TEXT:  
   Conversion Guide by Stan Shinn
  For Characters Levels 1-3
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  B4
  The Lost
  City
  
  B4 
  The 
  Lost 
  Temple
  Conversion Guide
  Introduction: In 1982, TSR published the module named “The Lost City” with the module 
  code “B4”. It was written by Tom Moldvay and illustrated by Jim Holloway.  This 32-page 
  booklet had an outer folder containing maps.  In addition to an extensive dungeon complex, 
  the module provided guidance on expanding and creating additional levels and encounters 
  for the adventure. In 2004,  for the 30th anniversary of the Dungeons & Dragons game, 
  Dungeon magazine ranked this module the 28th greatest adventure of all time. This 
  conversion guide allows DMs to run the original module with 5
  th Edition rules and provides a 
  reference sheet for encounters.
  A 20+ hour adventure for 1st– 3rd level characters
  by STAN SHINN
  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 Stan Shinn 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.
   
  B4 THE LOST CITY CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  2
  
  B4: The Lost City
  “I 
  can'
  t 
  stress 
  enough 
  how 
  inspirational 
  I 
  found 
  this 
  module 
  when 
  I
  first 
  read 
  it.
   
  Even 
  now, 
  I 
  consider 
  it 
  the 
  best 
  thing 
  Moldvay 
  ever 
  wrote
  and 
  one 
  of 
  the 
  great 
  adventures 
  of 
  the 
  Golden 
  Age.
  ”
       
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  —James Maliszewski,http:
  //grognardia.
  blogspot.
  com 
  Introduction
  To use this conversion guide you will need a copy of “B4 The 
  Lost City”, originally available in hard-copy and now for sale 
  in Digital format at www.dndclassics.com. 
  This document gives GMs advice to convert the module 
  to the latest 5
  th Edition rules and guidance on preparing the 
  adventure. A list of random encounters and a summary of 
  Cynidicea'
  s factions provide a quick in-game reference. Most 
  creatures refer to stat blocks in the D&D 5e Monster Manual. 
  Zargon, the climactic monster, has a full stat block in the 
  Special Creatures section at the end of this conversion guide. 
  Page listings may refer to abbreviations: MM (Monster 
  Manual), CR (Challenge rating), and DMG (Dungeon Master 
  Guide).  All other page number refer to the locations in the 
  original '
  The Lost City'
   module. Key text is in bold for easy 
  scanning. Magic items are noted in italics.
  Find more information about this and other early edition 
  conversions at www.classicmodulestoday.com.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll 
  need during the game onto one concise sheet. You can print 
  this onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual,  the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared.
  Adventure Summary
  Cynidicea is an ancient city which fell into oblivion after 
  Zargon, a monster and erstwhile god, preyed on the city. The 
  city sacrifices to their '
  god'
   and have evolved into factions. 
  Some cling to the ancient gods Gorm, Usamigaras, and 
  Madarua instead of worshiping zargon. A desert now covers 
  the subterranean city. The tribes within have become pale 
  with bone-white hair and suffer disadvantage when fighting 
  in full daylight. Every Cynidicean wears a stylized mask 
  distinct to their faction. Factions each think they alone know 
  way to restore greatness of  Cynidicean. They will typically 
  fight, and seldom cooperate with, other factions. Players 
  happen upon this city after some mishap where they are lost 
  in the desert after a sandstorm.  
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “The Lost City” into the Forgotten Realms 
  world of Faerûn.
  Many years ago, the once-great empire of Netheril was 
  shattered when the prodigious arcanist Karsus attempted to 
  steal the power of the goddess Mystryl. This event led to the 
  temporary nullification of all the world’
  s magic, which 
  caused the empire’
  s floating cities to plummet to the ground. 
  Most of the Netherese Empire was lost in history as the land 
  where the cities fell were gradually transformed into the 
  vast desert of Anauroch.
  For the purposes of this conversion, assume that 
  Cynidicea was one of the Netherese cities that were buried 
  under the sands of Anauroch. The most important factor in 
  infusing the module with Forgotten Realms lore is treating 
  the old Cynidicean gods—and the factions that worship 
  them—as Netherese deities.
  Instead of Gorm, members of The Brotherhood worship 
  Kozah, the god of rage and destruction. Though their beliefs 
  remain as written in the module, this iteration of The 
  Brotherhood functions under a more violent, chaotic 
  doctrine. Its members may be prone to outright hostility 
  against the players and other factions.
  Rather than Usamigaras, members of The Magi worship 
  the dead power Mystryl, who once embodied the cosmic 
