TEXT:  
               By Stan Shinn
   
  For Character Levels 4-6
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  L3
  Deep Dwarven 
  Delve
  
  L3 
  Deep 
  Dwarven 
  Delve
              By Stan Shinn
  Introduction: In 1999, Wizards of the Coast published the module named “Deep Dwarven
  Delve” with the module code “L3”. It was written by Lenard Lakofka and illustrated by Wayne
  Reynolds, and consisted of a 24 page booklet and cover. "Deep Dwarven Delve" was the third
  part of Lenard Lakofka'
  s "Lendore Isle trilogy", but was never published by TSR. Lakofka
  found the manuscript and brought it to Wizards of the Coast, who published it after some
  rewriting. 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 4th– 6th 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.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE2
  
  L3: Deep Dwarven Delve
  Introduction
  To use this conversion guide you will need a copy of “L3 Deep
  Dwarven Delve”, 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 5th Edition rules and guidance on preparing the 
  adventure. A list of  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 '
  Deep Dwarven Delve'
   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
  Two small towns have recently suffered attacks by bands of 
  well organized humanoids, including orcs, bugbears, and 
  ogres. In the last raid against one of the towns, the town hall 
  was burned, claiming the lives of many of the townsfolk. 
  One militia member, a ranger, tracked the humanoids back 
  to their lair. Unfortunately she was spotted and gravely 
  wounded before she could make her escape. She managed to 
  make it back to town with directions to the lair before 
  falling unconscious.
  The councils of the towns have put out a call for anyone 
  willing to help. The treasure of the humanoids is the 
  promised reward for any group of adventurers willing to 
  assault the beasts in their lair, as well as the eternal 
  gratitude of the people of the towns.
  The trail leads to an old dwarven mine, now inhabited by
  humanoids. As the adventurers descend into the mine, they 
  find the humanoids are the least of their problems, for the 
  mine harbors an ancient evil that could eventually threaten 
  lands for scores of miles around. The adventurers will have 
  to face and defeat diabolic evil if they hope to bring peace to 
  the lands again.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Deep Dwarven Delve” into the Forgotten 
  Realms world of Faerûn.
  The setting for Deep Dwarven Delve requires only a 
  somewhat rural area with two small towns within a days 
  ride of each other, and some hilly terrain. This allows the 
  adventures to be place nearly anywhere in  Faerûn. The 
  delve could be anywhere along the Sword Coast from 
  Neverwinter to Baldur'
  s Gate, within Cormyr or the 
  Dalelands, or even as far south as Amn and Tethyr. 
  Anywhere with a temperate climate works as a location for 
  this adventure.
  In  Faerûn, a clan of gold dwarves are responsible for the 
  digging of the mine. The location of the mine has been lost, 
  even to them, but the story of Frelpic'
  s betrayal is known 
  amongst the gold dwarves. They will be very grateful if the 
  adventurers can provide proof of Frelpic'
  s demise.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  pg. 
  245) for
  NPC reactions.
  •
  Know rules for throwing a lit flask 
  of 
  oil.
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  •
  Read through the warning and special 
  note on page 
  5.
  Visuals
  Suggested visuals to create:
  •
  Prepare maps of the beginning of each level o f the delve.
  •
  Make a handout of the dwarven 
  runes (pg. 
  10).
  Planned Encounters
  Outside
  A. Orcs (5).
  B. Orcs (4).
  Level One
  1. Orcs (12), Orog (1).
  2. Bugbears (4).
  3. Troll (1).
  4. Ogres (2), Itching Powder Trap.
  5. Orcs (20), Orogs (2), Orc War Chief (1).
  6. Prisoners (5), Orcs (4).
  Level Two
  9. Skeletons (10).
  11. Spirit Naga (1); Jumping from the moving cart requires a 
  successful DC 12 Dexterity saving throw, otherwise the rider 
  falls into the pit with the cart.
