TEXT:  
               By Stan Shinn
   
  For Character Levels 7-9
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  I5
  Lost Tomb 
  of Martek
  
  I5 
  Lost 
  Tomb 
  of 
  Martek
              By Stan Shinn
  Introduction: In 1983, TSR published the module named “Lost Tomb of Martek” with the
  module code “I5”. It was written by Tracy Hickman, and illustrated by Jim Holloway and
  Harry Quinn.  It consisted of one 32 page booklet and two cover folders with wilderness and
  dungeon maps. Lost Tomb of Martek was the third module of a three module series that
  included I3 
  Pharaoh, and I4 
  Oasis 
  of 
  the 
  White 
  Palm. This conversion guide allows DMs to
  run the original module with 5
  th Edition rules and provides a reference sheet for encounters.
  An adventure for 7th– 9th level characters
  by Stan Shinn
  DUNGEONS & DRAGONS,
   D&D, Wizards of the Coast,
   Forgotten Realms,
   the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
   
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
   
   
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE2
  
  I5: Lost Tomb of Martek
  Introduction
  To use this conversion guide you will need a copy of “I5 Lost 
  Tomb of Martek”, 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 and planned 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 '
  Lost Tomb of Martek'
   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 begin in the Desert of Desolation, possibly 
  after having recovered Princess Shadalah, and released 
  Aeraldoth the djinni vizier in I4 
  Oasis 
  of 
  the 
  White 
  Palm.
  The adventurers are now in possession of all three Star 
  Gems needed to locate and enter the tomb of Martek.   The 
  adventurers begin in the desert, close to the Skysea. It can'
  t 
  be crossed due to the incredible heat it puts out, and cannot 
  be circumvented to the south. While it can be gotten around 
  to the north, the hills will make travel slow and treacherous. 
  The adventurers will likely stumble upon a cloudskate, a 
  ship designed to cross the Skysea while keeping its 
  passengers safe from the killing heat. They could discover 
  the pillars of Martek first, the key to getting into the tomb, or
  they could find one of the oracle shrines, which will lead 
  them to the pillars. Once the pillars are rung, the 
  adventurers are transported inside the tomb to the garden.
  The garden is home to two factions, the guilders and the 
  maddogs. They are both hopelessly inbred and hostile to 
  each other. There are also four other people who found their 
  way here recently, and have their own agenda. The wizard 
  Trifakas, and his cohorts Sardok and Pawnis, want to escape 
  and loot Martek'
  s treasure in the process. The noble warrior 
  Percivlis simply wishes to assist in freeing the land from the 
  efreeti.
  The adventurers will find clues in the garden to use the 
  Star Gems to open doors leading further into the tomb. 
  However Trifakas'
   group will try to steal the gems to open 
  the doors and get a head start. If they can'
  t, they will follow 
  the adventurers after they open the doors.
  Once past Martek'
  s guardian, the Iron Phoenix, the 
  adventurers will have to retrieve three crystal minarets from
  three different worlds. Once they do this, they will be able to 
  enter Martek'
  s final tomb. There they can finally use the Star
  Gems to bring Martek back from the dead, destroy the 
  efreeti permanently, and return to their own homeland.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Lost Tomb of Martek” into the Forgotten 
  Realms world of Faerûn.
  The Forgotten Realms wiki has a high resolution map of 
  Faerûn here that can help you find the location described 
  below.
  In 1987, the original I3-5 modules were combined into 
  one large "supermodule" called Desert 
  of 
  Desolation. At that 
  time, the location of the desert was placed in the far 
  southeast 
  of 
  Faerûn, in the area known as the Raurin 
  desert.
   More information and maps are available here.
  Please note that the map shown at the above web address
  has an error. The spot marked "Tomb 
  of 
  Amun-Re" is 
  actually the location of the "Crypt 
  of 
  Badr 
  Al-Mosak".
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE3
  
  GM Notes
  Special rules and tactics to brush up on prior to the game:
  •
  Leverage Conversation Reaction 
  table 
  (DMG 
  245) for 
  NPC reactions.
  •
  Be familiar with the factions of the oasis.
  •
  The characters will be provided with two 
  weeks of food 
  and seven 
  days 
  of 
  water 
  for 
  themselves 
  and 
  their 
  mounts. They are also given a choice of a camel or horse
  as a mount. If the water runs out, the characters must 
  spend time foraging or use spells to make water, or they 
  face dehydration.
  •
  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 or water them!
  •
  Be familiar with the rules for Extreme 
  Heat, Foraging, 
  and Becoming 
  Lost (DMG 
  110-112).
  •
  Know how to use perception 
  rules for traps, secret 
  doors, and stealthed 
  creatures.
  •
  Determine spell 
  tactics for spell casters.
  •
  The ancient 
  runes 
  and 
  hieroglyphs inscribed 
  throughout the desert can be interpreted with a 
  successful DC 
  14 Intelligence 
  (History) check.
  •
  Be familiar with how things work in the Black 
  Abyss 
  and the Mobius 
  Tower.
  •
  When the module refers to "a turn" or "one 
  turn", it 
  means 10 
  minutes of game 
  time.
  Visuals
  Suggested visuals to create:
  •
  Player'
  s 
  version of the Garden 
  of 
  the 
  Cursed map.
  •
  Note 
  cards with rumors, the oracle 
  shrine speech, 
  translated 
  inscriptions.
  Random Encounters
  Desert of Desolation
  Roll 
  1d12
  1. Dustdiggers (5)
  2. Sandman (1)
  3. Thunderherders (40)
  4. Dustdigger (1)
  5. Sandmen (6)
  6. Dust storm
  7. Acid rain
  8. Thunderherders (120)
  9. Dustdiggers (3)
  10.Giant spiders (5)
  11.Special encounter
  12.Special encounter
  Special Encounter Subtable
  Roll 
  1d4
  1. Purple worm (1)
  2. Mirage
  3. Djinni/efreeti fight #1
  4. Djinni/efreeti fight #2
  Skysea
  Roll 
  1d6
  1. Purple worm (1)
  2. Skittercrabs (10)
  3. Spectral minions (20)
  4. Glass pirates (30)
  5. Special encounter
  6. Special encounter
  Special Encounter Subtable
  Roll 
  1d4
  1. Wanderer (1)
  2. Spectral minion (1)
  3. Dead Adventurers
  4. Ghost ship (1)
  Garden of the Cursed
  Roll 
  1d12
  1. Maddogs (8)
  2. Guilders (6)
  3. Giant spiders (6)
  4. Giant scorpions (4)
  5. Grenade palms (2)
  6. Grenade palms (4)
  7. Guilders (12)
  8. Maddogs (8)
  9. Giant spiders (8)
  10.Guilders (8)
  11.Special encounter
  12.Special encounter
  Special Encounter Subtable
  Roll 
  1d6
  1. Trifakas
  2. Pawnis
  3. Sardok
  4. Villagemaster Bandik
  5. Percivlis
  6. Roll again on this table.
  Black Abyss
  Roll 
  1d12
  1. Xorn (1)
  2. Umber hulks (3)
  3. Troglodytes (10)
  4. Spectral minions (6)
  5. Otyughs (3)
  6. Otyugh (1)
  7. Dopplegangers (3)
  8. Xorn (3)
  9. Umber hulk (1)
  10.Spectral minions (8)
  11.Special encounter
  12.Special encounter
  Special Encounter Subtable
  Roll 
  1d4
  1. Adventurers (3)
  2. Djinni (1)
  3. Efreeti (1)
  4. Hero (1)
  Crypt of Al-Alisk
  Roll 
  1d4
  1. Spectral minions (8)
  2. Wights (8)
  3. Wraiths (6)
  4. Spectral minions (10)
  Citadel of Martek
  Roll 
  1d10
  1. Spectral minions (16)
  2. Cryptknights (6)
  3. Androsphinx (1)
  4. Poisonous snakes (12)
  5. Giant spiders (12)
  6. Giant scorpions (8)
  7. Mummies (4)
  8. Minotaur skeletons (6)
  9. Cockatrices (6)
  10.Ghosts (3)
  Planned Encounters
  Desert of Desolation
  B. 
  Sinkholes: Treat as quicksand (DMG 
  110).
  D. 
  Skysea: Use heat damage rules as written, including hot 
  spots.
  F. Grounded cloudskate:
   It takes 1d3 hours to dig out the 
  cloudskate. When the ship is pushed onto the glass, it rights 
  itself and is ready to use.
  H. Pillars of Martek. Striking a crystal pillar hard will cause 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE4
  
