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.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
  Ravnica and all other Wizards of the Coast product names,
  and their respective logos are trademarks of Wizards of the
  Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the
  Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by
  Adam Hancock and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
  If you are starting Dragon of Icespire Peak after having
  completed Lost Mine of Phandelver, the frontier town of
  Phandalin is a familiar sight to the party members. If the
  adventurers behaved themselves, they might be hailed as
  trusted heroes by now. People may greet them in the streets of
  town on a first-name basis or even seek them out when help is
  needed.
  Assuming the Rockseeker brothers both survived the events
  of Lost Mine of Phandelver, Gundren and Nundro have
  claimed the mine at Wave Echo Cave and seek to reinstate the
  Phandelver's Pact. Dwarven and gnomish miners are starting
  to be familiar sight in Phandalin. But a new danger arises
  away to the east....
  
  Cryovain is still the main villain in this adventure, but this icy
  terror is no longer a young white dragon. Then again, it hasn't
  yet grown to adult size either. Instead, you'll find a custom stat
  block at the end of this book depicting Cryovain as an
  adolescent dragon on the verge of adulthood.
  
  Coincidentally, while the party was underground fighting
  Nezznar the Black Spider in Wave Echo Cave, several people
  spotted Cryovain flying over Phandalin. Minutes later, the
  white dragon landed just outside Icespire Hold, stormed the
  fortress, and drove out the surviving orcs.
  While some of the townsfolk may still mention the strange
  sighting when the party returns to Phandalin, by that time the
  dragon has largely been forgotten.
  Forgotten by everyone, that is, except the cowardly
  townmaster. If he survived the events of Lost Mine of
  Phandelver, Harbin Wester is still in charge of Phandalin. But,
  deathly afraid of dragons, he has retreated into the
  Townmaster's Hall. He communicates with and pays the
  adventuring party through a door. If Harbin Wester was
  ousted or killed previously, the new townmaster serves the
  same quest-giving function, but perhaps with a bit more
  bravery.
  
  There are three ways characters can level up in this
  adventure:
  First, characters below 7th level gain a level each time they
  complete a starting quest. Once they reach 7th level,
  completing additional starting quests no longer increases
  their level.
  Second, characters gain a level each time they complete
  two follow-up quests.
  Finally, characters gain a level if they slay Cryovain the
  white dragon.
  2
  
  
  "Axeholm" is balanced for characters of 9th level, though
  characters of 7th or 8th level can survive its perils if they are
  cautious and rest between encounters.
  Axeholm Features
  Axeholm has the same features described in
  Dragon of Icespire Peak, except for the following:
  Arrow Slits. A Small character needs a successful
  DC 12 Dexterity (Acrobatics) check to squeeze
  through an arrow slit.
  Ballistas. The ballistas use the following attack:
  Ranged Weapon Attack: +9 to hit, range 120/480
  ft., one target. Hit: 44 (8d10) piercing damage.
  
  The winches require a successful DC 17 Strength (Athletics)
  check to turn. Finding another entrance requires a successful
  DC 17 Wisdom (Perception) check, while scaling the
  mountain and crawling down a chimney requires only a
  successful DC 12 Strength (Athletics) check.
  
  Changes have been made to the following locations:
  A1. Outer Gauntlet
  Replace all the ghouls in this area with ghasts.
  A9. Stirge in the Smithy
  Instead of a fluttering noise in the chimney, the party sees a
  faint light in the fireplace winking on and off. If anyone
  investigates the light, a will-o'-wisp attacks the nearest
  character or sidekick.
  A14. Throne Room
  The creature hiding behind the throne is a ghast with 64 hit
  points, detectable with a successful DC 15 Wisdom
  (Perception) check.
  Treasure. The signet ring is inlaid with platinum and is
  worth 25 gp.
  A15. Dining Room
  Climbing into or out of the pit requires a DC 12 Strength
  (Athletics) check.
  A19. Ghoul Den
  Treasure. The potion inside the steel coffer is a more potent
  potion of supreme healing. The amulet is unchanged, but a
  non-dwarf character must succeed on a DC 12 Intelligence
  (Religion) check to recognize Moradin's symbol.
  A22. Upper Bastion
  Replace the giant spiders here with phase spiders.
  A24. Haunted Hall
  Replace the banshee with the fell banshee stat block found in
  the appendix.
  A28. Castellan's Bedchamber
  Replace the stirges with an equal number of will-o'-wisps.
  Secret Door. It takes a successful DC 17 Wisdom
  (Perception) check to notice the hand prints.
  A29. Secret Vault
  Without the castellan’s signet ring, a successful DC 25
  Dexterity check using thieves' tools (or a knock spell or similar
  magic) is required to unlock the iron chest.
  Treasure. Replace the dread helm and gauntlets of ogre
  power with a circlet of blasting and a belt of hill giant strength.
  
  “Butterskull Ranch” is balanced for characters of 6th level, but
  characters of 5th level can survive this quest if they avoid
  combat and focus on rescuing Alfonse Kalazorn, the ranch
  owner. Characters of 7th level or higher should be able to save
  Big Al and his ranch without hardship.
  