  13. Use the rules for Frigid Water (DMG 
  pg. 
  110).
  14. Corridor Pit Trap.
  15. Mining compulsion: characters must succeed at a DC 13 
  Wisdom saving throw or begin mining. Characters who fail 
  the save may repeat it every hour. Each hour characters 
  mine, they gain one level of exhaustion. Unaffected 
  characters may physically remove affected characters from 
  the area, and this will also break the compulsion.
  16. This area is treated as if covered by a magic circle spell. No
  undead or devils can enter this area or use abilities against 
  characters in this area.
  17. Wraith (1).
  18. The timber blockage may be moved with a DC 18 
  Strength check.
  Level Three
  19. Zombie dwarves (2), Boulder Trap.
  20. Zombie dwarves (2).
  22. Zombie dwarves (3).
  23. Zombie dwarves (5).
  24. Zombie dwarves (3).
  25. Zombie dwarves (3).
  26. Characters entering the room must succeed at a DC 13 
  Dexterity saving throw or be affected by faerie fire for one 
  hour. Possibly Barbed devil (1).
  27. Black puddings (3).
  28. Otyugh (1), characters entering the room must succeed at
  a DC 10 Constitution saving throw or be poisoned until they 
  leave the room. Anyone wounded by the otyugh is exposed to
  sewer plague (DMG 
  pg. 
  257).
  29-30. Bone devil (1), use the rules for Extreme Cold in these 
  rooms (DMG 
  pg. 
  110).
  31-36. Zombie dwarves (7).
  37. Glyph of Warding Trap.
  38. Stone Golem (1).
  39. Frelpic, lemure (1 or more), possibly Barbed devil (1) and 
  Bone devil (1) if not defeated already.
  Magic Items
  1. Bastard sword +1
  2. Berserker longsword (as berserker axe)
  3. Bracers of defense
  4. Chain mail +2
  5. Dagger +1
  6. Dwarven Helm of the Master Miner (See Special Items)
  7. Hand axe +2
  8. Pulverizer (See Special Items)
  9. Ring of protection
  10.Scroll of clairvoyance
  11.Scroll of cone of cold
  12.Scroll of cure wounds
  13.Scroll of magic missile
  14.Shield +1
  15.Zalco (See Special Items)
  Traps 
  •
  Boulder 
  Trap 
  (pg. 
  16): Triggered by stepping on one of 
  five sequential steps.  DC 16 passive Wisdom (Perception) 
  check to spot, or DC 14 Wisdom (Perception) check if 
  actively searching. DC 15 Intelligence (Investigation) 
  check to determine how to disarm, followed by a DC 15 
  Dexterity check using thieves tools to disable it, or a DC 
  13 Strength (Athletics) or Dexterity (Acrobatics) check to 
  jump over. Creatures triggering the trap are in the path 
  of the rolling boulder and must succeed at a DC 14 
  Dexterity saving throw or be hit for 4d10 bludgeoning 
  damage.
  •
  Corridor 
  Pit 
  Trap 
  (pg. 
  14): Triggered when a living 
  creature(s) massing over 150 lbs pass the center of the 
  corridor. The trap is magical, and ignores non-living 
  matter (such as undead), and all dwarves. DC 16 passive 
  Wisdom (Perception) check to spot, or DC 14 Wisdom 
  (Perception) check if actively searching. DC 20 
  Intelligence (Investigation) check to determine how to 
  disarm, followed by a DC 15 Dexterity check using 
  thieves tools to disable it. Creatures triggering the trap 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE4
  
  fall 20 feet to the bottom of the pit, taking 2d6 falling 
  damage. The trap can be reset in area 15, or by 
  succeeding at the Intelligence (Investigation) check, and 
  the subsequent Dexterity check.
  •
  Glyph 
  of 
  Warding 
  Trap 
  (pg. 