  source of arcane magic. As worshippers of the force that 
  caused the destruction of the Netherese Empire, it is likely 
  that The Magi are particularly hated amongst the different 
  factions, though they themselves are no less confident that 
  their path is the best way to restore Cynidicea (and Netheril 
  as a whole) to its former greatness.
  In place of Madarua, members of The Warrior Maidens 
  worship Jannath, the goddess of life and agriculture. The 
  Warrior Maidens are not as aggressively zealous as the other 
  two factions; they may be especially willing to accept the 
  players as members, or to cooperate with other factions if 
  pressed to do so.
  Zargon itself remains mostly as written, although you 
  may want to flesh out the creature’
  s origins. Perhaps Zargon 
  existed underneath Anauroch before Cynidicea fell from the 
  sky, and The Priests of Zargon were driven to seek the 
  creature out after the collapse of their society. Alternatively, 
  perhaps Zargon was held in captivity by Cynidicea’
  s ruling 
  mages before the empire’
  s destruction, and the ensuing 
  chaos allowed it to slay its former masters, earning itself a 
  population of fearful devotees in the process.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  Use the Fatigue 
  rules 
  as characters will be hungry, thirsty 
  and tired. Note that characters will have no way to 
  replace equipment or supplies save what you find in the 
  Lost City.
  •
  Know rules if throwing a lit Flask 
  of 
  Oil.
  •
  Know how to use perception 
  rules for numerous 
  traps 
  and 
  secret 
  doors.
  •
  Determine spell 
  tactics for Magi and Clerics.
  •
  Use poison rules for Pit Vipers.
  Visuals
  Suggested visuals to create:
  •
  Small sketch of side view of the step 
  pyramid.
  •
  Player handout 
  for 
  symbols 
  on p. 9.
  •
  Visual for room 
  39a.
  •
  Player handout with instructions 
  for 
  p. 
  17.
  •
  Sketch 
  of 
  Temple 
  of 
  Zargon.
  •
  The Underground City (if needed).
  •
  Option to create Tiers 6-10 (lower pyramid). which is not 
  completed in core module.
  •
  Sketch 
  of 
  Zargon'
  s 
  boss 
  lair.
  Random Encounters
  Tiers 1 & 2: Wandering Monsters
  Roll 
  1d6
  1. Centipede, Giant
  2. Cave Locust
  3. Cynidicean
  4. Ferret, Giant
  5. Gnome
  6. Goblin
  Tiers 3 & 4: Wandering Monsters
  Roll 
  1d8
  1. Bat, Giant
  2. Brotherhood of Gorm
  3. Magic User of 
  Usamigaras
  4. Cynidicean
  5. Hobgoblin
  6. Rock Baboon (semi-
  intelligent)
  7. Snake, Spitting Cobra
  8. Warrior 
  Maidens 
  of Madarusa
  Tiers 5: Wandering Monsters
  Roll 
  1d8
  1. Cynidicean
  2. Beetle, Giant:
   Tiger 
  Beetle (4'
   long, striped 
  carapices, look like 
  tiger skins)
  3. Cynidicean
  4. Driver Ant (6'
   long 
  giant ant)
  5. Cynidicean
  6. Lizard, Giant:
   Tuatara (8'
   long 
  cross between iguana and a 
  toad)
  7. Rust Monster
  8. Thoul 
  (Hobgoblin, 
  looks 
  like 
  magical 
  combination of 
  ghoul, 
  hobgoblin 
  and 
  a 
  troll)
  Cynidicean Encounters
  See great 
  1d12 
  encounters 
  on 
  page 
  26.
  Further Adventures 
  See page 
  25 
  for 
  great 
  adventure 
  seeds to extend the 
  adventure.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  4
  Factions 
  of 
  Cynidicea
  Faction
  CLass 
  Mask 
  & 
  Attire
  Mark 
  God 
  Membership*
  Brotherhood 
  of Gorm
  Lawful 
  Male 
  Fighters
  Golden 
  Mask of Gorm 
  (stern, bearded man). Iron 
  chain mail over blue 
  tunic. 
  Small blue 
  lightning 
  bolt 
  tattooed on right 
  shoulder. 
  Worship GORM on 4
  th day 
  of each week. Lightning 
  storms considered holy.
  Male fighters, 
  dwarves, 
  halflings & elves.
  Magi of 
  Usamigaras 
  Neutral 
  Magic 
  Users 
  Silver 
  Mask of 
  Usamigaras (smiling 
  child). Silver daggers & 
  rainbow colored clothes.
  Five-pointed star 
  of 
  small 
  silver 
  lines 
  on right palm. 
  Worship USAMIGARAS, 
  god of healers, messengers 
  & thieves,  when stars & 
  planets in right pattern.
  Magic users, elf, 
  cleric or thief.
  Warrior 
  Maidens of 
  Madarua 
  Neutral 
  Female 
  Fighters
  Bronze 
  Mask of Madarua 
  (beautiful woman). 
  Bronze chain mail over 
  green tunics.
  Small sickle-shaped 
  scar 
  on the inside of 
  their left wrist.
  Worship MADARUA, 
  goddess of birth, death and 
  changing seasons, on a holy 
  day each season.
  Females. 
  Priests of 
  Zargon 
  N/A 
  Wear colorful 
  masks, 
  bright 
  clothing, and 
  often carry short swords. 
  Some have feathered 
  robes 
  and 
  bird 
  masks.
  No tattoos. Pale 
  skin, 
  white 
  hair, 
  large 
  eyes, 
  infravision. -1 to hit 
  in full sunlight.
  Serve the evil monster 
  ZARGON, and control 
  underground city. Spend 
  most of their time living in 
  strange dream worlds.
  N/A
  * Factions will accept certain characters as full members.
   Any characters can become a lesser member,
   but not rise within the faction.
  
