TEXT:  
   Stan Shinn
  For Character Levels 9-12
  Classic Modules Today
  A D&D 5th Edition Conversion of the Early Edition Adventure Module
  Classic Adventure
  Module Conversion
  D3
  Vault of the 
  Drow
  
  D3 
  Vault 
  of 
  the 
  Drow
  Conversion Guide
  Introduction: In 1981, TSR published the module named “Vault of the Drow” with the module
  code “D3”. It was written by Gary Gygax and illustrated by David C. Sutherland III, David A.
  Trampier, Jeff Dee, David S. La Force, and Erol Otus. It consisted of a 32 page booklet and
  cover folder containing maps. 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 9th – 12th level characters
  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.
   
  Stan Shinn
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE 1
  
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE 2
  
  D3: Vault of the Drow
  Introduction
  To use this conversion guide you will need a copy of “D3 
  Vault of the Drow”, 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 '
  Vault of the Drow'
   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
  This adventure is used right after completing "D1-2 
  Descent into the Depths of the Earth".
  The adventure begins with the adventurers having 
  traveled many days, and fought their way past a drow 
  outpost, a cavern full of monsters serving the dark elves, and
  then finally the temple of the kuo-toa. They stand within 
  striking distance of the city of the drow.
  When they get there, it will be evident that they stand no 
  chance against the combined forces of the city. However, 
  they will have found information letting them know of the 
  competing houses in the city, as well as clues pointing 
  towards House Druu'
  giir (replacing House Eilserv) as being 
  behind the rise of Elemental Evil and the organization of the 
  giants.
  The adventurers will have to use items found in the 
  previous module to infiltrate the city, posing as already 
  vetted Underdark merchants, bodyguards, or other career. 
  Once there, they must learn about the city, the houses, and 
  decide what to do while maintaining their cover. In the end, 
  they should have dealt with House Druu'
  giir in some 
  manner. This could include attacking the house directly, or 
  presenting proof of their turning away from Lolth to the 
  other houses.
  Converting to the Realms
  This brief guide outlines a few thematic changes and 
  additions to bring “Vault of the Drow” into the Forgotten 
  Realms world of Faerûn.
  This adventure takes the adventurers from not far 
  outside Menzoberranzan, into the city itself. The 
  adventurers should know the that the city is made up of 
  competing houses, and they should have a sigil pin of House 
  Druu'
  giir, although they may not know the name of the 
  house yet. It will be up to them to figure out how to stop 
  House Druu'
  giir. They could take a direct approach, or could 
  try to turn the other houses on Druu'
  giir, perhaps with proof
  of their renunciation of the worship of Lolth.
  House Druu'
  giir had long been one of the lesser ranked 
  nobles houses of Menzoberranzan, despite its prominence as
  the second largest mercantile house in the city (second only 
  to House Baenre), and being unusually blessed with males 
  talented in arcane magic. During the Silence of Lolth, the 
  clergy of the house had a crisis of faith, and turned to 
  Elemental Evil as a substitute. Lest they be found out and 
  annihilated, they kept up the facade and trappings of 
  worshiping the Spider Queen. The house has not only 
  successfully pulled off the ruse, but has risen in ranks 
  thanks to the power granted by Elemental Evil, and now 
  stands as the 10th house in the city.
  The ambition of House Druu'
  giir has grown with their 
  ranking, and recently the decision was made to establish 
  worship of Elemental Evil on the surface to attract more 
  followers and use them for the house'
  s benefit. The ultimate 
  goal is no less than breaking off from Menzoberranzan and 
  Lolth both, and starting a new drow city where Elemental 
  Evil is the official religion, and House Druu'
  giir will rule 
  unopposed.
  Unfortunately their efforts to organize Elemental Evil on
  the surface have met with defeat, and the giants they 
  organized (if this plot was used) to assist were broken and 
  scattered. The drow of House Druu'
  giir have fallen back to 
