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Lost Tomb
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By Stan Shinn

For Character Levels 7-9

Classic Modules Today


A D&D 5 th Edition Conversion of the Early Edition Adventure Module
I5 Lost Tomb of Martek
By Stan Shinn

Introduction: In 1983, TSR published the module named “Lost Tomb of Martek” with the
module code “I5”. It was written by Tracy Hickman, and illustrated by Jim Holloway and
Harry Quinn. It consisted of one 32 page booklet and two cover folders with wilderness and
dungeon maps. Lost Tomb of Martek was the third module of a three module series that
included I3 Pharaoh, and I4 Oasis of the White Palm. This conversion guide allows DMs to
run the original module with 5th Edition rules and provides a reference sheet for encounters.

An adventure for 7th– 9th level characters

by Stan Shinn

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.

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Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE 2
I5: Lost Tomb of Martek
and loot Martek's treasure in the process. The noble warrior

Introduction Percivlis simply wishes to assist in freeing the land from the
efreeti.
The adventurers will find clues in the garden to use the
To use this conversion guide you will need a copy of “I5 Lost
Star Gems to open doors leading further into the tomb.
Tomb of Martek”, originally available in hard-copy and now
However Trifakas' group will try to steal the gems to open
for sale in Digital format at www.dndclassics.com.
the doors and get a head start. If they can't, they will follow
This document gives DMs advice to convert the module
the adventurers after they open the doors.
to the latest 5th Edition rules and guidance on preparing the
Once past Martek's guardian, the Iron Phoenix, the
adventure. A list of random and planned encounters provide
adventurers will have to retrieve three crystal minarets from
a quick in-game reference. Most creatures refer to stat
three different worlds. Once they do this, they will be able to
blocks in the D&D 5e Monster Manual. A few creatures have
enter Martek's final tomb. There they can finally use the Star
full stat blocks in the Special Creatures section at the end of
Gems to bring Martek back from the dead, destroy the
this conversion guide.
efreeti permanently, and return to their own homeland.
Page listings may refer to abbreviations: MM (Monster
Manual), CR (Challenge rating), and DMG (Dungeon Master
Guide). All other page number refer to the locations in the
original 'Lost Tomb of Martek' module. Key text is in bold for
Converting to the Realms
easy scanning. Magic items are noted in italics. This brief guide outlines a few thematic changes and
Find more information about this and other early edition additions to bring “Lost Tomb of Martek” into the Forgotten
conversions at www.classicmodulestoday.com. Realms world of Faerûn.

Reference Sheet The Forgotten Realms wiki has a high resolution map of
Faerûn here that can help you find the location described
below.
For convenience, there is a Reference Sheet at the end of this
document which summarizes the key information you'll
In 1987, the original I3-5 modules were combined into
need during the game onto one concise sheet. You can print
one large "supermodule" called Desert of Desolation. At that
this onto a single, double-sided page (perhaps on colored
time, the location of the desert was placed in the far
cardstock) as a handy tool that you can use alongside a hard
southeast of Faerûn, in the area known as the Raurin
copy of the module. After reading this document, all you'll
desert.
need to run the game is the original module, the Monster
Manual, the Reference Sheet, and optionally any notes or
More information and maps are available here.
visuals you've prepared.
Please note that the map shown at the above web address
Adventure Summary has an error. The spot marked "Tomb of Amun-Re" is
actually the location of the "Crypt of Badr Al-Mosak".
The adventurers begin in the Desert of Desolation, possibly
after having recovered Princess Shadalah, and released
Aeraldoth the djinni vizier in I4 Oasis of the White Palm.
The adventurers are now in possession of all three Star
Gems needed to locate and enter the tomb of Martek. The
adventurers begin in the desert, close to the Skysea. It can't
be crossed due to the incredible heat it puts out, and cannot
be circumvented to the south. While it can be gotten around
to the north, the hills will make travel slow and treacherous.
The adventurers will likely stumble upon a cloudskate, a
ship designed to cross the Skysea while keeping its
passengers safe from the killing heat. They could discover
the pillars of Martek first, the key to getting into the tomb, or
they could find one of the oracle shrines, which will lead
them to the pillars. Once the pillars are rung, the
adventurers are transported inside the tomb to the garden.
The garden is home to two factions, the guilders and the
maddogs. They are both hopelessly inbred and hostile to
each other. There are also four other people who found their
way here recently, and have their own agenda. The wizard
Trifakas, and his cohorts Sardok and Pawnis, want to escape

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Special Encounter Subtable
GM Notes Roll 1d4
1. Wanderer (1) 3. Dead Adventurers
Special rules and tactics to brush up on prior to the game: 2. Spectral minion (1) 4. Ghost ship (1)
• Leverage Conversation Reaction table (DMG 245) for
NPC reactions. Garden of the Cursed
• Be familiar with the factions of the oasis. Roll 1d12
• The characters will be provided with two weeks of food 1. Maddogs (8) 7. Guilders (12)
and seven days of water for themselves and their
2. Guilders (6) 8. Maddogs (8)
mounts. They are also given a choice of a camel or horse
3. Giant spiders (6) 9. Giant spiders (8)
as a mount. If the water runs out, the characters must
4. Giant scorpions (4) 10. Guilders (8)
spend time foraging or use spells to make water, or they
5. Grenade palms (2) 11. Special encounter
face dehydration.
6. Grenade palms (4) 12. Special encounter
• Use the Fatigue rules if the characters travel more than
ten hours a day or have nothing to eat or drink. Use the Special Encounter Subtable
rules for their mounts if they don't feed or water them! Roll 1d6
• Be familiar with the rules for Extreme Heat, Foraging, 1. Trifakas 4. Villagemaster Bandik
and Becoming Lost (DMG 110-112). 2. Pawnis 5. Percivlis
• Know how to use perception rules for traps, secret 3. Sardok 6. Roll again on this table.
doors, and stealthed creatures.
• Determine spell tactics for spell casters. Black Abyss
• The ancient runes and hieroglyphs inscribed
throughout the desert can be interpreted with a Roll 1d12
successful DC 14 Intelligence (History) check. 1. Xorn (1) 7. Dopplegangers (3)
• Be familiar with how things work in the Black Abyss 2. Umber hulks (3) 8. Xorn (3)
and the Mobius Tower. 3. Troglodytes (10) 9. Umber hulk (1)
• When the module refers to "a turn" or "one turn", it 4. Spectral minions (6) 10. Spectral minions (8)
means 10 minutes of game time. 5. Otyughs (3) 11. Special encounter
6. Otyugh (1) 12. Special encounter

