TEXT:  
   Conversion Guide by Mark 
  Stout
  For Character Levels 14-15
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  Q1
  Queen 
  of 
  the 
  Demonweb 
  Pits
  
  Q1 
  Queen 
  of 
  the
  Demonweb 
  Pits
  Conversion Guide
  Introduction: In 1980, TSR published the module named “Queen of the Demonweb Pits” with
  the module code “Q1”. It was written by David C. Sutherland III and Gary Gygax, and
  illustrated by Jeff Dee, David S. LaForce, Erol Otus, Jim Roslof, and David C. Sutherland III. It
  consisted of a 32 page booklet and double cover folder containing maps. 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 six 14th – 15th level characters
  by MARK STOUT
  DUNGEONS & DRAGONS,
   D&D, Wizards of the Coast,
   Forgotten Realms,
   the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
   
  All other original material in this work is copyright 2016 by Mark Stout and published under the Community Content Agreement for Dungeon Masters Guild.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  2
  
  Q1: Queen of the Demonweb Pits
  Introduction
  To use this conversion guide you will need a copy of “Q1 
  Queen of the Demonweb Pits”, originally available in hard-
  copy and now for sale in Digital format at 
  www.dndclassics.com. 
  This document gives DMs advice to convert the module 
  to the latest 5th Edition rules and guidance on preparing the 
  adventure. A list of  encounters provide a quick in-game 
  reference. Most creatures refer to stat blocks in the D&D 5e 
  Monster Manual. A few creatures have full stat blocks in the 
  Special Creatures section at the end of this conversion guide.
  Page listings may refer to abbreviations: MM (Monster 
  Manual), CR (Challenge rating), and DMG (Dungeon Master 
  Guide).  All other page number refer to the locations in the 
  original '
  Queen of the Demonweb Pits'
   module. Key text is in 
  bold for easy scanning. Magic items are noted in italics.
  Find more information about this and other early edition
  conversions at www.classicmodulestoday.
   
   com.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll 
  need during the game onto one concise sheet. You can print 
  this onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual,  the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared.
  Adventure Summary
  This adventure is used right after completing "D3 Vault 
  of the Drow".
  The adventure begins with the adventurers in 
  Menzoberranzan at the temple of Lolth. The queen of spiders
  has left an item for the player characters, a sort of invitation 
  to visit her realm. She has done this to finally be rid of the 
  adventurers who have plagued her people and plans for so 
  long. Lolth fully expects them to die within the Demonweb, 
  but has given them to means to come to her so she may have 
  the final satisfaction of killing them herself.
  However Lolth is nothing if not cautious, and has taken 
  precautions to ensure that even a defeat will not spell her 
  end. She has chosen to face them on her spider ship, which 
  currently rests on another prime world. Defeating her there 
  will banish her back to her abyssal plane for a century, 
  setting back her plans, but not ending her fiendish life for 
  good.
  The spider ship also houses her most faithful drow 
  servants, as well as demons, and even dragons, that serve 
  her. When the time for a showdown arrives, the spider 
  queen will not be alone.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Vault of the Drow” into the Forgotten 
  Realms world of Faerûn.
  This adventure takes the adventurers from 
  Menzoberranzan, into the abyssal plane of the Lolth herself. 
  Once the adventurers have passed through the temple gate 
  to the Demonweb, they can'
  t return until they escape to one 
  of the other prime worlds (where plane shift and similar 
  spells work again), or defeat Lolth.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Published 
  books referenced in this conversion include:
   
  Player'
  s Handbook (PH), Dungeon Master'
  s Guide 
  (DMG), Monster Manual (MM), Volo'
  s Guide to Monsters
  (VGM), and Out of the Abyss (OotA).
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  •
  When the module text says one or more turns, a turn 
  refers to 10 
  minutes of in-game time.
  •
  Convert 
  drow 
  magic 
  weapon and armor 
  bonuses in the 
  following way. Old bonus/new bonus: +1 to +2/+1, +3 to 
  +4/+2, +5/+3.
  •
  All spiders and spider-like creatures encountered in this 
  module are Abyssal varieties. In addition to their normal
  statistics, they all have the Fiendish template, which 
  grants them the following abilities:                                 
  Damage 
  Resistances cold, fire, lightning
  The Demonweb
  •
  The Demonweb is a very unusual plane of the abyss, 
  being closed off from direct travel unless the Queen of 
  Spiders permits it. Spells and magical items can have 
  their effects altered, or not work at all, and normal 
  physical laws don'
  t apply there. Following is what you 
  need to know about running the Demonweb.
  •
  The Demonweb consists of 20 foot wide paths with no 
  railings. Fog is at the edge of both sides of the path, and 
  10 feet above the path. The fog blocks all vision types 
  beyond 60 feet, except truesight which reveals the 
  abyssal maelstrom surrounding the Demonweb.
  •
  Creatures pushed off the path may make a DC 13 
  Dexterity saving throw to catch themselves before they 
  fall off. Any creature falling off is swept into the Abyss 
  and ends up on a random plane, which will end badly if 
  the creature is not native to the Abyss and has no way to 
  leave.
  •
  All creatures encountered in the Demonweb have 
  tremorsense 100 ft., in addition to their normal senses. 
  Player characters do not gain this benefit. This 
  sense 
  renders 
  stealth 
  and 
  invisibility 
  useless 
  within 
  100 
  feet.
  •
  The paths are all perfectly level, yet lead around to 
  overpasses that cross previous paths. This may give the 
  characters a headache trying to figure it out, but is 
  simply an effect of the Abyss. Overpasses have a 
  permanent feather fall effect surrounding them. Any 
  creature may step off and float safely down to the path 
  below. Creatures encountered in the Demonweb all 
  know this.
  •
  The fog obscures overpasses and underpasses. Player 
  characters can spot them on a DC 18 passive Wisdom 
  (Perception) check, or a DC 16 Wisdom (Perception) roll if
  actively searching.
  •
  Magic items that do not work in the Demonweb include 
  items which:
  • Summon creatures or objects.
  • Allow magical transportation.
  • Allow flying or levitation.
  • Affect the Demonweb itself (stone shape, passwall).
  • Allow divination through the contacting of other 
  planes.
  •
  Spells that don'
  t 
  work in the Demonweb are:
  • Animate Objects
  • Arcane Gate
  • Astral Projection
  • Awaken
  • Blink
  • Call Lightning
  • Clairvoyance
  • Commune
  • Commune with Nature
  • Conjure Animals
  • Conjure Celestial
  • Conjure Elemental
  • Conjure Fey
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Contact Other Plane
  • Control Weather
  • Create Undead
  • Creation
  • Demiplane
  • Dimension Door
  • Dispel Evil and Good
  • Divination
  • Divine Ward
  • Drawmij'
  s Instant Summons
  • Etherealness
  • Find the Path
  • Fly
  • Forbiddance
  • Gate
  • Giant Insect
  • Guardian of Faith
  • Guards and Wards
  • Hallow
  • Holy Aura
  • Imprisonment
  • Insect Plague
  • Jump
  • Legend Lore
  • Leomund'
  s Tiny Chest
  • Levitate
  • Locate X (any of these spells)
  • Magic Circle
  • Magic Jar
  • Maze
  • Meld into Stone
  • Misty Step
  • Mordenkainen'
  s Magnificent Mansion
  • Mordenkainen'
  s Private Sanctum
  • Move Earth
  • Passwall
  • Planar Ally
  • Planar Binding
  • Plane Shift
  • Plant Growth
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  4
  
