locations: climb the outer walls and rooftop.
Treasure. The bell is made of both gold and platinum and is
M4. Wererat Den worth 10,000 gp.
Increase the number of giant rats here to eight total. S10. Altar of Fate
Treasure. Each chunk of gold ore is worth 50 gp. Replace
the copper and silver coins with 110 gold pieces and 4 Treasure. A successful DC 12 Wisdom (Perception) reveals
platinum pieces and replace the goggles of night with a gem of that something's off with the altar's base. Within lies 475 gp
seeing. and gloves of thievery in place of the mystery key.
M11. Carrion Crawler
Replace the carrion crawler with an umber hulk whose
inhuman claws make it too unable to open the door. Scaling
the slope requires a DC 12 Strength (Athletics) check.
M13. Rat-Infested Cave
Increase the number of giant rats here to nine.

8
 T10-T14. Shipwrecks
This location is balanced for characters of 7th level, but lower- Adventurers can find the treasure in each shipwreck with a
level characters can survive if they're cautious and rest often. successful DC 17 Wisdom (Perception) checks. Keys can only
be found with a DC 22 Wisdom (Perception) check. Picking
the lock requires a successful DC 17 Dexterity check with
 thieves' tools. Replace the shipwreck treasure with the
Instead of a giant crab, the adventurers meet an awakened following:
giant octopus whose friendly gesture can be interpreted with Area Treasure
a successful DC 15 Wisdom (Animal Handling) check.
T10 +2 weapon
Helping the Giant Octopus T11 Mermaid statue worth 150 gp
The giant octopus retrieves a +2 weapon in exchange for help. T12 Cloak of elvenkind
 T13 120 gp and twelve pearls (100 gp each)
Changes have been made to the following locations: T14 Fully charged wand of enemy detection and a
spellbook containing the wizard spells confusion,
T1. Haunted Cave feign death, greater invisibility, hold person,
Instead of a banshee, Miraal is a fell banshee, found in the protection from energy, polymorph, and tongues
appendix.
T4. Shrine of Talos
Characters must succeed on a DC 17 Intelligence (Religion)
check to identify Talos.
Charm of the Storm. You can cast the 5th-level version of
the lightning bolt spell as an action.
T5. Harpies' Aerie
Replace the harpies with an equal number of greater harpies,
found in the appendix. A greater harpy reduced to 17 hit
points or fewer flies away.
Treasure. There are a number of potions of water breathing
equal to the number of characters in the party, not including
sidekicks.
T7. Moesko the Anchorite
Moesko is a devotee of Talos, not an anchorite.
Treasure. There is a gem of brightness wedged inside the
opalescent conch. Its faint glimmer can be detected with a
successful DC 12 Wisdom (Perception) check.
T8 Rooftop and Lightning Rod
Lightning Rod. If lightning strikes the rod while a character is
touching it, they must succeed on a DC 17 Dexterity saving
throw, taking 36 (8d8) lightning damage on a failed save, or
half as much damage on a successful one.
T9. Moesko's Heart
The heart has AC 12 and 15 hit points.

Exploring the Wrecks 


Ascending or descending the slope requires a "Umbrage Hill" is balanced for characters of 6th to 7th level. It
successful DC 12 Strength (Athletics) check. may still work for characters of 8th level, but higher-level
Replace the hunter sharks with giant sharks. characters won’t face great peril here, but they might need to
visit this location to buy potions of greater healing.
Instead of a manticore, the windmill is attacked by a
chimera or a hydra, depending on the party's power level. If
the party is 6th or 7th level, chimera is a good choice. Anything
higher, go with the hydra.
Treasure. Adabra sells potions of greater healing for 200
gp.
9
 W10. Wizard's Laboratory
"Woodland Manse" is balanced for characters of 9th or 10th All creatures except Tempest clerics must succeed on a DC 15
level, though characters of 7th or 8th level can survive the Intelligence (Religion) check to recognize the symbol of Talos
challenges of this quest if they rest between encounters. or to identify Grannoc's actions as a ritual. Grannoc is a
devotee of Talos. Replace his twig blight minions with needle
blights.

Grannoc is a half-orc devotee of Talos, not an anchorite. W11. Library
Treasure. There are two packets of dust of disappearance, not
one.
Woodland Manse Features
The woodland manse has the same features, except W12. Master Bedroom
for the following. A successful DC 12 Wisdom (Perception) check is required to
Doors. Secret doors can be found with a discover the compartment in the fireplace mantel.
successful DC 12 Wisdom (Perception) check. Treasure. Replace the staff of birdcalls with a figurine of
Ivy. Creatures can scale a wall with a successful wondrous power (silver raven).
DC 17 Strength (Athletics) check. A creature that
touches the ivy makes a successful DC 15 W13. Magic Item Vault
Constitution saving throw or takes 5 (2d4) poison
damage. Treasure. Replace the cloak of billowing with a cloak of
displacement.
W14. Upstairs Hall
 Instead of stirges, dust mephits dwell here — two mephits per
Changes have been made to the following locations: party member, not including sidekicks (maximum eight
mephits).
W1. Pumpkin Patches
There appears to be seven giant boars here, but two of them W16. Slanted Roof
are actually devotees of Talos in giant boar form. Standing on the roof requires a successful DC 12 Dexterity
Pumpkins. Each pumpkin seed heals 2 hit points. If a saving throw. On a failure, a creature falls into area W7, taking
creature eats more than five servings of pumpkin seeds in 1 3 (1d6) bludgeoning damage on impact.
hour, it must succeed on a DC 15 Constitution saving throw or
be poisoned for 1d4 hours. W18. Guest Room
W2. Portico and Balcony Replace the orcs with orc blades of Ilneval.
A character can climb up to the balcony with a successful DC 
17 Strength (Athletics) check.
Remember to use the devotee of Talos and the giant boar
W3. Downstairs Hall stat blocks here. In addition, replace the twig blights in this
A creature on the collapsing stairs must succeed on a DC 17 encounter with needle blights.
Dexterity check to avoid falling. On a failure, the creature
lands on 2d6 wooden spikes, each of which deals 1d6 piercing 
damage. Replace Gorthok the Thunder Boar in the adventure with
W5. Dining Room
Gorthok the Lightning Boar found in the appendix. In
addition, replace the orcs with orc blades of Ilneval.
Replace the twig blights with needle blights. These needle
blights' statistics are the same as those in the Monster Manual
except that they are Small in size.
Treasure. The silver candelabra has gold filigree making it
worth 100 gp.
W8. Courtyard
Gulthias Tree. Increase the number of vine blights to one
blight plus two additional blights for each member of the
party, not including sidekicks (maximum nine blights).
On blood-moon nights, the tree spawns 5d4 twig blights,
2d6 needle blights, or 1d4 vine blights.

10
 Action Surge (Recharges after a Short or Long Rest). Big Al
takes an additional action on his turn.
Medium humanoid (human), neutral good
Brute. A melee weapon deals one extra die of its damage
when Big Al hits with it (included in the attack).
Armor Class 10 (18 with plate)
Hit Points 93 (11d8 + 44) Indomitable (Recharges after a Short or Long Rest). Big Al
Speed 30 ft. can reroll a saving throw that he fails. He must use the
new roll.

STR DEX CON INT WIS CHA Actions


19 (+4) 10 (+0) 18 (+4) 11 (+0) 8 (-1) 12 (+1) Multiattack. Big Al makes three attacks with his
greatsword.
Skills Athletics +7, Intimidation +4 Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses passive Perception 9 one target. Hit: 14 (3d6 + 4) slashing damage.
Languages Common
Challenge 6 (2,900 XP) Bonus Actions
Second Wind (Recharges after a Short or Long Rest). Big Al
can regain 16 hit points.

