TEXT: X5
  Classic Adventure
  Module Conversion
  Temple 
  of
  Death
  Conversion Guide by Jay Murphy
  For Character Levels 5 - 8
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Adventure Modules
  
   X5 Temple of death
  Conversion Guide
  Introduction:
   Written by David Cook  for the Basic/Expert version of the Dungeons & Dragons rules X5 
  Temple of Death is a continuation of the adventures begun in X4 Master of the Desert Nomads. The 
  module was published in 1983 and expanded the Basic games campaign world of Mystara. This 
  conversion guide allows Dungeon Masters to run the original 1st Edition module with 5th Edition rules 
  and provides a reference sheet for encounters.
  A 5th Edition adventure conversion guide for 5th to 8th level characters 
  This product requires the original X5 Temple of Death adventure module to use. 
  Copies of original classic modules are available at dmsguild.
  com
  By Jay Murphy
  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 Jay Murphy 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.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  1
  
  X5: Temple of Death
  Dave Morris reviewed Temple of Death for White Dwarf #55, giving the 
  module a rating of 10 out of 10 overall. Morris felt that David Cook 
  "constructed a logical, continually challenging, imaginative and vividly 
  portrayed adventure", and declared, "Frankly, I have not seen a better 
  D&D scenario than this."  
   
  Morris, Dave (July 1984). "Open Box: Dungeon Modules". White Dwarf 
  (review).
   Games Workshop (55):
   18–19 
  Introduction
  To use this conversion guide you will need a copy of 
  “X5 Temple of Death”, originally available in hard copy 
  for the first edition of Basic/Expert Dungeons & 
  Dragons and now for sale in Digital format at 
  www.dmsguild.com. 
  This document gives DMs advice to convert the 
  module to the latest 5th Edition rules and guidance on 
  preparing the adventure. Spell conversion notes, a list 
  of monsters, and a summary of principle NPC’
  s 
  provide a quick in-game reference. Most creatures 
  refer to stat blocks found in the D&D 5e Monster 
  Manual. The different inhabitants of the module  are 
  included in the “Monster” list in alphabetical order to 
  facilitate the DM looking them up at the table. “New 
  Monsters” which cannot be referenced from the  D&D 
  5e Monster Manual have suggested statistics provided. 
  Page listings may refer to abbreviations: MM (Monster 
  Manual), CR (Challenge rating),  DMG (Dungeon 
  Master Guide), etc.  All other page numbers refer to the 
  locations in the original '
  '
  Temple of Death' 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
  The last four pages make a Reference Sheet which 
  summarizes the key information you'
  ll need during 
  the game onto one concise sheet. You can print this 
  onto a two, double-sided pages (perhaps on colored 
  card stock) 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
  Sent on a desperate mission into an unknown land, 
  you must seek out one called "the Master" and his 
  Temple of Death. There is little time to waste, as you 
  must act before the Master'
  s armies destroy your 
  homelands. But to complete your task, you must battle 
  fearsome guardians, travel through a hostile kingdom, 
  and discover the secret of the Master. 
  Being the second part of an adventure begun in X4 
  Master of the Desert Nomads consideration on how 
  X5 Temple of Death is to be inserted into your 
  campaign if not being played as a continuation of X4. 
  Converting to the Realms
  To bring “Temple of Death” into the Forgotten Realms 
  world of Faerun Anauroch the Great Sand Sea is a 
  good location for the secretive nation of Hule. 
  Anauroch held the remnants of the once-powerful 
  Netherese Empire, their flying enclaves having 
  crashed to the ground when their greatest mage 
  Karsus, in a desperate bid to end the war against the 
  phaerimm, challenged the goddess Mystryl for her 
  divine mantle, causing the Weave to falter and all 
  magic to fail. For generations since, Anauroch, the 
  greatest desert in Faerûn, encroached relentlessly on 
  border nations, burying them beneath the sands. 
  Perhaps the evil “Master” is at the center of this 
  incessant encroachment.
  Notes for the Dungeon Master 
  Temple of Death is a scenario where the PC'
  s will find 
  themselves in an evil nation with no allies. They will 
  have to navigate towns and cities filled with fighters 
  and clerics all intent on killing foreigners. 2nd, 4th, 
  and 8th level stats are provided for the random 
  fighters and clerics which can be encountered. Some 
  of the tables call for levels anywhere from 1-10. 
  Extrapolate from the templates provided if desired. 
  Challenge Ratings have been adjusted downwards for 
  Experience Point awards to reflect 1e play.
  Further Adventures
  The module has plenty of encounters which provide 
  opportunities for extending the campaign in untold 
  directions. This module literally offers a pathway to 
  the moon! Outside of trekking to the moon and back, 
  the DM has an entire undiscovered evil theocracy in 
  which to pursue further adventures 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  2
  
  Visuals
  Suggested visuals to create:
  ●
  The nation of Hule is run by a “Holy” class and 
  images of Persian empires of the past may be 
  helpful for PC'
  s to envision the nature of the 
  new culture they find themselves in.
  ●
  The illustration of the Temple of Death on p.18 
  will be of aid to the PC'
  s when plotting their 
  approach.
  From the Dungeon Master'
  s Guide
  Special rules and tactics to brush up on from the 
  published core rule books prior to the game:
  ●
  Leverage Conversation Reaction Table (DMG 
  245) for NPC reactions. Specific reactions of 
  notable NPC'
  s and monsters are found 
  detailed throughout the module and should be 
  considered when rolling on the Reaction 
  Table.
  ●
  Know how to use perception 
  rules (PH 
  182) to 
  detect wilderness encounters as well as traps 
  and 
  secret 
  doors 
  (PH 
  178).
  ●
  Determine spell tactics for NPC Magi and 
  Clerics.
  ●
  Review the Wilderness Survival rules (DMG 
  109).
  ●
  Know the Cover rules from  the Player'
  s 
  Handbook (PH 
  196).
  Special Creatures
  Caecilia 
  Large Beast, Unaligned
  AC: 14 HP: 39 CR: 1 XP: 200 Speed: 15ft.
  S: 13(+1) D:
   11 C:
   13(+1) I: 1(-5) W: 10 Ch: 6(-2) 
  Senses:
   tremorsense 60 ft., passive Perception 11.
  Bite.
   Melee Weapon Attack: +5, reach 5 ft. one target. 
  Hit: 1d8+1 piercing damage, target must make 
  successful DC 13 Dex saving throws or be 
  swallowed. Swallowed victims are largely helpless 
  and suffer 1d8 points of damage per round until 
  dead, though they may attack with a small 
  weapon such as a knife or dagger (at -4 to-hit). 
  Devil 
  Swine 
  Medium Human, Neutral Evil
  AC:
   10/11 HP:
   78 CR:
   2 XP: 450 Speed: 40ft.
  S:
   17(+3) D:
   10 C:
   15(+2) I:
   10 W:
   10 Ch: 8(-1) 
  Immunity: weapon damage from non-magical 
  weapons not silvered.
  Senses/Skills:
   passive Perception 12, Perception 
  +2.
  Shapechanger. The Devil Swine can use its action 
  to polymorph into a boar-humanoid hybrid or 
  into a boar, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the 
  same in each form. Any equipment it is wearing 
  or carrying isn'
  t transformed. It reverts to its true 
  form if it dies. 
  Multi-attack: Makes two attacks, only one can be 
  tursks.
  Maul. Melee Weapon Attack: +5, reach 5 ft. one 
  target. Hit: 2d6+3 bludgeoning damage. 
  Tusks. Melee Weapon Attack: +5, reach 5 ft. one 
  target.
   Hit:
   2d6+3 slashing damage.
  Charm. Spell Attack: As Charm spell, DC 13. Once 
  per day.
  Dusanu 
  Medium Undead, Chaotic Evil
  AC:
   16 HP:
   54 CR: 2 XP: 450 Speed:
   40ft., Ini: +2
  S:
   13(+1) D:
   14(+2) C:
   11 I:
   16(+3) W: 12(+1) Ch: 8(-1) 
  Resistance:
   Bludgeoning damage, non-magical 
  weapons cause only 1 HP damage.
  Immunity: Electrical damage.
  Senses:
   darkvision 60 ft., passive Perception 11.
  Multi-attack: 2x w/claws and one spore attack.
  Claws. Melee Weapon Attack: +4, reach 5 ft. one 
  target. Hit: 1d8+1 slashing damage. 
  Spore. Spell Attack: +5, reach 5 ft. any target who 
  inhales. 1D8 damage plus infection.
  Area Attack. Spores: automatic hit (range 5 ft. 
  cloud centered on Dusanu; creatures in range). 
  Hit: creatures must make successful DC 16 Wis 
  saving throws or be infected. 
  Geonid 
  Small Humanoid, Neutral Evil
  AC:
   22 HP:
   24 CR:
   .25 XP: 50 Speed :
   20'
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  3
  