  Instead of ordinary orcs, the farmhouse is occupied by three
  times as many elite orc blades of Ilneval as there are
  members in the party, not including sidekicks. And instead of
  mithral chain mail in the secret compartment in Big Al's
  bedroom, there's a suit of mithral plate armor.
  Finally, Big Al is not a human veteran, but a unique NPC.
  (See Alfonse Kalazorn in the appendix.) Convincing Big Al to
  abandon his ranch requires a successful DC 12 Charisma
  (Intimidation or Persuasion) check.
  3
  
  
  "Circle of Thunder" is balanced for characters of 9th level,
  though characters of 7th or 8th level can weather its
  challenges if they are cautious.
  Cave Descriptions
  The caves' features are the same, except for the
  following.
  A. Entryway. A character who succeeds on a DC
  12 Intelligence (Religion) check can ascertain that
  the bones are a warning to stay away.
  B. Boar Pen. Instead of a boar, each pen holds a
  giant boar.
  
  Tree Trap
  The heroes must succeed on a DC 15 Dexterity saving throw
  or take 9 (2d8) bludgeoning damage and be restrained. It
  takes a successful DC 17 Strength (Athletics) check to escape.
  Alternatively, characters can break free by dealing 10 or more
  slashing damage against a root with a single melee weapon
  attack. The tree roots have AC 15.
  Yargath's Patrol
  Yargath is a devotee of Talos and the orcs are orc blades of
  Ilneval.
  Treasure. Yargath carries a potion of superior healing.
  
  Changes have been made to the following locations:
  C1. Henge
  Replace the anchorites with the same number of devotees of
  Talos, the twig blights with needle blights, and Gorthok the
  Thunder Boar with Gorthok the Lighting Boar, found in the
  appendix.
  Secret Trapdoors. It takes a successful DC 12 Wisdom
  (Perception) check to discover these doors.
  C2. Northwest Cave
  Treasure. Replace the potion of invulnerability with a potion
  of vitality.
  C3. Northeast Cave
  Treasure. Replace the +1 shield with an arrow-catching
  shield.
  
  "Dragon Barrow" is balanced for characters of 9th level,
  though characters of 8th level can survive this quest if they are
  cautious and rest between encounters. Characters of 10th
  level or higher should have no trouble plundering the barrow
  and surviving its challenges.
  
  Xanth approaches the party peacefully, but if this gesture is
  met with aggression on the part of the adventurers, use the
  Xanth stat block found in the appendix.
  Catacombs Features
  The catacombs have the same features, except for
  the following.
  Sarcophagi. The granite lids are sturdier and
  heavier. Lifting a lid requires a successful DC 25
  Strength (Athletics) check. Each lid is a Medium
  object with AC 19, 16 hit points, and immunity to
  poison and psychic damage.
  
  It takes a successful DC 12 Wisdom (Insight) check to notice
  the hill's distinctive shape. Replace the will-o'-wisps in area D2
  with chaotic evil ghosts. If they detect the adventurers nearby,
  the ghosts enter the Ethereal Plane and withdraw into the
  barrow.
  
  Changes have been made to the following locations:
  D1. Secret Entrance
  It takes a successful DC 12 Wisdom (Perception) check to
  spot the opening beneath the base of the rock and a
  successful DC 22 Strength (Athletics) check to topple the
  rock.
  4
  
  D2. Will-o'Wisps
  Replace the three will-o'-wisps with chaotic evil ghosts, all
  that remains of grave robbers who died here a few decades
  ago. The ghosts remain in the Border Ethereal until they
  detect intruders coming down the stairs, whereupon they
  enter the Material Plane and move to the far side of the three
  concealed pit traps (area D3), hoping to lure the adventurers
  to their doom. Each ghost has its own pit and attacks any
  character who falls into it. A ghost reduced to 14 hit points or
  fewer enters the Ethereal Plane on its next turn and flees to
  hide until the characters leave the barrow.
  D3. Concealed Pit Traps
  Characters prodding ahead detect the pit with a successful
  DC 12 Wisdom (Perception) check. The pits are 20 feet deep.
  Any creature that steps onto a pit falls into it, taking 3d6
  bludgeoning damage and impaling itself on 1d4 swords, each
  of which deals 1d6 piercing damage.
  D4. Skeletal Surprise
  Lady Alagondar’s horse has the statistics of a warhorse
  skeleton instead of a riding horse.
  D5. Narrow Tunnel
  Characters prodding ahead with a pole or other tool detects
  the pit with a successful DC 12 Wisdom (Perception) check.
  D6. False Tomb
  Creatures exposed to the dust must make a DC 17 Dexterity
  saving throw, taking 21 (6d6) acid damage on a failed save, or
  half as much damage on a successful one.
  D7. Adventurers' Sepulcher
  Treasure. Replace the lute of illusions and necklace of
  fireballs with a doss lute and staff of fire.
  D8. Dragon Slayer
  Treasure. Replace the dragon slayer sword with a suit of
  white dragon scale mail. Replace the invisible stalker with a
  stone golem.
  
  “Dwarven Excavation” is balanced for characters of 5th level,
  though even characters of 6th level will find certain elements
  of the quest challenging. Characters of 7th level or higher
  should have an easy time clearing out the ruins and defeating
  the orcs that arrive later.
  
