TEXT:  
               By Stan Shinn
   
  For Character Levels 6-9
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  X4
  Master of the 
  Desert Nomads
  
  X4 
  Master 
  of 
  the
  Desert 
  Nomads
              By Stan Shinn
  Introduction: In 1983, TSR published the module named “Master of the Desert Nomads” with
  the module code “X4”. It was written by David Cook and illustrated by Jeff Easley and Keith
  Parkinson, and was the first in a two module series concluding with X5: Temple of Death.  It
  consisted of one 32 page booklet and cover folder with maps.  After the introduction of
  wilderness adventures in X1:
   The Isle of Dread, X4 was the next module in the X series to fully
  embrace wilderness adventuring. This conversion guide allows DMs to run the original
  module with 5
  th Edition rules and provides a reference sheet for encounters.
  An adventure for 6th– 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.
   
   
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE
  1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE 2
  
  X4: Master of the Desert Nomads
  Introduction
  To use this conversion guide you will need a copy of “X4:
   
  Master of the Desert Nomads”, originally available in hard-
  copy and now for sale in Digital format at 
  www.dndclassics.com. 
  This document gives DMs advice to convert the module 
  to the latest 5
  th Edition rules and guidance on preparing the 
  adventure. A list of random encounters provide a quick in-
  game reference. Most creatures refer to stat blocks in the 
  D&D 5e Monster Manual. A few creatures have full stat 
  blocks in the Special Creatures section at the end of this 
  conversion guide. 
  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 '
  Master of the Desert Nomads'
   module. Key text is in 
  bold for easy scanning. Magic items are noted in italics.
  Find more information about this and other early edition
  conversions at www.classicmodulestoday.
   
