Dungeonland 5e Conversion
Dungeonland 5e Conversion
A 5e Conversion Guide
by Ernie Noa
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
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express written permission of Wizards of the Coast.
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Magic That Will Not Work In This advantage. Characters who have succeeded at the
Perception check may make four attempts each to grab
Module items. Each attempt requires a DC 15 Dexterity
Although your players will not know it, a number of (Acrobatics) check. If characters have a light source the
spells and magic items that use similar dweomers will acrobatics check may be made with advantage.
not function in Dungeonland. Of course, if they find Characters grab one of the following items for each
some item that has a power listed below, then the successful acrobatics check. Roll randomly (1d20) to
magic will function because the dweomer is native to determine what item they grab.
the pocket plane of Dungeonland.
1) Shield +1
• Call Lightning 2) Chainmail +1
• Conjure Animals 3) Long Sword +1
• Conjure Celestial 4) Battle Axe +1
• Conjure Elemental 5) Ring of Protection +2
• Conjure Fey 6) Bracers of Defense
• Conjure Minor Elementals 7) Potion of Superior Healing
• Conjure Woodland Beings 8) Wand of Paralysis
• Control Weather 9) Staff of Striking
• Dimension Door 10) Cloak of Elvenkind
• Fly 11) Short Sword +1
• Gate 12) Mace +1
• Insect Plague 13) Greatsword +1
• Levitate 14) Leather Armor +1
• Misty Step 15) Potion of Greater Healing
• Passwall 16) 12 Arrows +1
17-20) Suit of normal clothing
• Plant Growth
• Summon Aberration
As per the original adventure, miniature items will
• Summon Beast
neither grow nor shrink. They will be useful only in #3
• Summon Celestial
The Tiny Garden. No magic will alter their size. When
• Summon Elemental characters grow too large to use them the worn items
• Summon Fey simply disappear, returning to their exhibit areas.
• Summon Fiend
• Summon Shadowspawn Otherwise, area 1, may be run as originally written.
• Summon Undead
• Summon Greater Demon
• Summon Lesser Demons 2. The Long Hall
• Teleport The Long Hall: First View
• Teleportation Circle
• Transport via Plants The flagon of liquid and unleavened bread function as
• Tree Stride described in the original module.
• Wind Walk
The Long Hall: Changed View
A) The Pool of Tears
1. Endless Shaft This may be run as originally written.
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1 Clubneck (See Appendix A) The Jack-in-the-Pulpit will use its beguilement ability as
1 Giant Owl (MM page 327) detailed in the monster description, to care for the
1 Giant Crocodile (MM page 324) plants of the garden and protect them from harm. If
beguiled characters are dragged away or if the Jack-in-
the-Pulpit’s sermon is interrupted two snapdragons
When fighting the giant crocodile in the water, consult attack.
the underwater combat rules in the players handbook
(page 198). If the Jack-in-the-Pulpit is attacked, the 4 Bull Thistles
attack.
D) Doorway
The doors provide access to the #4 the Woods of Trees The chest hidden under the Jack-in-the-Pulpit functions
and Giant Fungi as described in the original module. as described. Picking the lock requires a DC 15
When the doors close, they are magically held for 4 Dexterity (sleight-of-hand) check with thieves' tools.
hours. During this time the doors have an Armor Class
of 20 and will take 1,000 hit points of damage.
G) Marble Statue
1 Charidos, the Senile Archmage (See Appendix A)
3. The Tiny Garden to the pocket plane he can grow and shrink (his gear
changes sizes too) when traveling in growth areas. His
A) Pathway vest holds his spell components although he does not
remember which components are in each pocket. If he
This may be run as originally written. is threatened or molested, the confused old fellow will
react by casting a random spell on himself or the party
B) Onyx Fountain and Pool (as is logical). Use the following table to determine
This may be run as originally written. what spell is cast.
H) Tunnel
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This may be run as originally written.
Each of Charidos’ spell books is protected by a glyph of
I) Ancient, Weather Oak Tree or Giant warding which will do 5d8 fire damage. The glyphs
Treeman may be detected with a successful DC 17 Intelligence
(Investigation) check.
2 Hangman Trees (See Appendix A), one tree at either
location. The nine tomes (spell books) have the following spells.