 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 12 (2d6 + 5) slashing damage.
Large dragon, chaotic evil
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 9 (1d8 + 5) bludgeoning damage.
Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80) Frightful Presence. Each creature of the dragon’s choice
Speed 40 ft., burrow 25 ft., fly 80 ft., swim 40 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 12 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature’s saving
20 (+5) 10 (+0) 20 (+5) 7 (-2) 11 (+0) 12 (+1) throw is successful or the effect ends for it, the creature
is immune to the dragon’s Frightful Presence for the
Saving Throws Dex +4, Con +9, Wis +4, Cha +5 next 24 hours.
Skills Perception +8, Stealth +4
Damage Immunities cold Cold Breath (Recharge 5–6). The dragon exhales an icy
Senses blindsight 40 ft., darkvision 120 ft., passive blast in a 40-foot cone. Each creature in that area must
Perception 18 make a DC 17 Constitution saving throw, taking 49
Languages Common, Draconic (11d8) cold damage on a failed save, or half as much
Challenge 10 (5,900 XP) damage on a successful one.

Ice Walk. The dragon can move across and climb icy
Legendary Actions
surfaces without needing to make an ability check. The dragon can take 2 legendary actions, choosing from
Additionally, difficult terrain composed of ice or snow the options below. Only one legendary action option
doesn't cost it extra moment. can be used at a time and only at the end of another
creature’s turn. The dragon regains spent legendary
Legendary Resistance (1/Day). If the dragon fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack. The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two with Wing Attack (Costs 2 Actions). The dragon beats its
its claws. wings. Each creature within 10 feet of the dragon must
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one succeed on a DC 17 Dexterity saving throw or take 12
target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) (2d6 + 5) bludgeoning damage and be knocked prone.
cold damage. The dragon can then fly up to half its flying speed.

11
 
Medium humanoid (half-orc, shapechanger), neutral Medium humanoid (human), neutral
evil
Armor Class 13 (studded leather)
Armor Class 14 (hide armor) Hit Points 91 (14d8 + 28)
Hit Points 105 (14d8 + 42) Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 15 (+2)
16 (+3) 14 (+2) 16 (+3) 9 (-1) 16 (+3) 12 (+1)
Saving Throws Dex +4, Con +5
Skills Nature +2, Stealth +5, Survival +6 Skills Deception +5, Persuasion +5
Senses darkvision 60 ft., passive Perception 13 Senses passive Perception 10
Languages Common, Orc Languages Common, Dwarvish
Challenge 5 (1,800 XP) Challenge 4 (1,100 XP)

Innate Spellcasting. The devotee's innate spellcasting Brave. Don-Jon has advantage on saving throws
ability is Wisdom (spell save DC 14). It can innately against being frightened.
cast the following spells, requiring no material
components: Brute. A melee weapon deals one extra die of its
damage when Don-Jon hits with it (included in the
1/day each: augury, bless, lightning bolt (12d6 attack).
damage), revivify
Not Dead Yet (Recharges after a Long Rest). If damage
3/day: thunderwave (6d8 damage) reduces Don-Jon to 0 hit points, he drops to 1 hit
point instead and gains advantage on attack rolls
Righteous Fury. The devotee deals an extra 4 (1d8)
until the end of his next turn.
damage when it hits with a weapon attack (included
in attack). Actions
Shapechanger. The devotee can use its action to
Multiattack. Don-Jon makes three melee attacks.
polymorph into a giant boar or back into its true
form, which is humanoid. Its statistics are the same Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.
in each form. Any equipment it is wearing or carrying one target. Hit: 9 (2d4 + 4) piercing damage.
isn't transformed. It reverts to its true form if it dies.
Sling. Ranged Weapon Attack: +4 to hit, range
Actions 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
damage.
Multiattack. The devotee makes two attacks on its
turn. Reactions
Clawed Gauntlet (Humanoid Form Only). Melee Parry. Don-Jon adds 2 to his AC against one melee
Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: attack that would hit him. To do so, Don-Jon must
10 (1d4 + 1d8 + 3) slashing damage. see the attacker and be wielding a melee weapon.
Tusk (Giant Boar Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 1d8
+ 3) slashing damage.

12
 
Medium humanoid (human), neutral good Medium undead, chaotic evil

Armor Class 16 (studded leather) Armor Class 13


Hit Points 150 (20d8 + 60) Hit Points 121 (22d8 + 22)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 11 (+0) 16 (+3) 15 (+2) 1 (-5) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 20 (+5)

Saving Throws Dex +7, Wis +6 Saving Throws Wis +3, Cha +8
Skills Athletics +5, Perception +9, Survival +6 Damage Resistances acid, fire, lightning, thunder;
Senses passive Perception 19 bludgeoning, piercing, and slashing from
Languages Common nonmagical attacks
Challenge 7 (2,900 XP) Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
Archer. A longbow or shortbow deals one extra die of frightened, grappled, paralyzed, petrified,
its damage when Falcon hits with it (included in his poisoned, prone, restrained
longbow attack). Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Magic Arrow. Whenever Falcon fires a nonmagical Challenge 7 (2,900 XP)
arrow from a shortbow or longbow, he can make the
arrow magical for the purpose of overcoming Detect Life. The banshee can magically sense the
resistance and immunity to nonmagical attacks and presence of creatures up to 5 miles away that aren't
damage. undead or constructs. She knows the general
Pack Tactics. Falcon has advantage on an attack roll direction they're in but not their exact locations.
against a creature if at least one of Falcon's allies is
Incorporeal Movement. The banshee can move
within 5 feet of the creature and the ally isn't
through other creatures and objects as if they were
incapacitated.
difficult terrain. She takes 5 (1d10) force damage if
Sharpshooter. Falcon's ranged weapon attacks ignore she ends her turn inside an object.
half cover and three-quarters cover.
Actions
Actions Multiattack. The banshee makess two corrupting
Multiattack. Falcon makes three melee attacks or two touch attacks.
ranged attacks.
Corrupting Touch. Melee Spell Attack: +8 to hit, reach
Longsword. Melee Weapon Attack: +5 to hit, reach 5 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage.
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
Horrifying Visage. Each non-undead creature within
(1d10 + 2) slashing damage if used with two hands.
60 feet of the banshee that can see her must
Longbow. Ranged Weapon Attack: +7 to hit, range succeed on a DC 16 Wisdom saving throw or be
150/600 ft., one target. Hit: 13 (2d8 + 4) piercing frightened for 1 minute. A frightened target can
damage. repeat the saving throw at the end of each of its
turns, with disadvantage if the banshee is within line
Bonus Actions of sight, ending the effect on itself on a success. If a
target's saving throw is successful or the effect ends
Second Wind (Recharges after a Short of Long Rest).
for it, the target is immune to the banshee’s
Falcon can regain 20 hit points.
Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail,
provided that she isn't in sunlight. This wail has no
effect on constructs and undead. All other creatures
within 30 feet of her that can hear her must make a
DC 16 Constitution saving throw. On a failure, a
creature drops to 0 hit points. On a success, a
creature takes 35 (10d6) psychic damage.

13
 
 Medium monstrosity, chaotic evil

Huge monstrosity, chaotic evil Armor Class 13 (natural armor)


Hit Points 66 (12d8 + 12)
Armor Class 17 (natural armor) Speed 20 ft., fly 40 ft.
Hit Points 149 (13d12 + 65)
Speed 50 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 20 (+5) 6 (-2) 10 (+0) 14 (+2) Saving Throws Dex +4, Cha +4
Skills Perception +2
Damage Resistances bludgeoning, piercing, and Senses passive Perception 12
slashing from nonmagical attacks Languages Common
Damage Immunities lightning, thunder Challenge 3 (700 XP)
Senses darkvision 60 ft., passive Perception 10
Languages – Luring Maestro. While within 60 feet of the harpy,
Challenge 10 (5,900 XP) creatures have disadvantage on saving throws
against the harpy's Luring Song.
Relentless (Recharges after a Short or Long Rest). If
Magic Resistance. The harpy has advantage on saving
Gorthok takes 55 damage or less that would reduce
throws against spells and other magical effects.
it to 0 hit points, it is reduced to 1 hit point instead.