  Magic Items
  1. Chainmail +1  
  2. Chain Mail +2 (consider reducing to +1) 
  3. Clerical Scroll with three spells: bless, cure wounds,and  
  healing word
  4. Cursed Scroll (suggest replacing the scroll which turns 
  reader into miniature of Zargon to last only a few 
  minutes, and gives reader knowledge of Zargon'
  s horn) 
  5. Dagger +1  
  6. Elven Boots (use Boots of Elvenkind)
  7. Elven Cloak (use Cloak of Elvenkind)
  8. Helm of Alignment Change (suggest replacing with Helm of 
  Comprehending Languages)
  9. Helm of Telepathy 
  10.Mace +1 
  11.Magic Scroll with three spells: Disguise Self, Blur,
   and 
  Darkness
  12.Plate Armor +1 
  13.Poison Potion (use Potion of Poison)
  14.Potion of Healing 
  15.Potion of Invisibility 
  16.Potion of Levitation (use Potion of Flying)
  17.Ring of Fire Resistance  
  18.Shield +2  
  19.Spear +2  
  20.Sword +1  
  21.Sword +1,
   casts continual light on command 
  22.Sword +2 (consider reducing to +1) 
  23.Wand of Illusion (suggest replacing with Wand of Wonder)
  24.Wand of Magic Detection 
  25.Wand of Paralyzation (use Wand of Paralysis)
  Traps 
  •
  Alarm 
  Bell 
  Trap 
  (p. 
  11 
  and 
  p. 
  19): A hidden pressure plate 
  in the floor triggers this trap. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 Wisdom (Perception) 
  check if actively searching. DC 15 Intelligence 
  (Investigation) check to determine how to disarm the 
  alarm by cutting the wire that routes to the bell, followed 
  by a DC 15 Dexterity check using thieves tools to disable 
  it. When triggered, an alarm bell sounds in the relevant 
  area.
  •
  Crossbow 
  Trap 
  (p. 
  5): 
  Triggered by a pressure plate. Will 
  shoot a number of crossbow bolts determined by the GM. 
  DC 15 passive Wisdom (Perception) check to spot, or DC 12 
  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. DC 15 Wisdom (Perception) check to 
  determine a way to bypass the trap. When the pressure 
  plate is triggered, a creature within range standing in 
  front of the trap takes 2d10 damage on a failed DC 15 
  Dexterity saving throw, or half as much on a successful 
  one (limited by the number of crossbow bolts).
  •
  Dart 
  Trap 
  (p. 
  5): 
  Darts fire from a wall opposite the door 
  when the door is opened. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 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, all creatures directly in 
  front of the door and within range takes 2d10 damage on 
  a failed DC 15 Dexterity saving throw, or half as much on 
  a successful one.
  •
  Electric 
  Door 
  Trap 
  (p. 
  12): 
  Locked door which glows with 
  crackling blue light. If a special phrase is spoken, the 
  door opens. Anyone touching door without saying 
  phrase takes 2d10 damage on a failed DC 15 Constitution 
  saving throw, or half as much on a successful one. 
  damage. Door lock can be picked by character willing to 
  take the damage while they pick the lock.
  •
  Falling 
  Block 
  Trap 
  (p. 
  5): DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 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. DC 15 Wisdom (Perception) check to 
  determine a way to bypass the trap by wedging a dagger 
  or similar hard object into a lip in the recess created by 
  lifting the stone block slightly. When triggered, a 
  creature within range takes 2d10 damage on a failed DC 
  15 Dexterity saving throw, or half as much on a 
  successful one.
  •
  Gas 
  Trap 
  (p. 
  5): 
  Triggered by opening a door. Gas is 
  odorless, tasteless and invisible. First round characters 
  will feel dizzy but take no damage. Second round, 
  characters realize it is hard to breathe and start to take 
  damage. Characters within the trap area take 1d8 
  damage per round and must success on a DC 15 
  Constitution saving throw or be poisoned for 1 hour. 
  There are two ways to disarm. A DC 15 Intelligence 
  (Investigation) check determines it can be disarmed by 
  plugging the gas holes with rags or spikes will stop gas 
  from filling room. A DC 15 Wisdom (Perception) check 
  determines a way to bypass the trap by jamming all 
  doors to the room open allowing the gas to escape 
  without harming characters further. 
  •
  Pendulum 
  Blade 
  Trap 
  (p. 
  12): 
  DC 15 passive Wisdom 
  (Perception) check to spot ceiling shafts, or DC 12 
  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 by cutting cables in ceiling 
  shafts. DC 15 Wisdom (Perception) check to determine a 
  way to bypass the trap by avoiding pressure plates. 
  Triggered by walking on a pressure plate. Once 
  triggered, three swinging blades will emerge from shafts 
  in the ceiling. A creature within range of the blades takes 
  2d10 damage on a failed DC 15 Dexterity saving throw, or 
  half as much on a successful one (limited by the number 
  of spears). Blades will swing 10 rounds then 
  automatically reset. 
  •
  Pit 
  Trap 
  (p. 
  5): 
   Hinged floor panels drop when the door 
  handle pulled; any in the area may fall. DC 15 passive 
  Wisdom (Perception) check to spot, or DC 12 Wisdom 
  (Perception) check if actively searching. DC 15 
  Intelligence (Investigation) check to determine how to 
  disarm, followed by a DC 15 Dexterity check using 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  5
  