  Replace the sending stones the dwarf excavators offer the
  party with a helm of telepathy.
  Temple Features
  The temple has the same features, except for the
  following:
  Doors. Finding a secret door requires a successful
  DC 17 Wisdom (Perception) check.
  
  Changes have been made to the following locations:
  E3. Courtyard and Temple Facade
  Dazlyn and Norbus are shield dwarf scouts who speak
  Dwarvish and Common and have darkvision out to a range of
  60 feet.
  E5. Temple
  Instead of the ochre jellies, the heroes encounter one black
  pudding for each character in the party, not including
  sidekicks.
  Treasure. Thirty gemstones (10 gp each) lie in the stone
  coffer.
  E10. Partially Collapsed Room
  Treasure. The symbol of Abbathor is worth 250 gp.
  E11. Hall of Greed
  Avoiding the debris from the exploding statue requires a
  successful DC 17 Dexterity saving throw. Failure means
  taking 44 (8d10) piercing damage, or half as much damage on
  a successful saving throw.
  
  Instead of rank-and-file orcs, elite orc blades of Ilneval
  attack. The number of orc blades is equal to the number of
  characters in the party, including sidekicks.
  
  The only changes to the Hunting Lodge location are to Falcon
  the Hunter himself and the reward he offers. Use the Falcon
  the Guide stat block in the appendix for the man and replace
  the boots of elvenkind with boots of speed for the reward.
  5
  
  
  “Gnomengarde” is balanced for characters of 5th level, though
  characters of 6th level might find certain traps and hazards
  challenging. Characters of 7th level or higher should be able
  to deal with the unexpected trouble here.
  Gnomengarde Features
  Gnomengarde has the same features, except for the
  following:
  Doors. Locks and doors are a bit better made
  now. A locked door can be opened with a
  successful DC 12 Dexterity check using thieves'
  tools. Alternatively, a locked door can be forced
  open as an action with a successful DC 17 Strength
  (Athletics) check. Finding a secret door requires a
  search of the wall and a successful DC 12 Wisdom
  (Perception) check.
  
  Harbin doesn't want a hat of wizardry but a headband of
  intellect instead.
  Gnome-Made Magic Items
  The grateful gnomes have the following items to give: a circlet
  of blasting and a balloon pack (from area G13). The kings give
  a wand of magic missiles and a headband of intellect.
  
  Replace all the rock gnome recluses who live in Gnomengarde
  with rock gnome solitaries, the statistics of which are found
  in the appendix.
  Mystery Monster
  Instead of a mimic taking the form of barrels, chairs, chests,
  and lecterns, a green slaad has infiltrated Gnomengarde,
  taking the form of various resident rock gnomes.
  When the slaad attacked Korboz in the throne room (area
  G14), the slaad looked like his husband Gnerkli. The slaad
  would have gotten away with it had the real Gnerkli not
  walked through the door in the middle of the attack.
  At the time of the party's arrival, the slaad looks like Orryn,
  one of the rock gnomes it murdered. Warryn remains
  unaccounted for.
  Characters who discover the slaad can negotiate with it and
  can compel it to leave Gnomengarde with a successful DC 18
  Charisma (Intimidation or Persuasion) check.
  
  Changes have been made to the following locations:
  G6: Barrel Crabs
  The barrel crabs are a bit more advanced and have the
  following modifications: AC 17, 60 hit points, and a Strength
  score of 14. A barrel crab can make two attacks with its pincer
  claws each round.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 9 (3d4+2) piercing damage, and the target is
  grappled (escape DC 12).
  G7: Autoloading Crossbow Platform
  The crossbow contraption is deadlier and better built. It has
  the following modifications: AC 14, 75 hit points, and +7 to hit.
  A creature operating it can fire four bolts per round. Every
  time the platform loses 15 hit points, one of its crossbows
  breaks.
  G8: Mimic and Mushroom Wine
  All the barrels in this room are perfectly ordinary. However,
  Orryn, the gnome inspecting those barrels, is really a green
  slaad. Two of the barrels are much heavier than the others
  and contain the bodies of the murdered Orryn and Warryn.
  You can decide which barrels contain the bodies, or roll 2d8 to
  determine where the corpses are.
  G9: Gnome Guard Post
  Scaling the slick rock wall requires a successful DC 15
  Strength (Athletics) check. Charisma checks on the guards
  are now DC 12.
  G10: Spinning Blades
  Avoiding the blades requires a DC 17 Dexterity saving throw,
  taking 36 (8d8) slashing damage on a failed save, or half as
  much damage on a successful one.
  G11: Inventor's Workshop
  Treasure. The spellbook here contains the following wizard
  spells: clairvoyance, fireball, hold person, locate object, magic
  circle, protection from energy, and scorching ray.
  G12: Treasury
  Replace the clockwork amulet and pole of collapsing with a
  circlet of blasting and a balloon pack.
  G15: Gnome Kings' Bedroom
  King Korboz isn't entirely sure he has the right Gnerkli, so he
  has his husband glued to a chair and restrained as a
  precaution.
  Replace the hat of wizardry and wand of pyrotechnics with
  a headband of intellect and a fully charged wand of magic
  missiles.
  6
  
  
  This location is designed for characters of 10th level, though
  lower-level characters can defeat the dragon if they're cunning
  and cautious.
  Icespire Hold Features
  Icespire Hold has the same features, except for the
  following:
  Arrow Slits. Small characters can squeeze through
  an arrow slot with a successful DC 12 Dexterity
  (Acrobatics) check.
  Doors. Secret doors can be found with a DC 17
  Wisdom (Perception) check.
  
