TEXT: Red 
  Hand 
  of 
  Doom
  Conversion Guide
  Introduction: In 2006, WOTC published the module named “Red Hand of Doom”. It was 
  written by James Jacobs and Richard Baker. For a complete history of this publication click 
  here for the wikipedia page.  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 4+ characters at 5th level(ascending to level 10)
  by DANIEL C. PRYOR
  Dedicated to my loving wife and best friend Alissa, thanks for you support.
  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 2018 by Daniel C.
   Pryor and published under the Community Content Agreement for Dungeon Masters Guild.
  Some artwork by Claudio Pozas,
   copyright Expeditious Retreat Press,
   used with permission.
   Artwork by Jessica Smith, Jacob Blackmon, and Dean Spencer are used with permission.
  Artwork by Pawel Dobosz is used by permission and published/owned by The Forge Studios.
    Thank you to all the artists for your brilliant work!
   
  RED HAND OF DOOM CONVERSION GUIDE
  1
  
   
  RED HAND OF DOOM CONVERSION GUIDE 2
  
  Red 
  Hand 
  of 
  Doom
  Introduction
  To use this conversion guide you will need a copy of “Red 
  Hand of Doom”, originally available in hard-copy and now 
  for sale in Digital format at www.dmsguild.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 
  factions provide a quick in-game reference. Most creatures 
  refer to stat blocks in the D&D 5e Monster Manual. 
  Page listings may refer to abbreviations: DMG (Dungeon 
  Master Guide), MM (Monster Manual), PHB (Players 
  Handbook), Rise of Tiamat (ROT), Tomb of Annihilation 
  (TOA), VGM (Volo'
  s guide to Monsters), and Xanathar'
  s Guide 
  to Everything (XGE).  All other page numbers refer to the 
  original adventure module “Red Hand of Doom”. Key 
  text 
  is 
  in 
  bold 
  for 
  easy 
  reading. Magic items are noted in italics.
  Find more information about this and other early edition 
  conversions at www.classicmodulestoday.com.
  To find more projects and works done by Daniel C. Pryor: 
  DmsGuild Link:  http://www.dmsguild.com/browse.php?
  keywords=&author=Daniel+Pryor&artist=&pfrom=&pto=
  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
  The Wyrmsmoke mountains had been the home for dozens 
  of different goblinoid tribes over the centuries. Humanoids 
  and goblinoids lived in relative peace with each other despite 
  the occasional raid.  However, when a young half-dragon 
  hobgoblin warrior named Azarr Kul discovered a long-
  deserted ancient temple devoted to Tiamat things changed. 
  Now after 20 years of study, conquering all the other 
  goblinoid tribes, and building an intelligence infrastructure, 
  Azarr is ready to conquer the human lands, starting with 
  Elsir Vale.  With his powerful new ally, a blue dragon named 
  Tyrgarun, he hopes to carve out a region that stretches from 
  the Sunset Sea to the Golden Plains.
  It is up to the PCs to disrupt these plains as much as 
  possible. Since there are far too many warriors for the PCs to 
  deal with they will undertake missions to influence the 
  outcome of the war such as:
  •
  Spying on troop movements.
  •
  Defeating roving bands of marauders.
  •
  Convincing the elves to attack the Red Hand horde.
  •
  Disrupt an alliance with a powerful lich and the 
  Red Hand.
  •
  Killing important Red Hand leaders and monsters.
  •
  Infiltrate the enemy stronghold and defeat the 
  warpriests and their leaders.
  The adventure is divided into five parts. Events will steer 
  heroes to certain locations and things they do will trigger 
  specific events. (Refer to pg. 6 for descriptions of the 
  adventure progression and character hooks.)
  Converting to the Realms
  Notes for converting to the Forgotten Realms can be found 
  on pg. 8 in the original adventure book.  That being said 
  there is also an amazing post on the GiantIP.com website 
  that details exactly how to fit it into the realms, as well as 
  links to download wonderfully detailed DM and Players 
  maps:  www.giantitp.com/forums/showsinglepost.php?
  p=9513802&postcount=3
  Random Encounters:
  Random encounter tables are found at the start of each 
  chapter with a reference guide at the back of this document.
  GM Notes
  At certain spots in the conversion guide special yellow 
  highlighted sections will appear.  These are special notes 
  that are critical changes from the original adventure to 5E 
  that are made in order to capture the “feel” of older 3E  texts. 
  Special rules and tactics to brush up on prior to the game:
  •
  Please 
  read 
  pages 
  1-8 
  thoroughly in the original 
  adventure module. Pay close attention to the “Awarding 
  Treasure” section on pg 8.  Also read “Awarding Magic 
  Items” (XGE 135) if you have that tome.
  •
  Movement 
  & 
  Time (PHB 181-185)
  •
  Cover 
  rules (PHB 195).
  •
  Mounted 
  Combat 
  (PHB 198)
  •
  Getting 
  Lost (DMG 111)
  •
  Treasure 
  Loot 
  Tables (DMG 136-137)
  •
  Social 
  Interaction 
  (DMG 244-245)
  •
  Objects 
  & 
  Damage (DMG 246-247)
  •
  Combat: 
  Flanking 
  Rules (DMG 251)
  •
  Combat: 
  Climb 
  onto 
  a 
  Bigger 
  Creature (DMG 271)
  •
  Characters 
  can 
  cast 
  two 
  spells 
  in the same turn as long 
  as they are casting one as a cantrip.
  •
  Casters 
  that 
  are 
  using 
  spells 
  which 
  require 
  concentration 
  can 
  not 
  keep 
  up 
  more 
  than 
  one 
  spell 
  at 
  a 
  time 
  that 
  requires 
  it. 
  Also, any damage received by the 
  caster from any source will require a saving throw to not 
  break concentration.  DMs should remember that there 
  are many situations, not just taking damage, that will 
  RED HAND OF DOOM
  3
  
  require a concentration saving throw.  For example: if a 
  caster is getting grappled by multiple characters or even 
  if the situation is incredibly stressful such as being stuck 
  in a burning house, walking across a dangerously 
  unstable bridge while dodging arrows, or the sight of a 
  blue dragon landing in front of them. 
  •
  Remember 
  that 
  there 
  is 
  no 
  “surprise” 
  round 
  in 
  5E, 
  instead each target group or character acquires a 
  “surprised” condition. Initiative is rolled for normally 
  and combat plays out normally, but a surprised 
  condition is necessary for things like Assassinate skills to 
  happen, so after a character ends their initiative turn 
  they are no longer surprised. 
  Visuals
  Suggested visuals to use:
  •
  Map pack by Daniel C. Pryor at DM'
  s Guild website:
  www.dmsguild.com  for all the battlemaps you will need.
  •
  Visit this link for free, downloadable regional and city 
  maps: https:
  //fallschaden.blogspot.de/p/red-hand-of-
  doom.html
  Part 1: The Witchwood
  Random Encounters in The Witchwood
  The Witchwood is not a safe place to wander around. The 
  chance of an encounter depends upon the PC'
  s activity.
  •
  On Foot Travel: 75% per 12 hours.
  •
  Mounted Travel: 50% per 12 hours.
  •
  Camping/Cautious Travel: 25% per 12 hours.
  •
  Hiding: Have all PCs/NPCs roll a 1d20 and subtract 
  Dexterity (Stealth) bonuses from the total. The 
  result with the highest total will be the % chance 
  for an encounter for the next 12 hours.
  DM Suggestion: A great idea for adventurers that “get 
  lost” in the Witchwood would be to stumble upon a hag 
  coven of three green hags. For further details on the 
  greenhags tree lair in the forest, see “Hags: Dark Sisterhood” 
  section starting on page 52 of Volo'
  s Guide to Monsters.
  1d100: 
   Encounter:
  01 - 03 1 Gray Render (See Special Creatures section)
  04 - 05 1d3+1 Centipede Swarms (MM338 )
  06 - 08 2d3 Dryads (MM 212)
  09 - 14 1d3+1 Vine Blights (MM 32) or 
  1d3+1 Assassin Vines (TOA 213)
  15 - 20 1 Digester (See Special Creatures Section)
  21 - 28 1d3 Ettercaps (MM 131) plus
  1d3 Giant Spiders (MM 328)
  29 - 34 1d4+1 Giant Wasps (MM 329)
  35 - 40 1 Girallon (VGM 152)
  41 - 50 1d4+1 Goblin Worg Riders (See Special Creatures 
  section)
  51 - 55 1d2 Manticores (MM 213)
  56 - 63 1d2 Owlbears (MM 249)
  64 - 69 1 Shambling mound (MM 270)
  70 - 75 1 Barghest (VGM 123)
  76 - 80 1d2 Trolls ( MM 291)
  81 - 92 1d6+8 Stirges ( MM 284)
  93 - 97 1 Giant Boar ( MM 323)
  98 - 100 1 Rhinoceros ( MM336 )
  Marauder Attack (pg 14)
  Terrain: The forest squares on the battlemap are filled 
  with light undergrowth (difficult terrain) and provide half 
  cover as well as the low walls of the farmyard.  The 
  escarpment will require an Strength (Athletics) skill check of 
  DC 15 (DC 20+ if being attacked) to climb and is considered 
  difficult terrain unless characters are mounted.  If mounted 
  characters will need an Animal Handling check of DC 10 (DC 
  15+ if being attacked) to climb the escarpment successfully 
  but will still be considered difficult terrain for judging 
  movement speeds.
  Don'
  t forget to use the Animal Handling skill for 
  characters that are mounted during combat.
  Combat 
  & 
  Tactics: 
  (see 
  pg. 
  15)
  First 
  Wave: 6 Hobgoblin Regulars (aka Hobgoblins MM 
  186), 2 Hell Hounds (MM 182), Zarr (Doom Hand Cleric – 
  Rank & File Horde section), Uth-lar (Hobgoblin Bladebearer – 
  Rank & File Horde section).
  Second 
  Wave: 6 Hobgoblin Regulars (adjust number 
  according to difficulty desired).
  Treasure: Coins in a pouch are easily found by doing a 
  routine search. Roll once for every PC on the Individual 
  Treasure: Challenge 0-4 table (DMG 136) to determine the 
  amount found.  A holy symbol of Tiamat is here too which 
  can be identified on a successful DC 15 Intelligence (Religion) 
  check.
  Marauder 
  Attack 
  Developments: There'
  s a good chance 
  that the PCs might capture at least one of them alive.  Any 
  attempts by the PCs/NPCs to Intimidate or use Persuasion 
  will be at a disadvantage.
  RED HAND OF DOOM CONVERSION GUIDE 4
  
  Drellin'
  s Ferry (pg 16)
  Key 
  Sites:
  5. 
   
  Morlin'
  s 
  Smithy, For Sale:  +1 battle axe, +1 longsword,
   
  +1 shield,
   +1 chainmail, and 50 +1 arrows.
  6. 
   
  Shrine 
  of 
  Pelor, 
  Scrolls for sale that contain the 
  following spells: cure moderate, serious wounds, dispel magic, 
  lesser restoration, and resist energy. Brother Derny (NPC) can 
  be paid to create cleric scrolls with spells level 3 or lower but 
  the PCs might not have time to wait for him to do so.
  7. 
   
  House 
  of 
  Seritieren 
  the 
  Wise, For Sale: scrolls of dispel 
  magic,
   fireball,
   invisibility, and fly; bracers of defense;
   ring of 
  protection +1. Seritieren can be paid to create scrolls (arcane 
  spells of 3
  rd level or lower). Seritieren can craft minor 
  magical items but the PCs might not have time to wait for 
  him to do so.
  11. 
   
  Jarett'
  s 
  Sundries, For Sale:  adventuring gear ( 150 
  PHB) , trade goods (PHB 157), tools (PHB 154) , and clothing. 
  12. 
  Delora'
  s 
  Livery 
  Stable: mounts and related items 1 
  warhorse (400gp), 1 draft horse (50 gp), and 1 donkey (8gp).
  18. 
   
  Sterrel'
  s 
  Provisioning: 
  For sale: riding horses (75 gp 
  each), tack & harness ( PHB 157, no drawn vehicles available 
  except for 1 wagon 35gp) , and rowboats (50 gp each).
  19. 
   
  The 
  Old 
  Ones 
  (Druids): For Sale: potions of barksin,
   
  cure wounds, lesser restoration, and protection from poison. 
  Avarthel can brew potions of druid spells of 3
  rd level or lower  
  but the PCs might not have time to wait for him to do so.
  Important People in Town:
  Avarthel: (Druid MM 346)
  Delora 
  Zann: (Spy MM 349)
  Brother 
  Derny: (Priest MM 348)
  Iormel: (Noble 348 MM)
  Jarett 
  Nurth: (Combine Priest/Spy MM 348 & 349)
  Kellin 
  Shoadowbanks: (Thug MM 350)
  Morlin 
  Coalhewer: (Priest MM 348)
  Norro 
  Wiston: (Noble 348 MM)
  Sertieren 
  the 
  Wise: (Enchanter VGM 213)
  Captain 
  Soranna 
  Anitah: (Knight MM 347)
  Riding Into Town (pg 19)
  NPCs: Sergeant Hersk (treat as Guard  MM 347 with max 
  hp: 18) , 3 Human Militia (treat as Guard  MM347 )
  The Town Speaker (pg 20)
  If the PCs bargained Wiston into offering minor magical 
  assistance, the speaker arranges for Seritieren, Brother 
  Derny, and Avarthel to provide up to 1,000gp worth of 
  potions and scrolls for the PCs.
  The Witchwood (pg 21)
  B. 
  The 
  Witch 
  Trail - The trail has no bridges or access 
  ways but sometimes the PCs can find a fallen log.  The logs 
  will require a Handle Animal DC 10 skill check, if on 
  horseback or a an Dexterity (Acrobatics) DC 5 if on foot, to 
  cross.
  C. 
  Jorr'
  s 
  Cabin 
  -  When a character gets within 60 feet, 
  allow them a DC 15 Wisdom (passive Perception) or a DC 10 
  Perception check (if scouting ahead) to notice the hunting 
  hounds under the porch. If a fight breaks out treat the 3 
  hounds as a Mastiff ( MM332 ) and see Jorr Natherson stat 
  block in the Allies & Helpful PCs section
  D. 
  Blackwater 
  Causeway -  The causeway is 10ft wide, 
  uneven and slick and must make a DC 10 Dexterity 
  (Acrobatics) check or characters can'
  t move forward. To 
  move from the watery bog to the shallow of the causeway 
  requires a full move action and must make a successful DC 
  10 Strength (Athletics) or Dexterity (Acrobatics) check or the 
  character falls prone.
  The PCs have a chance to see the six-headed hydra (DC 15 
  Perception check). Unless they'
  re invisible the hydra notices 
  the PCs/NPCs right away and will not be surprised.
  Six-Headed Hydra ( MM 190 suggest having only one 
  head per PC and adjust HP as needed).
  Note 
  (Treasure): 
  The +1 mithral breastplate should be 
  customized to some armor thing the PCs need.
  E. 
  Vraath 
  Keep 
  – 
  The road to the keep is an overgrown 
  track.  A character that checks (DC 10  Survival) can tell that 
  numerous medium humanoids and wolves have been using 
  this track recently. If the PCs approach an hour after dusk, a 
  successful Perception check of DC 10 or Passive Perception 
  check of DC 15 allows them see see a thin plume of smoke 
  rising from the campfire in area 8.
  What 
  do 
  the 
  PCs/NPCs 
  know 
  about 
  this 
  place? 
   
   
  Characters with bardic knowledge or training in History 
  (Intelligence) might know a little bit about the keep.  For 
  characters that are native to Elsir Vale, the keep'
  s story is 
  commonplace (DC 10 History). It'
  s much more obscure to 
  those who aren'
  t from around here (DC 20 History) . If Jorr is 
  here with the PCs as a guide, he can fill them in on the keep'
  s 
  story, if the PCs think to ask him about it.
  Vraath 
  Keep 
  Details: 
   
  DC 10 Strength (Athletics) check to 
  scale the ruined walls. The masonry notches allow for a 
  medium-sized guard to shoot missiles at target while gaining 
  three-quarters cover (+5 AC bonus).  The doors inside the 
  keep are strong wooden doors which can handle up to 20 HP 
  of damage (AC 15).  They will take a DC 23 Strength (Athletics) 
  to break them down and a DC 25 lock pick check to open it 
  (although most doors here are not barred or locked).
  E1. 
  Ruined 
  Gatehouse – DC 14 Survival check to locate a 
  number of tracks leading into and out of the ruined keep 
  (large wolves, goblins, hobgoblins, and at least one creature 
  of generally large humanoid shape.  A critical success 
  (natural 20) or a Survival check  that totals 20 or more 
  allows the character to know that the large humanoid tracks 
  are from a minotaur.
  E2. 
  Gardener'
  s 
  Shack 
  (Hazard) 
  - 
   Any character who 
  checks out the structure before entering can attempt either a 
  DC 15 Intelligence (Investigation) check or a DC 15 Perception 
  check to realize that this area is in danger of collapsing.  
  RED HAND OF DOOM CONVERSION GUIDE 5
  
  At the end of each round when at least one creature 
  stands within the shack, the shack must succeed on a roll of 
  10 or more on a d20 or will collapse 1 round later.  When the 
  trap is triggered, the unstable ceiling and walls collapse. Any 
  creature in the shack must succeed on a DC 15 Dexterity 
  (Acrobatics) saving throw, taking 22 (4d10) bludgeoning 
  damage on a failed save,  or  half as much damage on a 
  successful one.  The floor of the area fills with rubble and 
  become  difficult terrain.  The sound also alerts any enemies 
  in the area.
  E3. 
  Courtyard 
  – A character who searches the area for 
  tracks has the same chance of learning information as in 
  area 1.
  E6. 
  Worg 
  Stables 
  – 
  2 Goblin Worg Riders (See Rank and 
  File Horde) and their worg mounts are here.
  E7. 
   