Visuals Special Encounter Subtable


Roll 1d4
Suggested visuals to create: 1. Adventurers (3) 3. Efreeti (1)
• Player's version of the Garden of the Cursed map. 2. Djinni (1) 4. Hero (1)
• Note cards with rumors, the oracle shrine speech,
translated inscriptions. Crypt of Al-Alisk
Roll 1d4
Random Encounters 1. Spectral minions (8)
2. Wights (8)
3. Wraiths (6)
4. Spectral minions (10)

Desert of Desolation Citadel of Martek


Roll 1d12 Roll 1d10
1. Dustdiggers (5) 7. Acid rain 1. Spectral minions (16) 6. Giant scorpions (8)
2. Sandman (1) 8. Thunderherders (120) 2. Cryptknights (6) 7. Mummies (4)
3. Thunderherders (40) 9. Dustdiggers (3) 3. Androsphinx (1) 8. Minotaur skeletons (6)
4. Dustdigger (1) 10. Giant spiders (5) 4. Poisonous snakes (12) 9. Cockatrices (6)
5. Sandmen (6) 11. Special encounter 5. Giant spiders (12) 10. Ghosts (3)
6. Dust storm 12. Special encounter
Special Encounter Subtable Planned Encounters
Roll 1d4
1. Purple worm (1) 3. Djinni/efreeti fight #1
2. Mirage 4. Djinni/efreeti fight #2 Desert of Desolation
B. Sinkholes: Treat as quicksand (DMG 110).
Skysea D. Skysea: Use heat damage rules as written, including hot
Roll 1d6 spots.
1. Purple worm (1) 4. Glass pirates (30) F. Grounded cloudskate: It takes 1d3 hours to dig out the
2. Skittercrabs (10) 5. Special encounter cloudskate. When the ship is pushed onto the glass, it rights
3. Spectral minions (20) 6. Special encounter itself and is ready to use.
H. Pillars of Martek. Striking a crystal pillar hard will cause

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the tomb to appear as described. The secret door can be L2c. Room of State: Mummy (1).
found on a DC 20 passive Wisdom (Perception) check to spot, L2d. Lost Hall: Efreeti (1). The staff of teleportation has 5
or DC 15 Wisdom (Perception) check if actively searching. A charges, does not recharge, and can only affect non-living
DC 15 Intelligence (Investigation) check will determine how items of 20 pounds or less. The staff will not leave the tower
to open it. with the adventurers.
H1. Entry Below: Lightning wall trap. L2g. Guardroom: Ghost (1).
H3. Corridor: Spear trap. L2h. Treasury: Cryptknights (3).
L3e. Audience: Guardian of Time (1). The medallion of time-
Garden of the Cursed frame will not leave the tower with the adventurers.
I1. Garden: Normal movement and sight distance. Crypt of Al-Alisk
I2. Jungle: Counts as difficult terrain and maximum sight
distance is 20 feet. M4. Death Watch: Spectral minions (20).
I4. Dais of Reception: Guilders (20), Pawnis. M5b. Catacombs: Spectral minions (6), wraith (1).
I5. Village of the Guilders: Guilders (88), Villagemaster M5p. Cockpit: Cockatrices (5).
Bandik, Pawnis. M5q. Spirits Room: Banshee (1).
I7. Trifakas' Camp: Trifakas, Sardok.
I8. Camp of the Maddogs: Maddogs (53), Percivlis. Citadel of Martek
I10. Mound of the Lawgivers: Thrown stones inflict (1d4 +
N2. Tomb of Martek: Cryptknights (4).
Strength modifier) bludgeoning damage.
N3 and N4. Each character may search each room twice
Crystal Prism only.

J2. Phoenix: Iron Phoenix (1), fire pit hazard (4).


Magic Items
Black Abyss
1. *Book of infinite spells (replace with a Charm - DMG 228)
K2. Land End: Winds here blow towards area K8 at a rate of 2. Crystal ball
20 feet per round. This affects anyone flying. The flying 3. Dancing sword
creature must spend 20 feet of movement per round just to 4. Liahona (See Special Items)
maintain position, otherwise they are blown in that 5. *Libram of gainful conjuration (replace with a Charm -
direction. DMG 228)
K3. Distance: Use the distance distortion rules as written. 6. Morning star +1 (upgrade to +2)
Roll once per 10 minutes of game time. Winds here blow 7. Potion of clairaudience (replace with potion of clairvoyance)
towards area K8 at a rate of 40 feet per round. Any flying 8. Ring of protection
creature must spend 40 feet of movement per round just to 9. Scale mail +1 (replace with chain mail +2)
maintain position, otherwise they are blown in that 10. *Scroll of protection from petrification (replace with
direction. Keoghtum's ointment)
K4. Time-frame Distortion: Wind speed remains 40 feet per 11. *Scroll of protection from undead
round. Use the following rules instead of the ones in the 12. Shield +5 (downgrade to +3)
module. Roll once per 10 minutes of game time. 13. Sword, nine lives stealer (replace with sword of life stealing)
Roll Time Attack # of Movement 14. *Tome of clear thought
1d6 Speed rolls Attacks speed 15. Tome of Time (See Special Items)
16. *Tome of understanding
1-2 Slow Disadvantage 1 only Half speed 17. Wand of fireballs
3-4 Normal Normal Normal Normal 18. *Wizard scroll of polymorph
5-6 Fast Advantage 1 extra Double speed 19. *Wizard scroll of 3 spells, levels 1-6 (random)
K5. Magical Distortion: Wind speed remains 40 feet per 20. *Wizard scroll of 4 spells, levels 1-6 (random)
round. Use the provided table with the following change to 21. *Wizard scroll of 7 spells, levels 1-4 (random)
result #1 "Roll 1d10, rerolling a result of 10. The result is the *These items might be found in areas N3 and N4 of Martek's
actual level of spell cast, even if it's a level the caster can't citadel, but there is no guarantee.
normally use. Randomly determine a spell of that level from
the lists in the Player's Handbook. The spell will consume a
slot of the highest level the caster is capable of using. Traps
Mobius Tower • Fire Pit Hazard (pg. 14): A wide pit, 1oo feet deep and
filled with roaring flames. If a creature is shoved or
L1b. Apartment of the Firstwife: Banshee (1) dropped into a fire pit, it takes 10d6 falling damage. For
L1f. Cloak Room: Cryptknight (1) each round it remains in the pit, it takes 2d10 fire
L1l. Bottleroom: Djinni (1). In gratitude for being freed from damage.
the bottle, he will help the adventurers one time, with a • Grenade Palm Hazard (pg. 11): These palms have fruit
battle for example. He can't grant wishes or undo the time that resemble small pineapples. When any creature
lock. walks near the grenade palm, there is a 20% chance one

