TEXT: 1
  
  
  Developer: Adam Hancock | @AdamDMsGuild
  Editor: Rachel Savicki | @RWritesThings
  Cover Artist: Roselysium | @Roselysium
  On The Cover
  Roselysium illustrates Cryovian and Venomfang, the two
  dragons who prowl the region surrounding Phandalin. Both
  appear in this Tier 2 conversion guide of the Phandalin
  Adventures.
  
  This guide converts Lost Mine of Phandelver and Dragon of
  Icespire Peak to Tier 2 (levels 5 to 10). That way you can play
  these two adventures back to back in either order using the
  same characters.
  To use this guide, you must have a copy of both Lost Mine of
  Phandelver from the D&D Starter Set and Dragon of Icespire
  Peak from the D&D Essentials Kit. This guide does not make
  sense without them. You also need a copy of the Monster
  Manual since many of the creatures in this book draw from
  that sourcebook.
  In other words, if you have finished running Lost Mine of
  Phandelver or Dragon of Icespire Peak and wish to continue
  your adventures in Phandalin right where you left off with the
  same characters, this guide is for you.
  The end effect is a 1st- to 11th-level campaign set in the
  frontier town of Phandalin using the adventures found in the
  D&D Starter Set and D&D Essentials Kit.
  
  This conversion guide assumes you are starting Lost Mine of
  Phandelver after the events of Dragon of Icespire Peak. The
  townsfolk of Phandalin hail the party as dragon slayers for
  ridding the world of Cryovain the white dragon.
  While the party was dealing with the dragon threat, an
  enigmatic figure known only as Glasstaff quietly slipped into
  Phandalin. He's been organizing the criminal underbelly of
  this frontier town ever since. Glasstaff bides his time, waiting
  to start shaking down Phandalin's businesses when the party
  next leaves town.
  But Glasstaff is working for an even more sinister villain
  known only as the Black Spider.
  
  Using this conversion guide, Lost Mine of Phandelver is an
  adventure for four to five characters of 6th level. Over the
  course of the adventure, the characters will advance to 10th
  level.
  
  Chances are, the adventurers are already in Phandalin at the
  beginning of this adventure. Having made a name for
  themselves as dragon slayers, the party is sought out by the
  dwarves Nundro and Tharden Rockseeker who want to hire
  the party to locate their missing brother.
  Find Our Brother. The characters are in the city of
  Phandalin when two dwarven brothers, Nundro and Tharden
  Rockseeker, ask them to find their brother Gundren. Gundren
  Rockseeker left Neverwinter a week ago with a warrior, Sildar
  Hallwinter, and a wagon full of needed mining supplies to be
  delivered to Barthen's Provisions. But Gundren and Sildar
  never arrived in Phandalin. Nundro and Tharden have
  instructed the owner of Barthen's Provisions to pay the party
  members 100 gp each when they deliver the wagon safely to
  Phandalin.
  
  Instead of using experience points, this conversion guide
  assumes you are using milestones. The text indicates when
  the party has earned a level advancement.
  2
  
  
  The adventure begins as the player characters search for
  Gundren Rockseeker, Sildar Hallwinter, and the missing
  wagon full of provisions and supplies from Neverwinter. After
  only a half-day's march from Phandalin west along the Triboar
  Trail, the heroes run into trouble with goblin raiders from the
  Cragmaw tribe.
  
  This encounter is unchanged, except for the following:
  In addition to the two dead horses, there is a wagon lying
  on its side. Both the wagon and the horses' saddle bags lie
  empty. Nothing of value remains.
  Replace the four goblins with twelve goblin bosses.
  
  A successful DC 12 Wisdom (Survival) is necessary to spot
  the goblin trail leading to Cragmaw Hideout.
  Snare. A successful DC 15 Wisdom (Perception) check
  allows the adventurers to spot this trap. If a character triggers
  the snare, they must make a successful DC 12 Dexterity
  saving throw to avoid being lifted off the ground.
  Pit. The pit is 20 feet deep. The party can spot it with a
  successful DC 17 Wisdom (Perception) check. Any creature
  who steps on it must succeed on a DC 12 Dexterity check or
  fall, taking 2d6 bludgeoning damage.
  
  The hideout's features are the same, except for the following:
  Sound. Creatures must succeed on a DC 15 Wisdom
  (Perception) check to hear noises coming from nearby
  chambers.
  
  Replace the two goblins with three goblin bosses armed with
  shortbows instead of javelins.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
  The Cragmaw goblins have been experimenting with new
  kinds of mounts. Replace each wolf with a winter wolf. A
  character who tries to calm these monstrosities can attempt a
  DC 17 Charisma (Persuasion) check. Offering fresh meat
  lowers the DC to 12.
  Fissure. Ascending or descending the chimney shaft
  requires a successful DC 12 Strength (Athletics) check.
  