  Spike-Littered 
  Nest 
  – 
  1 Manticore is here ( MM 213). 
  Treasure: Use Challenge 5-10 treasure table in DMG  136.
  E8. 
  Barracks 
  – 
  4 Hobgoblin Veterans (See Rank and File 
  Horde section) and 1 Minotaur ( MM 223) are here.
   Tactics: 
   
  Give PCs a chance to gain an element of surprise 
  here if they are stealthy.  Remember that there are no 
  “surprise” rounds but enemies caught unaware will suffer 
  the condition of being “surprised”.   Unprepared enemies 
  will rush and grab a weapon within just one round and be 
  ready, however adjust AC for any sleeping targets who have 
  no armor (AC 13 with only a shield).  
  Treasure: Karkilan'
  s treasure is a bag of coins under his 
  bed (Individual Treasure Challenge Table 0-4  DMG 136).
  E10. 
  Wyrmlord 
  Koth'
  s 
  Quarters 
  – Secret door can be 
  found that leads down to an underground vault.  This trap 
  door can be discovered by a successful DC 20 Perception 
  check.
  Tactics: (see page 29).
  E12. 
  Vraath 
  Vault 
  - 
   PCs must use Thieves Tools + bonuses 
  to try and pick the locks (DC 25) or bash the bars with an 
  Strength (Athletics) check DC 25 (60 HP, AC 18).
  Treasure: There are too many items in this vault to 
  accurately convert over to 5
  th edition.  Therefore, with the 
  except of a the staff of life (aka staff of healing), the DM should 
  use the Treasure Hoard CR 5-10 table in the DMG on pg. 137.  
  Wyrmlord Koth Developments
  Page 30 details information regarding the handling of 
  Koth if captured alive and what he knows, etc.   For the PCs 
  to properly decipher Koth'
  s notes (written in Infernal and 
  coded), they must make a successful Intelligence check of DC 
  20 and be able to read/write Infernal. This will take an 
  additional 1d3+1 hours to do if the check is successful.
  G. 
  Decrepit 
  Effigy 
  – 
  A successful DC 11 Intelligence 
  (Nature) check identifies the effigy as a territory marker for 
  giants.  If the check succeeds by 6 or more that character 
  recognizes it as the work of forest giants.
  H. 
  Old 
  Warklegnaw 
  - 
   A successful DC 5 Perception 
  check (modified for distance) allows the PC to catch his 
  mutterings. If the PCs offer him a gift of useful magic item 
  (other than a cure wounds potion), they gain +10 bonus on a 
  DC 15 Charisma (Persuasion) check to befriend him.  Reward 
  XP accordingly (CR 7).
  I. 
  Skull 
  Gorge 
  Bridge 
  – 
  As the PCs approach, anyone 
  making a successful DC 10 Perception check can see that the 
  forest clears out ahead before they step into the open. The 
  PCs can remain hidden in the undergrowth. Roll for 
  Dexterity (Stealth) checks against the enemies:
   
  Enemy:
  Perception: 
  Stealth:
  Dragon 
  +7
  +4
  Hell Hounds
  +5
  -
  Hobgoblins
  +1
  -
  Remember that the enemies here all have darkvision 
  some can even smell the PCs from a distance.
  Enemies: Ozzyrrandion (treat as Young Green Dragon pg 
  94 MM), two Hell Hounds (MM 182), one Hobgoblin Sergeant 
  ( treat as Hobgoblin Captain MM 186), and eight Hobgoblin 
  Veterans (See Rank & File Horde section).
  Tactics: run all tactics on pg 33 as-is with the following 
  changes in mind:
   Hobgoblin Sentries each have three potions 
  of greater healing.  Each hobgoblin in the campsite also has 
  three  potions of greater healing.  The dragon has a potion of 
  enlarge (PHB 237) which he keeps in a small hole in the roof 
  of the northwest guard tower, found with a DC 15 Perception 
  check while searching the roof.  If reduced to half or less his 
  hit points the dragon flies back to the top of the tower 
  drinking his two remaining potions (invisibility,
   then a 
  potion of superior healing.) before flying back to attack.
  Taking 
  out 
  the 
  Bridge: Unless the PCs attack either the 
  “weak spot” of a pair of the guard towers at either end, they'
  ll 
  need to do 270 HP (AC 17, resilience of 18) worth of damage 
  to two separate 5'
   cube blocks on the bridge.  This will be 
  next to impossible, especially in combat.  
  Option 1, Weak Spot: 5'
   block located where the southeast 
  guard tower joins with the bridge.  To locate it requires a 
  successful DC 20 Perception check or a DC 15 Intelligence 
  check.  Stats:
   AC 17, 40 HP , resilience of 18 (DMG 247).
  Option 2, Guard Towers: 5 '
   section. HP 180, AC 17, 
  resilience 18.  During a collapse all characters get a free DC 5 
  Passive Perception check to sense that a collapse is about to 
  occur (characters engaged in combat or other activities get a 
  -5 penalty on the check).  
  Using 
  Magic 
  Against 
  the 
  Bridge 
  – The 
  3
  rd edition spells 
  transmute rock to mud and soften earth and stone are the 5
  th 
  edition equivalent of move earth.
   The spell itself won'
  t affect 
  the structure, however by undermining the rock/dirt area 
  underneath either set of guard towers will cause it to fall.  
  Keep in mind though that it will take 20 minutes to complete 
  and requires concentration so doing this in combat could 
  prove to be very difficult.  The other spell suggestions in the 
  section on page 33 will pretty much work as described.  One 
  last note:
   5e versions of the spells fireball and lightning bolt 
  can do significant damage when used at higher levels.
  Treasure: (DMG 137, Challenge 5-10 Table).  Ignore  the 
  note about the six pearls embedded in the dragon'
  s scales.
  J. 
  Cinder 
  Hill 
  – 
  Characters who attempt climbing here 
  need a successful DC 25 Strength (Athletics) check.  Any 
  character getting caught in the water needs a successful DC 
  20 Strength (Athletics) check to swim ashore or will be 
  otherwise swept away by the current.  
  RED HAND OF DOOM CONVERSION GUIDE 6
  
  Return to Drellin'
  s Ferry
  Goblin Raid 
  First 
  Wave: 
  Three Goblin Worg Riders (see Horde Rank & 
  File section), three Worgs (MM 341), Hell Hound (MM 182).
  Second 
  Wave: Kulkor Zhul War Adept (see Horde Rank & 
  File section), five Hobgoblins (MM 186)
  Tactics:  When the second wave arrives the War Adept 
  leads off with either a lightning bolt or fireball spell, followed 
  by ice storm on the group, or a Melf'
  s acid arrow targeted at 
  any spellcaster.
  Chimera Attack
  Creature: One Chimera (MM 39)
  Rumors of War 
  Creature: Teyani Sura “Lion of Brindol” (see section 
  Allies & Helpful PCs)
  Desperate council
  The PCs can gain bonuses on a DC 20 Charisma 
  (Persuasion) roll based upon their previous discoveries and 
  actions:
  •
  Koth'
  s map and notes:
    If the PCs show these 
  documents they gain a +2 bonus.
  •
  Jorr'
  s support:  If Jorr was with the PCs at Cinder Hill, 
  his eyewitness  account is worth a +4 bonus when 
  trying to talk the council out of fighting.
  •
  Town heroes:
    If the PCs fought off the goblin raid or 
  chimera attack (pages 37-38) they get a +2 bonus (+4 
  if they did both).
  XP 
  Award: 
  Award XP as per page 39.
  Taking 
  Control 
  of 
  the 
  Situation 
  – 
  A desperate or 
  impatient party might use magic to control Wiston (+5 
  bonus to save against spells) to force him to support the PCs 
  position.  The other council members will defer to him, but if 
  Wiston acts strangely in front of other townsfolk, Brother 
  Derny or Seritieren the Wise will be called to examine him 
  for magic that was used to control him. At that point the PCs 
  will be run out of town and their reputation in the region 
  ruined.  If Jorr or Teyani is with the PCs when they do this 
  they will leave in disgust at the groups actions.
  Massacre at Drellin'
  s Ferry
  The Elsir river only requires an Strength (Athletics) DC 10 
  check.  
  First Wave
  3 
  Manticores 
  (MM 213)
  3 
  Hobgoblin 
  Bladebearers (Rank & File Horde section)
  Second Wave
  2 
  Hieracosphinxes (see Special Creatures section)
  2 
  Wyverns 
  (MM 303) 
  2 
  Kulkor 
  Zhul 
  War 
  Adepts (Rank & File Horde section)
  Third Wave
  Abrithiax, 
  Young 
  Red 
  Dragon (MM 98)
  3 
  Manticores 
  (MM 213)
  3 
  Doom 
  Fist 
  Monks (Hobgoblin Iron Shadow VGM 162)
  2 
  Kulkor 
  Zhul 
  War 
  Adepts (Rank & File Horde section)
  Assault Barges (x20)
  3 
  Blood 
  Ghost 
  Berserkers (Rank & File Horde section)
  2 
  Kulkor 
  Zhul 
  War 
  Adepts (Rank & File Horde section)
  2 
  Doom 
  Hand 
  Clerics (Rank & File Horde section)
  4 
  Hell 
  Hounds 
  (MM 182)
  4 
  Hobgoblin 
  Bladebearers (Rank & File Horde section)
  8 
  Hobgoblin 
  Veterans (Rank & File Horde section)
  12 
  Hobgoblins (MM 186)
  (This 
  concludes 
  notes 
  for 
  Chapter 
  1)
  RED HAND OF DOOM CONVERSION GUIDE 7
  
  Part 2: Ruins of Rhest
  The Elsir War
  Easy Skirmish
  1 
  Hobgoblin 
  Bladebearer (Rank & File Horde section)
  8 
  Hobgoblins (MM 186)
  1 
  Hell 
  Hound 
  (MM 182)
  Tactics: 
  Half of the Hobgoblins stand ready and fire 
  arrows from their longbows, the others charge the party, led 
  by the bladebearer and the hell hound. The hobgoblins lose 
  morale completely if they lose more than 4 hobgoblins or the 
  hell hound and the bladebearer are slain.
  Dirty Rotten Looters
  1 
  Crimson 
  Tiger 
  Thug 
   
  per 
  PC 
  (Thug MM 350)
  1 
  Thug 
  Leader (Bandit Captain MM 344)
  Tactics: 
  The thugs morale is broken if two or more are 
  captured and/or slain.
  Terrain: The four squares the thugs start in are covered 
  in broken glass and act like caltrops for the sake of damage.
  Treasure: 
  If the PCs loot the tavern (30 minutes) then roll 
  on Treasure Table CR 5-10 (DMG 136).  Remind the PCs that 
  this is an unlawful action and that there might be 
  consequences later on with the guards (MM 348).
  Mercenary Gold
  2 
  Ettins 
  (MM 132)
  5 
  Goblins (MM 166)
  Treasure: The three chests are all DC 30 locks however 
  the keys are in the the leather satchel, along with the letter 
  addressed to Captain Helmbreaker.
  The Not-so-Sick Spy
  Miha 
  Serani: (see Special Minions section).  Remember 
  that Miha will not go into hybrid form unless backed into a 
  corner or feels that she is in danger for her life.  If the PCs 
  engage her in battle she will definitely go into hybrid form. 
  However battle for her is a last resort, instead she will always 
  try to flee from danger and confrontations if possible.
  If the PCs can win a successful opposed 
  Insight/Deception check  against Miha, the party will start to 
  become suspicious of her motives.  At that point if the PCs 
  can make a successful DC 15 Charisma (Persuasion) check 
  then the clerics they are with will also become suspicious.  
  Barghest Reavers
  3 
  Barghests 
  (VGM 123), 6 
  Hobgoblins (MM 186).
  Combat: If no sentry spots the hobgoblins before they 
  get within 60 feet of the farmhouse, (DC 15 Perception check) 
  the PCs are Surprised.  See PHB 146 about donning armor in 
  a hurry.  
  Marked for Death
  2 
  Greater 
  Barghests (treat as Barghest VGM 123)
  4 
  Blackspawn 
  Raiders (see Rank & File section)
  1 
  Ogre (MM 237)
  5 
  Hobgoblins 
  (MM 186)
  DC 20 Perception check to see that the “prisoners” are 
  already dead.  Any character looking at the scene can roll for 
  an opposed Deception/Perception check (-1 for the 
  hobgoblins) to see that the scene is staged.   The greater 
  barghests don'
  t have the invisibility sphere ability from 3
  rd 
  edition but can use their minor illusion spells instead or 
  simply do a Dexterity (Stealth) check to hide.  The 
  blackspawn raiders use cover to stay out of sight, gaining +5 
  AC bonuses. 
  Combat: The hobgoblins and ogre wait for the PCs to 
  come to them. After the PCs have been spotted the barghests 
  and blackspawn raiders burst out of hiding and strike, 
  preferably at the back of the party, trying to outflank the 
  group.
  Tactics: In the original adventure the barghests buff up 
  the blackspawn raiders and themselves with a mass bull'
  s 
  strength which gives them a +4 strength bonus.  Feel free to 
  either ignore this bonus or have each enemy drink a potion 
  of hill giant strength (DM 187). 
  Captured!
  Lupe, 
  Goblin 
  Worg 
  Rider (Rank & File section)
  1 
  Worg 
  (MM 341)
  2 
  Hobgoblin 
  Sergeants (MM 186 Hobgoblin Captain)
  4 
  Hobgoblins (MM 186)
  Use the following table to track exhaustion:
  Day 
  1:
  Not exhausted but hungry & thirsty.
  Day 
  2:
  Level 1: Disadvantage on ability checks
  Day 
  3:
  Level 2: Speed halved
  Day 
  4:
  Level 2: Speed halved
  Day 
  5:
  Level 3: Disadvantage on attack/saving throws.
  Day 
  6:
  Level 3: Disadvantage on attack/saving throws.
  Day 
  7+: Level 4:
   Hit point maximum halved.
  Escape: A manacled PC can escape (PHB 152) DC 20 Dexterity 
  or Strength check.  Characters can tear the bolt holding the 
  shackles on the wagon with a DC 15 Strength (Athletics) 
  check, although a worg rider then gets a Perception check at 
  DC 20 to hear it.  The best day for this to happen according 
  to the original adventure is day 3 but remember that at this 
  point the PCs are suffering from level 2 exhaustion and 
  move at a rate of 5ft while still in the shackles.  The PCS can 
  find their various gear with a DC 10 Perception check.  The 
  monsters get Perception checks to sense a problem with the 
  PCs and gain bonuses depending upon how stealthy the 
  party is.
  Tactics: See PHB 148 regarding Improvised Weapons.  
  RED HAND OF DOOM CONVERSION GUIDE 8
  
  Into The Horde
  Tactics: 
  In order for an assassination attempt to work, 
  the PCs need to get to him first.  You can have the party 
  make a series of successful Dexterity (Stealth) or even 
  Deception checks as needed to be able to sneak by the rank 
  and file.  
  As the PCs approach the area that Kharn is sleeping at 
  they also notice the two females he is with (Pash-Kari and 
  Ruven).  For optional rules about waking enemies that are 
  asleep, refer to page 77 in XGE.  If the PCs reach Kharn they'
  ll 
  only get two turns until reinforcements arrive (24 Blood 
  Ghost berserkers).  Before that Kharn will try to run away by 
  magical means if necessary.   After the 24 berserkers, more 
  troops arrive 1d6 rounds later: 8 manticores and Abithriax 
  the red dragon.
  The Blackfens
  Random 
  encounters 
  in 
  the 
  Blackfens.
  Chance depends on PCs activity.
  •
  Normal Travel:
   60% per 12 hours.
  •
  Camping or Cautious Travel: 30% per 12 hours.
  •
  Hiding: 15% per 12 hours.
  1d100% Encounter
  01 - 05 1d2 Greenspawn Razorfiends
  06 - 15 Tiri Kitor patrol* (treat as Scout MM 349)
  16 - 22 1d3+1 (or 1 per PC) Chuul (MM 40)
  23 - 26 1 Hydra (MM 190)
  27 - 34 1d4 Manticores (MM 213)
  35 - 42 2 Giant Crocodiles (MM 324)
  43 - 48 1d6+6 Giant Wasps (MM 329)
  49 - 56 1d3+3 Harpies (MM 181)
  57 - 62 1d4 Will-o-wisp  (MM 301)
  63 - 67 1d3+1 Gibbering Mouther (MM 157)
  68 - 72 1d2+1 Ochre Jelly (MM 243)
  73 - 82 1d8+12 Stirges (MM 284)
  83 - 90 1d3+1 Ghouls (MM 148) + 1 Ghast (MM 148)
  91 - 100 1d3+6 Lizardfolk (MM 204)
  *A Tiri Kitor patrol consists of four Scouts (MM 349) each 
  mounted on a Giant Owl (MM 327).
  The Tiri Kitor
  Make an initial Charisma (Persuasion) check for the 
  party and note it (pick one PC and have the rest of the party 
  ”assist” them).  It'
  s up the DM whether or not to resolve 
  diplomatic relations with the elves be influence solely by 
  dice rolls, shear role-playing, or a combination of both. It'
  s 
  advisable to let the PCs speak, award a bonus or penalty 
  based on that, and have them roll a Charisma (Persuasion) 
  check for a DC of 15. 
  Getting There
  Up 
  the 
  Rhestwash: PCs can encounter random monsters 
  going this way (see Blackfens Random Encounter table).
  East 
  to 
  the 
  Rhest 
  Trail: This option is the safer way to go.  
  Ignore checking for random monsters if the PCs follow the 
  road system.  If the PCs use this way they will have to deal 
  with the roadblock put in the place by the Red Hand. 
  Cross 
  Country: This will cause the PCs to get lost and 
  run into many random monster encounters, should they 
  choose this option, and the DM should make this trek 
  incredibly difficult.
  Exploring the Marsh:
  Refer to the map of the Blackfens to identify the 
  locations of the three encounters that await the PCs as they 
  travel through this area:
   (A)Road Blockade, (B)Starsong Hill, 
  and (C)The Ruins of Rhest.
  A. Road Blockade
  You can use this encounter twice, once for the blockade 
  on the Old North Road and once for the blockade on the 
  Rhest Trail.
  Combat: PCs/NPCs gain advantage on Dexterity (Stealth) 
  check as the monsters aren'
  t paying attention to their jobs:
  6 
  (W) 
  Hobgoblin 
  Warriors (MM 186)
  2 
  ( 
  S 
  ) 
  Hobgoblin 
  Sergeants (MM 186)
  2 
  ( 
  O 
  ) 
  Ogres (MM 237)
  All the defenders suffer from low morale. If any of them 
  take half or more of their hp in damage they give up and/or 
  run away (treat them as Frightened).  Chances  are good that 
  one or two hobgoblin warriors will fall off a tower in their 
  haste to flee, dropping 20 feet to the ground (DC 10 Dexterity 
  check to see if they can stay on the ladder). Falling causes is 
  2d6 bludgeoning damage.
  Spawn of Tiamat
  The razorfiend attacks as soon as the PCs are within 50 
  feet.  If the PCs fail a Wisdom (Perception) roll of DC 20 then 
  they are Surprised.
  Tactics: 
   It uses the Cunning Action ability to quickly 
  close ranks on the PCs, using an acid breath weapon.
  Treasure: Instead of the 720 gp, roll on the Individual 
  Treasure Table CR5-10 (DMG 136).  The +2 rapier should be 
  scaled down to a +1 weapon of another type that party needs. 
  Keep the headband of intelligence, pearl of power, and ring of 
  protection the same.  A DM could also simply take this 
  opportunity to give out a magic item for each PC that is 
  suitable.
  If the PCs cut open the razorfiend and make a successful 
  DC 10 Perception check they'
  ll find a ring belonging to the elf 
  owlrider named Lanikar (worth 125 gp). The giant owl has a 
  band of jade around one leg worth 25 gp labeled “Liokio.”
  RED HAND OF DOOM CONVERSION GUIDE 9
  