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fruit falls from the tree (roll percentile dice, on a result 29. Spectral minion: (See Special Creatures)
of 01 - 20 the fruit falls). The fruit explodes on contact 30. Thunderherder: (See Special Creatures)
with the ground. Any creature within 10 feet must make 31. Trifakas: (See Special Creatures)
a DC 13 Dexterity saving throw. On a failure it takes 2d10 32. Troglodyte: (MM 290, CR 1/4, 50 XP)
piercing damage, but no damage on a successful saving 33. Umber hulk: (MM 292, CR 5, 1800 XP)
throw. 34. Veteran: (MM 350, CR 3, 700 XP)
• Lightning Wall Trap (pg. 10): This trap is triggered by 35. Villagemaster Bandik: (as bandit captain, MM 344, CR 2,
pressing a golden disk on top of an altar. A DC 20 450 XP)
Intelligence (Investigation) check allows character to 36. Wight: (MM 300, CR 3 (700 XP)
notice the trap based on alterations to the locking 37. Wraith: (MM 302, CR 5, 1800 XP)
mechanism. A DC 15 Intelligence (Investigation) check to 38. Xorn: (MM 304, CR 5, 1800 XP)
determine how to disarm it, followed by a DC 15 39. Zombie: (MM 316, CR 1/4, 50 XP)
Dexterity check using thieves tools to disable it. When
triggered, the entry door closes over one round while a
wall of lightning crosses the room in the same time span.
Special Creatures
All creatures should roll initiative, with the wall having
an initiative roll as well (roll with a +3 bonus). Anyone
Cryptknight
with a higher initiative can exit the room before the wall Medium undead, neutral evil
hits. Otherwise creatures hit by the wall take 12d6 Armor Class 16 (chain mail)
lightning damage. A successful DC 14 Constitution
Hit Points 90 (12d8 + 36)
saving throw reduces damage by half.
• Spear Trap (pg. 10): Triggered by opening a secret door. Speed 30 ft.
DC 15 passive Wisdom (Perception) check to spot, or DC
STR DEX CON INT WIS CHA
12 Wisdom (Perception) check if actively searching. DC 15
Intelligence (Investigation) check to determine how to 18 (+4) 10(+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
disarm, followed by a DC 15 Dexterity check using Damage Resistances bludgeoning, piercing, and slashing
thieves tools to disable it. When triggered, the creature from nonmagical weapons
opening the door takes 2d10 piercing damage.
Damage Immunities necrotic, poison

Monsters Condition Immunities charmed, exhaustion, frightened,


paralyzed, petrified, poisoned
1. Adventurer: (as gladiator, MM 346, CR 5, 1800 XP) Senses darkvision 60 ft., passive Perception 10
2. Banshee: (MM 23, CR 4, 1100 XP)
3. Cockatrice: (MM 42, CR 1/2, 100 XP) Languages understands Common, but can't speak
4. Cryptknight: (See Special Creatures) Challenge 5 (1800 XP)
5. Djinni: (MM 144, CR 11, 7200 XP)
6. Doppleganger: (MM 82, CR 3, 700 XP) Frozen in Time. The cryptknight can't be turned.
7. Dustdigger: (See Special Creatures) Frightful Aura. Any living creature approaching within 10
8. Efreeti: (MM 145, CR 11, 7200 XP) feet of the cryptknight must succeed at a DC 13 Wisdom
9. Ghost: (MM 147, CR 4, 1100 XP) saving throw or be frightened for 1 minute.
10. Ghost ship: (See Special Creatures)
11. Giant poisonous snake: (MM 327, CR 1/4, 50 XP) Actions
12. Giant scorpion: (MM 327. CR 3, 700 XP)
Multiattack. The cryptknight makes two greatsword attacks.
13. Giant spider: (MM 328, CR 1, 200 XP)
14. Glass pirate: (as skeleton, MM 272, CR 1/4, 50 XP) Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
15. Guilder: (as scout, MM 349, CR 1/2, 100 XP) target. Hit: 10 (2d6 + 4) slashing damage.
16. Hero: (as gladiator, MM 346, CR 5, 1800 XP)
17. Iron Phoenix: (See Special Creatures) Dustdigger
18. Maddog: (as thug, MM 350, CR 1/2, 100 XP) Large monstrosity, unaligned
19. Mummy: (MM 228, CR 3, 700 XP) Armor Class 13 (natural armor)
20. Otyugh: (MM 248, CR 5, 1800 XP)
21. Pawnis: (See Special Creatures) Hit Points 63 (6d10 + 12)
22. Percivlis: (use knight, MM 347, CR 3, 700 XP)
Speed 10 ft., burrow 10 ft.
23. Poisonous snake: (MM 334, CR 1/8, 25 XP)
24. Purple Worm: (MM 255, CR 15, 13000 XP) STR DEX CON INT WIS CHA
25. Sandman: (See Special Creatures) 16 (+3) 8(-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
26. Sardok: (See Special Creatures)
Condition Immunities blinded, deafened, frightened, prone
27. Skeleton, minotaur: (MM 273, CR 2, 450 XP)
28. Skittercrabs: (use giant crab with fire immunity, MM Senses tremorsense 30 ft., passive Perception 10
324, CR 1/8, 25 XP)
Languages -

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Challenge 1 (200 XP) Iron Phoenix
Illusionary Trap. About 20% of dustdiggers can create a Huge construct, unaligned
Silent Image spell at will. The image is always of an oasis or Armor Class 17 (natural armor)
pool of water.
Hit Points 161 (14d12 + 70)
Buried Deep. While buried in the sand, the dustdigger can’t
be detected by Perception checks. Speed 10 ft., fly 40 ft.