  22): Triggered by opening a 
  secret door or walking on a floor. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 15 Wisdom (Perception) 
  check if actively searching. The glyph can only be 
  disarmed by a dispel magic spell. All creatures in a 20 
  foot radius of the glyph must make a DC 13 Dexterity 
  saving throw. The glyph inflicts 5d8 fire damage, with 
  only half damage taken on a successful saving throw.
  •
  Itching 
  Powder 
  Trap 
  (pg. 
  10): Triggered by searching the 
  unused sleeping pallets. DC 15 passive Wisdom 
  (Perception) check to spot, or DC 13 Wisdom (Perception) 
  check if actively searching. Triggering creatures must 
  succeed at a DC 13 Constitution saving throw or be 
  distracted by the constant, terrible itching. The itching 
  causes the creature to suffer disadvantage on attack 
  rolls and attribute checks for one hour. A lesser 
  restoration spell will end the itching instantly.
  Monsters
  1. Barbed 
  Devil: (MM 70, CR 5, 1800 XP)
  2. Black 
  Pudding: (MM 241, CR 4, 1100 XP)
  3. Bone 
  Devil: (MM 71, CR 9, 5000 XP)
  4. Enthar: (See Special Creatures)
  5. Frelpic: (See Special Creatures)
  6. Lemure: (MM76, CR 0, 0-10 XP)
  7. Ogre: (MM 237, CR 2, 450 XP)
  8. Orc: (MM 246, CR 1/2, 100 XP)
  9. Orc 
  War 
  Chief: (MM 246, CR 4, 1100XP)
  10.Orog: (MM 247, CR 2, 450 XP)
  11.Otyugh: (MM 248, CR 5, 1800 XP)
  12.Prisoner: (as commoner, MM 345, CR 0, 0-10 XP)
  13.Skeleton: (MM 272, CR 1/4, 50 XP)
  14.Spirit 
  Naga: (MM 234, CR 8, 3900 XP)
  15.Stone 
  Golem: (MM 170, CR 10, 5900 XP)
  16.Troll: (MM 291, CR 5, 1800 XP)
  17.Wraith: (MM 302, CR 5, 1800 XP)
  18.Zombie 
  Dwarf: (as zombie, but AC 16 (tattered chain 
  mail), and warhammer (1d8 + 1 bludgeoning damage), 
  MM 316, CR 1/4, 50 XP)
  Special Creatures
  Enthar
  Medium 
  humanoid 
  (human),
   
  lawful 
  evil
  Armor 
  Class 16 (bracers of defense, ring of protection; 19 with 
  mage armor)
  Hit 
  Points 55 (10d8 + 10)
  Speed 30 ft. (60 ft. with boots of speed)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  13 (+1)
  16 (+3)
  13 (+1)
  12 (+1)
  Saving 
  Throws Int +6, Wis +4
  Skills Arcana +9, History +6
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons (if stoneskin is used)
  Senses passive Perception 11
  Languages Common, Infernal
  Challenge 5 (1800 XP)
  Sculpt Spell. Enthar can exclude a number of allies equal to 1 
  + spell level from area effect spells that he casts. Excluded 
  allies automatically succeed at saving throws against his 
  spell, and take no damage even if they would take half 
  damage normally.
  Spellcasting. Enthar is an 8th level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). He knows the following spells:
  Cantrips (at will):
   fire bolt, light,
   mage hand,
   ray of frost
  1st level (4 slots): mage armor,
   magic missile,
   protection from 
  evil and good
  2nd level (3 slots): mirror image,
   scorching ray,
   web
  3rd level (3 slots): fly, fireball,
   stinking cloud
  4th level (2 slots): greater invisibility, stoneskin
  Actions
  Dagger +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.
  Fire Bolt. Ranged Spell Attack:
   +6 to hit, range 120 ft., one 
  target. Hit:
   11 (2d10) fire damage.