  Killiar'
  s Hunters
  Killiar 
  Arrowswift (see Tiri Kitor section)
  4 
  Tiri 
  Kitor 
  Hunters (Scout MM 349)
  5 
  Giant 
  Owls 
  (MM 327)
  Interaction: Killiar suspects the PCs/NPCs might be 
  bandits or mercenaries at first glance as they don'
  t get many 
  adventurers in this region.  Killiar starts out as an indifferent 
  NPC.  Give the party a bonus of +3  on a Charisma 
  (Persuasion) check if they killed the razorfiend.  If the party 
  is demanding and/or asks a barrage of questions aimed at 
  Killiar then give them a -5 penalty to the check. If the PCs 
  give them the jade band from the dead owl or Lanikar'
  s ring 
  (or both) then give the PCs another +2 bonus (total of +5 if 
  they killed the razorfiend too).  As long as the PCs don'
  t make 
  Killiar hostile he invites them back to his camp.  
  B. Starsong Hill
  Meeting the Tiri Kitor
  When talking to Sellyria and Trellara, treat them both as 
  having an indifferent attitude with the PCs.  The person 
  speaking on the group'
  s behalf should make one roll (for 
  reaction) from both NPCs.  Both elves respond to Charisma 
  (Persuasion) rather than Deception or Intimidation.  As long 
  as the PCs don'
  t change the elves attitudes to hostile, they 
  will answer the groups'
   questions.  
  C. The Ruins of Rhest
  Characters will need to make a DC 8 Strength (Athletics) 
  check to swim here but anyone getting a critical failure ( 1 or 
  2) gets entangled in root or debris and must succeed on a DC 
  15 Strength or Dexterity roll before they can move freely 
  again.
  Observing Rhest
  10 
  minutes 
  and 
  a 
  DC 
  15 
  Perception 
  check: they see 
  lizardfolk lurking about the various hut as well as spotting 
  the glint of steel from the hobgoblin sentries.
  1 
  hour 
  and 
  a 
  DC 
  15 
  Perception 
  check: PCs hear a distant, 
  chattering roar come from the ruins that sounds like the 
  roar of the greenspawn razorfiend the PCs fought.
  2 
  hours 
  +: (see pg. 58)
  Key areas & encounters:
  1. Lizardfolk Huts 
  It is highly recommended to use 2 Lizardfolk per 
  PC/NPC/Ally for each hut, thus adjusting the difficulty, 
  however the DM is free to use the standard 6 according to 
  the original adventure.  
  6 
  Lizardfolk 
  (MM 204) or 2 per PC/NPC/Ally
  Treasure: 
   Roll on Individual Treasure Table CR 0-4 per 
  PC/NPC/Ally.
  2. Bell Tower
  Treasure: Chest lock is at a DC 20 difficulty.
  3. Town Hall 
  3A. 
  Roof 
  - 
  4 
  Ogres 
  (MM 237).
  3B. 
  Boardwalk 
  - 
  2 
  Ogres 
  (MM 237)
  3C. 
  Razorfiend 
  Hatchery 
  - 
  The shut gate can be opened on a 
  DC 10 Strength (Athletics) check or  can be slipped through a 
  gap between posts with a DC 10 Dexterity (Acrobatics) check. 
  The razorfiend makes Perceptions checks at a disadvantage 
  while under the water.  If the razorfiend notices them it 
  leaps into combat catching the PCs by surprise. (See Rank & 
  File Horde section for stats on the Greenspawn razorfiend).  
  Any battle noise in here causes the enemies in the 
  surrounding area to investigate further.
  3D. 
  Ettin 
  Outpost 
  - 
  1 
  Ettin 
  (MM 132).
  3E. 
  Interrogation 
  Room 
  - 
  Nurklenak, 
  Kulkor 
  Zhul 
  Mindbender 
  (Rank & File Horde section)  
  3F. 
  Saarvith'
  s 
  HQ 
  - 
   
  In the  Rank & File Horde section his 
  stats are listed.  Keep in mind that he is listed as a Hunter 
  and not a Beast Master. In the original adventure he is 
  represented as Beast Master type but the Hunter variant 
  makes more sense for this adventure.
  3G. 
  Regiarix'
  s 
  Lair 
  - 
  Young 
  Black 
  Dragon 
  (MM 88).  
  Treasure: 
  Replace all the treasure listed (except for the 
  Ghostlord'
  s phylactery) and replace it with a roll on the 
  Treasure Hoard CR5-10 Table (DMG 137).  If you want to stick 
  to the original treasure list then downscale the armor and 
  weapons from +2 to a +1.  If you want to award a horn of fog 
  then give it the ability to cast fog cloud once per long rest.
  Concluding Part 2
  The Ghostlord'
  s Phylactery
  The phylactery can be identified with a spell or a 
  successful DC 20 Intelligence (Arcana) check.
  The Elf Alliance
  Memorable 
  Performances: 
  DC 
  SuccessfulAlliance 
  Points 
  Awarded
  10
  1
  15
  2
  20
  3
  25
  4
  (This 
  concludes 
  notes 
  on 
  Part 
  2)
  RED HAND OF DOOM CONVERSION GUIDE 10
  
  Part 3: The Ghostlord
  Random 
  Encounters 
  in 
  the 
  Thornwaste:
  Chance depends on PCs activity.
  •
  Normal Travel:
   60% per 12 hours.
  •
  Camping or Cautious Travel: 30% per 12 hours.
  •
  Hiding: 15% per 12 hours.
  1d100%
  Encounter:
  01 - 04
  Varanthian (The Dragons section)
  05 - 10
  4 Basilisks: nest (MM 24)
  11 - 15
  1d3+1 Bulettes (MM 34)
  16 - 19
  1 (per 3 PCs) Chimera (MM39)
  20 - 29
  2d3 Yellow Musk Zombie (TOA 237)
  30 - 34
  1d4 Ghost Brute Lions (Special Creature section)
  35 - 38
  1 Ghost Dire Lion (Special Creature section)
  39 - 46
  1d2 Hieracosphinxes (Special Creatures section)
  47 - 52
  1 (per 3 PCs) Spawn of Kyuss (VGM 192)
  53 - 57
  1d4+3 Ghouls (MM 148)
  58 - 72
  1d6+6 Lions (MM 331)
  73 - 78
  1d3+3 Wights (MM 300)
  79 - 86
  1d3+1 Ankhegs (MM 21)
  87 - 94
  1d3+1 Vine Blights (MM 32) or 
  1d3+1 Assassin Vines (TOA 213)
  95 - 100 2 (per 1 PC) Giant Spiders (MM 328)
  Research/Who is the Ghostlord?
  To access the libraries in Brindol requires 10gp and a DC 
  10 Charisma (Persuasion) check or 20 gp without a check.  A 
  DC 10 Intelligence (History) check when asking a local will 
  get the PCs campfire stories about him (page 67).  The same 
  information can be found with a DC 12 Intelligence 
  (Investigation) check by any character. However the full 
  story requires a DC 20 Intelligence (History) check to get the 
  true details. 
  What is the Ghostlord?
  A character who studies the Ghostlord'
  s phylactery and 
  makes a DC 18 Intelligence (Religion) check reveals it'
  s the 
  work of a druid.   If a character makes the roll by over 5 (DC 
  23) they narrow it down to knowing it was made by an ex-
  druid caste called “blighters”.
  Where is the Ghostlord?
  A successful DC 15 Intelligence (Nature) check indicates 
  that a character remembers seeing a map that placed the lair 
  somewhere near the eastern end of the Thornwaste.  A DC 20 
  Investigation check (and a day'
  s time spent) in Brindol turns 
  up an obscure map that shows the lair'
  s location.  Also, Lady 
  Kaal might have acquired such a map at some point through 
  her contacts.
  The Thornwaste
  Once an hour characters must make either a DC 10 
  Dexterity or Wisdom (Survival) check to avoid taking a point 
  of damage as though they had stepped on a caltrop.  Also, 
  those with a Land Stride ability are not affected by the 
  thorns.
  The Ghostlord'
  s Lair
  The outside walls only require a DC 10 Strength 
  (Athletics) check to climb.  Secret doors are very hard to find 
  (DC 20 Perception check).  
  2. Varanthian'
  s Lair   
  Varanthian 
  (Special Creatures section).  
  3. The Lion'
  s Path   
  1 
  Ghost 
  Dire 
  Lion 
  (Special Creatures section)
  2 
  Ghost 
  Brute 
  Lions 
  (Special Creatures section)
  4. Welcoming Chamber
  If the PCs make it this far without alerting the 
  hobgoblins, have Ulwai and her crew make DC 18 Perception 
  checks to hear the characters. 
  6. Guardroom 
  3 
  Doom 
  Fist 
  Monks (Rank & File Horde section)
  Tactics: 
  If the PCs encounter these monks after they have 
  had time to prepare they all use a potion of hill giant strength 
  and potions of heroism to get ready.  The monks fight with an 
  exotic weapon called a Dragonchain which is detailed in the 
  New Items section in this conversion guide.  Other than this 
  they fight just as detailed on page 72 in the original 
  adventure.
  7.  The Lion'
  s Maw 
  DC 10 Strength (Athletics) check to climb the sides here.
  8. Dissection Chamber 
  The 70 foot deep shaft can be climbed with a DC 16 
  Strength (Athletics) check.  Characters who fall take 7d6 
  points of bludgeoning damage and land on the large grey 
  ooze below (treat as Gelatinous Cube).
  RED HAND OF DOOM CONVERSION GUIDE 11
  
  9. Ooze Pit 
  1 
  Large 
  Grey 
  Ooze (Gelatinous Cube MM 242)
  Treasure: dusty rose prism ioun stone can be found when a 
  search is done in the room (DC 10 Perception check).
  10. Guest Quarters 
  The large statue of Tiamat takes only a DC 10 Intelligence 
  (Religion) check to recognize. 
  Wyrmlord 
  Ulwai 
  Stormcaller 
  (Leaders of the Horde 
  section)
  3 
  Doom 
  Fist 
  Monks 
  (Rank & File Horde section)
  2 
  Doom 
  Hand 
  Clerics (Rank & File Horde section)
  Tactics:  This section is too extensive to provide a 
  complete combat tactic to 5
  th edition, instead a straight 
  conversion is provided here.
  If they have time to prepare they do as follows:
  Monks:
   Each drink a potion of hill giant strength and a 
  potion of heroism before engaging in battle.
  Clerics:
   PCs get a DC Perception check of 5 to hear the 
  cleric casting a spell (DC +1 per 10 feet away).
  Wyrmlord Stormcaller : Her tactics will change drastically 
  from the original adventure, unlike the clerics and monks.  
  She will always try to buff up her allies with bardic 
  inspiration, otherwise her main action is attacking.  
  12. Guest Quarters 
  Treasure: 
  The unfinished opera is worth only 100gp.
  13. The Pool of rebirth 
  6 
  Lesser 
  Bonedrinkers 
  (Ghostlord & Minions section)
  1 
  Dire 
  Lion (Ghostlord & Minions section)
  Any living creature that touches the liquid in the pool 
  will require a successful DC 15 Constitution saving throw or 
  the they become paralyzed.  At that point the affected 
  character does not get another saving throw until they are 
  no longer touching the liquid and have been out of contact 
  with it for 1 minute.  It is very likely that any living creature 
  that becomes paralyzed will either get a hand/limb stuck in 
  the pool or even just fall in face-first.  As per the notes on 
  page 76 of the original module, characters will not drown in 
  it, but will need help getting out.  This will require PCs to 
  remove the affected character without touching the liquid 
  themselves (DC 15 Dexterity check) or they will be in danger 
  of becoming paralyzed too. 
  Tactics: see page 77.
  15 . The Lion'
  s Heart 
  Treasure: The Lion'
  s Heart is an immobile artifact 
  created by the Ghostlord.  Once per day it can be activated by 
  touch.  If a creature with an Intelligence of 8 or less is put 
  into the Pool of rebirth and fails a DC 18 Constitution save 
  then the Lion'
  s Heart immediately slays that creature and 
  transforms it into a Ghost (or a Ghost Brute if the creature is 
  an animal, monstrosity, etc.) 
  Any divine or arcane spellcaster can easily discern the 
  function of this device and how to use it in conjunction with 
  the pool if they make a successful  DC 10  Intelligence 
  (Arcana/Religion) check.  However, remind players that 
  using the Lion'
  s Heart artifact is an act of evil.  Any 
  necromantic spells used in conjunction with this device will 
  get a double boost in power and range.  For example: an 
  animate dead spell will have twice the casting range, 
  command range, affect a larger creature, last longer, and 
  animates two targets.    
  The PCs can try to damage or destroy this artifact but 
  they are not powerful enough and can'
  t do any lasting 
  damage to it without the proper tools and knowledge, which 
  at this point they lack. Allow the PCs to attack it if they wish 
  in order to get the Ghostlord'
  s attention, but let them know 
  that trying to destroy it is futile. 
  16. Chamber of the Betrayed 
  The 
  Ghostlord 
  (The Ghostlord & Minions section).
  See page 79, “Confronting the Ghostlord” for more 
  information on running this part of the adventure.
  17. Shrine of Blight  
  Dire 
  Ghost 
  Lion (Ghostlord & Minion section)
  A successful DC 15 Intelligence (Nature/Religion) check is 
  enough to recognize that the tree is unnatural.  With 
  minimal damage (10 HP) the tree will fall into ashes, but will 
  always regenerate 8 hours later, even if a disintegration spell 
  hits it.  It is protected by a Dire Ghost Lion that is hiding in 
  the tree.  The lion will pounce on the first creature that gets 
  within 40 ft of the tree surprising the party unless a PC 
  makes a successful DC 20 passive Perception check.  The lion 
  will not leave the confines of this room.
  18. Treasury   
  Treasure: 
   
  a scroll of dimensional anchor can be replaced 
  with one that has a hallow spell on it instead.  All other 
  treasure listed has a 5
  th edition counterpart.  An alternative 
  method for treasure is to roll on the Treasure Hoard Table 
  CR 5-10 on page 137 of the DMG.
  Concluding Part 3
  See page 79 for details on wrapping up chapter 3.
  (This 
  concludes 
  notes 
  on 
  Part 
  3)
  RED HAND OF DOOM CONVERSION GUIDE 12
  
  Part 4: Enemy at the Gates
  Brindol Key Sites:
  4. Shank'
  s 
  Shivs: Weapon shop.  PCs can find just 
  about any non-magical weapon in existence here at 
  standard prices (PHP 149)
  5. Brindol 
  Market: Travel through here is at half 
  movement because of all the foot traffic, etc.  Just 
  about any kind of food, clothing, and miscellaneous 
  items can be found here.  No weapons or magic 
  items are sold here.
  6. The 
  Thirsty 
  Zombie: 
   
  Torgin keeps a supply of a 
  dozen +1 bolts for his heavy crossbow in case things 
  get rough.  He uses these to knock out or subdue, 
  not to kill or damage.
  7. Red 
  Magic 
  and 
  Sundries: Alandri stocks all magic 
  items that are Common and Uncommon.  It'
  s up to 
  DM discretion to sell Rare items or not. 
  Alandri, 
  Gynosphinx (MM 282)
  9. The 
  Craven 
  Raven: PCs who wish to get in must be 
  dressed in a set of fine clothes and have no 
  adventuring gear such as weapons on them (even 
  daggers).
  Audience With the Lords:
  Phase One: Introductions
  Have each PC make a DC 15 Charisma (Persuasion) check. 
  Note how many of them succeeded.
  Phase Two: Battle Plans
  The PCs need to pick a plan of action either fighting the 
  enemy on the field or use the city walls.  They must convince 
  3 out of the 4 council members by making a successful 
  Charisma (Persuasion) check using the table below.  If the 
  PCs come across as competent without sounding arrogant or 
  self-centered then give the player advantage when rolling in 
  phase one.  Remember that only one check can be used to 
  influence them for the entirety of phase two:
  Council 
  Member:
  DC 
  Wall DC 
  Field
  Lord Jarmaath
  20
  0
  Lady Kaal
  15
  25
  Captain Ulverth
  0
  25
  Tredora
  20
  20
  Sellyria Starsinger
  0
  25
  If the PCs are unable to convince the council or at a 
  stalemate, they decide to meet the horde in the open field.
  Phase Three: 
  The PCs have to help the council decide where to put the 
  clerics:
   in the Cathedral or spread out in the city or field.  
  Consult the following table below:
  Council 
  Member:
  DC 
  Cathedral DC 
  City
  Lord Jarmaath
  0
  20
  Lady Kaal
  20
  0
  Captain Ulverth
  15
  0
  Tredora
  15
  0
  Sellyria Starsinger
  20
  20
  Phase Four:
  Allow the PCs to help in aiding who the fourth link goes 
  to.  If a representative from the group can make a successful 
  DC 20 Charisma (Persuasion) check then the council goes 
  with the PCs suggestion, otherwise the link goes to Lady 
  Kaal.
  The Battle of Brindol:
  Battlefield Resources
  Reinforcements:  The PCs are allowed to call upon 4 
  Lions of Brindol (Brindol Allies section).
  Magic 
  Items: Many of Brindol'
  s shops have contributed 
  potions, wands, and scrolls to the cause.  The PCs can get 
  common to rare items up to a value of 5,000 gp for the 
  group.  It'
  s up to DM discretion as to how many rare magic 
  items are available.
  Spells: All the available clerics are either at the cathedral 
  or assigned to infantry groups, none are available to the PCs.
  Save The Walls
  Mission: Engage the second group of giants attacking the 
  city walls.
  4 
  Hill 
  Giants (MM 155)
  If a giant is reduced to 50% or less hit points, it attacks by 
  hurling rocks at what'
  s causing it pain or engages in a melee 
  battle if the target(s) are within range.  If the giant is at 25% 
  or less of its max hit points it will run away.  The last of the 
  four giants will run away if all other giants are dead or have 
  left and its hit points  are at 50% or less (instead of 25%).
  Treasure:  Roll on Treasure Hoard Table CR 0-4 (DMG 
  137) for determining loot.
  Danger 
  Outside 
  The 
  Walls: To increase the danger of 
  this encounter read page 89 for details.
  RED HAND OF DOOM CONVERSION GUIDE 13
  
  Abithriax'
  s Rampage
  Abithriax, 
  Red 
  Dragon 
  (The Dragons section, note 
  changes)
  Tactics: 
   
  As soon as the PCs manage to score a significant 
  hit, he gives the PCs his full attention in the battle.
  Brindol 
  in 
  Flames: The PCs need to help to put out the 
  flames, putting out five separate fires within as many 
  minutes.  A DC 16 Survival check  can help putting out a fire; 
  each such check takes 1 minute. Any spell with a cold effect 
  such as Ray of Frost or Ice Storm can extinguish a fire in 1 
  round.  If Ulwai Stormcaller is alive then the PCs will have to 
  put out twice as many fires.
  Streets of Blood
  Mission: 
  Slow the horde'
  s advance on the Dawn Way.
  Setup: The PCs have allies to help them in the battle:
   