  thieves tools to disable it by using tools to break the door 
  handle tripwires. DC 15 Wisdom (Perception) check to 
  determine a way to bypass the trap by wedging daggers or 
  spikes into the door'
  s edges. When triggered, a creature 
  within range which fails a DC 15 Dexterity saving throw 
  to avoid falling takes 1d6 falling damage for every 10 feet 
  it fell.
  •
  Pit 
  Trap 
  With 
  Spikes 
  (p. 
  18): 
  1As above but the 10'
   deep pit 
  has spikes. In addition to the falling damage, falling 
  characters take 2d10 damage on a failed DC 15 Dexterity 
  saving throw, or half as much on a successful one.
  •
  Poison 
  Needle 
  Trap 
  (p. 
  10): This trap protects a chest or 
  other compartment.
  A DC 20 Intelligence (Investigation) check allows 
  character to notice the trap based on alterations to the 
  locking mechanism. A DC 15 Intelligence (Investigation) 
  check to determine how to disarm by removing the 
  needle from the locking mechanism, followed by a DC 15 
  Dexterity check using thieves tools to disable it. When 
  triggered, a creature within range takes 1d10 damage and 
  must success on a DC 15 Constitution saving throw or be 
  poisoned for 1 hour. 
  •
  Rolling 
  Boulder 
  Trap 
  (p. 
  15): 
  DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 Wisdom (Perception) 
  check if actively searching.  Depending on GM discretion, 
  the boulder may trigger even if noticed. When triggered, a 
  spherical or wheel-shaped boulder emerges from a 
  hidden nook and rolls toward the characters down the 
  passage. Creature within range takes 2d10 damage on a 
  failed DC 15 Dexterity saving throw, or half as much on a 
  successful one. Boulder stops after it reaches the end of 
  the hall. 
  •
  Spear 
  Trap 
  (p. 
  5): Triggered by a pressure plate. Will shoot 
  a number of spears determined by the GM. DC 15 passive 
  Wisdom (Perception) check to spot, or DC 12 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. DC 15 Wisdom (Perception) check to determine 
  a way to bypass the trap. When the pressure plate is 
  triggered, a creature within range standing in front of the 
  trap takes 2d10 damage on a failed DC 15 Dexterity saving 
  throw, or half as much on a successful one (limited by the 
  number of spears).
  •
  Water 
  Trap 
  (p. 
  10): When a human sized creature crosses 
  the room, this trap is sprung which slams the doors shut. 
  DC 15 passive Wisdom (Perception) check to spot the vents 
  high in the walls, or DC 12 Wisdom (Perception) check if 
  actively searching.  Afterwards, water pours in from 
  vents high in the walls. It takes a DC 10 Strength Check to 
  open the shut doors (made with disadvantage if water has 
  risen too high). Unless players succeed within three tries 
  to force open door, they will start to drown. After the 
  room is completely filled for three minutes, concealed 
  drains in the floor open and water slowly drains out. 
  Afterwards, the trap automatically resets.
  Monsters
  1. Auriga 
  Sikinos, 
  Chief 
  Mage 
  of 
  Usamigras: 
  Treat as Mage 
  (MM 347, CR 6 (2,300 XP))
  2. Banshee: 
  Banshee (MM 23, CR 4 (1,100 XP))
  3. Beetle, 
  Giant 
  Tiger 
  Beetle: 
  Use Giant Fire Beetle (MM 
  325, CR 0 (0-10 XP)); 4'
   long, striped carapices, look like 
  tiger skins
  4. Brother 
  Theodeus 
  (Cynidicean 
  Leader): Priest (MM 348, 
  CR 2 (450 XP))
  5. Brotherhood 
  of 
  Gorm: Treat as Guard (MM 347, CR 0.125 
  (25 XP)) or Bandit Captain (MM 344, CR 2 (450 XP))
  6. Carrion 
  Crawler: Carrion Crawler (MM 37, CR 2 (450 
  XP)) 
  7. Cave 
  Locust: Treat as Swarm of Insects (MM 338, CR 0.5 
  (100 XP)) 
  8. Giant 
  Centipede: Giant Centipede (MM 323, CR 0.25 (50 
  XP))
  9. Cynidiceans: Use
  Guard (MM 347, CR 0.125 (25 XP))
  Bandit Captain (MM 344, CR 2 (450 XP))
  Knight (MM 347, CR 3 (700 XP))
  Gladiator (MM 346, CR 5 (1,800 XP))
  10.Demetrius: 
  Treat as Mage (MM 347, CR 6 (2,300 XP))
  11.Doppelganger: 
  Doppelganger (MM 82, CR 3 (700 XP))
  12.Draco 
  (Giant 
  Lizard): use Giant Lizard (MM 326, CR 0.25 
  (50 XP))
  13.Driver 
  Ant (6'
   long giant ant, treat as Giant Fire Beetle 
  (MM 325, CR 0 (0-10 XP)) but without the illumination 
  ability
  14.Evil 
  Cleric 
  Darius: Treat as Mage (MM 347, CR 6 (2,300 
  XP))
  15.Ferret, 
  Giant: treat as Wolf (MM 341, CR 0.25 (50 XP)) 
  16.Giant 
  Fire 
  Beetle: Fire Beetles (MM 325, CR 0 (0-10 XP))
  17.GargoyleS: 
  Gargoyles :
   MM 40, CR 2 (450 XP))
  18.Gecko, 
  man-sized: Treat as Giant Lizard (MM 326, CR 
  0.25 (50 XP))
  19.Gelatinous 
  Cube: Gelatinous Cube (MM 242, CR 2 (450 
  XP))
  20.Ghouls: 
  Ghoul (MM 148, CR 1 (200 XP))
  21.Giant 
  Rats: 
  Giant Rat (MM 327, CR 0.125 (25 XP))
  22.Giant 
  Shrews: Treat as Giant Rat (MM 327, CR 0.125 (25 
  XP))
  23.Gnome: Treat as Kobold (MM 195, CR 0.125 (25 XP))
  24.Goblin: 
  Goblin (MM 166, CR 0.25 (50 XP)) 
  25.Green 
  Slime: Treat as Gray Ooze (MM 243, CR 0.5 (100 
  XP)) 
  26.Hobgoblins: 
  Hobgoblin (MM 186, CR 0.5 (100 XP)) and 
  Hobgoblin Captain (MM 186, CR 3 (700 XP))
  27.Iron 
  Statues: Treat as Animated Armor (MM 19, CR 1 
  (200 XP))or Flesh Golem (MM 169, CR 5 (1,800 XP)) 
  28.Kanadius, 
  Grand 
  Master 
  of 
  the 
  Brotherhood 
  of 
  Gorm: Treat as Knight (MM 347, CR 3 
  (700 XP))
  29.Killer 
  Bees: 
  Treat as Stirge (MM 284, CR 0.125 (25 XP))
  30.Lizard, 
  Giant: 
  Tuatara (8'
   long cross between iguana and 
  a toad):
   Giant Lizard (MM 326, CR 0.25 (50 XP))
  31.Magi 
  of 
  Usamigras:
   Treat as Cult Fanatic (MM 345, CR 2 
  (450 XP)) but with wizard cantrips (Shocking Grasp,
   Ray 
  of Frost,
   Mage Hand) and six prepared wizard spells 
  (Detect Magic,
   Disguise Self,
   Mage Armor,
   Magic Missile,
   