  • Protection from Evil and Good
  • Rope Trick
  • Scrying
  • Sending
  • Simulacrum
  • Spike Growth
  • Spirit Guardians
  • Stone Shape
  • Teleport
  • Teleportation Circle
  • Transport Via Plants
  • Tree Stride
  • Wind Walk
  • Word of Recall
  •
  Spells that have their effects 
  altered in the Demonweb 
  include:
  • Contingency: If the contingency includes a barred 
  spell, the contingency spell itself fails to operate.
  • Detect 
  Evil 
  and 
  Good: The entire Demonweb radiates 
  so much evil it blocks the spell from detecting evil 
  creatures. The spell can still detect good creatures.
  • Detect 
  Magic: The entire Demonweb radiates so much 
  magic it blocks out any individual item, rendering the 
  spell useless.
  • Earthquake: The spell shakes the Demonweb, causing 
  everyone to check for falling off the path, but does no 
  damage to the paths.
  • Invisibility 
  (including 
  Greater): Since all creatures on 
  the Demonweb have tremorsense 100 ft., they will 
  automatically know the location on a stealthed or 
  invisible creature within that range.
  • Wish: Wish can'
  t duplicate a barred spell.
  •
  Once 
  out 
  of 
  the 
  Demonweb, into the other prime worlds 
  connected to it, spells 
  and 
  magic 
  items regain their 
  normal 
  functions.
  Visuals
  Suggested visuals to create:
  •
  Room 
  locations on the Demonweb are described, but 
  not 
  mapped 
  out. Prepare each of those maps ahead of 
  time, at the 5 
  foot combat scale if you plan to use 
  miniatures or tokens.
  Random Encounters
  Demonweb
  Level One
  Roll 
  1d4
  1
  2
  Small pedipalp (8)
  Small solifugid (8)
  3
  4
  Swarm of spiders (4)
  Swarm of spiders (6)
  Level Two
  Roll 
  1d10
  1
  2-3
  4-5
  Drider (2)
  Medium pedipalp (6)
  Medium solifugid (6)
  6-8
  9-10
  Giant spider (10)
  Giant scorpion (6)
  Level Three
  Roll 
  1d10
  1-2
  3-4
  5-6
  Drider (4)
  Large pedipalp (6)
  Large solifugid (6)
  7-8
  9-10
  Giant spider (12)
  Giant scorpion (8)
  Kingdom of Caer Sidi
  Lolth'
  s Forest
  Roll 
  1d100
  01-20
  21-40
  41-70
  71-95
  96-100
  Bugbear (24)
  Gargoyle (14)
  Gnoll (50)
  Minotaur (8)
  Ogre (20)
  Caer Sidi
  Roll 
  1d100
  01-50
  51-60
  61-80
  81-85
  86-90
  91-95
  96-100
  Scouting Party
  Aerial Patrol
  Knight (4)
  Unicorn (2)
  Manticore (5)
  Gardener (6)
  Hunting Party
  The Frozen Lands
  Roll 
  1d100
  01-15
  16-18
  19-25
  26-35
  36-50
  51-65
  66-75
  76-80
  81-95
  96-100
  Bugbear (15)
  White Dragon, Adult (1-2)
  Ettin (4)
  Winter Wolf (12)
  Frost Giant (4)
  Yeti (8)
  Gnoll (16)
  Werewolf (6)
  Ogre (10)
  Remorhaz (1)
  The Great Ocean
  On Shore
  Roll 
  1d100
  01-50
  51-75
  76-80
  81-90
  91-95
  96-100
  Headhunters (100)
  Trading Fleet
  Giant Boar (6)
  Giant Crab (12)
  Jackal (15)
  Giant Scorpion (6)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  5
  
  At Sea
  Roll 
  1d100
  01-10
  11-20
  21-30
  31-40
  41-50
  51-55
  56-60
  61-70
  71-75
  76-80
  81-90
  91-95
  96-98
  99-100
  Trading Fleet
  Buccaneers (100)
  Ixitxachitl (50)
  Dolphin (12)
  Lacedon (ghoul) (20)
  Kapoacinth (gargoyle) (14)
  Morkoth (1)
  Killer Whale (6)
  Sahuagin (40)
  Giant Octopus (1)
  Hunter Shark (12)
  Giant Sea Horse (16)
  Sea Hag (1)
  Dragon Turtle (1)
  The Black Fen
  Day
  Roll 
  1d100
  01-10
  11-17
  18-21
  22-35
  36-40
  41-45
  46-50
  51-60
  61-77
  78-81
  82-90
  91-95
  96-100
  Black Dragon, Adult (1-2)
  Roper (5)
  Catoblepas (1)
  Crocodile (15)
  Giant Crocodile (4)
  Gnoll (50)
  Harpy (6)
  Giant Poisonous Snake (4)
  Giant Lizard (8)
  Shambling Mound (4)
  Giant Toad (8)
  Troll (8)
  Cavemen (20)
  Night
  Roll 
  1d100
  01-05
  06-15
  16-25
  26-40
  41-50
  51-60
  61-75
  76-80
  81-85
  86-95
  96-100
  Black Dragon, Adult (1-2)
  Roper (4-6)
  Banshee (4)
  Stirge (20)
  Will-o-wisp (8)
  Gnoll (50)
  Giant Poisonous Snakes (6)
  Shambling Mound (4)
  Giant Toad (8)
  Troll (8)
  Cavemen (30)
  The Labyrinth of Arachne
  Roll 
  1d100
  01-10
  11-42
  43-74
  75-79
  80-95
  96-100
  Giant Spider (6)
  Medium Pedipalp (10)
  Small Pedipalp (20)
  Phase Spider (3)
  Survivor (10)
  Fugitive (5)
  Maldev
  Roll 
  1d10
  1-8
  9
  10
  Lolth Army Unit
  Dwarf Refugee (20)
  Human Refugee (30)
  The Nightworld of Vlad Tolenkov
  Roll 
  1d100
  01-15
  16-30
  31-35
  36-43
  44-50
  51-55
  56-70
  71-80
  81-95
  96-100
  Ghoul (10)
  Ghast (6)
  Harpy (4)
  Jackalwere (8)
  Werewolf (6)
  Troll (8)
  Merchant Caravan
  Bandit (40)
  Peasant (60)
  Vlad Tolenkov (1)
  The Spider Ship of Lolth
  Roll 
  1d20
  1-8
  9-12
  13-20
  Manes (10)
  Quasit (6)
  Random Change
  Planned Encounters
  Demonweb Level One
  1. Chamber of the Trollguards. Trolls (12).
  2. The Stronghold of Trose. Trose (1), Werewolves (5).
  3. Gnoll Barracks. Gnolls (66), Minotaurs (3).
  4. First Teleportation Room. Vrocks (4).
  Demonweb Level Two
  5. The Magnetic Chamber. Bugbears (30).
  The lodestone in the chamber will pull any creature wearing
  medium or heavy armor (except hide) to it. Creatures 
  affected may make a DC 16 Strength check to avoid being 
  pulled to the stone. If successful, they don'
  t have to repeat 
  the check unless they move closer to the stone, which 
  requires an immediate check. If they fail, they are pulled to 
  the stone and restrained until they succeed at a DC 20 
  Strength check, or remove their armor.
  The bugbears wear hide armor (AC 14) and wield wooden 
  mauls (3d6 + 2 bludgeoning damage), so they are unaffected 
  by the lodestone.
  6. The Black Chamber. Drow Priestess (4), Drow Mage (1).
  7. The Chamber of Opposition. Ogres (20). This chamber 
  contains a Mirror of Opposition. Whenever a creature looks 
  at the mirror, the mirror creates an exact duplicate of that 
  creature which steps out of the mirror and attacks the 
  original creature. The duplicate has the exact same statistics,
  current hit points, equipment, and spells as the original, but 
  none of its equipment is magical. The duplicate disappears 
  when killed, or when 20 minutes have passed.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  6
  