• Enlarge
J) Heavy, Brass-Bound Door • Shocking Grasp
This may be run as originally written. • Spider Climb
• Glyph of Warding
K) Grassy Lawn • Phantasmal Force
This may be run as originally written. • Polymorph
• Fire Shield
L) Orchard • Symbol (of Discord)
This may be run as originally written. • Wall of Stone
M) Cottage
4. The Woods of Trees and
Use 2 Lizard Kings (MM page 205) for the two huge
lizard men, “Bill” and “Mitch”. Giant Fungi
N) Second Cottage Key to the Fungi in Map 4
2 Giant Porcupines (See Appendix A) Common Mushroom
O) Large House with Split Shake Roof This may be run as originally written.
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Horsetail 2-3) 1 Giant Poisonous Snake (MM page 327)
Consuming these mushrooms improves hit points 4-5) 2 Phase Spiders (MM page 334)
recovered from a short rest. Two dice should be 6-8) 2 Stag Beetles (See Appendix A)
rolled for each hit die expended during a short rest. It 9-10) 3 Giant Lizards (MM page 326)
also doubles movement speed for 10 rounds. This
mushroom loses its potency if it is stored. A) Meadow
1 Giant Dog (See Appendix A)
Toadstool 3 Giant Ticks (See Appendix A)
If this mushroom is damaged or handled roughly it will
turn into a giant toad and attack. The encounter may be run as originally written.
Giant Toad (MM page 329)
B) Imposing Dwelling in a Large
A) Steep, Grassy Embankment, and Clearing
Small Tunnel 20 Bullywugs (MM page 35)
This may be run as originally written. 11 Kuo-Toa (MM page 199) as Attendants and Butler
1 Kuo-Toa Monitor (MM page 198) as Major Domo
B) Paneled Wall Lined with Four Doors The Kuo-Toa Monitor has a staff of striking: Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4
This may be run as originally written. (1d6 + 2) bludgeoning damage plus 1d6 force damage
per charge expended. Up to three charges at one time,
C) Huge Blue Mushroom the staff has 10 charges total.
1 Behir (MM page 25). The behir, named Virnig, has
learned to cast change self at will and can appear as a C) Large Manse
relatively harmless creature, such as a giant caterpillar 1 The Duchess (See Appendix A)
or inchworm. 1 Cook (See Appendix A)
1 Wearboar (MM page 209) as the “Baby”
The magic brass hookah, blue mushroom, and tactics 1 Smilodon Cat (See Appendix A) if he is still alive.
of the Behir are as originally written.
The encounter may be run as originally written.
Use giant poisonous snake (MM page 327) for the
snake produced by the hookah. D) Toothy Smile and Path
1 Smilodon Cat (See Appendix A) if he is still alive.
D) Very Large, Thick-Limbed Tree
1 Simoldon Cat (See Appendix A) The encounter may be run as originally written.
5. The Wilds of
attempts to take an action to shake them away, they
may repeat the saving throw.
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17 Dexterity save to avoid having the hat land on their The mad hatter’s hat of holding functions as a bag of
head. The hats and their effects are as follows holding.
1-2) Hat of Occupation. The wearer must make a DC The card showing size 7 and 1/8” in the band of the
18 Wisdom save or they will believe they are a had till turn into a deck of many things with four
different class, other than the one they are. The hat additional cards, as per the original adventure.
may only be removed after 1 round, and only by
another character. If the wearer failed their save, they The Hatter’s platinum ewer is as originally written.
will not want to remove the hat, and an opposed
grapple check must be made to remove it. The class The House:
should be determined randomly. If swallowed by the house as per the original module
1) Fighter the target is blinded and restrained, it has total cover
2) Cleric against attacks and other effects outside the worm,
3) Wizard and it takes 1d6 acid damage at the start of the first
4) Rogue room, 2d6 acid damage at the start of the second and
5) Barbarian damage continues to increase by 1d6 per round. After
6) Bard 10 rounds the house reverts to normal after expelling
3-5) Hat of Imprisonment. The hat enlarges to any within. If the house takes 300 points of damage
completely cover the character. It may be removed any within are expelled out of the worm \ house and
after one round with if a successful DC 18 Strength fall prone.
check is made. Others may attempt to remove the hat.
6) Hat of Disguise. The wearer must succeed at a DC 18
Charisma save or be transformed into some small item F) Lawn and House
that will only be noticeable with a DC 18 Wisdom This area is identical to the previous area.
(Perception) check. On the following round, the
character will appear as someone else, as per the G) Huge Tree
original module (another character, the Duchess, the
Cook, etc…). This hat will behave normally after the This area may be run as originally written.
mad hatter is dead or gone. Normally, this hat allows
the wearer to cast alter self upon themselves once per
H) Long Hall
day. It does not require attunement. This area may be run as originally written.