  S: 13(+1) D:
   10 C:
   16(+3) I: 10 W: 10 Ch: 10 
  Senses:
   darkvision 60 ft., passive Perception 11
  Stone Weapons - Melee Weapon Attack: +3, reach 5ft. 
  One target. Hit: 1d8+1 bludgeoning damage.
  False  Appearance: 
  while  motionless 
  indistinguishable from a normal boulder.
  Malfera 
  Large Outsider, Chaotic Evil
  AC: 17 HP:
   76 CR:
   4 XP: 1,100 Speed: 20ft., Ini: +7
  S: 19(+4) D:
   11 C: 19(+4) I: 11 W: 10 Ch: 10 
  Senses: passive Perception 10, Spot 12+, Listen 12+, 
  detect invisible, open doors as knock.
  Immunity: 
  Acid.
  Multi-attack. The Malfera may make two pincer 
  attacks or one bite.
  Pincer. Melee Weapon Attack: +9, reach 10 ft. one 
  target. Hit: 2d6+5 slashing damage. 
  Tentacles. Melee Weapon Attack: automatic with 
  two successful Pincer attacks. Hit: 2d12 acid 
  damage per round until freed. 
  Bite. Melee Weapon Attack: +9, reach 10 ft. one 
  target. Hit: 1d8+6 slashing damage plus DC 12 
  Wisdom Save vs. Poison. 
  Mujina 
  Monstrous Humanoid 
  , Chaotic Evil
  AC: 16 HP:
   48 CR: 1 XP: 200 Speed: 30ft., Ini: +5
  S: 15(+2) D:
   17(+3) C: 13(+1) I: 10 W: 11 Ch: 8(-1) 
  Senses/Skills: passive Perception 10, Disguise+5, 
  Bluff+4.
  Multi-attack. Mujina make two weapon attacks 
  and can wield two handed weapons in one hand.
  Two Handed Weapon. Melee Weapon Attack: Two 
  handed sword +4, reach 5ft. One target. Hit 
  1d10+4 slashing damage. Short sword +4, reach 
  5ft. One target. Hit 1d6+2 slashing damage.
  Fear Gaze. Spell Attack: +6, reach 10 ft. one target. 
  Hit: DC 15 as Fear Spell. 
  Spectral Hound 
  Medium Monstrosity, Chaotic 
  Evil
  AC: 16 HP:
   48 CR: 3 XP: 700 Speed: 30ft.
  S: 10 D:
   15(+2) C: 10 I: 7(-2) W: 10 Ch: 9(-1) 
  Senses/Skills: Darkvision 60'
  , passive Perception 
  12, Perception +4, Stealth +4.
  Resistance: fire, cold, slashing, bludgeoning, 
  piercing from  non-magical or non-silvered 
  weapons.
  Bite. Melee Weapon Attack: 
  +5, reach 5ft. One target. 
  Hit: 2d6+4 piercing damage. Make DC 13 CON 
  save or begin to fade. 
  Notable Non-Player Characters 
  Airas 
  4th Level 
  Rogue, 
  Neutral
  AC 11, HP 21, CR 1, XP 200
  S:
   10 D:
   10 C: 10 I:
   10 W:
   10 Ch:
   10
  Saving Throws:
   Dex +2, Int +2
  Senses/Skills: passive Perception 12, Stealth +4, 
  Perception +4.
  Assassinate. On its first turn, the rogue has 
  advantage on attack rolls against any foe that 
  hasn'
  t taken a turn yet. Any hit scored on a 
  surprised foe is a critical hit.
  Sneak Attack. Once per turn, if the rogue makes a 
  weapon attack with advantage or flanking, it 
  inflicts an extra 2d6 damage on a hit.
  Multiattack. Arias can makes two attacks when 
  armed.
  Shortsword. Melee Weapon Attack:
   +2 to hit, reach 5 
  ft., one target. Hit:
   1d6 + 2 piercing damage. When 
  armed.
  Cunning Action. May Dash, Disengage, or Hide as 
  a bonus action.
  Alrethus 
  11th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 35, CR 2, XP 450
  S:
   8(-1) D:
   12(+1) C:
   10 I:
   16(+3) W: 14(+2) Ch: 10
  Saving Throws:
   Int +7, Wis +5
  Senses/Skills:
   passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is an 8th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save 
  DC 15, +7 to hit with spell attacks). The wizard has 
  the following spells prepared:
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  4
  
  Cantrips (at will): blade ward,
   fire bolt,
   light, 
  shocking grasp
  1st level (4 slots):
   mage armor, magic missile, charm
  2nd level (3 slots):
   detect thoughts,
   invisibility, 
  levitate
  3rd level (3 slots):
   fireball,
   fly, lightning bolt
  4th level (3 slots): confusion, polymorph,
   locate 
  creature
  5th level (2 slots): conjure elemental, passwall
  6
  th level (1 slot):
   flesh to stone
  Shocking Grasp. Melee Spell Attack: +7 to hit, 
  advantage on attack if target is metal armored, 
  reach 5 ft., one target. Hit: 2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 
  ft., one target. Hit: 2d10 fire damage. 
  Canopa 
  10th Level 
  Rogue, 
  Lawful 
  Evil
  AC 15, HP 42, CR 2, XP 450
  S: 8(-1) D:
   16(+3) C:
   10 I: 14(+2) W: 10 Ch: 10
  Saving Throws:
   Dex +5, Int +4
  Senses/Skills: passive Perception 16, Stealth +7, 
  Perception +6.
  Evasion. When Canopa is hit by an area effect 
  that allows a Dexterity save for half damage, he 
  takes half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if the rogue makes a 
  weapon attack with advantage or flanking, it 
  inflicts an extra 5d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit:
   1d8 + 1 slashing damage. 
  Clerics; 
  2nd Level, 
  Lawful 
  Evil
  AC 16, HP 18, CR .50, XP 100
  S: 10 D:
   10 C: 10 I:
   9 W: 12(+1) Ch: 10
  Saving Throws:
   Wis +3
  Senses:
   passive Perception 10
  Spellcasting. Wisdom (spell save DC 12, +3 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life,
   inflict wounds,
   ray of sickness.
  Touch of Death (1 use, recharges on short rest) 
  When the cleric hits with a melee attack, it can 
  deal 9 extra necrotic damage.
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit:
   1d6 bludgeoning damage.
  Clerics; 
  4th Level, 
  Lawful 
  Evil
  AC 16, HP 33, CR .50, XP 100
  S:
   10 D:
   10 C: 10 I:
   9 W:
   14(+2) Ch: 10
  Saving Throws:
   Wis +4
  Senses:
   passive Perception 11
  Spellcasting. Wisdom (spell save DC 13, +4 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life,
   inflict wounds,
   ray of sickness.
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison,
   ray of enfeeblement, silence.
  Touch of Death (1 use, recharges on short rest) 
  When the cleric hits with a melee attack, it can 
  deal 13 extra necrotic damage.
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit:
   1d6 bludgeoning damage.
  Clerics; 
  8th Level, 
  Lawful 
  Evil
  AC 16, HP 55, CR 2, XP 450
  S:
   10 D:
   10 C: 10 I:
   9 W:
   15(+3) Ch:
   10
  Saving Throws:
   Wis +5
  Senses:
   passive Perception 13
  Spellcasting. Wisdom (spell save DC 13, +4 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life,
   inflict wounds,
   ray of sickness.
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison,
   ray of enfeeblement, silence.
  3rd level (3 slots): animate dead, bestow curse, glyph 
  of warding,
   spirit guardians, vampiric touch.
  4th level (2 slots): blight, death ward, freedom of 
  movement, guardian of faith.
  Touch of Death (2 uses, recharges on short rest) 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  5
  