  8. Second Teleportation Room. Hezrou (4). The illusion of the
  two Hezrou may be seen through with a successful DC 16 
  Intelligence (Investigation) check.
  Demonweb Level Three
  9. Chamber of the Peace-Speakers. Jackalweres (4).
  10. The Lieutenants of Lolth. Drow Priestesses (3), Drow 
  Mages (3), Zombies (30). The glyph of warding spells on the 
  doors may be noticed on a successful DC 15 Intelligence 
  (Investigation) check, and all have a save DC 15.
  The peepholes may be found with a successful DC 25 
  Wisdom (Perception) check. They cannot be noticed with 
  passive Perception.
  11. The Burial Chamber. Ghouls (15), Ghasts (5). The undead 
  can'
  t be detected before they surface, except by 
  extraordinary means such as tremorsense.
  12. Third Teleportation Room. Glabrezu (3). The glabrezu are 
  polymorphed into mice when the characters enter the room 
  (a special surprise from Lolth!). The mice may be noticed 
  with a successful DC 20 passive Perception, or a DC 16 active 
  Wisdom (Perception) check. Once they cast their first spell, 
  they will revert to their normal form.
  The glabrezu will use their confusion and power word stun 
  spells to split the party, then will attempt to grapple and 
  throw characters into the fire in the center of the room. Any 
  creature thrown into the fire takes 11 (2d10) fire damage 
  when entering and at the beginning of their turn.
  Demonweb Level Four
  A. The Kingdom of Caer Sidi. Duke Alfric (1).
  B. The Frozen Lands. The mountains beyond this door have 
  temperatures of Extreme Cold (DMG 
  pg. 
  110).
  C. The Great Ocean.
  D. The Black Fen.
  E. The Labyrinth of Arachne.
  F. Maldev.
  G. The Nightworld of Vlad Tolenkov. Vlad Tolenkov (1)
  H. Lolth'
  s Prison. Trinax (1), Bone Colossus (1).
  I. The Spider Ship of Lolth. Gargoyles (2).
  The Spider Ship of Lolth
  The entire spider ship is Lolth'
  s lair, for the purposes of lair 
  actions.
  Deck A
  1. The Matron'
  s Chamber. Marilith (1).
  2. Matron'
  s Assistant. Roper (1).
  3. Servant'
  s Quarters. Bugbears (3).
  4. Servant'
  s Quarters. Troll (1).
  5. Storeroom. Quasit (4).
  6. Guard Station. Ogre (1).
  8. Guard Station. Hill Giants (2).
  Deck B
  9. Frost Giant Guard Station. Frost Giants (2).
  11. Storeroom. Giant Spiders (4).
  13. The Court of Lolth. The Dispel Magic Zone at the door 
  was created by a 9th level casting, and will automatically 
  end any active spell currently on a character, whether 
  bestowed by spell, potion, or magical item. The zone does not
  prevent spells from being cast inside the zone, or from 
  outside the zone into it. Instantaneous spells like magic 
  missile or cure wounds are unaffected. Any spell with a 
  duration is dispelled at the end of the turn of the creature 
  that cast it.
  The illusion of Lolth may be seen as an illusion with a 
  successful DC 20 Intelligence (Investigation) check. It can'
  t 
  harm the characters, its only purpose is to trick them into 
  wasting powerful magic on it.
  The spy hole looking into this room can only be found if 
  actively searching, with a successful DC 20 Wisdom 
  (Perception) check.
  15. Hallway. The illusion of the wall may be seen as an 
  illusion with a successful DC 20 Intelligence (Investigation) 
  check. Seeing it for an illusion doesn'
  t dispel the illusion.
  15A. Chamber of the Black Dragon. Adult Black Dragon (1).
  16. Hallway. The illusion of the wall may be seen as an 
  illusion with a successful DC 20 Intelligence (Investigation) 
  check. Seeing it for an illusion doesn'
  t dispel the illusion.
  16A. The Cold Chamber. Adult White Dragon (1).
  17. Stairs to the Upper Level. There are two glyph of warding 
  spells on the stairs. Each may be found with a successful DC 
  18 Intelligence (Investigation) check. Each inflicts 6d8 
  lightning damage with a save DC 18.
  18. Guard Station. Ogres (4).
  Deck C
  19. The Shining Hall. The illusion of the wall may be seen as 
  an illusion with a successful DC 20 Intelligence 
  (Investigation) check. Seeing it for an illusion doesn'
  t dispel 
  the illusion.
  20. Ogre Barracks. Ogres (10).
  21. Gargoyle Den. Gargoyles (6).
  22. Temple of the True Lolth. Driders (2, spellcaster variant), 
  Giant Solifugids (10), Giant Pedipalpi (10), Lolth, Demon 
  Queen of Spiders.
  The gray shaded area on the map appears to be solid, but 
  functions exactly like quicksand (DMG 
  pg. 
  110). All creatures
  present know about the area, and avoid it.
  Lolth will be in spider form, under the quicksand with only a
  few of her eyes showing. Her eyes may be spotted with a 
  successful passive or active DC 25 Wisdom (Perception) 
  check. She is not hindered by the quicksand at all, and can 
  move and function normally. She will wait until the 
  characters are engaged with her minions, then cast spells 
  and use lair actions on them. Once she suffers half her hit 
  points in damage, or her minions are reduced to half 
  strength, she will retreat to her lair, by teleport if need be.
  23. Chamber of the Goat Beast. Chimera (1).
  24. The Beds of the Yochlol. Yochlol (4).
  25. Guardians of the Stair. Yochlol (2). If a fight starts here, 
  the yochlol from room 24 will arrive in 2 rounds to join the 
  fight.
  26. Ettin Barracks. Ettins (2).
  Deck D
  27. Main Hall. Ropers (2).
  28. Operator'
  s Quarters. Succubi (3).
  Deck E
  30. Kennels of Lolth. Harpies (8).
  31. Lolth'
  s Ladies in Waiting. Yochlol (2).
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  7
  
  32. Lolth'
  s Lair. Giant Solifugids (5), Hezrou (1), Lolth, as 
  many giant spiders summoned as she has spells left (8 per 
  spell, Lolth ignores the concentration requirement while in 
  her lair).
  When the characters get to this area, Lolth will be in drow 
  form, and healed of any wounds she sustained in the 
  previous fight. She will have already summoned as many 
  giant spiders as she has spells left to, and has gated in a 
  hezrou as well (she can only do this once).
  She will use all her powers to slay the characters, retreating 
  to room 34 only if wounded to half hit points, or all her 
  minions have been killed.
  34. Hall of Mirrors. Animated Armor (4), Lolth.
  The Queen of Spiders will make her final stand here, in her 
  spider form. She will be healed to a maximum of 235 hit 
  points from the previous engagement, but has no healing 
  remaining. If she is reduced to 66 hit points or less, she will 
  break off and run through a mirror which takes her back to 
  her Abyssal plane.
  This exacts a high price, as leaving the spider ship takes 
  away the energy keeping it together. The ship begins to 
  groan, creak, and collapse. The characters have 10 minutes 
  (they won'
  t know this) to leave the ship before it 
  disintegrates back into the chaos that it was created from. 
  The destruction of Lolth'
  s spider ship will set back her plans 
  on multiple worlds by centuries, and earn the characters her
  undying enmity.
  The mirrors will take the characters wherever they envision, 
  including back home, but only if they leave before the ship 
  disintegrates. Alternately, the characters black out as the 
  ship disintegrates, only to wake up back in the city where 
  their adventure began.
  Deck F
  Boilers. Manes (2 per boiler).
  37. Mandible Control Room. Salamanders (2).
  Deck G
  38. Engine Control Room. Salamanders (4).
  Magic Items
  1. Amulet of protection from lycanthropes (See Special Items)
  2. Armor of vulnerability
  3. Belt of frost giant strength
  4. Boots of speed
  5. Chime of opening
  6. Crystal ball
  7. Death lance (See Special Items)
  8. Giant slayer long sword
  9. Leather armor +1
  10.Long sword +2
  11.Pendant of truth (See Special Items)
  12.Plate armor +3
  13.Potion of animal friendship
  14.Potion of clairvoyance
  15.Potion of delusion (replace with potion of poison)
  16.Potion of diminution
  17.Potion of extra healing (replace with potion of superior 
  healing)
  18.Potion of fire giant strength
  19.Potion of fire resistance
  20.Potion of flying
  21.Potion of gaseous form
  22.Potion of healing
  23.Potion of heroism
  24.Potion of human control (replace with potion of cold 
  resistance)
  25.Potion of invisibility
  26.Potion of invulnerability
  27.Potion of poison
  28.Potion of speed
  29.Potion of stone giant strength
  30.Potion of sweet water (replace with potion of water 
  breathing)
  31.Potion of treasure finding (replace with potion of psychic 
  resistance)
  32.Potion of undead control (replace with potion of acid 
  resistance)
  33.Potion of white dragon control (replace with potion of cold 
  resistance)
  34.Ring of contrariness (replace with potion of poison)
  35.Ring of protection
  36.Ring of warmth
  37.Rope of climbing
  38.Scroll of burning hands,
   thunderwave, detect thoughts,
   fear,
   
  Leomund'
  s tiny hut, Otto'
  s irresistible dance
  39.Scroll of cure wounds (3 spells,
   cast at 4th level)
  40.Scroll of find familiar,
   ice storm
  41.Scroll of protection from evil and good,
   dispel magic,
   dispel 
  evil and good
  42.Scroll of protection from lycanthropes
  43.Scroll of sanctuary,
   lesser restoration, spiritual weapon,
   
  glyph of warding,
   heal
  44.Shield +3
  45.Shortsword +1
  46.Wand of frost (replace with wand of lightning bolts)
  47.Wand of illumination (replace with wand of secrets)
  48.Wand of magic missiles
  49.Wand of negation (replace with wand of fear)
  50.Wings of flying
  Traps 
  •
  Bells 
  (pg. 
  21): Triggered by opening doors or chests. A DC 
  15 Wisdom (Perception) check notices the trap, while a 
  successful DC 14 Dexterity check using thieves tools will 
  disable it. A failed disable check will trigger the trap as 
  well. When the trap is triggered, the bells will ring, 
  alerting nearby monsters.
  •
  Blinding 
  Gas 
  (pg. 
  10): Triggered by opening the chest in 
  the room, unless disarmed first. A DC 20 Wisdom 
  (Perception) check notices the trap, while a successful 
  DC 18 Dexterity check using thieves tools will disable it. 
  A failed disable check will trigger the trap as well. 
  All creatures within 10 feet of the chest when the trap is 
  triggered must succeed on a DC 18 Constitution saving 
  throw or be blinded for 1 hour, or until cured.
  •
  Poison 
  Needle 
  (pg. 
  9, 
  10, 
  12): Triggered by opening the 
  chest, unless disarmed first. A DC 20 Wisdom 
  (Perception) check notices the trap, while a successful 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  8
  