  Replace the goblin on the bridge with two goblin bosses. As
  soon as they catch sight of the party, they sneak away in
  opposite directions. One goes to warn Yeemik while the other
  goes to release the flood.
  Make a Dexterity (Stealth) check for the goblins: roll one
  d20 for each of them, add their Stealth skill modifier (+6) to
  the roll, and compare the total to the characters' passive
  Wisdom (Perception) scores. A character whose score is
  lower than the goblins’ check total doesn't see the goblins as
  they sneak away.
  Western Passage. Characters on the ledge when it gives
  way must make a DC 12 Dexterity saving throw, taking 4d6
  bludgeoning damage on a failure, or half as much damage on
  a success.
  
  Replace the goblin on the bridge with two goblin bosses.
  They move in opposite directions if the adventurers stand
  below them or simply away from the adventurers if the party
  approaches them from either side of the bridge.
  Bridge. Climbing the cavern walls requires a DC 17
  Strength (Athletics) check. The bridge has an AC of 7 and 15
  hit points. If the bridge falls, creatures on it must succeed on a
  DC 12 Dexterity saving throw or fall, taking 2d6 bludgeoning
  damage and landing prone.
  Flood!
  It takes a successful DC 12 Dexterity saving throw to get out
  of the way of the flood or a successful DC 17 Strength saving
  throw to keep from getting swept away by it.
  
  Replace the six goblins with ten goblin bosses, one of whom
  is named Yeemik and has 36 hit points.
  Sildar Hallwinter uses the veteran griffon rider stat block
  found in the appendix.
  Treasure
  Replace the contents of Yeemik's pouch with three platinum
  teeth (10 gp each) and 30 ep.
  
  Replace the three goblins with eight goblin bosses.
  
  Klarg has a unique stat block found in the appendix. Replace
  the wolf with a winter wolf and replace the two goblins with
  three goblin bosses.
  Fire Pit. The fire pit deals 1d4 fire damage to any creature
  that enters it, or 2d6 fire damage to any creature that falls
  prone there.
  Supplies. In addition to the Lionshield Coster supplies and
  Klarg's treasure chest, the following mining supplies from
  Gundren's wagon are here, together worth 100 gp.
  a dozen sacks of flour
  seven casks of salted pork
  two kegs of dwarven ale
  a dozen shovels
  a dozen picks
  a dozen crowbars
  five lanterns
  a small barrel of oil (about fifty flasks in volume)
  Treasure. Returning the Lionshield Coster supplies to
  Linene in Phandalin nets a reward of 500 gp.
  Replace the contents of Klarg's chest with 600 sp, 110 gp,
  two potions of greater healing, and a small jade statuette of a
  frog with tiny platinum eyes (400 gp).
  Sildar will pay 500 gp if the party escorts him to Phandalin.
  
  After defeating Klarg and his allies, the party should attain 7th
  level.
  3
  
  
  The town is as described in Lost Mine of Phandelver, except
  for the following details:
  
  Nundro and Tharden Rockseeker left town. They told Elmar
  Barthen that they couldn't wait for their brother's supplies
  anymore, and they were last seen heading into the hills west
  of Phandalin. Because of the rocky terrain, following their trail
  to Wave Echo Cave requires a successful DC 25 Wisdom
  (Survival) check. The fate of Tharden and Nundro is described
  in Part 4.
  
  Increased business means Elmar Barthen has additional
  supplies available for the party to buy. Though Barthen still
  doesn't carry armor or weapons, any adventuring gear or tools
  from the Player's Handbook can be purchased here,
  regardless of price.
  Delivering the Supplies. Barthen pays each party member
  100 gp for the safe delivery of the wagon and its supplies. If
  the party tells Barthen of Gundren's kidnapping, he expresses
  concern for the dwarf and tells the adventurers that he hasn't
  seen Gundren's brothers since just after the party left.
  Barthen's News. Barthen has a nasty gash on his forehead.
  When asked about it, he admits that a band of men and
  women who wear crimson cloaks tried shaking down
  business last night. They hurt him when he resisted.
  
  Toblen Stonehill is mending broken chairs and sweeping
  shattered dishes. He's too shaken to talk.
  But Trilena, the innkeeper's wife, says this is the work of the
  Redbrands who just appeared in Phandalin. She also tells of
  Thel Dendrar's murder and the abduction of his family, both of
  which happened just last night.
  
  Linene has also been menaced by the group known as the
  Redbrands. She managed to run them off, but they vowed to
  return.
  Recovered Goods. If the party returns the Lionshield
  Coster goods that the Cragmaw goblins stole, Linene pays
  them 500 gp for their trouble.
  
  Halia offers 500 gp to run off or kill the leader of the
  Redbrands. Only a successful DC 17 Wisdom (Insight) check
  reveals her ulterior motives.
  
  Replace the Redbrand ruffians with Redbrand thugs. (See
  the appendix.)
  
  The hideout's features are unchanged from those in Lost Mine
  of Phandelver, except for the following:
  Doors. Opening a locked door requires a successful DC 12
  Dexterity check with thieves' tools. A door can also be broken
  down with a successful DC 22 Strength check.
  4
  
  Secret Doors. Spotting a secret door requires a successful
  DC 12 Wisdom (Perception) check or a passive Wisdom
  (Perception) score of 17 or higher.
  