   com.
  Reference Sheet
  For convenience, there is a Reference Sheet at the end of this 
  document which summarizes the key information you'
  ll 
  need during the game onto one concise sheet. You can print 
  this onto a single, double-sided page (perhaps on colored 
  cardstock) as a handy tool that you can use alongside a hard 
  copy of the module. After reading this document, all you'
  ll 
  need to run the game is the original module, the Monster 
  Manual,  the Reference Sheet, and optionally any notes or 
  visuals you'
  ve prepared.
  Adventure Summary
  The adventurers have been recruited by a ruler whose region
  is under attack by unknown forces. The ruler has amassed 
  an army to deal with the threat, and the adventurers are part
  of the reserve forces sent to rendezvous at the village of 
  Pramayama. Once there, they discover a map leading to the 
  location of the leader of the attackers. The adventurers are 
  charged by the commander to follow  the map to the 
  location, and then determine a course of action from there.. 
  This begins a long journey down river, through rocky, barren
  land, and across a burning desert to discover the location of 
  a secret pass and the "temple of death" that lies just beyond 
  it. What they do there will be up to them, but could mean 
  ending the attacks without any more loss of innocent lives.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Master of the Desert Nomads” into the 
  Forgotten Realms world of Faerûn.
  Two locations are suggested for the placement of this 
  adventure. The Forgotten Realms wiki has a high resolution 
  map of Faerûn here that can help you find the locations 
  described below.
  The first is in Calimshan, along the Calim River. In this 
  case, the adventurers were recruited by a sultan whose 
  region is suffering the attacks of the Master'
  s forces.
  Pramayama can be placed on the eastern side of the 
  Calim River (at the bottom of the M in Calimshan). 
  Guilliame'
  s map will lead the adventurers north about 
  halfway up the river before turning northeast towards the 
  Marching Mountains.
  The second location is on the eastern edge of the 
  Anauroch desert. The adventurers were recruited by, 
  depending on era of play, the town of Tilverton or 
  Highmoon.
  Pramayama can be placed on the north side of the 
  southernmost river coming down from the Desertsmouth 
  Mountains. Guilliame'
  s map will lead the adventurers west 
  on the river until it ends, then will turn northwest towards 
  the Scimitar Spires. The DM may wish to integrate known 
  locations in Anauroch to the adventure, but it isn'
  t 
  necessary.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE
  3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  The characters will be provided with one 
  week of food 
  and 
  drink, and mounts for each character. If the 
  supplies run out, the characters must spend time 
  hunting or foraging, or face starvation.
  •
  If the characters spend a day not traveling, they may use 
  the Survival or Nature skill to collect enough food and 
  water for two days.
  •
  Mounts traveling near the river, on the plains, or in the 
  mountains may graze graze in the morning and evening 
  and stay fed. When in the desert, mounts must be fed 
  every third day or begin to starve.
  •
  Use the Fatigue 
  rules if the characters travel more than 
  ten 
  hours a day or have nothing to eat or drink. Use the 
  rules for their mounts if they don'
  t feed them!
  •
  Know how to use perception 
  rules for traps, secret 
  doors, and stealthed 
  creatures.
  •
  Determine spell 
  tactics for spell casters.
  Visuals
  Suggested visuals to create:
  •
  Sketch a crude map to represent Guilliame'
  s 
  map to the 
  temple 
  (pg. 
  6).
  •
  Have a battle map ready for the Bandit 
  Attack 
  (pg. 
  11).
  Random Encounters
  Settled Lands
  Roll 
  1d20
  1-2
  3
  4
  5
  6
  7
  8
  Bandits (30)
  Bugbears (14)
  Gargoyles (6)
  Gnolls (20)
  Hellhounds (8)
  Lions (8)
  Guards (8)
  9
  10-14
  15
  16
  17-19
  20
  Ogres (8)
  Commoners (20)
  Giant Wasps (12)
  Giant Spiders (8)
  Militia: 20 guards, 1 veteran
  Zombies (20)
  Asanda River
  Roll 
  1d8
  1
  2-4
  5-6
  7
  8
  Hydra (1)
  Giant frogs (6)
  Swarm of quippers (4)
  Swarm of bats (4)
  Young black dragon (1)
  Sind Desert
  Roll 
  1d20
  Plain 
  of 
  Fire
  Desert 
  Hills
  1-3
  4
  5
  Basilisks (3)
  Young blue dragon (1)
  Efreeti (1)
  Cockatrices (5)
  Cyclops (1)
  Enemy Patrol #3
  6-10
  11-14
  15-17
  18
  19-20
  Enemy Patrol #1
  Enemy Patrol #2
  Enemy Patrol #3
  Salamanders (2)
  Giant Scorpions (4)
  Enemy Patrol #2
  Enemy Patrol #1
  Hill giants (4)
  Gorgons (2)
  Wyverns (2)
  Enemy Camp
  Roll 
  1d6
  1
  2
  3
  4
  5
  6
  Bugbears (8)
  Guards (20)
  Hill giant (1)
  Gargoyles (4)
  Officers (use veteran, 3)
  Juggernaut, 10 guards, 1 veteran
  Planned Encounters
  Settled Lands
  1. 
  The 
  Mysterious 
  Man: Souleater, use Vrock.
  2. 
  The 
  Evil 
  Patrol: 1 mage, 1 wyvern, 3 trolls.
  Asanda River
  1. 
  Monsters 
  from 
  Below: 6 giant crabs, 1 giant crocodile.
  2. 
  The 
  Watchers 
  of 
  the 
  River: 25 scouts, 1 gladiator (long 
  sword instead of spear); 20 orcs, 8 bugbears, 2 weretigers.
  3. 
  The 
  Malakaz: Characters trapped by the Malakaz must 
  succeed at a DC 13 Wisdom saving throw or fall into a deep 
  sleep that won'
  t end until dawn. One character a night that 
  is affected by the deep sleep is targeted by the Malakaz 
  randomly. That character must succeed at a DC 12 Charisma 
  saving throw or be affected by a Feeblemind spell. The 
  feeblemind effect lasts until the characters leave the 
  Malakaz. Characters can escape the Malakaz by casting 
  Dispel Evil (works automatically), or Dispel Magic (roll 
  against a 6th level effect).
  Caravan Track
  The 
  Caravan: Caravan Master (commoner), Captain of the 
  Guard Ahmed Khel (gladiator, long sword instead of spear), 2
  sergeants of the guard (veterans), 40 guards (guards), 12 
  merchants (commoners).
  1. 
  Bandits 
  on 
  the 
  Way: 100 bandits, 1 veteran.
  2. 
  The 
  Lost 
  Oasis 
  : Tabi (use quasit).
  The 
  Buried 
  Temple. 
  B: 1 poisonous snake, D: Amber golem 
  (use stone golem), F: 2 mummies, G: Tabi (use quasit), Nagpa 
  (use spirit naga).
  3. 
  Friend 
  or 
  Foe: 40 dervishes (use bandits), Talel el 
  Hareidhin (use priest).
  Sind Desert
  1. 
  The 
  Hibernating 
  Monster: 1 hydra.
  2. 
  The 
  Enemy 
  on 
  the 
  March: 20 goblins, 20 dire wolves (use 
  worgs), 5 nomad soldiers (use bandits). Enemy camp random
  encounters.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE 4
  