  DC 18 Dexterity check using thieves tools will disable it. 
  A failed disable check will trigger the trap as well. The 
  creature triggering the trap takes 1 piercing damage and 
  55 (10d10) poison damage, and must succeed on a DC 18 
  Constitution saving throw or be poisoned for 1 hour.
  Monsters
  1. Aerial 
  Patrol: Knight (3), Mage (1), Thug (10), Griffon (14)
  2. Animated 
  Armor (MM 19, CR 1, 200 XP)
  3. Bandit (MM 343, CR 1/8, 25 XP)
  4. Banshee (MM 23, CR 4, 1100 XP)
  5. Black 
  Dragon, 
  Adult (MM 88, CR 14, 11500 XP)
  6. Bone 
  Colossus (See Special Creatures)
  7. Buccaneer (as bandit)
  8. Bugbear (MM 33, CR 1, 200 XP)
  9. Catoblepas (VGM 129, CR 5, 1800 XP)
  10.Caveman (as tribal warrior)
  11.Chimera (MM 39, CR 6, 2300 XP)
  12.Commoner (MM 345, CR 0, 0 XP)
  13.Crocodile (MM 320, CR 1/2, 100 XP)
  14.Dolphin (VGM 208, CR 1/8, 25 XP)
  15.Dragon 
  Turtle (MM 119, CR 17, 18000 XP)
  16.Drider (MM 120, CR 6, 2300 XP)
  17.Drow 
  Mage (MM 129, CR 7, 2900 XP)
  18.Drow 
  Priestess (MM 129, CR 8, 3900 XP)
  19.Duke 
  Alfric (as Drow mage)
  20.Ettin (MM 132, CR 4, 1100 XP)
  21.Frost 
  Giant (MM 155, CR 8, 3900 XP)
  22.Fugitive (as commoner)
  23.Gardener (as commoner, with human or dwarven traits)
  24.Gargoyle (MM 140, CR 2, 450 XP)
  25.Ghast (MM 148, CR 2, 450 XP)
  26.Ghoul (MM 148, CR 1, 200 XP)
  27.Giant 
  Boar (MM 323, CR 2, 450 XP)
  28.Giant 
  Crab (MM 324, CR 1/8, 25 XP)
  29.Giant 
  Crocodile (MM 324, CR 5, 1800 XP)
  30.Giant 
  Lizard (MM 326, CR 1/4, 50 XP)
  31.Giant 
  Octopus (MM 326. CR 1. 200 XP)
  32.Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 50 XP)
  33.Giant 
  Scorpion (MM 327, CR 3, 700 XP)
  34.Giant 
  Sea 
  Horse (MM 328, CR 1/2, 100 XP)
  35.Giant 
  Spider (MM 328, CR 1, 200 XP)
  36.Giant 
  Toad (MM 329, CR 1, 200 XP)
  37.Glabrezu (MM 58, CR 9, 5000 XP)
  38.Gnoll (MM 163, CR 1/2, 100 XP)
  39.Guard (MM 347, CR 1/8, 25 XP)
  40.Harpy (MM 181, CR 1, 200 XP)
  41.Headhunter (as bandit)
  42.Hezrou (MM 60, CR 8, 3900 XP)
  43.Hill 
  Giant (MM 155, CR 5, 1800 XP)
  44.Hunter 
  Shark (MM 330, CR 2, 450 XP)
  45.Hunting 
  Party: Knight (4), Mage (2), Scout (3), Pharisee 
  (15), Servant (15)
  46.Ixitxachitl (OotA 225, CR 1/4, 50 XP)
  47.Jackal (MM 331, CR 0, 10 XP)
  48.Jackalwere (MM 193, CR 1/2, 100 XP)
  49.Killer 
  Whale (MM 331, CR 3, 700 XP)
  50.Knight (as standard with elven traits, MM 347, CR 3, 700 
  XP)
  51.Kapoacinth (as gargoyle, remove fly speed, add swim 
  speed equal to fly speed, add water breathing)
  52.Lacedon (as ghoul, add swim speed equal to move speed, 
  add water breathing)
  53.Lolth 
  Army 
  Unit:
   One of the following groups - Gnoll 
  (100), Bugbear (50), Ogre (30), Troll (15)
  54.Lolth, 
  Demon 
  Queen 
  of 
  Spiders (See Special Creatures)
  55.Mage (as standard with elven traits, MM 347, CR 6, 2300 
  XP)
  56.Manes (MM 60, CR 1/8, 25 XP)
  57.Manticore (MM 213, CR 3, 700 XP)
  58.Marilith (MM 61, CR 16, 15000 XP)
  59.Merchant (as commoner)
  60.Merchant 
  Caravan: Merchant (10), Guards (30)
  61.Minotaur (MM 223, CR 3, 700 XP)
  62.Morkoth (VGM 178, CR 11, 7200 XP)
  63.Ogre (MM 237, CR 2, 450 XP)
  64.Peasant (as commoner)
  65.Pedipalp, 
  Large (See Special Creatures)
  66.Pedipalp, 
  Medium (See Special Creatures)
  67.Pedipalp, 
  Small (See Special Creatures)
  68.Pharisee (as commoner with elven traits)
  69.Quasit (MM 63, CR 1, 200 XP)
  70.Refugee (as commoner)
  71.Remorhaz (MM 258, CR 11, 7200 XP)
  72.Roper (MM 261, CR 5, 1800 XP)
  73.Sahuagin (MM 263, CR 1/2, 100 XP)
  74.Salamander (MM 266, CR 5, 1800 XP)
  75.Sea 
  Hag (MM 179, CR 2, 450 XP)
  76.Scout (as standard with elven traits, MM 349, CR 1/2, 100 
  XP)
  77.Scouting 
  Party: Scout (6), Thug (1)
  78.Servant (as commoner with human or dwarven traits)
  79.Shambling 
  Mound (MM 270, CR 5, 1800 XP)
  80.Solifugid, 
  Large (See Special Creatures)
  81.Solifugid, 
  Medium (See Special Creatures)
  82.Solifugid, 
  Small (See Special Creatures)
  83.Stirge (MM 284, CR 1/8, 25 XP)
  84.Succubus (MM 285, CR 4, 1100 XP)
  85.Survivor (as commoner)
  86.Swarm 
  of 
  Spiders (MM 338, CR 1/2, 100 XP)
  87.Thug (as standard with elven traits, MM 350, CR 1/2, 100 
  XP)
  88.Trading 
  Fleet:
   1d4+5 ships, each with 20 buccaneers
  89.Tribal 
  Warrior (MM 350, CR 1/8, 25 XP)
  90.Trinax (See Special Creatures)
  91.Troll (MM 291, CR 5, 1800 XP)
  92.Trose (See Special Creatures)
  93.Unicorn (MM 294, CR 5, 1800 XP)
  94.Vlad 
  Tolenkov (vampire spellcaster variant, MM 297-
  298, CR 15, 13000 XP)
  95.Vrock (MM 64, CR 6, 2300 XP)
  96.Werewolf (MM 211, CR 3, 700 XP)
  97.White 
  Dragon, 
  Adult (MM 101, CR 13, 10000 XP)
  98.Will-o-wisp (MM 301, CR 2, 450 XP)
  99.Winter 
  Wolf (MM 340, CR 3, 700 XP)
  100.
  Yeti (MM 305, CR 3, 700 XP)
  101.Yochlol (MM 65, CR 10, 5900 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE
  9
  