  the tomb to appear as described. The secret door can be 
  found on a DC 20 passive Wisdom (Perception) check to spot,
  or DC 15 Wisdom (Perception) check if actively searching. A 
  DC 15 Intelligence (Investigation) check will determine how 
  to open it.
  H1. Entry Below: Lightning wall trap.
  H3. Corridor: Spear trap.
  Garden of the Cursed
  I1. Garden: Normal movement and sight distance.
  I2. Jungle: Counts as difficult terrain and maximum sight 
  distance is 20 feet.
  I4. Dais of Reception: Guilders (20), Pawnis.
  I5. Village of the Guilders: Guilders (88), Villagemaster 
  Bandik, Pawnis.
  I7. Trifakas'
   Camp: Trifakas, Sardok.
  I8. Camp of the Maddogs: Maddogs (53), Percivlis.
  I10. Mound of the Lawgivers: Thrown stones inflict (1d4 + 
  Strength modifier) bludgeoning damage.
  Crystal Prism
  J2. Phoenix: Iron Phoenix (1), fire pit hazard (4).
  Black Abyss
  K2. Land End: Winds here blow towards area K8 at a rate of 
  20 
  feet 
  per 
  round. This affects anyone flying. The flying 
  creature must spend 20 
  feet of movement per round just to 
  maintain position, otherwise they are blown in that 
  direction.
  K3. Distance: Use the distance distortion rules as written. 
  Roll once per 10 minutes of game time. Winds here blow 
  towards area K8 at a rate of 40 
  feet 
  per 
  round. Any flying 
  creature must spend 40 
  feet of movement per round just to 
  maintain position, otherwise they are blown in that 
  direction.
  K4. Time-frame Distortion: Wind speed remains 40 
  feet 
  per 
  round. Use the following rules instead of the ones in the 
  module. Roll once per 10 
  minutes of game time.
  Roll
  1d6
  Time
  Speed
  Attack
  rolls
  # 
  of
  Attacks
  Movement
  speed
  1-2
  3-4
  5-6
  Slow
  Normal
  Fast
  Disadvantage
  Normal
  Advantage
  1 only
  Normal
  1 extra
  Half speed
  Normal
  Double speed
  K5. Magical Distortion: Wind speed remains 40 
  feet 
  per 
  round. Use the provided table with the following change to 
  result #1 "Roll 
  1d10, rerolling a result of 10. The result is the 
  actual 
  level of spell cast, even if it'
  s a level the caster can'
  t 
  normally use. Randomly determine a spell of that level from 
  the lists in the Player'
  s 
  Handbook. The spell will consume a 
  slot of the highest 
  level the caster is capable of using.
  Mobius Tower
  L1b. Apartment of the Firstwife: Banshee (1)
  L1f. Cloak Room: Cryptknight (1)
  L1l. Bottleroom: Djinni (1). In gratitude for being freed from 
  the bottle, he will help the adventurers one time, with a 
  battle for example. He can'
  t grant wishes or undo the time 
  lock.
  L2c. Room of State: Mummy (1).
  L2d. Lost Hall:
   Efreeti (1). The staff of teleportation has 5 
  charges, does not recharge, and can only affect non-living 
  items of 20 pounds or less. The staff will not leave the tower 
  with the adventurers.
  L2g. Guardroom:
   Ghost (1).
  L2h. Treasury:
   Cryptknights (3).
  L3e. Audience:
   Guardian of Time (1). The medallion of time-
  frame will not leave the tower with the adventurers.
  Crypt of Al-Alisk
  M4. Death Watch: Spectral minions (20).
  M5b. Catacombs:
   Spectral minions (6), wraith (1).
  M5p. Cockpit:
   Cockatrices (5).
  M5q. Spirits Room: Banshee (1).
  Citadel of Martek
  N2. Tomb of Martek: Cryptknights (4).
  N3 
  and 
  N4. Each character may search each room twice 
  only.
  Magic Items
  1. *Book of infinite spells (replace with a Charm - DMG 228)
  2. Crystal ball
  3. Dancing sword
  4. Liahona (See Special Items)
  5. *Libram of gainful conjuration (replace with a Charm - 
  DMG 228)
  6. Morning star +1 (upgrade to +2)
  7. Potion of clairaudience (replace with potion of clairvoyance)
  8. Ring of protection
  9. Scale mail +1 (replace with chain mail +2)
  10.*Scroll of protection from petrification (replace with 
  Keoghtum'
  s ointment)
  11.*Scroll of protection from undead
  12.Shield +5 (downgrade to +3)
  13.Sword,
   nine lives stealer (replace with sword of life stealing)
  14.*Tome of clear thought
  15.Tome of Time (See Special Items)
  16.*Tome of understanding
  17.Wand of fireballs
  18.*Wizard scroll of polymorph
  19.*Wizard scroll of 3 spells, levels 1-6 (random)
  20.*Wizard scroll of 4 spells,
   levels 1-6 (random)
  21.*Wizard scroll of 7 spells, levels 1-4 (random)
  *These 
  items might be found in areas N3 and N4 of Martek'
  s
  citadel, but there is no 
  guarantee.
  Traps 
  •
   Fire 
  Pit 
  Hazard 
  (pg. 
  14): 
   A wide pit, 1oo feet deep and 
  filled with roaring flames. If a creature is shoved or 
  dropped into a fire pit, it takes 10d6 falling damage. For 
  each round it remains in the pit, it takes 2d10 fire 
  damage.
  •
  Grenade 
  Palm 
  Hazard 
  (pg. 
  11): These palms have fruit 
  that resemble small pineapples. When any creature 
  walks near the grenade palm, there is a 20% chance one 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE5
  
