Sie sind auf Seite 1von 19

2e

si r e
on
er tu
nv e n
Co v
e Ad

The Gates of
ul ic
od ss
M la

Firestorm Peak
C

Conversion Guide by Mark


Stout

For Character Levels 6-8

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
The Gates of Firestorm Peak
Conversion Guide

Introduction: In 1996, TSR published the adventure named “The Gates of Firestorm Peak” for
Advanced Dungeons and Dragons 2nd edition. It was written by Bruce Cordell and illustrated
by Jeff Easley and Arnie Swekel. It consisted of a 96 page book and cover folder that held 2
double-sided poster maps; one map of the complex and 3 tactical maps. It also came with
punch-out counters for use with the tactical maps. "The Gates of Firestorm Peak" was the first
adventure to incorporate rules from the AD&D 2nd edition Player's OptionTM book series, and
the first to feature the Far Realm, a Cthulhuian plane of horror and insanity. This conversion
guide allows DMs to run the original module with 5 th Edition rules and provides a reference
sheet for encounters.

An adventure for 6th– 8th level characters

by MARK STOUT

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Mark Stout and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 1
Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 2
The Gates of Firestorm Peak
one of these pleas, the adventurers are recruited to travel to

Introduction Longbridge, then to Firestorm Peak to investigate the strange


happenings. As it happens, this coincides with the twenty-
seven year cycle of the Dragon's Tear. The adventurers will
To use this conversion guide you will need a copy of “The
arrive at Firestorm Peak in time to see the event that gave the
Gates of Firestorm Peak”, originally available in hard-copy
mountain its name, and in time to try to save Longbridge
and now for sale in Digital format at www.dndclassics.com.
and the surrounding lands from an unfathomably terrible
This document gives DMs advice to convert the module
fate.
to the latest 5th Edition rules and guidance on preparing the
adventure. A list of encounters provides a quick in-game
reference. Most creatures refer to stat blocks in the D&D 5e
Monster Manual. Some creatures have full stat blocks in the
Converting to the Realms
Special Creatures section at the end of this conversion guide. This brief guide outlines a few thematic changes and
Page listings may refer to abbreviations: MM (Monster additions to bring “The Gates of Firestorm Peak” into the
Manual), CR (Challenge rating), and DMG (Dungeon Master Forgotten Realms world of Faerûn.
Guide). All other page number refer to the locations in the
original 'The Gates of Firestorm Peak' module. Key text is in Longbridge and Firestorm Peak can be located in many
bold for easy scanning. Magic items are noted in italics. places throughout Faerûn. One place is on the Sword Coast,
Find more information about this and other early edition between Waterdeep and Neverwinter.
conversions at www.classicmodulestoday.com.
In this case, Longbridge is about six miles east of the

Reference Sheet Mere of Dead Men, connected to The High Road by a well-
used wagon path. It sits in the hills just south of the
northern range of the Sword Mountains, where Firestorm
For convenience, there is a Reference Sheet at the end of this
Peak is located. This puts Longbridge far away from
document which summarizes the key information you'll
convenient help, but Firestorm Peak close enough to
need during the game onto one concise sheet. You can print
Neverwinter and Waterdeep to be a threat if Madreus
this onto a single, double-sided page (perhaps on colored
succeeds.
cardstock) as a handy tool that you can use alongside a hard
copy of the module. After reading this document, all you'll
Another good location would be in Cormyr, either on the
need to run the game is the original module, the Monster
western side in the Storm Horns, or the eastern side in the
Manual, the Reference Sheet, and optionally any notes or
Thunder Peaks. Adventurers known to the powers that be in
visuals you've prepared.
Cormyr would be recruited to investigate the problems in
Longbridge.
Adventure Summary
The village of Longbridge sits in the southern foothills of
northern mountains, near the mountain named Firestorm
Peak. The mountain was named such because every twenty-
seven years, when the comet known as the Dragon's Tear
appears in the sky, the top of the mountain bursts into flame
and stays afire for twenty-eight days. This led to Longbridge
starting a month-long celebration called Firefestival, which
now occurs every year.
However the last five years have brought a noticeable
change to Longbridge and the areas near the mountain.
Crops do not grow well anymore, stillbirths among animals
and people have risen drastically, and drought has been
more frequent. Even more recently the amount of attacks by
wild animals has increased, and the presence of strange,
deadly creatures never seen before have been reported in
and around Firestorm Peak.
Most disturbing is the doubling of random cruelty and
violence in Longbridge. Murder, once virtually unknown
here, has become a monthly event leading to the first
hangings in village history.
The villagers are desperate to save Longbridge, and have
sent out pleas to local lords for aid and assistance. Through

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 3
6. Giant skeletons (3).

GM Notes 7. Crypt thing (1).


8a. Spiked Pit Trap.
8b. Wraiths (4).
Special rules and tactics to brush up on prior to the game:
10. Acid Pit Trap.
• Leverage Conversation Reaction table (DMG pg. 245) for 11. Giant scorpions (4).
NPC reactions.
13. If characters take a long rest here, make a Madness
• Know how to use perception rules for noticing traps, check.
secret doors, and stealthed creatures.
14. Swarm of bats (10). Mud, difficult terrain while moving,
• Determine spell tactics for spellcasters. acts like quicksand (DMG pg. 110) if a character stops
• Become familiar with the warping effects of the Far moving, except sinking is 1 foot per round.
Realm's influence throughout the mountain (pg. 10). It's
15. Carrion crawlers (12).
suggested the effects happen during combat encounters
17. Locked doors, DC 20 Dexterity check with thieves tools to
when a player rolls a natural 1 on an attack roll,
open. Duergar (10) with heavy crossbows.
attribute check, or saving throw. The effects Waking
20. Duergar (3).
Dream, Warp I, and Warp II should force Madness
21a. Duergar (6).
checks.
21b. Goblins (3).
• Become familiar with the Duergar tactics and responses 22. Duergar (6), Underwater Bear Traps.
to intrusion.
23. Goblins (20).
• Because of the horror elements throughout this 24. Duergar (4).
adventure, the DM is strongly encouraged use the
26. Duergar (8).
Madness rules (DMG pg. 259).
30. Duergar (10).
31. Glyph of warding (Alerts Duergar, Wellfast, and
Visuals Naentoth, DC 17 Wisdom (Perception) to spot, dispel magic
can remove). Steeder-mounted Duergar (8, with lances). If
Suggested visuals to create: alerted, add garrison Duergar (16) after 1d4 rounds, Duergar
• Print or sketch copies of the tactical maps. clerics (4) after 2d4 rounds. Naentoth and crypt thing after 5
rounds, and Wellfast after 5 rounds.

Random Encounters 32. If not alerted, Duergar (8).


33. If not alerted, Duergar (8).
39. Gaskel (Duergar with AC 17 and battle axe +2).
Outer Complex only: roll 1d6.
41. If not alerted, Wellfast. Characters encountering Wellfast
Areas
for the first time must make a Madness check.
1-16 17-30 31-67 Encounter
48. If not alerted, Naentoth.
1 Giant skeletons (2)
51. If not alerted, Crypt thing (1).
2 Giant scorpions (4)
52. If not alerted, Duergar clerics (4).
3 Carrion crawlers (5)
53a. Duergar (11).
4 1 Duergar hunters (6)
53b. Duergar brewmaster (regular Duergar).
5 2 Duergar steeder patrol (10)
54. Civilian Duergar (as commoners with Duergar traits).
6 3 Goblin miners (10)
55. Duergar smiths (as Duergar, 18).
4 1 Duergar steeder patrol (4)
59. Duergar (6).
5 2 Duergar miners (3)
64. Keeper (as Duergar, but AC 17 and battle axe of venom +2).
6 3 Duergar (5)
65. Steeders (15).
4 Merchant band (2)
66. Duergar (6).
5 Duergar commoner (2)
6 Duergar steeder patrol (2) Twisted Caverns
Planned Encounters 68. Gibbering mouthers (3).
69. Gibberling swarms (2).
70. Gibberling swarms (4), brood gibberlings (3).
The Outer Complex 71. Gibberling swarms (10), brood gibberlings (4).
74. Deepspawn (1). every round 1 gibberling swarm
1. Poisoned Nephelium Caltrops. (maximum 3) and 1 troll mutate spawn (maximum 5) arrive.
2a. Duergar (4, armed with halberds) behind wall. Wall Madness check.
grants them 3/4 cover. Duergar (4, armed with halberds) in 75. Greater gibbering mouther (1).
walled off area behind first wall, also have 3/4 cover. 78. Gibberling swarm (1), troll mutate (1).
2b. Duergar (10, armed with halberds) with Phalanx ability 79. Troll mutates (4).
(Advantage on attack rolls and Dexterity saving throws 80. Troll matriarch (1), troll mutates (26).
while within 5 feet of another Duergar). 81. Troll mutates (4).
3. Pit Traps (4), marked on map. 82. Troll mutates (10).
4b. Water trap. 85. Whisper spider (1).