  Special Creatures
  Lolth, Demon Queen of Spiders
  Large 
  fiend 
  (demon),
   
  chaotic 
  evil
  Armor 
  Class 22 (natural armor)
  Hit 
  Points 315 (30d10 + 150)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  26 (+8)
  20 (+5)
  22 (+6)
  22 (+6)
  24 (+7)
  Saving 
  Throws Dex +15, Con +12, Wis +13
  Skills Perception +13
  Damage 
  Resistances acid, cold, lightning
  Damage 
  Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses truesight 120 ft., passive Perception 23
  Languages All, telepathy 120 ft.
  Challenge 23 (50000 XP)
  Innate Spellcasting. Lolth'
  s spellcasting ability is Charisma 
  (spell save DC 22). Lolth can cast the following spells, 
  requiring no material components.
  At will: charm person, detect magic, web
  3/day each: confusion, conjure animals (8 giant spiders), dispel 
  magic
  1/ day each: teleport
  Shapechanger. Lolth can use her action to shapechange to a 
  medium Drow elf form, or back to her true form of a large 
  black widow spider. Her statistics are the same in both 
  forms, but some actions can only be used by one form or the 
  other.
  Legendary Resistance (3/day). If Lolth fails a saving throw, 
  she can choose to succeed instead.
  Magic Resistance. Lolth has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. Lolth'
  s weapon attacks are magical.
  Web Walker. Lolth ignores movement restrictions caused by 
  webbing, regardless of source.
  Actions
  Multiattack. In Drow form, Lolth makes 4 shortsword 
  attacks. In spider form, Lolth makes 2 bite attacks and 1 web 
  attack.
  Shortswords (Drow form only). Melee Weapon Attack:
   +15 to 
  hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage 
  plus 13 (3d8) poison damage.
  Bite (Spider form only). Melee Weapon Attack:
   +15 to hit, reach 
  10 ft., one target. Hit:
   17 (2d8 + 8) piercing damage plus 32 
  (7d8) poison damage. The target must succeed on a DC 20 
  Constitution saving throw or be poisoned. While poisoned, 
  the target can'
  t regain hit points and takes 18 (4d8) poison 
  damage at the start of each of its turns. The poisoned target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on a success.
  Web (Spider form only). Ranged Weapon Attack: +15 to hit, 
  range 60/120 ft., one target. Hit: The target is restrained by 
  webbing. While restrained, the target takes 3 (1d6) poison 
  damage at the beginning of each of its turns. As an action, 
  the restrained target can make a DC 20 Strength check, 
  bursting the webbing on a success. The webbing can also be 
  attacked and destroyed (AC 12; hp 15; vulnerability to fire; 
  immunity to bludgeoning, poison, and psychic damage).
  Legendary Actions
  Lolth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a 
  time and only at the end of another creature'
  s turn. Lolth 
  regains spent legendary actions at the start of her turn.
  Attack:
   Lolth makes 2 shortsword attacks (Drow form only), 
  or a bite attack (spider form only).
  Break 
  Away:
   Lolth disengages from combat and moves up to 
  her speed.
  Charm 
  (Drow 
  form 
  only):
   Lolth casts charm person on a 
  target.
  Cocoon 
  (3 
  actions, 
  spider 
  form 
  only):
   Lolth leaps up to 80 
  feet onto a target that is currently restrained by her Web 
  attack and wraps the target until it is completely cocooned. 
  The target makes a DC 20 Strength saving throw, breaking 
  away from Lolth on a success, and becoming cocooned on a 
  failure. A cocooned creature is incapacitated. Allies may try 
  to cut or burn away the cocoon (AC 12; hp 50; vulnerability to
  fire; immunity to bludgeoning, poison, and psychic damage),
  however the target takes half the damage inflicted on the 
  cocoon.
  Lair Actions
  On initiative count 20 (losing initiative ties), Lolth can take a 
  lair action to cause one of the following effects; she can'
  t use 
  the same effect two rounds in a row.
  •
  Lolth causes a 20 foot square area she can see to 
  become filled with webs. The webs last until the 
  next initiative count 20. Creatures in that area must
  succeed on a DC 22 Dexterity saving throw or be 
  restrained until the webs disappear.
  •
  Lolth summons 4 giant spiders to serve her. They 
  remain for 1 hour, until killed, or until she uses this 
  action again.
  •
  Lolth calls a swarm of spiders to fill a 20 foot radius
  area she can see. Any creature that is in the area 
  when it appears, or ends its turn there, takes 10 
  (3d6) poison damage. The swarm remains until 
  Lolth dismisses it, uses this action again, or dies.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE 10
  
  Pedipalp, Small
  Small 
  beast,
   
  unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 4 (1d6 + 1)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  12 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 0 (10 XP)
  Actions
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
  3 (1d6) slashing damage.
  Pedipalp, Medium
  Medium 
  beast,
   
  unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 16 (3d8 +3)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  12 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Actions
  Multiattack. The pedipalp makes 2 pincer attacks. It may 
  make a bite attack on one target it has grappled as a bonus 
  action.
  Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) bludgeoning damage and target is grappled 
  (escape DC 11). While grappled, the target is restrained, and 
  takes 4 (1d6 + 1) bludgeoning damage at the beginning of 
  each of its turns. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
  5 (1d8 + 1) slashing damage.
  Pedipalp, Large
  Large 
  beast,
   
  unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 37 (5d10 +10)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Noxious Vapor. Any creature other than a pedipalp that 
  starts its turn within 5 feet of the pedipalp must succeed on a
  DC  12 Constitution saving throw or be poisoned until the 
  start of its next turn. On a successful saving throw, the 
  creature is immune to all pedipalp vapor for 1 hour.
  Actions
  Multiattack. The pedipalp makes 2 pincer attacks. It may 
  make a bite attack on one target it has grappled as a bonus 
  action.
  Pincer. Melee Weapon Attack:
   +4 to hit, reach 10 ft., one target. 
  Hit:
   6 (1d8 + 2) bludgeoning damage and target is grappled 
  (escape DC 12). While grappled, the target is restrained, and 
  takes 6 (1d8 + 2) bludgeoning damage at the beginning of 
  each of its turns. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
  7 (1d10 + 2) slashing damage.
  Solifugid, Small
  Small 
  beast,
   
  unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 4 (1d6 + 1)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  12 (+1)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities charmed, frightened, poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 1/4 (50 XP)
  Actions
  Multiattack. The solifugid makes 2 foreleg attacks. It may 
  make a bite attack on one target it has grappled as a bonus 
  action.
  Foreleg. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit:
   Target is grappled (escape DC 13). While grappled the 
  target is restrained. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
  5 (1d8 + 1) slashing damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE 11
  
  Solifugid, Medium
  Medium 
  beast,
   
  unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 26 (4d8 + 8)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  14 (+2)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities charmed, frightened, poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 1 (200 XP)
  Actions
  Multiattack. The solifugid makes 2 foreleg attacks. It may 
  make a bite attack on one target it has grappled as a bonus 
  action.
  Foreleg. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: Target is grappled (escape DC 14). While grappled the 
  target is restrained. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
  11 (2d8 + 2) slashing damage.
  Solifugid, Large
  Medium 
  beast,
   
  unaligned
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 51 (6d10 + 18)
  Speed 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10 (+0)
  16 (+3)
  1 (-5)
  7 (-2)
  3 (-4)
  Damage 
  Immunities poison
  Condition 
  Immunities charmed, frightened, poisoned
  Senses blindsight 30 ft., passive Perception 8
  Languages -
  Challenge 2 (450 XP)
  Actions
  Multiattack. The solifugid makes 2 foreleg attacks. It may 
  make a bite attack on one target it has grappled as a bonus 
  action.
  Foreleg. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: Target is grappled (escape DC 16). While grappled the 
  target is restrained. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
  22 (4d8 + 4) slashing damage.
  Bone Colossus
  Huge 
  construct,
   
  unaligned
  Armor 
  Class 18 (natural armor)
  Hit 
  Points 276 (24d12 + 120)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  6 (-2)
  20 (+5)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage 
  Immunities necrotic, poison, psychic; bludgeoning,
  piercing, and slashing from nonmagical weapons that aren'
  t 
  adamantine
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator, but 
  can'
  t speak
  Challenge 16 (15000 XP)
  Immutable Form. The colossus is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The colossus has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The colossus'
   weapon attacks are magical.
  Actions
  Multiattack. The colossus makes 2 slam attacks.
  Slam. Melee Weapon Attack:
   +14 to hit, reach 15 ft., one target. 
  Hit:
   31 (4d10 + 9) bludgeoning damage.
  Trinax
  Medium 
  human,
   
  chaotic 
  good
  Armor 
  Class 9
  Hit 
  Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  14 (+2)
  10 (+0)
  18 (+4)
  12 (+1)
  Saving 
  Throws Wis +7, Cha +4
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1800 XP)
  Guided Strike (2 uses, recharges on short rest). When Trose 
  makes a melee attack, it may add a +10 bonus to the roll. It 
  may also give the bonus to an ally within 30 feet.
  Spellcasting. Trose is a 10th level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). The cleric has the following spells prepared:
  Cantrips (at will):
   guidance, light,
   sacred flame, spare the dying,
  thaumaturgy
  1st level (4 slots): bless,
   command,
   cure wounds,
   divine favor,
   
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE 12
  
  guiding bolt,
   shield of faith
  2nd level (3 slots): aid, hold person, lesser restoration, magic 
  weapon,
   spiritual weapon
  3rd level (3 slots): crusader'
  s mantle, dispel magic, magic circle,
   
  protection from energy, spirit guardians
  4th level (3 slots): banishment, death ward, freedom of 
  movement,
   stoneskin
  5th level (2 slots): dispel evil and good, flame strike, hold 
  monster,
   insect plague
  Trose
  Medium 
  human,
   
  chaotic good
  Armor 
  Class 18 (plate armor)
  Hit 
  Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  14 (+2)
  10 (+0)
  18 (+4)
  12 (+1)
  Saving 
  Throws Wis +7, Cha +4
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1800 XP)
  Guided Strike (2 uses, recharges on short rest). When Trose 
  makes a melee attack, it may add a +10 bonus to the roll. It 
  may also give the bonus to an ally within 30 feet.
  Spellcasting. Trose is a 10th level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). The cleric has the following spells prepared:
  Cantrips (at will): guidance, light, sacred flame, spare the dying,
  thaumaturgy
  1st level (4 slots): bless, command, cure wounds, divine favor,
   
  guiding bolt,
   shield of faith
  2nd level (3 slots): aid, hold person, lesser restoration, magic 
  weapon,
   spiritual weapon
  3rd level (3 slots): crusader'
  s mantle, dispel magic, magic circle,
   
  protection from energy, spirit guardians
  4th level (3 slots): banishment, death ward, freedom of 
  movement,
   stoneskin
  5th level (2 slots): dispel evil and good, flame strike, hold 
  monster,
   insect plague
  Actions
  Mace +2. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (1d6 + 1d8 + 4) bludgeoning damage.
  Special Items
  Amulet of Protection from Lycanthropes
  Wondrous item, rare
  While wearing this amulet, you can use an action to create 
  an invisible barrier that extends from you to form a 5-foot 
  radius, 10-foot high cylinder. For 5 minutes, this barrier 
  prevents any were-creature from entering or affecting you.
  This barrier functions exactly like that generated by a scroll 
  of protection. Once used, the amulet can not be used again 
  until the next dawn.
  Death Lance
  Weapon (spear),
   rare (requires attunement)
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  The spear has 6 charges. You can expend 1 charge when 
  you hit a target to deal an extra 7 (2d6) necrotic damage. The 
  spear regains 1d6 charges daily at midnight.
  Pendant of Truth
  Wondrous item, very rare
  This gold pendant is in the form of a set of scales, with 3 
  small balls on the scales.
  When the wearer approaches within 5 feet of an illusion 
  or magical trap, one of the balls will burst into a brilliant 
  shower of sparks. The sparks are harmless to the wearer, but
  will dispel the illusion or magical trap that triggered it.
  When all three balls have been used up, the pendant 
  becomes nonmagical.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 DEMONWEB PITS CONVERSION GUIDE 13
  