Sinkhole. When the dustdigger detects movement over itself, STR DEX CON INT WIS CHA
it deflates and creates a 10 ft. diameter sinkhole of sand. 20 (+5) 9(-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
Creatures caught in the sinkhole make a DC 13 Dexterity Damage Immunities poison, psychic; bludgeoning, piercing,
check. On a success, they may move normally, treating the and slashing from nonmagical weapons that aren’t
sinkhole as difficult ground. On a failure, they become adamantine
restrained.
Condition Immunities charmed, exhaustion, frightened,
Actions paralyzed, petrified, poisoned
Multiattack. The dustdigger can make an engulf attack
Senses darkvision 120 ft., passive Perception 10
against a creature in its sinkhole, and can bite a grappled
target as a bonus action. Languages understands Common, but can’t speak
Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Challenge 9 (5000 XP)
Hit: Target is grappled.
Rejuvenation. If the iron phoenix is destroyed, it regains all
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: its hit points in one hour.
12 (2d8 + 3) piercing damage.
Regeneration. The iron phoenix regains 5 hit points at the
Ghost Ship start of its turn. It doesn’t regain hit points if reduced to zero
hit points.
Huge construct, neutral evil
Armor Class 15 Immutable Form. The iron phoenix is immune to any spell or
effect that would alter its form.
Hit Points 105 (10d12 + 40)
Magic Weapons. The iron phoenix’s weapon attacks are
Speed 60 ft. magical.
STR DEX CON INT WIS CHA Actions
18 (+4) 10(+0) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
Multiattack. The iron phoenix makes one attack with its
Damage Immunities fire, poison, psychic; bludgeoning, talons and one attack with its beak.
piercing, and slashing from non-magical weapons
Beak. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Condition Immunities charmed, exhaustion, frightened, Hit: 23 (4d8 + 5) slashing damage.
paralyzed, petrified, poisoned
Talons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., passive Perception 10 Hit: 19 (4d6 + 5) piercing damage.
Languages - Screech (Recharge 5-6). The phoenix emits a piercing screech
in a 60 ft. cone. The screech inflicts 6d10 thunder damage; a
Challenge 6 (2300 XP)
successful DC 15 Constitution saving throw reduces damage
Immutable Form. The ship is immune to any spell or effect by half.
that would alter its form.
Pawnis
Actions
Medium humanoid (elf), neutral evil
Multiattack. The ship can make four melee attacks with Armor Class 17 (studded leather)
various parts and tools.
Hit Points 78 (12d8 + 24)
Spar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (1d6+4) bludgeoning damage. Speed 30 ft.
Rope. Melee Weapon Attack: +7 to hit, reach 10 ft., one STR DEX CON INT WIS CHA
creature. Hit: 7 (1d6+4) bludgeoning damage, and the target 10 (+0) 20(+5) 14 (+2) 13 (+1) 12 (+1) 12 (+1)
is grappled (escape DC 15). Until this grapple ends, the target
Saving Throws Dex +8, Int +4
is restrained.
Skills Perception +7, Sleight of Hand +11, Stealth +11
Senses darkvision 120 ft., passive Perception 17
Languages Common, Elvish, Undercommon

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Challenge 8 (3900 XP) a sandman for the first time must make a DC 11 Wisdom
saving throw or fall unconscious. Unconscious victims are
Evasion. If Pawnis is subjected to an effect that allows him to
woken by any damage or rough shaking, otherwise they
make a Dexterity saving throw to take only half damage, he
sleep for 1 hour.
instead takes no damage it he succeeds on the saving throw,
and only half damage if he fails. Actions
Innate Spellcasting. Pawnis' spellcasting ability is Charisma Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
(spell save DC 12). He can innately cast the following spells Hit: 6 (1d6 + 3) bludgeoning damage.
requiring no material components.
Sardok
At will: dancing lights
Medium humanoid (human), neutral evil
1/day each: darkness, faerie fire, levitate (self only) Armor Class 16 (studded leather)
Sneak Attack (1/turn). Pawnis deals an extra 16 (5d6) damage Hit Points 90 (12d8 + 36)
when he hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5 Speed 30 ft.
feet of an ally of Pawnis that isn't incapacitated and Pawnis STR DEX CON INT WIS CHA
doesn't have disadvantage on the attack roll.
14 (+2) 18(+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Actions Saving Throws Dex +7, Int +3
Multiattack. Pawnis makes one shortsword attack, and can Skills Deception +6, Perception +7, Stealth +10
make an additional shortsword attack as a bonus action.
Senses passive Perception 17
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) piercing damage and the target must Languages Common
make a DC 15 Constitution saving throw, taking 21 (6d6)
Challenge 8 (3900 XP)
poison damage on a failed save, or half as much on a
successful one. Assassin. During his first turn, Sardok has advantage on
attack rolls against any creature that hasn't taken a turn.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
Any hit he scores against a surprised creature is a critical hit.
30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage and the
target must make a DC 15 Constitution saving throw, taking Evasion. If Sardok is subjected to an effect that allows him to
21 (6d6) poison damage on a failed save, or half as much on a make a Dexterity saving throw to take only half damage, he
successful one. instead takes no damage it he succeeds on the saving throw,
and only half damage if he fails.
Reactions
Sneak Attack (1/turn). Sardok deals an extra 16 (5d6) damage
Uncanny Dodge. If Pawnis is hit by an attacker he can see, he
when he hits a target with a weapon attack and has
can use his reaction to halve the attack's damage against
advantage on the attack roll, or when the target is within 5
him.
feet of an ally of Sardok that isn't incapacitated and Sardok
Sandman doesn't have disadvantage on the attack roll.
Medium elemental, neutral Actions
Armor Class 13 (natural armor) Multiattack. Sardok makes one rapier attack, and can make
Hit Points 30 (4d8 + 12) a scimitar attack as a bonus action.

Speed 10 ft., burrow 10 ft. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage and the target must make a
STR DEX CON INT WIS CHA DC 15 Constitution saving throw, taking 24 (7d6) poison
16 (+3) 10(+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3) damage on a failed save, or half as much on a successful one.
Damage Vulnerabilities thunder Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing damage and the target must
Damage Immunities poison
make a DC 15 Constitution saving throw, taking 24 (7d6)
Condition Immunities exhaustion, paralyzed, petrified, poison damage on a failed save, or half as much on a
poisoned, unconscious successful one.
Senses darkvision 60 ft., tremorsense 60 ft., passive Reactions
Perception 10
Uncanny Dodge. If Sardok is hit by an attacker he can see, he
Languages Terran can use his reaction to halve the attack's damage against
him.
Challenge 1 (200 XP)
Sleep Aura. Any living creature approaching within 10 feet of

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Spectral Minion Trifakas
Medium undead, any alignment Medium humanoid (human), lawful evil
Armor Class 12 Armor Class 13 (16 with mage armor)
Hit Points 22 (4d8 + 4) Hit Points 76 (14d8 + 14)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14(+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 7 (-2) 16(+3) 12 (+1) 18 (+4) 10 (+0) 15 (+2)
Damage Resistances acid, cold, fire, lightning, thunder; Saving Throws Int +8, Wis +4
bludgeoning, piercing, and slashing from nonmagical
Skills Arcana +12, History +8, Perception +4
weapons
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison
from nonmagical weapons (with stoneskin)
Condition Immunities charmed, exhaustion, grappled,
Senses passive Perception 14
paralyzed, petrified, poisoned, prone, restrained,
unconscious Languages Common, Elvish
Senses darkvision 60 ft., passive Perception 10 Challenge 9 (5000 XP)
Languages understands languages it knew it life but can't Magic Resistance. Trifakas has advantage on saving throws
speak against spells and other magical effects.
Challenge 1 (200 XP) Spellcasting. Trifakas is a 12th level wizard. His spellcasting
ability is Intelligence (spell save DC 16, +8 to to hit with spell
Incorporeal Movement. The spectral minion can move
attacks). Trifakas has the following wizard spells prepared.
through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside Cantrips (at will): fire bolt, light, message, prestidigitation,
an object. shocking grasp
Actions 1st level (4 slots): charm person, comprehend languages, mage
armor
Ghostly Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 14 (4d6) necrotic damage. 2nd level (3 slots): darkvision, misty step, web