  Gates of the Pass
  1. 
  Guardians 
  of 
  the 
  Pass: Madman (use commoner).
  The Evil Abbey
  B5: 1 bhut.
  D: 10 giant rats.
  F2: 2 bhuts.
  G: Frost salamander (use salamander, but replace fire with 
  cold).
  H1: 1 ochre jelly.
  H2: Yellow mold (DMG 
  105).
  J3: 4 bhuts.
  J5: If any of the herbs are used on a character, that character 
  must make a DC 13 Constitution saving throw, taking 24 
  (7d6) poison damage on a failed saving throw, or half that on 
  a successful saving throw.
  K2: 2 bhuts.
  K3: Cleaning the statue, praying, or being generally 
  respectful will gain that character the benefit of a Bless spell 
  for the next 10 minutes.
  K5: 2 bhuts, 3 ghouls.
  K7: 1 giant poisonous snake.
  K8: 1 bhut, 1 cave bear.
  L3: 1 bhut.
  N1: 3 wights.
  N4: Dressla the Thief (use spy).
  N6: Mond (use gladiator, but AC 21, long sword +2 instead of 
  spear).
  The Catacombs
  1A: Vampire, use 1 wight instead.
  2: Rock python, use 1 giant poisonous snake.
  3: Old abbot, use 1 commoner.
  5: Giant leech, use 1 water weird.
  8: 1 bhut, 2 bugbears.
  Magic Items
  1. Amulet of finding (See Special Items)
  2. Battle axe +2
  3. Chain mail +2
  4. Girdle of  giant strength (Replace with gauntlets of ogre 
  power)
  5. Horn of blasting
  6. Long sword +1
  7. Long sword +2
  8. Mace +1
  9. Mace +2
  10.Plate armor +2
  11.Potion of heroism
  12.Potion of longevity
  13.Ring of animal control (replace with ring of animal 
  influence)
  14.Ring of djinni summoning (consider replacing with a ring 
  of evasion or resistance)
  15.Ring of invisibility (consider replacing with cloak of 
  elvenkind)
  16.Ring of protection
  17.Ring of spell storing
  18.Scarab of protection (consider replacing with necklace of 
  adaptation)
  19.Shield +1
  20.Shield +2
  21.Spear of panic (See Special Items)
  22.Wand of fear
  23.Wizard scroll of comprehend languages,
   continual flame, see
  invisibility
  Traps 
  •
  Drugged 
  Meal 
  (pg. 
  20): The target must make a DC12 
  Constitution saving throw or be poisoned. While 
  poisoned, the target is unconscious. The target may 
  make another saving throw every hour. On a successful 
  saving throw, the poison ends.
  Monsters
  1. Bandits: (MM 343, CR 1/8, 25 XP)
  2. Bhut: (See Special Creatures)
  3. Black 
  dragon, 
  young: (MM 88, CR 7, 2900 XP)
  4. Blue 
  dragon, 
  young: (MM 91, CR 9, 5000 XP)
  5. Bugbears: (MM 33, CR 1, 200 XP)
  6. Cave 
  Bear (polar bear variant, MM 334, CR 2, 450 XP)
  7. Chimera: (MM 39, CR 6, 2300 XP)
  8. Cockatrices: (MM 42, CR 1/2, 100 XP)
  9. Commoners: (MM 345, CR 0, 0-10 XP)
  10.Cyclops: (MM 45, CR 6, 2300 XP)
  11.Efreeti: (MM 145, CR 11, 7200 XP)
  12.Enemy 
  Patrol 
  #1: 20 gnolls, 5 harpies 1 mage.
  13.Enemy 
  Patrol 
  #2: 30 goblins, 10 bugbears, 2 trolls.
  14.Enemy 
  Patrol 
  #3: 1 fire giant, 5 harpies, 1 chimera, 1 
  veteran.
  15.Fire 
  Giant: (MM 154, CR 9, 5000 XP)
  16.Gargoyles: 
  (MM 40, CR 2, 450 XP)
  17.Ghouls: (MM 148, CR 1, 200 XP)
  18.Giant 
  Crabs: (MM 324, CR 1/4, 50 XP)
  19.Giant 
  Crocodile: (MM 324, CR 5, 1800 XP)
  20.Giant 
  Frogs: (MM 325, CR 1/4, 50 XP)
  21.Giant 
  Poisonous 
  Snake: (MM 327, CR 1/4, 50 XP)
  22.Giant 
  Rats: 
  (MM 327, CR 1/8, 25 XP)
  23.Giant 
  Scorpions: (MM 327, CR 3, 700 XP)
  24.Giant 
  Spiders: (MM 328, CR 1, 200 XP)
  25.Giant 
  Wasps: (MM 329, CR 1/2, 100 XP)
  26.Gladiator: (MM 346, CR 5, 1800 XP)
  27.Gnolls: (MM163, CR 1/2, 100 XP)
  28.Goblin: (MM 166, CR 1/4, 50 XP)
  29.Gorgons: (MM 171, CR 5, 1800 XP)
  30.Guards: (MM 347, CR 1/8, 25 XP)
  31.Harpies: (MM181, CR 1, 200 XP)
  32.Hellhounds: (MM 182, CR 3, 700 XP)
  33.Hydra: (MM 190, CR 8, 3900 XP)
  34.Juggernaut: (See Special Creatures)
  35.Lions: (MM 331, CR 1, 200 XP)
  36.Mage: (MM 347, CR 6, 2300 XP)
  37.Mummies: (MM 228, CR 3, 700 XP)
  38.Ochre 
  Jelly: (MM 243, CR 2, 450 XP)
  39.Ogres: 
  (MM 237, CR 2, 450 XP)
  40.Poisonous 
  Snake: (MM 334, CR 1/8, 25 XP)
  41.Priest: (MM 348, CR 2, 450 XP)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE
  5
  