7-8) Hat of Fools The wearer begins dancing as if
affected by Otto’s Irresistible Dance for one minute. I) Park
All other characters in the party must make a DC 16 Use 10 Commoners (MM page 345) as Groundskeepers
Wisdom save or fall into fits of helpless mirth for 1d4 Use 3 to 6 Dungeonland Soldiers (See Appendix A)
rounds. Affected characters may not move or take Use 20 Scouts (MM page 349) as Crossbowman.
actions. The hat may be removed by someone else Replace longbow with Heavy Crossbow. Ranged
after they succeed against an opposed grapple check Weapon Attack: +4 to hit, ranged 100/400 ft., one
with the wearer. target. Hit: 6 (1d10 + 2) piercing damage.
9-10) Executioner’s Hood (See Appendix A)
11-12) Hat of Command If the wearer fails a DC 18 The Croquet Party
Wisdom save their Intelligence and Wisdom 1 Queen of Courland (See Appendix A)
temporarily drop to 5 and their Charisma increases to If surviving 1 Charidos, the Senile Mage (See Appendix
20. They will become self-assured and filled with a A).
desire to take charge. They will suggest and command If surviving 1 Duchess (See Appendix A).
other characters using persuasion checks to influence If surviving 1 Mad Hatter (See Appendix A).
them. Their advice will be always be poorly thought If surviving 1 March Hare (See Appendix A).
out and ineffective. The hat may be removed by Flamingos (See Appendix A)
someone else after they succeed against an opposed Hedgehogs (See Appendix A)
grapple check with the wearer. 1 King of Courland (See Appendix A)
1 Executioner (See Appendix A)
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6. The Palace
20 Guards (MM page 347) with halberds instead of
spears. Halberd Melee Attack: +3 to hit, reach 10 ft.,
one target. Hit: 7 (1d10 + 1) piercing damage. 1 Prince of Courland (See Appendix A)
1 Smilodon Cat (See Appendix A) or its ghost.
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Languages — 9th level (1 slot): time stop
Challenge 2 (450 XP) * Mage armor is already cast.
Magic Resistance. The Bull Thistles has advantage on Permanent Shield Spell. Charidos has a permanent
saving throws against spells and other magical effects. shield spell, granting +5 vs attacks and protection from
Actions all magic missiles.
Multiattack. The Bull Thistles makes two spiked leave Boots of Speed. Doubles walking speed and opponents
attacks and one thorny whip attack. who make an attack of opportunity do so with
Spiked Leaf. Melee Weapon Attack: +3 to hit, reach disadvantage.
5ft., one target. Hit: 6 (2d4 + 1) piercing damage. Gauntlets of Dexterity. Grants +1 to dexterity.
Whip Like Thorny Stalk. Melee Weapon Attack: +3 to Requires attunement. Already added to the Charidos'
hit, reach 20 ft., one target. Hit: 8 (3d4 + 1) piercing dexterity score.
damage. If the attack hits, the creature must make a Actions
DC 12 Strength save or be pulled 10 feet closer to the Dagger. Melee or Ranged Weapon Attack: +6 to hit,
Bull Thistles. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
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Multiattack. The Cook makes two attacks. Dwarven Resilience. The dwarf has advantage on
Chef's Knives. Melee or Ranged Weapon Attack: +7 to saving throws against poison, spells, and illusions, as
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 well as to resist being charmed or paralyzed.
+ 4) piercing damage. Ring of Protection +1. +1 to ac and on all saves
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., Shaker of Sneezing and Choking. The Duchess has a
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 pepper shaker full of dust of sneezing and choking. The
+ 4) slashing damage if used with two hands. shaker has 12 doses and the Duchess is immune. One
dose fills the air in a 30-foot radius. Creatures must
Dragonne succeed on a DC 15 Constitution saving throw or
become unable to breathe while sneezing
A dragonne is a cross between a lion and a dragon with uncontrollably. A creature affected in this way is
fur and dragon wings. incapacitated and suffocating. As long as it is conscious,
Large beast, unaligned a creature can repeat the saving throw at the end of
Armor Class: 18 each of its turns, ending the effect on it on a success.
Hit Points 86 (10d10+30) The lesser restoration spell can also end the effect on a
Speed: 40 ft., fly 30 ft. creature.
STR DEX CON INT WIS CHA Magic Resistance. The Duchess has advantage on
20 (+4) 15 (+2) 17 (+3) 8 (-1) 12 (+1) 12 (+1) saving throws against spells and other magical effects.
Skills: Perception +7, Survival +5 Actions
Senses: blindsight, darkvision 60 ft., scent, passive Multiattack. The Duchess makes two attacks.