  Shield,
   Arcane Lock,
   Blur,
   Darkness,
   Levitate,
   Suggestion)
  32.Ogres: 
  Ogre (MM 237, CR 2 (450 XP))
  33.Oil 
  Beetles: 
  Treat as Swarm of Insects (MM 338, CR 0.5 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  6
  
  (100 XP)), and describe damage as blisters which form 
  from beetle'
  s oil.
  34.Owl 
  Bear: Owlbear (MM 249, CR 3 (700 XP)) 
  35.Pandora, 
  Madarua'
  s 
  Champion: Treat as Bandit Captain 
  (MM 344, CR 2 (450 XP)) or Knight (MM 347, CR 3 (700 
  XP)) but with a sword +1. 
  36.Pit 
  Vipers: 
  Treat as Swarm of Poisonous Snakes (MM 338, 
  CR 2 (450 XP))
  37.Policrates 
  the 
  Herald 
  (Cynidicean): Treat as Knight (MM 
  347, CR 3 (700 XP))
  38.Polymar: Treat as Doppelganger: Doppelganger (MM 82, 
  CR 3 (700 XP)) but can mimic inanimate objects as well as 
  creatures
  39.Queen 
  Zenobia 
  (Wight): Wight (MM 300, CR 3 (700 XP)) 
  40.Rock 
  pythons: Treat as Constrictor Snake (MM 320, CR 
  0.25 (50 XP))
  41.Rust 
  Monster: 
  Rust Monster (MM 262, CR 0.5 (100 XP)) 
  42.Shadows: 
  Shadow (MM 269, CR 0.5 (100 XP))
  43.Skeletons: Skeleton (MM 272, CR 0.25 (50 XP))
  44.Spitting 
  Cobra: Treat as Poisonous Snake (MM 334, CR 
  0.125 (25 XP))
  45.Sprites: Sprite (MM 283, CR 0.25 (50 XP)) 
  46.Stirges: Stirge (MM 284, CR 0.125 (25 XP)) 
  47.Thoul (Hobgoblin which looks like a magical 
  combination of ghoul, hobgoblin and a troll):
   Treat as 
  Hobgoblin Captain (MM 186, CR 3 (700 XP)) or Hobgoblin 
  Warlord (MM 187, CR 6 (2,300 XP))
  48.Warrior 
  Maidens 
  of 
  Madarua: Treat as Bandit Captain 
  (MM 344, CR 2 (450 XP)) or Knight (MM 347, CR 3 (700 
  XP)) 
  49.Werefoxes: 
  Treat as Jackalwere (MM 193, CR 0.5 (100 XP)) 
  50.Wererats: 
  Wererat (MM 209, CR 2 (450 XP))
  51.White 
  Apes: 
  Treat as Giant Ape (MM 323, CR 7 (2,900 XP)) 
  but with half or two-thirds 
  the HP, damage and XP.
  52.Wolf: 
  Use Wolf (MM 341, CR 0.25 (50 XP)) or Winter Wolf 
  (MM 340, CR 3 (700 XP))
  53.Yellow 
  Mold: Treat as Violet Fungus (MM 138, CR 0.25 (50 
  XP))
  54.Zargon: 
  See Special Creatures section (note that its horn, 
  if not destroyed in volcanic fire, will cause him to 
  eventually regenerate some years after the encounter)
  55.Zombies: 
  Zombie (MM 316, CR 0.25 (50 XP))
  Special Creatures
  Zargon
  Large 
  aberration,
   
  chaotic 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 144 (16d10+48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  17 (+3)
  13 (+2)
  15 (+2)
  15 (+2)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages —
  Challenge 5 (1,800 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) piercing damage.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit:
   5 (1d4 + 2) piercing damage.
  Legendary Actions
  Zargon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used 
  at a time and only at the end of another creature’
  s turn. 
  Zargon regains spent legendary actions at the start of its 
  turn.
  Seek Prey. Zargon makes a Wisdom (Perception) check to find 
  targets who are out of sight. 
  Lashing Tentacles. Zargon makes two tentacle attacks.
  Grasping Tentacles. Zargon makes one tentacle attack. If this 
  attack hits, the target is grappled (escape DC 15). Until the 
  grapple ends, the target is restrained.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  7
  
  B4 
  The 
  Lost 
  City 
  Reference 
  Sheet
  Random 
  Encounters
  Tiers 
  1 
  & 
  2: 
  Wandering 
  Monsters
  Roll 
  1d6
  1. Centipede, Giant
  2. Cave Locust
  3. Cynidicean
  4. Ferret, Giant
  5. Gnome
  6. Goblin
  Tiers 
  3 
  & 
  4: 
  Wandering 
  Monsters
  Roll 
  1d8
  1. Bat, Giant
  2. Brotherhood of 
  Gorm
  3. Magic User of 
  Usamigaras
  4. Cynidicean
  5. Hobgoblin
  6. Rock Baboon (semi-
  intelligent)
  7. Snake, Spitting Cobra
  8. Warrior Maidens of 
  Madarusa
  Tiers 
  5: 
  Wandering 
  Monsters
  Roll 
  1d8
  1. Cynidicean
  2. Beetle, Giant: 
  Tiger 
  Beetle (4'
   long, 
  striped 
  carapices, look 
  like tiger skins)
  3. Cynidicean
  4. Driver Ant (6'
   
  long giant ant)
  5. Cynidicean
  6. Lizard, Giant: Tuatara 
  (8'
   long cross between 
  iguana and a toad)
  7. Rust Monster
  8. Thoul (Hobgoblin, 
  looks like magical 
  combination of ghoul, 
  hobgoblin and a troll)
  Cynidicean 
  Encounters
  See 
  great 
  1d12 
  encounters 
  on 
  page 
  26.
  Magic 
  Items
  1. Chainmail +1  
  2. Chain Mail +2 (consider reducing to +1) 
  3. Clerical Scroll with three spells: bless, cure 
  wounds,
   and healing word
  4. Cursed Scroll (suggest replacing the scroll 
  which turns reader into miniature of 
  Zargon to last only a few minutes, and 
  gives reader knowledge of Zargon'
  s horn) 
  5. Dagger +1  
  6. Elven Boots (use Boots of Elvenkind)
  7. Elven Cloak (use Cloak of Elvenkind)
  8. Helm of Alignment Change (suggest 
  replacing with Helm of Comprehending 
  Languages)
  9. Helm of Telepathy 
  10.Mace +1 
  11.Magic Scroll with three spells:
   Disguise Self,
   