  42.Quasit: (MM 63, CR 1, 200 XP)
  43.Salamanders: (MM 266, CR 5, 1800 XP)
  44.Scouts: (MM 349, CR 1/2, 100 XP)
  45.Spirit 
  Naga: (MM 234, CR 8, 3900 XP)
  46.Spy: (MM 341, CR 1, 100 XP)
  47.Stone 
  Golem: (MM 170, CR 10, 5900 XP)
  48.Swarm 
  of 
   
  Bats: (MM 337, CR 1/4, 50 XP)
  49.Swarm 
  of 
  Quippers: (MM 338, CR 1, 200 XP)
  50.Trolls: (MM 291, CR 5, 1800 XP)
  51.Veteran: (MM 350, CR 3, 700 XP)
  52.Vrock: (MM 64, CR 6, 2300 XP)
  53.Water 
  Weird: (MM 299, CR 3, 700 XP)
  54.Weretigers: (MM 210, CR 4, 1100 XP)
  55.Wights: (MM 300, CR 3 (700 XP)
  56.Worgs: (MM 341, CR 1/2, 100 XP)
  57.Wyverns: (MM 303 CR 6, 2300 XP)
  58.Zombies: 
  (MM 316, CR 0.25 (50 XP)
  Special Creatures
  Bhut
  Medium 
  monstrosity 
  (bhut,
   
  shapechanger),
   
  chaotic evil
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 75 (10d8+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  10 (+0)
  12 (+1)
  10 (+0)
  Skills Stealth +4
  Damage 
  Resistances cold, poison; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Vulnerabilities bludgeoning,piercing, and slashing 
  from magical weapons wielded by good creatures
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 5 (1800 XP)
  Shapechanger. The bhut maintains a human form from 
  dawn to dusk, and its true form from dusk to dawn. When it 
  dies, it doesn'
  t change form.
  Unknowable. Divination spells will not reveal a bhut'
  s true 
  form or nature.
  Actions
  Multiattack. The bhut makes three attacks: two with its 
  claws, and one with its bite.
  Claw. Melee Weapon Attack:
   +6 to hit, reach 5 ft., one target. 
  Hit:
   6 (1d6 + 3) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 3) piercing damage, and the target must make a 
  DC 13 Constitution saving throw or take 14 (4d6) poison 
  damage and be poisoned for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending the 
  poison on a success. On a successful saving throw, the target 
  takes half poison damage and isn'
  t poisoned.
  Bhuts are evil shapechangers that feed exclusively on 
  humanoids. They appear as normal humans during the day, 
  but change at night, becoming feral looking with sharp 
  claws and long fangs. Bhuts prefer to live near settlements, 
  where they work together to maintain a facade of innocence.
  They usually pose as good hearted, but reclusive, folk such as
  monks, extended families, or traveling pilgrims.
  Juggernaut, wooden
  Huge 
  construct,
   