  Cistern. The submerged satchel can be found with a
  successful DC 17 Wisdom (Perception) check.
  Treasure
  Replace the contents of the satchel with a potion of greater
  healing, two potions of invisibility, 50 pp, and a cloak of many
  fashions.
  
  Replace the Redbrand ruffians with Redbrand thugs.
  Treasure
  Replace the contents of the first belt pouch with 16 gp and 7
  pp; replace those of the second with 12 gp and 5 pp; and those
  of the third with 30 gp and two diamonds (100 gp each).
  Additionally, three scarlet cloaks hang here.
  
  A successful DC 17 Wisdom (Perception) check is required to
  spot the trap, and creatures attempting to skirt around the
  edges of the trap must succeed on a DC 12 Dexterity
  (Acrobatics) check to avoid it.
  A creature that steps on the trapped floor or fails their
  Dexterity check to skirt around the edge of the pit must make
  a DC 17 Dexterity saving throw to catch the edge. On a
  failure, the creature falls 20 feet to the spiked floor of the pit,
  taking 4d6 piercing damage and landing prone.
  
  Replace the skeletons with three poltergeists, an invisible
  type of specter.
  Treasure
  Each of the stone sarcophagi contains an adamantine signet
  ring (500 gp).
  
  Replace the Redbrand ruffians with two Redbrand thugs.
  Cell Doors. The locks require a successful DC 12 Dexterity
  check to pick. The doors can also be wrenched open with a
  successful DC 24 Strength check.
  
  One of the weapons here (DM's choice) is a silvered weapon.
  
  In addition to the beaver pelts, there is an owlbear hide (540
  gp).
  
  Replace the nothic with a mind flayer arcanist. Long
  separated from its elder brain, the illithid has grown old and
  senile, but its powers mean it's still very dangerous. The
  Redbrands keep it satiated with the occasional decapitated
  head full of brains.
  The mind flayer arcanist is drawn to the magic in the
  crevasse though it's not sure why. The illithid's personality and
  tactics resemble those of the nothic in Lost Mine of
  Phandelver.
  Bridges. The faulty nature of the south bridge is only
  discernible with a successful DC 17 Intelligence
  (Investigation) check.
  Treasure
  Replace the contents of the illithid's wooden chest with 160
  gp, 120 pp, five heart-sized rubies (150 gp each), two potions
  of greater healing, a scroll of arcane eye, and the fabled +2
  longsword named Talon.
  
  Replace the bugbears with four bugbear chiefs. Droop
  remains a simple goblin. It takes a successful DC 17
  Charisma (Deception) check to fool the bugbears.
  Treasure
  In addition to the iron key, Mosk has 33 gp and wears an eye
  patch set with precious stones (500 gp).
  
  A successful DC 12 Wisdom (Perception) check is required to
  hear the guards through the thick door.
  Replace the Redbrand ruffians with four Redbrand thugs.
  Characters must succeed on a DC 12 Charisma (Deception)
  check to fool them.
  Treasure
  This is a high-stakes game. On the table lies 75 sp, 110 ep, 11
  gp, 15 pp, and a platinum earring set with a diamond (300 gp).
  
  Characters can hear the sounds of a workshop with a
  successful DC 17 Wisdom (Perception) check.
  Iarno is working on something entirely new: potions of
  greater invisibility. So far, he's been unsuccessful.
  Replace the rat with an imp that's used its Shapechanger
  trait to polymorph into rat form. The imp has a speed of 20
  feet and has AC 13, 10 hit points, a bite attack, and the ability
  to turn invisible as an action. The imp at first pretends to be
  an ordinary rat, however.
  Treasure
  The three reagents are worth 250 gp each to the right buyer.
  
  Iarno Albrek uses the mage (instead of the evil mage) stat
  block. Replace his staff of defense with a rod of absorption.
  Treasure
  Replace the contents of Glasstaff's wooden chest with 180 gp,
  130 pp, and a silk pouch containing five emeralds (100 gp
  each), two diamonds (150 gp each), and a large Shining Sea
  pearl (1000 gp). It also contains a scroll of charm monster and
  a scroll of immolation.
  
  Once the party has cleared out the Redbrand Hideout, they
  should advance to 8th level.
  5
  
  
  Wilderness Encounters
  Day Roll
  Night Roll
  Result
  1–2
  1–3
  Giant spiders (1d8 + 2)
  –
  4
  Ghosts (1d4 + 1)
  3–4
  –
  Cyclops (1)
  5–6
  5
  Goblin bosses (1d8 + 4)
  7–8
  6
  Hobgoblin captains (1d4 + 2)
  9–10
  7–8
  Orc eyes of Gruumsh (1d4 + 2)
  11
  9–10
  Dire wolves (1d6 + 3)
  12
  11–12
  Hydra (1)
  
  Agatha can be persuaded to help the party with a successful
  DC 17 Charisma (Persuasion) check. If the party is not
  respectful and polite, she attacks. Use the fell banshee stat
  block found in the appendix.
  