Actions Actions
Multiattack. The harpy makes two attacks: one with
Multiattack. Gorthok makes two melee attacks: one its claws and one with its club.
with its lightning tusks and one with its thunder
hooves. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
Lightning Tusks. Melee Weapon Attack: +9 to hit,
reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing Fleeting Form. The harpy can magically disguise itself
damage plus 14 (4d6) lightning damage. to resemble a humanoid of roughly similar size and
shape for up to 1 hour. It can revert to its true form
Thunder Hooves. Melee Weapon Attack: +9 to hit, as a bonus action. This illusion does not hold up to
reach 10 ft., one target. Hit: 19 (2d12 + 6) close scrutiny.
bludgeoning damage plus 14 (4d6) thunder damage.
Luring Song. The harpy sings a magical melody. Every
Lightning Bolt (Recharge 6). Gorthok shoots a bolt of humanoid and giant within 300 feet of the harpy that
lightning at one creature it can see within 120 feet can hear the song must succeed on a DC 12
of it. The target must make a DC 17 Dexterity saving Wisdom saving throw or be charmed until the song
throw, taking 36 (8d8) lightning damage on a failed ends. The harpy must take a bonus action on its
save, or half as much damage on a successful one. subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is
incapacitated.
While charmed by the harpy, a target is incapacitated
and ignores the songs of other harpies. If the
charmed target is more than 5 feet away from the
harpy, the target must move on its turn toward the
harpy by the most direct route, trying to get within 5
feet. It doesn't avoid opportunity attacks, but before
moving into damaging terrain, such as lava or a pit,
and whenever it takes damage from a source other
than the harpy, the target can repeat the saving
throw. A charmed target can also repeat the saving
throw at the end of each of its turns. If the saving
throw is successful, the effect ends on it.
A target that successfully saves is immune to this
harpy's song for the next 24 hours.

14
 Evasion. If the wererat is subjected to an effect that
allows it to make a Dexterity saving throw to take only
Medium humanoid (human, shapechanger), lawful evil half damage, the wererat instead takes no damage if it
succeeds on the saving throw, and only half damage if it
fails.
Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26) Keen Smell. The wererat has advantage on Wisdom
Speed 30 ft. (Perception) checks that rely on smell.
Sneak Attack (1/Turn). The wererat deals an extra 14
(4d6) damage when it hits a target with a weapon attack
STR DEX CON INT WIS CHA and has advantage on the attack roll, or when the target
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) is within 5 feet of an ally of the wererat that isn't
incapacitated and the wererat doesn't have disadvantage
Saving Throws Dex +7, Int +3 on the attack roll.
Skills Acrobatics +7, Athletics +3, Perception +3, Sleight
of Hand +7, Stealth +7
Actions
Damage Immunities bludgeoning, piercing, and slashing Multiattack. The wererat makes one light crossbow
damage from nonmagical attacks that aren't silvered attack or three melee attacks, only one of which can be
Senses darkvision 60 ft. (rat form only), passive a bite.
Perception 13
Languages Common, thieves' cant (can't speak in rat Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7
form) to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
Challenge 5 (1,800 XP) damage. If the target is a humanoid, it must succeed on
a DC 13 Constitution saving throw or be cursed with
Shapechanger. The wererat can use its action to wererat lycanthropy.
polymorph into a rat-humanoid hybrid or into a giant rat, Shortsword (Humanoid or Hybrid Form Only). Melee
or back into its true form, which is humanoid. Its Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
statistics, other than its size, are the same in each form. (1d6 + 4) piercing damage.
Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Light Crossbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +7 to hit, range 80/320 ft., one target.
Cunning Action. On each of its turns, the wererat can use Hit: 8 (1d8 + 4) piercing damage.
a bonus action to take the Dash, Disengage, or Hide
action. Reactions
Uncanny Dodge. The wererat halves the damage that it
takes from an attack that hits it. The wererat must be
able to see the attacker.

15
 
Medium humanoid (orc), chaotic evil Small humanoid (gnome), chaotic neutral

Armor Class 18 (chain mail, shield) Armor Class 11 (14 with mage armor)
Hit Points 60 (8d8 + 24) Hit Points 31 (7d6 + 7)
Speed 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 17 (+3) 10 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 12 (+1) 18 (+4) 10 (+0) 13 (+1)

Saving Throws Wis +3 Saving Throws Dex +3, Int +6


Skills Insight +3, Intimidation +4, Perception +3 Skills Arcana +6, History +6
Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc Languages Common, Gnomish
Challenge 4 (1,100 XP) Challenge 3 (700 XP)

Aggressive. As a bonus action, the orc can move up Gnome Cunning. The gnome has advantage on
to its speed toward a hostile creature that it can see. Intelligence, Wisdom, and Charisma saving throws
against magic.
Foe Smiter of Ilneval. The orc deals an extra die of
damage when it hits with a longsword attack Potent Cantrip. When the gnome casts a damaging
(included in the attack). cantrip and misses, or the target succeeds on its
saving throw, the target still takes half the cantrip’s
Actions damage but suffers no other effect.
Multiattack. The orc makes two melee attacks with its Spellcasting. The gnome is a 7th-level spellcaster. Its
longsword or two ranged attacks with its javelins. If spellcasting ability is Intelligence (spell save DC 14,
Ilneval's Command is available to use, the orc can +6 to hit with spell attacks). It has the following
use it after these attacks. wizard spells prepared:
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Cantrips (at will): light, mage hand, prestidigitation,
ft., one target. Hit: 12 (2d8 + 3) slashing damage, or ray of frost (see "Actions" below)
14 (2d10 + 3) slashing damage when used with two 1st level (4 slots): detect magic, mage armor, magic
hands. missile, shield
Javelin. Melee or Ranged Weapon Attack: +5 to hit, 2nd level (3 slots): blur, Nystul's magic aura,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 pyrotechnics
(1d6 + 3) piercing damage. Ilneval’s Command
(Recharge 4–6). Up to three allied orcs within 120 3rg level (3 slots): blink, meld into stone
feet of this orc that can hear it can use their 4th level (1 slot): fabricate
reactions to each make one weapon attack.
Actions
Ray of Frost. Ranged Spell Attack: +6 to hit, range 60
ft., one creature. Hit: 9 (2d8) cold damage, or half as
much damage on a miss, and the target's speed is
reduced by 10 feet until the start of the gnome’s
next turn.

16
 
Medium humanoid (human), chaotic evil Large monstrosity, neutral good

Armor Class 18 (plate) Armor Class 12 (16 with barkskin)


Hit Points 65 (10d8 + 20) Hit Points 82 (11d10 + 22)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) 18 (+4) 14 (+2) 14 (+2) 9 (-1) 19 (+4) 11 (+0)