  unaligned
  Armor 
  Class 17 (natural armor)
  Hit 
  Points 172 (15d12+75)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  6 (-2)
  20 (+5)
  1 (-5)
  10 (+0)
  1 (-5)
  Damage 
  Immunities poison, pyschic; bludgeoning, piercing,
  and slashing from nonmagical weapons that aren'
  t 
  adamantine
  Damage 
  Vulnerabilities fire
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Common but can'
  t speak
  Challenge 10 (5900 XP)
  Immutable Form. The juggernaut is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The juggernaut has advantage on saving 
  throws against spells and other magical effects, except 
  magical fire.
  Actions
  The juggernaut makes one crush attack per round by rolling 
  over targets in a 30 foot wide area. It can hit up to 6 medium 
  or 3 large targets.
  Crush. Melee Weapon Attack:
   +10 to hit, reach 0 ft., up to 6 
  medium size targets. Hit:
   61 (10d10 + 6) bludgeoning damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE 6
  
  Special Items
  Amulet of Finding
  Wondrous item, uncommon
  This iron amulet is formed into the shape of a skull. With
  an amulet of finding you can see through the eyes of any 
  other amulet of finding, merely by concentrating on the 
  particular amulet desired. Distance is no obstacle, but you 
  must have seen the other amulet you wish to link to.
  Vision via an amulet is normal. You can'
  t use any other 
  type of vision, even if it'
  s standard for your race (such as 
  darkvision). Preventing someone from seeing through your 
  amulet is as simple as covering the amulet, or putting it in a 
  bag or pouch.
  Spear of Panic
  Weapon (spear),
   rare
  This spear has a blackened wooden shaft and a silvery-
  blue head. It confers no bonuses to attack or damage, but 
  counts as magical.
  On your turn, at no action cost, you may cause the spear 
  to grow longer, granting it the Reach property. You may also 
  cause the elongated spear to return to normal size, but only 
  once on your turn.
  When you strike an undead creature with the spear, it 
  must make a DC 11 Wisdom saving throw, or flee from the 
  wielder as if turned. Up to 3 undead at a time may be 
  affected by the spear, however the turn effect will not 
  function again until less than 3 are affected.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE 7
  