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 4
86. Russet Mold Pit Trap. 35. Wand of negation (replace with wand of enemy detection)
87. Spore servants (30). 36. *Warhammer +3 (downgrade to +2)
89. Myconid sprouts (10), myconid adults (15). *These items are made of nephelium, the transparent iron-like
91. Myconid adults (5), myconid sovereign (1). ore mined and worked by the Duergar.
92. Duergar (2).
93. Living wall (1), Madness check.
Traps
Inner Sanctum
• Acid Pit Trap (pg. 18): Triggered when a creature or
95. Wystes (4). object moves onto the 15th, 16th, or 17th step of the stairs.
97. Acid Pollen Trap. DC 16 passive Wisdom (Perception) check to spot, or DC
98. Neh-thalggu (1). Madness check. 15 Wisdom (Perception) check if actively searching. DC 15
103. Dharculus (1). Madness check. Intelligence (Investigation) check to determine how to
105. Silver-tongue Trap. disarm, followed by a DC 15 Dexterity check using
110. Djinni (1). thieves tools to disable it. Any creature on the stairs falls
111. Grimlocks (20). down a chute unless it succeeds on a DC 15 Dexterity
112. Touching the door of black stone forces a Madness saving throw. The chute drops a creature into a 15 foot
check. deep pit full of acid, which causes 21 (6d6) acid damage
116. Blood sipper pods (3). per round. The pit walls may be climbed with a DC 14
123. Madreus, Nigel, Duergar (5), brood gibberlings (2), Strength (Athletics) check.
myconid adults (2), troll mutates (5). • Acid Pollen Trap (pg. 79): Triggered when the plants in
the area are disturbed. Pollen is ejected in a 10 foot

Magic Items radius of the disturbance. Any creature in the area takes
22 (4d10) acid damage, with a successful DC 14 Dexterity
saving throw reducing damage by half.
1. Arrow +2
2. *Battle axe +2
• Madness Checks: Certain encounters with creatures
from or changed by contact with the Far Realm, or areas
3. *Battle axe of venom +2 (works as dagger of venom)
warped by those energies, will force characters to make
4. Battle axe +3 (downgrade to +2)
Charisma saving throws. Failure of this saving throw
5. Bloodfear (See Special Items)
will grant a level of Madness and a roll on the
6. Broadsword +2, +3 vs various (replace with longsword +2)
appropriate chart (DMG pg. 259). Failing the first save is
7. Brooch of shielding
a roll on Short Term Madness, failing a second is Long
8. Calris (See Special Items)
Term Madness, and failing a third is Indefinite Madness.
9. *Chain mail +1
Failing a third save also resets to the beginning. If you
10. *Chain mail +1, spider climb (3/day)
own the adventure Out of the Abyss, you can use the
11. Chain mail +3, feather fall 3/day (downgrade to +2)
Madness rules therein. Charisma saving throws are DC
12. Cloak of displacement
12 in the Outer Complex, DC 14 in the Twisted Caverns,
13. Cloak of Earthstriding (now cloak of earthgliding, see
and DC 15 in the Inner Sanctum.
Special Items)
14. Dagger +2, +4 vs trolls (replace with dagger +2)
• Pit Trap (pg. 15): Triggered when a creature or object
over 40 pounds moves onto the lid. DC 16 passive
15. Eyes of charming
Wisdom (Perception) check to spot, or DC 15 Wisdom
16. Figurine of wondrous power - Goat of terror
(Perception) check if actively searching. There is no way
17. Gloves of impact (replace with gauntlets of ogre power)
to disable the lids, but they are easily bypassed. A
18. Greatsword +2
triggering creature falls down the slide unless it
19. Iron flask (contains efreeti)
succeeds on a DC 15 Dexterity saving throw. The slide is
20. *Nightcaller (See Special Items)
lined with sharp blades that inflict 10 (3d6) slashing
21. Potion of diminution
damage, and the fall into the pit inflicts 7 (2d6) falling
22. Potion of extra healing (replace with potion of greater
damage.
healing)
23. Potion of fire breath
• Poisoned Nephelium Caltrops (pg. 10): Triggered when
someone walks into the corridor at greater than half
24. Potion of spider climb (replace with potion of climbing)
speed. The transparency of nephelium makes the
25. Ring of darkvision (works as goggles of night)
caltrops extremely difficult to spot. DC 18 passive
26. Ring of defense (works as bracers of defense)
Wisdom (Perception) check to spot, or DC 15 Wisdom
27. Ring of protection
(Perception) check if actively searching. No roll to
28. Ring of sustenance (replace with ring of swimming)
disarm is needed, they can be swept aside once located.
29. Robe of the archmagi (black)
Any triggering creature must make a DC 15 Dexterity
30. Scroll of protection from possession (replace with scroll of
saving throw,. On a failure, the creature steps on a
protection from fiends)
caltrop, taking 1 piercing damage and having movement
31. Staff of striking
reduced by 10 feet under the damage is healed. The
32. Unifex (See Special Items)
target must also make a DC 12 Constitution saving throw,
33. Wand of lightning (replace with wand of lightning bolts)
taking 22 (4d10) poison damage on a failure, or half as
34. Wand of magic missiles

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 5
much damage on a success. the exit, and water begins to fill the room from many
• Russet Mold Pit Trap (pg. 63): Triggered when a creature small holes in the ceiling. The room fills with water in 5
moves onto the fake floor in the center of the area. DC 16 rounds. The room remains filled with water for 10
passive Wisdom (Perception) check to spot, or DC 15 minutes, then drains automatically and the slab raises
Wisdom (Perception) check if actively searching. There is back up into the ceiling. See the rules for suffocating
no way to disable the fake floor, but it is easily bypassed. (PH pg. 183). The slab may be lifted about 4 inches with a
Any creature walking into the area falls into the pit DC 18 Strength check, and there is enough room for one
unless it succeeds at a DC 15 Dexterity saving throw. The creature to help another lift. Lifting the slab allows the
creature falls into the 10 foot deep pit filled with russet water to drain out, so the room never fills up.
mold,taking 3 (1d6) falling damage and triggering a spore
release from the mold. The mold functions just like
yellow mold (DMG pg. 105), except the initial burst is 22 Monsters
(4d10) poison damage, and 11 (2d10) poison damage per
1. Blood Sipper Pod: (See Special Creatures)
round thereafter until a successful saving throw is made.
2. Brood Gibberling: (See Special Creatures)
Any creature killed by the mold becomes a spore servant
3. Carrion Crawler: (MM 37, CR 2, 450 XP)
of the myconids.
4. Crypt Thing: (See Special Creatures)
• Silver-tongue Trap (pg. 78): Triggered when a creature
5. Deepspawn: (See Special Creatures)
touches the silver pod. The "grass" pushes creatures
6. Dharculus: (See Special Creatures)
towards the pod, moving them 5 feet per round. The
7. Djinni: (MM 144, CR 11, 7200 XP)
grass becomes difficult terrain for all creatures and they
8. Duergar: (MM 122, CR 1, 200 XP)
must succeed at DC 13 Strength checks to resist being
9. Duergar Cleric: (as Cult fanatic, but AC 18, wields war
pushed towards the pod. Contact with the pod inflicts 22
pick, and has Duergar traits, MM 345, CR 2, 450 XP)
(4d10) acid damage. The pod can't be harmed by
10. Efreeti: (MM 145, CR 11, 7200 XP)
bludgeoning, piercing, or slashing damage, but inflicting
11. Giant Scorpion: (MM 327, CR 3, 700 XP)
40 points of fire or cold damage will destroy the pod and
12. Giant Skeleton: (See Special Creatures)
stop the grass.
13. Giant Spider: (MM 328, CR 1, 200 XP)
• Spiked Pit Trap (pg. 18): Triggered when a creature or
14. Gibbering Mouther: (MM 157, CR 2, 450 XP)
object over 40 pounds moves into the 10 ft. by 10 ft. area
15. Gibberling Swarm: (See Special Creatures)
inside room 8b while there is any weight on the 10 ft. by
16. Goblin: (MM 166, CR 1/4, 50 XP)
10 ft. area in front of the door to room 8a. DC 16 passive
17. Greater Gibbering Mouther: (See Special Creatures)
Wisdom (Perception) check to spot, or DC 15 Wisdom
18. Grimlock: (MM 175, CR 1/4, 50 XP)
(Perception) check if actively searching. DC 15
19. Living Wall: (See Special Creatures)
Intelligence (Investigation) check to determine how to
20. Madreus: (See Special Creatures)
disarm, followed by a DC 15 Dexterity check using
21. Myconid Adult: (MM 232, CR 1/2, 100 XP)
thieves tools to disable it. There is no way to disable the
22. Myconid Sovereign: (MM 232, CR 2, 450 XP)
lids, but they are easily bypassed. Any creature in the
23. Myconid Sprout: (MM 230, CR 0, 0-10 XP)
area falls unless it succeeds on a DC 15 Dexterity saving
24. Naentoth: (See Special Creatures)
throw. The fall into the pit inflicts 3 (1d6) falling damage
25. Neh-thalggu: (See Special Creatures)
and 11 (2d10) piercing damage from the spikes.
26. Nigel: (See Special Creatures)
• Underwater Bear Traps (pg. 23): Triggered when a
27. Spawn: (as original creature, but add (Condition
creature enters the deep area of the pool (shown on the
Immunities charmed))
map). DC 18 passive Wisdom (Perception) check to spot,
28. Steeder: (as giant spider, but remove all web abilities,
or DC 15 Wisdom (Perception) check if actively searching.
and change poison damage to acid damage - no save)
A creature triggering the trap is subject to an attack by a
29. Swarm of Bats: (MM 337, CR 1/4, 50 XP)
cave bear trap at +7 to hit. A hit inflicts 11 (2d10)
30. Troll Matriarch: (See Special Creatures)
bludgeoning damage and restrains the creature. The
31. Troll Mutate: (See Special Creatures)
chain then pulls the trap and creature to the bottom of
32. Wellfast: (See Special Creatures)
the water-filled pit 30 feet below the surface. See the
33. Whisper Spider: (See Special Creatures)
rules for suffocating (PH pg. 183). The trap may be pried
34. Wyste: (See Special Creatures)
open with a DC 16 Strength check, or slipped out of with
35. Wraith: (MM 302, CR 5, 1800 XP)
a DC 16 Dexterity check. The chain may be broken with a
DC 18 Strength check, or DC 16 check if a weapon or tool
is used to pry with. Any weapon used in this fashion is
ruined.
• Water Trap (pg. 16): Triggered by attempting to open the
false door in the room. DC 16 passive Wisdom
(Perception) check to spot, or DC 15 Wisdom (Perception)
check if actively searching. DC 15 Intelligence
(Investigation) check to determine how to disarm,
followed by a DC 15 Dexterity check using thieves tools
to disable it. When triggered, a stone slab drops to block