  Captured Orc. The orcs that attack Phandalin are orc
      blades of Ilneval.
  
  
  A DC 17 Wisdom (Survival) check reveals that the ogre was
  killed within the past 24 hours.
  Treasure. Replace the potions of healing with potions of
  greater healing.
  
  Remember to use the Cryovain stat block found in the
  appendix.
  Stone-Cold Reavers
  Instead of normal veterans, the stone-cold reavers
  are half-white dragon veterans. They suspect they
  are half-siblings of Cryovain, sharing the same
  father. Instead of feeling a kinship with their full-
  dragon sibling, they hate Cryovain. They're no match
  for the dragon, but they want to steal its hoard, not
  knowing no hoard actually exists. The stone-cold
  reavers only see the party members as competitors.
  The have the same physical features and
  personalities as described in Dragon of Icespire
  Peak.
  The stone-cold reavers use their own stat block
  found in the appendix.
  
  Changes have been made to the following locations:
  H2. Stables
  Replace the riding horses with warhorses.
  H12. Audience Chamber
  Replace the stirges with will-o'-wisps.
  H18. Orc Barracks
  Treasure. Searching reveals 450 sp, 182 gp, and a spyglass in
  working order worth 300 gp.
  H19. Orc War Chief's Lair
  Treasure. The orc chieftain's hand is still wrapped around a
  magical battleaxe. Runes in Dwarvish on the axe head read,
  “Hew.” Hew is a +1 battleaxe that deals maximum damage
  when the wielder hits a plant creature or an object made of
  wood. The axe’s creator was a dwarf smith who feuded with
  the dryads of a forest where he cut firewood. Whoever carries
  the axe feels uneasy whenever he or she travels through a
  forest.
  The branches of red coral are worth 50 gp each.
  H20. Roof
  Use the unique Cryovain stat block found in the appendix.
  
  "Loggers’ Camp" is balanced for characters of 7th level,
  though characters of 6th level can survive the perils of this
  quest if they are cautious and clever. Characters of 8th level or
  higher should have an easy time dealing with the threats to
  the camp.
  
  You must make a DC 12 Wisdom (Survival) check to avoid
  getting lost. Replace the anchorite of Talos Drethna with a
  devotee of Talos of the same name. (See the appendix.)
  
  It requires a successful DC 17 Intelligence (Religion) check to
  discern the totem's purpose. At the north camp, there is no
  evidence of acid spray, but a successful DC 12 Intelligence
  (Investigation) check reveals that the victims have been
  attacked by burrowing creatures. Finally, replace all ankhegs
  with an equal number of bulettes.
  7
  
  
  
  “Mountain’s Toe Gold Mine” is designed for characters of 8th
  level, but characters of 7th level can survive if they avoid
  unnecessary combat or possess a magic weapon. Characters
  of 9th level or higher will face less peril but should enjoy the
  roleplaying opportunities.
  
  A successful DC 14 Wisdom (Medicine) check determines the
  orcs' cause of death.
  
  Replace each wererat in the gold mine with a master
  wererat. (See the appendix.)
  
  Changes have been made to the following locations:
  M4. Wererat Den
  Increase the number of giant rats here to eight total.
  Treasure. Each chunk of gold ore is worth 50 gp. Replace
  the copper and silver coins with 110 gold pieces and 4
  platinum pieces and replace the goggles of night with a gem of
  seeing.
  M11. Carrion Crawler
  Replace the carrion crawler with an umber hulk whose
  inhuman claws make it too unable to open the door. Scaling
  the slope requires a DC 12 Strength (Athletics) check.
  M13. Rat-Infested Cave
  Increase the number of giant rats here to nine.
  
  "Shrine of Savras" is balanced for characters of 5th to 10th
  level.
  
  The guard atop the tower, along with all the other orcs in
  camp, are orc blades of Ilneval. Replace any ogres with
  ettins.
  
  Changes have been made to the following locations:
  S1. Gatehouse
  It takes a successful DC 25 Strength (Athletics) check to
  manually lift the portcullis.
  S7. Main Hall and Belfry
  A successful DC 17 Strength (Athletics) check is enough to
  climb the outer walls and rooftop.
  Treasure. The bell is made of both gold and platinum and is
  worth 10,000 gp.
  S10. Altar of Fate
  Treasure. A successful DC 12 Wisdom (Perception) reveals
  that something's off with the altar's base. Within lies 475 gp
  and gloves of thievery in place of the mystery key.
  8
  
  
  This location is balanced for characters of 7th level, but lower-
  level characters can survive if they're cautious and rest often.
  