  the Underdark in the wake of these defeats, and retired to 
  the house to contemplate their next step. Little do they 
  realize that the same adventurers who have caused their 
  setbacks are now on their way to Menzoberranzan. 
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW 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.
  •
  Know how to use perception 
  rules for noticing 
  traps, 
  secret 
  doors, and stealthed creatures.
  •
  Determine spell 
  tactics for spellcasters.
  •
  When the module text says one or more turns, a turn 
  refers to 10 
  minutes of in-game time.
  •
  Be familiar with travel times in the Underdark.
  •
  Know where the planned encounters will occur.
  •
  Be familiar with the layout of the city and the main 
  houses involved. If you wish, you can substitute house 
  names from the Forgotten Realms setting, which are 
  available here.
  •
  If using Menzoberranzan, all villas and warehouses will 
  be inside the city, and the fighter societies become 
  Melee-Magthere in the city.
  •
  Convert drow magic weapon and armor bonuses in the 
  following way. Old bonus/new bonus: +1 to +2/+1, +3 to 
  +4/+2, +5/+3.
  Visuals
  Suggested visuals to create:
  •
  Print or sketch a copy of the Players'
   Map from D1-2 
  Descent into the Depths of the Earth.
  •
  Print or sketch a copy of the Vault map, or if you prefer, 
  a map of Menzoberranzan.
  Random Encounters
  Underdark
  Primary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, male
  Giant slug
  Trolls (4), troglodytes (12)
  Ghasts (4)
  Rust monster
  Small merchant train
  Drow patrol, female
  Beholder
  Medium merchant train
  Giant fire beetles (5)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Purple worm
  Yellow mold/green slime
  Bugbears (20), slaves (30)
  Large merchant train
  Illithid (2), wererats (4)
  Black pudding/gray ooze
  Drow patrol, mixed
  Secondary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  Shriekers (6)
  Giant spiders (8)
  Drow patrol, mixed
  Small merchant train
  Giant fire beetles (10)
  Shadows (15)
  11
  12
  13
  14
  15
  16
  Rust monster
  Drow patrol, mixed
  Ghouls (12), ghasts (3)
  Bugbears (15), slaves (22)
  Purple worm
  Ropers (3)
  7
  8
  9
  10
  Giant slug
  Giant lizards (2)
  Bulette
  Piercers (12)
  17
  18
  19
  20
  Medium merchant train
  Drow patrol, male
  Illithid (3), wererats (6)
  Violet fungi (4)
  Tertiary Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Darkmantles (10)
  Xorn (3)
  Drow patrol, mixed
  Umber hulks (2)
  Jermlaine (25)
  Rust monster
  Piercers (12)
  Green slime
  Giant wolf spiders (15)
  Jermlaine (30)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Yellow mold patch
  Illithid (4)
  Small merchant train
  Piercers (12)
  Earth elementals (4)
  Drow patrol, female
  Shambling mounds (4)
  Drow patrol, male
  Giant wolf spiders (15)
  Cloakers (4)
  Vault
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Open 
  Terrain
  Bugbears (15)
  Small merchant train
  Giant lizards (4)
  Troglodytes (24)
  Nightmares (2)
  Bugbears (4), slaves (20)
  Trogs (4), slaves (18)
  Trolls (3)
  Giant lizards (4)
  Giant spiders (5)
  Drow patrol, male
  Bugbears (15)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Fungi 
  Forest
  Shriekers (5)
  Yellow mold patch
  Giant lizards (2)
  Violet fungi (2)
  Harvesters
  Drow raiders
  Escaped slaves (25)
  Shambling mounds (3)
  Shriekers (5)
  Drow patrol, female
  Harvesters
  Giant spiders (5)
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Vault 
  Walls
  Troglodytes (30)
  Escaped slaves (14)
  Shambling mounds (2)
  Ropers (3)
  Trolls (3)
  Escaped slaves (15)
  Drow raiders
  Purple worm
  Giant spiders (6)
  Escaped slaves (17)
  Drow hunting party
  Giant lizards (3)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  River/Lake 
  Shore
  Kuo-toan spies
  Giant lizards (2)
  Giant frogs (5)
  Swarm of quippers
  Shambling mounds (2)
  Giant crabs (5)
  Drow hunting party
  Vrock
  Giant frogs (4)
  Chuul (4)
  Giant water beetle
  Giant water spiders (5)
  City
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  Main 
  Streets
  Drow patrol, male
  Vrock
  Hezrou
  Mezzoloth
  Nycaloth
  Night hag
  Marilith
  1
  2
  3
  4
  5
  6
  7
  Back 
  Streets
  Drow patrol, female
  Vrock
  Mezzoloth
  Shadows (4)
  Vampire
  Night hag
  Rakes (8)
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE4
  