  fruit falls from the tree (roll percentile dice, on a result 
  of 01 - 20 the fruit falls). The fruit explodes on contact 
  with the ground. Any creature within 10 feet must make 
  a DC 13 Dexterity saving throw. On a failure it takes 2d10 
  piercing damage, but no damage on a successful saving 
  throw.
  •
  Lightning 
  Wall 
  Trap 
  (pg. 
  10): This trap is triggered by 
  pressing a golden disk on top of an altar. A DC 20 
  Intelligence (Investigation) check allows character to 
  notice the trap based on alterations to the locking 
  mechanism. A DC 15 Intelligence (Investigation) check to
  determine how to disarm it, followed by a DC 15 
  Dexterity check using thieves tools to disable it. When 
  triggered, the entry door closes over one round while a 
  wall of lightning crosses the room in the same time span.
  All creatures should roll initiative, with the wall having 
  an initiative roll as well (roll with a +3 bonus). Anyone 
  with a higher initiative can exit the room before the wall
  hits. Otherwise creatures hit by the wall take 12d6 
  lightning damage. A successful DC 14 Constitution 
  saving throw reduces damage by half.
  •
  Spear 
  Trap 
  (pg. 
  10): Triggered by opening a secret door. 
  DC 15 passive Wisdom (Perception) check to spot, or DC 
  12 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. When triggered, the creature 
  opening the door takes 2d10 piercing damage.
  Monsters
  1. Adventurer: (as gladiator, MM 346, CR 5, 1800 XP)
  2. Banshee: (MM 23, CR 4, 1100 XP)
  3. Cockatrice: (MM 42, CR 1/2, 100 XP)
  4. Cryptknight: (See Special Creatures)
  5. Djinni: (MM 144, CR 11, 7200 XP)
  6. Doppleganger: (MM 82, CR 3, 700 XP)
  7. Dustdigger: (See Special Creatures)
  8. Efreeti: (MM 145, CR 11, 7200 XP)
  9. Ghost: (MM 147, CR 4, 1100 XP)
  10.Ghost 
  ship: (See Special Creatures)
  11.Giant 
  poisonous 
  snake: (MM 327, CR 1/4, 50 XP)
  12.Giant 
  scorpion: (MM 327. CR 3, 700 XP)
  13.Giant 
  spider: (MM 328, CR 1, 200 XP)
  14.Glass 
  pirate: (as skeleton, MM 272, CR 1/4, 50 XP)
  15.Guilder: (as scout, MM 349, CR 1/2, 100 XP)
  16.Hero: (as gladiator, MM 346, CR 5, 1800 XP)
  17.Iron 
  Phoenix: (See Special Creatures)
  18.Maddog: (as thug, MM 350, CR 1/2, 100 XP)
  19.Mummy: (MM 228, CR 3, 700 XP)
  20.Otyugh: (MM 248, CR 5, 1800 XP)
  21.Pawnis: (See Special Creatures)
  22.Percivlis: (use knight, MM 347, CR 3, 700 XP)
  23.Poisonous 
  snake: (MM 334, CR 1/8, 25 XP)
  24.Purple 
  Worm: (MM 255, CR 15, 13000 XP)
  25.Sandman: (See Special Creatures)
  26.Sardok: (See Special Creatures)
  27.Skeleton, 
  minotaur: (MM 273, CR 2, 450 XP)
  28.Skittercrabs: (use giant crab with fire immunity, MM 
  324, CR 1/8, 25 XP)
  29.Spectral 
  minion: (See Special Creatures)
  30.Thunderherder: (See Special Creatures)
  31.Trifakas: (See Special Creatures)
  32.Troglodyte: (MM 290, CR 1/4, 50 XP)
  33.Umber 
  hulk: (MM 292, CR 5, 1800 XP)
  34.Veteran: (MM 350, CR 3, 700 XP)
  35.Villagemaster 
  Bandik: (as bandit captain, MM 344, CR 2,
  450 XP)
  36.Wight: (MM 300, CR 3 (700 XP)
  37.Wraith: (MM 302, CR 5, 1800 XP)
  38.Xorn: (MM 304, CR 5, 1800 XP)
  39.Zombie: 
  (MM 316, CR 1/4, 50 XP)
  Special Creatures
  Cryptknight
  Medium 
  undead,
   
  neutral 
  evil
  Armor 
  Class 16 (chain mail)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but can'
  t speak
  Challenge 5 (1800 XP)
  Frozen in Time. The cryptknight can'
  t be turned.
  Frightful Aura. Any living creature approaching within 10 
  feet of the cryptknight must succeed at a DC 13 Wisdom 
  saving throw or be frightened for 1 minute.
  Actions
  Multiattack. The cryptknight makes two greatsword attacks.
  Greatsword. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one 
  target. Hit:
   10 (2d6 + 4) slashing damage.
  Dustdigger
  Large 
  monstrosity,
   
  unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 63 (6d10 + 12)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8(-1)
  14 (+2)
  2 (-4)
  10 (+0)
  6 (-2)
  Condition 
  Immunities blinded, deafened, frightened, prone
  Senses tremorsense 30 ft., passive Perception 10
  Languages -
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE6
  
  Challenge 1 (200 XP)
  Illusionary Trap. About 20% of dustdiggers can create a 
  Silent Image spell at will. The image is always of an oasis or 
  pool of water.
  Buried Deep. While buried in the sand, the dustdigger can’
  t 
  be detected by Perception checks.
  Sinkhole. When the dustdigger detects movement over itself, 
  it deflates and creates a 10 ft. diameter sinkhole of sand. 
  Creatures caught in the sinkhole make a DC 13 Dexterity 
  check. On a success, they may move normally, treating the 
  sinkhole as difficult ground. On a failure, they become 
  restrained.
  Actions
  Multiattack. The dustdigger can make an engulf attack 
  against a creature in its sinkhole, and can bite a grappled 
  target as a bonus action.
  Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
  Hit: Target is grappled.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
  12 (2d8 + 3) piercing damage.
  Ghost Ship
  Huge 
  construct,
   
  neutral 
  evil
  Armor 
  Class 15
  Hit 
  Points 105 (10d12 + 40)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  18 (+4)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage 
  Immunities fire, poison, psychic; bludgeoning, 
  piercing, and slashing from non-magical weapons
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Immutable Form. The ship is immune to any spell or effect 
  that would alter its form.
  Actions
  Multiattack. The ship can make four melee attacks with 
  various parts and tools.
  Spar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6+4) bludgeoning damage.
  Rope. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d6+4) bludgeoning damage, and the target 
  is grappled (escape DC 15). Until this grapple ends, the target 
  is restrained.
  Iron Phoenix
  Huge 
  construct,
   