Skills Athletics +5, Perception +2 Skills Athletics +7, Medicine +7, Nature +2,
Damage Resistance cold Perception +4, Survival +4
Senses blindsight 10 ft., darkvision 60 ft., passive Senses passive Perception 14
Perception 12 Languages Common, Druidic, Elvish, Sylvan
Languages Common, Draconic Challenge 4 (1,100 XP)
Challenge 5 (1,800 XP)
Charge. If Xanth moves at least 30 feet straight
Actions toward a target and then hits it with a pike attack on
the same turn, the target takes an extra 10 (3d6)
Multiattack. The reaver makes two longsword attacks. piercing damage.
If it has a shortsword drawn, it can also make a
shortsword attack. Nature's Wrath. Xanth deals an extra 4 (1d8) damage
when he hits with a weapon attack (included in the
Longsword. Melee Weapon Attack: +5 to hit, reach 5 attack).
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 Spellcasting. Xanth is a 5th-level spellcaster. His
(1d10 + 3) slashing damage if used with two hands. spellcasting ability is Wisdom (spell save DC 15, +7
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 to hit with spell attacks). Xanth has the following
ft., one target. Hit: 6 (1d6 + 3) piercing damage. druid spells prepared:
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, Cantrips (at will): druidcraft, guidance, resistance
range 100/400 ft., one target. Hit: 6 (1d10 + 1) 1st level (4 slots): cure wounds, faerie fire, fog cloud
piercing damage.
2nd level (3 slots): barkskin, hold person
Cold Breath (Recharge 5–6). The reaver exhales an icy
blast of hail in a 15-foot cone. Each creature in that 3rd level (2 slots): conjure animals, plant growth
area must make a DC 14 Constitution saving throw,
taking 22 (5d8) cold damage on a failed save, or half Actions
as much damage on a successful one. Multiattack. Xanth makes two attacks: one with his
pike and one with his hooves or two with his
longbow.
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 13 (1d10 + 1d8 + 4) piercing
damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (1d8 + 2d6 + 4) bludgeoning
damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
1
 
Developer: Adam Hancock | @AdamDMsGuild This conversion guide assumes you are starting Lost Mine of
Editor: Rachel Savicki | @RWritesThings Phandelver after the events of Dragon of Icespire Peak. The
Cover Artist: Roselysium | @Roselysium townsfolk of Phandalin hail the party as dragon slayers for
ridding the world of Cryovain the white dragon.
While the party was dealing with the dragon threat, an
enigmatic figure known only as Glasstaff quietly slipped into
Phandalin. He's been organizing the criminal underbelly of
this frontier town ever since. Glasstaff bides his time, waiting
to start shaking down Phandalin's businesses when the party
next leaves town.
But Glasstaff is working for an even more sinister villain
known only as the Black Spider.

Using this conversion guide, Lost Mine of Phandelver is an
adventure for four to five characters of 6th level. Over the
course of the adventure, the characters will advance to 10th
level.

On The Cover
Chances are, the adventurers are already in Phandalin at the
beginning of this adventure. Having made a name for
Roselysium illustrates Cryovian and Venomfang, the two themselves as dragon slayers, the party is sought out by the
dragons who prowl the region surrounding Phandalin. Both dwarves Nundro and Tharden Rockseeker who want to hire
appear in this Tier 2 conversion guide of the Phandalin the party to locate their missing brother.
Adventures. Find Our Brother. The characters are in the city of
Phandalin when two dwarven brothers, Nundro and Tharden
 Rockseeker, ask them to find their brother Gundren. Gundren
Rockseeker left Neverwinter a week ago with a warrior, Sildar
This guide converts Lost Mine of Phandelver and Dragon of Hallwinter, and a wagon full of needed mining supplies to be
Icespire Peak to Tier 2 (levels 5 to 10). That way you can play delivered to Barthen's Provisions. But Gundren and Sildar
these two adventures back to back in either order using the never arrived in Phandalin. Nundro and Tharden have
same characters. instructed the owner of Barthen's Provisions to pay the party
To use this guide, you must have a copy of both Lost Mine of members 100 gp each when they deliver the wagon safely to
Phandelver from the D&D Starter Set and Dragon of Icespire Phandalin.
Peak from the D&D Essentials Kit. This guide does not make
sense without them. You also need a copy of the Monster 
Manual since many of the creatures in this book draw from
that sourcebook. Instead of using experience points, this conversion guide
In other words, if you have finished running Lost Mine of assumes you are using milestones. The text indicates when
Phandelver or Dragon of Icespire Peak and wish to continue the party has earned a level advancement.
your adventures in Phandalin right where you left off with the
same characters, this guide is for you.
The end effect is a 1st- to 11th-level campaign set in the
frontier town of Phandalin using the adventures found in the
D&D Starter Set and D&D Essentials Kit.

2
Western Passage. Characters on the ledge when it gives
 way must make a DC 12 Dexterity saving throw, taking 4d6
bludgeoning damage on a failure, or half as much damage on
The adventure begins as the player characters search for a success.
Gundren Rockseeker, Sildar Hallwinter, and the missing
wagon full of provisions and supplies from Neverwinter. After 
only a half-day's march from Phandalin west along the Triboar Replace the goblin on the bridge with two goblin bosses.
Trail, the heroes run into trouble with goblin raiders from the They move in opposite directions if the adventurers stand
Cragmaw tribe. below them or simply away from the adventurers if the party
approaches them from either side of the bridge.
 Bridge. Climbing the cavern walls requires a DC 17
This encounter is unchanged, except for the following: Strength (Athletics) check. The bridge has an AC of 7 and 15
hit points. If the bridge falls, creatures on it must succeed on a
In addition to the two dead horses, there is a wagon lying DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning
on its side. Both the wagon and the horses' saddle bags lie damage and landing prone.
empty. Nothing of value remains.
Replace the four goblins with twelve goblin bosses. Flood!
It takes a successful DC 12 Dexterity saving throw to get out
 of the way of the flood or a successful DC 17 Strength saving
A successful DC 12 Wisdom (Survival) is necessary to spot throw to keep from getting swept away by it.
the goblin trail leading to Cragmaw Hideout.
Snare. A successful DC 15 Wisdom (Perception) check 
allows the adventurers to spot this trap. If a character triggers Replace the six goblins with ten goblin bosses, one of whom
the snare, they must make a successful DC 12 Dexterity is named Yeemik and has 36 hit points.
saving throw to avoid being lifted off the ground. Sildar Hallwinter uses the veteran griffon rider stat block
Pit. The pit is 20 feet deep. The party can spot it with a found in the appendix.
successful DC 17 Wisdom (Perception) check. Any creature
who steps on it must succeed on a DC 12 Dexterity check or Treasure
fall, taking 2d6 bludgeoning damage. Replace the contents of Yeemik's pouch with three platinum
teeth (10 gp each) and 30 ep.

The hideout's features are the same, except for the following: 
Sound. Creatures must succeed on a DC 15 Wisdom Replace the three goblins with eight goblin bosses.
(Perception) check to hear noises coming from nearby 
chambers.
Klarg has a unique stat block found in the appendix. Replace
 the wolf with a winter wolf and replace the two goblins with
Replace the two goblins with three goblin bosses armed with three goblin bosses.
shortbows instead of javelins. Fire Pit. The fire pit deals 1d4 fire damage to any creature
that enters it, or 2d6 fire damage to any creature that falls
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 prone there.
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Supplies. In addition to the Lionshield Coster supplies and
Klarg's treasure chest, the following mining supplies from
 Gundren's wagon are here, together worth 100 gp.
The Cragmaw goblins have been experimenting with new
kinds of mounts. Replace each wolf with a winter wolf. A a dozen sacks of flour
character who tries to calm these monstrosities can attempt a seven casks of salted pork
DC 17 Charisma (Persuasion) check. Offering fresh meat two kegs of dwarven ale
lowers the DC to 12. a dozen shovels
Fissure. Ascending or descending the chimney shaft a dozen picks
requires a successful DC 12 Strength (Athletics) check. a dozen crowbars
five lanterns
 a small barrel of oil (about fifty flasks in volume)
Replace the goblin on the bridge with two goblin bosses. As Treasure. Returning the Lionshield Coster supplies to
soon as they catch sight of the party, they sneak away in Linene in Phandalin nets a reward of 500 gp.
opposite directions. One goes to warn Yeemik while the other Replace the contents of Klarg's chest with 600 sp, 110 gp,
goes to release the flood. two potions of greater healing, and a small jade statuette of a
Make a Dexterity (Stealth) check for the goblins: roll one frog with tiny platinum eyes (400 gp).
d20 for each of them, add their Stealth skill modifier (+6) to Sildar will pay 500 gp if the party escorts him to Phandalin.
the roll, and compare the total to the characters' passive
Wisdom (Perception) scores. A character whose score is 
lower than the goblins’ check total doesn't see the goblins as After defeating Klarg and his allies, the party should attain 7th
they sneak away. level.