  1-5 
  Lions 
  of 
  Brindol 
  (see Brindol Allies section).
  10 
  Brindol 
  Town 
  Guards 
  (Guard MM 347).
  If the PCs have secured an alliance with the Elves:
  6 
  Wild 
  Elf 
  Rangers (Scout MM 349)
  The 4 foot high, 10 foot wide, barricade takes 20 feet of 
  movement to climb over it with a successful Strength 
  (Athletics) check of DC 14.   Alternately characters can take a 
  running jump over it which requires a DC 10 Strength 
  (Athletics) check to jump it and a DC 10 Dexterity 
  (Acrobatics) to land properly without falling prone. It takes a 
  DC 19 Strength check to be able to break apart a section of it, 
  turning the barricade into difficult terrain.   Each 5 foot 
  square section of the barricade has an AC of 16 with 18 hit 
  points.  It takes 1d4 rounds to rebuild it back up (-1 round per 
  2 characters helping).  
  Small or smaller characters receive +5 AC and Dexterity 
  saving throw bonus for ¾ cover from the barricade, while 
  medium-sized characters get a +2 to both.  Large creatures 
  get no bonuses.  
  Failure 
  of 
  the 
  mission 
  occurs if all PCs and allies are 
  defeated or at least 20 enemies manage to move off the map 
  past the barricade and into the marketplace.
  There are up to five waves of enemies that arrive with 
  1d4+2 rounds in between each one:
  First Wave
  Tactics: The hobgoblins take cover behind the barricade 
  (if they win initiative)  and start shooting arrows.  If the PCs 
  beat them to the barricade they will try to seek cover 
  elsewhere.  The manticores fly overhead to the rooftops and 
  fire ranged attacks.  They will try to position themselves 
  behind the PCs, trying to pin them in between two groups of 
  ranged attacks.
  Enemy 
  Retreat:  If either of the manticores drops below 
  25% of their hit points they fly away from the battle.  The 
  sergeants will fight to the death and will not let the 
  hobgoblin regulars break rank.  However, if the manticores 
  and sergeants are dead or have fled then every last 
  hobgoblin regular will retreat and come back in the second 
  wave of enemies.
  2 
  Manticores 
  (MM 213)
  2 
  Hobgoblin 
  Sergeants (Hobgoblin Captain MM 186)
  6 
  Hobgoblins (MM 186)
  Second Wave
  Tactics: 
  The 8 blood ghost berserkers come charging up 
  to the barricade in a rage state, making it very easy for them 
  to get over the barricade and start attacking the PCs and 
  their allies.  If there are any leftover hobgoblin regulars from 
  the last battle they try to find cover behind the barricade and 
  fire arrows at the PCs but are cautious for the rest of the 
  combat.   As they charge in this should give the group at least 
  one free ranged attack at them.
  8 
  Blood 
  Ghost 
  Berserkers 
  (Rank and File Horde section)
  Third Wave
  Tactics:  The 5 goblins mounted on thunderlizards 
  charge into five different sections of 10 foot lengths along 
  the barricade, attempting to turn the sections into difficult 
  terrain.  This will more than likely happen on the first round 
  after which they can cross through the barricade easily.  
  5 
  Goblin 
  Worg 
  Riders (Rank & File Horde section)
  5 
  Bluespawn 
  Thunderlizard (Rank & File Horde section)
  Fourth Wave
  If the PCs destroyed the eggs in the razorfiend hatchery 
  at Rhest they will not face this wave of enemies.  
  3 
  Greenspawn 
  Razorfiends 
  (Rank 7 File Horde section)
  2 
  Kulkor 
  Zhul 
  Mindbenders (Rank 7 File Horde section)
  Fifth Wave
  If the PCs managed to get the Ghostlord to pull his 
  support this wave does not occur.
  Tactics: 
  The Doom Hand warpriest hang out of sight and 
  control the undead.  They do not enter this particular fight.
  The ghost brute lions roar, trying to incite fear, while the 
  ghost dire lion and lesser bonedrinkers attack anyone left 
  behind in the area.
  4 
  Ghost 
  Brute 
  Lions (Ghostlord'
  s Minions section)
  2 
  Ghost 
  Dire 
  Lions (Ghostlord'
  s Minions section)
  5 
  Lesser 
  Bonedrinkers (Ghostlord'
  s Minions section)
  RED HAND OF DOOM CONVERSION GUIDE 14
  
  Sniper Attack
  Mission: 
   The PCs must take out the sniper Skather.
  Because of him being hidden, the PCs will have to make a 
  successful DC 25 Perception check to see where his arrow 
  attacks are coming from.  
  Tactics: 
  Before the PCs can go up to the second floor of 
  the coffin maker'
  s shop two war adepts wait for them in an 
  invisible state, shocking them with lightning bolt spells by 
  surprise unless spotted by a DC 30 Perception check.  After 
  the war adepts initially cast lightning bolt have them follow 
  up with a magic missile if at range, a fog cloud to provide for 
  cover, or go big with an ice storm spell (if the PCs are in a 
  cluster.)  One of them uses a scroll to summon a single hell 
  hound in the second round.
  Skather has a +5 AC and Dexterity bonus due to ¾ cover.  
  If he spots anyone entering the building he immediately 
  drops his ranged weapon and swaps it out for his sword 
  which he can coat with purple worm poison (DMG 258).  He 
  then hides near the door, hoping to get a surprise attack on 
  the first PC to step into the room.   Skather has already 
  spread out caltrops all over the second floor stairs (PHB 151).
   If the PCs engage in a combat with the two war adepts 
  he spends each turn preparing: 
  1
  st round: drinks a potion of invisibility 
  2
  nd round: drinks a potion of protection from evil/good
  During combat if Skather'
  s hit points drop to 20-30% of 
  maximum he will quickly withdraw and use a potion of 
  gaseous form to escape, retreating to the Fane of Tiamat.
  Final Battle
  Mission: 
   The PCs must defend the Cathedral of Pelor 
  against the forces of General Kharn.
  Wyrmlord 
  Kharn 
  (Horde Leaders section)
  2 
  Hill 
  Giants 
   (MM 155)
  4 
  Ogres (MM 237)
  any 
  surviving 
  Wyrmlords 
  and/or 
  The 
  Ghostlord.
  At DM'
  s discretion it might be wise to have all or most of 
  the combatants listed here at only 50% to 75% of their 
  maximum hit points, having exhausted all scrolls, potions, 
  and a good portion of any spell slots available to scale down 
  the challenge.
  Tactics: Wyrmlord Kharn'
  s primary goal here to to kill 
  the PCs.  His giants will defend him and make it so that the 
  group can'
  t flank him or gain an advantage.  The giants will 
  not break rank even if one of them dies.  All enemies here 
  are battle hardened and see this as a last-stand fight-to-the-
  death scenario.  This includes any remaining Wyrmlords.
  Victory Points
  (See page 95 for calculation of the victory points, etc.)
  (This 
  concludes 
  notes 
  on 
  Part 
  4)
  RED HAND OF DOOM CONVERSION GUIDE 15
  
  Part Five: Fane of Tiamat
  Before the PCs go on their journey, Lord Jarmaath can 
  donate up to 2 potions of  greater healing and 1 potion of 
  superior healing to each PC.  It is suggested not to handout 
  any other magic items than that as the wizard Immerstal 
  can teleport the PCs wherever they want to go.  Handing out 
  any potions of invisibility would be alright if the PCs have not 
  killed all the other young dragons in the adventure.
  Random 
  Encounters 
  in 
  Wyrmsmoke 
  Mountains:
  Chance depends on PCs activity.
  •
  Normal Travel:
   20% per 12 hours.
  •
  Camping or Cautious Travel: 10% per 12 hours.
  •
  Hiding: 5% per 12 hours.
  D100%
  Encounter
  01 – 05
  2d4 Blackspawn Raiders (Rank & File section)
  06 - 15
  2d4 Blood Ghost Berserkers (Rank & File)
  16 - 20
  5 Ogres 
  21 - 35
  Red Hand war patrol*
  36 - 40
  2 Achaierai (Special Creature section) 
  41 - 45
  1 Young Dragon (pick one from Dragon section)
  46 - 50
  1 Behir (MM 25)
  51 - 60
  1d4+1 Ettins (MM 132)
  61 - 65
  2d3+1 Manticores (MM 213)
  66 - 70
  2d3 Trolls (MM 291)
  71 - 75
  1d3+1 Wyverns (MM 303)
  76 - 80
  2d3+1 Bearded Devils (MM 70)
  81 - 85
  1d3 Bulettes (MM 34)
  86 - 90
  1 Bulette that attracts a Chimera (MM 39)
  91 - 95
  2d4 Griffons (MM 174) , only if on horseback.
  96 - 100 4d3 Hell Hounds (MM 182)
  *Red Hand war patrol consists of  8 Hobgoblin Veterans 
  (Rank & File section), led by a Hobgoblin Sergeant (treat as 
  Hobgoblin Captain MM 186) and a Doom Hand cleric (Rank 
  & File section).
  Fane of Tiamat Features
  A DC 20 Perception check will reveal any secret doors in 
  the Fane.  Climbing the walls here will require a successful 
  DC 15 Strength (Athletics) check.  
  Fane 
  Feature
  AC
  Open 
  Lock 
  DC Hit 
  Points
  Masonry Walls
  17
  -
  160
  Iron Door
  19
  20
  60
  Secret Door
  18
  25
  60
  1. The Mark of Tiamat
  If the PCs don'
  t state they are being stealthy, remember 
  that Tyrgarun has a passive Perception skill of +19.   It is 
  highly unlikely that he won'
  t sense the group coming. 
  Tyrgarun 
  (The Dragons section).
  Tactics: 
  see page 99.
  Tiamat 
  Door 
  Trap: 
   DC 25 passive Wisdom (Perception) 
  check to spot, or DC 20 Wisdom (Perception) if actively 
  searching.  DC 25 Intelligence (Investigation) to determine 
  how to disarm, followed by a DC 20 Dexterity check using 
  thieves tools to disable it.  When triggered (touching the 
  handle) any creatures within a 20 foot radius of the doors 
  take 3d10 acid, 3d10 cold, 3d10 electricity, and 3d10 fire 
  damage on a failed DC 19 Dexterity (Acrobatics) saving 
  throw, or half as much on a successful one.
  2. Dragon'
  s Lair
  Treasure: 
   The DM will need to tone down the amount of 
  treasure here.  It is suggested that the DM should roll once 
  on CR 0-4 and CR 5-10 Horde Treasure tables (DMG 137).   
  This is a good opportunity for the DM to replace the random 
  magic item rolls with equipment they think best suits the 
  party.
  3. Foyer
  2 
  Blue 
  Abishais (Rank & File Horde section)
  2 
  Wyvern 
  Zombies 
  (Special Creatures section)
  Tactics: (see page 102)
  4. Guard Barracks
  6 
  Blackspawn 
  Raiders (Rank & File Section)
  Tactics: 
  They start combat by drinking potion of 
  protection from good/evil,
   then rush into melee.  If they feel 
  equally matched they will use oil of sharpness on the weapons 
  or fall back to drink a potion of greater healing,
  Treasure: 
   It is suggested to roll on Treasure Hoard Table 
  CR 0-4 (DMG 137) instead of the treasure listed.
  6. Torture Chamber
  1 
  Bone 
  Devil 
  (MM 71)
  Tactics: 
  He starts off combat by using a special scroll 
  which will summon 1d4 lemurs per PC/NPC in the group.  
  All other actions are up to DM discretion.
  8. Priest Cells
  2 
  Doom 
  Hand 
  Warpriests 
  (Rank & File Horde section)
  5 
  Doom 
  Hand 
  Clerics (Rank & File Horde section))
  Tactics: 
   (see page  104).
  9. Laryssa'
  s Kitchen
  A creature that falls into the fire pit takes 2d6 fire 
  damage.  If dispelled or someone dumps water on them, the 
  flames come back after 1d4 rounds.
  Laryssa, 
  Night 
  Hag 
  (MM 178)
  2 
  Bearded 
  Devils (MM 70)
  RED HAND OF DOOM CONVERSION GUIDE 16
  
  Tactics: 
  If the alarm hasn'
  t been raised and the PCs use a 
  Deception roll against her (Insight +6), they can escape the 
  room with some food without fighting her or the devils.  
  Otherwise tactics are the same as listed on page 104.
  Treasure: 
   Any non-fiendish creature that drinks her tea 
  will be Poisoned (DC save 15 Constitution, take 1d6 points of 
  poison damage per hour until magically healed or 2 
  successful saves in a row).  
  A DC 20 Wisdom (Perception) check the PCs find a 
  leather bag at the bottom of a barrel.  It is suggested to roll 
  on Treasure Individual Table CR 5-10 (DMG 137) instead of 
  the treasure listed or DM can substitute for any common or 
  uncommon magic items. 
  10. Council Chamber
  Any character who makes a DC 10 Intelligence (History) 
  check recognizes the terrain on the bas-reliefs as Elsir Vale.
  11. Great Temple of Tiamat
  The candles in the room are empowered with a continual 
  flame spell.  The altar has a hallow (unhallowed) spell which 
  prevents anything from magically turning invisible.  
  5 
  Wyverns 
  (MM 303)
  12. Cavern of the Guardian Spawn
  The 5 feet tiers require a DC 10 Strength (Athletics) check 
  to climb up. Anyone falling into the pit will take 20d6 points 
  of bludgeoning damage.  The wall of the pit can be climbed 
  with a successful DC 15 Strength (Athletics) check.
  3 
  Greenspawn 
  Razorfiends (Rank & File Horde section)
  Tactics: These Greenspawn do not have Cunning Action 
  or Mobility abilities, instead they will always have advantage 
  when trying to disarm the PCs.  
  These particular spawn also have the ability 3/day to use 
  their fists to act as a shatter spell (DC 13 Constitution saving 
  throw) which does 3d8 thunder damage to a creature or 
  critical damage (6d8) to an object or inorganic creature.  
  They will try to use their disarm and shatter abilities to 
  destroy or negate the adventurer'
  s powerful weapons.  
  Obviously any magic items being hit with the shatter ability 
  will easily be unharmed.  If the spawn see that an item is 
  obviously magical it will simply try to disarm a PC instead 
  and maybe shatter their nonmagical armor. 
  They will pursue fleeing characters that run towards the 
  north, but not those who retreat to the south. 
  13. Outer Sanctum
  Any cleric who is not a follower of Tiamat that attempts 
  to experiment with the altar by augmenting their spells 
  must make a DC 20 Wisdom save or be killed by massive 
  blasts of fire, ice, acid, and lightning.  Success on the saving 
  throw means the cleric is considered Stunned for 3d4 
  rounds.
  Azarr Kul has cast a hallow spell that has the affect of a 
  bless spell to any follower of Tiamat.  
  2 
  Doom 
  Hand 
  Warpriests (Rank & File Horde section)
  5 
  Doom 
  Hand 
  Clerics (Rank & File Horde section)
  4 
  Wraiths (MM 302)
  Tactics: The 7 clerics here are giving all their attention to 
  the altar and have Disadvantage when it comes to 
  Perception checks (and the PCs get advantage to Dexterity 
  (Stealth) rolls) because of it.  The priests use similar tactics to 
  those in room 8 (page 104) but don'
  t bother with invisibility 
  spells.
  14. High Wyrmlord'
  s Chambers
  2 
  Erinyes 
  (MM 73)
  Tactics: It'
  s up to DM'
  s discretion to use the Variant: 
  Devil Summoning (MM 68) rules here.   A DM might want to 
  give the erinyes the ability to cast command or charm person 
  3/day,  otherwise tactics are the same as shown on page 108.
  15. Summoning Room
  The summoning circle has an AC of  19 and can take 18 
  (4d8) points of damage before it is destroyed.  The circle can 
  not be operated by a non-follower of Tiamat.
  16. Treasury
  1 
  Barbed 
  Devil 
  (MM 70)
  TRAP: 
  WALL 
  OF 
  TIAMAT'
  S 
  WRAITH 
  - 
  DC 25 Wisdom 
  (Perception) check if actively searching. DC 20 Intelligence 
  (Arcana) check to determine how to disarm (on a successful 
  roll the character will know that some sort of phrase or 
  command has to be spoken) or: DC 20  Dexterity check (with 
  thieves tools) to disable device.  Triggered by stepping in the 
  5 x 15 foot area on the landing: characters take 12d10 damage 
  from a vortex of acid, cold, fire, and electricity on a failed DC 
  20 Dexterity saving throw, or half as much on a successful 
  one.  If the character does not go back down the steps they 
  will get another such blast next round.   When the trap is 
  activated an invisible wall comes up which has the same 
  effect as a wind wall spell which last for 1 minute and then 
  resets.
  TRAP: 
  DRAGONCHESTS 
  - 
  DC 25 Wisdom (Perception) 
  check to spot trap , DC 20 Dexterity check with thieves tools 
  to disable.  Each of the chests can be deactivated if a symbol 
  of Tiamat is touched to the chests'
   lid.  Failure to do so results 
  in a burst of energy that fills a 5 foot radius with 6d10 points 
  of acid (black or green), cold (white), fire (red), or lightning 
  damage (blue) on a failed DC 20 Dexterity check or half if 
  successful.
  Treasure: 
   The Dragon chests are also locked as well as 
  trapped.  DC 25 Dexterity check with thieves tools to pick the 
  locks for each one.  Alternatively the locks can also be 
  damaged to get them to open (AC 19 and require 20 hit points 
  of damage from a spell or magic weapon.)  
  There are no direct conversions for many of the magic 
  items that were listed in the original module.  It is suggested  
  that the DM should award a rare magic item to each PC as 
  makes sense for their class and abilities.  If not, then simply 
  make a random roll on Treasure Hoard CR 11-16 (DMG 138) or 
  Treasure Hoard CR 5-10 (DMG 137).
  RED HAND OF DOOM CONVERSION GUIDE 17
  
  17. Inner Sanctum
  The hallow/unhallow spell cast on the central platform by 
  Azarr Kul has a silence effect to all non-followers of Tiamat 
  which fills the entire room.  The spell functions at caster 
  level 11
  th.  The noise of everything causes those trying to use 
  their hearing to make Perception checks will be at a 
  disadvantage.
  4 
  Blue 
  Abishai (Rank & File Horde section)
  Azarr 
  Kul 
  (The Wyrmlord section)
  Tactics: 
   Because of the intense concentration of the five 
  enemies and the noise level, the PCs are guaranteed to catch 
  the enemies by surprise unless they give themselves away 
  intentionally.  This gives the party time to prepare for at least 
  a round.  Give the PCs advantage on Dexterity (Stealth) 
  checks and the enemies Disadvantage on Perception checks 
  against the group.  
  The tactics for Azaar are pretty much the same as 
  described on page 110 with a few changes such as the antilife 
  shell is no longer a spell he casts but on a scroll, etc. Below is 
  a table outlining the original tactics for Azaar:
  Action:
  Items 
  or 
  Spells 
  used:
  Attacking flamestrike, harm, inflict wounds 
  Buff
  aid,
   divine favor*, enhance ability, freedom of 
  movement
  Control
  bane*, confusion*, dispel magic, hold person*,
   
  silence*
  Defensive scroll of antilife shell, death ward, mass healing 
  word,
   protection from energy*, protection from evil 
  and good*, resistance*, sanctuary, shield of faith*
  Escape
  scroll of word of recall, mislead*
  *requires concentration to cast and sustain.
  Tiamat'
  s Wrath
  As the portal collapses all the followers of Tiamat are 
  slain and all the PCs in the upper tier in the inner sanctum  
  must make a DC 15 Constitution save or be deafened for 1d6 
  rounds.  A round after the collapse the dragons heads pulse 
  and send out 7d10 points of acid damage, cold damage, fire 
  damage, and lightning damage each (total of 21d10).  PCs can 
  save for half damage on a successful DC 15 Dexterity 
  (Acrobatics) check.
  Aspect 
  of 
  Tiamat 
  (The Dragons section)
  As the aspect manifest give the PCs a free round to 
  prepare.  On each round the aspect'
  s tactics are to simply use 
  a breath weapon for each head it has (one each round on a 
  rotating basis), while the other head bites and her tail stings.
  Conclusion
  This is another chance for the DM to reward the players 
  with magic items, however, by now most should be well 
  equipped.  It'
  s up to DM discretion how much loot to hand 
  out here (keep each magic item under 9,000 gp) or again, roll 
  randomly on the Treasure Hoard CR 5-10 table (DMG 137).  
  RED HAND OF DOOM CONVERSION GUIDE 18
  