  Blur, and Darkness
  12.Plate Armor +1 
  13.Poison Potion (use Potion of Poison)
  14.Potion of Healing 
  15.Potion of Invisibility 
  16.Potion of Levitation (use Potion of Flying)
  17.Ring of Fire Resistance  
  18.Shield +2  
  19.Spear +2  
  20.Sword +1  
  21.Sword +1,
   casts continual light on 
  command 
  22.Sword +2 (consider reducing to +1) 
  23.Wand of Illusion (suggest replacing with 
  Wand of Wonder)
  24.Wand of Magic Detection 
  25.Wand of Paralyzation (use Wand of 
  Paralysis)
  Traps 
  Alarm 
  Bell 
  Trap 
  (p. 
  11 
  and 
  p. 
  19): A hidden 
  pressure plate in the floor triggers this trap. DC 
  15 passive Wisdom (Perception) check to spot, 
  or DC 12 Wisdom (Perception) check if actively 
  searching. DC 15 Intelligence (Investigation) 
  check to determine how to disarm the alarm 
  by cutting the wire that routes to the bell, 
  followed by a DC 15 Dexterity check using 
  thieves tools to disable it. When triggered, an 
  alarm bell sounds in the relevant area.
  Crossbow 
  Trap 
  (p. 
  5): 
  Triggered by a 
  pressure plate. Will shoot a number of 
  crossbow bolts determined by the GM. DC 15 
  passive Wisdom (Perception) check to spot, or 
  DC 12 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. DC 15 Wisdom (Perception) check to 
  determine a way to bypass the trap. When the 
  pressure plate is triggered, a creature within 
  range standing in front of the trap takes 2d10 
  damage on a failed DC 15 Dexterity saving 
  throw, or half as much on a successful one 
  (limited by the number of crossbow bolts).
  Dart 
  Trap 
  (p. 
  5): 
  Darts fire from a wall 
  opposite the door when the door is opened. DC 
  15 passive Wisdom (Perception) check to spot, 
  or DC 12 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, all creatures 
  directly in front of the door and within range 
  takes 2d10 damage on a failed DC 15 Dexterity 
  saving throw, or half as much on a successful 
  one.
  Electric 
  Door 
  Trap 
  (p. 
  12): 
  Locked door 
  which glows with crackling blue light. If a 
  special phrase is spoken, the door opens. 
  Anyone touching door without saying phrase 
  takes 2d10 damage on a failed DC 15 
  Constitution saving throw, or half as much on 
  a successful one. damage. Door lock can be 
  picked by character willing to take the damage 
  while they pick the lock.
  Falling 
  Block 
  Trap 
  (p. 
  5): DC 15 passive 
  Wisdom (Perception) check to spot, or DC 12 
  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. DC 15 Wisdom (Perception) check to 
  determine a way to bypass the trap by wedging 
  a dagger or similar hard object into a lip in the 
  recess created by lifting the stone block 
  slightly. When triggered, a creature within 
  range takes 2d10 damage on a failed DC 15 
  Dexterity saving throw, or half as much on a 
  successful one.
  Gas 
  Trap 
  (p. 
  5): 
  Triggered by opening a 
  door. Gas is odorless, tasteless and invisible. 
  First round characters will feel dizzy but take 
  no damage. Second round, characters realize it 
  is hard to breathe and start to take damage. 
  Characters within the trap area take 1d8 
  damage per round and must success on a DC 15 
  Constitution saving throw or be poisoned for 1 
  hour. There are two ways to disarm. A DC 15 
  Intelligence (Investigation) check determines it 
  can be disarmed by plugging the gas holes with 
  rags or spikes will stop gas from filling room. A 
  DC 15 Wisdom (Perception) check determines a 
  way to bypass the trap by jamming all doors to 
  the room open allowing the gas to escape 
  without harming characters further. 
  Pendulum 
  Blade 
  Trap 
  (p. 
  12): 
  DC 15 passive 
  Wisdom (Perception) check to spot ceiling 
  shafts, or DC 12 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 by cutting 
  cables in ceiling shafts. DC 15 Wisdom 
  (Perception) check to determine a way to 
  bypass the trap by avoiding pressure plates. 
  Triggered by walking on a pressure plate. Once 
  triggered, three swinging blades will emerge 
  from shafts in the ceiling. A creature within 
  range of the blades takes 2d10 damage on a 
  failed DC 15 Dexterity saving throw, or half as 
  much on a successful one (limited by the 
  number of spears). Blades will swing 10 rounds 
  then automatically reset. 
  Pit 
  Trap 
  (p. 
  5): 
   Hinged floor panels drop 
  when the door handle pulled; any in the area 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  8
  Factions 
  of 
  Cynidicea
  Faction
  Class 
  Mask 
  & 
  Attire
  Mark 
  God 
  Membership*
  Brotherhood 
  of 
  Gorm
  Lawful 
  Male 
  Fighters
  Golden 
  Mask of Gorm 
  (stern, bearded man). Iron 
  chain mail over blue 
  tunic. 
  Small blue 
  lightning 
  bolt 
  tattooed on right 
  shoulder. 
  Worship GORM on 4
  th day 
  of each week. Lightning 
  storms considered holy.
  Male fighters, dwarves, 
  halflings & elves.
  Magi 
  of 
  Usamigaras 
  Neutral 
  Magic 
  Users 
  Silver 
  Mask of 
  Usamigaras (smiling 
  child). Silver daggers & 
  rainbow colored clothes.
  Five-pointed star 
  of 
  small 
  silver 
  lines 
  on right palm. 
  Worship USAMIGARAS, 
  god of healers, messengers 
  & thieves,  when stars & 
  planets in right pattern.
  Magic users, elf, cleric or thief.
  Warrior 
  Maidens 
  of 
  Madarua 
  Neutral 
  Female 
  Fighters
  Bronze 
  Mask of Madarua 
  (beautiful woman). 
  Bronze chain mail over 
  green tunics.
  Small sickle-shaped 
  scar 
  on the inside of 
  their left wrist.
  Worship MADARUA, 
  goddess of birth, death and 
  changing seasons, on a holy 
  day each season.
  Females. 
  Priests 
  of 
  Zargon 
  — 
  Wear colorful 
  masks, 
  bright 
  clothing, and 
  often carry short swords. 
  Some have feathered 
  robes 
  and 
  bird 
  masks.
  No tattoos. Pale 
  skin, 
  white 
  hair, 
  large 
  eyes, 
  infravision. -1 to hit 
  in full sunlight.
  Serve the evil monster 
  ZARGON, and control 
  underground city. Spend 
  most of their time living in 
  strange dream worlds.
  —
  * Factions will accept certain characters as full members.
   Any characters can become a lesser member,
   but not rise within the faction.
  