Perception 17 Bardiche +1. Melee Weapon Attack: +9 to hit, reach 10
Languages: Draconic, Common ft., one target. Hit: 11 (1d12 + 6) slashing damage.
Challenge: 5 (1,800 XP)
Actions
Multiattack: While in melee combat, the dragonne
Dungeonland Soldier
attacks with a bite and two claw attacks or a roar and Medium humanoid (any race), any alignment
two claws. Armor Class 20 (plate, shield)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one Hit Points 52 (8d8 + 16)
target. Hit: 10 (2d6+4) Speed 30 ft.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR 17 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11
target. Hit: 8 (2d4+4) (+0) CHA 10 (+0)
Roar (Recharge 5-6): The beast lets loose a lion-like Skills Athletics +5, Perception +2
roar. Creatures 90 feet must succeed on a DC 16 Senses passive Perception 12
Wisdom save or gain a level of exhaustion. Those who Languages Common
fail their save by five or more gain two levels of Challenge 3 (700 XP)
exhaustion. Magic Resistance. The Dungeonland Soldier has
advantage on saving throws against spells and other
The Duchess magical effects.
Actions
Medium humanoid (Dwarf), Multiattack. The Dungeonland Soldier makes two
Armor Class 19 (Plate and ring of protection +1) attacks.
Hit Points 120 (12d8 + 60) Broadsword. Melee Weapon Attack: +5 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 8 (2d4 + 3) slashing damage.
STR 20 (+5) DEX 18 (+4) CON 20 (+5) INT 10 (+0) WIS 8
(-1) CHA 6 (-2)
Saving Throws Str +8, Con +8
Executioner
Skills Athletics +8, Perception +2 Medium humanoid (human), any non-good alignment
Senses passive Perception 12 Armor Class 16 (leather armor+1)
Languages Common, Dwarf Hit Points 90 (12d8 + 36)
Challenge 6 (2,300 XP) Speed 30 ft.
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STR 18 (+4) DEX 18 (+4) CON 16 (+3) INT 9 (-1) WIS 9 (- Actions
1) CHA 16 (+3) Strangle. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Saving Throws Dex +7, Int +2 one target. Hit: The hood can drop onto the head of a
Skills Acrobatics +7, Deception +6, Perception +2, Medium or smaller creature as a standard action. If the
Stealth +10, Slight of Hand +10 hood’s attack succeeds, it can immediately make a
Damage Resistances poison grapple check to grab its target and constrict. The
Senses passive Perception 12 target may use an action to attempt a DC 18 grapple
Languages Thieves' cant plus common check to break free.
Challenge 8 (3,900 XP)
Assassinate. During its first turn, the Executioner has Flamingo
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the Executioner scores Small beast, unaligned
against a surprised creature is a critical hit. Armor Class 12
Evasion. If the Executioner is subjected to an effect Hit Points 7 (2d6)
that allows it to make a Dexterity saving throw to take Speed 10 ft., fly 60 ft.
only half damage, the Executioner instead takes no STR 9 (-1) DEX 15 (+2) CON 10 (+0) INT 2 (-4) WIS 14
damage if it succeeds on the saving throw, and only (+2) CHA 7 (-2)
half damage if it fails. Skills Perception +4
Sneak Attack (1/Turn). The Executioner deals an extra Senses passive Perception 14
13 (4d6) damage when it hits a target with a weapon Languages —
attack and has advantage on the attack roll, or when Challenge 1/8 (25 XP)
the target is within 5 ft. of an ally of the Executioner Actions
that isn't incapacitated and the Executioner doesn't Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
have disadvantage on the attack roll. target. Hit: 3 (1d2 + 2) piercing damage.
Magic Resistance. The Executioner has advantage on
saving throws against spells and other magical effects. Giant Dog
Actions
Multiattack. The Executioner makes two attacks. Huge beast, unaligned
Battleaxe +2. Melee Weapon Attack: +8 to hit, reach 5 Armor Class 15 (natural armor)
ft., one target. Hit: 6 (1d8 + 3) piercing damage. Hit Points 114 (12d12 + 36)
Speed 40 ft.