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 6
or heal spell, or 20 hours passes. After 20 hours, the target is
Special Creatures transformed into a gibberling and is unrecoverable short of
a wish.
Blood Sipper Pod Crypt Thing
Medium plant, unaligned
Medium undead, neutral
Armor Class 12
Armor Class 14 (natural armor)
Hit Points 33 (6d8 + 6)
Hit Points 45 (6d8 + 18)
Speed 20 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
14 (+2) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
Condition Immunities blinded, deafened
Skills Perception +5
Senses tremorsense 20ft. (blind beyond that range), passive
Damage Resistances bludgeoning, piercing, and slashing
Perception 9
from nonmagical weapons
Languages -
Damage Immunities poison
Challenge 1/2 (100 XP)
Condition Immunities exhaustion, frightened, poisoned
Actions Senses darkvision 60ft., passive Perception 15
Blood Drain. Melee Weapon Attack: +4 to hit, reach 20 ft., one
Languages the languages it knew in life
target. Hit: 6 (1d8 + 2) piercing damage and attaches to target.
While attached, it automatically drains 6 (1d8+2) hit points Challenge 3 (700 XP)
on its turn. The target can dislodge the pod with a DC 12
Strength check.
Actions
Multiattack. The crypt thing makes 2 claw attacks.
Brood Gibberling
Claw. Melee Weapon Attack: +4 to hit, reach 20 ft., one target.
Medium humanoid, chaotic neutral
Hit: 6 (1d8 + 2) slashing damage
Armor Class 13
Mass Teleport (2/day). The crypt thing can teleport up to 10
Hit Points 39 (6d8 + 12) creatures it can see within 60 feet, to a location of its
Speed 30 ft. choosing within 1 mile. The location can't be inside solid
material, but can be higher than ground level. Targets must
STR DEX CON INT WIS CHA succeed at a DC 14 Wisdom saving throw to avoid the effect.
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Deepspawn
Skills Perception +5
Huge aberration, chaotic evil
Senses darkvision 60ft., passive Perception 15 Armor Class 14 (natural armor)
Languages Telepathy 120 ft. (only with gibberlings) Hit Points 157 (15d12 + 60)
Challenge 1 (200 XP) Speed 15 ft., swim 15 ft.
Blood Frenzy. The brood gibberling has advantage on melee STR DEX CON INT WIS CHA
attack rolls against any creature that doesn't have all its hit
22 (+6) 9 (-1) 18 (+4) 17 (+3) 15 (+2) 12 (+1)
points.
Skills Perception +6
Actions
Damage Immunities poison
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage and transfers gibberslug to Condition Immunities poisoned, prone
target. Target must make a DC 13 Dexterity saving throw. On
Senses tremorsense 30 ft., darkvision 120ft., passive
a success the gibberslug is brushed off, but on a failure the
Perception 16
gibberslug begins to burrow into the target. The target may
take its next action to burn or cut out the slug; doing so Languages Telepathy 120ft. (only with its spawn),
inflicts 1d8 damage on the target, but kills the gibberslug. understands Common but can't speak
If the target ignores the slug it burrows to the target's brain Challenge 9 (5000 XP)
over the course of 10 rounds, inflicting 1 piercing damage per
round. When it reaches the brain, the target becomes Create Spawn. The deepspawn can create a spawn, a perfect
unconscious until it receives a lesser restoration, restoration, copy, of any Large or smaller living creature it has
consumed. A spawn generally takes 1d4 days to create, and

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 7
emerges fully grown and functional. Spawn have exactly the (escape DC 12). If the escape is successful, target takes 1d6
same stats as the original creature, except they are piercing damage for each maw pulled off. If 3 maws are
unbreakably loyal to the deepspawn that created them, and attached to the same target, the dharculus may pull the
so are immune to the charmed condition. Most deepspawn target into the ethereal using Ethereal Fishing.
will have a force of spawn to protect them.
Main Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Magic Resistance. The deepspawn has advantage on saving target. Hit: 15 (2d10 + 4) piercing damage.
throws against spells and other magical effects.
Giant Skeleton
Heal (1/day). The deepspawn can spend an action to heal
itself for 70 hit points. This also removes the blindness and Large undead, lawful evil
deafness conditions, and cures all diseases. Armor Class 13 (natural armor)

Actions Hit Points 45 (6d10 + 12)


Multiattack. The deepspawn makes 6 tentacle attacks; 3 bite, Speed 30 ft.
1 constrict, 1 greatsword, and 1 wand of magic missile.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 16 (+3) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
Hit: 13 (2d6 + 6) piercing damage.
Senses darkvision 120ft., passive Perception 9
Constrict. Melee Weapon Attack: +10 to hit, reach 20 ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage and target is Languages understands all languages it knew in life but
grappled (escape DC 16). can't speak

Greatsword +2. Melee Weapon Attack: +12 to hit, reach 20 ft., Challenge 4 (1100 XP)
one target. Hit: 15 (2d6 + 8) slashing damage. Actions
Wand of Magic Missiles. Ranged Spell Attack: automatic hit, Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one
range 120 ft., one target. Hit: 10 (3d4 + 3) force damage. When target. Hit: 17 (4d6 + 3) slashing damage.
the wand's 7 charges are expended, replace this attack with
another Constrict attack. Fireball (Recharge 6). The giant skeleton throws a fireball
with a range of 150 feet, that explodes in a 20 foot radius
Dharculus sphere. Each creature in that area must make a DC 13
Huge aberration, unaligned Dexterity saving throw, taking 28 (8d6) fire damage on a
failed save, or half as much damage on a successful one.
Armor Class 15 (natural armor)
Hit Points 126 (12d12 + 48) Gibberling Swarm
Large swarm of Medium humanoids, chaotic neutral
Speed 30 ft.
Armor Class 12
STR DEX CON INT WIS CHA
Hit Points 45 (8d10)
20 (+5) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 14 (+2)
Speed 30 ft.
Skills Perception +4
STR DEX CON INT WIS CHA
Senses truesight 60 ft., passive Perception 14
10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 5 (-3)
Languages -
Damage Resistances bludgeoning, piercing, slashing
Challenge 7 (2900 XP)
Condition Immunities charmed, frightened, paralyzed,
Ethereal Fishing. As a bonus action, the dharculus can petrified, prone, restrained, stunned
extend its tentacle maws to the prime material plane or
retract them back to the ethereal plane. If it attempts to pull Senses darkvision 60ft., passive Perception 10
a target back with them, the target gets a DC 14 Wisdom Languages -
saving throw. On a success the maws vanish without taking
the target, on a failure the target is pulled into the ethereal Challenge 2 (450 XP)
plane with them. Blood Frenzy. The gibberling swarm has advantage on melee
Actions attack rolls against any creature that doesn't have all its hit
points.
Multiattack. The dharculus makes 6 tentacle maw attacks
when its target is on the prime material plane. If the target is Swarm. The swarm can occupy another creature's space and
on the ethereal plane, it gains an additional attack with its vice versa, and the swarm can move through any opening
main maw. large enough for Medium humanoid. The swarm can't
regain hit points or gain temporary hit points.
Tentacle Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage and target is grappled

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 8
Actions Spellcasting. The living wall is a 5th level wizard. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to to
Crude Weapons. Melee Weapon Attack: +4 to hit, reach 0 ft., all hit with spell attacks). It has the following wizard spells
creatures in the swarm's space. Hit: 17 (5d6) bludgeoning prepared.
damage, or 10 (3d6) bludgeoning damage if the swarm has
half its hit points or less. Cantrips (at will): fire bolt, light, mage hand, ray of frost
1st level (4 slots): burning hands, charm person, magic missile
Greater Gibbering Mouther
Large aberration, neutral 2nd level (3 slots): cloud of daggers, flaming sphere, web
Armor Class 9 3rd level (3 slots): lightning bolt, slow
Hit Points 136 (16d10 + 48) Actions
Speed 10 ft., swim 10 ft. Multiattack. The living wall is 25 feet long. Each 5 foot
section of wall can make 4 melee attacks: 2 with gibberling
STR DEX CON INT WIS CHA arms, 1 with a duergar arm, and 1 with a troll arm. Each
16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) section of wall has a 5 foot reach, so if a single creature
Condition Immunities prone approaches the wall 3 wall sections can attack (12 attacks).

Senses darkvision 60ft., passive Perception 10 Gibberling arm with club. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Languages -
Duergar arm with battle axe. Melee Weapon Attack: +7 to hit,
Challenge 5 (1800 XP) reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Actions Troll arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Multiattack. The greater gibbering mouther makes one bite target. Hit: 11 (2d6 + 4) slashing damage.
attack and Blinding Spittle (if available).
Madreus
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Medium humanoid (human), chaotic evil
Hit: 31 (8d6 + 3) piercing damage. If the target is Large or
Armor Class 16 (black robe of the archmagi)
smaller, it must succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is killed by this damage, it is Hit Points 90 (12d8 + 36)
absorbed into the mouther.
Speed 30 ft.
Blinding Spittle (Recharge 5-6). The mouther spits a glob at a
point it can see within 15 feet, creating a flash of blinding STR DEX CON INT WIS CHA
light. All creatures within 5 feet of the flash must succeed on 11 (+0) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 12 (+1)
a DC 14 Dexterity saving throw or be blinded until the end of
Saving Throws Int +7, Wis +3
the mouther's next turn.
Damage Immunities poison
Living Wall
Condition Immunities poisoned
Huge aberration, lawful evil
Armor Class 12 (natural armor) Senses passive Perception 8

Hit Points 207 (18d12 + 90) Languages Common, Dwarvish

Speed 0 ft. Challenge 8 (3900 XP)


Indefinite Madness. Madreus suffers from phobias of
STR DEX CON INT WIS CHA
darkness and being alone. If all light is extinguished, or he is
18 (+4) 1 (-5) 20 (+5) 17 (+3) 14 (+2) 1 (-5) alone, he suffers disadvantage on attack rolls, attribute
Condition Immunities charmed, frightened, grappled, checks, and saving throws until the source of his phobia is
prone, restrained remedied (this is why he always has a light cantrip handy).