  Special Creatures
  Achaierai
  Large fiend, lawful evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 52 (7d10+14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  14 (+2)
  11 (0)
  14 (+2)
  16 (+3)
  Skills Athletics +8, Insight +6, Perception +5
  Senses darkvision 60ft., passive Perception 12
  Languages understands Infernal and Common but does not 
  speak.
  Challenge 6 (2,300 XP)
  4-Legged 
  Retreat.  The achaierai can take the Dash action as 
  a bonus action each round.
  Magic 
  Resistance. 
   The achaierai has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The achaierai makes three attacks: one with its 
  beak and two with its claws.
  Beak. Melee Weapon Attack:
   +7 to hit, reach 10ft., one target. 
  Hit: 18 (4d6+4) piercing damage.
  Claws. Melee Weapon Attack:
   +7 to hit, reach 10ft., one target. 
  Hit: 11 (2d6+4) slashing damage. On a hit the target is 
  grappled and restrained if its size is medium or smaller. A 
  grappled target may, as an action, attempt to free itself by 
  winning a Strength contest against the achaierai on each of 
  its turns. The achaierai will always attack a grappled 
  creature with its beak, having advantage on the attack roll. 
  Only one creature may be grappled as the achaierai needs its 
  other three legs to move.
  Reactions
  Black Cloud (3/day). It releases a toxic black cloud when it 
  feels threatened. Any creature within 10 feet immediately 
  takes 14 (4d6) necrotic damage and become Poisoned. They 
  must also succeed on a DC 15 Constitution saving throw or 
  become Confused.
    The saving throw can be made at the end 
  of each of the character'
  s turns. If a creature succeeds on the 
  initial saving throw or if the effect ends for it, it becomes 
  immune to the effects of  the confusion, but not to the 
  poison damage.
  Digester
  Medium 
  monstrosity,
   
  neutral
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 68 (8d10+24) 
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  17 (+3)
  4 (-3)
  12 (+1)
  10 (0)
  Skills Perception +5
  Senses darkvision 120 ft., passive Perception 11
  Languages —
  Challenge 7 (2,900 XP)
  Actions
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) slashing damage.
  Acid Spray (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 
  reach 15 ft. cone, each creature in the area must make a DC 
  13 Dexterity saving throw, taking 32 (8d8) acid damage on a 
  failed save, or half as much on a successful one.
  RED HAND OF DOOM CONVERSION GUIDE 19
  
  Gray Render
  Large 
  monstrosity,
   
  neutral
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 105 (14d10 + 70)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (0)
  20 (+5)
  3 (-4)
  12 (+1)
  8 (-1)
  Skills Perception +8, Survival +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Giant
  Challenge 8 (3,900 XP)
  Charger. If the render moves at least 10 feet straight toward a 
  target and then hits it with its claws on the same turn, the 
  target takes an extra 4 (1d6) slashing damage.  For each 10 
  feet of length added to the charge (max of 30 feet) add an 
  additional 4 (1d6) slashing damage to the attack (max 3d6).
  Grappler. If the target has already been hit by a claw attack 
  this round, the target is grappled (escape DC 15). Until this 
  grapple ends, the render can'
  t use its claws on another 
  target.
  Keen Sight and Smell. The render has advantage on Wisdom 
  (Perception) checks that rely on sight or smell. 
  Savage Attack. Once per turn the DM rerolls the render'
  s 
  damage dice and takes the highest result.
  Actions
  Multiattack. The render makes two claw attacks. It can 
  choose to grapple a target that it has successfully hit with its 
  claws.
  Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., Hit:
   19 
  (4d8 + 5) slashing damage. 
  Rend. The gray render tears a creature it has grappled, 
  dealing 43 (8d10 + 5) slashing damage. The target must 
  succeed on a DC 15 Constitution saving throw (disadvantage 
  on a critical hit) or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction lasts until 
  the target receives healing magic. The target dies if this effect 
  reduces its hit point maximum to 0.
  Hieracosphinx
  Large 
  monstrosity,
   
  chaotic 
  evil
  Armor 
  Class 18 (natural armor)
  Hit 
  Points 67 (9d10 +18)
  Speed 30 ft., fly 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  15 (+2)
  8 (-1)
  16 (+3)
  11 (0)
  Skills Perception +8
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from non-magical weapons
  Damage 
  Immunities psychic
  Condition 
  Immunities charmed, frightened
  Senses truesight 120 ft., passive perception 13
  Languages Common, Sphinx
  Challenge 7 (2,900 XP)
  Inscrutable. The sphinx is immune to any effect that would 
  sense its emotions or read its thoughts, as well as any 
  divination spell that it refuses. Wisdom (Insight) checks 
  made to ascertain the sphinx'
  s intentions or sincerity have 
  disadvantage.
  Magic Weapons. The sphinx'
  s weapon attacks are magical.
  Multiattack.  The sphinx makes two claw attacks.
  Claw.  Melee Weapon Attack: +7 to hit, reach 5 ft., one target 
  hit: 12 (2d6 +5) slashing damage.
  Screech (3/Day).  The sphinx emits a magical screech. Each 
  creature within 250 feet of the sphinx and able to hear it 
  must make a saving throw.  Each creature that fails a DC 14 
  Wisdom saving throw is deafened and frightened  for 1 
  minute (10 rounds). A frightened creature is paralyzed and 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.
  LEGENDARY  ACTIONS
  The sphinx can take 2 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.  The 
  sphinx regains spent legendary actions at the start  of  its 
  turn.
  Claw 
  Attack. 
  The sphinx makes one claw attack.
  Teleport 
  (Costs 
  2 
  Actions). The sphinx magically teleports, 
  along with any equipment  it is wearing or carrying, up to  
  60 feet to an unoccupied space it can see.
  RED HAND OF DOOM CONVERSION GUIDE20
  
  Wyvern Zombie
  Large 
   
  undead 
  dragon,
   
  unaligned
  Armor 
  Class 8
  Hit 
  Points 95 (10d10 + 40)
  Speed 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  6 (-2)
  18 (+4)
  3 (-4)
  6 (-2)
  5 (-3)
  Senses darkvision 60 ft., passive Perception 8
  Languages Understands the languages of its creator but 
  can'
  t speak
  Challenge 6 (2,300 XP)
  Undead 
  Fortitude. If damage reduces the wyvern zombie to 
  0 hit points, it must make a Constitution saving throw with a 
  DC 5 + the damage taken, unless the damage is from radiant 
  or from a critical hit.  On a success, the wyvern drops to 1 hit 
  point instead.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack:
   +7 to hit, reach 10 ft., one target. 
  Hit:
   13 (2d8 + 4) slashing damage,
  Stinger. Melee Weapon Attack:
   +7 to hit, reach 10 ft., one 
  creature. Hit:
   11 (2d6+4) piercing damage.  
  RED HAND OF DOOM CONVERSION GUIDE 21
  
  Leaders of the Horde:
  High Wyrmlord Azaar Kul
  Medium Humanoid (half-dragon/goblinoid), Lawful Evil
  Armor 
  Class 
  23 (+1 black dragoncraft platemail,  +1 red 
  dragoncraft shield, cloak of protection, ring of protection)
  HP 83 hp (11d8 + 33)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
   20 (+5)
  10 (0)
  16 (+3)
  12 (+1)
  20 (+5)
  17 (+3)
  Saving 
  Throws Wisdom +10, Charisma +9
  Skills Animal Handling +5, Arcana +1, Athletics +5, 
  Deception +8 , History +1, Insight +5, Intimidation +4, 
  Investigation +1, Medicine +5, Nature +1, Performance +4, 
  Perception +5, Persuasion +8, Religion +5, Stealth +4, 
  Survival +5
  Damage 
  Immunities thunder, lightning (racial, class)
  Damage 
  Resistances acid, cold, fire (armor, shield, ring)
  Senses darkvision 60ft, passive Perception 15
   
  Languages Common, Draconic, Goblin 
  Challenge 11 (7,200XP)
  Cloak of Shadows.(Recharge: 6). Azaar can turn invisible until 
  the end of his next turn.
  Draconic Ancestry. Blue dragon. (PHB 102)
  Lightning Strike. Each turn Azaar does an extra 1d8 lightning 
  damage with his weapon attacks.
  Martial Advantage.  Once per turn, he can deal an extra 14 
  (4d6) damage to a creature it hits with a weapon attack if 
  that creature is within 5 feet of an ally of him that isn'
  t 
  incapacitated.
  Warpriest of Tiamat. (Recharge: 3-6).
   When Azaar uses the 
  Attack action, he can make one weapon attack as a bonus 
  action.  
  Spellcasting. 
  Azaar Kul casts magic as a level 11 cleric.  His 
  spellcasting ability is Wisdom (Spell save DC 19, +9 to hit 
  with spell attacks). He knows the following cleric spells: 
  cantrips: mending, resistance, sacred flame, spare the dying,
   
  thaumaturgy
  1
  st (4 slots) bane*, bless, command, charm person,
   disguise self, 
  inflict wounds,
   guiding bolt,
   sanctuary*,
   protection from evil 
  and good*, sanctuary,
   shield of faith*
  2
  nd (3 slots) aid*, enhance ability*,
   lesser restoration, hold 
  person*, magic weapon,
   prayer of healing,
   silence,
   spiritual 
  weapon
  3
  rd (3 slots) animate dead,
   create food and water,
   blink,
   
  crusader'
  s mantle, dispel magic*,
   mass healing word*, protection 
  from energy*,
   revivify, spirit guardians
  4
  th (3 slots) banishment, confusion*,
   death ward*,  dimension 
  door, freedom of movement* , stoneskin
  5
  th (2 slots) contagion,
   dominate person, flame strike*, hallow, 
  hold monster,
   mass cure wounds, mislead*, planar binding
  6
  th (1 slot) create undead,
   harm*,
   planar ally,
   wind walk,
   word of 
  recall
  *note:
   these spells are ones that will mostly likely be used by him 
  on a day-to-day basis.
  Actions
  Multiattack He can make 2 attacks when he uses the Attack 
  action.
  Lightning Breath (Recharge after a short or long rest) 5 by 30 
  ft line, DC18 Dexterity saving throw or take 14 (4d6) lightning 
  damage on a failed save or half as much damage on a 
  successful save.
  Blue Dragonfang Longsword +1 Melee Weapon Attack:
   +5 to 
  hit, reach 5 ft., one target. Hit: 11/12 (1d8+6/1d10+6 versatile) 
  slashing damage and Hit:
   6/7 (1d8+1/1d10+1 versatile) 
  lightning damage (see New Items section for details.)
  Reaction
  Guided Strike. (Recharge: 5-6).  Azaar grants a +10 bonus to  
  an attack roll made by himself or another creature within  
  30 feet of  him.  He  can make this choice after the roll is  
  made but before  it  hits or misses.
  Possessions:
   +1 Blue Dragonfang Longsword, +1 Red 
  Dragoncraft Shield,
   +1 Black Dragoncraft platemail, cloak of 
  protection, ring of protection, ring of cold resistance, Heward'
  s 
  handy haversack,
   bejeweled Tiamat headdress worth 1,000 gp, 
  potion of fly,
   potion of superior healing,
   scroll of word of recall,
   
  scroll of  greater restoration,
   scroll of superior healing,
   and a 
  scroll of antilife shell.
  RED HAND OF DOOM CONVERSION GUIDE 22
  
  Wyrmlord Hravek Kharn
  Medium Humanoid (half-dragon/goblinoid), Lawful Evil
  Armor 
  Class 
  21 (+1 red dragoncraft platemail, cloak of 
  protection, ring of protection)
  HP 67 hp (10d8 + 22)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
   16 (+3)
  10 (0)
  14 (+2)
  12 (+1)
  10 (0)
  16 (+3)
  Saving 
  Throws Wisdom +6, Charisma +7
  Skills Arcana +1, Athletics +4, Deception +7 , Insight +2, 
  Intimidation +3, Perception +2, Persuasion +7, Religion +5, 
  Stealth +4, Survival +2
  Damage 
  Resistances acid, fire, lightning (armor,  racial, ring)
  Senses darkvision 60ft, passive Perception 10
   
  Languages Common, Draconic, Goblin, Infernal 
  Challenge 10 (5,900XP)
  Cloak of Shadows.(Recharge: short or long rest). Kharn can 
  turn invisible until the end of his next turn.
  Draconic Ancestry. Black dragon. (PHB 102)
  Martial Advantage.  Once per turn, he can deal an extra 14 
  (4d6) damage to a creature it hits with a weapon attack if 
  that creature is within 5 feet of an ally of him that isn'
  t 
  incapacitated.
  Warpriest of Tiamat. (Recharge: 5-6).
   When Kharn uses the 
  Attack action, he can make one weapon attack as a bonus 
  action.  
  Spellcasting. 
   
  Kharn casts magic as a level 10 cleric.  His 
  spellcasting ability is Charisma (Spell save DC 15, +6 to hit 
  with spell attacks). He knows the following cleric spells: 
  cantrips: mending, resistance, sacred flame, spare the dying,
   
  thaumaturgy
  1
  st (4 slots) bane*, bless, command, charm person, disguise self, 
  inflict wounds*,
   guiding bolt, sanctuary, protection from evil 
  and good*, sanctuary, shield of faith*
  2
  nd (3 slots) aid*, enhance ability*, lesser restoration, hold 
  person, magic weapon, prayer of healing, silence*, spiritual 
  weapon
  3
  rd (3 slots) animate dead*, create food and water, blink,
   
  crusader'
  s mantle, dispel magic*, mass healing word, protection 
  from energy*,
   revivify, spirit guardians
  4
  th (3 slots) banishment, confusion*, death ward*,  dimension 
  door, freedom of movement* , stoneskin
  5
  th (2 slots) contagion,
   dominate person, flame strike*, hallow, 
  hold monster,
   mass cure wounds*, mislead, planar binding
  *note:
   these spells are ones that will mostly likely be used by him 
  on a day-to-day basis.
  Actions
  Multiattack He can make 2 attacks when he uses the Attack 
  action.  He can use only 1 breath weapon per round in 
  conjunction with a sword or crossbow attack.  He cannot use 
  the crossbow and sword in the same round.
  Acid Breath (Recharge after a long rest) 5 by 30 ft line, DC14 
  Dexterity saving throw or take 10 (3d6) acid damage on a 
  failed save or half as much damage on a successful save.
  Cold Breath (Recharge after a long rest) 15 ft cone, DC14 
  Dexterity saving throw or take 10 (3d6) acid damage on a 
  failed save or half as much damage on a successful save.
  Light Crossbow Ranged Weapon Attack:
   +4 to hit,
   reach 80/320 
  ft.
  ,
   one target.
   Hit: 5 (1d8) piercing damage.
  Greatsword of Wounding Melee Weapon Attack:
   +4 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage  (see 
  DMG 207 for details).
  Reaction
  Guided Strike. (Recharge: 5-6).  Azaar grants a +10 bonus to  
  an attack roll made by himself or another creature within  
  30 feet of  him.  He  can make this choice after the roll is  
  made but before  it  hits or misses.
  Possessions:
   Greatsword of Wounding,
  +1 Red Dragoncraft 
  platemail,
   cloak of protection, ring of protection,
   ring of 
  lightning resistance,
   Heward'
  s handy haversack, potion of fly, 2 
  potions of greater healing,
   1 potion of superior healing.
  RED HAND OF DOOM CONVERSION GUIDE 23
  
  Wyrmlord Ulwai Stormcaller
  Medium Humanoid (goblinoid), Neutral Evil
  Armor 
  Class 
  18 (natural armor +1 ring of protection)
  HP 58 hp (9d8 + 18)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
   12 (+1)
  18 (+4)
  14 (+2)
  14 (+2)
  12 (+1)
  17 (+3)
  Saving 
  Throws Constitution +6, Dexterity +8, Charisma +6
  Skills Deception +10, Perception +5, Performance +7, Insight 
  +10
  Damage 
  Resistances thunder, lightning
  Senses darkvision 60ft, passive perception 11
   
  Languages Common, Draconic, Goblin, Primordial
  Challenge 8 (3,900XP)
  Arcane Advantage.  Once per turn, Ulwai can deal an extra 7 
  (2d6) damage to a creature it hits with a damaging spell 
  attack if that target is within 5 feet of an ally of Ulwai that is 
  not incapacitated.
  Army Arcana. When Ulwai casts a spell that causes damage 
  or that forces other creatures to make a saving throw, she 
  can choose herself and any number of allies to be immune to 
  the damage caused by the spell and to succeed on the 
  required saving throw.
  Bardic Inspiration.  College of Valor Bard (PHB 55)
  Countercharm. Ulwai and any allies within 30 feet gain 
  advantage on saving throws against being frightened or 
  charmed. 
  Draconic Ancestry: Blue dragon. (PHB 102)
  Elemental Charge. Ulwai can (as a free action) use a charge 
  from any magic item (such as her Staff of Stormclouds) to 
  send a charge of  converted energy into a melee weapon, 
  thus adding an additional 6 (1d8+3) lighting damage to it.  If 
  she is using her Storm'
  s Fury ability as a reaction the damage 
  will stack accordingly for a total of 12 (2d8+6) damage.
  Song of Rest. 1d8 (PHB 54)
  Spellcaster As 9th level devastator (bard/sorcerer).  Spell 
  save DC 15, Spell Attack bonus +7
  Cantrips: message, shocking grasp, true strike, vicious mockery
  1
  st level (4 slots)  faerie fire, sleep, Tasha'
  s hideous laughter
  2
  nd level (3 slots) dragon'
  s breath (XGE 154), heat metal, shatter
  3
  rd  level (3 slots) dispel magic, stinking cloud, lightning bolt
  4
  th  level (2 slots) greater invisibility, elemental bane (XGE 155)
  Tempestuous Magic.  When Ulwai casts a spell she can use a 
  bonus action to launch 10 feet up in the air without 
  provoking opportunity attacks.
  Actions
  Multiattack Ulwai can make 2 whip attacks when she uses 
  the Attack action.
  Shortbow +1. Ranged Weapon Attack:
   +10 to hit, range 150/600 
  ft., one target. Hit:
   8 (1d6 + 5) piercing damage. Arrows  of  
  Shock +1 used with this weapon (qty:
   20) adds an additional 5 
  (1d8+1) thunder damage.
  Staff of Stormclouds +1 Melee Weapon Attack:
   +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+2) bludgeoning and Hit:
   7 (1d8+2) 
  lightning damage (see New Items section for details.)
  Whip +1 Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (2d6 + 1) slashing damage.
  Reaction
  Storm'
  s Fury. When Ulwai is hit by a melee attack she can 
  use her reaction to deal 7 (1d8 +3) lightning damage to the 
  attacker.
  RED HAND OF DOOM CONVERSION GUIDE 24
  