  Frelpic
  Medium 
  humanoid 
  (dwarf),
   
  lawful 
  evil
  Armor 
  Class 21 (chain mail +2, shield +1)
  Hit 
  Points 85 (10d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  19 (+4)
  16 (+3)
  17 (+3)
  14 (+2)
  Saving 
  Throws Wis +6, Cha +5
  Skills Religion +6
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons (if stoneskin is used)
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Dwarvish, Infernal
  Challenge 6 (2300 XP)
  Guided Strike (Recharge on a long rest). Once on his turn, 
  Frelpic can add +10 to his attack roll before he rolls. He may 
  do this twice before needing a long rest.
  Infernal Might. A melee weapon deals one extra die of its 
  damage when Frelpic hits with it (included in the attack).
  Spellcasting. Frelpic is an 8th level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). He knows the following spells:
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE5
  
  Cantrips (at will): guidance, light, resistance, sacred flame
  1st level (4 slots): command, cure wounds, divine favor,
   guiding 
  bolt, inflict wounds, protection from evil and good, *shield of 
  faith
  2nd level (3 slots): blindness/deafness, magic weapon, silence, 
  spiritual weapon
  3rd level (3 slots): bestow curse, crusader'
  s mantle, dispel magic,
   
  spirit guardians
  4th level (2 slots): death ward, freedom of movement, guardian 
  of faith,
   *stoneskin
  Actions
  Multiattack. Frelpic makes two attacks with Pulverizer.
  Pulverizer. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target has 
  a good alignment, it takes an additional 1d8 force damage.
  Pulverizer, thrown. Ranged Weapon Attack: +10 to hit, range 
  20/60 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, 
  and Pulverizer returns to Frelpic'
  s hand. If the target has a 
  good alignment, it takes an additional 1d8 force damage.
  *If Frelpic is alerted to intruders, he will have these spells 
  already cast on himself when the players encounter him.
  Special Items
  Dwarven Helm of the Master Miner
  Wondrous item, very rare (requires attunement by a dwarf)
  This great helm is sized to fit a dwarf and appears well 
  made, but unadorned. The wearer may choose to make the 
  helm itself invisible or visible as a bonus action. The helm 
  automatically becomes visible if removed.
  When worn and attuned the wearer gains a +5 bonus to 
  any check involving mining, as well as Charisma checks 
  when conversing with dwarves. The wearer may also use an 
  action to cast suggestion on dwarves only. This ability may be
  used twice, then can'
  t be used again until the next dawn.
  The wearer gains immunity to poison damage and the 
  poisoned condition.
  Pulverizer
  Weapon (warhammer), legendary (requires attunement by a 
  creature of evil alignment)
  Pulverizer is an infernally crafted, sentient warhammer 
  of lawful evil alignment, with an Intelligence of 14, Wisdom 
  of 12, and a Charisma of 17. It has a +3 bonus to attack and 
  damage rolls. It has hearing and darkvision out to a range of 
  120 feet.
  The weapon communicates verbally, and can speak, read,
  and understand Infernal and Common.
  Pulverizer'
  s purpose is to kill good aligned creatures. 
  When the wielder strikes a good aligned creature, that 
  creature takes an additional 1d8 force damage.
  It can detect good and evil at will. The wielder can use an 
  action to cast see invisibility. Once used, it can'
  t be used again 
  until the next midnight.
  Pulverizer has the thrown property with a range of 20/60
  feet. Each time Pulverizer is thrown, it flies back to its 
  wielder'
  s hand. If the wielder doesn'
  t have a free hand, 
  Pulverizer lands at its feet.
  Zalco
  Weapon (longsword),
   legendary (requires attunement by a 
  creature of chaotic alignment)
  Zalco  is a sentient longsword of chaotic neutral 
  alignment, with an Intelligence of 16, Wisdom of 12, and a 
  Charisma of 17. It has a +3 bonus to attack and damage rolls. 
  It has hearing and darkvision out to a range of 120 feet.
  The weapon communicates verbally, and can speak, read,
  and understand Common, Elvish, and Draconic.