3

The town is as described in Lost Mine of Phandelver, except
for the following details:

Nundro and Tharden Rockseeker left town. They told Elmar
Barthen that they couldn't wait for their brother's supplies
anymore, and they were last seen heading into the hills west
of Phandalin. Because of the rocky terrain, following their trail
to Wave Echo Cave requires a successful DC 25 Wisdom
(Survival) check. The fate of Tharden and Nundro is described
in Part 4.

Increased business means Elmar Barthen has additional
supplies available for the party to buy. Though Barthen still
doesn't carry armor or weapons, any adventuring gear or tools
from the Player's Handbook can be purchased here,
regardless of price.
Delivering the Supplies. Barthen pays each party member
100 gp for the safe delivery of the wagon and its supplies. If
the party tells Barthen of Gundren's kidnapping, he expresses
concern for the dwarf and tells the adventurers that he hasn't
seen Gundren's brothers since just after the party left.
Barthen's News. Barthen has a nasty gash on his forehead.
When asked about it, he admits that a band of men and
women who wear crimson cloaks tried shaking down
business last night. They hurt him when he resisted.

Toblen Stonehill is mending broken chairs and sweeping
shattered dishes. He's too shaken to talk.
But Trilena, the innkeeper's wife, says this is the work of the
Redbrands who just appeared in Phandalin. She also tells of
Thel Dendrar's murder and the abduction of his family, both of
which happened just last night.

Linene has also been menaced by the group known as the
Redbrands. She managed to run them off, but they vowed to
return.
Recovered Goods. If the party returns the Lionshield
Coster goods that the Cragmaw goblins stole, Linene pays
them 500 gp for their trouble.

Halia offers 500 gp to run off or kill the leader of the
Redbrands. Only a successful DC 17 Wisdom (Insight) check
reveals her ulterior motives.

Replace the Redbrand ruffians with Redbrand thugs. (See
the appendix.)

The hideout's features are unchanged from those in Lost Mine
of Phandelver, except for the following:
Doors. Opening a locked door requires a successful DC 12
Dexterity check with thieves' tools. A door can also be broken
down with a successful DC 22 Strength check.

4
Secret Doors. Spotting a secret door requires a successful The mind flayer arcanist is drawn to the magic in the
DC 12 Wisdom (Perception) check or a passive Wisdom crevasse though it's not sure why. The illithid's personality and
(Perception) score of 17 or higher. tactics resemble those of the nothic in Lost Mine of
Phandelver.
 Bridges. The faulty nature of the south bridge is only
Cistern. The submerged satchel can be found with a discernible with a successful DC 17 Intelligence
successful DC 17 Wisdom (Perception) check. (Investigation) check.
Treasure Treasure
Replace the contents of the satchel with a potion of greater Replace the contents of the illithid's wooden chest with 160
healing, two potions of invisibility, 50 pp, and a cloak of many gp, 120 pp, five heart-sized rubies (150 gp each), two potions
fashions. of greater healing, a scroll of arcane eye, and the fabled +2
longsword named Talon.

Replace the Redbrand ruffians with Redbrand thugs. 
Replace the bugbears with four bugbear chiefs. Droop
Treasure remains a simple goblin. It takes a successful DC 17
Replace the contents of the first belt pouch with 16 gp and 7 Charisma (Deception) check to fool the bugbears.
pp; replace those of the second with 12 gp and 5 pp; and those
of the third with 30 gp and two diamonds (100 gp each). Treasure
Additionally, three scarlet cloaks hang here. In addition to the iron key, Mosk has 33 gp and wears an eye
patch set with precious stones (500 gp).

A successful DC 17 Wisdom (Perception) check is required to 
spot the trap, and creatures attempting to skirt around the A successful DC 12 Wisdom (Perception) check is required to
edges of the trap must succeed on a DC 12 Dexterity hear the guards through the thick door.
(Acrobatics) check to avoid it. Replace the Redbrand ruffians with four Redbrand thugs.
A creature that steps on the trapped floor or fails their Characters must succeed on a DC 12 Charisma (Deception)
Dexterity check to skirt around the edge of the pit must make check to fool them.
a DC 17 Dexterity saving throw to catch the edge. On a
failure, the creature falls 20 feet to the spiked floor of the pit, Treasure
taking 4d6 piercing damage and landing prone. This is a high-stakes game. On the table lies 75 sp, 110 ep, 11
gp, 15 pp, and a platinum earring set with a diamond (300 gp).

Replace the skeletons with three poltergeists, an invisible 
type of specter. Characters can hear the sounds of a workshop with a
successful DC 17 Wisdom (Perception) check.
Treasure Iarno is working on something entirely new: potions of
Each of the stone sarcophagi contains an adamantine signet greater invisibility. So far, he's been unsuccessful.
ring (500 gp). Replace the rat with an imp that's used its Shapechanger
trait to polymorph into rat form. The imp has a speed of 20
 feet and has AC 13, 10 hit points, a bite attack, and the ability
Replace the Redbrand ruffians with two Redbrand thugs. to turn invisible as an action. The imp at first pretends to be
Cell Doors. The locks require a successful DC 12 Dexterity an ordinary rat, however.
check to pick. The doors can also be wrenched open with a
successful DC 24 Strength check. Treasure
The three reagents are worth 250 gp each to the right buyer.

One of the weapons here (DM's choice) is a silvered weapon. 
Iarno Albrek uses the mage (instead of the evil mage) stat
 block. Replace his staff of defense with a rod of absorption.
In addition to the beaver pelts, there is an owlbear hide (540
gp). Treasure
 Replace the contents of Glasstaff's wooden chest with 180 gp,
Replace the nothic with a mind flayer arcanist. Long 130 pp, and a silk pouch containing five emeralds (100 gp
separated from its elder brain, the illithid has grown old and each), two diamonds (150 gp each), and a large Shining Sea
senile, but its powers mean it's still very dangerous. The pearl (1000 gp). It also contains a scroll of charm monster and
Redbrands keep it satiated with the occasional decapitated a scroll of immolation.
head full of brains. 
Once the party has cleared out the Redbrand Hideout, they
should advance to 8th level.

5

 Replace the twig blights with brush blights.
Wilderness Encounters 
Day Roll Night Roll Result Replace the two giant spiders with three phase spiders. The
spiders surprise any character who cannot see into the
1–2 1–3 Giant spiders (1d8 + 2)
Ethereal Plane.
– 4 Ghosts (1d4 + 1) Their tough webbing can be moved through only with a
3–4 – Cyclops (1) successful DC 12 Strength (Athletics) check. Once restrained,
a character must succeed on a DC 12 Strength check to break
5–6 5 Goblin bosses (1d8 + 4) free.
7–8 6 Hobgoblin captains (1d4 + 2)
Treasure
9–10 7–8 Orc eyes of Gruumsh (1d4 + 2) In addition to the studded leather armor and shortsword, the
11 9–10 Dire wolves (1d6 + 3) shriveled corpse carries a potion of greater healing, along with
12 11–12 Hydra (1)
23 pp and 35 gp.