  Wyrmlord Saarvith 
  (Ranger/Hunter)
  Medium 
  humanoid,
   
  lawful 
  evil
  Armor 
  Class 18 (+1 mithral chainshirt)
  Hit 
  Points 60 (8d10+16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   10 (0)
  18 (+4)
  14 (+3)
  10 (0)
  14 (+2)
  9 (-1)
  Saving 
  Throws Str +3, Dex +7 (Cloak of Protection +1 to saves)
  Skills Acrobatics +4, Animal handling +5, Insight +2, 
  Intimidation +2, Medicine +2, Sleight of Hand +4, Perception 
  +5, Stealth +7, Survival +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Draconic, Goblin, Infernal, Sylvan.
  Challenge 5 (1,800 XP)
  Escape 
  the 
  Horde Saarvith can use the Disengage or Hide 
  action as a bonus action on his turn and opportunity attacks 
  are made at a disadvantage.
  Favored 
  Enemies humans, elves, fey.
  Natural 
  Explorer Saarvith gets advantage on attacks 
  against foes who haven'
  t acted yet in the first round of 
  combat, as well as advantage on Initiative checks and the 
  ability to ignore difficult terrain.
  Fighting 
  Style Archery adds +2 to all ranged weapon attacks 
  rolls
  Colossus 
  Slayer once per turn Saarvith may deal an 
  additional 1d8 damage to a creature already below its hit 
  point maximum 
  Spellcasting Saarvith is a 7th level spellcaster. His 
  spellcasting ability is Wisdom (Spell save DC 14, +5 to hit 
  with spell attacks). Saarvith knows the following ranger 
  spells: 
  1
  st  level (4 slots): hunter'
  s mark, longstrider
  2
  nd level (3 slots): pass without trace, protection from poison,
   
  silence 
  Actions
  Multiattack Saarvith makes two longbow attacks, or two 
  greatsword attacks.
  Greatsword +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d6 + 1) slashing damage.
  Longbow +1. Ranged Weapon Attack:
   +10 to hit, range 150/600 
  ft., one target. Hit:
   8 (1d8 + 5) piercing damage. Arrows +1 
  used with this weapon (qty: 10)
  Wyrmlord Koth 
  (use Hobgoblin Devastator  161 VGM)
  RED HAND OF DOOM CONVERSION GUIDE 25
  
  The Dragons
  Aspect of Tiamat 
  (treat as Tiamat ROT 92)
  Abithriax 
  (treat as Young Red Dragon MM 98)
  The only changes are that he has a magically endowed 
  amulet that acts as a ring of cold resistance. 
  Ozyrrandion 
  (treat as Young Green Dragon MM 94)
  Regiarix 
  (treat as Young Black Dragon MM 88)
  Tyrgarun 
  (treat as Young Blue Dragon MM 91)
  Varanthian (half-fiend behir)
  Huge 
  monstrosity,
   
  neutral 
  evil
  Armor Class 17 (natural armor)
  Hit 
  Points 113 (9d12 + 54)
  Speed 50 ft., climb 40 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 17 (+3)
  23 (+6)
  11 (0)
  14 (+2)
  14 (+2)
  Skills Deception +, Intimidation + ,Perception +6, Stealth +7
  Damage 
  Immunities 
   lightning, poison
  Damage 
  resistances acid, cold, fire
  Magic 
  resistance.  Varanthian has advantage on saving 
  throws against spells and other magical effects.
  Senses darkvision 90 ft., passive Perception 12
  Languages Common, Draconic, Infernal
  Challenge 11 (7,200 XP)
  Innate Spellcasting. Varanthian '
  s spellcasting ability is 
  Charisma (spell save DC 16). It can innately cast the following 
  spells, requiring no material components: 
  3/day: poison spray
  1/day: bestow curse, darkness , detect evil and good, silence
  Actions
  Multiattack. Varanthian makes two attacks: one with its bite 
  and one to constrict.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage.
  Constrict. Melee Weapon Attack:
   +10 to hit, reach 5 ft., one 
  Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning 
  damage plus 17 (2d10 + 6) slashing damage. The target is 
  Grappled (escape DC 16) if Varanthian isn'
  t already 
  constricting a creature, and the target is Restrained until this 
  grapple ends.
  Lightning Breath (Recharge 5–6). Varanthian exhales a line of 
  lightning that is 20 feet long and 5 feet wide. Each creature 
  in that line must make a DC 16 Dexterity saving throw, 
  taking 66 (12d10) lightning damage on a failed save, or half 
  as much damage on a successful one.
  Swallow. Varanthian makes one bite attack against a 
  Medium or smaller target it is grappling. If the attack hits, 
  the target is also swallowed, and the grapple ends. While 
  swallowed, the target is Blinded and Restrained, it has total 
  cover against attacks and other effects outside Varanthian, 
  and it takes 21 (6d6) acid damage at the start of each of 
  Varanthian'
  s turns. A behir can have only one creature 
  swallowed at a time.
  If Varanthian takes 30 damage or more on a single turn from 
  the swallowed creature, Varanthian must succeed on a DC 14 
  Constitution saving throw at the end of that turn or 
  regurgitate the creature, which falls Prone in a space within 
  10 feet of Varanthian. If it dies, a swallowed creature is no 
  longer Restrained by it and can escape from the corpse by 
  using 15 feet of movement, exiting Prone.
  RED HAND OF DOOM CONVERSION GUIDE 26
  
  Special Minions:
  Miha Serani (aranea spy)
  Large 
  monstrosity,
   
  neutral 
  evil
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 40 (7d10 +14)
  Speed 30 ft., 15 ft. climb (humanoid form), 30 ft., climb 30 ft. 
  (hybrid or spider form).
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  17 (+3)
  14 (+2)
  18 (+4)
  14 (+2)
  20 (+5)
  Saving 
  Throws Dex +3, Con +2, Int +4, Cha +5
  Skills Arcana +9, Deception +10, Insight +8, Intimidate +10, 
  Investigation +9, Perception +4, Persuasion +10, Stealth +8, 
  Survival +7
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Deep Speech, Dwarven, Elven, Gnome, 
  Halfling, Sylvan
  Challenge 8 (3,900 XP)
  Celerity. 
   
  The aranea gains advantage on any initiative or 
  dexterity saving throws. 
  Escape 
  Artist. The aranea gains advantage on any rolls that 
  require a roll to escape (grapple, etc.)
  Innate 
  Spellcasting Can cast spells as a 3
  rd level wizard.  
  Aranea use Intelligence as their casting ability (DC 13, +5) 
  and require no material components for spells.
  Cantrips (at will): dancing lights, message, poison cloud,
   
  shocking grasp.
  1
  st level (4 slots): charm person, mage armor, magic missile, 
  sleep
  2
  nd level (2 slots): invisibility, mirror image
  Spider 
  Climb the aranea can climb any surface, including 
  upside down or on ceilings, without needing to make an 
  ability.  This can be done in spider or hybrid form.
  Web 
  Sense. While in contact with a web, the aranea knows 
  the exact location of any other creature in contact with the 
  same web. 
  Web 
  Walker. The aranea ignores movement restrictions 
  caused by webbing.
  Actions
  Multiattack. The aranea makes two melee attacks. It prefers 
  to attack with a bite and dagger in hybrid form.
  HYBRID / SPIDER FORM:
  Poisonous Bite. (hybrid or spider form only) Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage and the target must make a successful DC 11 
  Constitution saving throw or become Paralyzed and 
  Poisoned.  At the end of each of its turns, the paralyzed 
  creature must roll a d20.  On a critical failure (1) the 
  character no longer makes any further checks and stays 
  paralyzed until the remainder of the hour.  On a critical 
  success (20) the character comes out of the paralyzation, 
  however is still considered Poisoned for the remainder of the 
  hour until it is nuetralized.
  Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 
  30/60 ft., one Large or smaller creature. Hit:
   The creature 
  is Restrained by webbing. As an action, the Restrained 
  creature can make a DC 12 Strength check, escaping from 
  the webbing on a success. The effect ends if the webbing is 
  destroyed. (AC 10, 5 hit points, is vulnerable to fire damage 
  and immune to bludgeoning damage.)
  HUMANOID OR HYBRID FORM:
  Dagger of Venom +1. (DMG 161)
  Melee Weapon Attack:
   +5 to hit,range 5ft., one creature. Hit: 3 
  (1d4+1) slashing damage plus poison (see below). 
  Range Weapon Attack: +9 to hit, range 20/60 ft., one creature. 
  Hit: 3 (1d4+1) piercing damage plus poison (see below).
  Blade Poison:
   DC 15 Constitution saving throw or take 2d10 
  poison damage and be poisoned for 1 minute (10 turns).  This 
  effect can'
  t be used until the next dawn.
  RED HAND OF DOOM CONVERSION GUIDE 27
  
  Skather (monk)
  Medium humanoid (black dragonborn), chaotic evil
  Armor 
  Class: 
  18 (Unarmored Defense)
  Hit 
  Points:  73 (10d8 + 20)
  Speed: 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  20 (+5)
  14 (+2)
  10 (0)
  16 (+3)
  11(0)
  Saving 
  Throws: Strength +7, Dexterity +9
  Skills: Acrobatics +9, Athletics +3, Deception +5, Insight +3, 
  Intimidation +1, Perception +7, Sleight of Hand +5, Stealth 
  +9, Survival +3
  Damage 
  Immunities: disease, paralysis, poison (class, ring)
  Damage 
  Resistances: acid (racial)
  Senses: Darkvision 60 ft., Passive Perception 13
  Languages: Common, Draconic
  Challenge: 7 (2,900 XP)
  Monk Abilities: 
  Evasion. When subjected to a Dexterity/save for half damage 
  roll Skather takes no damage if successful, half if he fails.
  Flurry of Blows (Recharge 4-6). As a bonus action he makes 
  two unarmed attacks.
  Open Hand.  When Skather hits with one of his attacks from 
  Flurry of Blows, he can impose one of the following effects:
  • DC 15 Dexterity save or be knocked prone.
  • DC 15 Strength save or be pushed 15 feet away.
  • Creature can'
  t use reactions until end of next turn.
  Sharpshooter.  Skather can attack at long range doesn'
  t 
  impose disadvantage.  Ranged weapon attacks ignore cover 
  except for total cover.  Skather can choose to take a -5 
  penalty to an attack roll to gain +10 damage if it hits.
  Slow Fall. Falling damage is reduced by 50 hit points.
  Step of the Wind (Recharge 4-6). Skather takes the Disengage 
  or Dash as a bonus action on his turn.
  Stillness of Mind. Using an action he can end an effect that is 
  affecting his mind such as being charmed, frightened, etc.
  Stunning Strike. 
  Skather causes one creature he hits to fall 
  prone unless a DC 15 Dexterity check is made.
  Actions
  Multiattack: Skather makes two attacks.
  Acid Breath (Recharge 6): Skather exhales acid in a 15-foot 
  line that is 5 feet wide. Each creature in that line must make 
  a DC 17 Dexterity saving throw, taking 14 (4d6) acid damage 
  on a failed save, or half as much damage on a successful one.
  Purple Worm Poison (2 doses): DC 19 Constitution check save 
  for half damage or take 42 (12d6) poison damage.  This 
  poison can be applied to any piercing weapon.
  Shortbow +1. Ranged Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit:
   9 (1d6 + 5) piercing damage.  Can be used in 
  conjunction with poison or arrows of slaying (DMG 152).
  Shortsword +1. Melee Weapon Attack:
   +9 to hit, reach 5 ft., one 
  target. Hit:
   9 (1d6 + 5) piercing damage. 
  Ki-Empowered Unarmed Strikes. Melee Weapon Attack:
   +8 to 
  hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) magic/bludgeoning 
  damage.
  Possessions  12 arrows, 10 silver arrows, 10 arrows +1,
   potion of 
  invisibility,
   potion of greater healing,
   potion of protection from 
  good and evil, 2 bag of caltrops, quiver of Ehlona,
   ring of free 
  action.
  Reactions
  Deflect Missiles (Recharge 3-6). Skather can use his reaction 
  to deflect or catch the missile when hit by a ranged attack.  
  Damage from the attack is reduced by 21 (1d10+15).  If 
  damage is reduced to 0, he can then hurl it back at the origin 
  point with an attack bonus of +9 to hit. The massile being 
  sent back is considered to be a magical monk weapon attack.
  RED HAND OF DOOM CONVERSION GUIDE 28
  
  Rank & File Horde:
  Blackspawn Raider
  Medium 
  humanoid 
  (dragonborn),
   
  chaotic 
  evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 43 (6d8+16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  16 (+2)
  10 (0)
  10 (0)
  8 (-2)
  Skills Perception +5, Stealth +5, Survival +10
  Damage 
  Resistances: 
  acid or magic
  Senses blindsight 10ft, darkvision 60ft, passive Perception 10
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The blackspawn raider makes two melee 
  attacks. It prefers to attack with two bladed weapons.
  Falchion. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage.
  Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Acid Breath (Recharge 5-6): The blackspawn raider exhales 
  acid in a 15-foot line that is 5 feet wide. Each creature in that 
  line must make a DC 11 Dexterity saving throw, taking 22 
  (5d8) acid damage on a failed save, or half as much damage 
  on a successful one.
  Possessions: potion of protection from good/evil, potion of 
  greater healing,
   oil of sharpness.
  Blood Ghost Berserker 
  Medium humanoid,
   chaotic evil
  Armor 
  Class: 
  16 (Hide Armor, Shield)
  Hit 
  Points: 35 (5d10 + 10)
  Speed: 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  8 (-1)
  11 (0)
  9 (-1)
  Skills: Stealth +6, Survival +3
  Senses: Darkvision 60 ft., passive Perception 10
  Languages: Common, Goblin
  Challenge: 3 (700 XP)
  Brute. A melee weapon deals one extra die of its damage 
  when the bugbear hits with it (included in the attack).
  Rage. 3/day +2 damage.
  Surprise 
  Attack. If the bugbear surprises a creature and hits 
  it with an attack during the first round of combat, the target 
  takes an extra 7 (2d6) damage from the attack.
  Reckless. 
  At the start of its turn, the blood ghost berserker 
  can gain advantage on all melee weapon attack rolls during 
  that turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Actions
  Multiattack: The blood ghost berserker makes two attacks.
  Greataxe. Melee Weapon Attack:
   +5 to hit, reach 5 ft., one 
  target. Hit:
   9 (1d12 + 3) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 02/60 ft., one target. Hit:
   5 (1d6 + 3) piercing damage 
  in melee or 5 (1d6 + 3) piercing damage at range.
  RED HAND OF DOOM CONVERSION GUIDE 29
  
  Blue Abishai 
  Medium fiend (devil), lawful evil
  Armor 
  Class 14 (natural armor)   
  Hit 
  Points  53 (7d8+21)
  Speed 30 ft., fly 50  ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  16 (+3)
  11 (0)
  13 (+1)
  15 (+2)
  Damage 
  Vulnerabilities  Abishais take 3d6 damage 
  from a flask of holy water.
  Damage 
  Resistances 
   acid, cold and to all 
  nonmagical weapons 
  Damage 
   
  Immunities:  fire, poison  
  Condition 
   
  Immunities: 
  poisoned  
  Senses: darkvision 120ft., passive Perception 11  
  Languages: 
   Infernal, Common, telepathy 120ft.
  Challenge: 7 (2,900 XP)
  Innate 
  Spellcasting. The abishai’
  s innate 
  spellcasting ability is Charisma (spell save DC 14). 
  The abishai can innately cast the following spells, 
  requiring no material components:
   
  At will:, cause fear, disguise self, minor illusion, suggestion
  3/day each: animate dead,  charm person, command, 
  hold person, dominate monster
  Devil'
  s 
  Sight. 
   Magical darkness doesn'
  t impede 
  the abishi’
  s darkvision. 
  Magic 
  Resistance. 
  The devil has advantage on 
  saving throws against spells and other magical effects.
  Regeneration. The devil regains 7 hit points at the 
  start of its turn if it has at least 1 hit point.
  Actions
  Multiattack: The devil makes two claw attacks, one 
  bite attack, and one sting attack
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 3 (1d4+1) slashing damage. . 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d6+1) piercing damage. . 
  Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6+3) piercing damage, and the 
  creature must succeed on a DC 12 Constitution saving 
  throw or lose 3 (2d6) hit points lightning damage.
  Bluespawn Thunderlizard 
  Large monstrosity,
   lawful evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 
  60 (6d10 + 30)
  Speed 
  40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (0)
  20 (+5)
  6 (-2)
  12 (+1)
  10 (0)
  Damage 
  Resistances lightning
  Senses passive perception 11, darkvision 60 ft., blindsight 10 
  ft.
  Languages: 
  Understands Common but does not speak.
  Challenge 3 (450 XP)
  Actions
  Charge. If the bluespawn thunderlizard moves at least 20 
  feet straight toward a target and then hits it with a gore 
  attack on the same turn, the target takes an extra 14 (2d8 +5) 
  piercing damage. If the target is a creature, it must succeed 
  on a DC 15 Strength saving throw or be knocked prone.  If 
  the target is an object or structure (wall, etc) then the 
  thunderlizard gains advantage on the attack and damage 
  rolls.
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Lightning Arc (Recharge 5-6). The bluespawn stormlizard arcs 
  lightning in a 30-foot line that is 5 feet wide. Each creature in 
  that cone must make a DC 12 Dexterity saving throw, taking 
  22 (4d10) lightning damage on a failed save, or half as much 
  damage on a successful one.
  REACTION
  Electricity Link. A bluespawn stormlizard can cause a line of 
  electricity to fire from its horn to that of another bluespawn 
  stormlizard within 100 feet. Creatures in the line must 
  succeed on a DC 12 Dexterity saving throw or take 2d10 (11) 
  points of lightning damage.
  RED HAND OF DOOM CONVERSION GUIDE 30
  
  Doom Fist Monk 
  (Hobgoblin Iron Shadow VGM 162)
  Doom Hand Cleric
  Medium hobgoblin, lawful evil
  Armor 
  Class 16 (Chain Mail)
  Hit 
  Points 36 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  14 (+2)
  10 (0)
  13 (+1)
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses 
  passive Perception 11 Darkvision 60 ft.
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Martial 
  Advantage. Once per turn, the hobgoblin can deal 
  an extra 7 (2d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  hobgoblin that isn'
  t incapacitated.
  Dark 
  Devotion. 
  The doom hand cleric has advantage on 
  saving throws against being charmed or frightened.
  Spellcasting. The doom hand cleric is a 4th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The doom hand has the following cleric 
  spells prepared:
  Cantrips (at will): resistance, spare the dying, thaumaturgy
  1st level (4 slots): bane/bless, inflict wounds, guiding bolt,
   shield 
  of faith
  2nd level (3 slots): hold person, invisibility, spiritual weapon
  Actions
  Multiattack. The doom hand makes two melee attacks.
  Dragonscourge. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (2d4 + 2) slashing damage.
  Doom Hand Warpriest 
  (modified from War Priest  
  VGM 218, with Hobgoblin racial & follower of Tiamat)
  Medium humanoid (hobgoblin), lawful evil
  Armor 
  Class: 20 (Plate, Shield)
  Hit 
  Points: 
  50 (8d8 + 16)
  Speed: 
  30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  14 (+2)
  12 (+1)
  17 (+3)
  13 (+1)
  Saving 
  Throws Con +6, Wis +7
  Skills: Insight + 5, Intimidation + 6, Medicine +8, Persuasion 
  +6, Religion +8 
  Senses: Darkvision 60 ft., Passive Perception 13
  Languages: Common, Goblin
  Challenge 8 (3,900 XP)
  Martial 
  Advantage. Once per turn, the warpriest  can deal 
  an extra 7 (2d6) damage to a creature it hits with a weapon 
  attack if that creature is within 5 feet of an ally of the 
  warpriest that isn'
  t incapacitated.
  Spellcasting. The warpriest is a 8th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). The warpriest has the following cleric 
  spells prepared:
  Cantrips (at will):
   sacred flame,
   spare the dying,
   thaumaturgy
  1
  st  level (4 slots):
   burning hands,
   command,
   cure wounds, faerie 
  fire
  2
  nd level (3 slots):
   flame blade,
   lesser restoration, spiritual 
  weapon
  3
  rd level (3 slots):
   dispel magic,
   fear,
   mass healing word
  4
  th level (2 slots):
   banishment,
   guardian of faith
  Actions
  Multiattack. The warpriest makes two melee attacks.
  Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6+3) bludgeoning damage.
  Reactions
  Guided 
  Strike. The warpriest grants a +10 bonus to an attack 
  roll made by themselves or another creature within 30 ft. of 
  it. The warpriest can make this choice after the roll is made 
  but before it hits or misses.
  RED HAND OF DOOM CONVERSION GUIDE 31
  