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Succubus
  Incubus
  Illithids (3)
  Trolls (3)
  Diseased beggar
  Illithids (4)
  Wizard party
  Drow nobles
  Illithids (3)
  Cleric party
  Succubus
  Rakes (6)
  Thieves (4)
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Succubus
  Incubus
  Illithids (3)
  Trolls (4)
  Diseased beggar
  Rakes (7)
  Wizard party
  Rakes (8)
  Beggar
  Cleric party
  Thieves (4)
  Succubus
  Rakes (6)
  Planned Encounters
  Underdark
  Encounter Area Q249
  Guard 
  Post: Drow (8), Drow elite warriors (3), Drow mage (1).
  Encounter Area R247
  Vampire 
  Lair Vampire (1), Succubus (1), Swarm of bats (3), 
  Swarm of rats (2).
  Encounter Area U248
  Spider 
  Lair Giant spiders (12).
  Vault
  B. 
  Complex 
  of 
  Caves
  9. Bugbears (42).
  10.Bugbears (42).
  11. Bugbears (18), Bugbear chief (1).
  12.Bugbears (50).
  13.Bugbears (47).
  T. 
  Troglodyte 
  Tunnels: Troglodytes (250).
  1. 
  The 
  Vault: The rose colored lenses allow anyone to see in 
  the Vault as if it were daylight.
  2. 
  The 
  Black 
  Tower: Drow (30), Drow elite warriors (2).
  3. 
  Warehouses: Each warehouse is guarded by Drow (4), 
  Bugbear (6).
  4. 
  Wall 
  and 
  Gatehouse: Drow (114), Drow elite warriors (8), 
  Drow captain (1).
  5. 
  Female 
  Fighter 
  Society: Drow (352), Drow elite warriors 
  (10), Drow captain (1).
  6. 
  Merchant 
  Villa: Each villa contains Giant lizards (8), 
  Slaves (24), Bugbears (15), Drow commoners (40), Drow (25), 
  Drow elite warrior (1).
  7. 
  Male 
  Fighter 
  Society: Drow (336), Drow elite warriors (18), 
  Drow captain (1).
  8. 
  Gate to the City: Drow (38), Drow elite warriors (4).
  10-17. 
  Noble 
  Houses: Each noble house estate has the 
  following, in addition to specifics noted later for each house: 
  Giant lizards (10), Nightmares (3), Displacer beasts (5), Slaves 
  (40), Bugbears (12), Troglodytes (22), Drow commoners (40), 
  Drow (40), Drow elite warriors (4).
  10. 
  House 
  Tormtor: Drow priestesses (2), Drow mages (2), 
  Drow elite warriors (2).
  11. 
  House 
  Everhate:
   Drow priestesses (3), Drow priest (1), 
  Drow mages (2), Drow elite warriors (3), Drow (8).
  12. 
  House 
  Despana: Drow priestesses (2), Drow priest (1), 
  Drow elite warriors (2).
  13. 
  House 
  Noquar:
   Drow priestess (1), Drow priest (1), Drow 
  elite warriors (2).
  14. 
  House 
  Aleval: Drow priestess (1), Drow priest (1), Drow 
  elite warrior (1).
  15. 
  House 
  Kilsek:
   Drow priestesses (2), Drow priest (1), Drow 
  mage (1), Drow elite warriors (2).
  16. 
  House 
  Godeep:
   Drow priestess (1), Drow priest (1), Drow 
  mage (1), Drow elite warriors (2).
  17. 
  House 
  Eilserv: Drow priestesses (2), Drow priests (4), 
  Drow mages (2), Drow elite warriors (2), Drow captain (1).
  18. 
  Great 
  Egg 
  of 
  Lolth:
   Drow priestess (1), Drow priests (2), 
  Drow elite warriors (2), Drow (8).
  19. 
  Great 
  Fane 
  of 
  Lolth:
   Gargoyles (20), Shadows (20).
  20. 
  Wharf 
  Cavern:
   Ghosts (6), Ghouls (66).
  Inside the Fane
  9. Drow (2), weapons coated with purple worm poison (DMG 
  pg. 
  258).
  10. Drow (2), weapons coated with purple worm poison 
  (DMG 
   