  Q1 
  Queen 
  of 
  the 
  Demonweb 
  Pits
  Reference 
  Sheet
  Random 
  Encounters
  Demonweb
  Level 
  One
  Roll 
  1d4
  1
  2
  Small pedipalp (8)
  Small solifugid (8)
  3
  4
  Swarm / spiders (4)
  Swarm / spiders (6)
  Level 
  Two
  Roll 
  1d10
  1
  2-3
  4-5
  Drider (2)
  Med pedipalp (6)
  Med solifugid (6)
  6-8
  9-10
  Giant spider (10)
  Giant scorpion (6)
  Level 
  Three
  Roll 
  1d10
  1-2
  3-4
  5-6
  Drider (4)
  Large pedipalp (6)
  Large solifugid (6)
  7-8
  9-10
  Giant spider (12)
  Giant scorpion (8)
  Kingdom 
  of 
  Caer 
  Sidi
  Lolth'
  s 
  Forest
  Roll 
  1d100
  01-20
  21-40
  41-70
  71-95
  96-100
  Bugbear (24)
  Gargoyle (14)
  Gnoll (50)
  Minotaur (8)
  Ogre (20)
  Caer 
  Sidi
  Roll 
  1d100
  01-50
  51-60
  61-80
  81-85
  86-90
  91-95
  96-100
  Scouting Party
  Aerial Patrol
  Knight (4)
  Unicorn (2)
  Manticore (5)
  Gardener (6)
  Hunting Party
  The 
  Frozen 
  Lands
  Roll 
  1d100
  01-15
  16-18
  19-25
  26-35
  36-50
  51-65
  66-75
  76-80
  81-95
  96-100
  Bugbear (15)
  White Dragon, Adult (1-2)
  Ettin (4)
  Winter Wolf (12)
  Frost Giant (4)
  Yeti (8)
  Gnoll (16)
  Werewolf (6)
  Ogre (10)
  Remorhaz (1)
  The 
  Great 
  Ocean
  On 
  Shore
  Roll 
  1d100
  01-50
  51-75
  76-80
  81-90
  91-95
  96-100
  Headhunters (100)
  Trading Fleet
  Giant Boar (6)
  Giant Crab (12)
  Jackal (15)
  Giant Scorpion (6)
  At 
  Sea
  Roll 
  1d100
  01-10
  11-20
  21-30
  31-40
  41-50
  51-55
  56-60
  61-70
  71-75
  76-80
  81-90
  91-95
  96-98
  99-100
  Trading Fleet
  Buccaneers (100)
  Ixitxachitl (50)
  Dolphin (12)
  Lacedon (ghoul) (20)
  Kapoacinth (gargoyle) (14)
  Morkoth (1)
  Killer Whale (6)
  Sahuagin (40)
  Giant Octopus (1)
  Hunter Shark (12)
  Giant Sea Horse (16)
  Sea Hag (1)
  Dragon Turtle (1)
  The 
  Black 
  Fen
  Day
  Roll 
  1d100
  01-10
  11-17
  18-21
  22-35
  36-40
  41-45
  46-50
  51-60
  61-77
  78-81
  82-90
  91-95
  96-100
  Black Dragon, Adult (1-2)
  Roper (5)
  Catoblepas (1)
  Crocodile (15)
  Giant Crocodile (4)
  Gnoll (50)
  Harpy (6)
  Giant Poisonous Snake (4)
  Giant Lizard (8)
  Shambling Mound (4)
  Giant Toad (8)
  Troll (8)
  Cavemen (20)
  Night
  Roll 
  1d100
  01-05
  06-15
  16-25
  26-40
  41-50
  51-60
  61-75
  76-80
  81-85
  86-95
  96-100
  Black Dragon, Adult (1-2)
  Roper (4-6)
  Banshee (4)
  Stirge (20)
  Will-o-wisp (8)
  Gnoll (50)
  Giant Poisonous Snakes (6)
  Shambling Mound (4)
  Giant Toad (8)
  Troll (8)
  Cavemen (30)
  The 
  Labyrinth 
  of 
  Arachne
  Roll 
  1d100
  01-10
  11-42
  43-74
  75-79
  80-95
  96-100
  Giant Spider (6)
  Medium Pedipalp (10)
  Small Pedipalp (20)
  Phase Spider (3)
  Survivor (10)
  Fugitive (5)
  Maldev
  Roll 
  1d10
  1-8
  9
  10
  Lolth Army Unit
  Dwarf Refugee (20)
  Human Refugee (30)
  The 
  Nightworld 
  of 
  Vlad 
  Tolenkov
  Roll 
  1d100
  01-15
  16-30
  31-35
  36-43
  44-50
  51-55
  56-70
  71-80
  81-95
  Ghoul (10)
  Ghast (6)
  Harpy (4)
  Jackalwere (8)
  Werewolf (6)
  Troll (8)
  Merchant Caravan
  Bandit (40)
  Peasant (60)
  96-100Vlad Tolenkov (1)
  The 
  Spider 
  Ship 
  of 
  Lolth
  Roll 
  1d20
  1-8
  9-12
  13-20
  Manes (10)
  Quasit (6)
  Random Change
  Planned 
  Encounters
  Demonweb 
  Level 
  One
  1. Chamber of the Trollguards. Trolls (12).
  2. The Stronghold of Trose. Trose (1), 
  Werewolves (5).
  3. Gnoll Barracks. Gnolls (66), Minotaurs (3).
  4. First Teleportation Room. Vrocks (4).
  Demonweb 
  Level 
  Two
  5. The Magnetic Chamber. Bugbears (30).
  The lodestone in the chamber will pull any 
  creature wearing medium or heavy armor 
  (except hide) to it. Creatures affected may 
  make a DC 16 Strength check to avoid being 
  pulled to the stone. If successful, they don'
  t 
  have to repeat the check unless they move 
  closer to the stone, which requires an 
  immediate check. If they fail, they are pulled to
  the stone and restrained until they succeed at a
  DC 20 Strength check, or remove their armor.
  The bugbears wear hide armor (AC 14) and 
  wield wooden mauls (3d6 + 2 bludgeoning 
  damage), so they are unaffected by the 
  lodestone.
  6. The Black Chamber. Drow Priestess (4), Drow
  Mage (1).
  7. The Chamber of Opposition. Ogres (20). This 
  chamber contains a Mirror of Opposition. 
  Whenever a creature looks at the mirror, the 
  mirror creates an exact duplicate of that 
  creature which steps out of the mirror and 
  attacks the original creature. The duplicate has
  the exact same statistics, current hit points, 
  equipment, and spells as the original, but none 
  of its equipment is magical. The duplicate 
  disappears when killed, or when 20 minutes 
  have passed.
  8. Second Teleportation Room. Hezrou (4). The 
  illusion of the two Hezrou may be seen 
  through with a successful DC 16 Intelligence 
  (Investigation) check.
  Demonweb 
  Level 
  Three
  9. Chamber of the Peace-Speakers. Jackalweres 
  (4).
  10. The Lieutenants of Lolth. Drow Priestesses 
  (3), Drow Mages (3), Zombies (30). The glyph of 
  warding spells on the doors may be noticed on 
  a successful DC 15 Intelligence (Investigation) 
  check, and all have a save DC 15.
  The peepholes may be found with a successful 
  DC 25 Wisdom (Perception) check. They cannot
  be noticed with passive Perception.
  11. The Burial Chamber. Ghouls (15), Ghasts (5). 
  The undead can'
  t be detected before they 
  surface, except by extraordinary means such 
  as tremorsense.
  12. Third Teleportation Room. Glabrezu (3). The
  glabrezu are polymorphed into mice when the 
  characters enter the room (a special surprise 
  from Lolth!). The mice may be noticed with a 
  successful DC 20 passive Perception, or a DC 16 
  active Wisdom (Perception) check. Once they 
  cast their first spell, they will revert to their 
  normal form.
  The glabrezu will use their confusion and power
  word stun spells to split the party, then will 
  attempt to grapple and throw characters into 
  the fire in the center of the room. Any creature 
  thrown into the fire takes 11 (2d10) fire damage 
  when entering and at the beginning of their 
  turn.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 QUEEN OF THE DEMONWEB PITS CONVERSION GUIDE
  14
  