  Replace the twelve zombies with eight ogre zombies, which
  can be detected with a passive Wisdom (Perception) score of
  12 or higher.
  Instead of the evil mage stat block, Hamun Kost uses his
  own unique stat block found in the appendix. An adventurer
  who succeeds on a DC 12 Intelligence (Arcana) recognizes his
  tattoo as a necromantic symbol. And a hero who succeeds on
  a DC 12 Intelligence (History) check identifies Hamun's
  Thayan origin.
  Replace the contents of Hamun Kost's leather bag with 35
  gp, 30 pp, a Shining Sea pearl (100 pp), a potion of greater
  healing, a scroll of hallucinatory terrain in a bone tube, and a
  jeweled box (500 gp) containing a ring of regeneration.
  
  The features of this ruined town are the same, except for the
  following:
  Buildings. The swollen doors require a DC 12 Strength
  check to force open.
  
  Replace the twig blights with brush blights.
  
  Replace the twig blights with brush blights.
  Treasure
  A successful DC 12 Wisdom (Perception) check reveals the
  hidden chest. Replace its contents with 700 sp, 160 gp, and
  90 pp.
  
  Replace the ash zombies with ember zombies, a variant
  whose stat block can be found in the appendix.
  
  Replace the twig blights with brush blights.
  
  Replace the two giant spiders with three phase spiders. The
  spiders surprise any character who cannot see into the
  Ethereal Plane.
  Their tough webbing can be moved through only with a
  successful DC 12 Strength (Athletics) check. Once restrained,
  a character must succeed on a DC 12 Strength check to break
  free.
  Treasure
  In addition to the studded leather armor and shortsword, the
  shriveled corpse carries a potion of greater healing, along with
  23 pp and 35 gp.
  
  Venomfang is still a young green dragon. But the dragon will
  not flee, but instead fight to the death for its lair.
  Treasure
  Replace the contents of the chest with 800 gp, 150 pp, four
  silver goblets set with moonstones (600 gp each), a scroll of
  dimension door, and a scroll of storm sphere.
  
  Replace the ash zombies with ember zombies.
  
  Characters must succeed on a DC 17 Wisdom (Perception)
  check to find Mirna's heirloom.
  Treasure
  The necklace and pendant once belonged to an elven prince
  and bears his seal. The heirloom is worth 2000 gp.
  
  The statue can be knocked over only with a successful DC 22
  Strength check.
  
  Replace the ash zombies with ember zombies.
  
  Replace the twig blights with brush blights.
  
  The door can be forced open with a successful DC 22
  Strength check. The shutters are barred but can be forced
  open with a successful DC 17 Strength check.
  The dragon cultists use the spy stat block.
  Treasure
  The cultists have thirty cut diamonds (100 gp each) rather
  than three. Favric carries two potions of flying, instead of just
  one, on a chain around his neck.
  6
  
  
  The party can attempt one DC 17 Wisdom (Perception) check
  or DC 12 Wisdom (Survival) check per hour to find the camp,
  made by the character leading the way.
  The camp consists of a lone orc red fang of Shargaas
  lookout, an orc war chief, six orc blades of Ilneval, and a
  cyclops.
  
  The features of the castle are the same, except for the
  following:
  Doors. It requires a successful DC 17 Strength check to
  break down a barricaded door.
  
  Spotting a tripwire requires a passive Wisdom (Perception)
  score of at least 22, or a successful DC 12 Wisdom
  (Perception) check if characters are actively searching for
  traps in the area. If the trap is triggered, any creature in the
  area must succeed on a DC 12 Dexterity saving throw or take
  3d6 bludgeoning damage from the falling rubble (half as much
  damage on a successful save).
  
  Replace the two goblins here with three goblin bosses armed
  with shortbows.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  
  Replace the three goblins here with five goblin bosses.
  
  Replace the four hobgoblins with three hobgoblin captains.
  Treasure
  Replace the quarterstaff with a staff of the python. Otherwise,
  the inventory of weapons is unchanged.
  
  Replace the seven ordinary goblins with ten goblin bosses.
  Yegg, their leader, is goblin boss with 36 hit points.
  
  Replace the grick lurking here with a grick alpha.
  A successful DC 12 Intelligence (Religion) check is required
  to identify the deities depicted here.
  Treasure
  Replace the gold statuette with a figurine of wondrous power
  (silver raven).
  
  Replace the two ordinary goblins here with four goblin
  bosses. Their leader, Lhupo, has 36 hit points.
  Treasure
  The chalice, knife, and censer are filthy, but cleaning them
  reveals they are worth 150 pp, 60 pp, and 120 pp, respectively.
  
  The iron door can be opened with thieves' tools and a
  successful DC 17 Dexterity check, or knocked down with a
  successful DC 27 Strength check.
  