Thunderherder 3rd level (3 slots): counterspell, fireball, lightning bolt


Huge beast, unaligned 4th level (3 slots): dimension door, polymorph, stoneskin
Armor Class 13 (natural armor) 5th level (2 slots): conjure elemental, wall of force
Hit Points 57 (6d12 + 18) 6th level (1 slot): globe of invulnerability, magic jar
Speed 20 ft., burrow 20 ft. Actions
STR DEX CON INT WIS CHA Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
18 (+4) 10(+0) 17 (+3) 2 (-4) 10 (+0) 6 (-2) Hit: 5 (1d4 + 3) piercing damage.
Damage Vulnerabilities thunder Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
Condition Immunities blinded, prone target. Hit: 16 (3d10) fire damage.

Senses tremorsense 60ft., passive Perception 10


Languages —
Challenge 1 (200 XP)
Earthshaking. When thunderherders move, they produce an
earthquake-like effect that shakes the sand within 200 feet.
Anyone in the area must make a DC 14 Dexterity save or be
knocked prone. Those already seated or prone are
unaffected.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 15 (3d6+4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE 9
Special Items
Liahona
Wondrous item, rare (requires attunement by a good aligned
creature)
This intelligent compass can communicate with its
bearer via telepathy when held. It has the following abilities:
• Indicate north at will.
• Cast a locate object spell. Once used, it can't be used
again until after a long rest.
• Answer one yes or no question, similar to the
commune spell. Once used, it can't be used again
until one full week has passed.
Star Gems
Wondrous item, legendary
The Star Gems were given by Martek to the pharaohs and
sheiks of the lands to prepare for the eventual release of the
efreeti pasha. The three Star Gems are:
The Star of Mo-pelar. It functions as a gem of true seeing.
The Star of Shah-pelar. It can cast a Cure Wounds spell
healing 4d8 damage up to three times per day.
The Star of Khan-pelar. It allows a wizard to use Arcane
Recovery one extra time per long rest.

Tome of Time
Wondrous item, legendary
The tome contains the following wizard spells: dimension
door, disintegrate, haste, passwall, slow, teleport, teleportation
circle, time stop, wish.

Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE
10
highest level the caster is capable of using.
I5 Lost Tomb of Citadel of Martek
Roll 1d10
Mobius Tower
Martek 1. Spectral minions 6.
(16) 7.
Giant scorpions (8)
Mummies (4)
L1b. Apartment of the Firstwife: Banshee (1)
L1f. Cloak Room: Cryptknight (1)
Reference Sheet 2. Cryptknights (6) 8.
3. Androsphinx (1)
4. Poisonous snakes 9.
Minotaur skeletons
(6)
Cockatrices (6)
L1l. Bottleroom: Djinni (1). In gratitude for
being freed from the bottle, he will help the
adventurers one time, with a battle for
(12) 10. Ghosts (3) example. He can't grant wishes or undo the
Random Encounters 5. Giant spiders (12) time lock.
L2c. Room of State: Mummy (1).
Desert of Desolation Planned Encounters L2d. Lost Hall: Efreeti (1). The staff of
teleportation has 5 charges, does not recharge,
Roll 1d12 and can only affect non-living items of 20
1. Dustdiggers (5) 7. Acid rain Desert of Desolation pounds or less. The staff will not leave the
2. Sandman (1) 8. Thunderherders B. Sinkholes: Treat as quicksand (DMG 110). tower with the adventurers.
3. Thunderherders (120) D. Skysea: Use heat damage rules as written, L2g. Guardroom: Ghost (1).
(40) 9. Dustdiggers (3) including hot spots. L2h. Treasury: Cryptknights (3).
4. Dustdigger (1) 10. Giant spiders (5) F. Grounded cloudskate: It takes 1d3 hours to L3e. Audience: Guardian of Time (1). The
5. Sandmen (6) 11. Special encounter dig out the cloudskate. When the ship is medallion of time-frame will not leave the
6. Dust storm 12. Special encounter pushed onto the glass, it rights itself and is tower with the adventurers.
Special Encounter Subtable ready to use. Crypt of Al-Alisk
H. Pillars of Martek. Striking a crystal pillar
Roll 1d4 hard will cause the tomb to appear as M4. Death Watch: Spectral minions (20).
1. Purple worm (1) 3. Djinni/efreeti fight #1 described. The secret door can be found on a M5b. Catacombs: Spectral minions (6), wraith
2. Mirage 4. Djinni/efreeti fight #2 DC 20 passive Wisdom (Perception) check to (1).
spot, or DC 15 Wisdom (Perception) check if M5p. Cockpit: Cockatrices (5).
Skysea actively searching. A DC 15 Intelligence M5q. Spirits Room: Banshee (1).
Roll 1d6 (Investigation) check will determine how to Citadel of Martek
1. Purple worm (1) 4. Glass pirates (30) open it.
2. Skittercrabs (10) 5. Special encounter H1. Entry Below: Lightning wall trap. N2. Tomb of Martek: Cryptknights (4).
3. Spectral minions 6. Special encounter H3. Corridor: Spear trap. N3 and N4. Each character may search each
room twice only.
(20) Garden of the Cursed
Special Encounter Subtable I1. Garden: Normal movement and sight
distance.
Magic Items
Roll 1d4 I2. Jungle: Counts as difficult terrain and 1. *Book of infinite spells (replace with a Charm
1. Wanderer (1) 3. Dead Adventurers maximum sight distance is 20 feet. - DMG 228)
2. Spectral minion (1) 4. Ghost ship (1) I4. Dais of Reception: Guilders (20), Pawnis. 2. Crystal ball
Garden of the Cursed I5. Village of the Guilders: Guilders (88), 3. Dancing sword
Villagemaster Bandik, Pawnis. 4. Liahona (See Special Items)
Roll 1d12 I7. Trifakas' Camp: Trifakas, Sardok. 5. *Libram of gainful conjuration (replace with
1. Maddogs (8) 7. Guilders (12) I8. Camp of the Maddogs: Maddogs (53), a Charm - DMG 228)
2. Guilders (6) 8. Maddogs (8) Percivlis. 6. Morning star +1 (upgrade to +2)
3. Giant spiders (6) 9. Giant spiders (8) I10. Mound of the Lawgivers: Thrown stones 7. Potion of clairaudience (replace with potion of
4. Giant scorpions (4) 10. Guilders (8) inflict (1d4 + Strength modifier) bludgeoning clairvoyance)
5. Grenade palms (2) 11. Special damage. 8. Ring of protection
6. Grenade palms (4) encounter 9. Scale mail +1 (replace with chain mail +2)
12. Special Crystal Prism 10. *Scroll of protection from petrification
encounter J2. Phoenix: Iron Phoenix (1), fire pit hazard (4). (replace with Keoghtum's ointment)
11. *Scroll of protection from undead
Special Encounter Subtable Black Abyss 12. Shield +5 (downgrade to +3)
K2. Land End: Winds here blow towards area 13. Sword, nine lives stealer (replace with sword
Roll 1d6 of life stealing)
1. Trifakas 4. Villagemaster Bandik K8 at a rate of 20 feet per round. This affects
2. Pawnis 5. Percivlis anyone flying. The flying creature must spend 14. *Tome of clear thought
20 feet of movement per round just to 15. Tome of Time (See Special Items)
3. Sardok 6. Roll again on this
table. maintain position, otherwise they are blown in 16. *Tome of understanding
that direction. 17. Wand of fireballs
Black Abyss K3. Distance: Use the distance distortion rules 18. *Wizard scroll of polymorph
as written. Roll once per 10 minutes of game 19. *Wizard scroll of 3 spells, levels 1-6 (random)
Roll 1d12 time. Winds here blow towards area K8 at a 20. *Wizard scroll of 4 spells, levels 1-6 (random)
1. Xorn (1) 7. Dopplegangers (3) rate of 40 feet per round. Any flying creature 21. *Wizard scroll of 7 spells, levels 1-4 (random)
2. Umber hulks (3) 8. Xorn (3) must spend 40 feet of movement per round *These items might be found in areas N3 and
3. Troglodytes (10) 9. Umber hulk (1) just to maintain position, otherwise they are N4 of Martek's citadel, but there is no
4. Spectral minions 10. Spectral minions (8) blown in that direction. guarantee.
(6) 11. Special encounter K4. Time-frame Distortion: Wind speed
5. Otyughs (3)
6. Otyugh (1)
12. Special encounter remains 40 feet per round. Use the following
rules instead of the ones in the module. Roll
Traps
once per 10 minutes of game time. Fire Pit Hazard (pg. 14): A wide pit, 1oo feet
Special Encounter Subtable deep and filled with roaring flames. If a
Roll Time Attack # of Atts Move creature is shoved or dropped into a fire pit, it
Roll 1d4 1d6 Speed rolls speed
1. Adventurers (3) 3. Efreeti (1) takes 10d6 falling damage. For each round it
2. Djinni (1) 4. Hero (1) 1-2 Slow Disadv 1 only Half remains in the pit, it takes 2d10 fire damage.
3-4 Normal Normal Normal Normal Grenade Palm Hazard (pg. 11): These palms
Crypt of Al-Alisk 5-6 Fast Advant 1 extra Double have fruit that resemble small pineapples.
When any creature walks near the grenade
Roll 1d4 K5. Magical Distortion: Wind speed remains 40 palm, there is a 20% chance one fruit falls from
1. Spectral 3. Wraiths (6) feet per round. Use the provided table with the the tree (roll percentile dice, on a result of 01 -
minions (8) 4. Spectral minions (10) following change to result #1 "Roll 1d10, 20 the fruit falls). The fruit explodes on contact
2. Wights (8) rerolling a result of 10. The result is the actual with the ground. Any creature within 10 feet
level of spell cast, even if it's a level the caster must make a DC 13 Dexterity saving throw. On
can't normally use. Randomly determine a a failure it takes 2d10 piercing damage, but no
spell of that level from the lists in the Player's damage on a successful saving throw.
Handbook. The spell will consume a slot of the Lightning Wall Trap (pg. 10): This trap is

Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE 11
triggered by pressing a golden disk on top of an
altar. A DC 20 Intelligence (Investigation)
check allows character to notice the trap based
Special Creatures Ghost Ship
Huge construct, neutral evil
on alterations to the locking mechanism. A DC
15 Intelligence (Investigation) check to Cryptknight Armor Class 15
determine how to disarm it, followed by a DC Hit Points 105 (10d12 + 40)
Medium undead, neutral evil Speed 60 ft.
15 Dexterity check using thieves tools to Armor Class 16 (chain mail)
disable it. When triggered, the entry door Hit Points 90 (12d8 + 36) STR DEX CON INT WIS CHA
closes over one round while a wall of lightning
crosses the room in the same time span. All Speed 30 ft. 18 (+4) 10(+0) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
creatures should roll initiative, with the wall STR DEX CON INT WIS CHA Damage Immunities fire, poison, psychic;
having an initiative roll as well (roll with a +3 bludgeoning, piercing, and slashing from non-
bonus). Anyone with a higher initiative can 18 (+4) 10(+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) magical weapons
exit the room before the wall hits. Otherwise Damage Resistances bludgeoning, piercing, Condition Immunities charmed, exhaustion,
creatures hit by the wall take 12d6 lightning and slashing from nonmagical weapons frightened, paralyzed, petrified, poisoned
damage. A successful DC 14 Constitution Damage Immunities necrotic, poison Senses darkvision 120 ft., passive Perception 10
saving throw reduces damage by half. Condition Immunities charmed, exhaustion, Languages -
Spear Trap (pg. 10): Triggered by opening a frightened, paralyzed, petrified, poisoned
secret door. DC 15 passive Wisdom (Perception) Challenge 6 (2300 XP)
Senses darkvision 60 ft., passive Perception 10 Immutable Form. The ship is immune to any
check to spot, or DC 12 Wisdom (Perception)
check if actively searching. DC 15 Intelligence Languages understands Common, but can't spell or effect that would alter its form.
(Investigation) check to determine how to speak
Challenge 5 (1800 XP) Actions
disarm, followed by a DC 15 Dexterity check
using thieves tools to disable it. When Frozen in Time. The cryptknight can't be Multiattack. The ship can make four melee
triggered, the creature opening the door takes turned. attacks with various parts and tools.
2d10 piercing damage. Frightful Aura. Any living creature Spar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
approaching within 10 feet of the cryptknight one target. Hit: 7 (1d6+4) bludgeoning damage.
Monsters must succeed at a DC 13 Wisdom saving throw
or be frightened for 1 minute.
Rope. Melee Weapon Attack: +7 to hit, reach 10
ft., one creature. Hit: 7 (1d6+4) bludgeoning
1. Adventurer: (as gladiator, MM 346, CR 5, damage, and the target is grappled (escape DC
1800 XP) Actions 15). Until this grapple ends, the target is
2. Banshee: (MM 23, CR 4, 1100 XP) Multiattack. The cryptknight makes two restrained.
3. Cockatrice: (MM 42, CR 1/2, 100 XP) greatsword attacks.
4. Cryptknight: (See Special Creatures) Greatsword. Melee Weapon Attack: +7 to hit, Iron Phoenix
5. Djinni: (MM 144, CR 11, 7200 XP) reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing
6. Doppleganger: (MM 82, CR 3, 700 XP) damage. Huge construct, unaligned
7. Dustdigger: (See Special Creatures) Armor Class 17 (natural armor)
8. Efreeti: (MM 145, CR 11, 7200 XP) Dustdigger Hit Points 161 (14d12 + 70)
9. Ghost: (MM 147, CR 4, 1100 XP) Speed 10 ft., fly 40 ft.
10. Ghost ship: (See Special Creatures) Large monstrosity, unaligned
11. Giant poisonous snake: (MM 327, CR 1/4, Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
50 XP) Hit Points 63 (6d10 + 12) 20 (+5) 9(-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
12. Giant scorpion: (MM 327. CR 3, 700 XP) Speed 10 ft., burrow 10 ft. Damage Immunities poison, psychic;
13. Giant spider: (MM 328, CR 1, 200 XP) bludgeoning, piercing, and slashing from
14. Glass pirate: (as skeleton, MM 272, CR 1/4, STR DEX CON INT WIS CHA
nonmagical weapons that aren’t adamantine
50 XP) 16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
15. Guilder: (as scout, MM 349, CR 1/2, 100 XP) Condition Immunities charmed, exhaustion,
16. Hero: (as gladiator, MM 346, CR 5, 1800 XP) Condition Immunities blinded, deafened, frightened, paralyzed, petrified, poisoned
17. Iron Phoenix: (See Special Creatures) frightened, prone Senses darkvision 120 ft., passive Perception 10
18. Maddog: (as thug, MM 350, CR 1/2, 100 XP) Senses tremorsense 30 ft., passive Perception Languages understands Common, but can’t
19. Mummy: (MM 228, CR 3, 700 XP) 10 speak
20. Otyugh: (MM 248, CR 5, 1800 XP) Languages - Challenge 9 (5000 XP)
21. Pawnis: (See Special Creatures) Challenge 1 (200 XP) Rejuvenation. If the iron phoenix is destroyed,
22. Percivlis: (use knight, MM 347, CR 3, 700 Illusionary Trap. About 20% of dustdiggers can it regains all its hit points in one hour.
XP) create a Silent Image spell at will. The image is Regeneration. The iron phoenix regains 5 hit
23. Poisonous snake: (MM 334, CR 1/8, 25 XP) always of an oasis or pool of water. points at the start of its turn. It doesn’t regain
24. Purple Worm: (MM 255, CR 15, 13000 XP) Buried Deep. While buried in the sand, the hit points if reduced to zero hit points.
25. Sandman: (See Special Creatures) dustdigger can’t be detected by Perception
26. Sardok: (See Special Creatures) Immutable Form. The iron phoenix is immune
checks. to any spell or effect that would alter its form.
27. Skeleton, minotaur: (MM 273, CR 2, 450 Sinkhole. When the dustdigger detects
XP) Magic Weapons. The iron phoenix’s weapon
movement over itself, it deflates and creates a attacks are magical.
28. Skittercrabs: (use giant crab with fire 10 ft. diameter sinkhole of sand. Creatures
immunity, MM 324, CR 1/8, 25 XP) caught in the sinkhole make a DC 13 Dexterity Actions
29. Spectral minion: (See Special Creatures) check. On a success, they may move normally,
30. Thunderherder: (See Special Creatures) Multiattack. The iron phoenix makes one
treating the sinkhole as difficult ground. On a attack with its talons and one attack with its
31. Trifakas: (See Special Creatures) failure, they become restrained.
32. Troglodyte: (MM 290, CR 1/4, 50 XP) beak.
33. Umber hulk: (MM 292, CR 5, 1800 XP) Actions Beak. Melee Weapon Attack: +8 to hit, reach 10
34. Veteran: (MM 350, CR 3, 700 XP) ft., one target. Hit: 23 (4d8 + 5) slashing damage.
Multiattack. The dustdigger can make an
35. Villagemaster Bandik: (as bandit captain, engulf attack against a creature in its sinkhole, Talons. Melee Weapon Attack: +8 to hit, reach 10
MM 344, CR 2, 450 XP) and can bite a grappled target as a bonus ft., one target. Hit: 19 (4d6 + 5) piercing damage.
36. Wight: (MM 300, CR 3 (700 XP) action. Screech (Recharge 5-6). The phoenix emits a
37. Wraith: (MM 302, CR 5, 1800 XP) piercing screech in a 60 ft. cone. The screech
38. Xorn: (MM 304, CR 5, 1800 XP) Engulf. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: Target is grappled. inflicts 6d10 thunder damage; a successful DC
39. Zombie: (MM 316, CR 1/4, 50 XP) 15 Constitution saving throw reduces damage
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., by half.
one target. Hit: 12 (2d8+3) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE 12
Actions as if they were difficult terrain. It takes 5 (1d10)
Pawnis force damage if it ends its turn inside an