  Instead of a giant crab, the adventurers meet an awakened
  giant octopus whose friendly gesture can be interpreted with
  a successful DC 15 Wisdom (Animal Handling) check.
  Helping the Giant Octopus
  The giant octopus retrieves a +2 weapon in exchange for help.
  
  Changes have been made to the following locations:
  T1. Haunted Cave
  Instead of a banshee, Miraal is a fell banshee, found in the
  appendix.
  T4. Shrine of Talos
  Characters must succeed on a DC 17 Intelligence (Religion)
  check to identify Talos.
  Charm of the Storm. You can cast the 5th-level version of
  the lightning bolt spell as an action.
  T5. Harpies' Aerie
  Replace the harpies with an equal number of greater harpies,
  found in the appendix. A greater harpy reduced to 17 hit
  points or fewer flies away.
  Treasure. There are a number of potions of water breathing
  equal to the number of characters in the party, not including
  sidekicks.
  T7. Moesko the Anchorite
  Moesko is a devotee of Talos, not an anchorite.
  Treasure. There is a gem of brightness wedged inside the
  opalescent conch. Its faint glimmer can be detected with a
  successful DC 12 Wisdom (Perception) check.
  T8 Rooftop and Lightning Rod
  Lightning Rod. If lightning strikes the rod while a character is
  touching it, they must succeed on a DC 17 Dexterity saving
  throw, taking 36 (8d8) lightning damage on a failed save, or
  half as much damage on a successful one.
  T9. Moesko's Heart
  The heart has AC 12 and 15 hit points.
  Exploring the Wrecks
  Ascending or descending the slope requires a
  successful DC 12 Strength (Athletics) check.
  Replace the hunter sharks with giant sharks.
  T10-T14. Shipwrecks
  Adventurers can find the treasure in each shipwreck with a
  successful DC 17 Wisdom (Perception) checks. Keys can only
  be found with a DC 22 Wisdom (Perception) check. Picking
  the lock requires a successful DC 17 Dexterity check with
  thieves' tools. Replace the shipwreck treasure with the
  following:
  Area
  Treasure
  T10 +2 weapon
  T11 Mermaid statue worth 150 gp
  T12 Cloak of elvenkind
  T13 120 gp and twelve pearls (100 gp each)
  T14 Fully charged wand of enemy detection and a
  spellbook containing the wizard spells confusion,
  feign death, greater invisibility, hold person,
  protection from energy, polymorph, and tongues
  
  "Umbrage Hill" is balanced for characters of 6th to 7th level. It
  may still work for characters of 8th level, but higher-level
  characters won’t face great peril here, but they might need to
  visit this location to buy potions of greater healing.
  Instead of a manticore, the windmill is attacked by a
  chimera or a hydra, depending on the party's power level. If
  the party is 6th or 7th level, chimera is a good choice. Anything
  higher, go with the hydra.
  Treasure. Adabra sells potions of greater healing for 200
  gp.
  9
  
  
  "Woodland Manse" is balanced for characters of 9th or 10th
  level, though characters of 7th or 8th level can survive the
  challenges of this quest if they rest between encounters.
  
  Grannoc is a half-orc devotee of Talos, not an anchorite.
  Woodland Manse Features
  The woodland manse has the same features, except
  for the following.
  Doors. Secret doors can be found with a
  successful DC 12 Wisdom (Perception) check.
  Ivy. Creatures can scale a wall with a successful
  DC 17 Strength (Athletics) check. A creature that
  touches the ivy makes a successful DC 15
  Constitution saving throw or takes 5 (2d4) poison
  damage.
  
  Changes have been made to the following locations:
  W1. Pumpkin Patches
  There appears to be seven giant boars here, but two of them
  are actually devotees of Talos in giant boar form.
  Pumpkins. Each pumpkin seed heals 2 hit points. If a
  creature eats more than five servings of pumpkin seeds in 1
  hour, it must succeed on a DC 15 Constitution saving throw or
  be poisoned for 1d4 hours.
  W2. Portico and Balcony
  A character can climb up to the balcony with a successful DC
  17 Strength (Athletics) check.
  W3. Downstairs Hall
  A creature on the collapsing stairs must succeed on a DC 17
  Dexterity check to avoid falling. On a failure, the creature
  lands on 2d6 wooden spikes, each of which deals 1d6 piercing
  damage.
  W5. Dining Room
  Replace the twig blights with needle blights. These needle
  blights' statistics are the same as those in the Monster Manual
  except that they are Small in size.
  Treasure. The silver candelabra has gold filigree making it
  worth 100 gp.
  W8. Courtyard
  Gulthias Tree. Increase the number of vine blights to one
  blight plus two additional blights for each member of the
  party, not including sidekicks (maximum nine blights).
  On blood-moon nights, the tree spawns 5d4 twig blights,
  2d6 needle blights, or 1d4 vine blights.
  W10. Wizard's Laboratory
  All creatures except Tempest clerics must succeed on a DC 15
  Intelligence (Religion) check to recognize the symbol of Talos
  or to identify Grannoc's actions as a ritual. Grannoc is a
  devotee of Talos. Replace his twig blight minions with needle
  blights.
  W11. Library
  Treasure. There are two packets of dust of disappearance, not
  one.
  W12. Master Bedroom
  A successful DC 12 Wisdom (Perception) check is required to
  discover the compartment in the fireplace mantel.
  Treasure. Replace the staff of birdcalls with a figurine of
  wondrous power (silver raven).
  W13. Magic Item Vault
  Treasure. Replace the cloak of billowing with a cloak of
  displacement.
  W14. Upstairs Hall
  Instead of stirges, dust mephits dwell here — two mephits per
  party member, not including sidekicks (maximum eight
  mephits).
  W16. Slanted Roof
  Standing on the roof requires a successful DC 12 Dexterity
  saving throw. On a failure, a creature falls into area W7, taking
  3 (1d6) bludgeoning damage on impact.
  W18. Guest Room
  Replace the orcs with orc blades of Ilneval.
  