  A successful DC 17 Wisdom (Perception) check is necessary
  to spot the footpath leading up to the hidden entrance. If the
  characters are actively searching for a hidden entrance, a
  successful DC 12 Wisdom (Perception) check reveals the
  canvas “door.”
  
  Replace the hobgoblins with hobgoblin captains.
  
  Replace the owlbear with a cloaker or a family of three
  owlbears (DM's choice).
  Treasure
  A successful DC 17 Wisdom (Perception) is required to spot
  the chest. Replace its contents with 450 gp, 120 pp, a potion
  of greater healing, a scroll of greater invisibility, and a scroll of
  creation.
  
  King Grol is a bugbear chief with 100 hit points. His pet is a
  dire wolf with 60 hit points. Vyerith is a doppelganger with
  80 hit points and the following uncanny ability:
  Polymorph Memories. The doppelganger can use its
  action to modify the memories of up to five creatures it can
  see. The creatures must make a DC 14 Wisdom saving
  throw. On a failure, the targets' memories of the
  doppelganger within the last 24 hours are permanently
  eliminated or altered so that the character remembers the
  doppelganger as a humanoid, provided that the character's
  interactions lasted no more than 10 minutes. The
  doppelganger can only alter memories to portray itself as a
  humanoid that the doppelganger has encountered before.
  A remove curse or greater restoration spell cast on the
  target restores the creature's true memory.
  Gundren uses the unique Rockseeker brother stat block
  found in the appendix.
  Treasure
  Replace the treasure under Grol's mattress with 220 gp, 80
  pp, three potions of greater healing, and Gundren's map to
  Wave Echo Cave.
  
  Once the party has defeated Grol and rescued Gundren, they
  advance to 9th level.
  7
  
  
  This part of the adventure is designed for characters of at
  least 9th level. If they have not yet cleared Redbrand Hideout
  and rescued Gundren, they might not be 9th level, and many of
  the encounters in this section might be difficult for them.
  Wandering Monsters
  d12 Roll
  Result
  1–3
  Swarms of insects (2d4)
  4–5
  Wights (1d4)
  6
  Ropers (1d4)
  7–8
  Bugbear chiefs (1d4)
  9
  Ghouls (1d6)
  10
  Specters (1d6)
  11–12
  Black pudding (1)
  
  Open Pit. The pit is 40 feet deep. Falling from the edge
  means taking 4d6 bludgeoning damage.
  Treasure
  Tharden's body wears boots of levitation.
  
  Replace the ochre jelly with a black pudding.
  
  Replace the stirges with swarms of insects (wasps).
  
  Replace the nine skeletons with six ghasts gnawing on
  ancient bones. These undead immediately lunge to attack any
  living person they detect.
  
  The lock on the chest can be opened with thieves’ tools and a
  successful DC 22 Dexterity check. Replace its contents with
  600 sp, 180 gp, and 105 pp.
  
  Replace the ghouls with wights. These were dwarves in life
  and still carry the battleaxes they wielded while living. They
  mistake anyone they detect for the intruders who murdered
  them all those years ago.
  
  Each creature exposed to the poison gas must succeed on a
  DC 13 Constitution saving throw or take 6d6 poison damage
  and be poisoned for 10 minutes.
  
  Replace the ghouls with wights. The escarpments are wet
  from dripping water and require a successful 14 Strength
  (Athletics) check to climb.
  
  The skeleton wears two platinum and diamond rings (75 pp
  each) and clutches a wand of fireballs.
  
  A successful DC 20 Strength check is requred to force the
  door open. A creature who succeeds on a DC 12 Wisdom
  (Perception) check can hear the conversation inside.
  Replace the bugbears with bugbear chiefs, including one
  very large bugbear chief with 100 hit points.
  Treasure
  Replace the contents of the big bugbear's pouch with 15 sp,
  13 gp, and two potions of vitality.
  
  Instead of zombies, the fallen dwarf warriors have arisen as
  incorporeal specters. Replace the flameskull with a stone
  golem that animates and attacks intruders who enter the
  cavern.
  
  The undead creature known as Mormesk has its own unique
  stat block found in the appendix.
  Treasure
  Replace the contents of the chest with 1,100 sp, 160 gp, 25
  pp, three large diamonds (1,000 gp each), and a zurkhwood
  pipe adorned with adamantine filigree (1,500 gp).
  
  Replace the spectator with a gauth whose stat block can be
  found in the appendix. Instead of being a sentinel, the gauth is
  attracted to the power of the Forge of Spells and to the magic
  items in this room. When the adventurers discover it, the
  gauth has just recovered from its last feeding and is preparing
  to consume the power from remaining magic items. So far,
  Mormesk has been unable to stop this aberration from its
  magic binging. The gauth sees intruders as thieves trying to
  steal its food.
  Brazier of Green Flame. A successful DC 17 Intelligence
  (Arcana) check identifies the brazier as a powerful source of
  magic. It makes metal weapons and armor +2 weapons and
  +2 armor respectively for 1d12 hours.
  Treasure
  Lightbringer is a +2 mace but is otherwise unchanged.
  Likewise, the only change to Dragonguard is that it's a +2
  breastplate.
  