Senses darkvision 120ft., passive Perception 12 Magic Resistance. Madreus has advantage on saving throws
against spells and other magical effects.
Languages Common, Dwarvish, Giant, Undercommon
Spellcasting. Madreus is a 10th level wizard. His spellcasting
Challenge 8 (3900 XP) ability is Intelligence (spell save DC 17, +9 to to hit with spell
Regeneration. The living wall regains 10 hit points at the start attacks). He has the following wizard spells prepared.
of its turn. If the living wall takes acid or fire damage, this Cantrips (at will): acid splash, blade ward, light, shocking grasp
trait doesn't function at the start of its next turn. The living
wall dies only if it starts its turn with 0 hit points and doesn't 1st level (4 slots): charm person, comprehend languages, magic
regenerate. missile, Tasha's hideous laughter, unseen servant

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 9
2nd level (3 slots): crown of madness, Melf's acid arrow Actions
3rd level (3 slots): slow, vampiric touch Warhammer +2. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage, 13 (2d8 + 4)
4th level (3 slots): dimension door, Evard's black tentacles,
bludgeoning damage if enlarged.
phantasmal killer
Enlarge (Recharges after a short or long rest). For 1 minute
5th level (2 slots): cloudkill, mislead
Naentoth increases to Large size, doubling weapon damage
Actions dice, and making Strength checks and saving throws with
advantage.
Unifex. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. Invisibility (Recharges after a short or long rest). For up to 1
hour, Naentoth becomes invisible. Attacking, casting a spell,
Teleport (1/day). As an action, Madreus can use Unifex to
using Enlarge, or losing concentration causes Naentoth to
teleport up to 1 mile away. Once used, this power can't be
become visible.
used again until the next dawn.
Eyes of Charming (3/day). As an action, Madreus can cast Neh-thalggu
charm person at a humanoid within 30 feet. The creature Large aberration, chaotic evil
must succeed at a DC 13 Wisdom saving throw or be Armor Class 14 (natural armor)
charmed.
Hit Points 133 (14d10 + 56)
Naentoth
Speed 40 ft.
Medium humanoid (dwarf), lawful evil
Armor Class 18 (chain mail, shield) STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 18 (+4) 12 (+1) 12 (+1)
Hit Points 72 (11d8 + 22)
Saving Throws Int +7, Wis +4, Cha +4
Speed 25 ft.
Damage Resistances bludgeoning, piercing, and slashing
STR DEX CON INT WIS CHA from nonmagical weapons
15 (+2) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0)
Senses darkvision 60ft., passive Perception 11
Saving Throws Wis +6, Cha +3
Languages Common, Dwarvish, Giant, Undercommon
Damage Resistances poison
Challenge 6 (2300 XP)
Senses darkvision 120 ft., passive Perception 13
Innate Spellcasting. The neh-thalggu gains one cantrip and
Languages Dwarvish, Undercommon wizard spell slot of levels 1-3 for each brain it has stored. This
particular one has 7 stored brains. Its spellcasting ability is
Challenge 6 (2300 XP)
Intelligence (spell save DC 15, +7 to to hit with spell attacks).
Duergar Resilience. Naentoth has advantage on saving It has chosen the following slots and spells.
throws against poison, spells, and illusions, as well as to
Cantrips (at will): acid splash, blade ward, fire bolt, mage hand,
resist being charmed or paralyzed.
ray of frost, shocking grasp, true strike
Guided Strike (2/day). Once on his turn, Naentoth can add
Level 2 (7 slots): Melf's acid arrow
+10 to his attack roll before he rolls.
Magic Resistance. The neh-thalggu has advantage on saving
Spellcasting. Naentoth is a 9th level cleric. His spellcasting
throws against spells and other magical effects.
ability is Wisdom (spell save DC 14, +6 to to hit with spell
attacks). He has the following cleric spells prepared. Actions
Cantrips (at will): guidance, resistance, sacred flame, Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
thaumaturgy Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) acid damage.
1st level (4 slots): cure wounds, divine favor, guiding bolt, inflict Nigel
wounds, shield of faith
Medium humanoid (human), lawful evil
2nd level (3 slots): augury, blindness/deafness, hold person, Armor Class 13 (16 with mage armor)
lesser restoration, magic weapon, spiritual weapon
Hit Points 44 (8d8 + 8)
3rd level (3 slots): clairvoyance, crusader's mantle, dispel magic,
protection from energy, spirit guardians Speed 30 ft.
4th level (3 slots): freedom of movement, guardian of faith, STR DEX CON INT WIS CHA
stoneskin 8 (-1) 17 (+3) 13 (+1) 18 (+4) 11 (+0) 12 (+1)
5th level (1 slot): flame strike, hold monster Saving Throws Int +6, Wis +2

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 10
Senses passive Perception 8 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Languages Common, Dwarvish, Elvish
Tail Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 3 (700 XP)
target. Hit: 9 (1d10 + 4) bludgeoning damage.
Spellcasting. Nigel is a 6th level wizard. His spellcasting
Telekinetic Blast (Recharge 5-6). The troll matriarch unleashes
ability is Intelligence (spell save DC 14, +6 to to hit with spell
a wave of mental force on up to 3 creatures within 10 feet.
attacks). He has the following wizard spells prepared.
Affected creatures must make a DC 15 Strength saving throw.
Cantrips (at will): acid splash, light, mage hand, poison spray On a failure creatures take 9 (2d8) force damage and are
pushed 25 feet directly away from the matriarch. On a
1st level (4 slots): chromatic orb, mage armor, shield, success, creatures take half damage and are not pushed
thunderwave away.
2nd level (3 slots): crown of madness, Melf's acid arrow, ray of
enfeeblement Troll Mutate
Large giant, chaotic evil
3rd level (2 slots): haste, slow, vampiric touch
Armor Class 15 (natural armor)
Actions
Hit Points 42 (5d10 + 15)
Staff of Striking. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 1d6 force Speed 30 ft.
damage per charge expended (maximum 3 charges per hit).
STR DEX CON INT WIS CHA
Acid Splash. Ranged Spell Attack: +6 to hit, range 60 ft., one or 14 (+2) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 7 (-2)
two targets. Hit: 7 (2d6) acid damage.
Skills Perception +2
Wand of Lightning Bolts. Nigel shoots a lightning bolt in a
Senses darkvision 60ft., passive Perception 12
100 foot long by 5 foot wide area. Each creature in that area
must make a DC 15 Dexterity saving throw, taking 28 (8d6) Languages Giant
lightning damage on a failed save, or half as much damage
on a successful one. The wand has 7 charges. Challenge 3 (700 XP)
Keen Smell. The troll has advantage on Wisdom (Perception)
Troll Matriarch checks that rely on smell.
Large giant, chaotic evil
Regeneration. The troll mutate regains 10 hit points at the
Armor Class 15 (natural armor) start of its turn. If the troll mutate takes acid or fire damage,
Hit Points 105 (10d10 + 50) this trait doesn't function at the start of its next turn. The
troll mutate dies only if it starts its turn with 0 hit points
Speed 30 ft. and doesn't regenerate.
STR DEX CON INT WIS CHA Actions
18 (+4) 13 (+1) 20 (+5) 11 (+0) 11 (+0) 8 (-1) Multiattack. The troll mutate makes 4 attacks, one with its
Skills Perception +3 bite and three with its claws.
Senses darkvision 60ft., passive Perception 13 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Languages Giant
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Challenge 6 (2300 XP) Hit: 9 (2d6 + 2) slashing damage.
Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell. Wellfast
Medium humanoid (dwarf), chaotic evil
Regeneration. The troll matriarch regains 10 hit points at the
start of its turn. If the troll matriarch takes acid or fire Armor Class 19 (chain mail +2, ring of protection)
damage, this trait doesn't function at the start of its next Hit Points 94 (11d8 + 44)
turn. The troll matriarch dies only if it starts its turn with 0
hit points and doesn't regenerate. Speed 25 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. The troll matriarch either makes 2 claw attacks, 19 (+4) 15 (+2) 18 (+4) 12 (+1) 9 (-1) 5 (-3)
2 bite attacks, and 1 tail strike; or 2 claw attacks, 1 tail strike, Saving Throws Str +8, Con +7
and telekinetic blast (if available).
Damage Resistances poison
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage. Condition Immunities charmed

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 11
Senses darkvision 60 ft., passive Perception 9 isn't poisoned. On a failure the target takes full damage and
is poisoned for 1 hour. While poisoned, the target is also
Languages Common, Dwarvish, Undercommon
paralyzed.
Challenge 5 (1800 XP)
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range
Action Surge (Recharges after a short or long rest). On his 30/60 ft., one target. Hit: Target is restrained by the webbing.
turn, Wellfast may take one additional action. On its turn, the target may use an action to make a DC 15
Strength check, bursting the webbing on a success.
Dwarven Resilience. Wellfast has advantage on saving throws
against poison. Wyste
Great Weapon Fighting. If Wellfast rolls a 1 or 2 on his Huge aberration, unaligned
damage die when using his battle axe he may reroll the die, Armor Class 15 (natural armor)
but must keep the reroll.
Hit Points 68 (8d12 + 16)
Improved Critical. Wellfast scores a critical hit on a melee
attack roll of 19-20. Speed 30 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. Wellfast makes 2 melee attacks, and may spit a 18 (+4) 13 (+1) 14 (+2) 4 (-3) 10 (+0) 3 (-4)
gibberslug (if available). Senses blindsight 30 ft. (blind beyond this range), passive
Perception 10
Battle axe +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 11 (1d10 + 6) slashing damage. Languages -
Spit Gibberslug. Ranged Weapon Attack: +5 to hit, range 20 ft., Challenge 3 (700 XP)
one target. Hit: Target must make a DC 13 Dexterity saving
throw. On a success, the slug is brushed away, on a failure Actions
the slug begins burrowing into the target. See the Brood Multiattack. The wyste makes 4 tentacle attacks or one
Gibberling for the effects of a burrowing gibberslug. constrict attack.