  When the cleric hits with a melee attack, it can 
  deal 21 extra necrotic damage.
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit:
   1d6 bludgeoning damage.
  Diviners; 
  Fighters 
  2nd 
  Level, 
  Lawful 
  Evil
  AC 16, HP 18 CR .50, XP 100
  S: 15(+2) D:
   10 C: 10 I: 9 W: 10 Ch: 10
  Saving Throws:
   Str +4
  Senses:
   passive Perception 10
  Action Surge (Recharges on a short rest). The 
  fighter can take one additional action on its turn.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1d8 + 2 slashing damage. Scores 
  a critical hit on a 19-20.
  Diviners; 
  Fighters 
  4th 
  Level, 
  Lawful 
  Evil
  AC 16, HP 33, CR .50, XP 100
  S: 15(+2) D:
   10 C: 10 I: 9 W: 10 Ch: 10
  Saving Throws:
   Str +4
  Senses:
   passive Perception 10
  Action Surge (Recharges on a short rest). The 
  fighter can take one additional action on its turn.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1d8 + 2 slashing damage. Scores 
  a critical hit on a 19-20.
  Focquet 
  8th Level 
  Fighter, 
  Lawful 
  Evil
  AC 19, HP 65, CR 2, XP 450
  S: 15(+2) D:
   10 C: 10 I: 11 W: 10 Ch: 10
  Saving Throws:
   STR +4, CON +2
  Senses:
   passive Perception 11
  Action Surge (Recharges on a short rest). Focquet 
  can take one additional action on his turn.
  Multi-attack. Focquet makes two melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d8 + 4) slashing damage. 
  Scores a critical hit on a 19-20.
  Holy 
  Man 
  6th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 28, CR 2, XP 450
  S: 8(-1) D:
   12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
  Saving Throws:
   Int +5, Wis +4
  Senses/Skills:
   passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is a 6th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save 
  DC 13, +5 to hit with spell attacks). The wizard has 
  the following spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, 
  shocking grasp
  1st level (4 slots):
   mage armor, magic missile, shield
  2nd level (3 slots):
   blur, misty step,
   web
  3rd level (3 slots):
   fireball,
   haste,
   lightning bolt
  Shocking Grasp. Melee Spell Attack: +5 to hit, 
  advantage on attack if target is metal armored, 
  reach 5 ft., one target. Hit: 2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 
  ft., one target. Hit:
   2d10 fire damage. 
  Holy 
  Man 
  8th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 35, CR 2, XP 450
  S:
   8(-1) D:
   12(+1) C:
   10 I:
   16(+3) W: 14(+2) Ch: 10
  Saving Throws:
   Int +7, Wis +5
  Senses/Skills:
   passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is an 8th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save 
  DC 15, +7 to hit with spell attacks). The wizard has 
  the following spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, 
  shocking grasp
  1st level (4 slots):
   mage armor, magic missile, shield
  2nd level (3 slots):
   blur, misty step,
   web
  3rd level (3 slots):
   fireball,
   haste,
   lightning bolt
  4th level (2 slots): blight, Evard'
  s black tentacles, 
  stoneskin
  Shocking Grasp. Melee Spell Attack: +7 to hit, 
  advantage on attack if target is metal armored, 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  6
  
  reach 5 ft., one target. Hit: 2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 
  ft., one target. Hit: 2d10 fire damage. 
  Matera 
  6th Level 
  Rogue, 
  Neutral 
  Evil
  AC 14, HP 28, CR 1, XP 200
  S: 8(-1) D:
   16(+3) C:
   10 I: 14(+2) W: 10 Ch: 10
  Saving Throws:
   Dex +5, Int +4
  Senses/Skills:
   passive Perception 16, Stealth +7.
  Evasion. When Matera is hit by an area effect that 
  allows a Dexterity save for half damage, he takes 
  half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if Matera makes a 
  weapon attack with advantage or flanking, she 
  inflicts an extra 3d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit:
   1d8 slashing damage. 
  Narellus, 
  treat as Lawful Good Veteran 
  (MM 
  350) 
  with AC 11 until equipped.
  The 
  Master 
  14th Level 
  Cleric, 
  Lawful 
  Evil
  AC 21, HP 88, CR 4, XP 1,100
  S: 14(+2) D:
   12(+1) C: 14(+2) I: 10 W: 18(+5) Ch: 10
  Saving Throws:
   Wis +8, Cha +3
  Senses/Skills:
   passive Perception 15
  Spellcasting. The Master is a 14th level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 
  16, +8 to hit with spell attacks). The Master has the 
  following spells prepared: Cantrips (at will): chill 
  touch, light, sacred flame, resistance, spare the dying, 
  thaumaturgy
  1st level (4 slots): bane, command, cure wounds,
   false 
  life, inflict wounds, ray of sickness 
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison,
   ray of enfeeblement, silence
  3rd level (3 slots): animate dead, bestow curse, glyph 
  of warding, spirit guardians, vampiric touch
  4th level (3 slots): blight, death ward, freedom of 
  movement, guardian of faith
  5th level (2 slots): antilife shell, cloudkill, contagion, 
  planar binding
  6th level (1 slot):
   blade barrier,
   create undead, harm
  7th level (1 slot):
   fire storm,
   symbol
  Touch of Death (2 uses, recharges on short rest). 
  When the cleric hits with a melee attack, it can 
  deal 33 extra necrotic damage.
  War Hammer. Melee Weapon Attack: +7to hit, 
  reach 5 ft., one target. Hit: 1d8 +4 bludgeoning 
  damage plus 2d8 necrotic damage.
  Ranas and Philomen 6th Level Rogue, Chaotic 
  Evil
  AC 11, HP 28, CR 1, XP 200
  S:
   8(-1) D:
   16(+3) C:
   10 I:
   14(+2) W: 10 Ch: 10
  Saving Throws:
   Dex +5, Int +4
  Senses/Skills:
   passive Perception 16, Stealth +7.
  Evasion. When Matera is hit by an area effect that 
  allows a Dexterity save for half damage, he takes 
  half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if Matera makes a 
  weapon attack with advantage or flanking, she 
  inflicts an extra 3d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit:
   1d8 slashing damage. 
  Marialena 4th Level Elvin Eldritch Knight, 
  Neutral 
  Good
  AC 11, HP 33, CR 1, XP 200
  S:
   10 D:
   10 C: 10 I:
   10 W:
   10 Ch:
   10
  Saving Throws:
   Str +2, Cha +2
  Senses/Skills:
   passive Perception 10.s
  Spellcasting. Marialena is a 4th level spellcaster. 
  Her spellcasting ability is Intelligence (spell save 
  DC 11, +3 to hit with spell attacks). She knows the 
  following spells:
  Cantrips (at will): blade ward,
   ray of frost
  1st level (3 slots): longstrider, magic missile, shield, 
  thunderwave
  Without her spell book she can only cast her 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  7
  