Medium humanoid (elf), neutral evil Slam. Melee Weapon Attack: +5 to hit, reach 10 object.
Armor Class 17 (studded leather) ft., one target. Hit: 6 (1d6+3) bludgeoning
damage. Actions
Hit Points 78 (12d8 + 24) Ghostly Weapon. Melee Weapon Attack: +4 to hit,
Speed 30 ft. Sardok reach 5 ft., one target. Hit: 14 (4d6) necrotic
STR DEX CON INT WIS CHA damage.
Medium humanoid (human), neutral evil
10 (+0) 20(+5) 14 (+2) 13 (+1) 12 (+1) 12 (+1) Armor Class 16 (studded leather) Thunderherder
Saving Throws Dex +8, Int +4 Hit Points 90 (12d8 + 36)
Huge beast, unaligned
Skills Perception +7, Sleight of Hand +11, Speed 30 ft.
Stealth +11 Armor Class 13 (natural armor)
STR DEX CON INT WIS CHA Hit Points 57 (6d12 + 18)
Senses darkvision 120 ft., passive Perception 17
Languages Common, Elvish, Undercommon 14 (+2) 18(+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0) Speed 20 ft., burrow 20 ft.
Challenge 8 (3900 XP) Saving Throws Dex +7, Int +3 STR DEX CON INT WIS CHA
Evasion. If Pawnis is subjected to an effect that Skills Deception +6, Perception +7, Stealth +10 18 (+4) 10(+0) 17 (+3) 2 (-4) 10 (+0) 6 (-2)
allows him to make a Dexterity saving throw Senses passive Perception 17
to take only half damage, he instead takes no Damage Vulnerabilities thunder
Languages Common
damage it he succeeds on the saving throw, and Condition Immunities blinded, prone
Challenge 8 (3900 XP)
only half damage if he fails. Senses tremorsense 60ft., passive Perception 10
Assassin. During his first turn, Sardok has
Innate Spellcasting. Pawnis' spellcasting ability advantage on attack rolls against any creature Languages —
is Charisma (spell save DC 12). He can innately that hasn't taken a turn. Any hit he scores Challenge 1 (200 XP)
cast the following spells requiring no material against a surprised creature is a critical hit. Earthshaking. When thunderherders move,
components. Evasion. If Sardok is subjected to an effect that they produce an earthquake-like effect that
At will: dancing lights allows him to make a Dexterity saving throw shakes the sand within 200 feet. Anyone in the
1/day each: darkness, faerie fire, levitate (self to take only half damage, he instead takes no area must make a DC 14 Dexterity save or be
only) damage it he succeeds on the saving throw, and knocked prone. Those already seated or prone
Sneak Attack (1/turn). Pawnis deals an extra 16 only half damage if he fails. are unaffected.
(5d6) damage when he hits a target with a Sneak Attack (1/turn). Sardok deals an extra 16 Actions
weapon attack and has advantage on the (5d6) damage when he hits a target with a
attack roll, or when the target is within 5 feet weapon attack and has advantage on the Slam. Melee Weapon Attack: +6 to hit, reach 10
of an ally of Pawnis that isn't incapacitated and attack roll, or when the target is within 5 feet ft., one target. Hit: 15 (3d6+4) bludgeoning
Pawnis doesn't have disadvantage on the of an ally of Sardok that isn't incapacitated and damage.
attack roll. Sardok doesn't have disadvantage on the
attack roll. Trifakas
Actions
Actions Medium humanoid (human), lawful evil
Multiattack. Pawnis makes one shortsword Armor Class 13 (16 with mage armor)
attack, and can make an additional shortsword Multiattack. Sardok makes one rapier attack,
attack as a bonus action. and can make a scimitar attack as a bonus Hit Points 76 (14d8 + 14)
Shortsword. Melee Weapon Attack: +8 to hit, action. Speed 30 ft.
reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing Rapier. Melee Weapon Attack: +7 to hit, reach 5 STR DEX CON INT WIS CHA
damage and the target must make a DC 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage
Constitution saving throw, taking 21 (6d6) and the target must make a DC 15 Constitution 7 (-2) 16(+3) 12 (+1) 18 (+4) 10 (+0) 15 (+2)
poison damage on a failed save, or half as saving throw, taking 24 (7d6) poison damage Saving Throws Int +8, Wis +4
much on a successful one. on a failed save, or half as much on a Skills Arcana +12, History +8, Perception +4
Hand Crossbow. Ranged Weapon Attack: +8 to successful one. Damage Resistances bludgeoning, piercing,
hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) Scimitar. Melee Weapon Attack: +7 to hit, reach 5 and slashing from nonmagical weapons (with
piercing damage and the target must make a ft., one target. Hit: 7 (1d6 + 4) slashing damage stoneskin)
DC 15 Constitution saving throw, taking 21 and the target must make a DC 15 Constitution Senses passive Perception 14
(6d6) poison damage on a failed save, or half as saving throw, taking 24 (7d6) poison damage Languages Common, Elvish
much on a successful one. on a failed save, or half as much on a Challenge 9 (5000 XP)
Reactions successful one.
Magic Resistance. Trifakas has advantage on
Uncanny Dodge. If Pawnis is hit by an attacker Reactions saving throws against spells and other magical
he can see, he can use his reaction to halve the Uncanny Dodge. If Sardok is hit by an attacker effects.
attack's damage against him. he can see, he can use his reaction to halve the Spellcasting. Trifakas is a 12th level wizard. His
attack's damage against him. spellcasting ability is Intelligence (spell save
Sandman DC 16, +8 to to hit with spell attacks). Trifakas
Medium elemental, neutral Spectral Minion has the following wizard spells prepared.
Cantrips (at will): fire bolt, light, message,
Armor Class 13 (natural armor) Medium undead, any alignment prestidigitation, shocking grasp
Hit Points 30 (4d8 + 12) Armor Class 12 1st level (4 slots): charm person, comprehend
Speed 10 ft., burrow 10 ft. Hit Points 22 (4d8 + 4) languages, mage armor
STR DEX CON INT WIS CHA Speed 0 ft., fly 40 ft. (hover) 2nd level (3 slots): darkvision, misty step, web
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 5 (-3) STR DEX CON INT WIS CHA 3rd level (3 slots): counterspell, fireball, lightning
bolt
Damage Vulnerability thunder 1 (-5) 14(+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
4th level (3 slots): dimension door, polymorph,
Damage Immunities poison Damage Resistances acid, cold, fire, lightning, stoneskin
Condition Immunities exhaustion, paralyzed, thunder; bludgeoning, piercing, and slashing 5th level (2 slots): conjure elemental, wall of force
petrified, poisoned, unconscious from nonmagical weapons
6th level (1 slot): globe of invulnerability, magic
Senses darkvision 60 ft., tremorsense 60 ft., Damage Immunities necrotic, poison jar
passive Perception 10 Condition Immunities charmed, exhaustion,
Languages Terran grappled, paralyzed, petrified, poisoned, prone, Actions
Challenge 1 (200 XP) restrained, unconscious Dagger. Melee Weapon Attack: +7 to hit, reach 5
Sleep Aura. Any living creature approaching Senses darkvision 60 ft., passive Perception 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
within 10 feet of a sandman for the first time Languages understands languages it knew it Fire Bolt. Ranged Spell Attack: +8 to hit, range
must make a DC 11 Wisdom saving throw or life but can't speak 120 ft., one target. Hit: 16 (3d10) fire damage.
fall unconscious. Unconscious victims are Challenge 1 (200 XP)
woken by any damage or rough shaking, Incorporeal Movement. The spectral minion
otherwise they sleep for 1 hour. can move through other creatures and objects

Not for resale. Permission granted to print or photocopy this document for personal use only. I5 LOST TOMB OF MARTEK CONVERSION GUIDE 13

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