STR 22 (+6) DEX 14 (+2) CON 17 (+3) INT 6 (-2) WIS 11
Executioner’s Hood (+0) CHA 12 (+1)
Small aberration, any alignment Senses passive Perception 10
Armor Class 12 Languages —
Hit Points 27 (6d6 + 6) Challenge 4 (1,100 XP)
Speed 10 ft., climb 5 ft. Charge. If the Giant Dog moves at least 20 ft. straight
STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 3 (-4) WIS 13 toward a creature that target must succeed on a DC 12
(+1) CHA 10 (+0) Strength saving throw or be knocked prone. If the
Skills Perception +3, Stealth +3 target is prone, the Giant Dog can make one bite attack
Condition Immunities unconscious against it as a bonus action.
Senses passive Perception 13 Actions
Languages — Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Challenge 2 (450 XP) target. Hit: 19 (3d8 + 6) piercing damage. An opponent
Vulnerability to Alcohol. Strong alcohol does 1d4 may be grappled in the dog's jaws requiring an
points of acid damage to the hood. The hood must opposed grapple check to escape. Grappled opponents
make a DC 15 Constitution save or release anyone it is suffer 2d6 points of bludgeoning damage while held
restraining.
Damage Transfer. If it is grappling a target any attacks Giant Lobster
against the hood deal half damage to the hood and its
grappled target inside. Large beast, unaligned
Armor Class 15 (natural armor)
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Hit Points 52 (7d10 + 14) Hit Points 52 (8d8 + 16)
Speed 20 ft., swim 40 ft. Speed 30 ft., climb 20 ft.
STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 1 (-5) WIS 9 (- STR DEX CON INT WIS CHA
1) CHA 3 (-4) 17 (+3) 12 (+1) 15 (+2) 1 (-5) 10 (+0) 3 (-4)
Skills Stealth +3 Saving Throws Constitution +4
Senses blindsight 60 ft., passive Perception 9 Skills Athletics +5
Languages — Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP) Languages –
Quick Escape. The Giant Lobster may take the Challenge 3 (700 XP)
disengage action and move backward at double its Condition immunities: Prone
normal swimming speed for a quick escape. Actions
Magic Resistance. The Giant Lobster has advantage on Multiattack. The giant stag beetle makes two attacks
saving throws against spells and other magical effects. with its claws
Actions Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one
Multiattack. The Giant Lobster makes two attacks. target. Hit: 8 (2d8 + 4) slashing damage and the target
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one is grappled (escape DC 13). Until this grapple ends, the
target. Hit: 6 (1d8 + 2) bludgeoning damage, and the creature is restrained, and the giant stag beetle can’t
target is grappled (escape DC 12). The Giant Lobster make mandible attacks against another target.
has two claws, each of which can grapple only one Grappled creatures take an additional 3d8 + 4
target. bludgeoning damage on the beetle's subsequent turns.
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Hit Points 105 (10d10 + 50) Senses darkvision 30 ft., passive Perception 10
Speed 5 ft. Languages —
STR 20 (+5) DEX 8 (-1) CON 20 (+5) INT 5 (-3) WIS 10 Challenge 1/8 (25 XP)
(+0) CHA 12 (+1) Keen Smell. The Hedgehog has advantage on Wisdom
Damage Vulnerabilities fire (Perception) checks that rely on smell.
Damage Resistances bludgeoning, piercing Quills. Any successful melee attack against the
Senses passive Perception 10 Hedgehog results in 1d4 piercing damage to the
Languages - attacker
Challenge 9 (5,000 XP) Actions
Hallucinatory perfume. Victims must make a DC 15 Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
Constitution save to resist the effects of the perfume target. Hit: 1 piercing damage.
(pollen). If they fail they will see a treant or a benign
tree. The victim will not wish to harm the tree, similar Jack-In-The-Pulpit
to a charm spell.
Magic Resistance. The Hangman's Tree has advantage Medium plant, neutral
on saving throws against spells and other magical Armor Class 14 (natural armor)
effects. Hit Points 78 (12d8 + 24)
Actions Speed 0 ft.
Multiattack. The treant makes two hangman vine STR 3 (-4) DEX 3 (-4) CON 14 (+2) INT 12 (+1) WIS 12
attacks. (+1) CHA 16 (+3)
Hangman's Vine. Melee Weapon Attack: +9 to hit, Senses passive Perception 11
reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning Languages Common
damage and the target is grappled (Escape DC 16). The Challenge 3 (700 XP)
target takes 15 (3d6 + 5) bludgeoning damage until it is Magic Resistance. The Jack-In-The-Pulpit has
freed. advantage on saving throws against spells and other
Swallow. If a victim has been grappled for three magical effects.
rounds, they are dragged into the tree and the target is Beguilement. The Jack-In-The-Pulpit will speak to any
swallowed if it is a Medium or smaller creature. A who approach. It propounds that all should show
swallowed creature is blinded and restrained, has total proper respect for plants, caring for them and
cover against attacks and other effects outside the protecting them from all harm. Characters listening
Hangman's Tree, and takes 10 (3d6) acid damage at the must make a DC 15 Wisdom saving throw or be
start of each of the Hangman's Tree's turns. affected by a geas spell similar to the spell (PHB 244).