  pg. 
  258).
  12. Phase spiders (2).
  15. Drow (4).
  16. Drow (4).
  17. Slaves (15).
  18. Slaves (16).
  Dungeon of the Fane Level One
  2. All creatures entering this area must succeed at a DC 18 
  Wisdom saving throw or be frightened for 1 minute.
  3. Drow elite warrior (1).
  5. Lolth, Demon Queen of Spiders.
  6. Ghosts (4), Ghasts (8).
  Dungeon Level Two
  1. Drow (2).
  2. Drow (2).
  3. Drow (2).
  4. Drow (4).
  5. Drow (4).
  6. Drow (4).
  7. Drow (4).
  8. Drow (24).
  9. Drow (24).
  10. Drow (24).
  11. Drow (24).
  12. Drow elite warriors (2).
  13. Drow (4).
  Dungeon Level Three
  1. Drow priests (2).
  2. Drow priestess (1).
  3. Drow priestess (1).
  5. Drow priestess (1).
  6. Drow priestess (1).
  7. Drow priests (2).
  Dungeon Level Four
  2. Drow elite warriors (2).
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE 5
  
  3. Drow captain (1).
  Dungeon Level Five
  1. Drow high priest (1), phase spiders (8).
  3. Insane captain (1).
  Magic Items
  1. Amulet of proof against detection and location
  2. Bag of tricks (tan)
  3. Boots of speed
  4. Brazier of commanding fire elementals
  5. Crossbow +2
  6. Cube of force
  7. Death lance (See Special Items)
  8. Frost brand
  9. Gauntlets of ogre power
  10.Goggles of night
  11.Iron flask (efreeti)
  12.Javelin of lightning
  13.Oil of etherealness
  14.Potion of cloud giant strength
  15.Potion of healing
  16.Potion of invulnerability
  17.Potion of plant control (replace with potion of invisibility)
  18.Ring of invisibility
  19.Ring of protection
  20.Ring of regeneration
  21.Ring of spell storing
  22.Scroll of antimagic field
  23.Scroll of lightning bolt, charm monster, conjure elemental, 
  passwall
  24.Scroll of protection from fiends
  25.Spear +2
  26.Staff of healing
  27.Staff of striking
  28.Staff of the adder
  29.Staff of withering
  30.Stone of controlling earth elementals
  31.Tentacle rod
  32.Wand of enemy detection
  33.Wand of fear
  34.Wand of lightning bolts
  35.Wand of paralysis
  36.Wand of polymorph
  37.Want of viscid globs (available HERE)
  38.Wings of flying
  Monsters
  1. Archmage (MM 342, CR 12, 8400 XP).
  2. Assassin (MM 343, CR 8, 3900 XP).
  3. Bandit (MM 343, CR 1/8, 25 XP).
  4. Beggar/Diseased 
  Beggar: As commoner.
  5. Beholder (MM 28, CR 13, 10000 XP).
  6. Black 
  Pudding (MM 241, CR 4, 1100 XP).
  7. Bugbear (MM 33, CR 1, 200 XP).
  8. Bugbear 
  Chief: As veteran with bugbear traits.
  9. Bulette (MM 34, CR 5, 1800 XP).
  10.Captain (See Special Creatures).
  11.Chuul (MM 40, CR 4, 1100 XP).
  12.Cleric 
  Party: High Priest (1), Priests (2), Cult Fanatic (4), 
  Veteran (4).
  13.Cloaker (MM 41, CR 8, 3900 XP).
  14.Commoner (MM 345, CR 0, 0-10 XP).
  15.Cult 
  Fanatic (MM 345, CR 2, 450 XP).
  16.Darkmantle (MM 46, CR 1/2, 100 XP).
  17.Displacer 
  Beast (MM 81, CR 3, 700 XP).
  18.Drow (MM 128, CR 1/4, 50 XP).
  19.Drow 
  Captain: As captain with Drow racial traits.
  20.Drow 
  Elite 
  Warrior (MM 128, CR 5, 1800 XP).
  21.Drow 
  Hunting 
  Party:
   Drow (6), Drow elite warriors (2), 
  Drow priestess (1), Displacer beasts (3), Bugbears (5).
  22.Drow 
  Mage (MM 129, CR 7, 2900 XP).
  23.Drow 
  Merchant: As Drow.
  24.Drow 
  patrol, 
  female:
   Drow (8), Drow elite warrior (2), 
  Drow priestess (1).
  25.Drow 
  patrol, 
  male: Drow (10), Drow elite warrior (2), 
  Drow mage (1).
  26.Drow 
  patrol, 
  mixed:
   Drow (2), Drow elite warrior (1), and
  one of the following groups - 1) Bugbears (15); 2) Trolls (2),
  troglodytes (10); 3) Ghasts (4), ghouls (7).
  27.Drow 
  Priest:
   As priest with Drow racial traits.
  28.Drow 
  Priestess (MM 129, CR 8, 3900 XP).
  29.Drow 
  Raiders:
   Drow (4), Drow elite warrior (1), Bugbears 
  (12).
  30.Earth 
  Elemental (MM 124, CR 5, 1800 XP).
  31.Gargoyle (MM 140, CR 2, 450 XP).
  32.Gas 
  Spore (MM 138, CR 1/2, 100 XP).
  33.Ghast (MM 148, CR 2, 450 XP).
  34.Ghoul (MM 148, CR 1, 200 XP).
  35.Giant 
  Crab (MM 324,CR 1/8, 25 XP).
  36.Giant 
  Fire 
  Beetle (MM 325, CR 0, 0-10 XP).
  37.Giant 
  Frog (MM 325, CR 1/4, 50 XP).
  38.Giant 
  Lizard (MM 326, CR 1/4, 50 XP).
  39.Giant 
  Slug (See Special Creatures).
  40.Giant 
  Spider (MM 328, CR 1, 200 XP).
  41.Giant 
  Water 
  Spider: As giant spider but can walk on 
  water.
  42.Giant 
  Wolf 
  Spider (MM 330, CR 1/4, 50 XP).
  43.Gladiator (MM 346, CR 5, 1800 XP).
  44.Gray 
  Ooze (MM 243, CR 1/2, 100 XP).
  45.Harvesters: Bugbears (5), Slaves (20).
  46.Hezrou (MM 60, CR 8, 3900 XP).
  47.High 
  Priest (See Special Creatures).
  48.Illithid 
  (Mind 
  Flayer) (MM 222, CR 7, 2900 XP).
  49.Incubus (MM 285, CR 4, 1100XP).
  50.Kuo-toa (MM 199, CR 1/4, 50 XP).
  51.Kuo-toan 
  Spies: As Kuo-toa.
  52.Large 
  Merchant 
  Train: Drow merchant (6), Drow (12), 
  Drow elite warriors (2), Bugbears (16), Giant lizards (8), 
  Slaves (20).
  53.Lich (MM 202, CR 21, 33000 XP).
  54.Mage (MM 347, CR 6, 2300 XP).
  55.Marilith (MM 61, CR 16, 15000 XP).
  56.Medium 
  Merchant 
  Train:
   Drow merchant (4), Drow (6), 
  Drow elite warriors (1), Bugbears (8), Giant lizards (4), 
  Slaves (12).
  57.Mezzoloth (MM 313, CR 5, 1800 XP).
  58.Night 
  Hag (MM 178, CR 5, 1800 XP).
  59.Nightmare (MM 235, CR 3, 700 XP).
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE6
  