  Replace the bugbears with an equal number of bugbear
  chiefs. Vhalak is a doppelganger with 80 hit points and the
  following uncanny ability:
  Polymorph Memories. The doppelganger can use its
  action to modify the memories of up to five creatures it can
  see. The creatures must make a DC 14 Wisdom saving
  throw. On a failure, the targets' memories of the
  doppelganger within the last 24 hours are permanently
  eliminated or altered so that the character remembers the
  doppelganger as a humanoid, provided that the character's
  interactions lasted no more than 10 minutes. The
  doppelganger can only alter memories to portray itself as a
  humanoid that the doppelganger has encountered before.
  A remove curse or greater restoration spell cast on the
  target restores the creature's true memory.
  8
  
   
  Developments
  If alone and outnumbered, Vhalak uses his Polymorph
  Memories ability to try to make the heroes forget he was ever
  there as he runs to warn Nezznar.
  Treasure
  Replace the gauntlets of ogre power with a belt of hill giant
  strength. A successful DC 22 Wisdom (Perception) check is
  required to find the dwarf's remains.
  
  Nezznar is a drow mage flanked by four giant spiders. If
  warned about the party's arrival, he casts greater invisibility on
  himself before they enter. Instead of carrying a spider staff,
  Nezznar wears a cloak of arachnida, allowing him to climb
  walls and cast the web spell, among other things.
  Statue. A successful DC 12 Strength check is required to
  remove one of the statue's eyes. If the ceiling begins
  collapsing, each creature in the room must make a DC 17
  Dexterity saving throw, taking 4d10 bludgeoning damage from
  falling rubble and falling prone on a failure, or taking only half
  the damage on a success.
  Treasure
  In addition to the key, Nezznar carries a potion of greater
  healing and wears a cloak of arachnida. Replace the contents
  of the sack in the room with 900 gp, 260 pp, nine gemstones
  (100 gp each), and a dwarven ale mug made of wrought
  platinum (1000 gp).
  
  Nundro uses the Rockseeker brother stat block found in the
  appendix.
  
  If Nundro is rescued and survives the adventure or the Black
  Spider is killed or captured, the characters should advance to
  10th level.
  9
  
  Brush blights look like twig blights, but their woody form is
  harder and their branches come to a sharper point.
  These ashen zombies have glowing eyes, hinting at the fire
  within.
  10
  
  Small plant, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 22 (4d6 + 8)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  14 (+2) 4 (-3) 8 (-1)
  3 (-4)
  Skills Stealth +4
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Condition Immunities blinded, deafened
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  False Appearance. While the blight remains
  motionless, it is indistinguishable from a dead shrub.
  Actions
  Multiattack. The blight makes two attacks with its
  claws.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage.
  
  Medium undead, neutral evil
  Armor Class 10 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Resistances fire
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands Common but can't speak
  Challenge 2 (450 XP)
  Death Plume. When the zombie dies, it explodes in a
  burst of hot ash. Each creature within 5 feet of it
  must make a DC 13 Dexterity saving throw, taking
  14 (4d6) fire damage on a failed save, or half as
  much damage on a successful one.
  Turn Resistance. The zombie has advantage on saving
  throws against any effect that turns undead.
  Undead Fortitude. If damage reduces the zombie to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5 + the damage taken, unless the
  damage is radiant or from a critical hit. On a success,
  the zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zombie makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 5 (1d6 + 2) bludgeoning damage,
  plus 2 (1d4) fire damage.
  
  11
  
  Medium undead, chaotic evil
  Armor Class 13
  Hit Points 121 (22d8 + 22)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 20 (+5)
  Saving Throws Wis +3, Cha +8
  Damage Resistances acid, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion,
  frightened, grappled, paralyzed, petrified,
  poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Elvish
  Challenge 7 (2,900 XP)
  Detect Life. The banshee can magically sense the
  presence of creatures up to 5 miles away that aren't
  undead or constructs. She knows the general
  direction they're in but not their exact locations.
  Incorporeal Movement. The banshee can move
  through other creatures and objects as if they were
  difficult terrain. She takes 5 (1d10) force damage if
  she ends her turn inside an object.
  Actions
  Multiattack. The banshee makes two corrupting
  touch attacks.
  Corrupting Touch. Melee Spell Attack: +8 to hit, reach
  5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage.
  Horrifying Visage. Each non-undead creature within
  60 feet of the banshee that can see her must
  succeed on a DC 16 Wisdom saving throw or be
  frightened for 1 minute. A frightened target can
  repeat the saving throw at the end of each of its
  turns, with disadvantage if the banshee is within line
  of sight, ending the effect on itself on a success. If a
  target's saving throw is successful or the effect ends
  for it, the target is immune to the banshee’s
  Horrifying Visage for the next 24 hours.
  Wail (1/Day). The banshee releases a mournful wail,
  provided that she isn't in sunlight. This wail has no
  effect on constructs and undead. All other creatures
  within 30 feet of her that can hear her must make a
  DC 16 Constitution saving throw. On a failure, a
  creature drops to 0 hit points. On a success, a
  creature takes 35 (10d6) psychic damage.
  
