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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.
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.
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.
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
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
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)
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
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.