The Hangman's Tree's can hold up to one creature at a Affected characters are charmed by the Jack-In-The-
time. If the Hangman's Tree takes 20 damage or more Pulpit and take 5d10 psychic damage each time they
on a single turn from a creature inside it, the act counter to the instructions. They will wish to stay
Hangman's Tree must succeed on a DC 20 Constitution near the Jack-In-The-Pulpit caring for it and all other
saving throw at the end of that turn or regurgitate plants in the area.
swallowed creatures, each of which falls prone in a
space within 10 feet of the Hangman's Tree. If the King of Courland
Hangman's Tree dies, a swallowed creature is no longer
restrained by it and can escape from the corpse using Medium humanoid (Human),
10 feet of movement, exiting prone. Armor Class 16 Bracers of Defense (17 with mage
armor)
Hit Points 91 (14d8 + 28)
Hedgehog Speed 30 ft.
Tiny beast, unaligned STR 8 (-1) DEX 18 (+4) CON 15 (+2) INT 20 (+5) WIS 10
Armor Class 10 (+0) CHA 13 (+1)
Hit Points 1 (1d4 - 1) Senses passive Perception 10
Speed 30 ft. Languages Common, Gnomish, Sylvan
STR 2 (-4) DEX 11 (+0) CON 9 (-1) INT 2 (-4) WIS 10 (+0) Challenge 8 (3,900 XP)
CHA 4 (-3)
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Magic Resistance. The King of Courland has advantage Languages Common
on saving throws against spells and other magical Challenge 5 (1,800 XP)
effects. Magic Resistance. The Mad Hatter has advantage on
Cloak of Displacement. While you wear this cloak, it saving throws against spells and other magical effects.
projects an illusion that makes you appear to be Unarmored Defense. While the Mad Hatter is wearing
standing in a place near your actual location, causing no armor and wielding no shield, its AC includes its
any creature to have disadvantage on attack rolls Wisdom modifier.
against you. If you take damage, the property ceases to Self Healing. The Mad Hatter may take an action to
function until the start of your next turn. This property heal using some or all of its hit dice as if it had a short
is suppressed while you are incapacitated, restrained, rest.
or otherwise unable to move. Actions
Spellcasting. King of Courland is a 14th-level Multiattack. The Mad Hatter makes three attacks.
spellcaster. His spellcasting ability is Intelligence (spell Unarmed Strike. Melee Weapon Attack: +6 to hit,
save DC 17, +9 to hit with spell attacks). He has the reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
following wizard spells prepared. damage.
Cantrips (at will): fire bolt, light, mage hand, minor
illusion, shocking grasp March Hare
1st level (4 slots): mage armor, magic missile, shield,
thunderwave Medium human, partially polymorphed into a rabbit
2nd level (3 slots): invisibility, mirror image, Armor Class 16
phantasmal force Hit Points 60 (11d8 + 11)
3rd level (3 slots): counterspell, fly, lightning bolt, Speed 40 ft.
major image STR DEX CON INT WIS CHA
4th level (3 slots): greater invisibility, hallucinatory 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
terrain, phantasmal killer, confusion Skills Acrobatics +5, Insight +5, Stealth +5
5th level (2 slots): conjure elemental, mislead, Senses passive Perception 13
telekinesis Languages Common
6th level (1 slot): mass suggestion Challenge 3 (700 XP) Proficiency Bonus +2
7th level (1 slot): mirage arcane Unarmored Defense. While the adept is wearing no
Actions armor and wielding no shield, its AC includes its
Wand of Illusion \ Greatsword Flame Tongue. Melee Wisdom modifier.
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 Magic Resistance. The Duchess has advantage on
(2d6 +7) slashing damage and 2d6 fire damage. Used saving throws against spells and other magical effects.
as a spellcasting focus. When drawn it bears a Confusing Speech. Anyone who engages in
permanent illusion of a flame tongue greatsword. It conversation with the march hare must succeed at a
has 23 charges left. One charge is expended for each DC 15 Wisdom save or suffer from confusion, similar to
attack so he will use it sparingly. Characters attacked the spell. The effect lasts for 2d4 rounds.
may attempt an Intelligence Save DC 18 to disbelieve in Actions
the illusion and negate all damage. Multiattack. The adept makes three unarmed strikes or
three dart attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Mad Hatter damage. If the target is a creature, the adept can
Medium humanoid (Human), choose one of the following additional effects:
Armor Class 18 The target must succeed on a DC 13 Strength saving
Hit Points 85 (10d8 + 40) throw or drop one item it is holding (adept's choice).