  unaligned
  Armor 
  Class 17 (natural armor)
  Hit 
  Points 161 (14d12 + 70)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9(-1)
  20 (+5)
  3 (-4)
  11 (+0)
  1 (-5)
  Damage 
  Immunities poison, psychic; bludgeoning, piercing,
  and slashing from nonmagical weapons that aren’
  t 
  adamantine 
  Condition 
  Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands Common, but can’
  t speak
  Challenge 9 (5000 XP)
  Rejuvenation. If the iron phoenix is destroyed, it regains all 
  its hit points in one hour.
  Regeneration. The iron phoenix regains 5 hit points at the 
  start of its turn. It doesn’
  t regain hit points if reduced to zero
  hit points.
  Immutable Form. The iron phoenix is immune to any spell or
  effect that would alter its form. 
  Magic Weapons. The iron phoenix’
  s weapon attacks are 
  magical.
  Actions
  Multiattack. The iron phoenix makes one attack with its 
  talons and one attack with its beak.
  Beak. Melee Weapon Attack:
   +8 to hit, reach 10 ft., one target. 
  Hit:
   23 (4d8 + 5) slashing damage.
  Talons. Melee Weapon Attack:
   +8 to hit, reach 10 ft., one target.
  Hit:
   19 (4d6 + 5) piercing damage.
  Screech (Recharge 5-6). The phoenix emits a piercing screech 
  in a 60 ft. cone. The screech inflicts 6d10 thunder damage; a 
  successful DC 15 Constitution saving throw reduces damage 
  by half.
  Pawnis
  Medium 
  humanoid 
  (elf),
   
  neutral 
  evil
  Armor 
  Class 17 (studded leather)
  Hit 
  Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  20(+5)
  14 (+2)
  13 (+1)
  12 (+1)
  12 (+1)
  Saving 
  Throws Dex +8, Int +4
  Skills Perception +7, Sleight of Hand +11, Stealth +11
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Elvish, Undercommon
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE7
  
  Challenge 8 (3900 XP)
  Evasion. If Pawnis is subjected to an effect that allows him to
  make a Dexterity saving throw to take only half damage, he 
  instead takes no damage it he succeeds on the saving throw, 
  and only half damage if he fails.
  Innate Spellcasting. Pawnis'
   spellcasting ability is Charisma 
  (spell save DC 12). He can innately cast the following spells 
  requiring no material components.
  At will: dancing lights
  1/day each: darkness, faerie fire, levitate (self only)
  Sneak Attack (1/turn). Pawnis deals an extra 16 (5d6) damage 
  when he 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 Pawnis that isn'
  t incapacitated and Pawnis 
  doesn'
  t have disadvantage on the attack roll.
  Actions
  Multiattack. Pawnis makes one shortsword attack, and can 
  make an additional shortsword attack as a bonus action.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage and the target must 
  make a DC 15 Constitution saving throw, taking 21 (6d6) 
  poison damage on a failed save, or half as much on a 
  successful one.
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 
  30/120 ft., one target. Hit:
   8 (1d6 + 5) piercing damage and the 
  target must make a DC 15 Constitution saving throw, taking 
  21 (6d6) poison damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Uncanny Dodge. If Pawnis is hit by an attacker he can see, he
  can use his reaction to halve the attack'
  s damage against 
  him.
  Sandman
  Medium 
  elemental,
   
  neutral
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 30 (4d8 + 12)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10(+0)
  16 (+3)
  5 (-3)
  10 (+0)
  5 (-3)
  Damage 
  Vulnerabilities thunder
  Damage 
  Immunities poison
  Condition 
  Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 10
  Languages Terran
  Challenge 1 (200 XP)
  Sleep Aura. Any living creature approaching within 10 feet of
  a sandman for the first time must make a DC 11 Wisdom 
  saving throw or fall unconscious. Unconscious victims are 
  woken by any damage or rough shaking, otherwise they 
  sleep for 1 hour.
  Actions
  Slam. Melee Weapon Attack:
   +5 to hit, reach 5 ft., one target. 
  Hit:
   6 (1d6 + 3) bludgeoning damage.
  Sardok
  Medium 
  humanoid 
  (human),
   
  neutral 
  evil
  Armor 
  Class 16 (studded leather)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18(+4)
  16 (+3)
  10 (+0)
  12 (+1)
  10 (+0)
  Saving 
  Throws Dex +7, Int +3
  Skills Deception +6, Perception +7, Stealth +10
  Senses passive Perception 17
  Languages Common
  Challenge 8 (3900 XP)
  Assassin. During his first turn, Sardok has advantage on 
  attack rolls against any creature that hasn'
  t taken a turn. 
  Any hit he scores against a surprised creature is a critical hit.
  Evasion. If Sardok is subjected to an effect that allows him to
  make a Dexterity saving throw to take only half damage, he 
  instead takes no damage it he succeeds on the saving throw, 
  and only half damage if he fails.
  Sneak Attack (1/turn). Sardok deals an extra 16 (5d6) damage 
  when he 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 Sardok that isn'
  t incapacitated and Sardok 
  doesn'
  t have disadvantage on the attack roll.
  Actions
  Multiattack. Sardok makes one rapier attack, and can make 
  a scimitar attack as a bonus action.
  Rapier. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one target. 
  Hit:
   8 (1d8 + 4) piercing damage and the target must make a 
  DC 15 Constitution saving throw, taking 24 (7d6) poison 
  damage on a failed save, or half as much on a successful one.
  Scimitar. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one 
  target. Hit:
   7 (1d6 + 4) slashing damage and the target must 
  make a DC 15 Constitution saving throw, taking 24 (7d6) 
  poison damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Uncanny Dodge. If Sardok is hit by an attacker he can see, he
  can use his reaction to halve the attack'
  s damage against 
  him.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE8
  
  Spectral Minion
  Medium 
  undead,
   
  any 
  alignment
  Armor 
  Class 12
  Hit 
  Points 22 (4d8 + 4)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  14(+2)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Damage 
  Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands languages it knew it life but can'
  t 
  speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The spectral minion can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside
  an object.
  Actions
  Ghostly Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 14 (4d6) necrotic damage.
  Thunderherder
  Huge beast,
   unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 57 (6d12 + 18)
  Speed 20 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  10(+0)
  17 (+3)
  2 (-4)
  10 (+0)
  6 (-2)
  Damage 
  Vulnerabilities thunder
  Condition 
  Immunities blinded, prone
  Senses tremorsense 60ft., passive Perception 10
  Languages — 
  Challenge 1 (200 XP)
  Earthshaking. When thunderherders move, they produce an 
  earthquake-like effect that shakes the sand within 200 feet. 
  Anyone in the area must make a DC 14 Dexterity save or be 
  knocked prone. Those already seated or prone are 
  unaffected.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6+4) bludgeoning damage.
  Trifakas
  Medium 
  humanoid 
  (human),
   