  Remember to use the devotee of Talos and the giant boar
  stat blocks here. In addition, replace the twig blights in this
  encounter with needle blights.
  
  Replace Gorthok the Thunder Boar in the adventure with
  Gorthok the Lightning Boar found in the appendix. In
  addition, replace the orcs with orc blades of Ilneval.
  10
  
  11
  
  Medium humanoid (human), neutral good
  Armor Class 10 (18 with plate)
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 10 (+0) 18 (+4)
  11 (+0)
  8 (-1)
  12 (+1)
  Skills Athletics +7, Intimidation +4
  Senses passive Perception 9
  Languages Common
  Challenge 6 (2,900 XP)
  Action Surge (Recharges after a Short or Long Rest). Big Al
  takes an additional action on his turn.
  Brute. A melee weapon deals one extra die of its damage
  when Big Al hits with it (included in the attack).
  Indomitable (Recharges after a Short or Long Rest). Big Al
  can reroll a saving throw that he fails. He must use the
  new roll.
  Actions
  Multiattack. Big Al makes three attacks with his
  greatsword.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 14 (3d6 + 4) slashing damage.
  Bonus Actions
  Second Wind (Recharges after a Short or Long Rest). Big Al
  can regain 16 hit points.
  
  Large dragon, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., burrow 25 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 10 (+0)
  20 (+5) 7 (-2) 11 (+0)
  12 (+1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +5
  Skills Perception +8, Stealth +4
  Damage Immunities cold
  Senses blindsight 40 ft., darkvision 120 ft., passive
  Perception 18
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Ice Walk. The dragon can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or snow
  doesn't cost it extra moment.
  Legendary Resistance (1/Day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8)
  cold damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
  target. Hit: 12 (2d6 + 5) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 12 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature’s saving
  throw is successful or the effect ends for it, the creature
  is immune to the dragon’s Frightful Presence for the
  next 24 hours.
  Cold Breath (Recharge 5–6). The dragon exhales an icy
  blast in a 40-foot cone. Each creature in that area must
  make a DC 17 Constitution saving throw, taking 49
  (11d8) cold damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  The dragon can take 2 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature’s turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon must
  succeed on a DC 17 Dexterity saving throw or take 12
  (2d6 + 5) bludgeoning damage and be knocked prone.
  The dragon can then fly up to half its flying speed.
  
  12
  
  Medium humanoid (half-orc, shapechanger), neutral
  evil
  Armor Class 14 (hide armor)
  Hit Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 16 (+3) 9 (-1) 16 (+3) 12 (+1)
  Skills Nature +2, Stealth +5, Survival +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Orc
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The devotee's innate spellcasting
  ability is Wisdom (spell save DC 14). It can innately
  cast the following spells, requiring no material
  components:
  1/day each: augury, bless, lightning bolt (12d6
  damage), revivify
  3/day: thunderwave (6d8 damage)
  Righteous Fury. The devotee deals an extra 4 (1d8)
  damage when it hits with a weapon attack (included
  in attack).
  Shapechanger. The devotee can use its action to
  polymorph into a giant boar or back into its true
  form, which is humanoid. Its statistics are the same
  in each form. Any equipment it is wearing or carrying
  isn't transformed. It reverts to its true form if it dies.
  Actions
  Multiattack. The devotee makes two attacks on its
  turn.
  Clawed Gauntlet (Humanoid Form Only). Melee
  Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
  10 (1d4 + 1d8 + 3) slashing damage.
  Tusk (Giant Boar Form Only). Melee Weapon Attack:
  +6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 1d8
  + 3) slashing damage.
  
  Medium humanoid (human), neutral
  Armor Class 13 (studded leather)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 15 (+2)
  Saving Throws Dex +4, Con +5
  Skills Deception +5, Persuasion +5
  Senses passive Perception 10
  Languages Common, Dwarvish
  Challenge 4 (1,100 XP)
  Brave. Don-Jon has advantage on saving throws
  against being frightened.
  Brute. A melee weapon deals one extra die of its
  damage when Don-Jon hits with it (included in the
  attack).
  Not Dead Yet (Recharges after a Long Rest). If damage
  reduces Don-Jon to 0 hit points, he drops to 1 hit
  point instead and gains advantage on attack rolls
  until the end of his next turn.
  Actions
  Multiattack. Don-Jon makes three melee attacks.
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft.
  one target. Hit: 9 (2d4 + 4) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, range
  30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning
  damage.
  Reactions
  Parry. Don-Jon adds 2 to his AC against one melee
  attack that would hit him. To do so, Don-Jon must
  see the attacker and be wielding a melee weapon.
  