  Demonweb 
  Level 
  Four
  A. The Kingdom of Caer Sidi. Duke Alfric (1).
  B. The Frozen Lands. The mountains beyond 
  this door have temperatures of Extreme Cold 
  (DMG 
  pg. 
  110).
  C. The Great Ocean.
  D. The Black Fen.
  E. The Labyrinth of Arachne.
  F. Maldev.
  G. The Nightworld of Vlad Tolenkov. Vlad 
  Tolenkov (1)
  H. Lolth'
  s Prison. Trinax (1), Bone Colossus (1).
  I. The Spider Ship of Lolth. Gargoyles (2).
  The 
  Spider 
  Ship 
  of 
  Lolth
  The entire spider ship is Lolth'
  s lair, for the 
  purposes of lair actions.
  Deck 
  A
  1. The Matron'
  s Chamber. Marilith (1).
  2. Matron'
  s Assistant. Roper (1).
  3. Servant'
  s Quarters. Bugbears (3).
  4. Servant'
  s Quarters. Troll (1).
  5. Storeroom. Quasit (4).
  6. Guard Station. Ogre (1).
  8. Guard Station. Hill Giants (2).
  Deck 
  B
  9. Frost Giant Guard Station. Frost Giants (2).
  11. Storeroom. Giant Spiders (4).
  13. The Court of Lolth. The Dispel Magic Zone 
  at the door was created by a 9th level casting, 
  and will automatically end any active spell 
  currently on a character, whether bestowed by 
  spell, potion, or magical item. The zone does 
  not prevent spells from being cast inside the 
  zone, or from outside the zone into it. 
  Instantaneous spells like magic missile or cure 
  wounds are unaffected. Any spell with a 
  duration is dispelled at the end of the turn of 
  the creature that cast it.
  The illusion of Lolth may be seen as an illusion 
  with a successful DC 20 Intelligence 
  (Investigation) check. It can'
  t harm the 
  characters, its only purpose is to trick them 
  into wasting powerful magic on it.
  The spy hole looking into this room can only 
  be found if actively searching, with a 
  successful DC 20 Wisdom (Perception) check.
  15. Hallway. The illusion of the wall may be 
  seen as an illusion with a successful DC 20 
  Intelligence (Investigation) check. Seeing it for 
  an illusion doesn'
  t dispel the illusion.
  15A. Chamber of the Black Dragon. Adult Black 
  Dragon (1).
  16. Hallway. The illusion of the wall may be 
  seen as an illusion with a successful DC 20 
  Intelligence (Investigation) check. Seeing it for 
  an illusion doesn'
  t dispel the illusion.
  16A. The Cold Chamber. Adult White Dragon 
  (1).
  17. Stairs to the Upper Level. There are two 
  glyph of warding spells on the stairs. Each may 
  be found with a successful DC 18 Intelligence 
  (Investigation) check. Each inflicts 6d8 
  lightning damage with a save DC 18.
  18. Guard Station. Ogres (4).
  Deck 
  C
  19. The Shining Hall. The illusion of the wall 
  may be seen as an illusion with a successful DC
  20 Intelligence (Investigation) check. Seeing it 
  for an illusion doesn'
  t dispel the illusion.
  20. Ogre Barracks. Ogres (10).
  21. Gargoyle Den. Gargoyles (6).
  22. Temple of the True Lolth. Driders (2, 
  spellcaster variant), Giant Solifugids (10), Giant 
  Pedipalpi (10), Lolth, Demon Queen of Spiders.
  The gray shaded area on the map appears to be
  solid, but functions exactly like quicksand 
  (DMG 
  pg. 
  110). All creatures present know 
  about the area, and avoid it.
  Lolth will be in spider form, under the 
  quicksand with only a few of her eyes showing.
  Her eyes may be spotted with a successful 
  passive or active DC 25 Wisdom (Perception) 
  check. She is not hindered by the quicksand at 
  all, and can move and function normally. She 
  will wait until the characters are engaged with 
  her minions, then cast spells and use lair 
  actions on them. Once she suffers half her hit 
  points in damage, or her minions are reduced 
  to half strength, she will retreat to her lair, by 
  teleport if need be.
  23. Chamber of the Goat Beast. Chimera (1).
  24. The Beds of the Yochlol. Yochlol (4).
  25. Guardians of the Stair. Yochlol (2). If a fight 
  starts here, the yochlol from room 24 will 
  arrive in 2 rounds to join the fight.
  26. Ettin Barracks. Ettins (2).
  Deck 
  D
  27. Main Hall. Ropers (2).
  28. Operator'
  s Quarters. Succubi (3).
  Deck 
  E
  30. Kennels of Lolth. Harpies (8).
  31. Lolth'
  s Ladies in Waiting. Yochlol (2).
  32. Lolth'
  s Lair. Giant Solifugids (5), Hezrou (1), 
  Lolth, as many giant spiders summoned as she 
  has spells left (8 per spell, Lolth ignores the 
  concentration requirement while in her lair).
  When the characters get to this area, Lolth will 
  be in drow form, and healed of any wounds 
  she sustained in the previous fight. She will 
  have already summoned as many giant spiders
  as she has spells left to, and has gated in a 
  hezrou as well (she can only do this once).
  She will use all her powers to slay the 
  characters, retreating to room 34 only if 
  wounded to half hit points, or all her minions 
  have been killed.
  34. Hall of Mirrors. Animated Armor (4), Lolth.
  The Queen of Spiders will make her final stand
  here, in her spider form. She will be healed to a
  maximum of 235 hit points from the previous 
  engagement, but has no healing remaining. If 
  she is reduced to 66 hit points or less, she will 
  break off and run through a mirror which 
  takes her back to her Abyssal plane.
  This exacts a high price, as leaving the spider 
  ship takes away the energy keeping it together. 
  The ship begins to groan, creak, and collapse. 
  The characters have 10 minutes (they won'
  t 
  know this) to leave the ship before it 
  disintegrates back into the chaos that it was 
  created from. The destruction of Lolth'
  s spider 
  ship will set back her plans on multiple worlds 
  by centuries, and earn the characters her 
  undying enmity.
  The mirrors will take the characters wherever 
  they envision, including back home, but only if
  they leave before the ship disintegrates. 
  Alternately, the characters black out as the 
  ship disintegrates, only to wake up back in the 
  city where their adventure began.
  Deck 
  F
  Boilers. Manes (2 per boiler).
  37. Mandible Control Room. Salamanders (2).
  Deck 
  G
  38. Engine Control Room. Salamanders (4).
  Magic 
  Items
  1. Amulet of protection from lycanthropes (See 
  Special Items)
  2. Armor of vulnerability
  3. Belt of frost giant strength
  4. Boots of speed
  5. Chime of opening
  6. Crystal ball
  7. Death lance (See Special Items)
  8. Giant slayer long sword
  9. Leather armor +1
  10.Long sword +2
  11.Pendant of truth (See Special Items)
  12.Plate armor +3
  13.Potion of animal friendship
  14.Potion of clairvoyance
  15.Potion of delusion (replace with potion of 
  poison)
  16.Potion of diminution
  17.Potion of extra healing (replace with potion of
  superior healing)
  18.Potion of fire giant strength
  19.Potion of fire resistance
  20.Potion of flying
  21.Potion of gaseous form
  22.Potion of healing
  23.Potion of heroism
  24.Potion of human control (replace with potion 
  of cold resistance)
  25.Potion of invisibility
  26.Potion of invulnerability
  27.Potion of poison
  28.Potion of speed
  29.Potion of stone giant strength
  30.Potion of sweet water (replace with potion of 
  water breathing)
  31.Potion of treasure finding (replace with 
  potion of psychic resistance)
  32.Potion of undead control (replace with potion 
  of acid resistance)
  33.Potion of white dragon control (replace with 
  potion of cold resistance)
  34.Ring of contrariness (replace with potion of 
  poison)
  35.Ring of protection
  36.Ring of warmth
  37.Rope of climbing
  38.Scroll of burning hands, thunderwave, detect 
  thoughts,
   fear,
   Leomund'
  s tiny hut, Otto'
  s 
  irresistible dance
  39.Scroll of cure wounds (3 spells,
   cast at 4th 
  level)
  40.Scroll of find familiar,
   ice storm
  41.Scroll of protection from evil and good,
   dispel 
  magic, dispel evil and good
  42.Scroll of protection from lycanthropes
  43.Scroll of sanctuary,
   lesser restoration, 
  spiritual weapon,
   glyph of warding,
   heal
  44.Shield +3
  45.Shortsword +1
  46.Wand of frost (replace with wand of 
  lightning bolts)
  47.Wand of illumination (replace with wand of 
  secrets)
  48.Wand of magic missiles
  49.Wand of negation (replace with wand of fear)
  50.Wings of flying
  Traps 
  Bells 
  (pg. 
  21):
   Triggered by opening doors or
  chests. A DC 15 Wisdom (Perception) check 
  notices the trap, while a successful DC 14 
  Dexterity check using thieves tools will disable 
  it. A failed disable check will trigger the trap as
  well. When the trap is triggered, the bells will 
  ring, alerting nearby monsters.
  Blinding 
  Gas 
  (pg. 
  10):
   Triggered by opening 
  the chest in the room, unless disarmed first. A 
  DC 20 Wisdom (Perception) check notices the 
  trap, while a successful DC 18 Dexterity check 
  using thieves tools will disable it. A failed 
  disable check will trigger the trap as well. 
  All creatures within 10 feet of the chest when 
  the trap is triggered must succeed on a DC 18 
  Constitution saving throw or be blinded for 1 
  hour, or until cured.
  Poison 
  Needle 
  (pg. 
  9, 
  10, 
  12): Triggered by 
  opening the chest, unless disarmed first. A DC 
  20 Wisdom (Perception) check notices the trap,
  while a successful DC 18 Dexterity check using 
  thieves tools will disable it. A failed disable 
  check will trigger the trap as well. The creature
  triggering the trap takes 1 piercing damage and
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 QUEEN OF THE DEMONWEB PITS CONVERSION GUIDE
  15
  