  cantrips.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one
  target. 1D8 + 5 slashing damage. When equipped.
  Spell Conversion Notes
  For spells not directly found in the PH:
  Cause 
  Disease: Treat as Contagion, PH 227
  Charm 
  Monster: Treat as Dominate Beast, PH 234
  Cure 
  Light 
  Wounds: Treat as Cure Wounds, PH 230
  Cure 
  Serious 
  Wounds: Treat as Cure Wounds, PH 
  230 
  Cure 
  Disease: 
  Treat as Lesser Restoration, PH 255
  Curse: 
  Treat as Bestow Curse, PH 218
  Detect 
  Invisibility: Treat as See Invisibility, PH 274
  ESP: 
  Treat as Detect Thoughts, PH 231
  Growth 
  of 
  Animals: Treat as Enlarge/Reduce, PH 
  237
  Infravision: Treat as Darkvision, PH 230
  Know 
  Alignment: 
  Treat as Commune, PH 223
  Neutralize 
  Poison: Treat as Protection from Poison, 
  PH 270
  Polymorph 
  Self/Others: Treat as Polymorph, PH 
  266
  Protection 
  from 
  Evil 
  10'
   
  Radius: 
  Treat as Magic 
  Circle, PH 256
  Protection 
  from 
  Normal 
  Missiles: Treat as Shield, 
  PH 275, but limited to missile weapons.
  Protection 
  from 
  Undead: Treat as Protection from 
  Evil and Good, PH 270
  Silence 
  15'
   
  Radius: Treat as Silence, PH 275
  Sticks 
  to 
  Snakes: Treat as Conjure Animals, PH 225, 
  requires stick(s) animal choice must be snake(s).
  Striking: Treat as Divine Favor, PH 234
  Ventriloquism: Treat as Minor Illusion, PH 260
  New Spell
  Transmute 
  Rock 
  to 
  Mud: level 5 - transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (clay and water)
  Duration: Instantaneous
  You choose an area of nonmagical stone/rock 
  which you can see within range that fits within a 
  40-foot cube and becomes an equal volume of 
  thick and flowing mud that remains for the spell'
  s 
  duration. If you cast the spell on an area of 
  ground, it becomes muddy enough that creatures 
  can sink into it. Each foot that a creature moves 
  through the mud costs 4 feet of movement, and 
  any creature on the ground when you cast the 
  spell must make a Strength saving throw.
  Magic Items Conversion Notes
  • Amulet vs.
   Crystal Ball and ESP; Treat as Amulet 
  of Proof Against Detection and Location, DMG 150.
  • Amulet of Finding; Treat as Crystal Ball, DMG 
  159.
  .
  • Collar of Animal Control; Treat as Ring of Animal 
  Influence, DMG 189.
   
  • Displacer Cloak; Treat as Cloak of Displacement, 
  DMG 158.
   
  • Helm of Alignment Changer; Treat as if under the 
  effects of the spell Feeblemind DC 17, PH 299.
  • Medallion of ESP;  Treat as Detect Thoughts spell 
  DC 13, PH 231.
  • Potion of Speed; SRD 238.
  • Potion of Fire Resistance; Treat as Protection from 
  Energy spell,
   fire damage only.
   PH 270.
  • Ring of Fire Resistance; Treat as Ring of Resistance, 
  fire damage only.
   DMG 192.
  • Wand of Cold; Treat as Wand of Paralysis, DMG 
  211.
  Sentient Magic Item
  +2 
  Sword: Int:
   14 (+2) Wis: 10 Cha: 10
  Abilities:
   Identifies shifting walls and rooms, can 
  locate traps.
  The sword communicates shifting walls and 
  rooms by the hilt beginning to undulate in the 
  wielder'
  s hand. The hilt will begin to warm and 
  get hotter the closer the wielder is to the trap.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  8
  
  Monsters
  1. Bat, 
  Normal; Bat MM 318 CR 0 XP 10.
  2.Basilisk; Basilisk MM 24 CR 2 XP 450.
  3.Black 
  Bears; Black Bear MM 318 CR .50 XP 100
  4.Black Pudding; Black Pudding MM 241 CR 3 XP 
  700.
  5. Bugbears; Bugbears MM 33 CR .50 XP 100.
  6.Canopa'
  s Thieves; Treat as Thugs MM 350 CR .25 
  XP 50.
  7.Carrion Crawler; Carrion Crawler MM 37 CR 1 XP 
  200.
  8.Cave 
  Dwellers; Treat as Tribal Warrior MM 350 CR 
  .125 XP 25.
  9.Centaur; Centaur MM 38 CR 1 XP 200.
  10.Chancellor of 
  the 
  Initiates; Treat as Cleric Level 8, 
  see Notable NPC'
  s.
  11.Clerics; 
  see Notable NPC'
  s. For additional Levels 
  not listed adjust templates as desired.
  12.Commoners; Commoner MM 345 CR 0 XP 10.
  13.Crocodiles; Crocodile MM 320 CR .25 XP 50.
  14.Cyclops; Cyclpos MM 45 CR 4 XP 1,100.
  15.Displacer Beasts; Displacer Beast MM 81 CR 2 XP 
  450.
  16.Diviners; 
  see Notable NPC'
  s. For additional Levels 
  not listed adjust templates as desired.
  17.Diviner Guards; 
  Treat as Diviners, see Notable 
  NPC'
  s. 
  18.Doppleganger; Doppleganger MM 82 CR 2 XP 450.
  19.Fighters; 
  Treat as Diviners, see Notable NPC'
  s. For 
  additional Levels not listed adjust templates as 
  desired.
  20.Giant, 
  Cloud; 
  Giants MM 154 CR 5 XP 1,800.
  21.Giant, 
  Hill; 
   Giants MM 155 CR 2 XP 450.
  22.Giant, 
  Stone; 
  Giants MM 156 CR 3 XP 700.
  23.Giant, 
  Storm; 
  Giants MM 156 CR 6 XP 2,300.
  24.Giant Piranhas; Treat as Swarm of Quippers MM 
  338 CR .50 XP 100.
  25.Giant 
  Weasel; Giant Weasel MM 329 CR .125 XP 25.
  26.Goblins; 
  Goblin MM 166 CR .125 XP 25.
  27.Gnolls; 
  Gnoll MM 163 CR .25 XP 50.
  28.Gnomes; 
  Gnome, Deep MM 164 CR .25 XP 50.
  29.Green Slime; Treat as Ochre Jelly MM 243 CR .50 
  XP 100.
  30.Guardsmen/Guards; 
  Guard MM 347 CR .125 XP 25.
  31.Hermit; 
  Commoner MM 345 CR 0 XP 10.
  32.Holy Man, Fighter; Treat as Diviners, see Notable 
  NPC'
  s. For additional Levels not listed adjust 
  templates as desired.
  33.Initiates; 
  Commoner MM 345 CR 0 XP 10.
  34.Inquisitor 
  F10
  35.Kobolds; 
  Kobold MM 195 CR 0 XP 10.
  36.Magic-User; 
  Treat as Holy Man, see Notable NPC'
  s. 
  For additional Levels not listed adjust templates as 
  desired.
  37.Major 
  Domo 
  38.Masters; 
  Commoner MM 345 CR 0 XP 10.
  39.Master of Scribes; 
  Treat as Diviner Level 2, see 
  Notable NPC'
  s.
  40.Medusa; 
  Medusa MM 214 CR 3 XP 700. 
  41.Merchants; 
  Commoner MM 345 CR 0 XP 10.
  42.Minotaur; 
  Minotaur MM 223 CR 2 XP 450.
  43.Normal 
  Human; 
  Commoner MM 345 CR 0 XP 10.
  44.Ochre 
  Jelly; 
  Ochre Jelly MM 243 CR .50 XP 100.
  45.Ogres; 
  Ogres MM 237 CR 1 XP 200.
  46.Orcs; 
  Orcs MM 246 CR .25 XP 50.
  47.Outlaws; 
  Treat as Thugs MM 350 CR .25 XP 50.
  48.Owl 
  Bears; 
  Owlbear MM 249 CR 1 XP 200.
  49.Panther; 
  Panther MM 333 CR .25 XP 50.
  50.Pixies; 
  Pixie MM 253 CR .125 XP 25.
  51.Prophet; 
  Commoner MM 345 CR 0 XP 10.
  52.Purple Worm; 
  Purple Worm MM 255 CR 7 XP 
  2,900.
  53.Rat, 
  Normal; 
  Rat MM 335 CR 0 XP 10.
  54.Red Dragon, Old; Treat as Adult Red Dragon MM 
  98 CR 10 XP 5,900.
  55.Roc; 
  Roc MM 260 CR 5 XP 1,800.
  56.Shadows; 
  Shadow MM 269 CR .25 XP 50.
  57.Shrieker; 
  Shrieker MM 138 CR 0 XP 10.
  58.Skeletons; 
  Skeletons MM 272 CR .125 XP 25.
  59.Soldiers; 
  Treat as Guard MM 347 CR .125 XP 25
  60.Stirges; 
  Stirge MM 284 CR 0 XP 10.
  61.Tavern 
  Keeper; 
  Commoner MM 345 CR 0 XP 10.
  62.Tigers; 
  Tiger MM 339 CR .50 XP 100.
  63.Troll; 
  Troll MM 291 CR 3 XP 700.
  64.Wererats; 
  Wererat MM 209 CR 1 XP 200.
  65.Yellow 
  Mold; 
  66.Zombies; 
  Zombie MM 316 CR .125 XP 25.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
                                                                                  X5 Temple of Death CONVERSION GUIDE                  9
  