  13
  
  Medium humanoid (human), neutral good
  Armor Class 16 (studded leather)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 19 (+4) 16 (+3) 11 (+0) 16 (+3) 15 (+2)
  Saving Throws Dex +7, Wis +6
  Skills Athletics +5, Perception +9, Survival +6
  Senses passive Perception 19
  Languages Common
  Challenge 7 (2,900 XP)
  Archer. A longbow or shortbow deals one extra die of
  its damage when Falcon hits with it (included in his
  longbow attack).
  Magic Arrow. Whenever Falcon fires a nonmagical
  arrow from a shortbow or longbow, he can make the
  arrow magical for the purpose of overcoming
  resistance and immunity to nonmagical attacks and
  damage.
  Pack Tactics. Falcon has advantage on an attack roll
  against a creature if at least one of Falcon's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Sharpshooter. Falcon's ranged weapon attacks ignore
  half cover and three-quarters cover.
  Actions
  Multiattack. Falcon makes three melee attacks or two
  ranged attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
  (1d10 + 2) slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +7 to hit, range
  150/600 ft., one target. Hit: 13 (2d8 + 4) piercing
  damage.
  Bonus Actions
  Second Wind (Recharges after a Short of Long Rest).
  Falcon can regain 20 hit points.
  
  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 makess 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.
  
  14
  
  
  Huge monstrosity, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 11 (+0) 20 (+5) 6 (-2) 10 (+0) 14 (+2)
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities lightning, thunder
  Senses darkvision 60 ft., passive Perception 10
  Languages –
  Challenge 10 (5,900 XP)
  Relentless (Recharges after a Short or Long Rest). If
  Gorthok takes 55 damage or less that would reduce
  it to 0 hit points, it is reduced to 1 hit point instead.
  Actions
  Multiattack. Gorthok makes two melee attacks: one
  with its lightning tusks and one with its thunder
  hooves.
  Lightning Tusks. Melee Weapon Attack: +9 to hit,
  reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing
  damage plus 14 (4d6) lightning damage.
  Thunder Hooves. Melee Weapon Attack: +9 to hit,
  reach 10 ft., one target. Hit: 19 (2d12 + 6)
  bludgeoning damage plus 14 (4d6) thunder damage.
  Lightning Bolt (Recharge 6). Gorthok shoots a bolt of
  lightning at one creature it can see within 120 feet
  of it. The target must make a DC 17 Dexterity saving
  throw, taking 36 (8d8) lightning damage on a failed
  save, or half as much damage on a successful one.
  
  Medium monstrosity, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 66 (12d8 + 12)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 15 (+2)
  Saving Throws Dex +4, Cha +4
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Luring Maestro. While within 60 feet of the harpy,
  creatures have disadvantage on saving throws
  against the harpy's Luring Song.
  Magic Resistance. The harpy has advantage on saving
  throws against spells and other magical effects.
  Actions
  Multiattack. The harpy makes two attacks: one with
  its claws and one with its club.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  one target. Hit: 7 (2d4 + 2) slashing damage.
  Fleeting Form. The harpy can magically disguise itself
  to resemble a humanoid of roughly similar size and
  shape for up to 1 hour. It can revert to its true form
  as a bonus action. This illusion does not hold up to
  close scrutiny.
  Luring Song. The harpy sings a magical melody. Every
  humanoid and giant within 300 feet of the harpy that
  can hear the song must succeed on a DC 12
  Wisdom saving throw or be charmed until the song
  ends. The harpy must take a bonus action on its
  subsequent turns to continue singing. It can stop
  singing at any time. The song ends if the harpy is
  incapacitated.
  While charmed by the harpy, a target is incapacitated
  and ignores the songs of other harpies. If the
  charmed target is more than 5 feet away from the
  harpy, the target must move on its turn toward the
  harpy by the most direct route, trying to get within 5
  feet. It doesn't avoid opportunity attacks, but before
  moving into damaging terrain, such as lava or a pit,
  and whenever it takes damage from a source other
  than the harpy, the target can repeat the saving
  throw. A charmed target can also repeat the saving
  throw at the end of each of its turns. If the saving
  throw is successful, the effect ends on it.
  A target that successfully saves is immune to this
  harpy's song for the next 24 hours.
  