  lawful 
  evil
  Armor 
  Class 13 (16 with mage armor)
  Hit 
  Points 76 (14d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  16(+3)
  12 (+1)
  18 (+4)
  10 (+0)
  15 (+2)
  Saving 
  Throws Int +8, Wis +4
  Skills Arcana +12, History +8, Perception +4
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons (with stoneskin)
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 9 (5000 XP)
  Magic Resistance. Trifakas has advantage on saving throws 
  against spells and other magical effects.
  Spellcasting. Trifakas is a 12th level wizard. His spellcasting 
  ability is Intelligence (spell save DC 16, +8 to to hit with spell 
  attacks). Trifakas has the following wizard spells prepared.
  Cantrips (at will):
   fire bolt, light,
   message, prestidigitation, 
  shocking grasp
  1st level (4 slots): charm person,
   comprehend languages,
   mage 
  armor
  2nd level (3 slots): darkvision, misty step, web
  3rd level (3 slots): counterspell,
   fireball,
   lightning bolt
  4th level (3 slots): dimension door, polymorph,
   stoneskin
  5th level (2 slots): conjure elemental,
   wall of force
  6th level (1 slot): globe of invulnerability,
   magic jar
  Actions
  Dagger. Melee Weapon Attack:
   +7 to hit, reach 5 ft., one target. 
  Hit:
   5 (1d4 + 3) piercing damage.
  Fire Bolt. Ranged Spell Attack:
   +8 to hit, range 120 ft., one 
  target. Hit: 16 (3d10) fire damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE9
  
  Special Items
  Liahona
  Wondrous item, rare (requires attunement by a good aligned 
  creature)
  This intelligent compass can communicate with its 
  bearer via telepathy when held. It has the following abilities:
  •
  Indicate north at will.
  •
  Cast a locate object spell. Once used, it can'
  t be used 
  again until after a long rest.
  •
  Answer one yes or no question, similar to the 
  commune spell. Once used, it can'
  t be used again 
  until one full week has passed.
  Star 
  Gems
  Wondrous item, legendary
  The Star Gems were given by Martek to the pharaohs and
  sheiks of the lands to prepare for the eventual release of the 
  efreeti pasha. The three Star Gems are:
  The 
  Star 
  of 
  Mo-pelar. It functions as a gem of true seeing.
  The 
  Star 
  of 
  Shah-pelar. It can cast a Cure Wounds spell 
  healing 4d8 damage up to three times per day.
  The 
  Star 
  of 
  Khan-pelar. It allows a wizard to use Arcane 
  Recovery one extra time per long rest.
  Tome 
  of 
  Time
  Wondrous item, legendary
  The tome contains the following wizard spells: dimension
  door, disintegrate,
   haste, passwall, slow, teleport, teleportation 
  circle, time stop,
   wish.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   I5 LOST TOMB OF MARTEK CONVERSION GUIDE
  10
  