 Venomfang is still a young green dragon. But the dragon will
Agatha can be persuaded to help the party with a successful not flee, but instead fight to the death for its lair.
DC 17 Charisma (Persuasion) check. If the party is not Treasure
respectful and polite, she attacks. Use the fell banshee stat
block found in the appendix. Replace the contents of the chest with 800 gp, 150 pp, four
silver goblets set with moonstones (600 gp each), a scroll of
 dimension door, and a scroll of storm sphere.
Replace the twelve zombies with eight ogre zombies, which 
can be detected with a passive Wisdom (Perception) score of Replace the ash zombies with ember zombies.
12 or higher.
Instead of the evil mage stat block, Hamun Kost uses his 
own unique stat block found in the appendix. An adventurer Characters must succeed on a DC 17 Wisdom (Perception)
who succeeds on a DC 12 Intelligence (Arcana) recognizes his check to find Mirna's heirloom.
tattoo as a necromantic symbol. And a hero who succeeds on
a DC 12 Intelligence (History) check identifies Hamun's Treasure
Thayan origin. The necklace and pendant once belonged to an elven prince
Replace the contents of Hamun Kost's leather bag with 35 and bears his seal. The heirloom is worth 2000 gp.
gp, 30 pp, a Shining Sea pearl (100 pp), a potion of greater
healing, a scroll of hallucinatory terrain in a bone tube, and a 
jeweled box (500 gp) containing a ring of regeneration. The statue can be knocked over only with a successful DC 22
Strength check.

The features of this ruined town are the same, except for the 
following: Replace the ash zombies with ember zombies.
Buildings. The swollen doors require a DC 12 Strength 
check to force open. Replace the twig blights with brush blights.
 
Replace the twig blights with brush blights. The door can be forced open with a successful DC 22
 Strength check. The shutters are barred but can be forced
Replace the twig blights with brush blights. open with a successful DC 17 Strength check.
The dragon cultists use the spy stat block.
Treasure
Treasure
A successful DC 12 Wisdom (Perception) check reveals the The cultists have thirty cut diamonds (100 gp each) rather
hidden chest. Replace its contents with 700 sp, 160 gp, and than three. Favric carries two potions of flying, instead of just
90 pp. one, on a chain around his neck.

Replace the ash zombies with ember zombies, a variant
whose stat block can be found in the appendix.

6
 
The party can attempt one DC 17 Wisdom (Perception) check The iron door can be opened with thieves' tools and a
or DC 12 Wisdom (Survival) check per hour to find the camp, successful DC 17 Dexterity check, or knocked down with a
made by the character leading the way. successful DC 27 Strength check.
The camp consists of a lone orc red fang of Shargaas 
lookout, an orc war chief, six orc blades of Ilneval, and a A successful DC 17 Wisdom (Perception) check is necessary
cyclops. to spot the footpath leading up to the hidden entrance. If the
characters are actively searching for a hidden entrance, a
 successful DC 12 Wisdom (Perception) check reveals the
The features of the castle are the same, except for the canvas “door.”
following:
Doors. It requires a successful DC 17 Strength check to 
break down a barricaded door. Replace the hobgoblins with hobgoblin captains.
 
Spotting a tripwire requires a passive Wisdom (Perception) Replace the owlbear with a cloaker or a family of three
score of at least 22, or a successful DC 12 Wisdom owlbears (DM's choice).
(Perception) check if characters are actively searching for Treasure
traps in the area. If the trap is triggered, any creature in the
area must succeed on a DC 12 Dexterity saving throw or take A successful DC 17 Wisdom (Perception) is required to spot
3d6 bludgeoning damage from the falling rubble (half as much the chest. Replace its contents with 450 gp, 120 pp, a potion
damage on a successful save). of greater healing, a scroll of greater invisibility, and a scroll of
creation.

Replace the two goblins here with three goblin bosses armed 
with shortbows. King Grol is a bugbear chief with 100 hit points. His pet is a
dire wolf with 60 hit points. Vyerith is a doppelganger with
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 80 hit points and the following uncanny ability:
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Polymorph Memories. The doppelganger can use its
 action to modify the memories of up to five creatures it can
Replace the three goblins here with five goblin bosses. see. The creatures must make a DC 14 Wisdom saving
throw. On a failure, the targets' memories of the
 doppelganger within the last 24 hours are permanently
Replace the four hobgoblins with three hobgoblin captains. eliminated or altered so that the character remembers the
doppelganger as a humanoid, provided that the character's
Treasure interactions lasted no more than 10 minutes. The
Replace the quarterstaff with a staff of the python. Otherwise, doppelganger can only alter memories to portray itself as a
the inventory of weapons is unchanged. humanoid that the doppelganger has encountered before.
A remove curse or greater restoration spell cast on the
 target restores the creature's true memory.
Replace the seven ordinary goblins with ten goblin bosses. Gundren uses the unique Rockseeker brother stat block
Yegg, their leader, is goblin boss with 36 hit points. found in the appendix.
 Treasure
Replace the grick lurking here with a grick alpha. Replace the treasure under Grol's mattress with 220 gp, 80
A successful DC 12 Intelligence (Religion) check is required pp, three potions of greater healing, and Gundren's map to
to identify the deities depicted here. Wave Echo Cave.
Treasure 
Replace the gold statuette with a figurine of wondrous power
(silver raven). Once the party has defeated Grol and rescued Gundren, they
advance to 9th level.

Replace the two ordinary goblins here with four goblin
bosses. Their leader, Lhupo, has 36 hit points.
Treasure
The chalice, knife, and censer are filthy, but cleaning them
reveals they are worth 150 pp, 60 pp, and 120 pp, respectively.

7

 A successful DC 20 Strength check is requred to force the
This part of the adventure is designed for characters of at door open. A creature who succeeds on a DC 12 Wisdom
least 9th level. If they have not yet cleared Redbrand Hideout (Perception) check can hear the conversation inside.
and rescued Gundren, they might not be 9th level, and many of Replace the bugbears with bugbear chiefs, including one
the encounters in this section might be difficult for them. very large bugbear chief with 100 hit points.
Wandering Monsters Treasure
d12 Roll Result Replace the contents of the big bugbear's pouch with 15 sp,
13 gp, and two potions of vitality.
1–3 Swarms of insects (2d4)
4–5 Wights (1d4) 
Instead of zombies, the fallen dwarf warriors have arisen as
6 Ropers (1d4) incorporeal specters. Replace the flameskull with a stone
7–8 Bugbear chiefs (1d4) golem that animates and attacks intruders who enter the
cavern.
9 Ghouls (1d6)
10 Specters (1d6) 
The undead creature known as Mormesk has its own unique
11–12 Black pudding (1) stat block found in the appendix.
 Treasure
Open Pit. The pit is 40 feet deep. Falling from the edge Replace the contents of the chest with 1,100 sp, 160 gp, 25
means taking 4d6 bludgeoning damage. pp, three large diamonds (1,000 gp each), and a zurkhwood
pipe adorned with adamantine filigree (1,500 gp).
Treasure
Tharden's body wears boots of levitation. 
Replace the spectator with a gauth whose stat block can be
 found in the appendix. Instead of being a sentinel, the gauth is
Replace the ochre jelly with a black pudding. attracted to the power of the Forge of Spells and to the magic
items in this room. When the adventurers discover it, the
 gauth has just recovered from its last feeding and is preparing
Replace the stirges with swarms of insects (wasps). to consume the power from remaining magic items. So far,
Mormesk has been unable to stop this aberration from its
 magic binging. The gauth sees intruders as thieves trying to
Replace the nine skeletons with six ghasts gnawing on steal its food.
ancient bones. These undead immediately lunge to attack any Brazier of Green Flame. A successful DC 17 Intelligence
living person they detect. (Arcana) check identifies the brazier as a powerful source of
magic. It makes metal weapons and armor +2 weapons and
 +2 armor respectively for 1d12 hours.
The lock on the chest can be opened with thieves’ tools and a
successful DC 22 Dexterity check. Replace its contents with Treasure
600 sp, 180 gp, and 105 pp. Lightbringer is a +2 mace but is otherwise unchanged.
Likewise, the only change to Dragonguard is that it's a +2
 breastplate.
Replace the ghouls with wights. These were dwarves in life
and still carry the battleaxes they wielded while living. They 
mistake anyone they detect for the intruders who murdered Replace the bugbears with an equal number of bugbear
them all those years ago. chiefs. Vhalak is a doppelganger with 80 hit points and the
following uncanny ability:

Each creature exposed to the poison gas must succeed on a Polymorph Memories. The doppelganger can use its
DC 13 Constitution saving throw or take 6d6 poison damage action to modify the memories of up to five creatures it can
and be poisoned for 10 minutes. see. The creatures must make a DC 14 Wisdom saving
throw. On a failure, the targets' memories of the
 doppelganger within the last 24 hours are permanently
Replace the ghouls with wights. The escarpments are wet eliminated or altered so that the character remembers the
from dripping water and require a successful 14 Strength doppelganger as a humanoid, provided that the character's
(Athletics) check to climb. interactions lasted no more than 10 minutes. The
doppelganger can only alter memories to portray itself as a
 humanoid that the doppelganger has encountered before.
The skeleton wears two platinum and diamond rings (75 pp A remove curse or greater restoration spell cast on the
each) and clutches a wand of fireballs. target restores the creature's true memory.