  15
  
  Medium humanoid (human, shapechanger), lawful evil
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight
  of Hand +7, Stealth +7
  Damage Immunities bludgeoning, piercing, and slashing
  damage from nonmagical attacks that aren't silvered
  Senses darkvision 60 ft. (rat form only), passive
  Perception 13
  Languages Common, thieves' cant (can't speak in rat
  form)
  Challenge 5 (1,800 XP)
  Shapechanger. The wererat can use its action to
  polymorph into a rat-humanoid hybrid or into a giant rat,
  or back into its true form, which is humanoid. Its
  statistics, other than its size, are the same in each form.
  Any equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  Cunning Action. On each of its turns, the wererat can use
  a bonus action to take the Dash, Disengage, or Hide
  action.
  Evasion. If the wererat is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the wererat instead takes no damage if it
  succeeds on the saving throw, and only half damage if it
  fails.
  Keen Smell. The wererat has advantage on Wisdom
  (Perception) checks that rely on smell.
  Sneak Attack (1/Turn). The wererat deals an extra 14
  (4d6) damage when it hits a target with a weapon attack
  and has advantage on the attack roll, or when the target
  is within 5 feet of an ally of the wererat that isn't
  incapacitated and the wererat doesn't have disadvantage
  on the attack roll.
  Actions
  Multiattack. The wererat makes one light crossbow
  attack or three melee attacks, only one of which can be
  a bite.
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7
  to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
  damage. If the target is a humanoid, it must succeed on
  a DC 13 Constitution saving throw or be cursed with
  wererat lycanthropy.
  Shortsword (Humanoid or Hybrid Form Only). Melee
  Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7
  (1d6 + 4) piercing damage.
  Light Crossbow (Humanoid or Hybrid Form Only). Ranged
  Weapon Attack: +7 to hit, range 80/320 ft., one target.
  Hit: 8 (1d8 + 4) piercing damage.
  Reactions
  Uncanny Dodge. The wererat halves the damage that it
  takes from an attack that hits it. The wererat must be
  able to see the attacker.
  
  16
  
  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.
  
  Small humanoid (gnome), chaotic neutral
  Armor Class 11 (14 with mage armor)
  Hit Points 31 (7d6 + 7)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2) 12 (+1) 12 (+1) 18 (+4) 10 (+0) 13 (+1)
  Saving Throws Dex +3, Int +6
  Skills Arcana +6, History +6
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Gnomish
  Challenge 3 (700 XP)
  Gnome Cunning. The gnome has advantage on
  Intelligence, Wisdom, and Charisma saving throws
  against magic.
  Potent Cantrip. When the gnome casts a damaging
  cantrip and misses, or the target succeeds on its
  saving throw, the target still takes half the cantrip’s
  damage but suffers no other effect.
  Spellcasting. The gnome is a 7th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14,
  +6 to hit with spell attacks). It has the following
  wizard spells prepared:
  Cantrips (at will): light, mage hand, prestidigitation,
  ray of frost (see "Actions" below)
  1st level (4 slots): detect magic, mage armor, magic
  missile, shield
  2nd level (3 slots): blur, Nystul's magic aura,
  pyrotechnics
  3rg level (3 slots): blink, meld into stone
  4th level (1 slot): fabricate
  Actions
  Ray of Frost. Ranged Spell Attack: +6 to hit, range 60
  ft., one creature. Hit: 9 (2d8) cold damage, or half as
  much damage on a miss, and the target's speed is
  reduced by 10 feet until the start of the gnome’s
  next turn.
  
  
  Medium humanoid (human), chaotic evil
  Armor Class 18 (plate)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
  Skills Athletics +5, Perception +2
  Damage Resistance cold
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 12
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Actions
  Multiattack. The reaver makes two longsword attacks.
  If it has a shortsword drawn, it can also make a
  shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
  (1d10 + 3) slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5
  ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
  range 100/400 ft., one target. Hit: 6 (1d10 + 1)
  piercing damage.
  Cold Breath (Recharge 5–6). The reaver exhales an icy
  blast of hail in a 15-foot cone. Each creature in that
  area must make a DC 14 Constitution saving throw,
  taking 22 (5d8) cold damage on a failed save, or half
  as much damage on a successful one.
  
  Large monstrosity, neutral good
  Armor Class 12 (16 with barkskin)
  Hit Points 82 (11d10 + 22)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 14 (+2) 9 (-1) 19 (+4) 11 (+0)
  Skills Athletics +7, Medicine +7, Nature +2,
  Perception +4, Survival +4
  Senses passive Perception 14
  Languages Common, Druidic, Elvish, Sylvan
  Challenge 4 (1,100 XP)
  Charge. If Xanth moves at least 30 feet straight
  toward a target and then hits it with a pike attack on
  the same turn, the target takes an extra 10 (3d6)
  piercing damage.
  Nature's Wrath. Xanth deals an extra 4 (1d8) damage
  when he hits with a weapon attack (included in the
  attack).
  Spellcasting. Xanth is a 5th-level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 15, +7
  to hit with spell attacks). Xanth has the following
  druid spells prepared:
  Cantrips (at will): druidcraft, guidance, resistance
  1st level (4 slots): cure wounds, faerie fire, fog cloud
  2nd level (3 slots): barkskin, hold person
  3rd level (2 slots): conjure animals, plant growth
  Actions
  Multiattack. Xanth makes two attacks: one with his
  pike and one with his hooves or two with his
  longbow.
  Pike. Melee Weapon Attack: +7 to hit, reach 10 ft.,
  one target. Hit: 13 (1d10 + 1d8 + 4) piercing
  damage.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 15 (1d8 + 2d6 + 4) bludgeoning
  damage.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 11 (2d8 + 2) piercing
  damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Adam Hancock/Adam Hancock - A Tale of Two Dragons Part 1.pdf