Whisper Spider Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 7 (1d6 + 4) slashing damage.
Huge monstrosity, neutral evil
Armor Class 16 (natural armor) Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage and target is
Hit Points 147 (14d12 + 56) restrained (escape DC 14).
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Special Items


20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 6 (-2)
Saving Throws Dex +6 Bloodfear
Weapon (longsword), rare (requires attunement by a creature of
Skills Perception +4, Stealth +9 non-lawful alignment)
Senses darkvision 120 ft., passive Perception 14 This longsword has a blade that appears to be made out
of bone, but is as sharp and tough as a fine steel blade. When
Languages - the blade draws blood, the blood is drawn into the blade
Challenge 6 (2300 XP) through vein-like conduits. These appear only when blood is
on the blade.
Spider Climb. The whisper spider can climb difficult You gain a +2 bonus to attack and damage rolls made
surfaces, even upside down, without making an ability with this weapon.
check. As the blade draws in blood, the sword delivers more
Web Sense. While in contact with a web, the whisper spider devastating hits. For every 10 points of damage inflicted on
knows the location of any other creature in contact with the living creatures by the sword, it gains an extra +1 to damage
web. rolls, to a maximum of +4 after 40 points of damage are
inflicted. This bonus lasts for only a single combat, fading
Web Walker. The whisper spider ignores movement after one minute of no fighting.
restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) piercing damage plus 24 (7d6) poison
damage. The target must make a DC 14 Constitution saving
throw. On a success the target takes half the damage and

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 12
Calris
Weapon (longsword), rare (requires attunement)
This longsword has its name engraved on the blade in
Elvish script, and shines dimly at all times.
You gain a +2 bonus to attack and damage rolls made
with this weapon.
When an undead creature approaches within 50 feet of
you, the sword begins to shine brightly (the equivalent of a
light spell).
When you strike an undead creature, the sword acts just
like a sword of wounding to it, except the damage caused is
radiant instead of necrotic. In all other aspects it functions
exactly the same.
Against living creatures the sword has no additional
properties.
Cloak of Earthgliding
Wondrous item, rare (requires attunement)
While you wear this cloak you gain a burrow speed of 30
feet, and the Earth Glide ability. The Earth Glide ability
allows you to burrow through nonmagical earth and stone
without disturbing the material you move through.
Nightcaller
Wondrous item, rare
This item is a whistle made out of nephelium, a rare iron-
like metal that is as transparent as glass.
When you blow Nightcaller near a grave, it raises a
zombie under your control as if you cast the animate dead
spell. Unlike the spell, the zombie remains under your
control after 24 hours. Only one zombie can be raised and
controlled by the whistle at a time.
If the zombie is destroyed, Nightcaller can't be used again
until after the next midnight.
Unifex
Weapon (dagger), very rare (requires attunement)
Unifex is a long dagger made from a unicorn horn. The
handle is a simple leather wrap around the base of the horn.
You gain a +2 bonus to attack and damage rolls made
with this weapon. While treated as a dagger, the size of the
horn means it inflicts a base of 1d6 piercing damage on a hit.
You gain some of the inherent magic of a unicorn by
attuning to Unifex.
• You become immune to poison damage, as well as
the poisoned condition.
• You can use Unifex to teleport up to 1 mile away, so
long as you know the destination. Once used, you
can't teleport again until after the next dawn.

Not for resale. Permission granted to print or photocopy this document for personal use only. FIRESTORM PEAK CONVERSION GUIDE 13
53a. Duergar (11). 25. Ring of darkvision (works as goggles of night)
The Gates of 53b. Duergar brewmaster (regular Duergar).
54. Civilian Duergar (as commoners with
26.
27.
Ring of defense (works as bracers of defense)
Ring of protection
Firestorm Peak Duergar traits).
55. Duergar smiths (as Duergar, 18).
28. Ring of sustenance (replace with ring of
swimming)

Reference Sheet
59. Duergar (6). 29. Robe of the archmagi (black)
64. Keeper (as Duergar, but AC 17 and battle 30. Scroll of protection from possession (replace
axe of venom +2). with scroll of protection from fiends)
65. Steeders (15). 31. Staff of striking
Random Encounters 66. Duergar (6). 32. Unifex (See Special Items)
33. Wand of lightning (replace with wand of
Outer Complex only: roll 1d6. Twisted Caverns lightning bolts)
Areas 68. Gibbering mouthers (3). 34. Wand of magic missiles
1-16 17-30 31-67 Encounter 69. Gibberling swarms (2). 35. Wand of negation (replace with wand of
1 Giant skeletons (2) 70. Gibberling swarms (4), brood gibberlings enemy detection)
2 Giant scorpions (4) (3). 36. *Warhammer +3 (downgrade to +2)
3 Carrion crawlers (5) 71. Gibberling swarms (10), brood gibberlings *These items are made of nephelium, the
4 1 Duergar hunters (6) (4). transparent iron-like ore mined and worked by
5 2 Duergar steeder patrol (10) 74. Deepspawn (1). every round 1 gibberling the Duergar.
6 3 Goblin miners (10) swarm (maximum 3) and 1 troll mutate spawn
4 1 Duergar steeder patrol (4)
5 2 Duergar miners (3) (maximum 5) arrive. Madness check.
75. Greater gibbering mouther (1).
Traps
6 3 Duergar (5) 78. Gibberling swarm (1), troll mutate (1). Acid Pit Trap (pg. 18): Triggered when a
4 Merchant band (2) 79. Troll mutates (4). creature or object moves onto the 15th, 16th, or
5 Duergar commoner (2) 80. Troll matriarch (1), troll mutates (26). 17th step of the stairs. DC 16 passive Wisdom
6 Duergar steeder patrol (2) 81. Troll mutates (4). (Perception) check to spot, or DC 15 Wisdom
82. Troll mutates (10). (Perception) check if actively searching. DC 15
Planned Encounters 85. Whisper spider (1).
86. Russet Mold Pit Trap.
Intelligence (Investigation) check to determine
how to disarm, followed by a DC 15 Dexterity
The Outer Complex 87. Spore servants (30). check using thieves tools to disable it. Any
89. Myconid sprouts (10), myconid adults (15). creature on the stairs falls down a chute unless
1. Poisoned Nephelium Caltrops. 91. Myconid adults (5), myconid sovereign (1). it succeeds on a DC 15 Dexterity saving throw.
2a. Duergar (4, armed with halberds) behind 92. Duergar (2). The chute drops a creature into a 15 foot deep
wall. Wall grants them 3/4 cover. Duergar (4, 93. Living wall (1), Madness check. pit full of acid, which causes 21 (6d6) acid
armed with halberds) in walled off area behind damage per round. The pit walls may be
first wall, also have 3/4 cover. Inner Sanctum climbed with a DC 14 Strength (Athletics)
2b. Duergar (10, armed with halberds) with 95. Wystes (4). check.
Phalanx ability (Advantage on attack rolls and 97. Acid Pollen Trap. Acid Pollen Trap (pg. 79): Triggered when
Dexterity saving throws while within 5 feet of 98. Neh-thalggu (1). Madness check. the plants in the area are disturbed. Pollen is
another Duergar). 103. Dharculus (1). Madness check. ejected in a 10 foot radius of the disturbance.
3. Pit Traps (4), marked on map. 105. Silver-tongue Trap. Any creature in the area takes 22 (4d10) acid
4b. Water trap. 110. Djinni (1). damage, with a successful DC 14 Dexterity
6. Giant skeletons (3). 111. Grimlocks (20). saving throw reducing damage by half.
7. Crypt thing (1). 112. Touching the door of black stone forces a Madness Checks: Certain encounters with
8a. Spiked Pit Trap. Madness check. creatures from or changed by contact with the
8b. Wraiths (4). 116. Blood sipper pods (3). Far Realm, or areas warped by those energies,
10. Acid Pit Trap. 123. Madreus, Nigel, Duergar (5), brood will force characters to make Charisma saving
11. Giant scorpions (4). gibberlings (2), myconid adults (2), troll throws. Failure of this saving throw will grant
13. If characters take a long rest here, make a mutates (5). a level of Madness and a roll on the
Madness check. appropriate chart (DMG pg. 259). Failing the
14. Swarm of bats (10). Mud, difficult terrain first save is a roll on Short Term Madness,
while moving, acts like quicksand (DMG pg. Magic Items failing a second is Long Term Madness, and
110) if a character stops moving, except sinking 1. Arrow +2 failing a third is Indefinite Madness. Failing a
is 1 foot per round. 2. *Battle axe +2 third save also resets to the beginning. If you
15. Carrion crawlers (12). 3. *Battle axe of venom +2 (works as dagger of own the adventure Out of the Abyss, you can
17. Locked doors, DC 20 Dexterity check with venom) use the Madness rules therein. Charisma
thieves tools to open. Duergar (10) with heavy 4. Battle axe +3 (downgrade to +2) saving throws are DC 12 in the Outer Complex,
crossbows. 5. Bloodfear (See Special Items) DC 14 in the Twisted Caverns, and DC 15 in the
20. Duergar (3). 6. Broadsword +2, +3 vs various (replace with Inner Sanctum.
21a. Duergar (6). longsword +2) Pit Trap (pg. 15): Triggered when a creature
21b. Goblins (3). 7. Brooch of shielding or object over 40 pounds moves onto the lid.
22. Duergar (6), Underwater Bear Traps. 8. Calris (See Special Items) DC 16 passive Wisdom (Perception) check to
23. Goblins (20). 9. *Chain mail +1 spot, or DC 15 Wisdom (Perception) check if
24. Duergar (4). 10. *Chain mail +1, spider climb (3/day) actively searching. There is no way to disable
26. Duergar (8). 11. Chain mail +3, feather fall 3/day (downgrade the lids, but they are easily bypassed. A
30. Duergar (10). to +2) triggering creature falls down the slide unless
31. Glyph of warding (Alerts Duergar, Wellfast, 12. Cloak of displacement it succeeds on a DC 15 Dexterity saving throw.
and Naentoth, DC 17 Wisdom (Perception) to 13. Cloak of Earthstriding (now cloak of The slide is lined with sharp blades that inflict
spot, dispel magic can remove). Steeder- earthgliding, see Special Items) 10 (3d6) slashing damage, and the fall into the
mounted Duergar (8, with lances). If alerted, 14. Dagger +2, +4 vs trolls (replace with dagger pit inflicts 7 (2d6) falling damage.
add garrison Duergar (16) after 1d4 rounds, +2) Poisoned Nephelium Caltrops (pg. 10):
Duergar clerics (4) after 2d4 rounds. Naentoth 15. Eyes of charming Triggered when someone walks into the
and crypt thing after 5 rounds, and Wellfast 16. Figurine of wondrous power - Goat of terror corridor at greater than half speed. The
after 5 rounds. 17. Gloves of impact (replace with gauntlets of transparency of nephelium makes the caltrops
32. If not alerted, Duergar (8). ogre power) extremely difficult to spot. DC 18 passive
33. If not alerted, Duergar (8). 18. Greatsword +2 Wisdom (Perception) check to spot, or DC 15
39. Gaskel (Duergar with AC 17 and battle axe 19. Iron flask (contains efreeti) Wisdom (Perception) check if actively
+2). 20. *Nightcaller (See Special Items) searching. No roll to disarm is needed, they can
41. If not alerted, Wellfast. Characters 21. Potion of diminution be swept aside once located. Any triggering
encountering Wellfast for the first time must 22. Potion of extra healing (replace with potion of creature must make a DC 15 Dexterity saving
make a Madness check. greater healing) throw,. On a failure, the creature steps on a
48. If not alerted, Naentoth. 23. Potion of fire breath caltrop, taking 1 piercing damage and having
51. If not alerted, Crypt thing (1). 24. Potion of spider climb (replace with potion of movement reduced by 10 feet under the
52. If not alerted, Duergar clerics (4). climbing) damage is healed. The target must also make a