  60.Nycaloth (MM 314, CR 9, 5000 XP).
  61.Piercer (MM 252, CR 1/2, 100 XP).
  62.Priest (MM 348, CR 2, 450 XP).
  63.Purple 
  Worm (MM 255, CR 15, 13000 XP).
  64.Rake: As drow, but no armor worn.
  65.Roper (MM 261, CR 5, 1800 XP).
  66.Rust 
  Monster (MM 262, CR 1/2, 100 XP).
  67.Shadow (MM 269, CR 1/2, 100 XP).
  68.Shambling 
  Mound (MM 270, CR 5, 1800 XP).
  69.Shrieker (MM 138, CR 0, 0-10 XP).
  70.Slave: As commoner.
  71.Small 
  Merchant 
  Train: Drow merchant (2), Drow (2), 
  Drow elite warrior (1), Bugbears (4), Giant lizards (2, 
  Slaves (6).
  72.Succubus (MM 285, CR 4, 1100XP).
  73.Swarm 
  of 
  Bats (MM 337, CR 1/4, 50 XP).
  74.Swarm 
  of 
  Quippers (MM 338, CR 1, 200 XP).
  75.Swarm 
  of 
  Rats (MM 339, CR 1/4, 50 XP).
  76.Thieves: As bandits.
  77.Troglodyte (MM 290, CR 1/4, 50 XP).
  78.Troll (MM 291, CR 5, 1800 XP).
  79.Umber 
  Hulk (MM292, CR 5, 1800 XP).
  80.Vampire (MM 297, CR 13, 10000 XP).
  81.Veteran (MM 350, CR 3, 700).
  82.Violet 
  Fungus (MM 138, CR 1/4, 50 XP).
  83.Vrock (MM 64, CR 6, 2300 XP).
  84.Wererat (MM 209, CR 2, 450 XP).
  85.Wizard 
  Party: Archmage (1), Mages (2), Veterans (4).
  86.Wyvern (MM 303, CR 6, 2300 XP).
  87.Xorn (MM 304, CR 5, 1800 XP).
  Special Creatures
  Captain
  Medium 
  humanoid
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14(+2)
  16 (+3)
  10 (+0)
  10 (+0)
  12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses passive Perception 16
  Languages As species
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The captain can take 
  one additional action on its turn.
  Indomitable (1/day). The captain may reroll a failed saving 
  throw.
  Actions
  Multiattack. The captain makes three melee or ranged 
  attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit:
   10 (1d8 + 6) slashing damage. Scores a critical hit 
  on a 19-20.
  Shortbow. Ranged Weapon Attack:
   +5 to hit, range 80/320 ft., 
  one target. Hit:
   5 (1d6 + 2) piercing damage. Scores a critical 
  hit on a 19-20.
  Giant Slug
  Huge monstrosity,
   unaligned
  Armor 
  Class 12 (natural armor)
  Hit 
  Points 147 (14d12 + 56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  8 (-1)
  18 (+4)
  3 (-4)
  10 (+0)
  5 (-3)
  Damage 
  Resistances bludgeoning
  Damage 
  Immunities acid
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit:
   28 (4d10 + 6) piercing damage plus 10 (3d6) acid damage.
  Acid Spit. Ranged Weapon Attack: +2 to hit, range 60 ft., one 
  target. Hit:
   35 (10d6) acid damage.
  High Priest
  Medium humanoid,
   chaotic evil
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 130 (20d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
  20 (+5)
  12 (+1)
  Saving 
  Throws Wis +9, Cha +5
  Damage 
  Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons
  Senses passive Perception 15
  Languages Common
  Challenge 9 (5000 XP)
  Guided Strike (3 uses, recharges on short rest). When the high 
  priest makes a melee attack, it may add a +10 bonus to the 
  roll. It may also give the bonus to an ally within 30 feet.
  Spellcasting. The high priest is an 18th level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
  spell attacks). The cleric has the following spells prepared:
  Cantrips (at will):
   guidance, light,
   sacred flame, spare the dying,
  thaumaturgy
  1st level (4 slots): bless,
   command,
   cure wounds,
   divine favor,
   
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE 7
  
  guiding bolt,
   shield of faith
  2nd level (3 slots): aid, hold person, lesser restoration, magic 
  weapon,
   spiritual weapon
  3rd level (3 slots): crusader'
  s mantle, dispel magic, magic circle,
   
  protection from energy, spirit guardians
  4th level (3 slots): banishment, death ward, freedom of 
  movement,
   stoneskin
  5th level (3 slots): dispel evil and good, flame strike, hold 
  monster,
   insect plague
  6th level (1 slot): blade barrier, harm, heal, planar ally
  7th level (1 slot): divine word, fire storm
  8th level (1 slot): antimagic field, holy aura
  9th level (1 slot): mass heal
  Actions
  Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 16 (3d8 + 3) bludgeoning damage.
  Sacred Flame. Ranged Spell Attack: +9 to hit, range 60 ft., one 
  target. Hit: 18 (4d8) radiant damage.
  Jermlaine
  Tiny fey, neutral evil
  Armor 
  Class 14
  Hit 
  Points 1 (1d4 - 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  18 (+4)
  8 (-1)
  8 (-1)
  16 (+3)
  5 (-3)
  Skills Perception +5, Stealth +8
  Senses darkvision 120 ft., passive Perception 15
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Rat Speech Jermlaine can use speak with animals at will, but 
  can only talk to rats.
  Stealthy. Jermlaine have advantage on Dexterity (Stealth) 
  checks and can Hide as a bonus action.
  Actions
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage and target must make a DC 10 
  Constitution saving throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, or half as much
  damage on a successful save.
  Dart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one 
  target. Hit: 1 piercing damage and target must make a DC 10 
  Constitution saving throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, or half as much
  damage on a successful save.
  Special Items
  Death Lance
  Weapon (spear),
   rare (requires attunement)
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  The spear has 6 charges. You can expend 1 charge when 
  you hit a target to deal an extra 7 (2d6) necrotic damage. The 
  spear regains 1d6 charges daily at midnight.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   D3 VAULT OF THE DROW CONVERSION GUIDE8
  