  X5 
  Temple 
  of 
  Death 
  Reference
  Special 
  Creatures
  Caecilia 
  Large Beast, Unaligned
  AC: 14 HP:
   39 CR:
   1 XP:
   200 Speed: 15ft.
  S: 13(+1) D:
   11 C: 13(+1) I: 1(-5) W: 10 Ch:
   6(-2) 
  Senses:
   tremorsense 60 ft., passive Perception 11.
  Bite. Melee Weapon Attack: +5, reach 5 ft. one target. 
  Hit: 1d8+1 piercing damage, target must make 
  successful DC 13 Dex saving throws or be 
  swallowed. Swallowed victims are largely helpless 
  and suffer 1d8 points of damage per round until 
  dead, though they may attack with a small weapon 
  such as a knife or dagger (at -4 to-hit). 
  Devil 
  Swine 
  Medium Human, Neutral Evil
  AC: 10/11 HP:
   78 CR:
   2 XP:
   450 Speed:
   40ft.
  S: 17(+3) D:
   10 C:
   15(+2) I:
   10 W:
   10 Ch:
   8(-1) 
  Immunity: weapon damage from non-magical 
  weapons not silvered.
  Senses/Skills:
   passive Perception 12, Perception +2.
  Shapechanger. The Devil Swine can use its action to 
  polymorph into a boar-humanoid hybrid or into a 
  boar, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the 
  same in each form. Any equipment it is wearing or 
  carrying isn'
  t transformed. It reverts to its true 
  form if it dies. 
  Multi-attack: Makes two attacks, only one can be 
  tursks.
  Maul. Melee Weapon Attack: +5, reach 5 ft. one 
  target. Hit:
   2d6+3 bludgeoning damage. 
  Tusks. Melee Weapon Attack: +5, reach 5 ft. one target. 
  Hit: 2d6+3 slashing damage.
  Charm. Spell Attack:
   As Charm spell, DC 13. Once 
  per day.
  Dusanu 
  Medium Undead, Chaotic Evil
  AC: 16 HP:
   54 CR:
   2 XP: 450 Speed: 40ft., Ini: +2
  S: 13(+1) D:
   14(+2) C:
   11 I:
   16(+3) W:
   12(+1) Ch:
   8(-1) 
  Resistance:
   Bludgeoning damage, non-magical 
  weapons cause only 1 HP damage.
  Immunity:
   Electrical damage.
  Senses:
   darkvision 60 ft., passive Perception 11.
  Multi-attack: 2x w/claws and one spore attack.
  Claws. Melee Weapon Attack: +4, reach 5 ft. one 
  target. Hit:
   1d8+1 slashing damage. 
  Spore. Spell Attack: +5, reach 5 ft. any target who 
  inhales. 1D8 damage plus infection.
  Area Attack. Spores: automatic hit (range 5 ft. cloud 
  centered on Dusanu; creatures in range). Hit: 
  creatures must make successful DC 16 Wis saving 
  throws or be infected. 
  Geonid 
  Small Humanoid, Neutral Evil
  AC: 22 HP: 24 CR:
   .25 XP:
   50 Speed :
   20'
  S: 13(+1) D:
   10 C:
   16(+3) I: 10 W:
   10 Ch:
   10 
  Senses:
   darkvision 60 ft., passive Perception 11
  Stone Weapons - Melee Weapon Attack: +3, reach 5ft. 
  One target. Hit:
   1d8+1 bludgeoning damage.
  False  Appearance: 
  while  motionless 
  indistinguishable from a normal boulder.
  Malfera 
  Large Outsider, Chaotic Evil
  AC: 17 HP:
   76 CR: 4 XP: 1,100 Speed: 20ft., Ini: +7
  S:
   19(+4) D: 11 C: 19(+4) I: 11 W: 10 Ch: 10 
  Senses: passive Perception 10, Spot 12+, Listen 12+, 
  detect invisible, open doors as knock.
  Immunity: 
  Acid.
  Multi-attack. The Malfera may make two pincer 
  attacks or one bite.
  Pincer. Melee Weapon Attack: +9, reach 10 ft. one 
  target. Hit:
   2d6+5 slashing damage. 
  Tentacles. Melee Weapon Attack: automatic with two 
  successful Pincer attacks. Hit: 2d12 acid damage 
  per round until freed. 
  Bite. Melee Weapon Attack: +9, reach 10 ft. one 
  target. Hit: 1d8+6 slashing damage plus DC 12 
  Wisdom Save vs. Poison. 
  Mujina 
  Monstrous Humanoid 
  , Chaotic Evil
  AC: 16 HP: 48 CR: 1 XP: 200 Speed: 30ft., Ini: +5
  S:
   15(+2) D:
   17(+3) C: 13(+1) I: 10 W: 11 Ch: 8(-1) 
  Senses/Skills: passive Perception 10, Disguise+5, 
  Bluff+4.
  Multi-attack. Mujina make two weapon attacks and 
  can wield two handed weapons in one hand.
  Two Handed Weapon. Melee Weapon Attack: Two 
  handed sword +4, reach 5ft. One target. Hit 1d10+4 
  slashing damage. Short sword +4, reach 5ft. One 
  target. Hit 1d6+2 slashing damage.
  Fear Gaze. Spell Attack:
   +6, reach 10 ft. one target. 
  Hit:
   DC 15 as Fear Spell. 
  Spectral 
  Hound 
  Medium Monstrosity, Chaotic Evil
  AC: 16 HP: 48 CR: 3 XP: 700 Speed: 30ft.
  S:
   10 D:
   15(+2) C: 10 I: 7(-2) W: 10 Ch: 9(-1) 
  Senses/Skills: Darkvision 60'
  , passive Perception 
  12, Perception +4, Stealth +4.
  Resistance: fire, cold, slashing, bludgeoning, 
  piercing from  non-magical or non-silvered 
  weapons.
  Bite. Melee Weapon Attack: +5, reach 5ft. One target. 
  Hit: 2d6+4 piercing damage. Make DC 13 CON save 
  or begin to fade. 
  Notable 
  NPC'
  s
  Airas 
  4th Level 
  Rogue, 
  Neutral
  AC 11, HP 21, CR 1, XP 200
  S:
   10 D:
   10 C: 10 I: 10 W: 10 Ch: 10
  Saving Throws: Dex +2, Int +2
  Senses/Skills: passive Perception 12, Stealth +4, 
  Perception +4.
  Assassinate. On its first turn, the rogue has 
  advantage on attack rolls against any foe that 
  hasn'
  t taken a turn yet. Any hit scored on a 
  surprised foe is a critical hit.
  Sneak Attack. Once per turn, if the rogue makes a 
  weapon attack with advantage or flanking, it 
  inflicts an extra 2d6 damage on a hit.
  Multiattack. Arias can makes two attacks when 
  armed.
  Shortsword. Melee Weapon Attack:
   +2 to hit, reach 5 
  ft., one target. Hit:
   1d6 + 2 piercing damage. When 
  armed.
  Cunning Action. May Dash, Disengage, or Hide as a 
  bonus action.
  Alrethus 
  11th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 35, CR 2, XP 450
  S: 8(-1) D: 12(+1) C: 10 I: 16(+3) W:
   14(+2) Ch: 10
  Saving Throws: Int +7, Wis +5
  Senses/Skills: passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is an 8th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The wizard has the 
  following spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, 
  shocking grasp
  1st level (4 slots): mage armor, magic missile, charm
  2nd level (3 slots): detect thoughts, invisibility, 
  levitate
  3rd level (3 slots): fireball, fly,
   lightning bolt
  4th level (3 slots): confusion,
   polymorph, locate 
  creature
  5th level (2 slots): conjure elemental, passwall
  6
  th level (1 slot): flesh to stone
  Shocking Grasp. Melee Spell Attack: +7 to hit, 
  advantage on attack if target is metal armored, 
  reach 5 ft., one target. Hit:
   2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack:
   +7 to hit, range 120 ft.
  , 
  one target. Hit: 2d10 fire damage. 
  Canopa 
  10th Level 
  Rogue, 
  Lawful 
  Evil
  AC 15, HP 42, CR 2, XP 450
  S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W:
   10 Ch: 10
  Saving Throws: Dex +5, Int +4
  Senses/Skills: passive Perception 16, Stealth +7, 
  Perception +6.
  Evasion. When Canopa is hit by an area effect that 
  allows a Dexterity save for half damage, he takes 
  half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if the rogue makes a 
  weapon attack with advantage or flanking, it 
  inflicts an extra 5d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit:
   1d8 + 1 slashing damage. 
  Clerics; 
  2nd Level, 
  Lawful 
  Evil
  AC 16, HP 18, CR .50, XP 100
  S: 10 D: 10 C: 10 I: 9 W: 12(+1) Ch: 10
  Saving Throws: Wis +3
  Senses: passive Perception 10
  Spellcasting. Wisdom (spell save DC 12, +3 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life, inflict wounds,
   ray of sickness.
  Touch of Death (1 use, recharges on short rest) When 
  the cleric hits with a melee attack, it can deal 9 
  extra necrotic damage.
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.
  , 
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                                                X5 Temple of Death CONVERSION GUIDE  
  10
  