  may fall. DC 15 passive Wisdom (Perception) 
  check to spot, or DC 12 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 by using tools 
  to break the door handle tripwires. DC 15 
  Wisdom (Perception) check to determine a way 
  to bypass the trap by wedging daggers or 
  spikes into the door'
  s edges. When triggered, a 
  creature within range which fails a DC 15 
  Dexterity saving throw to avoid falling takes 
  1d6 falling damage for every 10 feet it fell.
  Pit 
  Trap 
  With 
  Spikes 
  (p. 
  18): 
  1As above but 
  the 10'
   deep pit has spikes. In addition to the 
  falling damage, falling characters take 2d10 
  damage on a failed DC 15 Dexterity saving 
  throw, or half as much on a successful one.
  Poison 
  Needle 
  Trap 
  (p. 
  10): This trap 
  protects a chest or other compartment.
  A DC 20 Intelligence (Investigation) check 
  allows character to notice the trap based on 
  alterations to the locking mechanism. A DC 15 
  Intelligence (Investigation) check to determine 
  how to disarm by removing the needle from 
  the locking mechanism, followed by a DC 15 
  Dexterity check using thieves tools to disable 
  it. When triggered, a creature within range 
  takes 1d10 damage and must success on a DC 15 
  Constitution saving throw or be poisoned for 1 
  hour. 
  Rolling 
  Boulder 
  Trap 
  (p. 
  15): 
  DC 15 passive 
  Wisdom (Perception) check to spot, or DC 12 
  Wisdom (Perception) check if actively 
  searching.  Depending on GM discretion, the 
  boulder may trigger even if noticed. When 
  triggered, a spherical or wheel-shaped boulder 
  emerges from a hidden nook and rolls toward 
  the characters down the passage. Creature 
  within range takes 2d10 damage on a failed DC 
  15 Dexterity saving throw, or half as much on a 
  successful one. Boulder stops after it reaches 
  the end of the hall. 
  Spear 
  Trap 
  (p. 
  5): Triggered by a pressure 
  plate. Will shoot a number of spears 
  determined by the GM. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 12 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. DC 15 
  Wisdom (Perception) check to determine a way 
  to bypass the trap. When the pressure plate is 
  triggered, a creature within range standing in 
  front of the trap takes 2d10 damage on a failed 
  DC 15 Dexterity saving throw, or half as much 
  on a successful one (limited by the number of 
  spears).
  Water 
  Trap 
  (p. 
  10): When a human sized 
  creature crosses the room, this trap is sprung 
  which slams the doors shut. DC 15 passive 
  Wisdom (Perception) check to spot the vents 
  high in the walls, or DC 12 Wisdom (Perception) 
  check if actively searching.  Afterwards, water 
  pours in from vents high in the walls. It takes a 
  DC 10 Strength Check to open the shut doors 
  (made with disadvantage if water has risen too 
  high). Unless players succeed within three tries 
  to force open door, they will start to drown. 
  After the room is completely filled for three 
  minutes, concealed drains in the floor open 
  and water slowly drains out. Afterwards, the 
  trap automatically resets.
  Monsters
  1. Auriga 
  Sikinos, 
  Chief 
  Mage 
  of 
  Usamigras: 
  Treat as Mage (MM 347, CR 6 (2,300 XP))
  2. Banshee: 
  Banshee (MM 23, CR 4 (1,100 XP))
  3. Beetle, 
  Giant 
  Tiger 
  Beetle: 
  Use Giant Fire 
  Beetle (MM 325, CR 0 (0-10 XP)); 4'
   long, 
  striped carapices, look like tiger skins
  4. Brother 
  Theodeus 
  (Cynidicean 
  Leader): 
  Priest (MM 348, CR 2 (450 XP))
  5. Brotherhood 
  of 
  Gorm: Treat as Guard (MM 
  347, CR 0.125 (25 XP)) or Bandit Captain 
  (MM 344, CR 2 (450 XP))
  6. Carrion 
  Crawler: Carrion Crawler (MM 37, 
  CR 2 (450 XP)) 
  7. Cave 
  Locust: Treat as Swarm of Insects 
  (MM 338, CR 0.5 (100 XP)) 
  8. Giant 
  Centipede: Giant Centipede (MM 
  323, CR 0.25 (50 XP))
  9. Cynidiceans: Use
  Guard (MM 347, CR 0.125 (25 XP))
  Bandit Captain (MM 344, CR 2 (450 XP))
  Knight (MM 347, CR 3 (700 XP))
  Gladiator (MM 346, CR 5 (1,800 XP))
  10.Demetrius: 
  Treat as Mage (MM 347, CR 6 
  (2,300 XP))
  11.Doppelganger: 
  Doppelganger (MM 82, CR 
  3 (700 XP))
  12.Draco 
  (Giant 
  Lizard): use Giant Lizard 
  (MM 326, CR 0.25 (50 XP))
  13.Driver 
  Ant (6'
   long giant ant, treat as Giant 
  Fire Beetle (MM 325, CR 0 (0-10 XP)) but 
  without the illumination ability
  14.Evil 
  Cleric 
  Darius: Treat as Mage (MM 347, 
  CR 6 (2,300 XP))
  15.Ferret, 
  Giant: treat as Wolf (MM 341, CR 
  0.25 (50 XP)) 
  16.Giant 
  Fire 
  Beetle: Fire Beetles (MM 325, CR 
  0 (0-10 XP))
  17.GargoyleS: 
  Gargoyles :
   MM 40, CR 2 (450 
  XP))
  18.Gecko, 
  man-sized: Treat as Giant Lizard 
  (MM 326, CR 0.25 (50 XP))
  19.Gelatinous 
  Cube: Gelatinous Cube (MM 
  242, CR 2 (450 XP))
  20.Ghouls: 
  Ghoul (MM 148, CR 1 (200 XP))
  21.Giant 
  Rats: 
  Giant Rat (MM 327, CR 0.125 (25 
  XP))
  22.Giant 
  Shrews: Treat as Giant Rat (MM 327, 
  CR 0.125 (25 XP))
  23.Gnome: Treat as Kobold (MM 195, CR 0.125 
  (25 XP))
  24.Goblin: 
  Goblin (MM 166, CR 0.25 (50 XP)) 
  25.Green 
  Slime: Treat as Gray Ooze (MM 243, 
  CR 0.5 (100 XP)) 
  26.Hobgoblins: 
  Hobgoblin (MM 186, CR 0.5 
  (100 XP)) and Hobgoblin Captain (MM 186, 
  CR 3 (700 XP))
  27.Iron 
  Statues: Treat as Animated Armor 
  (MM 19, CR 1 (200 XP))or Flesh Golem (MM 
  169, CR 5 (1,800 XP)) 
  28.Kanadius, 
  Grand 
  Master 
  of 
  the 
  Brotherhood 
  of 
  Gorm: Treat as Knight 
  (MM 347, CR 3 (700 XP))
  29.Killer 
  Bees: 
  Treat as Stirge (MM 284, CR 
  0.125 (25 XP))
  30.Lizard, 
  Giant: 
  Tuatara (8'
   long cross 
  between iguana and a toad):
   Giant Lizard 
  (MM 326, CR 0.25 (50 XP))
  31.Magi 
  of 
  Usamigras:
   Treat as Cult Fanatic 
  (MM 345, CR 2 (450 XP)) but with wizard 
  cantrips (Shocking Grasp,
   Ray of Frost,
   Mage 
  Hand) and six prepared wizard spells 
  (Detect Magic,
   Disguise Self,
   Mage Armor,
   