  Zalco"s purpose is to kill lawfully aligned creatures. 
  When the wielder strikes a lawfully aligned creature, that 
  creature takes an additional 1d8 force damage.
  It can detect the presence of concealed and secret doors, 
  and invisible creatures within 30 feet. The wielder can use 
  an action to cast dimension door. Once used, it can'
  t be used 
  again until the next dawn.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   L3 DEEP DWARVEN DELVE CONVERSION GUIDE6
  
  L3 
  Deep 
  Dwarven 
  Delve 
  Reference 
  Sheet
  Planned 
  Encounters
  Outside
  A. Orcs (5).
  B. Orcs (4).
  Level 
  One
  1. Orcs (12), Orog (1).
  2. Bugbears (4).
  3. Troll (1).
  4. Ogres (2), Itching Powder Trap.
  5. Orcs (20), Orogs (2), Orc War Chief (1).
  6. Prisoners (5), Orcs (4).
  Level 
  Two
  9. Skeletons (10).
  11. Spirit Naga (1); Jumping from the moving 
  cart requires a successful DC 12 Dexterity 
  saving throw, otherwise the rider falls into the 
  pit with the cart.
  13. Use the rules for Frigid Water (DMG pg. 110).
  14. Corridor Pit Trap.
  15. Mining compulsion: characters must 
  succeed at a DC 13 Wisdom saving throw or 
  begin mining. Characters who fail the save 
  may repeat it every hour. Each hour characters
  mine, they gain one level of exhaustion. 
  Unaffected characters may physically remove 
  affected characters from the area, and this will 
  also break the compulsion.
  16. This area is treated as if covered by a magic 
  circle spell. No undead or devils can enter this 
  area or use abilities against characters in this 
  area.
  17. Wraith (1).
  18. The timber blockage may be moved with a 
  DC 18 Strength check.
  Level 
  Three
  19. Zombie dwarves (2), Boulder Trap.
  20. Zombie dwarves (2).
  22. Zombie dwarves (3).
  23. Zombie dwarves (5).
  24. Zombie dwarves (3).
  25. Zombie dwarves (3).
  26. Characters entering the room must succeed
  at a DC 13 Dexterity saving throw or be 
  affected by faerie fire for one hour. Possibly 
  Barbed devil (1).
  27. Black puddings (3).
  28. Otyugh (1), characters entering the room 
  must succeed at a DC 10 Constitution saving 
  throw or be poisoned until they leave the 
  room. Anyone wounded by the otyugh is 
  exposed to sewer plague (DMG pg. 257).
  29-30. Bone devil (1), use the rules for Extreme 
  Cold in these rooms (DMG pg. 110).
  31-36. Zombie dwarves (7).
  37. Glyph of Warding Trap.
  38. Stone Golem (1).
  39. Frelpic, lemure (1 or more), possibly Barbed 
  devil (1) and Bone devil (1) if not defeated 
  already.
  Magic 
  Items
  1. Bastard sword +1
  2. Berserker longsword (as berserker axe)
  3. Bracers of defense
  4. Chain mail +2
  5. Dagger +1
  6. Dwarven Helm of the Master Miner (See 
  Special Items)
  7. Hand axe +2
  8. Pulverizer (See Special Items)
  9. Ring of protection
  10.Scroll of clairvoyance
  11.Scroll of cone of cold
  12.Scroll of cure wounds
  13.Scroll of magic missile
  14.Shield +1
  15.Zalco (See Special Items)
  Traps 
  Boulder 
  Trap 
  (pg. 
  16): Triggered by 
  stepping on one of five sequential steps.  DC 16 
  passive Wisdom (Perception) check to spot, or 
  DC 14 Wisdom (Perception) check if actively 
  searching. DC 15 Intelligence (Investigation) 
  check to determine how to disarm, followed by
  a DC 15 Dexterity check using thieves tools to 
  disable it, or a DC 13 Strength (Athletics) or 
  Dexterity (Acrobatics) check to jump over. 