  X4 
  Master 
  of 
  the 
  Desert 
  Nomads 
  Reference 
  Sheet
  Random 
  Encounters
  Settled 
  Lands
  Roll 
  1d20
  1-2
  3
  4
  5
  6
  7
  8
  Bandits (30)
  Bugbears (14)
  Gargoyles (6)
  Gnolls (20)
  Hellhounds (8)
  Lions (8)
  Guards (8)
  9
  10-14
  15
  16
  17-19
  20
  Ogres (8)
  Commoners (20)
  Giant Wasps (12)
  Giant Spiders (8)
  Militia: 20 guards, 1 
  veteran
  Zombies (20)
  Asanda 
  River
  Roll 
  1d8
  1
  2-4
  5-6
  7
  8
  Hydra (1)
  Giant frogs (6)
  Swarm of quippers (4)
  Swarm of bats (4)
  Young black dragon (1)
  Sind 
  Desert
  Roll 
  1d20
  Plain 
  of 
  Fire
  Desert 
  Hills
  1-3
  4
  5
  6-10
  11-14
  15-17
  18
  19-20
  Basilisks (3)
  Young blue dragon (1)
  Efreeti (1)
  Enemy Patrol #1
  Enemy Patrol #2
  Enemy Patrol #3
  Salamanders (2)
  Giant Scorpions (4)
  Cockatrices (5)
  Cyclops (1)
  Enemy Patrol #3
  Enemy Patrol #2
  Enemy Patrol #1
  Hill giants (4)
  Gorgons (2)
  Wyverns (2)
  Enemy 
  Camp
  Roll 
  1d6
  1
  2
  3
  4
  5
  6
  Bugbears (8)
  Guards (20)
  Hill giant (1)
  Gargoyles (4)
  Officers (use veteran, 3)
  Juggernaut, 10 guards, 1 veteran
  Magic 
  Items
  1. 1.
   Amulet of finding (See Special Items)
  2. 2.
   Battle axe +2
  3. 3.
   Chain mail +2
  4. 4.
   Girdle of  giant strength (Replace with 
  gauntlets of ogre power)
  5. 5.
   Horn of blasting
  6. 6.
   Long sword +1
  7. 7.
   Long sword +2
  8. 8.
   Mace +1
  9. 9.
   Mace +2
  10.10.
   Plate armor +2
  11.11.
   Potion of heroism
  12.12.
   Potion of longevity
  13.13.
   Ring of animal control (replace with ring 
  of animal influence)
  14.14.
   Ring of djinni summoning (consider 
  replacing with a ring of evasion or resistance)
  15.15. Ring of invisibility (consider replacing 
  with cloak of elvenkind)
  16.16.
   Ring of protection
  17.17.
   Ring of spell storing
  18.18. Scarab of protection (consider replacing 
  with necklace of adaptation)
  19.19.
   Shield +1
  20.20.
   Shield +2
  21.21.
   Spear of panic (See Special Items)
  22.22.
   Wand of fear
  23.23.
   Wizard scroll of comprehend languages, 
  continual flame, see invisibility
  Traps 
  Drugged 
  Meal 
  (pg. 
  20): The target must 
  make a DC12 Constitution saving throw or be 
  poisoned. While poisoned, the target is 
  unconscious. The target may make another 
  saving throw every hour. On a successful 
  saving throw, the poison ends.
  Monsters
  1. Bandits: (MM 343, CR 1/8, 25 XP)
  2. Bhut: (See Special Creatures)
  3. Black 
  dragon, 
  young: (MM 88, CR 7, 2900 
  XP)
  4. Blue 
  dragon, 
  young: (MM 91, CR 9, 5000 
  XP)
  5. Bugbears:
   (MM 33, CR 1, 200 XP)
  6. Cave 
  Bear (polar bear variant, MM 334, CR 
  2, 450 XP)
  7. Chimera: (MM 39, CR 6, 2300 XP)
  8. Cockatrices: (MM 42, CR 1/2, 100 XP)
  9. Commoners:
   (MM 345, CR 0, 0-10 XP)
  10.Cyclops: (MM 45, CR 6, 2300 XP)
  11.Efreeti: (MM 145, CR 11, 7200 XP)
  12.Enemy 
  Patrol 
  #1: 20 gnolls, 5 harpies 1 
  mage.
  13.Enemy 
  Patrol 
  #2: 30 goblins, 10 bugbears, 
  2 trolls.
  14.Enemy 
  Patrol 
  #3: 1 fire giant, 5 harpies, 1 
  chimera, 1 veteran.
  15.Fire 
  Giant: (MM 154, CR 9, 5000 XP)
  16.Gargoyles:
   (MM 40, CR 2, 450 XP)
  17.Ghouls: (MM 148, CR 1, 200 XP)
  18.Giant 
  Crabs:
   (MM 324, CR 1/4, 50 XP)
  19.Giant 
  Crocodile:
   (MM 324, CR 5, 1800 XP)
  20.Giant 
  Frogs: (MM 325, CR 1/4, 50 XP)
  21.Giant 
  Poisonous 
  Snake: (MM 327, CR 1/4, 
  50 XP)
  22.Giant 
  Rats: (MM 327, CR 1/8, 25 XP)
  23.Giant 
  Scorpions: (MM 327, CR 3, 700 XP)
  24.Giant 
  Spiders:
   (MM 328, CR 1, 200 XP)
  25.Giant 
  Wasps:
   (MM 329, CR 1/2, 100 XP)
  26.Gladiator: (MM 346, CR 5, 1800 XP)
  27.Gnolls: (MM163, CR 1/2, 100 XP)
  28.Goblin:
   (MM 166, CR 1/4, 50 XP)
  29.Gorgons: (MM 171, CR 5, 1800 XP)
  30.Guards: (MM 347, CR 1/8, 25 XP)
  31.Harpies: (MM181, CR 1, 200 XP)
  32.Hellhounds: (MM 182, CR 3, 700 XP)
  33.Hydra: (MM 190, CR 8, 3900 XP)
  34.Juggernaut:
   (See Special Creatures)
  35.Lions: (MM 331, CR 1, 200 XP)
  36.Mage: (MM 347, CR 6, 2300 XP)
  37.Mummies:
   (MM 228, CR 3, 700 XP)
  38.Ochre 
  Jelly:
   (MM 243, CR 2, 450 XP)
  39.Ogres: (MM 237, CR 2, 450 XP)
  40.Poisonous 
  Snake:
   (MM 334, CR 1/8, 25 XP)
  41.Priest: (MM 348, CR 2, 450 XP)
  42.Quasit:
   (MM 63, CR 1, 200 XP)
  43.Salamanders: (MM 266, CR 5, 1800 XP)
  44.Scouts:
   (MM 349, CR 1/2, 100 XP)
  45.Spirit 
  Naga: (MM 234, CR 8, 3900 XP)
  46.Spy: (MM 341, CR 1, 100 XP)
  47.Stone 
  Golem: (MM 170, CR 10, 5900 XP)
  48.Swarm 
  of 
   