  12
  
  Medium aberration, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1)
  Saving Throws Int +5, Wis +5, Cha +4
  Skill Checks Perception +5
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 15
  Languages Deep Speech, Undercommon
  Challenge 6 (2,300 XP)
  Stunning Gaze. When a creature that can see the gauth's
  central eye starts its turn within 30 feet of the gauth,
  the gauth can force it to make a DC 14 Wisdom saving
  throw if the gauth isn't incapacitated and can see the
  creature. A creature that fails the save is stunned until
  the start of its next turn. Unless surprised, a creature can
  avert its eyes at the start of its turn to avoid the saving
  throw. If the creature does so, it can't see the gauth
  until the start of its next turn, when it can avert its eyes
  again. If the creature looks at the gauth in the meantime,
  it must immediately make the save.
  Death Throes. When the gauth dies, the magical energy
  within it explodes, and each creature within 10 feet of it
  must make a DC 14 Dexterity saving throw, taking 13
  (3d8) force damage on a failed save, or half as much
  damage on a successful one.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 9 (2d8) piercing damage.
  Eye Rays. The gauth shoots three of the following
  magical eye rays at random (reroll duplicates), choosing
  one to three targets it can see within 120 feet of it:
  1. Devour Magic Ray. The targeted creature must
  succeed on a DC 14 Dexterity saving throw or have one
  of its magic items lose all magical properties until the
  start of the gauth’s next turn. If the object is a charged
  item, it also loses 1d4 charges. Determine the affected
  item randomly, ignoring single-use items such as
  potions and scrolls.
  2. Enervation Ray. The targeted creature must make a
  DC 14 Constitution saving throw, taking 18 (4d8)
  necrotic damage on a failed save, or half as much
  damage on a successful one.
  3. Pushing Ray. The targeted creature must succeed on
  a DC 14 Strength saving throw or be pushed up to 15
  feet directly away from the gauth and have its speed
  halved until the start of the gauth’s next turn.
  4. Fire Ray. The targeted creature must succeed on a DC
  14 Dexterity saving throw or take 22 (4d10) fire
  damage.
  5. Paralyzing Ray. The targeted creature must succeed
  on a DC 14 Constitution saving throw or be paralyzed
  for 1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success.
  6. Sleep Ray. The targeted creature must succeed on a
  DC 14 Wisdom saving throw or fall asleep and remain
  unconscious for 1 minute. The target awakens if it takes
  damage or another creature takes an action to wake it.
  This ray has no effect on constructs and undead.
  
  13
  
  Medium humanoid (human), lawful evil
  Armor Class 12 (15 with mage armor)
  Hit Points 45 (10d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Common, Draconic, Dwarvish, Elvish
  Challenge 7 (2,900 XP)
  Spellcasting. Hamun is a 10th-level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). Hamun has the
  following wizard spells prepared:
  Cantrips (at will): chill touch, light, mage hand,
  shocking grasp
  1st level (4 slots): mage armor, magic missile, ray of
  enfeeblement, shield
  2nd level (3 slots): animate dead, misty step
  3rd level (3 slots): counterspell, fireball, sending
  4th level (3 slots): blight, greater invisibility
  5th level (2 slots): cloudkill
  Actions
  Withering Touch. Melee Spell Attack: +6 to hit, reach
  5 ft., one creature. Hit: 5 (2d4) necrotic damage.
  Reactions
  Grim Harvest (1/Turn). When he kills a creature that is
  neither a construct nor undead with a spell of 1st
  level or higher, Hamun regains hit points equal to
  twice the spell’s level, or three times if it is a
  necromancy spell.
  
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 18 (breastplate, shield)
  Hit Points 113 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 11 (+0)
  Skills Intimidation +3, Stealth +8, Survival +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 6 (2,300 XP)
  Brute. A melee weapon deals one extra die of its
  damage when Klarg hits with it (included in the
  attack).
  Heart of Hruggek. Klarg has advantage on saving
  throws against being charmed, frightened, paralyzed,
  poisoned, stunned, or put to sleep.
  Surprise Attack. If Klarg surprises a creature and hits it
  with an attack during the first round of combat, the
  target takes an extra 7 (2d6) damage from the
  attack.
  Actions
  Multiattack. Klarg makes three melee attacks.
  Morningstar. Melee Weapon Attack: +8 to hit, reach
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +8 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 12
  (2d6 + 5) piercing damage in melee or 8 (1d6 + 5)
  piercing damage at range.
  