Not for resale. Permission granted to print or photocopy this document for personal use only. THE GATES OF FIRESTORM PEAK CONVERSION GUIDE 14
DC 12 Constitution saving throw, taking 22 room for one creature to help another lift. STR DEX CON INT WIS CHA
(4d10) poison damage on a failure, or half as Lifting the slab allows the water to drain out,
much damage on a success. so the room never fills up. 12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Russet Mold Pit Trap (pg. 63): Triggered Skills Perception +5
when a creature moves onto the fake floor in
the center of the area. DC 16 passive Wisdom Monsters Senses darkvision 60ft., passive Perception 15
(Perception) check to spot, or DC 15 Wisdom Languages Telepathy 120 ft. (only with
1. Blood Sipper Pod: (See Special Creatures) gibberlings)
(Perception) check if actively searching. There 2. Brood Gibberling: (See Special Creatures)
is no way to disable the fake floor, but it is 3. Carrion Crawler: (MM 37, CR 2, 450 XP) Challenge 1 (200 XP)
easily bypassed. Any creature walking into the 4. Crypt Thing: (See Special Creatures) Blood Frenzy. The brood gibberling has
area falls into the pit unless it succeeds at a DC 5. Deepspawn: (See Special Creatures) advantage on melee attack rolls against any
15 Dexterity saving throw. The creature falls 6. Dharculus: (See Special Creatures) creature that doesn't have all its hit points.
into the 10 foot deep pit filled with russet 7. Djinni: (MM 144, CR 11, 7200 XP) Actions
mold,taking 3 (1d6) falling damage and 8. Duergar: (MM 122, CR 1, 200 XP)
triggering a spore release from the mold. The 9. Duergar Cleric: (as Cult fanatic, but AC 18, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
mold functions just like yellow mold (DMG pg. wields war pick, and has Duergar traits, one target. Hit: 6 (1d6 + 3) piercing damage and
105), except the initial burst is 22 (4d10) poison MM 345, CR 2, 450 XP) transfers gibberslug to target. Target must
damage, and 11 (2d10) poison damage per 10. Efreeti: (MM 145, CR 11, 7200 XP) make a DC 13 Dexterity saving throw. On a
round thereafter until a successful saving 11. Giant Scorpion: (MM 327, CR 3, 700 XP) success the gibberslug is brushed off, but on a
throw is made. Any creature killed by the mold 12. Giant Skeleton: (See Special Creatures) failure the gibberslug begins to burrow into
becomes a spore servant of the myconids. 13. Giant Spider: (MM 328, CR 1, 200 XP) the target. The target may take its next action
Silver-tongue Trap (pg. 78): Triggered 14. Gibbering Mouther: (MM 157, CR 2, 450 to burn or cut out the slug; doing so inflicts 1d8
when a creature touches the silver pod. The XP) damage on the target, but kills the gibberslug.
"grass" pushes creatures towards the pod, 15. Gibberling Swarm: (See Special Creatures) If the target ignores the slug it burrows to the
moving them 5 feet per round. The grass 16. Goblin: (MM 166, CR 1/4, 50 XP) target's brain over the course of 10 rounds,
becomes difficult terrain for all creatures and 17. Greater Gibbering Mouther: (See Special inflicting 1 piercing damage per round. When
they must succeed at DC 13 Strength checks to Creatures) it reaches the brain, the target becomes
resist being pushed towards the pod. Contact 18. Grimlock: (MM 175, CR 1/4, 50 XP) unconscious until it receives a lesser
with the pod inflicts 22 (4d10) acid damage. 19. Living Wall: (See Special Creatures) restoration, restoration, or heal spell, or 20 hours
The pod can't be harmed by bludgeoning, 20. Madreus: (See Special Creatures) passes. After 20 hours, the target is
piercing, or slashing damage, but inflicting 40 21. Myconid Adult: (MM 232, CR 1/2, 100 XP) transformed into a gibberling and is
points of fire or cold damage will destroy the 22. Myconid Sovereign: (MM 232, CR 2, 450 unrecoverable short of a wish.
pod and stop the grass. XP)
Spiked Pit Trap (pg. 18): Triggered when a 23. Myconid Sprout: (MM 230, CR 0, 0-10 XP) Crypt Thing
creature or object over 40 pounds moves into 24. Naentoth: (See Special Creatures)
the 10 ft. by 10 ft. area inside room 8b while 25. Neh-thalggu: (See Special Creatures) Medium undead, neutral
there is any weight on the 10 ft. by 10 ft. area in 26. Nigel: (See Special Creatures) Armor Class 14 (natural armor)
front of the door to room 8a. DC 16 passive 27. Spawn: (as original creature, but add Hit Points 45 (6d8 + 18)
Wisdom (Perception) check to spot, or DC 15 (Condition Immunities charmed)) Speed 30 ft.
Wisdom (Perception) check if actively 28. Steeder: (as giant spider, but remove all
searching. DC 15 Intelligence (Investigation) STR DEX CON INT WIS CHA
web abilities, and change poison damage
check to determine how to disarm, followed by to acid damage - no save) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
a DC 15 Dexterity check using thieves tools to 29. Swarm of Bats: (MM 337, CR 1/4, 50 XP) Skills Perception +5
disable it. There is no way to disable the lids, 30. Troll Matriarch: (See Special Creatures)
but they are easily bypassed. Any creature in 31. Troll Mutate: (See Special Creatures) Damage Resistances bludgeoning, piercing,
the area falls unless it succeeds on a DC 15 32. Wellfast: (See Special Creatures) and slashing from nonmagical weapons
Dexterity saving throw. The fall into the pit 33. Whisper Spider: (See Special Creatures) Damage Immunities poison
inflicts 3 (1d6) falling damage and 11 (2d10) 34. Wyste: (See Special Creatures) Condition Immunities exhaustion, frightened,
piercing damage from the spikes. 35. Wraith: (MM 302, CR 5, 1800 XP) poisoned
Underwater Bear Traps (pg. 23): Triggered Senses darkvision 60ft., passive Perception 15
when a creature enters the deep area of the
pool (shown on the map). DC 18 passive Special Creatures Languages the languages it knew in life
Challenge 3 (700 XP)
Wisdom (Perception) check to spot, or DC 15
Wisdom (Perception) check if actively Blood Sipper Pod Actions
searching. A creature triggering the trap is Multiattack. The crypt thing makes 2 claw
subject to an attack by a cave bear trap at +7 to Medium plant, unaligned
Armor Class 12 attacks.
hit. A hit inflicts 11 (2d10) bludgeoning damage Claw. Melee Weapon Attack: +4 to hit, reach 20
and restrains the creature. The chain then Hit Points 33 (6d8 + 6) ft., one target. Hit: 6 (1d8 + 2) slashing damage
pulls the trap and creature to the bottom of the Speed 20 ft.
water-filled pit 30 feet below the surface. See Mass Teleport (2/day). The crypt thing can
the rules for suffocating (PH pg. 183). The trap STR DEX CON INT WIS CHA teleport up to 10 creatures it can see within 60
may be pried open with a DC 16 Strength feet, to a location of its choosing within 1 mile.
12 (+1) 14 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4) The location can't be inside solid material, but
check, or slipped out of with a DC 16 Dexterity
check. The chain may be broken with a DC 18 Senses tremorsense 20 ft. (blind beyond that can be higher than ground level. Targets must
Strength check, or DC 16 check if a weapon or range), passive Perception 10 succeed at a DC 14 Wisdom saving throw to
tool is used to pry with. Any weapon used in Languages - avoid the effect.
this fashion is ruined. Challenge 1/2 (100 XP)
Water Trap (pg. 16): Triggered by Deepspawn
attempting to open the false door in the room.
Actions
Huge aberration, chaotic evil
DC 16 passive Wisdom (Perception) check to Blood Drain. Melee Weapon Attack: +4 to hit,
reach 20 ft., one target. Hit: 6 (1d8 + 2) piercing Armor Class 14 (natural armor)
spot, or DC 15 Wisdom (Perception) check if
actively searching. DC 15 Intelligence damage and attaches to target. While attached, Hit Points 157 (15d12 + 60)
(Investigation) check to determine how to it automatically drains 6 (1d8+2) hit points on Speed 15 ft., swim 15 ft.
disarm, followed by a DC 15 Dexterity check its turn. The target can dislodge the pod with a STR DEX CON INT WIS CHA
using thieves tools to disable it. When DC 12 Strength check.
triggered, a stone slab drops to block the exit, 22 (+6) 9 (-1) 18 (+4) 17 (+3) 15 (+2) 12 (+1)
and water begins to fill the room from many Skills Perception +6
small holes in the ceiling. The room fills with Damage Immunities poison
water in 5 rounds. The room remains filled Brood Gibberling Condition Immunities poisoned, prone
with water for 10 minutes, then drains
automatically and the slab raises back up into Medium humanoid, chaotic neutral Senses tremorsense 30 ft., darkvision 120ft.,
the ceiling. See the rules for suffocating (PH pg. Armor Class 13 passive Perception 16
183). The slab may be lifted about 4 inches with Hit Points 39 (6d8 + 12) Languages Telepathy 120ft. (only with its
a DC 18 Strength check, and there is enough Speed 30 ft. spawn), understands Common but can't speak