  one target. Hit:
   1d6 bludgeoning damage.
  Clerics; 
  4th Level, 
  Lawful 
  Evil
  AC 16, HP 33, CR .50, XP 100
  S: 10 D: 10 C:
   10 I:
   9 W:
   14(+2) Ch:
   10
  Saving Throws:
   Wis +4
  Senses:
   passive Perception 11
  Spellcasting. Wisdom (spell save DC 13, +4 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life, inflict wounds, ray of sickness.
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison, ray of enfeeblement, silence.
  Touch of Death (1 use, recharges on short rest) When 
  the cleric hits with a melee attack, it can deal 13 
  extra necrotic damage.
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.
  , 
  one target. Hit:
   1d6 bludgeoning damage.
  Clerics; 
  8th Level, 
  Lawful 
  Evil
  AC 16, HP 55, CR 2, XP 450
  S: 10 D: 10 C:
   10 I:
   9 W:
   15(+3) Ch:
   10
  Saving Throws:
   Wis +5
  Senses:
   passive Perception 13
  Spellcasting. Wisdom (spell save DC 13, +4 to hit 
  with spell attacks). 
  Cantrips (at will): chill touch, light, spare the dying, 
  thaumaturgy.
  1st level (3 slots): bane, command, cure wounds, false 
  life, inflict wounds, ray of sickness.
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison, ray of enfeeblement, silence.
  3rd level (3 slots): animate dead, bestow curse, glyph 
  of warding, spirit guardians, vampiric touch.
  4th level (2 slots): blight, death ward, freedom of 
  movement, guardian of faith.
  Touch of Death (2 uses, recharges on short rest) 
  When the cleric hits with a melee attack, it can 
  deal 21 extra necrotic damage.
  Mace. Melee Weapon Attack:
   +3 to hit, reach 5 ft.
  , one 
  target. Hit:
   1d6 bludgeoning damage.
  Diviners; 
  Fighters 
  2nd 
  Level, 
  Lawful 
  Evil
  AC 16, HP 18 CR .50, XP 100
  S: 15(+2) D:
   10 C:
   10 I:
   9 W:
   10 Ch:
   10
  Saving Throws:
   Str +4
  Senses:
   passive Perception 10
  Action Surge (Recharges on a short rest). The fighter 
  can take one additional action on its turn.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1d8 + 2 slashing damage. Scores 
  a critical hit on a 19-20.
  Diviners; 
  Fighters 
  4th 
  Level, 
  Lawful 
  Evil
  AC 16, HP 33, CR .50, XP 100
  S: 15(+2) D:
   10 C:
   10 I:
   9 W:
   10 Ch:
   10
  Saving Throws:
   Str +4
  Senses:
   passive Perception 10
  Action Surge (Recharges on a short rest). The fighter 
  can take one additional action on its turn.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 1d8 + 2 slashing damage. Scores 
  a critical hit on a 19-20.
  Focquet 
  8th Level 
  Fighter, 
  Lawful 
  Evil
  AC 19, HP 65, CR 2, XP 450
  S:
   15(+2) D:
   10 C: 10 I: 11 W: 10 Ch: 10
  Saving Throws: STR +4, CON +2
  Senses:
   passive Perception 11
  Action Surge (Recharges on a short rest). Focquet can 
  take one additional action on his turn.
  Multi-attack. Focquet makes two melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d8 + 4) slashing damage. 
  Scores a critical hit on a 19-20.
  Holy 
  Man 
  6th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 28, CR 2, XP 450
  S:
   8(-1) D:
   12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
  Saving Throws: Int +5, Wis +4
  Senses/Skills: passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is a 6th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  13, +5 to hit with spell attacks). The wizard has the 
  following spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, 
  shocking grasp
  1st level (4 slots): mage armor, magic missile,
   shield
  2nd level (3 slots): blur, misty step, web
  3rd level (3 slots): fireball, haste, lightning bolt
  Shocking Grasp. Melee Spell Attack: +5 to hit, 
  advantage on attack if target is metal armored, 
  reach 5 ft., one target. Hit:
   2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack:
   +5 to hit, range 120 ft., 
  one target. Hit: 2d10 fire damage. 
  Holy 
  Man 
  8th Level 
  Wizard, 
  Lawful 
  Evil
  AC 11/14, HP 35, CR 2, XP 450
  S:
   8(-1) D:
   12(+1) C: 10 I: 16(+3) W: 14(+2) Ch: 10
  Saving Throws: Int +7, Wis +5
  Senses/Skills: passive Perception 12
  Sculpt Spells. When the wizard casts an area effect 
  spell, it may designate 1 + spell level creatures it 
  can see. Those creatures automatically succeed at 
  saving throws against the spell, and take no 
  damage if a successful save would normally result 
  in half damage.
  Spellcasting. The wizard is an 8th level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The wizard has the 
  following spells prepared:
  Cantrips (at will): blade ward, fire bolt, light, 
  shocking grasp
  1st level (4 slots): mage armor, magic missile,
   shield
  2nd level (3 slots): blur, misty step, web
  3rd level (3 slots): fireball, haste, lightning bolt
  4th level (2 slots): blight, Evard'
  s black tentacles, 
  stoneskin
  Shocking Grasp. Melee Spell Attack: +7 to hit, 
  advantage on attack if target is metal armored, 
  reach 5 ft., one target. Hit:
   2d8 lightning damage.
  Fire Bolt. Ranged Spell Attack:
   +7 to hit, range 120 ft., 
  one target. Hit: 2d10 fire damage. 
  Matera 
  6th Level 
  Rogue, 
  Neutral 
  Evil
  AC 14, HP 28, CR 1, XP 200
  S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W:
   10 Ch: 10
  Saving Throws: Dex +5, Int +4
  Senses/Skills: passive Perception 16, Stealth +7.
  Evasion. When Matera is hit by an area effect that 
  allows a Dexterity save for half damage, he takes 
  half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if Matera makes a 
  weapon attack with advantage or flanking, she 
  inflicts an extra 3d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit:
   1d8 slashing damage. 
  Narellus, 
  treat as Lawful Good Veteran (MM 350) 
  with AC 11 until equipped.
  The 
  Master 
  14th Level 
  Cleric, 
  Lawful 
  Evil
  AC 21, HP 88, CR 4, XP 1,100
  S: 14(+2) D: 12(+1) C: 14(+2) I: 10 W: 18(+5) Ch: 10
  Saving Throws: Wis +8, Cha +3
  Senses/Skills: passive Perception 15
  Spellcasting. The Master is a 14th level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 16, 
  +8 to hit with spell attacks). The Master has the 
  following spells prepared: Cantrips (at will): chill 
  touch, light, sacred flame, resistance, spare the dying, 
  thaumaturgy
  1st level (4 slots): bane, command, cure wounds, false 
  life, inflict wounds,
   ray of sickness 
  2nd level (3 slots): blindness/deafness, hold person, 
  protection from poison,
   ray of enfeeblement, silence
  3rd level (3 slots): animate dead, bestow curse, glyph 
  of warding,
   spirit guardians, vampiric touch
  4th level (3 slots): blight, death ward, freedom of 
  movement, guardian of faith
  5th level (2 slots): antilife shell, cloudkill, contagion, 
  planar binding
  6th level (1 slot): blade barrier,
   create undead, harm
  7th level (1 slot): fire storm,
   symbol
  Touch of Death (2 uses, recharges on short rest). 
  When the cleric hits with a melee attack, it can 
  deal 33 extra necrotic damage.
  War Hammer. Melee Weapon Attack: +7to hit, reach 
  5 ft., one target. Hit: 1d8 +4 bludgeoning damage 
  plus 2d8 necrotic damage.
  Ranas 
  and 
  Philomen 
  6th Level 
  Rogue, 
  Chaotic 
  Evil
  AC 11, HP 28, CR 1, XP 200
  S: 8(-1) D: 16(+3) C: 10 I: 14(+2) W:
   10 Ch: 10
  Saving Throws: Dex +5, Int +4
  Senses/Skills: passive Perception 16, Stealth +7.
  Evasion. When Matera is hit by an area effect that 
  allows a Dexterity save for half damage, he takes 
  half damage on a failure, or no damage on a 
  success.
  Sneak Attack. Once per turn, if Matera makes a 
  weapon attack with advantage or flanking, she 
  inflicts an extra 3d6 damage on a hit.
  Cunning Action. May use bonus action to Dash, 
  Disengage, Hide, Use an Object, make a Dexterity 
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                                                X5 Temple of Death CONVERSION GUIDE  
  11
  