  Magic Missile,
   Shield,
   Arcane Lock,
   Blur,
   
  Darkness,
   Levitate,
   Suggestion)
  32.Ogres: 
  Ogre (MM 237, CR 2 (450 XP))
  33.Oil 
  Beetles: 
  Treat as Swarm of Insects (MM 
  338, CR 0.5 (100 XP)), and describe damage 
  as blisters which form from beetle'
  s oil.
  34.Owl 
  Bear: Owlbear (MM 249, CR 3 (700 
  XP)) 
  35.Pandora, 
  Madarua'
  s 
  Champion: Treat as 
  Bandit Captain (MM 344, CR 2 (450 XP)) or 
  Knight (MM 347, CR 3 (700 XP)) but with a 
  sword +1. 
  36.Pit 
  Vipers: 
  Treat as Swarm of Poisonous 
  Snakes (MM 338, CR 2 (450 XP))
  37.Policrates 
  the 
  Herald 
  (Cynidicean): Treat 
  as Knight (MM 347, CR 3 (700 XP))
  38.Polymar: Treat as Doppelganger:
   
  Doppelganger (MM 82, CR 3 (700 XP)) but 
  can mimic inanimate objects as well as 
  creatures
  39.Queen 
  Zenobia 
  (Wight): Wight (MM 300, 
  CR 3 (700 XP)) 
  40.Rock 
  pythons:
   Treat as Constrictor Snake 
  (MM 320, CR 0.25 (50 XP))
  41.Rust 
  Monster: 
  Rust Monster (MM 262, CR 
  0.5 (100 XP)) 
  42.Shadows: 
  Shadow (MM 269, CR 0.5 (100 
  XP))
  43.Skeletons: Skeleton (MM 272, CR 0.25 (50 
  XP))
  44.Spitting 
  Cobra: Treat as Poisonous Snake 
  (MM 334, CR 0.125 (25 XP))
  45.Sprites: Sprite (MM 283, CR 0.25 (50 XP)) 
  46.Stirges: Stirge (MM 284, CR 0.125 (25 XP)) 
  47.Thoul (Hobgoblin which looks like a 
  magical combination of ghoul, hobgoblin 
  and a troll):
   Treat as Hobgoblin Captain 
  (MM 186, CR 3 (700 XP)) or Hobgoblin 
  Warlord (MM 187, CR 6 (2,300 XP))
  48.Warrior 
  Maidens 
  of 
  Madarua: Treat as 
  Bandit Captain (MM 344, CR 2 (450 XP)) or 
  Knight (MM 347, CR 3 (700 XP)) 
  49.Werefoxes: 
  Treat as Jackalwere (MM 193, 
  CR 0.5 (100 XP)) 
  50.Wererats: 
  Wererat (MM 209, CR 2 (450 XP))
  51.White 
  Apes: 
  Treat as Giant Ape (MM 323, 
  CR 7 (2,900 XP)) but with half or two-thirds 
  the HP, damage and XP.
  52.Wolf: 
  Use Wolf (MM 341, CR 0.25 (50 XP)) or 
  Winter Wolf (MM 340, CR 3 (700 XP))
  53.Yellow 
  Mold: Treat as Violet Fungus (MM 
  138, CR 0.25 (50 XP))
  54.Zargon: 
  See Special Creatures section (note 
  that its horn, if not destroyed in volcanic 
  fire, will cause him to eventually 
  regenerate some years after the encounter)
  55.Zombies: 
  Zombie (MM 316, CR 0.25 (50 XP))
  Special 
  Creatures
  Zargon
  Large 
  aberration,
   
  chaotic 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 144 (16d10+48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)15 (+2)17 (+3)13 (+2)15 (+2)15 (+2)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 15
  Languages —
  Challenge 5 (1,800 XP)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 3) piercing damage.
  Tentacle. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit:
   5 (1d4 + 2) piercing 
  damage.
  Legendary 
  Actions
  Zargon can take 3 legendary actions, choosing 
  from the options below. Only one legendary 
  action option can be used at a time and only at 
  the end of another creature’
  s turn. Zargon 
  regains spent legendary actions at the start of 
  its turn.
  Seek Prey. Zargon makes a Wisdom 
  (Perception) check to find targets who are out 
  of sight. 
  Lashing Tentacles. Zargon makes two tentacle 
  attacks.
  Grasping Tentacles. Zargon makes one tentacle 
  attack. If this attack hits, the target is grappled 
  (escape DC 15). Until the grapple ends, the 
  target is restrained.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  B4 THE LOST CITY CONVERSION GUIDE
  9
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - B4 The Lost City.pdf