  I5 
  Lost 
  Tomb 
  of 
  Martek 
  Reference 
  Sheet
  Random 
  Encounters
  Desert 
  of 
  Desolation
  Roll 
  1d12
  1. Dustdiggers (5)
  2. Sandman (1)
  3. Thunderherders 
  (40)
  4. Dustdigger (1)
  5. Sandmen (6)
  6. Dust storm
  7. Acid rain
  8. Thunderherders 
  (120)
  9. Dustdiggers (3)
  10.Giant spiders (5)
  11.Special encounter
  12.Special encounter
  Special 
  Encounter 
  Subtable
  Roll 
  1d4
  1. Purple worm (1)
  2. Mirage
  3. Djinni/efreeti fight #1
  4. Djinni/efreeti fight #2
  Skysea
  Roll 
  1d6
  1. Purple worm (1)
  2. Skittercrabs (10)
  3. Spectral minions 
  (20)
  4. Glass pirates (30)
  5. Special encounter
  6. Special encounter
  Special 
  Encounter 
  Subtable
  Roll 
  1d4
  1. Wanderer (1)
  2. Spectral minion (1)
  3. Dead Adventurers
  4. Ghost ship (1)
  Garden 
  of 
  the 
  Cursed
  Roll 
  1d12
  1. Maddogs (8)
  2. Guilders (6)
  3. Giant spiders (6)
  4. Giant scorpions (4)
  5. Grenade palms (2)
  6. Grenade palms (4)
  7. Guilders (12)
  8. Maddogs (8)
  9. Giant spiders (8)
  10.Guilders (8)
  11.Special 
  encounter
  12.Special 
  encounter
  Special 
  Encounter 
  Subtable
  Roll 
  1d6
  1. Trifakas
  2. Pawnis
  3. Sardok
  4. Villagemaster Bandik
  5. Percivlis
  6. Roll again on this 
  table.
  Black 
  Abyss
  Roll 
  1d12
  1. Xorn (1)
  2. Umber hulks (3)
  3. Troglodytes (10)
  4. Spectral minions 
  (6)
  5. Otyughs (3)
  6. Otyugh (1)
  7. Dopplegangers (3)
  8. Xorn (3)
  9. Umber hulk (1)
  10.Spectral minions (8)
  11.Special encounter
  12.Special encounter
  Special 
  Encounter 
  Subtable
  Roll 
  1d4
  1. Adventurers (3)
  2. Djinni (1)
  3. Efreeti (1)
  4. Hero (1)
  Crypt 
  of 
  Al-Alisk
  Roll 
  1d4
  1. Spectral 
  minions (8)
  2. Wights (8)
  3. Wraiths (6)
  4. Spectral minions (10)
  Citadel 
  of 
  Martek
  Roll 
  1d10
  1. Spectral minions 
  (16)
  2. Cryptknights (6)
  3. Androsphinx (1)
  4. Poisonous snakes 
  (12)
  5. Giant spiders (12)
  6. Giant scorpions (8)
  7. Mummies (4)
  8. Minotaur skeletons 
  (6)
  9. Cockatrices (6)
  10.Ghosts (3)
  Planned 
  Encounters
  Desert 
  of 
  Desolation
  B. Sinkholes: Treat as quicksand (DMG 110).
  D. Skysea: Use heat damage rules as written, 
  including hot spots.
  F. Grounded cloudskate:
   It takes 1d3 hours to 
  dig out the cloudskate. When the ship is 
  pushed onto the glass, it rights itself and is 
  ready to use.
  H. Pillars of Martek. Striking a crystal pillar 
  hard will cause the tomb to appear as 
  described. The secret door can be found on a 
  DC 20 passive Wisdom (Perception) check to 
  spot, or DC 15 Wisdom (Perception) check if 
  actively searching. A DC 15 Intelligence 
  (Investigation) check will determine how to 
  open it.
  H1. Entry Below: Lightning wall trap.
  H3. Corridor: Spear trap.
  Garden 
  of 
  the 
  Cursed
  I1. Garden: Normal movement and sight 
  distance.
  I2. Jungle: Counts as difficult terrain and 
  maximum sight distance is 20 feet.
  I4. Dais of Reception:
   Guilders (20), Pawnis.
  I5. Village of the Guilders:
   Guilders (88), 
  Villagemaster Bandik, Pawnis.
  I7. Trifakas'
   Camp:
   Trifakas, Sardok.
  I8. Camp of the Maddogs: Maddogs (53), 
  Percivlis.
  I10. Mound of the Lawgivers:
   Thrown stones 
  inflict (1d4 + Strength modifier) bludgeoning 
  damage.
  Crystal 
  Prism
  J2. Phoenix:
   Iron Phoenix (1), fire pit hazard (4).
  Black 
  Abyss
  K2. Land End:
   Winds here blow towards area 
  K8 at a rate of 20 feet per round. This affects 
  anyone flying. The flying creature must spend 
  20 feet of movement per round just to 
  maintain position, otherwise they are blown in
  that direction.
  K3. Distance:
   Use the distance distortion rules 
  as written. Roll once per 10 minutes of game 
  time. Winds here blow towards area K8 at a 
  rate of 40 feet per round. Any flying creature 
  must spend 40 feet of movement per round 
  just to maintain position, otherwise they are 
  blown in that direction.
  K4. Time-frame Distortion:
   Wind speed 
  remains 40 feet per round. Use the following 
  rules instead of the ones in the module. Roll 
  once per 10 minutes of game time.
  Roll
  1d6
  Time
  Speed
  Attack
  rolls
  # 
  of 
  Atts
  Move
  speed
  1-2
  3-4
  5-6
  Slow
  Normal
  Fast
  Disadv
  Normal
  Advant
  1 only
  Normal
  1 extra
  Half
  Normal
  Double
  K5. Magical Distortion:
   Wind speed remains 40
  feet per round. Use the provided table with the 
  following change to result #1 "Roll 1d10, 
  rerolling a result of 10. The result is the actual 
  level of spell cast, even if it'
  s a level the caster 
  can'
  t normally use. Randomly determine a 
  spell of that level from the lists in the Player'
  s 
  Handbook. The spell will consume a slot of the 
  highest level the caster is capable of using.
  Mobius 
  Tower
  L1b. Apartment of the Firstwife: Banshee (1)
  L1f. Cloak Room:
   Cryptknight (1)
  L1l. Bottleroom:
   Djinni (1). In gratitude for 
  being freed from the bottle, he will help the 
  adventurers one time, with a battle for 
  example. He can'
  t grant wishes or undo the 
  time lock.
  L2c. Room of State:
   Mummy (1).
  L2d. Lost Hall: Efreeti (1). The staff of 
  teleportation has 5 charges, does not recharge, 
  and can only affect non-living items of 20 
  pounds or less. The staff will not leave the 
  tower with the adventurers.
  L2g. Guardroom:
   Ghost (1).
  L2h. Treasury:
   Cryptknights (3).
  L3e. Audience:
   Guardian of Time (1). The 
  medallion of time-frame will not leave the 
  tower with the adventurers.
  Crypt 
  of 
  Al-Alisk
  M4. Death Watch: Spectral minions (20).
  M5b. Catacombs:
   Spectral minions (6), wraith 
  (1).
  M5p. Cockpit:
   Cockatrices (5).
  M5q. Spirits Room: Banshee (1).
  Citadel 
  of 
  Martek
  N2. Tomb of Martek:
   Cryptknights (4).
  N3 and 
  N4. Each character may search each 
  room twice only.
  Magic 
  Items
  1. *Book of infinite spells (replace with a Charm 
  - DMG 228)
  2. Crystal ball
  3. Dancing sword
  4. Liahona (See Special Items)
  5. *Libram of gainful conjuration (replace with 
  a Charm - DMG 228)
  6. Morning star +1 (upgrade to +2)
  7. Potion of clairaudience (replace with potion of
  clairvoyance)
  8. Ring of protection
  9. Scale mail +1 (replace with chain mail +2)
  10.*Scroll of protection from petrification 
  (replace with Keoghtum'
  s ointment)
  11.*Scroll of protection from undead
  12.Shield +5 (downgrade to +3)
  13.Sword,
   nine lives stealer (replace with sword 
  of life stealing)
  14.*Tome of clear thought
  15.Tome of Time (See Special Items)
  16.*Tome of understanding
  17.Wand of fireballs
  18.*Wizard scroll of polymorph
  19.*Wizard scroll of 3 spells, levels 1-6 (random)
  20.*Wizard scroll of 4 spells,
   levels 1-6 (random)
  21.*Wizard scroll of 7 spells, levels 1-4 (random)
  *These 
  items might be found in areas N3 and 
  N4 of Martek'
  s citadel, but there is no 
  guarantee.
  Traps 
  Fire 
  Pit 
  Hazard 
  (pg. 
  14):  A wide pit, 1oo feet
  deep and filled with roaring flames. If a 
  creature is shoved or dropped into a fire pit, it 
  takes 10d6 falling damage. For each round it 
  remains in the pit, it takes 2d10 fire damage.
  Grenade 
  Palm 
  Hazard 
  (pg. 
  11): These palms
  have fruit that resemble small pineapples. 
  When any creature walks near the grenade 
  palm, there is a 20% chance one fruit falls from
  the tree (roll percentile dice, on a result of 01 - 
  20 the fruit falls). The fruit explodes on contact
  with the ground. Any creature within 10 feet 
  must make a DC 13 Dexterity saving throw. On 
  a failure it takes 2d10 piercing damage, but no 
  damage on a successful saving throw.
  Lightning 
  Wall 
  Trap 
  (pg. 
  10): This trap is 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I5 LOST TOMB OF MARTEK CONVERSION GUIDE
  11
  