  Creatures triggering the trap are in the path of 
  the rolling boulder and must succeed at a DC 
  14 Dexterity saving throw or be hit for 4d10 
  bludgeoning damage.
  Corridor 
  Pit 
  Trap 
  (pg. 
  14): Triggered when 
  a living creature(s) massing over 150 lbs pass 
  the center of the corridor. The trap is magical, 
  and ignores non-living matter (such as 
  undead), and all dwarves. DC 16 passive 
  Wisdom (Perception) check to spot, or DC 14 
  Wisdom (Perception) check if actively 
  searching. DC 20 Intelligence (Investigation) 
  check to determine how to disarm, followed by
  a DC 15 Dexterity check using thieves tools to 
  disable it. Creatures triggering the trap fall 20 
  feet to the bottom of the pit, taking 2d6 falling 
  damage. The trap can be reset in area 15, or by 
  succeeding at the Intelligence (Investigation) 
  check, and the subsequent Dexterity check.
  Glyph 
  of 
  Warding 
  Trap 
  (pg. 
  22): Triggered 
  by opening a secret door or walking on a floor. 
  DC 15 passive Wisdom (Perception) check to 
  spot, or DC 15 Wisdom (Perception) check if 
  actively searching. The glyph can only be 
  disarmed by a dispel magic spell. All creatures 
  in a 20 foot radius of the glyph must make a 
  DC 13 Dexterity saving throw. The glyph 
  inflicts 5d8 fire damage, with only half damage
  taken on a successful saving throw.
  Itching 
  Powder 
  Trap 
  (pg. 
  10): Triggered by 
  searching the unused sleeping pallets. DC 15 
  passive Wisdom (Perception) check to spot, or 
  DC 13 Wisdom (Perception) check if actively 
  searching. Triggering creatures must succeed 
  at a DC 13 Constitution saving throw or be 
  distracted by the constant, terrible itching. The
  itching causes the creature to suffer 
  disadvantage on attack rolls and attribute 
  checks for one hour. A lesser restoration spell 
  will end the itching instantly.
  Monsters
  1. Barbed Devil: (MM 70, CR 5, 1800 XP)
  2. Black Pudding:
   (MM 241, CR 4, 1100 XP)
  3. Bone Devil:
   (MM 71, CR 9, 5000 XP)
  4. Enthar:
   (See Special Creatures)
  5. Frelpic:
   (See Special Creatures)
  6. Lemure:
   (MM76, CR 0, 0-10 XP)
  7. Ogre: (MM 237, CR 2, 450 XP)
  8. Orc: (MM 246, CR 1/2, 100 XP)
  9. Orc War Chief: (MM 246, CR 4, 1100XP)
  10.Orog:
   (MM 247, CR 2, 450 XP)
  11.Otyugh: (MM 248, CR 5, 1800 XP)
  12.Prisoner:
   (as commoner, MM 345, CR 0, 0-
  10 XP)
  13.Skeleton: (MM 272, CR 1/4, 50 XP)
  14.Spirit Naga: (MM 234, CR 8, 3900 XP)
  15.Stone Golem: (MM 170, CR 10, 5900 XP)
  16.Troll: (MM 291, CR 5, 1800 XP)
  17.Wraith:
   (MM 302, CR 5, 1800 XP)
  18.Zombie Dwarf: (as zombie, but AC 16 
  (tattered chain mail), and warhammer (1d8 
  + 1 bludgeoning damage), MM 316, CR 1/4, 
  50 XP)
  Special 
  Creatures
  Enthar
  Medium humanoid (human),
   lawful evil
  Armor 
  Class 16 (bracers of defense, ring of 
  protection; 19 with mage armor)
  Hit 
  Points 55 (10d8 + 10)
  Speed 30 ft. (60 ft. with boots of speed)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)16 (+3)13 (+1)16 (+3)13 (+1)12 (+1)
  Saving 
  Throws Int +6, Wis +4
  Skills Arcana +9, History +6
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons (if 
  stoneskin is used)
  Senses passive Perception 11
  Languages Common, Infernal
  Challenge 5 (1800 XP)
  Sculpt Spell. Enthar can exclude a number of 
  allies equal to 1 + spell level from area effect 
  spells that he casts. Excluded allies 
  automatically succeed at saving throws against
  his spell, and take no damage even if they 
  would take half damage normally.