  (Sleight of Hand check), or make a Dexterity 
  (thieves'
   tools) check.
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit:
   1d8 slashing damage. 
  Marialena 4th Level Elvin Eldritch Knight, 
  Neutral 
  Good
  AC 11, HP 33, CR 1, XP 200
  S: 10 D: 10 C:
   10 I:
   10 W: 10 Ch:
   10
  Saving Throws:
   Str +2, Cha +2
  Senses/Skills:
   passive Perception 10.s
  Spellcasting. Marialena is a 4th level spellcaster. 
  Her spellcasting ability is Intelligence (spell save 
  DC 11, +3 to hit with spell attacks). She knows the 
  following spells:
  Cantrips (at will): blade ward, ray of frost
  1st level (3 slots): longstrider, magic missile, shield, 
  thunderwave
  Without her spell book she can only cast her 
  cantrips.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one
  target. 1D8 + 5 slashing damage. When equipped.
  Spell 
  Conversion 
  Notes
  Cause 
  Disease: Treat as Contagion, PH 227
  Charm 
  Monster: Treat as Dominate Beast, PH 234
  Cure 
  Light 
  Wounds: Treat as Cure Wounds, PH 230
  Cure 
  Serious 
  Wounds: Treat as Cure Wounds, PH 
  230 
  Cure 
  Disease: 
  Treat as Lesser Restoration, PH 255
  Curse: 
  Treat as Bestow Curse, PH 218
  Detect 
  Invisibility: Treat as See Invisibility, PH 274
  ESP: 
  Treat as Detect Thoughts, PH 231
  Growth 
  of 
  Animals: Treat as Enlarge/Reduce, PH 
  237
  Infravision: Treat as Darkvision, PH 230
  Know 
  Alignment: 
  Treat as Commune, PH 223
  Neutralize 
  Poison: Treat as Protection from 
  Poison, PH 270
  Polymorph 
  Self/Others: Treat as Polymorph, PH 
  266
  Protection 
  from 
  Evil 
  10'
   
  Radius: Treat as Magic 
  Circle, PH 256
  Protection 
  from 
  Normal 
  Missiles: Treat as Shield, 
  PH 275, but limited to missile weapons.
  Protection 
  from 
  Undead: Treat as Protection from 
  Evil and Good, PH 270
  Silence 
  15'
   
  Radius: Treat as Silence, PH 275
  Sticks 
  to 
  Snakes: Treat as Conjure Animals, PH 
  225, requires stick(s) animal choice must be 
  snake(s).
  Striking: Treat as Divine Favor, PH 234
  Ventriloquism: Treat as Minor Illusion, PH 260
  New 
  Spell
  Transmute 
  Rock 
  to 
  Mud: level 5 - transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (clay and water)
  Duration: Instantaneous
  You choose an area of nonmagical stone/rock 
  which you can see within range that fits within a 
  40-foot cube and becomes an equal volume of 
  thick and flowing mud that remains for the spell'
  s 
  duration. If you cast the spell on an area of ground, 
  it becomes muddy enough that creatures can sink 
  into it. Each foot that a creature moves through the 
  mud costs 4 feet of movement, and any creature on 
  the ground when you cast the spell must make a 
  Strength saving throw.
  Magic 
  Item 
  Conversion 
  Notes
  •
  Amulet vs.
   Crystal Ball and ESP; Treat as Amulet 
  of Proof Against Detection and Location, DMG 150.
  •
  Amulet of Finding; Treat as Crystal Ball, DMG 
  159.
  .
  •
  Collar of Animal Control; Treat as Ring of Animal 
  Influence,
   DMG 189.
   