Speed 50 ft., climb 30 ft. The target must succeed on a DC 13 Dexterity saving
STR 16 (+3) DEX 20 (+5) CON 18 (+4) INT 16 (+3) WIS 16 throw or be knocked prone.
(+3) CHA 7 (-2) The target must succeed on a DC 13 Constitution
Saving Throws Dex +8 saving throw or be stunned until the end of the adept's
Senses passive Perception 13 next turn.
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Deflect Missile. In response to being hit by a ranged STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 15 (+2) WIS 8
weapon attack, the adept deflects the missile. The (-1) CHA 17 (+3)
damage it takes from the attack is reduced by 1d10 + 3. Skills Deception +6, Insight +2, Investigation +8,
If the damage is reduced to 0, the adept catches the Perception +5, Persuasion +6, Sleight of Hand +11,
missile if it's small enough to hold in one hand and the Stealth +8
adept has a hand free. Senses passive Perception 15
Languages Common
Mock (Dragon) Turtle Challenge 7 (2,900 XP)
Cunning Action. On each of its turns, the Prince of
Huge dragon, neutral Courland can use a bonus action to take the Dash,
Armor Class 20 (natural armor) Disengage, or Hide action.
Hit Points 172 (15d12 + 75) Sneak Attack (1/Turn). The Prince of Courland deals an
Speed 20 ft., swim 40 ft. extra 10 (3d6) damage when it hits a target with a
STR 22 (+6) DEX 10 (+0) CON 20 (+5) INT 10 (+0) WIS 12 weapon attack and has advantage on the attack roll, or
(+1) CHA 12 (+1) when the target is within 5 ft. of an ally of the Prince of
Saving Throws Dex +5, Con +10, Wis +6 Courland that isn't incapacitated and the Prince of
Damage Resistances fire Courland doesn't have disadvantage on the attack roll.
Senses darkvision 120 ft., passive Perception 11 Boots of Striding and Springing. Jump three times the
Languages Common normal distance, though Prince of Courland can't jump
Challenge 14 (11,500 XP) farther than your remaining movement would allow.
Magic Resistance. The Mock (Dragon) Turtle has Magic Resistance. The Prince of Courland has
advantage on saving throws against spells and other advantage on saving throws against spells and other
magical effects. magical effects.
Actions Ring of Protection +2. +2 on AC (already included) and
Multiattack. The Mock (Dragon) Turtle makes three +2 on all saving throws.
attacks: one with its bite and two with its claws. It can Deck of Illusions: See DMG page 161
make one tail attack in place of its two claw attacks. Actions
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., Multiattack. The Prince of Courland makes two melee
one target. Hit: 18 (2d12 + 5) piercing damage. attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., Shortsword +2. Melee Weapon Attack: +10 to hit,
one target. Hit: 16 (2d8 + 7) slashing damage. reach 5 ft., one target. Hit: 7 (1d6 + 7) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one Dagger +2. Melee or Ranged Weapon Attack: +10 to
target. Hit: 26 (3d12 + 7) bludgeoning damage. If the hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4
target is a creature, it must succeed on a DC 18 + 7) piercing damage.
Strength saving throw or be pushed up to 10 feet away
from the dragon turtle and knocked prone.
Queen of Courland
Petrifying Breath (Recharge 5-6). The Mock (Dragon) Medium humanoid (any race), any alignment
Turtle exhales petrifying gas in a 30-foot cone. Each Armor Class 19 (Plate Mail +1)
creature in that area must succeed on a DC 13 Hit Points 105 (14d8 + 42)
Constitution saving throw. On a failed save, a target Speed 30 ft.