  triggered by pressing a golden disk on top of an
  altar. A DC 20 Intelligence (Investigation) 
  check allows character to notice the trap based
  on alterations to the locking mechanism. A DC 
  15 Intelligence (Investigation) check to 
  determine how to disarm it, followed by a DC 
  15 Dexterity check using thieves tools to 
  disable it. When triggered, the entry door 
  closes over one round while a wall of lightning 
  crosses the room in the same time span. All 
  creatures should roll initiative, with the wall 
  having an initiative roll as well (roll with a +3 
  bonus). Anyone with a higher initiative can 
  exit the room before the wall hits. Otherwise 
  creatures hit by the wall take 12d6 lightning 
  damage. A successful DC 14 Constitution 
  saving throw reduces damage by half.
  Spear 
  Trap 
  (pg. 
  10): Triggered by opening a 
  secret door. DC 15 passive Wisdom (Perception) 
  check to spot, or DC 12 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. When 
  triggered, the creature opening the door takes 
  2d10 piercing damage.
  Monsters
  1. Adventurer: (as gladiator, MM 346, CR 5, 
  1800 XP)
  2. Banshee: (MM 23, CR 4, 1100 XP)
  3. Cockatrice: (MM 42, CR 1/2, 100 XP)
  4. Cryptknight: (See Special Creatures)
  5. Djinni:
   (MM 144, CR 11, 7200 XP)
  6. Doppleganger: (MM 82, CR 3, 700 XP)
  7. Dustdigger: (See Special Creatures)
  8. Efreeti: (MM 145, CR 11, 7200 XP)
  9. Ghost:
   (MM 147, CR 4, 1100 XP)
  10.Ghost 
  ship: (See Special Creatures)
  11.Giant 
  poisonous 
  snake: (MM 327, CR 1/4, 
  50 XP)
  12.Giant 
  scorpion: (MM 327. CR 3, 700 XP)
  13.Giant 
  spider: (MM 328, CR 1, 200 XP)
  14.Glass 
  pirate: (as skeleton, MM 272, CR 1/4, 
  50 XP)
  15.Guilder: (as scout, MM 349, CR 1/2, 100 XP)
  16.Hero: (as gladiator, MM 346, CR 5, 1800 XP)
  17.Iron 
  Phoenix: (See Special Creatures)
  18.Maddog: (as thug, MM 350, CR 1/2, 100 XP)
  19.Mummy: (MM 228, CR 3, 700 XP)
  20.Otyugh: (MM 248, CR 5, 1800 XP)
  21.Pawnis: (See Special Creatures)
  22.Percivlis: (use knight, MM 347, CR 3, 700 
  XP)
  23.Poisonous 
  snake: (MM 334, CR 1/8, 25 XP)
  24.Purple 
  Worm: (MM 255, CR 15, 13000 XP)
  25.Sandman: (See Special Creatures)
  26.Sardok: (See Special Creatures)
  27.Skeleton, 
  minotaur: (MM 273, CR 2, 450 
  XP)
  28.Skittercrabs: (use giant crab with fire 
  immunity, MM 324, CR 1/8, 25 XP)
  29.Spectral 
  minion: (See Special Creatures)
  30.Thunderherder: (See Special Creatures)
  31.Trifakas: (See Special Creatures)
  32.Troglodyte: (MM 290, CR 1/4, 50 XP)
  33.Umber 
  hulk: (MM 292, CR 5, 1800 XP)
  34.Veteran: (MM 350, CR 3, 700 XP)
  35.Villagemaster 
  Bandik: (as bandit captain, 
  MM 344, CR 2, 450 XP)
  36.Wight:
   (MM 300, CR 3 (700 XP)
  37.Wraith: (MM 302, CR 5, 1800 XP)
  38.Xorn:
   (MM 304, CR 5, 1800 XP)
  39.Zombie: (MM 316, CR 1/4, 50 XP)
  Special 
  Creatures
  Cryptknight
  Medium undead,
   neutral evil
  Armor 
  Class 16 (chain mail)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)10(+0)16 (+3)10 (+0)10 (+0)12 (+1)
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but can'
  t 
  speak
  Challenge 5 (1800 XP)
  Frozen in Time. The cryptknight can'
  t be 
  turned.
  Frightful Aura. Any living creature 
  approaching within 10 feet of the cryptknight 
  must succeed at a DC 13 Wisdom saving throw 
  or be frightened for 1 minute.
  Actions
  Multiattack. The cryptknight makes two 
  greatsword attacks.
  Greatsword. Melee Weapon Attack:
   +7 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing 
  damage.
  Dustdigger
  Large monstrosity,
   unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 63 (6d10 + 12)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
  Condition 
  Immunities blinded, deafened, 
  frightened, prone
  Senses tremorsense 30 ft., passive Perception 
  10
  Languages -
  Challenge 1 (200 XP)
  Illusionary Trap. About 20% of dustdiggers can
  create a Silent Image spell at will. The image is 
  always of an oasis or pool of water.
  Buried Deep. While buried in the sand, the 
  dustdigger can’
  t be detected by Perception 
  checks.
  Sinkhole. When the dustdigger detects 
  movement over itself, it deflates and creates a 
  10 ft. diameter sinkhole of sand. Creatures 
  caught in the sinkhole make a DC 13 Dexterity 
  check. On a success, they may move normally, 
  treating the sinkhole as difficult ground. On a 
  failure, they become restrained.
  Actions
  Multiattack. The dustdigger can make an 
  engulf attack against a creature in its sinkhole,
  and can bite a grappled target as a bonus 
  action.
  Engulf. Melee Weapon Attack:
   +5 to hit, reach 10 
  ft., one target. Hit: Target is grappled.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit:
   12 (2d8+3) piercing damage.
  Ghost 
  Ship
  Huge construct,
   neutral evil
  Armor 
  Class 15
  Hit 
  Points 105 (10d12 + 40)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)10(+0)18 (+4) 3 (-4) 10 (+0) 1 (-5)
  Damage 
  Immunities fire, poison, psychic; 
  bludgeoning, piercing, and slashing from non-
  magical weapons
  Condition 
  Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Immutable Form. The ship is immune to any 
  spell or effect that would alter its form.
  Actions
  Multiattack. The ship can make four melee 
  attacks with various parts and tools.
  Spar. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit:
   7 (1d6+4) bludgeoning damage.
  Rope. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one creature. Hit: 7 (1d6+4) bludgeoning 
  damage, and the target is grappled (escape DC 
  15). Until this grapple ends, the target is 
  restrained.
  Iron 
  Phoenix
  Huge construct,
   unaligned
  Armor 
  Class 17 (natural armor)
  Hit 
  Points 161 (14d12 + 70)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 9(-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
  Damage 
  Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’
  t adamantine 
  Condition 
  Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10
  Languages understands Common, but can’
  t 
  speak
  Challenge 9 (5000 XP)
  Rejuvenation. If the iron phoenix is destroyed, 
  it regains all its hit points in one hour.
  Regeneration. The iron phoenix regains 5 hit 
  points at the start of its turn. It doesn’
  t regain 
  hit points if reduced to zero hit points.
  Immutable Form. The iron phoenix is immune 
  to any spell or effect that would alter its form. 
  Magic Weapons. The iron phoenix’
  s weapon 
  attacks are magical.
  Actions
  Multiattack. The iron phoenix makes one 
  attack with its talons and one attack with its 
  beak.
  Beak. Melee Weapon Attack:
   +8 to hit, reach 10 
  ft., one target. Hit: 23 (4d8 + 5) slashing damage.
  Talons. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 19 (4d6 + 5) piercing damage.
  Screech (Recharge 5-6). The phoenix emits a 
  piercing screech in a 60 ft. cone. The screech 
  inflicts 6d10 thunder damage; a successful DC 
  15 Constitution saving throw reduces damage 
  by half.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I5 LOST TOMB OF MARTEK CONVERSION GUIDE
  12
  