  14
  
  Medium undead, neutral evil
  Armor Class 13 (16 with mage armor)
  Hit Points 75 (10d8 + 30)
  Speed 0 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 16 (+3) 16 (+3) 17 (+3) 14 (+2) 15 (+2)
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical weapons that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, grappled, paralyzed,
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Infernal
  Challenge 8 (3,900 XP)
  Incorporeal Movement. The wraith can move through
  an object or another creature, but can’t end its turn
  there.
  Sunlight Sensitivity. While in sunlight, the wraith has
  disadvantage on attack rolls and on Wisdom
  (Perception) checks that rely on sight.
  Spellcasting. The wraith is a 10th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). The wraith has the
  following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, poison
  spray, ray of frost
  1st level (4 slots): mage armor, magic missile, shield,
  witch bolt
  2nd level (3 slots): detect thoughts, misty step, see
  invisibility
  3rd level (3 slots): animate dead, lightning bolt
  4th level (3 slots): Evard’s black tentacles, greater
  invisibility
  5th level (2 slots): cloudkill
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5
  ft., one creature. Hit: 16 (3d8 + 3) necrotic damage,
  and the target must succeed on a DC 14
  Constitution saving throw or its hit point maximum
  is reduced by an amount equal to the damage taken.
  If this attack reduces the target's hit point maximum
  to 0, the target dies. This reduction to the target’s hit
  point maximum lasts until the target finishes a long
  rest.
  
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (chain mail, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 11 (+0) 17 (+3) 10 (+0) 12 (+1) 14 (+2)
  Saving Throws Wis +3
  Skills Insight +3, Intimidation +4, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Orc
  Challenge 4 (1,100 XP)
  Aggressive. As a bonus action, the orc can move up
  to its speed toward a hostile creature that it can see.
  Foe Smiter of Ilneval. The orc deals an extra die of
  damage when it hits with a longsword attack
  (included in the attack).
  Actions
  Multiattack. The orc makes two melee attacks with its
  longsword or two ranged attacks with its javelins. If
  Ilneval's Command is available to use, the orc can
  use it after these attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 12 (2d8 + 3) slashing damage, or
  14 (2d10 + 3) slashing damage when used with two
  hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 30/120 ft., one target. Hit: 6
  (1d6 + 3) piercing damage.
  Ilneval's Command (Recharge 4–6). Up to three allied
  orcs within 120 feet of this orc that can hear it can
  use their reactions to each make one weapon attack.
  
  15
  
  
  Medium humanoid (orc), chaotic evil
  Armor Class 15 (studded leather)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 16 (+3) 15 (+2) 9 (-1) 11 (+0)
  9 (-1)
  Skills Intimidation +1, Perception +2, Stealth +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Orc
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the orc can use
  a bonus action to take the Dash, Disengage, or Hide
  action.
  Hand of Shargaas. The orc deals an 2 extra dice of
  damage when it hits a target with a weapon attack
  (included in its attacks).
  Shargaas's Sight. Magical darkness doesn't impede
  the orc's darkvision.
  Slayer. In the first round of a combat, the orc has
  advantage on attack rolls against any creature that
  hasn't taken a turn yet. If the orc hits a creature that
  round who was surprised, the hit is automatically a
  critical hit.
  Actions
  Multiattack. The orc makes two scimitar or dart
  attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 13 (3d6 + 3) slashing damage.
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60
  ft., one target. Hit: 10 (3d4 + 3) piercing damage.
  Veil of Shargaas (Recharges after a Short or Long Rest).
  The orc casts darkness without any components.
  Wisdom is its spellcasting ability.
  
  Medium humanoid, neutral evil
  Armor Class 16 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 9 (-1) 9 (-1) 11 (+0)
  Skills Intimidation +4
  Senses passive Perception 9
  Languages Common
  Challenge 3 (700 XP)
  Equipment. The thug wears a grimy crimson cloak.
  Actions
  Multiattack. The Redbrand makes three melee
  attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 8 (1d6 + 4) slashing damage.
  
  
  Medium humanoid (dwarf), neutral good
  Armor Class 10
  Hit Points 11 (2d8 + 2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dwarvish
  Challenge 1/8 (25 XP)
  Dwarven Resilience. The dwarf has advantage on
  saving throws against poison.
  Actions
  Miner's Pick. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  
  
  Medium humanoid (human), neutral good
  Armor Class 16 (chain mail)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1)
  Saving Throws Str +6, Con +6, Wis +4
  Skills Perception +4
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1,800 XP)
  Indomitable (1/Day). Sildar can reroll a saving throw
  that he fails.
  Actions
  Multiattack. Sildar makes three melee attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5
  ft., one target. Hit: 8 (1d8 + 3) slashing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
  range 100/400 ft., one target. Hit: 5 (1d10) piercing
  damage.
  Reactions
  Feather Fall. Sildar wears a magic ring with which he
  can cast the feather fall spell on himself once as a
  reaction to falling. After the spell is cast, the ring
  becomes nonmagical.
  Parry. When an attacker hits Sildar with a melee
  attack and Sildar can see the attacker, he can roll 1d6
  and add the number rolled to his AC against the
  triggering attack, provided that he’s wielding a melee
  weapon.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Adam Hancock - A Tale of Two Dragons Part 2.pdf