  Spellcasting. Enthar is an 8th level spellcaster. 
  His spellcasting ability is Intelligence (spell 
  save DC 14, +6 to hit with spell attacks). He 
  knows the following spells:
  Cantrips (at will):
   fire bolt, light,
   mage hand,
   ray 
  of frost
  1st level (4 slots): mage armor,
   magic missile,
   
  protection from evil and good
  2nd level (3 slots): mirror image,
   scorching ray,
   
  web
  3rd level (3 slots): fly, fireball,
   stinking cloud
  4th level (2 slots): greater invisibility, stoneskin
  Actions
  Dagger +1. Melee Weapon Attack: +7 to hit, reach
  5 ft., one target. Hit: 6 (1d4 + 4) piercing 
  damage.
  Fire Bolt. Ranged Spell Attack: +6 to hit, range 
  120 ft., one target. Hit: 11 (2d10) fire damage.
  Frelpic
  Medium humanoid (dwarf), lawful evil
  Armor 
  Class 21 (chain mail +2, shield +1)
  Hit 
  Points 85 (10d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)15 (+2)19 (+4)16 (+3)17 (+3)14 (+2)
  Saving 
  Throws Wis +6, Cha +5
  Skills Religion +6
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons (if 
  stoneskin is used)
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Dwarvish, Infernal
  Challenge 6 (2300 XP)
  Guided Strike (Recharge on a long rest). Once on
  his turn, Frelpic can add +10 to his attack roll 
  before he rolls. He may do this twice before 
  needing a long rest.
  Infernal Might. A melee weapon deals one 
  extra die of its damage when Frelpic hits with 
  it (included in the attack).
  Spellcasting. Frelpic is an 8th level spellcaster. 
  His spellcasting ability is Wisdom (spell save 
  DC 14, +6 to hit with spell attacks). He knows 
  the following spells:
  Cantrips (at will):
   guidance, light,
   resistance, 
  sacred flame
  1st level (4 slots): command,
   cure wounds,
   divine 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  L3 DEEP DWARVEN DELVE CONVERSION GUIDE
  7
  
  favor, guiding bolt,
   inflict wounds, protection 
  from evil and good,
   *shield of faith
  2nd level (3 slots): blindness/deafness, magic 
  weapon,
   silence, spiritual weapon
  3rd level (3 slots): bestow curse, crusader'
  s mantle,
  dispel magic,
   spirit guardians
  4th level (2 slots): death ward, freedom of 
  movement, guardian of faith, *stoneskin
  Actions
  Multiattack. Frelpic makes two attacks with 
  Pulverizer.
  Pulverizer. Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one target. Hit: 16 (2d8 + 7) 
  bludgeoning damage. If the target has a good 
  alignment, it takes an additional 1d8 force 
  damage.
  Pulverizer, thrown. Ranged Weapon Attack: +10 
  to hit, range 20/60 ft., one target. Hit: 16 (2d8 + 
  7) bludgeoning damage, and Pulverizer returns
  to Frelpic'
  s hand. If the target has a good 
  alignment, it takes an additional 1d8 force 
  damage.
  *If Frelpic is alerted to intruders, he will have 
  these spells already cast on himself when the 
  players encounter him.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  L3 DEEP DWARVEN DELVE CONVERSION GUIDE
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - L3 Deep Dwarven Delve.pdf