  D3 
  Vault 
  of 
  the 
  Drow
  Reference 
  Sheet
  Random 
  Encounters
  Underdark
  Primary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Drow patrol, male
  Giant slug
  Trolls (4), 
  troglodytes (12)
  Ghasts (4)
  Rust monster
  Small merchant 
  train
  Drow patrol, 
  female
  Beholder
  Medium merchant 
  train
  Giant fire beetles 
  (5)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Shadows (8)
  Gas spore
  Gargoyles (12)
  Purple worm
  Yellow mold/green 
  slime
  Bugbears (20), 
  slaves (30)
  Large merchant 
  train
  Illithid (2), wererats
  (4)
  Black pudding/gray
  ooze
  Drow patrol, mixed
  Secondary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Shriekers (6)
  Giant spiders (8)
  Drow patrol, mixed
  Small merchant 
  train
  Giant fire beetles 
  (10)
  Shadows (15)
  Giant slug
  Giant lizards (2)
  Bulette
  Piercers (12)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Rust monster
  Drow patrol, mixed
  Ghouls (12), ghasts 
  (3)
  Bugbears (15), 
  slaves (22)
  Purple worm
  Ropers (3)
  Medium merchant 
  train
  Drow patrol, male
  Illithid (3), wererats
  (6)
  Violet fungi (4)
  Tertiary 
  Passage
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Darkmantles (10)
  Xorn (3)
  Drow patrol, mixed
  Umber hulks (2)
  Jermlaine (25)
  Rust monster
  Piercers (12)
  Green slime
  Giant wolf spiders 
  (15)
  Jermlaine (30)
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Vampire
  Illithid (4)
  Small merchant 
  train
  Piercers (12)
  Earth elementals 
  (4)
  Lich
  Shambling mounds
  (4)
  Drow patrol, male
  Giant wolf spiders 
  (15)
  Cloakers (4)
  Vault
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Open 
  Terrain
  Bugbears (15)
  Small merchant 
  train
  Giant lizards (4)
  Troglodytes (24)
  Nightmares (2)
  Bugbears (4), slaves
  (20)
  Trogs (4), slaves (18)
  Trolls (3)
  Giant lizards (4)
  Giant spiders (5)
  Drow patrol, male
  Bugbears (15)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Fungi 
  Forest
  Shriekers (5)
  Yellow mold patch
  Giant lizards (2)
  Violet fungi (2)
  Harvesters
  Drow raiders
  Escaped slaves (25)
  Shambling mounds
  (3)
  Shriekers (5)
  Drow patrol, 
  female
  Harvesters
  Giant spiders (5)
  Roll 
  1d12
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Vault 
  Walls
  Troglodytes (30)
  Escaped slaves (14)
  Shambling 
  mounds (2)
  Ropers (3)
  Trolls (3)
  Escaped slaves (15)
  Drow raiders
  Purple worm
  Giant spiders (6)
  Escaped slaves (17)
  Drow hunting 
  party
  Giant lizards (3)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  River/Lake 
  Shore
  Kuo-toan spies
  Giant lizards (2)
  Giant frogs (5)
  Swarm of quippers
  Shambling mounds
  (2)
  Giant crabs (5)
  Drow hunting 
  party
  Vrock
  Giant frogs (4)
  Chuul (4)
  Giant water beetle
  Giant water spiders
  (5)
  City
  Roll 
  1d20
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Main 
  Streets
  Drow patrol, male
  Vrock
  Hezrou
  Mezzoloth
  Nycaloth
  Night hag
  Marilith
  Succubus
  Incubus
  Illithids (3)
  Trolls (3)
  Diseased beggar
  Illithids (4)
  Wizard party
  Drow nobles
  Illithids (3)
  Cleric party
  Succubus
  Rakes (6)
  Thieves (4)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Back 
  Streets
  Drow patrol, female
  Vrock
  Mezzoloth
  Shadows (4)
  Vampire
  Night hag
  Rakes (8)
  Succubus
  Incubus
  Illithids (3)
  Trolls (4)
  Diseased beggar
  Rakes (7)
  Wizard party
  Rakes (8)
  Beggar
  Cleric party
  Thieves (4)
  Succubus
  Rakes (6)
  Planned 
  Encounters
  Underdark
  Encounter 
  Area 
  Q249
  Guard 
  Post:
   Drow (8), Drow elite warriors (3), 
  Drow mage (1).
  Encounter 
  Area 
  R247
  Vampire 
  Lair Vampire (1), Succubus (1), Swarm 
  of bats (3), Swarm of rats (2).
  Encounter 
  Area 
  U248
  Spider 
  Lair Giant spiders (12).
  Vault
  B. 
  Complex 
  of 
  Caves
  14.Bugbears (42).
  15.Bugbears (42).
  16.Bugbears (18), Bugbear chief (1).
  17.Bugbears (50).
  18.Bugbears (47).
  T. 
  Troglodyte 
  Tunnels:
   Troglodytes (250).
  1. 
  The 
  Vault: The rose colored lenses allow 
  anyone to see in the Vault as if it were daylight.
  2. 
  The 
  Black 
  Tower: Drow (30), Drow elite 
  warriors (2).
  3. 
  Warehouses:
   Each warehouse is guarded by 
  Drow (4), Bugbear (6).
  4. 
  Wall 
  and 
  Gatehouse: Drow (114), Drow elite 
  warriors (8), Drow captain (1).
  5. 
  Female 
  Fighter 
  Society: Drow (352), Drow 
  elite warriors (10), Drow captain (1).
  6. 
  Merchant 
  Villa:
   Each villa contains Giant 
  lizards (8), Slaves (24), Bugbears (15), Drow 
  commoners (40), Drow (25), Drow elite warrior 
  (1).
  7. 
  Male 
  Fighter 
  Society:
   Drow (336), Drow elite 
  warriors (18), Drow captain (1).
  8. Gate to the City: Drow (38), Drow elite 
  warriors (4).
  10-17. 
  Noble 
  Houses:
   Each noble house estate 
  has the following, in addition to specifics noted
  later for each house: Giant lizards (10), 
  Nightmares (3), Displacer beasts (5), Slaves (40), 
  Bugbears (12), Troglodytes (22), Drow 
  commoners (40), Drow (40), Drow elite 
  warriors (4).
  10. 
  House 
  Tormtor:
   Drow priestesses (2), Drow 
  mages (2), Drow elite warriors (2).
  11. 
  House 
  Everhate:
   Drow priestesses (3), Drow 
  priest (1), Drow mages (2), Drow elite warriors 
  (3), Drow (8).
  12. 
  House 
  Despana: Drow priestesses (2), Drow 
  priest (1), Drow elite warriors (2).
  13. 
  House 
  Noquar:
   Drow priestess (1), Drow 
  priest (1), Drow elite warriors (2).
  14. 
  House 
  Aleval: Drow priestess (1), Drow 
  priest (1), Drow elite warrior (1).
  15. 
  House 
  Kilsek:
   Drow priestesses (2), Drow 
  priest (1), Drow mage (1), Drow elite warriors 
  (2).
  16. 
  House 
  Godeep:
   Drow priestess (1), Drow 
  priest (1), Drow mage (1), Drow elite warriors 
  (2).
  17. 
  House 
  Eilserv: Drow priestesses (2), Drow 
  priests (4), Drow mages (2), Drow elite warriors 
  (2), Drow captain (1).
  18. 
  Great 
  Egg 
  of 
  Lolth:
   Drow priestess (1), Drow 
  priests (2), Drow elite warriors (2), Drow (8).
  19. 
  Great 
  Fane 
  of 
  Lolth:
   Gargoyles (20), 
  Shadows (20).
  20. 
  Wharf 
  Cavern:
   Ghosts (6), Ghouls (66).
  Inside 
  the 
  Fane
  9. Drow (2), weapons coated with purple worm 
  poison (DMG 
   