  Pawnis
  Medium humanoid (elf),
   neutral evil
  Armor 
  Class 17 (studded leather)
  Hit 
  Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)20(+5)14 (+2)13 (+1)12 (+1)12 (+1)
  Saving 
  Throws Dex +8, Int +4
  Skills Perception +7, Sleight of Hand +11, 
  Stealth +11
  Senses darkvision 120 ft., passive Perception 17
  Languages Common, Elvish, Undercommon
  Challenge 8 (3900 XP)
  Evasion. If Pawnis is subjected to an effect that 
  allows him to make a Dexterity saving throw 
  to take only half damage, he instead takes no 
  damage it he succeeds on the saving throw, and
  only half damage if he fails.
  Innate Spellcasting. Pawnis'
   spellcasting ability 
  is Charisma (spell save DC 12). He can innately 
  cast the following spells requiring no material 
  components.
  At will:
   dancing lights
  1/day each: darkness,
   faerie fire, levitate (self 
  only)
  Sneak Attack (1/turn). Pawnis deals an extra 16 
  (5d6) damage when he 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 Pawnis that isn'
  t incapacitated and
  Pawnis doesn'
  t have disadvantage on the 
  attack roll.
  Actions
  Multiattack. Pawnis makes one shortsword 
  attack, and can make an additional shortsword
  attack as a bonus action.
  Shortsword. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing 
  damage and the target must make a DC 15 
  Constitution saving throw, taking 21 (6d6) 
  poison damage on a failed save, or half as 
  much on a successful one.
  Hand Crossbow. Ranged Weapon Attack: +8 to 
  hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) 
  piercing damage and the target must make a 
  DC 15 Constitution saving throw, taking 21 
  (6d6) poison damage on a failed save, or half as 
  much on a successful one.
  Reactions
  Uncanny Dodge. If Pawnis is hit by an attacker 
  he can see, he can use his reaction to halve the 
  attack'
  s damage against him.
  Sandman
  Medium elemental,
   neutral
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 30 (4d8 + 12)
  Speed 10 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)10 (+0)16 (+3) 5 (-3) 10 (+0) 5 (-3)
  Damage 
  Vulnerability thunder
  Damage 
  Immunities poison
  Condition 
  Immunities exhaustion, paralyzed, 
  petrified, poisoned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 10
  Languages Terran
  Challenge 1 (200 XP)
  Sleep Aura. Any living creature approaching 
  within 10 feet of a sandman for the first time 
  must make a DC 11 Wisdom saving throw or 
  fall unconscious. Unconscious victims are 
  woken by any damage or rough shaking, 
  otherwise they sleep for 1 hour.
  Actions
  Slam. Melee Weapon Attack:
   +5 to hit, reach 10 
  ft., one target. Hit: 6 (1d6+3) bludgeoning 
  damage.
  Sardok
  Medium humanoid (human),
   neutral evil
  Armor 
  Class 16 (studded leather)
  Hit 
  Points 90 (12d8 + 36)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)18(+4)16 (+3)10 (+0)12 (+1)10 (+0)
  Saving 
  Throws Dex +7, Int +3
  Skills Deception +6, Perception +7, Stealth +10
  Senses passive Perception 17
  Languages Common
  Challenge 8 (3900 XP)
  Assassin. During his first turn, Sardok has 
  advantage on attack rolls against any creature 
  that hasn'
  t taken a turn. Any hit he scores 
  against a surprised creature is a critical hit.
  Evasion. If Sardok is subjected to an effect that 
  allows him to make a Dexterity saving throw 
  to take only half damage, he instead takes no 
  damage it he succeeds on the saving throw, and
  only half damage if he fails.
  Sneak Attack (1/turn). Sardok deals an extra 16 
  (5d6) damage when he 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 Sardok that isn'
  t incapacitated and
  Sardok doesn'
  t have disadvantage on the 
  attack roll.
  Actions
  Multiattack. Sardok makes one rapier attack, 
  and can make a scimitar attack as a bonus 
  action.
  Rapier. Melee Weapon Attack:
   +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage 
  on a failed save, or half as much on a 
  successful one.
  Scimitar. Melee Weapon Attack:
   +7 to hit, reach 5
  ft., one target. Hit: 7 (1d6 + 4) slashing damage 
  and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage 
  on a failed save, or half as much on a 
  successful one.
  Reactions
  Uncanny Dodge. If Sardok is hit by an attacker 
  he can see, he can use his reaction to halve the 
  attack'
  s damage against him.
  Spectral 
  Minion
  Medium undead,
   any alignment
  Armor 
  Class 12
  Hit 
  Points 22 (4d8 + 4)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5) 14(+2) 12 (+1)10 (+0)10 (+0)10 (+0)
  Damage 
  Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Damage 
  Immunities necrotic, poison
  Condition 
  Immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands languages it knew it 
  life but can'
  t speak
  Challenge 1 (200 XP)
  Incorporeal Movement. The spectral minion 
  can move through other creatures and objects 
  as if they were difficult terrain. It takes 5 (1d10) 
  force damage if it ends its turn inside an 
  object.
  Actions
  Ghostly Weapon. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 14 (4d6) necrotic 
  damage.
  Thunderherder
  Huge beast,
   unaligned
  Armor 
  Class 13 (natural armor)
  Hit 
  Points 57 (6d12 + 18)
  Speed 20 ft., burrow 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)10(+0)17 (+3) 2 (-4) 10 (+0) 6 (-2)
  Damage 
  Vulnerabilities thunder
  Condition 
  Immunities blinded, prone
  Senses tremorsense 60ft., passive Perception 10
  Languages — 
  Challenge 1 (200 XP)
  Earthshaking. When thunderherders move, 
  they produce an earthquake-like effect that 
  shakes the sand within 200 feet. Anyone in the 
  area must make a DC 14 Dexterity save or be 
  knocked prone. Those already seated or prone 
  are unaffected.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 15 (3d6+4) bludgeoning 
  damage.
  Trifakas
  Medium humanoid (human),
   lawful evil
  Armor 
  Class 13 (16 with mage armor)
  Hit 
  Points 76 (14d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2) 16(+3) 12 (+1)18 (+4)10 (+0)15 (+2)
  Saving 
  Throws Int +8, Wis +4
  Skills Arcana +12, History +8, Perception +4
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons (with 
  stoneskin)
  Senses passive Perception 14
  Languages Common, Elvish
  Challenge 9 (5000 XP)
  Magic Resistance. Trifakas has advantage on 
  saving throws against spells and other magical 
  effects.
  Spellcasting. Trifakas is a 12th level wizard. His 
  spellcasting ability is Intelligence (spell save 
  DC 16, +8 to to hit with spell attacks). Trifakas 
  has the following wizard spells prepared.
  Cantrips (at will):
   fire bolt, light,
   message, 
  prestidigitation, shocking grasp
  1st level (4 slots): charm person,
   comprehend 
  languages,
   mage armor
  2nd level (3 slots): darkvision, misty step, web
  3rd level (3 slots): counterspell,
   fireball,
   lightning 
  bolt
  4th level (3 slots): dimension door, polymorph,
   
  stoneskin
  5th level (2 slots): conjure elemental,
   wall of force
  6th level (1 slot): globe of invulnerability,
   magic 
  jar
  Actions
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Fire Bolt. Ranged Spell Attack:
   +8 to hit, range 
  120 ft., one target. Hit:
   16 (3d10) fire damage.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  I5 LOST TOMB OF MARTEK CONVERSION GUIDE
  13
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - I5 Lost Tomb of Martek.pdf