  55 (10d10) poison damage, and must succeed on
  a DC 18 Constitution saving throw or be 
  poisoned for 1 hour.
  Monsters
  1. Aerial 
  Patrol: Knight (3), Mage (1), Thug 
  (10), Griffon (14)
  2. Animated 
  Armor (MM 19, CR 1, 200 XP)
  3. Bandit (MM 343, CR 1/8, 25 XP)
  4. Banshee (MM 23, CR 4, 1100 XP)
  5. Black 
  Dragon, 
  Adult (MM 88, CR 14, 11500 
  XP)
  6. Bone 
  Colossus (See Special Creatures)
  7. Buccaneer (as bandit)
  8. Bugbear (MM 33, CR 1, 200 XP)
  9. Catoblepas (VGM 129, CR 5, 1800 XP)
  10.Caveman (as tribal warrior)
  11.Chimera (MM 39, CR 6, 2300 XP)
  12.Commoner (MM 345, CR 0, 0 XP)
  13.Crocodile (MM 320, CR 1/2, 100 XP)
  14.Dolphin (VGM 208, CR 1/8, 25 XP)
  15.Dragon 
  Turtle (MM 119, CR 17, 18000 XP)
  16.Drider (MM 120, CR 6, 2300 XP)
  17.Drow 
  Mage (MM 129, CR 7, 2900 XP)
  18.Drow 
  Priestess (MM 129, CR 8, 3900 XP)
  19.Duke 
  Alfric (as Drow mage)
  20.Ettin (MM 132, CR 4, 1100 XP)
  21.Frost 
  Giant (MM 155, CR 8, 3900 XP)
  22.Fugitive (as commoner)
  23.Gardener (as commoner, with human or 
  dwarven traits)
  24.Gargoyle (MM 140, CR 2, 450 XP)
  25.Ghast (MM 148, CR 2, 450 XP)
  26.Ghoul (MM 148, CR 1, 200 XP)
  27.Giant 
  Boar (MM 323, CR 2, 450 XP)
  28.Giant 
  Crab (MM 324, CR 1/8, 25 XP)
  29.Giant 
  Crocodile (MM 324, CR 5, 1800 XP)
  30.Giant 
  Lizard (MM 326, CR 1/4, 50 XP)
  31.Giant 
  Octopus (MM 326. CR 1. 200 XP)
  32.Giant 
  Poisonous 
  Snake (MM 327, CR 1/4, 
  50 XP)
  33.Giant 
  Scorpion (MM 327, CR 3, 700 XP)
  34.Giant 
  Sea 
  Horse (MM 328, CR 1/2, 100 XP)
  35.Giant 
  Spider (MM 328, CR 1, 200 XP)
  36.Giant 
  Toad (MM 329, CR 1, 200 XP)
  37.Glabrezu (MM 58, CR 9, 5000 XP)
  38.Gnoll (MM 163, CR 1/2, 100 XP)
  39.Guard (MM 347, CR 1/8, 25 XP)
  40.Harpy (MM 181, CR 1, 200 XP)
  41.Headhunter (as bandit)
  42.Hezrou (MM 60, CR 8, 3900 XP)
  43.Hill 
  Giant (MM 155, CR 5, 1800 XP)
  44.Hunter 
  Shark (MM 330, CR 2, 450 XP)
  45.Hunting 
  Party: Knight (4), Mage (2), Scout 
  (3), Pharisee (15), Servant (15)
  46.Ixitxachitl (OotA 225, CR 1/4, 50 XP)
  47.Jackal (MM 331, CR 0, 10 XP)
  48.Jackalwere (MM 193, CR 1/2, 100 XP)
  49.Killer 
  Whale (MM 331, CR 3, 700 XP)
  50.Knight (as standard with elven traits, MM 
  347, CR 3, 700 XP)
  51.Kapoacinth (as gargoyle, remove fly speed, 
  add swim speed equal to fly speed, add 
  water breathing)
  52.Lacedon (as ghoul, add swim speed equal 
  to move speed, add water breathing)
  53.Lolth 
  Army 
  Unit: One of the following 
  groups - Gnoll (100), Bugbear (50), Ogre (30),
  Troll (15)
  54.Lolth, 
  Demon 
  Queen 
  of 
  Spiders (See 
  Special Creatures)
  55.Mage (as standard with elven traits, MM 
  347, CR 6, 2300 XP)
  56.Manes (MM 60, CR 1/8, 25 XP)
  57.Manticore (MM 213, CR 3, 700 XP)
  58.Marilith (MM 61, CR 16, 15000 XP)
  59.Merchant (as commoner)
  60.Merchant 
  Caravan: Merchant (10), Guards 
  (30)
  61.Minotaur (MM 223, CR 3, 700 XP)
  62.Morkoth (VGM 178, CR 11, 7200 XP)
  63.Ogre (MM 237, CR 2, 450 XP)
  64.Peasant (as commoner)
  65.Pedipalp, 
  Large (See Special Creatures)
  66.Pedipalp, 
  Medium (See Special Creatures)
  67.Pedipalp, 
  Small (See Special Creatures)
  68.Pharisee (as commoner with elven traits)
  69.Quasit (MM 63, CR 1, 200 XP)
  70.Refugee (as commoner)
  71.Remorhaz (MM 258, CR 11, 7200 XP)
  72.Roper (MM 261, CR 5, 1800 XP)
  73.Sahuagin (MM 263, CR 1/2, 100 XP)
  74.Salamander (MM 266, CR 5, 1800 XP)
  75.Sea 
  Hag (MM 179, CR 2, 450 XP)
  76.Scout (as standard with elven traits, MM 
  349, CR 1/2, 100 XP)
  77.Scouting 
  Party: Scout (6), Thug (1)
  78.Servant (as commoner with human or 
  dwarven traits)
  79.Shambling 
  Mound (MM 270, CR 5, 1800 
  XP)
  80.Solifugid, 
  Large (See Special Creatures)
  81.Solifugid, 
  Medium (See Special Creatures)
  82.Solifugid, 
  Small (See Special Creatures)
  83.Stirge (MM 284, CR 1/8, 25 XP)
  84.Succubus (MM 285, CR 4, 1100 XP)
  85.Survivor (as commoner)
  86.Swarm 
  of 
  Spiders (MM 338, CR 1/2, 100 XP)
  87.Thug (as standard with elven traits, MM 
  350, CR 1/2, 100 XP)
  88.Trading 
  Fleet:
   1d4+5 ships, each with 20 
  buccaneers
  89.Tribal 
  Warrior (MM 350, CR 1/8, 25 XP)
  90.Trinax (See Special Creatures)
  91.Troll (MM 291, CR 5, 1800 XP)
  92.Trose (See Special Creatures)
  93.Unicorn (MM 294, CR 5, 1800 XP)
  94.Vlad 
  Tolenkov (vampire spellcaster 
  variant, MM 297-298, CR 15, 13000 XP)
  95.Vrock (MM 64, CR 6, 2300 XP)
  96.Werewolf (MM 211, CR 3, 700 XP)
  97.White 
  Dragon, 
  Adult (MM 101, CR 13, 
  10000 XP)
  98.Will-o-wisp (MM 301, CR 2, 450 XP)
  99.Winter 
  Wolf (MM 340, CR 3, 700 XP)
  100.
  Yeti (MM 305, CR 3, 700 XP)
  101.Yochlol (MM 65, CR 10, 5900 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  Q1 QUEEN OF THE DEMONWEB PITS CONVERSION GUIDE
  16
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - Q1 Queen of the Demonweb Pits.pdf