  pg. 
  258).
  10. Drow (2), weapons coated with purple 
  worm poison (DMG 
   
  pg. 
  258).
  12. Phase spiders (2).
  15. Drow (4).
  16. Drow (4).
  17. Slaves (15).
  18. Slaves (16).
  Dungeon 
  of 
  the 
  Fane 
  Level 
  One
  2. All creatures entering this area must succeed
  at a DC 18 Wisdom saving throw or be 
  frightened for 1 minute.
  3. Drow elite warrior (1).
  5. Lolth, Demon Queen of Spiders.
  6. Ghosts (4), Ghasts (8).
  Dungeon 
  Level 
  Two
  1. Drow (2).
  2. Drow (2).
  3. Drow (2).
  4. Drow (4).
  5. Drow (4).
  6. Drow (4).
  7. Drow (4).
  8. Drow (24).
  9. Drow (24).
  10. Drow (24).
  11. Drow (24).
  12. Drow elite warriors (2).
  13. Drow (4).
  Dungeon 
  Level 
  Three
  1. Drow priests (2).
  2. Drow priestess (1).
  3. Drow priestess (1).
  5. Drow priestess (1).
  6. Drow priestess (1).
  7. Drow priests (2).
  Dungeon 
  Level 
  Four
  2. Drow elite warriors (2).
  3. Drow captain (1).
  Dungeon 
  Level 
  Five
  1. Drow high priest (1), phase spiders (8).
  3. Insane captain (1).
  Magic 
  Items
  1. Amulet of proof against detection and 
  location
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D3 VAULT OF THE DROW CONVERSION GUIDE
  9
  