  Goblin Worg Rider
  Small 
  humanoid,
   
  lawful 
  evil
  Armor 
  Class 15 (Studded Leather Armor + dex bonus)
  Hit 
  Points 16 (3d8+3)
  Speed 30 ft (on foot), 50 ft (mounted on worg)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  14 (+2)
  12 (+1)
  11 (0)
  13 (+1)
  11 (0)
  Skills Perception +5, Handle Animal +5, Stealth +6, Survival 
  +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Keen 
  Hearing 
  and 
  Sight. 
  The worg rider has advantage on 
  Wisdom (Perception) checks that rely on hearing or sight.
  Nimble 
  Escape. 
  The goblin can take the Disengage or Hide 
  action as a bonus action on each of its turns.
  Actions
  Multiattack. The worg rider makes two melee attacks or two 
  ranged attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., 
  one target. Hit:
   5 (1d6 + 2) piercing damage.
  Greenspawn Razorfiend
  Large Monstrosity (Draconic), Fiend (Demon), Lawful Evil
  Armor 
  Class: 
  16 (natural armor)
  Hit 
  Points: 96 (12d10 + 24)
  Speed: 
  50 ft, swim 50ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  16 (+2)
  12 (+1)
  15 (+3)
  13 (+1)
  Senses: 
  darkvision 60ft, passive perception 13
  Skills: 
  Athletics +8, Intimidate +4, Perception +5. Stealth +3
  Damage 
  Immunities: poison
  Damage 
  Resistances: Cold, Fire; Lightning, Bludgeoning, 
  Piercing, And Slashing From Non-magical Weapons
  Condition 
  Immunities: poisoned, paralyzed
  Languages 
  Common, Draconic, Infernal.
  Challenge 7 (3,900 XP)
  Amphibious. A greenspawn razorfiend can breathe air and 
  water.
  Cunning 
  Action. 
  The greenspawn razorfiend can take a 
  bonus action on each turn in combat. This action can be 
  used only to take the Dash, Disengage, or Hide action.
  Mobility. A greenspawn razorfiend does not provoke attacks 
  of opportunity when it moves away from a creature that it 
  has attacked this turn.
  Actions
  Multiattack. A greenspawn razorfiend makes three attacks: 
  two with its wingblades and one with its bite.
  Wingblade Melee Weapon Attack:
    +7 to hit, reach 10ft., one 
  target. Hit:
   9 (1d12+5) slashing damage
  Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit :
   
  7 (1d8+5) piercing damage
  Poison Breath (Recharge 5-6) 20ft cone, DC14 Constitution 
  saving throw or take 24 (7d6) poison damage on a failed save 
  or half as much damage on a successful save.
  RED HAND OF DOOM CONVERSION GUIDE 32
  
  Hobgoblin  Bladebearer
  Medium humanoid, lawful evil
  Armor 
  Class 18 (Chain Mail, Shield)
  Hit 
  Points 58 (9d8 + 18)
  Speed 
  30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  10 (0)
  11 (0)
  10 (0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 10, Darkvision 60 ft.
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial 
  Advantage.  Once per turn, the hobgoblin 
  bladebearer can deal an extra 7 (2d6) damage to a creature it 
  hits with a weapon attack if that creature is within 5 feet of 
  an ally of the hobgoblin that isn'
  t incapacitated.
  Actions
  Multiattack. 
  The hobgoblin bladebearer makes two 
  longsword attacks. If it has a shortsword drawn, it can also 
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Hobgoblin Regular -  (treat as Hobgoblin  MM 186)
  Hobgoblin Sergeant 
  – 
  (treat as Hobgoblin Captain 
  MM 186)
  Hobgoblin Veteran – (based on Veteran MM 350)
  Medium humanoid,
   lawful evil
  Armor 
  Class 
  18 (Chain Mail, Shield)
  Hit 
  Points 16 (3d8 + 4)
  Speed 
  30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  14 (+2)
  10 (0)
  10 (0)
  9 (-1)
  Senses Darkvision 60 ft., passive Perception 10
  Languages 
  Common, Goblin
  Challenge 
  1 (200 XP)
  Martial 
  Advantage. Once per turn, the hobgoblin veteran 
  can deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally of 
  the hobgoblin that isn'
  t incapacitated.
  Actions
  Multiattack. The hobgoblin veteran makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack:
   +3 to hit, reach 5 ft., one 
  target. Hit:
   5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing 
  damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., 
  one target. Hit: 5 (1d8 + 1) piercing damage.
   
  Kulkor Zhul Mindbender 
  (treat as Bard VGM 211 
  with the following alterations):
  Languages Common, Goblin
  Cantrips: Bladeward,
   Friends, Vicious Mockery
  1
  st  (4 slots): Bane, Charm, Cure Wounds,
   Dissonant Whispers,
   
  Faerie Fire,
   Sanctuary
  2nd (3 slots):
   Hold Person,
   Suggestion,
   Zone of Truth
  3rd (3 slots):
   Hypnotic Pattern,
   Dispel Magic
  4th (2 slots): Compulsion,
   Confusion
  Kulkor Zhul War Adept 
  (treat as Hobgoblin 
  Devastator  161 VGM)
  RED HAND OF DOOM CONVERSION GUIDE 33
  
  The Ghostlord & Minions
  Dire Lion
  Large Beast,
   unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 60 (7d12 + 14)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  17 (+3)
  15 (+2)
  4 (-3)
  14 (+2)
  9 (-1)
  Skills Perception +4, Stealth +8
  Senses passive Perception 12
  Languages -
  Challenge 
  3 (700 XP)
  Keen Smell. The dire lion has advantage on Wisdom 
  (Perception) checks that rely on hearing or smell.
  Pack Tactics. The dire lion has advantage on an attack roll 
  against a creature if at least one of the lion'
  s allies is within 5 
  feet of the creature and the ally isn'
  t incapacitated.
  Pounce. If the dire lion moves at least 20 feet straight toward 
  a creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 15 Strength saving 
  throw or be knocked prone. If the target is prone, the lion 
  can make one bite attack against it as a bonus action.
  Running Leap. With a 10-foot running start, the lion can long 
  jump up to 30 feet.
  Actions
  Bite. Melee Weapon Attack:
   +7 to hit, reach 5ft., one target. Hit: 
  9 (1d10 + 5) piercing damage.
  Claw. Melee Weapon Attack:
   +7 to hit, reach 5ft., one target. 
  Hit:
   9 (1d8 + 5) slashing damage.
  Ghost Brute Lion
  Large 
  undead,
   
  neutral 
  evil
  Armor 
  Class 12
  Hit 
  Points 55 (10d8 + 10)
  Speed 0 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  17 (+3)
  10 (0)
  10 (0)
  12 (+1)
  14 (+2)
  Damage 
  Resistances 
  - acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from non-magical 
  weapons
  Damage 
  Immunities 
  - 
  cold, necrotic, poison
  Condition 
  Immunities - charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Skills Perception +3, Stealth +10
  Senses darkvision 60 ft., Ethereal Sight 60 ft., passive 
  Perception 11
  Languages understands Common but doesn'
  t speak it.
  Challenge 5 (1,800 XP)
  Ethereal 
  Sight. 
   The ghost brute lion can see 60 ft. into the 
  Ethereal Plane when it is on The Material Plane, and vice 
  versa.
  Incorporeal 
  Movement.  The ghost brute lion can move 
  through other creatures and Objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside 
  an object.
  Rejuvenation.  A destroyed ghost brute lion returns to its old 
  haunt 24 hours after being discporporated. The only 
  definitive way to destroy a ghost brute lion is by destroying 
  the Heart of the Lion in area 15 of the Ghostlord’
  s lair.
  Actions
  Multiattack. The ghost brute can make 1 roar and 1 touch 
  attack or 2 touch attacks per turn.
  Bloodcurdling Roar.  The ghost brute lion can howl as a 
  standard action. All living creatures within a 30-foot radius 
  must make a successful DC 13 Wisdom save or become 
  frightened. Each turn the creature may make another 
  Wisdom save to throw off the effect. A creature that 
  successfully saves against the bloodcurdling howl cannot be 
  affected by the same ghost brute’
  s howl for 24 hours.
  Corrupting Touch. Melee Attack:
   +5 to hit, reach 5 ft., one 
  target. Hit:
   8 (2d6+3) necrotic damage per claw.
  RED HAND OF DOOM CONVERSION GUIDE 34
  
  Ghost Dire Lion
  Large 
  undead,
   
  neutral 
  evil
  Armor 
  Class 12
  Hit 
  Points 55 (10d8 + 10)
  Speed 0 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  10 (0)
  10 (0)
  12 (+1)
  14 (+2)
  Damage 
  Resistances 
  - acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from non-magical 
  weapons
  Damage 
  Immunities 
  - 
  cold, necrotic, poison
  Condition 
  Immunities - charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Skills Perception +3, Stealth +10
  Senses darkvision 60 ft., Ethereal Sight 60 ft., passive 
  Perception 11
  Languages understands Common but doesn'
  t speak it.
  Challenge 5 (1,800 XP)
  Ethereal 
  Sight. 
   The ghost brute lion can see 60 ft. into the 
  Ethereal Plane when it is on The Material Plane, and vice 
  versa.
  Incorporeal 
  Movement.  The ghost brute lion can move 
  through other creatures and Objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside 
  an object.
  Rejuvenation.  A destroyed ghost brute lion returns to its old 
  haunt 24 hours after being discporporated. The only 
  definitive way to destroy a ghost brute lion is by destroying 
  the Heart of the Lion in area 15 of the Ghostlord’
  s lair.
  Actions
  Bloodcurdling Roar.  The ghost brute lion can howl as a 
  standard action. All living creatures within a 30-foot radius 
  must make a successful DC 13 Wisdom save or become 
  frightened. Each turn the creature may make another 
  Wisdom save to throw off the effect. A creature that 
  successfully saves against the bloodcurdling howl cannot be 
  affected by the same ghost brute’
  s howl for 24 hours.
  Corrupting Gaze. Ranged Attack: reach 30 ft. cone, DC 15 
  Constitution or take 2d10 points of necrotic damage.
  Life Drain. Melee Attack:
   +8 to hit, reach 5 ft., one target. Hit:
   
  (4d8 +4 ) necrotic damage.  The target must succeed on a DC 
  15 Constitution saving throw or its hit point maximum is 
  reduced by the damage taken.  This reduction lasts until the 
  target finishes a long rest.  Target dies if reduced to 0 hit 
  points.
  Grey Ooze 
  (treat as Gelatinous Cube MM 242)
  Lesser Bonedrinker
  Medium Undead (goblinoid),
   Chaotic Evil
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 58 (7d10 + 14)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
   15 (+2)
  18 (+4)
  10 (0)
  8 (-1)
  12 (+1)
  15 (+2)
  Damage 
  Resistances cold, fire and thunder 
  Damage 
  Immunities poison
  Condition 
  Immunities charmed, exhaustion, poisoned
  Skills Stealth +10
  Senses darkvision 60ft, passive Perception 11
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Pounce. If the bonedrinker moves at least 15 feet straight 
  toward a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 12 Strength 
  saving throw or be knocked prone. If the target is prone, the 
  bonedrinker can make either a tentacle or claw attack 
  against it as a bonus action.
  Unholy 
  Toughness A lesser bonedrinker gains a bonus to its 
  hit points equal to its Charisma modifier x its Hit Dice. 
  Actions
  Multiattack A lesser bonedrinker makes two attacks each 
  round with tentacle or claws.
  Claw. Melee Weapon Attack:
   +5 to hit, reach 5 ft., one target. 
  Hit:
   9 (1d8 + 5) slashing damage.
  Tentacle Melee Weapon Attack:
   +5 to hit, reach 10 ft., one target 
  hit: 11 (2d8+2) necrotic damage, plus the target must succeed 
  on a DC 13 Constitution saving throw or its hit point 
  maximum is reduced by the damage taken (target is 
  considered Grappled).  This reduction lasts until the target 
  finishes a long rest.  Target dies if reduced to 0 hit points.
  RED HAND OF DOOM CONVERSION GUIDE 35
  
  The Ghostlord 
  (Lich MM 202 with exceptions:
  )
  The Ghostlord has the following druid abilities which he can 
  use only once per new dawn:
  Plant Kill. The Ghostlord can kill all plants with an 
  Intelligence of 2 or less in a 100 foot radius.  If a plant is 
  under the control of another they can make a DC 15 
  Constitution check to keep it alive.  Affected plant wilt and 
  die within 24 hours and nothing can grow again in the area 
  until a hallow spell it cast on it.
  Speak with Undead Animal. As per spell speak with dead but 
  only works on the corpse of a dead animal.
  Undead Wild Shape. (twice per day).  Same as a druid'
  s Wild 
  Shape ability detailed in PHP 66 but in skeletal form.
  RED HAND OF DOOM CONVERSION GUIDE 36
  
  Allies & Helpful NPCs
  Drellin'
  s Ferry
  Captain Soranna Anitah 
  (treat as Knight MM 347)
  Jorr Natherson 
  (treat as Scout MM 349 )
  Old Warklegnaw
  Huge giant (forest), chaotic neutral. 
  Armor 
  Class 15 (natural armor)
  Hit 
  Points 105 (10d12 + 40)
  Speed 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  17 (+3)
  13 (+1)
  18 (+4)
  15 (+2)
  Saving 
  Throws Str +10 , Dex +5 , Int +6 , Wis +9
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Giant
  Challenge 7 (2,900 XP)
  Land'
  s 
  Stride. 
  Moving through nonmagical difficult terrain 
  costs the forest giant no extra movement. They can also pass 
  through nonmagical plants without being slowed by them 
  and without taking damage from them if they have thorns, 
  spines, or a similar hazard. In addition, they have advantage 
  on saving throws against plants that are magically created 
  or manipulated to impede movement, such those created by 
  the entangle spell.)
  Hide 
  in 
  Plain 
  Sight. 
  The forest giant can magically 
  camouflage themselves to hide by pressing up against a solid 
  surface, such as a tree or wall, that is at least as tall and wide 
  as they are. The giant gains a +10 bonus to Dexterity (Stealth) 
  checks as long as they remain there without moving or 
  taking actions. 
  Innate 
  Spellcasting.  The giant'
  s innate spellcasting ability  
  is Wisdom (spell save  DC  15).  It  can innately cast the 
  following spells, requiring  no  material components:
  At will: barksin,
   Freedom of movement, plant growth, spider 
  climb 
  3/day each: call lightning, pass without trace, speak with plants 
  Actions
  Multiattack.  The giant makes two greatclub attacks .
  Greatclub.  Melee Weapon Attack:  +8 to hit, reach 10 ft .,  one 
  target. Hit: 18 (3d8 + 5)  bludgeoning damage .
  Rock.  Ranged Weapon Attack: +8 to hit, range  60/ 24 0 ft .,  
  one target. Hit: 21 (3d10 + 5)  bludgeoning damage.
  Tiri Kitor
  Killiar Arrowsift (wood elf ranger)
  Medium 
  humanoid,
   
  chaotic 
  good
  Armor 
  Class 17
  Hit 
  Points 36
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  20 (+5)
  14 (+2)
  10 (0)
  14 (+2)
  10 (0)
  Saving 
  Throws 
  Strength +2, Dexterity +7
  Skills Animal Handling +4, insight +4, Medicine +2, Nature 
  +2, Perception +4, Sleight of Hand +5, Stealth +7, Survival +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elf
  Challenge 4 (1,100 XP)
  Archery 
  Specialist. 
   Gain a +2 attack bonus when using a 
  bow.
  Favored 
  Enemies Draconic, Goblinoids, and Lizardfolk. 
  Favored 
  Terrain.  Swamplands.  
  Fey 
  Ancestry. Advantage on saving throws against being 
  charmed and immune to sleep.
  Horde 
  Killer. Once on each of his turns when he make a 
  weapon attack, Killiar can make another attack with the 
  same weapon against a creature that is within 5 feet of the 
  original target within range of the weapon.
  Mask 
  of 
  the 
  Wild. 
   Killiar can attempt to hide even when 
  only lightly obscured by foliage, heavy rain, etc.
  Spellcasting. 
   