Not for resale. Permission granted to print or photocopy this document for personal use only. THE GATES OF FIRESTORM PEAK CONVERSION GUIDE 15
Challenge 9 (5000 XP) on a DC 13 Strength saving throw or be
Create Spawn. The deepspawn can create a Giant Skeleton knocked prone. If the target is killed by this
spawn, a perfect copy, of any Large or smaller Large undead, lawful evil damage, it is absorbed into the mouther.
living creature it has consumed. A spawn Armor Class 13 (natural armor) Blinding Spittle (Recharge 5-6). The mouther
generally takes 1d4 days to create, and emerges Hit Points 45 (6d10 + 12) spits a glob at a point it can see within 15 feet,
fully grown and functional. Spawn have Speed 30 ft. creating a flash of blinding light. All creatures
exactly the same stats as the original creature, within 5 feet of the flash must succeed on a DC
except they are unbreakably loyal to the STR DEX CON INT WIS CHA 14 Dexterity saving throw or be blinded until
deepspawn that created them, and so are the end of the mouther's next turn.
immune to the charmed condition. Most 16 (+3) 10 (+0) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
deepspawn will have a force of spawn to Senses darkvision 120ft., passive Perception 9 Living Wall
protect them. Languages understands all languages it knew
in life but can't speak Huge aberration, lawful evil
Magic Resistance. The deepspawn has
advantage on saving throws against spells and Challenge 4 (1100 XP) Armor Class 12 (natural armor)
other magical effects. Hit Points 207 (18d12 + 90)
Actions Speed 0 ft.
Heal (1/day). The deepspawn can spend an
action to heal itself for 70 hit points. This also Greatsword. Melee Weapon Attack: +5 to hit, STR DEX CON INT WIS CHA
removes the blindness and deafness reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing
conditions, and cures all diseases. damage. 18 (+4) 1 (-5) 20 (+5) 17 (+3) 14 (+2) 1 (-5)
Fireball (Recharge 6). The giant skeleton throws Condition Immunities charmed, frightened,
Actions a fireball with a range of 150 feet, that explodes
grappled, prone, restrained
Multiattack. The deepspawn makes 6 tentacle in a 20 foot radius sphere. Each creature in Senses darkvision 120ft., passive Perception 12
attacks; 3 bite, 1 constrict, 1 greatsword, and 1 that area must make a DC 13 Dexterity saving Languages Common, Dwarvish, Giant,
wand of magic missile. throw, taking 28 (8d6) fire damage on a failed Undercommon
Bite. Melee Weapon Attack: +10 to hit, reach 20 save, or half as much damage on a successful
one. Challenge 8 (3900 XP)
ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Regeneration. The living wall regains 10 hit
Constrict. Melee Weapon Attack: +10 to hit, reach
20 ft., one target. Hit: 13 (2d6 + 6) bludgeoning Gibberling Swarm points at the start of its turn. If the living wall
takes acid or fire damage, this trait doesn't
damage and target is grappled (escape DC 16). Large swarm of Medium humanoids, chaotic function at the start of its next turn. The living
Greatsword +2. Melee Weapon Attack: +12 to hit, neutral wall dies only if it starts its turn with 0 hit
reach 20 ft., one target. Hit: 15 (2d6 + 8) slashing Armor Class 12 points and doesn't regenerate.
damage. Spellcasting. The living wall is a 5th level
Wand of Magic Missiles. Ranged Spell Attack: Hit Points 45 (8d10)
Speed 30 ft. wizard. Its spellcasting ability is Intelligence
automatic hit, range 120 ft., one target. Hit: 10 (spell save DC 14, +6 to to hit with spell attacks).
(3d4 + 3) force damage. When the wand's 7 STR DEX CON INT WIS CHA It has the following wizard spells prepared.
charges are expended, replace this attack with Cantrips (at will): fire bolt, light, mage hand, ray
another Constrict attack. 10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 5 (-3)
of frost
Damage Resistances bludgeoning, piercing,
Dharculus slashing 1st level (4 slots): burning hands, charm person,
magic missile
Huge aberration, unaligned Condition Immunities charmed, frightened,
paralyzed, petrified, prone, restrained, stunned 2nd level (3 slots): cloud of daggers, flaming
Armor Class 15 (natural armor) sphere, web
Senses darkvision 60ft., passive Perception 10
Hit Points 126 (12d12 + 48) 3rd level (3 slots): lightning bolt, slow
Languages -
Speed 30 ft. Actions
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA Blood Frenzy. The gibberling swarm has Multiattack. The living wall is 25 feet long.
20 (+5) 12 (+1) 18 (+4) 12 (+1) 12 (+1) 14 (+2) advantage on melee attack rolls against any Each 5 foot section of wall can make 4 melee
creature that doesn't have all its hit points. attacks: 2 with gibberling arms, 1 with a
Skills Perception +4 duergar arm, and 1 with a troll arm. Each
Swarm. The swarm can occupy another
Senses truesight 60 ft., passive Perception 14 creature's space and vice versa, and the swarm section of wall has a 5 foot reach, so if a single
Languages - can move through any opening large enough creature approaches the wall 3 wall sections
Challenge 7 (2900 XP) for Medium humanoid. The swarm can't can attack (12 attacks).
Ethereal Fishing. As a bonus action, the regain hit points or gain temporary hit points. Gibberling arm with club. Melee Weapon Attack:
dharculus can extend its tentacle maws to the Actions +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
prime material plane or retract them back to bludgeoning damage.
the ethereal plane. If it attempts to pull a target Crude Weapons. Melee Weapon Attack: +4 to hit, Duergar arm with battle axe. Melee Weapon
back with them, the target gets a DC 14 reach 0 ft., all creatures in the swarm's space. Attack: +7 to hit, reach 5 ft., one target. Hit: 8
Wisdom saving throw. On a success the maws Hit: 17 (5d6) bludgeoning damage, or 10 (3d6) (1d8 + 4) slashing damage.
vanish without taking the target, on a failure bludgeoning damage if the swarm has half its Troll arm. Melee Weapon Attack: +7 to hit, reach
the target is pulled into the ethereal plane with hit points or less. 5 ft., one target. Hit: 11 (2d6 + 4) slashing
them. damage.
Actions
Greater Gibbering Mouther
Multiattack. The dharculus makes 6 tentacle Large aberration, neutral Madreus
maw attacks when its target is on the prime Armor Class 9 Medium humanoid (human), chaotic evil
material plane. If the target is on the ethereal Hit Points 136 (16d10 + 48) Armor Class 16 (black robe of the archmagi)
plane, it gains an additional attack with its Speed 10 ft., swim 10 ft. Hit Points 90 (12d8 + 36)
main maw. STR DEX CON INT WIS CHA Speed 30 ft.
Tentacle Maw. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing 16 (+3) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) STR DEX CON INT WIS CHA
damage and target is grappled (escape DC 12). If Condition Immunities prone 11 (+0) 12 (+1) 16 (+3) 18 (+4) 10 (+0) 12 (+1)
the escape is successful, target takes 1d6 Senses darkvision 60ft., passive Perception 10
piercing damage for each maw pulled off. If 3 Saving Throws Int +7, Wis +3
maws are attached to the same target, the Languages - Damage Immunities poison
dharculus may pull the target into the ethereal Challenge 5 (1800 XP) Condition Immunities poisoned
using Ethereal Fishing. Actions Senses passive Perception 8
Main Maw. Melee Weapon Attack: +7 to hit, Multiattack. The greater gibbering mouther Languages Common, Dwarvish
reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing makes one bite attack and Blinding Spittle (if Challenge 8 (3900 XP)
damage. available). Indefinite Madness. Madreus suffers from
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., phobias of darkness and being alone. If all
one target. Hit: 31 (8d6 + 3) piercing damage. If light is extinguished, or he is alone, he suffers
the target is Large or smaller, it must succeed disadvantage on attack rolls, attribute checks,
and saving throws until the source of his