8
 
Developments
If alone and outnumbered, Vhalak uses his Polymorph
Memories ability to try to make the heroes forget he was ever
there as he runs to warn Nezznar.
Treasure
Replace the gauntlets of ogre power with a belt of hill giant
strength. A successful DC 22 Wisdom (Perception) check is
required to find the dwarf's remains.

Nezznar is a drow mage flanked by four giant spiders. If
warned about the party's arrival, he casts greater invisibility on
himself before they enter. Instead of carrying a spider staff,
Nezznar wears a cloak of arachnida, allowing him to climb
walls and cast the web spell, among other things.
Statue. A successful DC 12 Strength check is required to
remove one of the statue's eyes. If the ceiling begins
collapsing, each creature in the room must make a DC 17
Dexterity saving throw, taking 4d10 bludgeoning damage from
falling rubble and falling prone on a failure, or taking only half
the damage on a success.
Treasure
In addition to the key, Nezznar carries a potion of greater
healing and wears a cloak of arachnida. Replace the contents
of the sack in the room with 900 gp, 260 pp, nine gemstones
(100 gp each), and a dwarven ale mug made of wrought
platinum (1000 gp).

Nundro uses the Rockseeker brother stat block found in the
appendix.

If Nundro is rescued and survives the adventure or the Black
Spider is killed or captured, the characters should advance to
10th level.

9
 
Small plant, neutral evil Medium undead, neutral evil

Armor Class 14 (natural armor) Armor Class 10 (natural armor)


Hit Points 22 (4d6 + 8) Hit Points 22 (3d8 + 9)
Speed 20 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 4 (-3) 8 (-1) 3 (-4) 14 (+2) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Skills Stealth +4 Saving Throws Wis +0


Damage Vulnerabilities fire Damage Resistances fire
Damage Resistances bludgeoning, piercing Damage Immunities poison
Condition Immunities blinded, deafened Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses darkvision 60 ft., passive Perception 8
passive Perception 9 Languages understands Common but can't speak
Languages understands Common but can't speak Challenge 2 (450 XP)
Challenge 1 (200 XP)
Death Plume. When the zombie dies, it explodes in a
False Appearance. While the blight remains burst of hot ash. Each creature within 5 feet of it
motionless, it is indistinguishable from a dead shrub. must make a DC 13 Dexterity saving throw, taking
14 (4d6) fire damage on a failed save, or half as
Actions much damage on a successful one.
Multiattack. The blight makes two attacks with its Turn Resistance. The zombie has advantage on saving
claws. throws against any effect that turns undead.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Undead Fortitude. If damage reduces the zombie to 0
one target. Hit: 7 (2d4 + 2) slashing damage. hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the zombie drops to 1 hit point instead.
Brush blights look like twig blights, but their woody form is
harder and their branches come to a sharper point. Actions
Multiattack. The zombie makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage,
plus 2 (1d4) fire damage.

These ashen zombies have glowing eyes, hinting at the fire


within.

10

Medium undead, chaotic evil

Armor Class 13
Hit Points 121 (22d8 + 22)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


1 (-5) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 20 (+5)

Saving Throws Wis +3, Cha +8


Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish
Challenge 7 (2,900 XP)

Detect Life. The banshee can magically sense the


presence of creatures up to 5 miles away that aren't
undead or constructs. She knows the general
direction they're in but not their exact locations.
Incorporeal Movement. The banshee can move
through other creatures and objects as if they were
difficult terrain. She takes 5 (1d10) force damage if
she ends her turn inside an object.

Actions
Multiattack. The banshee makes two corrupting
touch attacks.
Corrupting Touch. Melee Spell Attack: +8 to hit, reach
5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage.
Horrifying Visage. Each non-undead creature within
60 feet of the banshee that can see her must
succeed on a DC 16 Wisdom saving throw or be
frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its
turns, with disadvantage if the banshee is within line
of sight, ending the effect on itself on a success. If a
target's saving throw is successful or the effect ends
for it, the target is immune to the banshee’s
Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail,
provided that she isn't in sunlight. This wail has no
effect on constructs and undead. All other creatures
within 30 feet of her that can hear her must make a
DC 16 Constitution saving throw. On a failure, a
creature drops to 0 hit points. On a success, a
creature takes 35 (10d6) psychic damage.

11
 Actions
Medium aberration, lawful evil Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d8) piercing damage.
Armor Class 15 (natural armor) Eye Rays. The gauth shoots three of the following
Hit Points 67 (9d8 + 27) magical eye rays at random (reroll duplicates), choosing
Speed 0 ft., fly 20 ft. (hover) one to three targets it can see within 120 feet of it:
1. Devour Magic Ray. The targeted creature must
STR DEX CON INT WIS CHA succeed on a DC 14 Dexterity saving throw or have one
of its magic items lose all magical properties until the
10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) start of the gauth’s next turn. If the object is a charged
item, it also loses 1d4 charges. Determine the affected
Saving Throws Int +5, Wis +5, Cha +4 item randomly, ignoring single-use items such as
Skill Checks Perception +5 potions and scrolls.
Condition Immunities prone 2. Enervation Ray. The targeted creature must make a
Senses darkvision 120 ft., passive Perception 15 DC 14 Constitution saving throw, taking 18 (4d8)
Languages Deep Speech, Undercommon necrotic damage on a failed save, or half as much
Challenge 6 (2,300 XP) damage on a successful one.
Stunning Gaze. When a creature that can see the gauth's 3. Pushing Ray. The targeted creature must succeed on
central eye starts its turn within 30 feet of the gauth, a DC 14 Strength saving throw or be pushed up to 15
the gauth can force it to make a DC 14 Wisdom saving feet directly away from the gauth and have its speed
throw if the gauth isn't incapacitated and can see the halved until the start of the gauth’s next turn.
creature. A creature that fails the save is stunned until 4. Fire Ray. The targeted creature must succeed on a DC
the start of its next turn. Unless surprised, a creature can 14 Dexterity saving throw or take 22 (4d10) fire
avert its eyes at the start of its turn to avoid the saving damage.
throw. If the creature does so, it can't see the gauth
until the start of its next turn, when it can avert its eyes 5. Paralyzing Ray. The targeted creature must succeed
again. If the creature looks at the gauth in the meantime, on a DC 14 Constitution saving throw or be paralyzed
it must immediately make the save. for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Death Throes. When the gauth dies, the magical energy on a success.
within it explodes, and each creature within 10 feet of it 6. Sleep Ray. The targeted creature must succeed on a
must make a DC 14 Dexterity saving throw, taking 13 DC 14 Wisdom saving throw or fall asleep and remain
(3d8) force damage on a failed save, or half as much unconscious for 1 minute. The target awakens if it takes
damage on a successful one. damage or another creature takes an action to wake it.
This ray has no effect on constructs and undead.