begins to turn to stone and is restrained. The STR 15 (+2) DEX 18 (+4) CON 16 (+3) INT 10 (+0) WIS 20
restrained target must repeat the saving throw at the (+5) CHA 18 (+4)
end of its next turn. On a success, the effect ends on Skills Medicine +11, Persuasion +7, Religion +6
the target. On a failure, the target is petrified Senses passive Perception 15
Languages Common
Prince of Courland "The Jack" Challenge 8 (3,900 XP)
Divine Eminence. As a bonus action, the Queen of
Medium humanoid (Human), Courtland can expend a spell slot to cause its melee
Armor Class 19 Elven Chain and Ring of Protection +2 weapon attacks to magically deal an extra 10 (3d6)
Hit Points 90 (12d8 + 36) radiant damage to a target on a hit. This benefit lasts
Speed 30 ft. until the end of the turn. If the Queen of Courtland
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expends a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each level above 1st. The Smilodon Cat
Spellcasting. The Queen of Courtland is a 14th-level
spellcaster. Its spellcasting ability is Wisdom (spell save Large beast, unaligned
DC 16, +8 to hit with spell attacks). The priest has the Armor Class 15
following cleric spells prepared: Hit Points 80 (10d10 + 20)
Cantrips (at will): light, sacred flame, thaumaturgy Speed 40 ft.
1st Level (4 slots): Burning Hands, Faerie Fire, Bless, STR 17 (+3) DEX 15 (+2) CON 14 (+2) INT 10 (+0) WIS 12
Cure Wounds, Command (+1) CHA 14 (+2)
2nd Level (3 slots): Hold Person, Enhance Ability, Lesser Skills Perception +4, Stealth +8
Restoration, Spiritual Weapon Senses darkvision 60 ft., passive Perception 14
3rd Level (3 slots): Daylight, Dispel Magic, Greater Languages Common
Restoration Challenge 6 (2,300 XP)
4th Level (3 slots): Guardian Of Faith, Wall Of Fire, Keen Smell. The Smilodon has advantage on Wisdom
Divination, Banishment, Death Ward (Perception) checks that rely on smell.
5th Level (2 slots): Flame Strike, Scrying, Raise Dead Pounce. If the Smilodon moves at least 20 ft. straight
6th Level (1 slot): Harm, Blade Barrier, Heal, Heroes' toward a creature and then hits it with a claw attack on
Feast the same turn, that target must succeed on a DC 13
7th Level (1 slot): Resurrection, Symbol Strength saving throw or be knocked prone. If the
Magic Resistance. The Queen of Courtland has target is prone, the Smilodon can make one bite attack
advantage on saving throws against spells and other against it as a bonus action.
magical effects. Innate Spellcasting. The Smilodon's innate spellcasting
Actions ability is Charisma (spell save DC 13, +5 to hit with spell
Rod of Smiting. Melee Weapon Attack: +5 to hit, reach attacks). It can innately cast the following spells,
5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. requiring no material components:
When a 19 or 20 (critical hit) is used a charge is burned At will: invisibility, etherealness, dimension door
and the damage dice are tripled. The rod has 16 Magic Whiskers. Not only can the Smilodon cast
charges and is not rechargeable. dimension door in this pocket dimension, but others
may use one of its whiskers to cast dimension door.
The whisker disappears when it is used in this manner.
Silvery Stink Bush The cat has a total of 20 useable whiskers.
Medium plant, unaligned Actions
Armor Class 5 Multiattack. The Smilodon makes one bite attack and
Hit Points 27 (6d8) two claw attacks.
Speed 0 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR 1 (-5) DEX 1 (-5) CON 10 (+0) target. Hit: 8 (1d10 + 4) piercing damage.
INT 1 (-5) WIS 3 (-4) CHA 1 (-5) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Condition Immunities blinded, deafened, frightened target. Hit: 7 (1d8 + 4) slashing damage.
Senses passive Perception 6
Languages — Snapdragon
Challenge 1/4 (50 XP)
Stinking Flowers. Each creature that smells a flower on Medium plant, unaligned
the bush must make a DC 13 Constitution saving throw Armor Class 14 (natural armor)
against poison. On a failed save, the creature spends its Hit Points 49 (9d8 + 9)
action that turn retching and reeling. Speed 15 ft.
Potent Tea. With a successful DC 15 Intelligence STR 12 (+1) DEX 10 (+0) CON 12 (+1) INT 8 (-1) WIS 10
(Medicine) a character can determine that the blooms (+0) CHA 10 (+0)
may be steeped in a water skin creating an infusion Senses tremorsense 30 ft., passive Perception 10
that will generate a Stinking Cloud as per the spell with Languages —
a DC 13 saving throw. One bush can generate one tea Challenge 3 (700 XP)
(potion).
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Magic Resistance. The Snapdragon have advantage on Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
saving throws against spells and other magical effects. target. Hit: 10 (2d8 + 1) piercing damage from its petal-
Actions like mouth.
Multiattack. The Snapdragon makes two bite attacks.
Appendix B: Maps
The following digital maps have been included at 70 DPI. Grid and no grid options have been included.
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