  •
  Displacer Cloak; Treat as Cloak of Displacement, 
  DMG 158.
   
  •
  Helm of Alignment Changer; Treat as if under the 
  effects of the spell Feeblemind DC 17, PH 299.
  •
  Medallion of ESP;  Treat as Detect Thoughts spell 
  DC 13,
   PH 231.
  •
  Potion of Speed; SRD 238.
  •
  Potion of Fire Resistance; Treat as Protection from 
  Energy spell, fire damage only.
   PH 270.
  •
  Ring of Fire Resistance; Treat as Ring of Resistance, 
  fire damage only.
   DMG 192.
  •
  Wand of Cold; Treat as Wand of Paralysis, DMG 
  211.
  Sentient 
  Magic 
  Item
  +2 
  Sword: Int: 14 (+2) Wis: 10 Cha: 10
  Abilities: Identifies shifting walls and rooms, can 
  locate traps.
  The sword communicates shifting walls and rooms 
  by the hilt beginning to undulate in the wielder'
  s 
  hand. The hilt will begin to warm and get hotter 
  the closer the wielder is to the trap.
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                                                X5 Temple of Death CONVERSION GUIDE  
  12
  
  Monsters
  1. Bat, Normal; Bat MM 318 CR 0 
  XP 10.
  2. Basilisk; Basilisk MM 24 CR 2 
  XP 450.
  3. Black Bears; Black Bear MM 
  318 CR .50 XP 100
  4. Black Pudding; Black Pudding 
  MM 241 CR 3 XP 700.
  5. Bugbears; Bugbears MM 33 CR 
  .50 XP 100.
  6. Canopa'
  s Thieves; Treat as 
  Thugs MM 350 CR .25 XP 50.
  7. Carrion  Crawler; Carrion 
  Crawler MM 37 CR 1 XP 200.
  8. Cave Dwellers; Treat as Tribal 
  Warrior MM 350 CR .125 XP 25.
  9. Centaur; Centaur MM 38 CR 1 
  XP 200.
  10.Chancellor of the Initiates; 
  Treat as Cleric Level 8, see 
  Notable NPC'
  s.
  11.Clerics; 
  see Notable NPC'
  s. For 
  additional Levels not listed 
  adjust templates as desired.
  12.Commoners; Commoner MM 
  345 CR 0 XP 10.
  13.Crocodiles; Crocodile MM 320 
  CR .25 XP 50.
  14.Cyclops; Cyclpos MM 45 CR 4 
  XP 1,100.
  15.Displacer Beasts; Displacer 
  Beast MM 81 CR 2 XP 450.
  16.Diviners; 
  see Notable NPC'
  s. 
  For additional Levels not listed 
  adjust templates as desired.
  17.Diviner Guards;  
  Treat as 
  Diviners, see Notable NPC'
  s. 
  18.Doppleganger; Doppleganger 
  MM 82 CR 2 XP 450.
  19.Fighters; 
  Treat as Diviners, see 
  Notable NPC'
  s. For additional 
  Levels not listed  adjust 
  templates as desired.
  20.Giant, Cloud; 
  Giants MM 154 
  CR 5 XP 1,800.
  21.Giant, Hill; 
   Giants MM 155 CR 
  2 XP 450.
  22.Giant, Stone; 
  Giants MM 156 
  CR 3 XP 700.
  23.Giant, Storm; 
  Giants MM 156 
  CR 6 XP 2,300.
  24.Giant Piranhas; Treat as 
  Swarm of Quippers MM 338 
  CR .50 XP 100.
  25.Giant Weasel; Giant Weasel 
  MM 329 CR .125 XP 25.
  26.Goblins; 
  Goblin MM 166 CR .
  125 XP 25.
  27.Gnolls; 
  Gnoll MM 163 CR .25 
  XP 50.
  28.Gnomes; 
  Gnome, Deep MM 
  164 CR .25 XP 50.
  29.Green Slime; Treat as Ochre 
  Jelly MM 243 CR .50 XP 100.
  30.Guardsmen/Guards;  
  Guard 
  MM 347 CR .125 XP 25.
  31.Hermit; 
  Commoner MM 345 
  CR 0 XP 10.
  32.Holy Man, Fighter; 
  Treat as 
  Diviners, see Notable NPC'
  s. 
  For additional Levels not listed 
  adjust templates as desired.
  33.Initiates; 
  Commoner MM 345 
  CR 0 XP 10.
  34.Inquisitor 
  F10
  35.Kobolds; 
  Kobold MM 195 CR 0 
  XP 10.
  36.Magic-User; 
  Treat as Holy 
  Man, see Notable NPC'
  s. For 
  additional Levels not listed 
  adjust templates as desired.
  37.Major 
  Domo 
  38.Masters; 
  Commoner MM 345 
  CR 0 XP 10.
  39.Master of Scribes; 
  Treat as 
  Diviner Level 2, see Notable 
  NPC'
  s.
  40.Medusa; 
  Medusa MM 214 CR 3 
  XP 700. 
  41.Merchants; 
  Commoner MM 
  345 CR 0 XP 10.
  42.Minotaur; 
  Minotaur MM 223 
  CR 2 XP 450.
  43.Normal Human; 
  Commoner 
  MM 345 CR 0 XP 10.
  44.Ochre Jelly; 
  Ochre Jelly MM 
  243 CR .50 XP 100.
  45.Ogres; 
  Ogres MM 237 CR 1 XP 
  200.
  46.Orcs; 
  Orcs MM 246 CR .25 XP 
  50.
  47.Outlaws; 
  Treat as Thugs MM 
  350 CR .25 XP 50.
  48.Owl Bears; 
  Owlbear MM 249 
  CR 1 XP 200.
  49.Panther; 
  Panther MM 333 CR .
  25 XP 50.
  50.Pixies; 
  Pixie MM 253 CR .125 
  XP 25.
  51.Prophet; 
  Commoner MM 345 
  CR 0 XP 10.
  52.Purple Worm; 
  Purple Worm 
  MM 255 CR 7 XP 2,900.
  53.Rat, Normal; 
  Rat MM 335 CR 0 
  XP 10.
  54.Red Dragon, Old; 
  Treat as 
  Adult Red Dragon MM 98 CR 
  10 XP 5,900.
  55.Roc; 
  Roc MM 260 CR 5 XP 
  1,800.
  56.Shadows; 
  Shadow MM  269 
  CR .25 XP 50.
  57.Shrieker; 
  Shrieker MM 138 CR 
  0 XP 10.
  58.Skeletons; 
  Skeletons MM 272 
  CR .125 XP 25.
  59.Soldiers; 
  Treat as Guard MM 
  347 CR .125 XP 25
  60.Stirges; 
  Stirge MM 284 CR 0 
  XP 10.
  61.Tavern Keeper; 
  Commoner 
  MM 345 CR 0 XP 10.
  62.Tigers; 
  Tiger MM 339 CR .50 
  XP 100.
  63.Troll; 
  Troll MM 291 CR 3 XP 
  700.
  64.Wererats; 
  Wererat MM 209 CR 
  1 XP 200.
  65.Yellow 
  Mold; 
  66.Zombies; 
  Zombie MM 316 CR .
  125 XP 25.
  Not for resale. Permission granted to print or photocopy this document for personal use only.                                                                                X5 Temple of Death CONVERSION GUIDE  
  13
  
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