  Bats:
   (MM 337, CR 1/4, 50 XP)
  49.Swarm 
  of 
  Quippers:
   (MM 338, CR 1, 200 
  XP)
  50.Trolls: (MM 291, CR 5, 1800 XP)
  51.Veteran:
   (MM 350, CR 3, 700 XP)
  52.Vrock: (MM 64, CR 6, 2300 XP)
  53.Water 
  Weird:
   (MM 299, CR 3, 700 XP)
  54.Weretigers:
   (MM 210, CR 4, 1100 XP)
  55.Wights: (MM 300, CR 3 (700 XP)
  56.Worgs: (MM 341, CR 1/2, 100 XP)
  57.Wyverns:
   (MM 303 CR 6, 2300 XP)
  58.Zombies:
   (MM 316, CR 0.25 (50 XP)
  Special 
  Creatures
  Bhut
  Medium 
  monstrosity 
  (bhut,
   
  shapechanger),
   
  chaotic 
  evil
  Armor 
  Class 14 (natural armor)
  Hit 
  Points 75 (10d8+30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)12 (+1)16 (+3)10 (+0)12 (+1)10 (+0)
  Skills Stealth +4
  Damage 
  Resistances cold, poison; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage 
  Vulnerabilities bludgeoning,piercing,
  and slashing from magical weapons wielded 
  by good creatures
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 5 (1800 XP)
  Shapechanger. The bhut maintains a human 
  form from dawn to dusk, and its true form 
  from dusk to dawn. When it dies, it doesn'
  t 
  change form.
  Unknowable. Divination spells will not reveal a
  bhut'
  s true form or nature.
  Actions
  Multiattack. The bhut makes three attacks: two
  with its claws, and one with its bite.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit:
   6 (1d6 + 3) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit:
   8 (1d8 + 3) piercing damage, and
  the target must make a DC 13 Constitution 
  saving throw or take 14 (4d6) poison damage 
  and be poisoned for 1 minute. The target can 
  repeat the saving throw at the end of each of 
  its turns, ending the poison on a success. On a 
  successful saving throw, the target takes half 
  poison damage and isn'
  t poisoned.
  Juggernaut, 
  wooden
  Huge 
  construct,
   
  unaligned
  Armor 
  Class 17 (natural armor)
  Hit 
  Points 172 (15d12+75)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 9 (-1) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
  Damage 
  Immunities poison, pyschic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren'
  t adamantine
  Damage 
  Vulnerabilities fire
  Condition 
  Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Common but can'
  t 
  speak
  Challenge 10 (5900 XP)
  Immutable Form. The juggernaut is immune to 
  any spell or effect that would alter its form.
  Magic Resistance. The juggernaut has 
  advantage on saving throws against spells and 
  other magical effects, except magical fire.
  Actions
  The juggernaut makes one crush attack per 
  round by rolling over targets in a 30 foot wide 
  area. It can hit up to 6 medium or 3 large 
  targets.
  Crush. Melee Weapon Attack: +10 to hit, reach 0 
  ft., up to 6 medium size targets. Hit: 61 (10d10 + 
  6) bludgeoning damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  X4 DESERT NOMADS CONVERSION GUIDE
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - X4 Master of the Desert Nomads.pdf