12
 
Medium humanoid (human), lawful evil Medium humanoid (goblinoid), chaotic evil

Armor Class 12 (15 with mage armor) Armor Class 18 (breastplate, shield)
Hit Points 45 (10d8) Hit Points 113 (15d8 + 45)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 20 (+5) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4 Skills Intimidation +3, Stealth +8, Survival +4
Skills Arcana +6, History +6 Senses darkvision 60 ft., passive Perception 11
Senses passive Perception 11 Languages Common, Goblin
Languages Common, Draconic, Dwarvish, Elvish Challenge 6 (2,300 XP)
Challenge 7 (2,900 XP)
Brute. A melee weapon deals one extra die of its
Spellcasting. Hamun is a 10th-level spellcaster. His damage when Klarg hits with it (included in the
spellcasting ability is Intelligence (spell save DC 14, attack).
+6 to hit with spell attacks). Hamun has the
following wizard spells prepared: Heart of Hruggek. Klarg has advantage on saving
throws against being charmed, frightened, paralyzed,
Cantrips (at will): chill touch, light, mage hand, poisoned, stunned, or put to sleep.
shocking grasp
Surprise Attack. If Klarg surprises a creature and hits it
1st level (4 slots): mage armor, magic missile, ray of with an attack during the first round of combat, the
enfeeblement, shield target takes an extra 7 (2d6) damage from the
attack.
2nd level (3 slots): animate dead, misty step
3rd level (3 slots): counterspell, fireball, sending Actions
4th level (3 slots): blight, greater invisibility Multiattack. Klarg makes three melee attacks.
5th level (2 slots): cloudkill Morningstar. Melee Weapon Attack: +8 to hit, reach
5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Actions
Javelin. Melee or Ranged Weapon Attack: +8 to hit,
Withering Touch. Melee Spell Attack: +6 to hit, reach reach 5 ft. or range 30/120 ft., one target. Hit: 12
5 ft., one creature. Hit: 5 (2d4) necrotic damage. (2d6 + 5) piercing damage in melee or 8 (1d6 + 5)
piercing damage at range.
Reactions
Grim Harvest (1/Turn). When he kills a creature that is
neither a construct nor undead with a spell of 1st
level or higher, Hamun regains hit points equal to
twice the spell’s level, or three times if it is a
necromancy spell.

13
 
Medium undead, neutral evil Medium humanoid (orc), chaotic evil

Armor Class 13 (16 with mage armor) Armor Class 18 (chain mail, shield)
Hit Points 75 (10d8 + 30) Hit Points 60 (8d8 + 24)
Speed 0 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 17 (+3) 11 (+0) 17 (+3) 10 (+0) 12 (+1) 14 (+2)

Damage Resistances acid, cold, fire, lightning, Saving Throws Wis +3


thunder; bludgeoning, piercing, and slashing from Skills Insight +3, Intimidation +4, Perception +3
nonmagical weapons that aren't silvered Senses darkvision 60 ft., passive Perception 13
Damage Immunities necrotic, poison Languages Common, Orc
Condition Immunities charmed, grappled, paralyzed, Challenge 4 (1,100 XP)
petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12 Aggressive. As a bonus action, the orc can move up
Languages Common, Infernal to its speed toward a hostile creature that it can see.
Challenge 8 (3,900 XP)
Foe Smiter of Ilneval. The orc deals an extra die of
Incorporeal Movement. The wraith can move through damage when it hits with a longsword attack
an object or another creature, but can’t end its turn (included in the attack).
there.
Actions
Sunlight Sensitivity. While in sunlight, the wraith has
Multiattack. The orc makes two melee attacks with its
disadvantage on attack rolls and on Wisdom
longsword or two ranged attacks with its javelins. If
(Perception) checks that rely on sight.
Ilneval's Command is available to use, the orc can
Spellcasting. The wraith is a 10th-level spellcaster. Its use it after these attacks.
spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). The wraith has the Longsword. Melee Weapon Attack: +5 to hit, reach 5
following wizard spells prepared: ft., one target. Hit: 12 (2d8 + 3) slashing damage, or
14 (2d10 + 3) slashing damage when used with two
Cantrips (at will): mage hand, minor illusion, poison hands.
spray, ray of frost
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
1st level (4 slots): mage armor, magic missile, shield, reach 5 ft. or range 30/120 ft., one target. Hit: 6
witch bolt (1d6 + 3) piercing damage.
2nd level (3 slots): detect thoughts, misty step, see Ilneval's Command (Recharge 4–6). Up to three allied
invisibility orcs within 120 feet of this orc that can hear it can
3rd level (3 slots): animate dead, lightning bolt use their reactions to each make one weapon attack.
4th level (3 slots): Evard’s black tentacles, greater
invisibility
5th level (2 slots): cloudkill

Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 16 (3d8 + 3) necrotic damage,
and the target must succeed on a DC 14
Constitution saving throw or its hit point maximum
is reduced by an amount equal to the damage taken.
If this attack reduces the target's hit point maximum
to 0, the target dies. This reduction to the target’s hit
point maximum lasts until the target finishes a long
rest.

14
 
 Medium humanoid, neutral evil

Medium humanoid (orc), chaotic evil Armor Class 16 (studded leather)


Hit Points 65 (10d8 + 20)
Armor Class 15 (studded leather) Speed 30 ft.
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 9 (-1) 9 (-1) 11 (+0)
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 9 (-1) Skills Intimidation +4
Senses passive Perception 9
Skills Intimidation +1, Perception +2, Stealth +5 Languages Common
Senses darkvision 60 ft., passive Perception 12 Challenge 3 (700 XP)
Languages Common, Orc
Challenge 3 (700 XP) Equipment. The thug wears a grimy crimson cloak.

Cunning Action. On each of its turns, the orc can use Actions
a bonus action to take the Dash, Disengage, or Hide
Multiattack. The Redbrand makes three melee
action.
attacks.
Hand of Shargaas. The orc deals an 2 extra dice of
damage when it hits a target with a weapon attack Shortsword. Melee Weapon Attack: +6 to hit, reach 5
(included in its attacks). ft., one target. Hit: 8 (1d6 + 4) slashing damage.

Shargaas's Sight. Magical darkness doesn't impede


the orc's darkvision.
Slayer. In the first round of a combat, the orc has
advantage on attack rolls against any creature that
hasn't taken a turn yet. If the orc hits a creature that
round who was surprised, the hit is automatically a
critical hit.

Actions
Multiattack. The orc makes two scimitar or dart
attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) slashing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60
ft., one target. Hit: 10 (3d4 + 3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long Rest).
The orc casts darkness without any components.
Wisdom is its spellcasting ability.

15
 
Medium humanoid (dwarf), neutral good

Armor Class 10 Medium humanoid (human), neutral good
Hit Points 11 (2d8 + 2)
Speed 25 ft. Armor Class 16 (chain mail)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10 17 (+3) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
Languages Common, Dwarvish
Challenge 1/8 (25 XP) Saving Throws Str +6, Con +6, Wis +4
Skills Perception +4
Dwarven Resilience. The dwarf has advantage on Senses passive Perception 14
saving throws against poison. Languages Common
Challenge 5 (1,800 XP)
Actions
Indomitable (1/Day). Sildar can reroll a saving throw
Miner's Pick. Melee Weapon Attack: +3 to hit, reach
that he fails.
5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Actions
Multiattack. Sildar makes three melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 5 (1d10) piercing
damage.

Reactions
Feather Fall. Sildar wears a magic ring with which he
can cast the feather fall spell on himself once as a
reaction to falling. After the spell is cast, the ring
becomes nonmagical.
Parry. When an attacker hits Sildar with a melee
attack and Sildar can see the attacker, he can roll 1d6
and add the number rolled to his AC against the
triggering attack, provided that he’s wielding a melee
weapon.

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