Not for resale. Permission granted to print or photocopy this document for personal use only. THE GATES OF FIRESTORM PEAK CONVERSION GUIDE 16
phobia is remedied (this is why he always has a Strength checks and saving throws with DC 15 Dexterity saving throw, taking 28 (8d6)
light cantrip handy). advantage. lightning damage on a failed save, or half as
Magic Resistance. Madreus has advantage on Invisibility (Recharges after a short or long much damage on a successful one. The wand
saving throws against spells and other magical rest). For up to 1 hour, Naentoth becomes has 7 charges.
effects. invisible. Attacking, casting a spell, using
Spellcasting. Madreus is a 10th level wizard. His Enlarge, or losing concentration causes Troll Matriarch
spellcasting ability is Intelligence (spell save Naentoth to become visible. Large giant, chaotic evil
DC 17, +9 to to hit with spell attacks). He has Armor Class 15 (natural armor)
the following wizard spells prepared. Neh-thalggu Hit Points 105 (10d10 + 50)
Cantrips (at will): acid splash, blade ward, light, Large aberration, chaotic evil
shocking grasp Speed 30 ft.
Armor Class 14 (natural armor)
1st level (4 slots): charm person, comprehend STR DEX CON INT WIS CHA
Hit Points 133 (14d10 + 56)
languages, magic missile, Tasha's hideous 18 (+4) 13 (+1) 20 (+5) 11 (+0) 11 (+0) 8 (-1)
laughter, unseen servant Speed 40 ft.
2nd level (3 slots): crown of madness, Melf's acid STR DEX CON INT WIS CHA Skills Perception +3
arrow Senses darkvision 60ft., passive Perception 13
18 (+4) 10 (+0) 18 (+4) 18 (+4) 12 (+1) 12 (+1) Languages Giant
3rd level (3 slots): slow, vampiric touch
Saving Throws Int +7, Wis +4, Cha +4 Challenge 6 (2300 XP)
4th level (3 slots): dimension door, Evard's black
tentacles, phantasmal killer Damage Resistances bludgeoning, piercing, Keen Smell. The troll has advantage on Wisdom
and slashing from nonmagical weapons (Perception) checks that rely on smell.
5th level (2 slots): cloudkill, mislead
Senses darkvision 60ft., passive Perception 11 Regeneration. The troll matriarch regains 10 hit
Actions Languages Common, Dwarvish, Giant, points at the start of its turn. If the troll
Unifex. Melee Weapon Attack: +6 to hit, reach 5 Undercommon matriarch takes acid or fire damage, this trait
ft., one target. Hit: 6 (1d6 + 3) piercing damage. Challenge 6 (2300 XP) doesn't function at the start of its next turn.
Teleport (1/day). As an action, Madreus can use Innate Spellcasting. The neh-thalggu gains one The troll matriarch dies only if it starts its turn
Unifex to teleport up to 1 mile away. Once used, cantrip and wizard spell slot of levels 1-3 for with 0 hit points and doesn't regenerate.
this power can't be used again until the next each brain it has stored. This particular one Actions
dawn. has 7 stored brains. Its spellcasting ability is
Eyes of Charming (3/day). As an action, Intelligence (spell save DC 15, +7 to to hit with Multiattack. The troll matriarch either makes 2
Madreus can cast charm person at a humanoid spell attacks). It has chosen the following slots claw attacks, 2 bite attacks, and 1 tail strike; or
within 30 feet. The creature must succeed at a and spells. 2 claw attacks, 1 tail strike, and telekinetic
DC 13 Wisdom saving throw or be charmed. Cantrips (at will): acid splash, blade ward, fire blast (if available).
bolt, mage hand, ray of frost, shocking grasp, true Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Naentoth strike one target. Hit: 7 (1d6 + 4) piercing damage.
Level 2 (7 slots): Melf's acid arrow Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Medium humanoid (dwarf), lawful evil one target. Hit: 11 (2d6 + 4) slashing damage.
Armor Class 18 (chain mail, shield) Magic Resistance. The neh-thalggu has
advantage on saving throws against spells and Tail Strike. Melee Weapon Attack: +7 to hit,
Hit Points 72 (11d8 + 22) other magical effects. reach 5 ft., one target. Hit: 9 (1d10 + 4)
Speed 25 ft. bludgeoning damage.
Actions Telekinetic Blast (Recharge 5-6). The troll
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., matriarch unleashes a wave of mental force on
15 (+2) 12 (+1) 15 (+2) 12 (+1) 17 (+3) 10 (+0) one target. Hit: 15 (2d10 + 4) piercing damage up to 3 creatures within 10 feet. Affected
Saving Throws Wis +6, Cha +3 plus 9 (2d8) acid damage. creatures must make a DC 15 Strength saving
Damage Resistances poison throw. On a failure creatures take 9 (2d8) force
Senses darkvision 120 ft., passive Perception 13 Nigel damage and are pushed 25 feet directly away
from the matriarch. On a success, creatures
Languages Dwarvish, Undercommon Medium humanoid (human), lawful evil take half damage and are not pushed away.
Challenge 6 (2300 XP) Armor Class 13 (16 with mage armor)
Duergar Resilience. Naentoth has advantage on Hit Points 44 (8d8 + 8) Troll Mutate
saving throws against poison, spells, and Speed 30 ft.
illusions, as well as to resist being charmed or Large giant, chaotic evil
paralyzed. STR DEX CON INT WIS CHA Armor Class 15 (natural armor)
Guided Strike (2/day). Once on his turn, 8 (-1) 17 (+3) 13 (+1) 18 (+4) 11 (+0) 12 (+1) Hit Points 42 (5d10 + 15)
Naentoth can add +10 to his attack roll before Saving Throws Int +6, Wis +2 Speed 30 ft.
he rolls. Senses passive Perception 8 STR DEX CON INT WIS CHA
Spellcasting. Naentoth is a 9th level cleric. His Languages Common, Dwarvish, Elvish
spellcasting ability is Wisdom (spell save DC 14, 14 (+2) 13 (+1) 16 (+3) 7 (-2) 9 (-1) 7 (-2)
+6 to to hit with spell attacks). He has the Challenge 3 (700 XP) Skills Perception +2
following cleric spells prepared. Spellcasting. Nigel is a 6th level wizard. His Senses darkvision 60ft., passive Perception 12
Cantrips (at will): guidance, resistance, sacred spellcasting ability is Intelligence (spell save
DC 14, +6 to to hit with spell attacks). He has Languages Giant
flame, thaumaturgy Challenge 3 (700 XP)
the following wizard spells prepared.
1st level (4 slots): cure wounds, divine favor, Keen Smell. The troll has advantage on Wisdom
guiding bolt, inflict wounds, shield of faith Cantrips (at will): acid splash, light, mage hand,
poison spray (Perception) checks that rely on smell.
2nd level (3 slots): augury, blindness/deafness, Regeneration. The troll mutate regains 10 hit
hold person, lesser restoration, magic weapon, 1st level (4 slots): chromatic orb, mage armor,
shield, thunderwave points at the start of its turn. If the troll mutate
spiritual weapon takes acid or fire damage, this trait doesn't
3rd level (3 slots): clairvoyance, crusader's 2nd level (3 slots): crown of madness, Melf's acid
arrow, ray of enfeeblement function at the start of its next turn. The troll
mantle, dispel magic, protection from energy, mutate dies only if it starts its turn with 0 hit
spirit guardians 3rd level (2 slots): haste, slow, vampiric touch points and doesn't regenerate.
4th level (3 slots): freedom of movement, Actions Actions
guardian of faith, stoneskin
Staff of Striking. Melee Weapon Attack: +4 to hit,
5th level (1 slot): flame strike, hold monster reach 5 ft., one target. Hit: 6 (1d8 + 2) Multiattack. The troll mutate makes 4 attacks,
bludgeoning damage plus 1d6 force damage one with its bite and three with its claws.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
per charge expended (maximum 3 charges per
Warhammer +2. Melee Weapon Attack: +7 to hit, hit). one target. Hit: 5 (1d6 + 2) piercing damage.
reach 5 ft., one target. Hit: 8 (1d8 + 4) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
bludgeoning damage, 13 (2d8 + 4) bludgeoning Acid Splash. Ranged Spell Attack: +6 to hit, range
60 ft., one or two targets. Hit: 7 (2d6) acid one target. Hit: 9 (2d6 + 2) slashing damage.
damage if enlarged. damage.
Enlarge (Recharges after a short or long rest).
For 1 minute Naentoth increases to Large size, Wand of Lightning Bolts. Nigel shoots a
doubling weapon damage dice, and making lightning bolt in a 100 foot long by 5 foot wide
area. Each creature in that area must make a

Not for resale. Permission granted to print or photocopy this document for personal use only. THE GATES OF FIRESTORM PEAK CONVERSION GUIDE 17
Wellfast Wyste
Medium humanoid (dwarf), chaotic evil Huge aberration, unaligned
Armor Class 19 (chain mail +2, ring of Armor Class 15 (natural armor)
protection) Hit Points 68 (8d12 + 16)
Hit Points 94 (11d8 + 44) Speed 30 ft.
Speed 25 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 4 (-3) 10 (+0) 3 (-4)
19 (+4) 15 (+2) 18 (+4) 12 (+1) 9 (-1) 5 (-3) Senses blindsight 30 ft. (blind beyond this
Saving Throws Str +8, Con +7 range), passive Perception 10
Damage Resistances poison Languages -
Condition Immunities charmed Challenge 3 (700 XP)
Senses darkvision 60 ft., passive Perception 9 Actions
Languages Common, Dwarvish,
Undercommon Multiattack. The wyste makes 4 tentacle
attacks or one constrict attack.
Challenge 5 (1800 XP)
Tentacle. Melee Weapon Attack: +6 to hit, reach
Action Surge (Recharges after a short or long 10 ft., one target. Hit: 7 (1d6 + 4) slashing
rest). On his turn, Wellfast may take one damage.
additional action.
Constrict. Melee Weapon Attack: +6 to hit, reach
Dwarven Resilience. Wellfast has advantage on 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
saving throws against poison. damage and target is restrained (escape DC 14).
Great Weapon Fighting. If Wellfast rolls a 1 or 2
on his damage die when using his battle axe he
may reroll the die, but must keep the reroll.
Improved Critical. Wellfast scores a critical hit
on a melee attack roll of 19-20.
Actions
Multiattack. Wellfast makes 2 melee attacks,
and may spit a gibberslug (if available).
Battle axe +2. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing
damage.
Spit Gibberslug. Ranged Weapon Attack: +5 to
hit, range 20 ft., one target. Hit: Target must
make a DC 13 Dexterity saving throw. On a
success, the slug is brushed away, on a failure
the slug begins burrowing into the target. See
the Brood Gibberling for the effects of a
burrowing gibberslug.
Whisper Spider
Huge monstrosity, neutral evil
Armor Class 16 (natural armor)
Hit Points 147 (14d12 + 56)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 6 (-2)
Saving Throws Dex +6
Skills Perception +4, Stealth +9
Senses darkvision 120 ft., passive Perception 14
Languages -
Challenge 6 (2300 XP)
Spider Climb. The whisper spider can climb
difficult surfaces, even upside down, without
making an ability check.
Web Sense. While in contact with a web, the
whisper spider knows the location of any other
creature in contact with the web.
Web Walker. The whisper spider ignores
movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage
plus 24 (7d6) poison damage. The target must
make a DC 14 Constitution saving throw. On a
success the target takes half the damage and
isn't poisoned. On a failure the target takes full
damage and is poisoned for 1 hour. While
poisoned, the target is also paralyzed.
Web (Recharge 5-6). Ranged Weapon Attack: +6
to hit, range 30/60 ft., one target. Hit: Target is
restrained by the webbing. On its turn, the
target may use an action to make a DC 15
Strength check, bursting the webbing on a
success.

Not for resale. Permission granted to print or photocopy this document for personal use only. THE GATES OF FIRESTORM PEAK CONVERSION GUIDE 18

Das könnte Ihnen auch gefallen