  DC 12 based on Wisdom.
  1
  st Level (3 slots): animal friendship, beast bond,
   speak with 
  animals.
  Actions
  Handaxe. 
  Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 
  (1d6) piercing damage. / Ranged Weapon Attack: +7 to hit, 
  reach 20/60, one target. Hit: 3(1d6) piercing damage.
  +1 Longbow. Ranged Weapon Attack: +10 to hit, reach 150 
  ft./600 ft., one target. Hit:
   8 (1d8 + 6) piercing damage.
  Sellyria Starsinger 
  (treat as druid MM 346)
  Trellara Nightshadow 
  (treat as bard VGM 211)
  Tiri Kitor Hunter 
  (treat as Scout MM 349)
  RED HAND OF DOOM CONVERSION GUIDE 37
  
  Brindol Encounters
  Crimson Tiger Thug 
  (treat as Thug MM 350)
  Human Town Guard (treat as Guard MM 347)
  Human Militia 
  (treat as Commoner MM 345)
  Immerstal The Red 
  (treat as Archmage MM 342)
  Captain Lars Ulverth 
  (treat as Knight MM 347)
  Lion of Brindol (City Defender)
  Medium 
  humanoid,
   
  lawful 
  neutral
  Armor 
  Class 19
  Hit 
  Points 36 (4d10 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+3)
  14 (+2)
  15 (+2)
  11 (0)
  13 (+1)
  12 (+1)
  Saving 
  Throws: 
  Constitution +4, Strength + 6
  Skills Acrobatics +2, Animal Handling +3, Athletics +6, 
  Insight +1, Intimidation +1, Perception +3, Stealth +2, 
  Survival + 1
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 4 (1,100 XP)
  Actions
  Longsword. Melee Weapon Attack:
   +6 to hit, reach 5 ft., one 
  target. Hit:
   5 (1d8 + 2) slashing damage, or 6 (1d10 + 2) 
  slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., 
  one target. Hit: 6 (1d8 + 4) piercing damage.
  Tredora Goldenbrow 
  (treat as priest MM 348)
  RED HAND OF DOOM CONVERSION GUIDE 38
  
  New Magic Items:
  Dragonchain
  This 6 foot long length of weighted chain has a heavy 
  striking head at one end cast in the shape of a dragon'
  s skull 
  and a chain loop at the other.  A skilled wielder of this exotic 
  weapon can launch the chain out to a 10ft reach, striking a 
  target before it can close into melee with the wielder.  
  Constrict,  If the wielder succeeds on a grapple check 
  while wielding the weapon, they can loop the weapon 
  around the target.  Constriction damage (2d8 + strength 
  modifier) happens every round until the target can break 
  free.  In addition, if the wielder is properly trained, it will 
  provide advantage to maintain the grapple (constriction) 
  each round.
  Dragonscourge
  This whip-like scourge has five tails, representing the 
  five-headed nature of Tiamat.  At the end of each barbed tail 
  is a small metal cap resembling a dragon'
  s skull, each a 
  different color of metal (black, blue, green, red, and white).  
  The dragonscourge has a reach of 5 ft., and deals 2d4 damage 
  slashing damage but only in the hands of someone trained 
  to use this exotic weapon.  For those untrained it only does 
  have damage (1d4) like that of a normal whip.
  Dragoncraft Armor/Shield (Template)
  This kind of armor works exactly as Armor of Resistance 
  detailed in page 152 of the DMG with the exception that the 
  outer layer of protection is created from the hide of a 
  dragon.  The color of the dragon'
  s hide will determine the 
  resistance type:
  Dragon 
  Type:
  Damage 
  Resistance:
  Black / Copper
  Acid
  White / Silver
  Cold
  Red / Brass / Gold
  Fire
  Blue / Bronze
  Lightning
  Dracolich / Shadow
  Necrotic
  Green
  Poison
  Dragonfang Weapon (Template)
  Dragonfang weapons are created from the claws and/or 
  teeth of a dragon.  The weapon gains an extra die of damage, 
  as well as the +1 bonus damage.  The type of damage it 
  creates is magical and nature and depends upon the type of 
  dragon it was taken from (see Dragoncraft Armor table 
  above).  Only piercing and slashing weapons can be crafted.  
  Common weapon choices for these are: dagger, shortsword, 
  longsword, and greatsword.  
  Staff of Stormclouds
  Staff,
   rare (requires attunement)
  This staff can be wielded as a magic quarterstaff that grants 
  a +1 bonus to attack and damage roll made with it. (Treat the 
  +1 point of damage as lightning). It also has the following 
  additional properties.  The staff has 4 charges and it recovers 
  all 4 charges per each day at dawn. 
  •
  Fog cloud (1 charge)
  •
  Call lightning (2 charges)
  •
  Control weather (4 charges)
  RED HAND OF DOOM CONVERSION GUIDE 39
  
  Red 
  Hand 
  of 
  Doom
  Reference 
  Sheet
  Random 
  Encounters:
  Witchwood
  1d100: 
   Encounter:
  01 - 03 1 Gray Render (See Special Creatures section)
  04 
  - 
  05 1d3+1 
  Centipede 
  Swarms 
  (MM338 
  )
  06 - 08 2d3 Dryads (MM 212)
  09 
  - 
  14 1d3+1 
  Vine 
  Blights 
  (MM 
  32) 
  or 
  1d3+1 
  Assassin 
  Vines 
  (TOA 
  213)
  15 - 20 1 Digester (See Special Creatures Section)
  21 
  - 
  28 1d3 
  Ettercaps 
  (MM 
  131) 
  plus
  1d3 
  Giant 
  Spiders 
  (MM 
  328)
  29 - 34 1d4+1 Giant Wasps (MM 329)
  35 
  - 
  40 1 
  Girallon 
  (VGM 
  152)
  41 - 50 1d4+1 Goblin Worg Riders (See Special Creatures 
  section)
  51 
  - 
  55 1d2 
  Manticores 
  (MM 
  213)
  56 - 63 1d2 Owlbears (MM 249)
  64 
  - 
  69 1 
  Shambling 
  mound 
  (MM 
  270)
  70 - 75 1 Barghest (VGM 123)
  76 
  - 
  80 1d2 
  Trolls 
  ( 
  MM 
  291)
  81 - 92 1d6+8 Stirges ( MM 284)
  93 
  - 
  97 1 
  Giant 
  Boar 
  ( 
  MM 
  323)
  98 - 100 1 Rhinoceros ( MM336 )
  The 
  Blackfens
  1d100%
  Encounter
  01 - 05 1d2 Greenspawn Razorfiends
  06 
  - 
  15 Tiri 
  Kitor 
  patrol* 
  (treat 
  as 
  Scout 
  MM 
  349)
  16 - 22 1d3+1 (or 1 per PC) Chuul (MM 40)
  23 
  - 
  26 1 
  Hydra 
  (MM 
  190)
  27 - 34 1d4 Manticores (MM 213)
  35 
  - 
  42 2 
  Giant 
  Crocodiles 
  (MM 
  324)
  43 - 48 1d6+6 Giant Wasps (MM 329)
  49 
  - 
  56 1d3+3 
  Harpies 
  (MM 
  181)
  57 - 62 1d4 Will-o-wisp  (MM 301)
  63 
  - 
  67 1d3+1 
  Gibbering 
  Mouther 
  (MM 
  157)
  68 - 72 1d2+1 Ochre Jelly (MM 243)
  73 
  - 
  82 1d8+12 
  Stirges 
  (MM 
  284)
  83 - 90 1d3+1 Ghouls (MM 148) + 1 Ghast (MM 148)
  91 
  - 
  100 1d3+6 
  Lizardfolk 
  (MM 
  204)
  *A Tiri Kitor patrol consists of four Scouts (MM 349), each
   mounted on a Giant Owl (MM 327).
  Ghostlord'
  s 
  Domain
  1d100%
  Encounter:
  01 - 04
  Varanthian (The Dragons section)
  05 
  - 
  10
  4 
  Basilisks: 
  nest 
  (MM 
  24)
  11 - 15
  1d3+1 Bulettes (MM 34)
  16 
  - 
  19
  1 
  (per 
  3 
  PCs) 
  Chimera 
  (MM39)
  20 - 29 2d3 Yellow Musk Zombie (TOA 237)
  30 
  - 
  34
  1d4 
  Ghost 
  Brute 
  Lions 
  (Special 
  Creature 
  section)
  35 - 38
  1 Ghost Dire Lion (Special Creature section)
  39 
  - 
  46
  1d2 
  Hieracosphinxes 
  (Special 
  Creatures 
  section)
  47 - 52
  1 (per 3 PCs) Spawn of Kyuss (VGM 192)
  53 
  - 
  57
  1d4+3 
  Ghouls 
  (MM 
  148)
  58 - 72
  1d6+6 Lions (MM 331)
  73 
  - 
  78
  1d3+3 
  Wights 
  (MM 
  300)
  79 - 86 1d3+1 Ankhegs (MM 21)
  87 
  - 
  94
  1d3+1 
  Vine 
  Blights 
  (MM 
  32) 
  or 
  1d3+1 
  Assassin 
  Vines 
  (TOA 
  213)
  95 - 100 2 (per 1 PC) Giant Spiders (MM 328)
  Fane 
  of 
  Tiamat:
  D100%
  Encounter
  01 – 05
  2d4 Blackspawn Raiders (Rank & File section)
  06 
  - 
  15
  2d4 
  Blood 
  Ghost 
  Berserkers 
  (Rank 
  & 
  File)
  16 - 20
  5 Ogres 
  21 
  - 
  35
  Red 
  Hand 
  war 
  patrol*
  36 - 40
  2 Achaierai (Special Creature section) 
  41 
  - 
  45
  1 
  Young 
  Dragon 
  (pick 
  one 
  from 
  Dragon 
  section)
  46 - 50
  1 Behir (MM 25)
  51 
  - 
  60
  1d4+1 
  Ettins 
  (MM 
  132)
  61 - 65
  2d3+1 Manticores (MM 213)
  66 
  - 
  70
  2d3 
  Trolls 
  (MM 
  291)
  71 - 75
  1d3+1 Wyverns (MM 303)
  76 
  - 
  80
  2d3+1 
  Bearded 
  Devils 
  (MM 
  70)
  81 - 85
  1d3 Bulettes (MM 34)
  86 
  - 
  90
  1 
  Bulette 
  that 
  attracts 
  a 
  Chimera 
  (MM 
  39)
  91 - 95
  2d4 Griffons (MM 174) , only if on horseback.
  96 
  - 
  100
  4d3 
  Hell 
  Hounds 
  (MM 
  182)
  *Red Hand war patrol consists of  8 Hobgoblin Veterans
  (Rank & File section), led by a Hobgoblin Sergeant (treat as 
  Hobgoblin Captain MM 186) and a Doom Hand cleric (Rank & 
  File section).
  Magic 
  Items
  (Does 
  not 
  include 
  enemy 
  gear.)
  1. +1 arrow
  2. +1 battle axe
  3. +1 chainmail
  4. +1 longsword
  5. +1 mithral breastplate (or other armor)
  6. +1 rapier (or other weapon)
  7. +1 shield
  8. bracers of defense
  9. headband of intelligence
  10.ioun stone:
   dusty rose prism
  11. pearl of power
  12.potion of barksin
  13.potion of cure serious wound
  14.potion of lesser restoration
  15.potion of protection from poison
  16.potion of greater healing
  17.potion of enlarge
  18.potion of invisibility
  19.potion of superior healing
  20.potion of hill giant strength
  21.potion of heroism
  22.potion of protection from good and evil
  23.ring of protection +1
  24.scroll of cure moderate wounds
  25.scroll of cure serious wounds
  26.scroll of dispel magic
  27.scroll of lesser restoration
  28.scroll of fireball
  29.scroll of hallow
  30.scroll of invisibility
  31.scroll of fly
  32.Staff of Healing
  RED HAND OF DOOM CONVERSION GUIDE
  40
  
  Traps 
  Gardener'
  s 
  Shack 
  (p. 
  5): 
  DC 15 Intelligence (Investigation) or a DC 15 
  Perception to realize that shack will collapse.  End of each round, the 
  shack must get a roll of 10+ on 1d20 or  collapses 1 round later.  Any 
  creature inside must succeed on a DC 15 Dexterity (Acrobatics), taking 
  22 (4d10) bludgeoning damage on failure, half for a success.
  Tiamat 
  Door 
  (p. 
  16): 
  DC 25 passive Wisdom (Perception) check to 
  spot, or DC 20 Wisdom (Perception) if actively searching. DC 25 
  Intelligence (Investigation) to determine how to disarm, followed by a 
  DC 20 Dexterity check using thieves tools to disable it. If  triggered any 
  creature(s) within a 20 foot radius of the doors take 3d10 acid, 3d10 cold, 
  3d10 electricity, and 3d10 fire damage on a failed DC 19 Dexterity 
  (Acrobatics) saving throw, or half as much on a successful one.
  Wall 
  of 
  Tiamat'
  s 
  Wrath 
  (p. 
  17): DC 25 Wisdom (Perception) check if 
  actively searching. DC 20 Intelligence (Arcana) check to determine how 
  to disarm (on a successful roll the character will know that some sort of 
  phrase or command has to be spoken) or: DC 20 Dexterity check (with 
  thieves tools) to disable device. Triggered by stepping in the 5 x 15 foot 
  area on the landing: characters take 12d10 damage from a vortex of 
  acid, cold, fire, and electricity on a failed DC 20 Dexterity saving throw, 
  or half as much on a successful one. Trap resets each round. An 
  invisible wall comes up blocking the passageway which has the same 
  effect as a wind wall spell which last for 1 minute and then resets.
  Dragonchests 
  (p. 
  17): DC 25 Wisdom (Perception) check to spot trap , 
  DC 20 Dexterity check with thieves tools to disable.  Chests can be 
  deactivated if symbol of Tiamat is touched to the lid.  If not trap 
  activates a burst of energy that fills each 5 foot radius dealing 6d10 
  points of acid (black or green), cold (white), fire (red), or lightning 
  damage (blue) on a failed DC 20 Dexterity check or half if successful.
  Monsters
  1. ASSASSIN 
  VINE 
  (TOA 213)
  2. BARGHEST (VGM 123)
  3. CENTIPDED 
  SWARM (MM338 )
  4. DRYAD (MM 121, CR 1 (200 XP))
  5. ETTERCAP (MM 131, CR 2 (450 XP))
  6. GIANT BOAR (MM 323, CR 2 (450 XP))
  7. GIANT SPIDER (MM 328, CR 1 (200 XP))
  8. GIANT WASP (MM 329, CR 0.5 (100 XP))
  9. GIRALLION (VGM 152)
  10.HOBGOBLIN (MM 186, CR 0.5 (100 XP))
  11. MANTICORE (MM 213, CR 3 (700 XP))
  12.OWLBEAR (MM 249, CR 3 (700 XP))
  13.RHINOCEROS (MM 336, CR 2 (450 XP))
  14.SHAMBLING MOUND (MM 270, CR 5 (1,800 XP))
  15.STIRGE (MM 284, CR 0.125 (25 XP))
  16.TROLL (MM 291, CR 5 (1,800 XP))
  17.VINE BLIGHT (MM 32, CR 0.5 (100 XP))
  Special 
  Creatures
  1. Achaierai 
  2. Digester  
  3. Gray Render 
  4. Hieracosphinx 
  5. Wyvern 
  Zombie 
  RED HAND OF DOOM CONVERSION GUIDE
  41
  
  Miniatures 
  List: 
  List format: qty, Creature Name (WOTC/Pathfinder Name)
  STANDARD ENCOUNTERS: 
  □ 12 Hobgoblin Regulars/Warriors (Hobgoblin Archer) 
  □ 5 Doom Hand Cleric (Hobgoblin) 
  □ 3 Bladebearer Hobgoblin (Bladebearer Hobgoblin) 
  □ 8 Hell hound (Hell hound) 
  □ 3 human militia (Caravan Guards) 
  □ 1 human sergeant (Dark Traveler) 
  □ 1 human ranger (Human Wanderer) 
  □ 3 War Dogs (Hyena) 
  □ 1 6-headed hydra (Hydra) 
  □ 3 goblin worg riders (Goblin Wolfrider /Wolf Goblin on Timber Wolves) 
  □ 5 wyvern (Wyvern) 
  □ 8 Hobgoblin Veterans (Hobgoblin Sergeant) 
  □ 1 Minotaur (Minotaur) 
  □ 1 Bugbear Sorcerer (Bugbear Footpad) 
  □ 1 Forest Giant (Formorian) 
  □ 1 Medium Green Dragon (Medium Green Dragon) 
  □ 2 Hobgoblin Sergeant (Hobgoblin Warrior) 
  □ 2 War Adept (Chainmail Hobgoblin Adept/Hobgoblin Talon of Tiamat) 
  □ 2 Hieracosphinxes (Hieracosphinx) 
  □ 1 Large Red Dragon (Large Red Dragon) 
  □ 3-8 Manticores (Manticore) 
  □ 3 Doom Fist Monks (Doom Fist Monks) 
  □ 8-24 Blood Ghost Berserkers (Blood Ghost Berserkers) 
  □ 1 Chimera (Chimera) 
  □ 1 Human Knight (Human Paladin/Sword of Heiroenous) 
  □ 1 Sage (Sage) 
  □ 4 Crimson Tiger Thugs (Human Bandit/Human Thug) 
  □ 4 Ettin (Ettin) 
  □ 5 Goblin Warriors (Goblin Warriors/Skirmishers) 
  □ 4 Barghest (Barghest) 
  □ 8 Blackspawn Raiders (Blackspawn) 
  □ 5 Ogres (Ogre) 
  □ 1 Goblin (Goblin/Goblin Sneak) 
  □ 1 Worg (Worg) 
  □ 2 Doom Hand Warpriest (Hobgoblin Fighter) 
  □ 3 Greenspawn Razorfiend (Greenspawn Razorfiend) 
  □ 5 Giant Owls/5 Elves (Giant Owl/Griffon Cavalry) 
  □ 7 Wild Elves (Elves) 
  □ 3 Giant Crocodile (Crocodile) 
  □ 8 Lizardfolk (Lizardfolk)
  □ 2 Zhul Mindbender (Urthok the Vicious) 
  □ 1 Eagle (Giant Eagle/Celestial Eagle) 
  □ 1 Medium Black Dragon (Medium Black Dragon) 
  □ 1 Behir (Behir) 
  □ 6 Ghost Brute Lion/Ghost Dire Lion/Dire Lion (Dire Lion/Hellcat) 
  □ 1 Large Grey Ooze (Gelatinous Cube instead) 
  □ 6 Lesser Bonedrinkers (Kobold Zombies) 
  □ 1 Lich (Lich Necromancer) 
  □ 4 Hill Giants (Hill Giant/Hill Giant Chieftain) 
  □ 5 Bluespawn Thunderlizards (Redspawn Firebelchers) 
  □ 1 Large Blue Dragon (Large Blue Dragon) 
  □ 4 Blue Abishai (Blue Wyrmling) 
  □ 2 Wyvern Zombies (Wyvern) 
  □ 1 Bone Devil (Bone Devil) 
  □ 1 Night Hag (Night Hag) 
  □ 4 Bearded Devils (Bearded Devils) 
  □ 4 Wraiths (Wraith) 
  □ 2 Erinyes (Erinyes) 
  □ 1 Barbed Devil (Barbed Devil) 
  □ 1 Half-Dragon Hobgoblin (Gold Champion) 
  □ 1 Aspect of Tiamat (Aspect of Tiamat)
  ALLIES: 
  □ 4 Lions of Brindol (Rackham Praetorean Guard) 
  □ 1 Captain Ulverth (Rackham Deacon Tiberius) 
  □ 10 Town Guard (City Guard/Royal Guard) 
  □ 5 Dwarves Mercenaries (Dwarf Soldier) 
  □ 1 Human Cleric (Priest/Cleric of St. Cuthbert) 
  □ 1 Halfling Wizard (Halfling Wizard) 
  □ 1 Male Human (Commoner/Peasant) 
  Random/Misc Encounters:
  □ 1 Gray Render (Gray Render) 
  □ 4 Centipede Swarms (Centipede/Spider Swarm) 
  □ 5 Dryads (Dryad/Wood Woad) 
  □ 4 Assassin Vines (Vine Choker/Viper Vine/Plant Vine by Dungeon Crawler) 
  □ 1 Digester (Digester) 
  □ 2 Ettercaps (Ettercap) 
  □ 4 Large Monstrous Spiders (Large Monstrous Spider) 
  □ 6 Giant Wasps (Swarmling by MageKnight) 
  □ 1 Girallon (Fiendish Girallon) 
  □ 2 Owlbears (Owlbear) 
  □ 1 Shambling Mound (Shambling Mound) 
  □ 1 Tendriculous (Treant) 
  □ 6 Trolls (Troll/Forest Troll) 
  □ 14 Stirges (Stirge) 
  □ 1 Dire Boar (Dire Boar) 
  □ 1 Giant Stag Beetle (Giant Beetle) 
  □ 1 Chuul (Chuul) 
  □ 3 Harpies (Harpy) 
  □ 1 Will-o'-wisp (Will-o'-wisp) 
  □ 1 Gibbering Mouther (Gibbering Mouther) 
  □ 1 Ochre Jelly (Ochre Jelly) 
  □ 4 Ghouls (Ghoul) 
  □ 1 Ghast (Ghast) 
  □ 4 Basilisk (Basilisk) 
  □ 1 Bulette (Bulette two sizes now: Large or Huge) 
  □ 6 Wights (Wight/Terror Wight) 
  □ 4 Ankhegs (Ankheg) 
  □ 1 Huge Monstrous Spider (Huge Fiendish Spider) 
  □ 6 Achaierais (Achaierai) 
  □ 6 Griffons (Griffon)
  RED HAND OF DOOM CONVERSION GUIDE
  42
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Red Hand of Doom - 5E Conversion Guide.pdf