  2. Bag of tricks (tan)
  3. Boots of speed
  4. Brazier of commanding fire elementals
  5. Crossbow +2
  6. Cube of force
  7. Death lance (See Special Items)
  8. Frost brand
  9. Gauntlets of ogre power
  10.Goggles of night
  11.Iron flask (efreeti)
  12.Javelin of lightning
  13.Oil of etherealness
  14.Potion of cloud giant strength
  15.Potion of healing
  16.Potion of invulnerability
  17.Potion of plant control (replace with potion of 
  invisibility)
  18.Ring of invisibility
  19.Ring of protection
  20.Ring of regeneration
  21.Ring of spell storing
  22.Scroll of antimagic field
  23.Scroll of lightning bolt,
   charm monster, 
  conjure elemental,
   passwall
  24.Scroll of protection from fiends
  25.Spear +2
  26.Staff of healing
  27.Staff of striking
  28.Staff of the adder
  29.Staff of withering
  30.Stone of controlling earth elementals
  31.Tentacle rod
  32.Wand of enemy detection
  33.Wand of fear
  34.Wand of lightning bolts
  35.Wand of paralysis
  36.Wand of polymorph
  37.Want of viscid globs (available HERE)
  38.Wings of flying
  Monsters
  1. Archmage (MM 342, CR 12, 8400 XP).
  2. Assassin (MM 343, CR 8, 3900 XP).
  3. Bandit (MM 343, CR 1/8, 25 XP).
  4. Beggar/Diseased 
  Beggar: As commoner.
  5. Beholder (MM 28, CR 13, 10000 XP).
  6. Black 
  Pudding (MM 241, CR 4, 1100 XP).
  7. Bugbear (MM 33, CR 1, 200 XP).
  8. Bugbear 
  Chief: As veteran with bugbear 
  traits.
  9. Bulette (MM 34, CR 5, 1800 XP).
  10.Captain (See Special Creatures).
  11.Chuul (MM 40, CR 4, 1100 XP).
  12.Cleric 
  Party: High Priest (1), Priests (2), Cult
  Fanatic (4), Veteran (4).
  13.Cloaker (MM 41, CR 8, 3900 XP).
  14.Commoner (MM 345, CR 0, 0-10 XP).
  15.Cult 
  Fanatic (MM 345, CR 2, 450 XP).
  16.Darkmantle (MM 46, CR 1/2, 100 XP).
  17.Displacer 
  Beast (MM 81, CR 3, 700 XP).
  18.Drow (MM 128, CR 1/4, 50 XP).
  19.Drow 
  Captain: As captain with Drow 
  racial traits.
  20.Drow 
  Elite 
  Warrior (MM 128, CR 5, 1800 
  XP).
  21.Drow 
  Hunting 
  Party: Drow (6), Drow elite 
  warriors (2), Drow priestess (1), Displacer 
  beasts (3), Bugbears (5).
  22.Drow 
  Mage (MM 129, CR 7, 2900 XP).
  23.Drow 
  Merchant: As Drow.
  24.Drow 
  patrol, 
  female: Drow (8), Drow elite 
  warrior (2), Drow priestess (1).
  25.Drow 
  patrol, 
  male: Drow (10), Drow elite 
  warrior (2), Drow mage (1).
  26.Drow 
  patrol, 
  mixed: Drow (2), Drow elite 
  warrior (1), and one of the following groups
  - 1) Bugbears (15); 2) Trolls (2), troglodytes 
  (10); 3) Ghasts (4), ghouls (7).
  27.Drow 
  Priest: As priest with Drow racial 
  traits.
  28.Drow 
  Priestess (MM 129, CR 8, 3900 XP).
  29.Drow 
  Raiders: Drow (4), Drow elite warrior
  (1), Bugbears (12).
  30.Earth 
  Elemental (MM 124, CR 5, 1800 XP).
  31.Gargoyle (MM 140, CR 2, 450 XP).
  32.Gas 
  Spore (MM 138, CR 1/2, 100 XP).
  33.Ghast (MM 148, CR 2, 450 XP).
  34.Ghoul (MM 148, CR 1, 200 XP).
  35.Giant 
  Crab (MM 324, CR 1/8, 25 XP).
  36.Giant 
  Fire 
  Beetle (MM 325, CR 0, 0-10 XP).
  37.Giant 
  Frog (MM 325, CR 1/4, 50 XP).
  38.Giant 
  Lizard (MM 326, CR 1/4, 50 XP).
  39.Giant 
  Slug (See Special Creatures).
  40.Giant 
  Spider (MM 328, CR 1, 200 XP).
  41.Giant 
  Water 
  Spider: As giant spider but 
  can walk on water.
  42.Giant 
  Wolf 
  Spider (MM 330, CR 1/4, 50 XP).
  43.Gladiator (MM 346, CR 5, 1800 XP).
  44.Gray 
  Ooze (MM 243, CR 1/2, 100 XP).
  45.Harvesters: Bugbears (5), Slaves (20).
  46.Hezrou (MM 60, CR 8, 3900 XP).
  47.High 
  Priest (See Special Creatures).
  48.Illithid 
  (Mind 
  Flayer) (MM 222, CR 7, 2900
  XP).
  49.Incubus (MM 285, CR 4, 1100XP).
  50.Kuo-toa (MM 199, CR 1/4, 50 XP).
  51.Kuo-toan 
  Spies: As Kuo-toa.
  52.Large 
  Merchant 
  Train: Drow merchant (6),
  Drow (12), Drow elite warriors (2), Bugbears
  (16), Giant lizards (8), Slaves (20).
  53.Lich (MM 202, CR 21, 33000 XP).
  54.Mage (MM 347, CR 6, 2300 XP).
  55.Marilith (MM 61, CR 16, 15000 XP).
  56.Medium 
  Merchant 
  Train:
   Drow merchant 
  (4), Drow (6), Drow elite warriors (1), 
  Bugbears (8), Giant lizards (4), Slaves (12).
  57.Mezzoloth (MM 313, CR 5, 1800 XP).
  58.Night 
  Hag (MM 178, CR 5, 1800 XP).
  59.Nightmare (MM 235, CR 3, 700 XP).
  60.Nycaloth (MM 314, CR 9, 5000 XP).
  61.Piercer (MM 252, CR 1/2, 100 XP).
  62.Priest (MM 348, CR 2, 450 XP).
  63.Purple 
  Worm (MM 255, CR 15, 13000 XP).
  64.Rake: As drow, but no armor worn.
  65.Roper (MM 261, CR 5, 1800 XP).
  66.Rust 
  Monster (MM 262, CR 1/2, 100 XP).
  67.Shadow (MM 269, CR 1/2, 100 XP).
  68.Shambling 
  Mound (MM 270, CR 5, 1800 
  XP).
  69.Shrieker (MM 138, CR 0, 0-10 XP).
  70.Slave: As commoner.
  71.Small 
  Merchant 
  Train: Drow merchant (2),
  Drow (2), Drow elite warrior (1), Bugbears 
  (4), Giant lizards (2, Slaves (6).
  72.Succubus (MM 285, CR 4, 1100XP).
  73.Swarm 
  of 
  Bats (MM 337, CR 1/4, 50 XP).
  74.Swarm 
  of 
  Quippers (MM 338, CR 1, 200 
  XP).
  75.Swarm 
  of 
  Rats (MM 339, CR 1/4, 50 XP).
  76.Thieves:
   As bandits.
  77.Troglodyte (MM 290, CR 1/4, 50 XP).
  78.Troll (MM 291, CR 5, 1800 XP).
  79.Umber 
  Hulk (MM292, CR 5, 1800 XP).
  80.Vampire (MM 297, CR 13, 10000 XP).
  81.Veteran (MM 350, CR 3, 700).
  82.Violet 
  Fungus (MM 138, CR 1/4, 50 XP).
  83.Vrock (MM 64, CR 6, 2300 XP).
  84.Wererat (MM 209, CR 2, 450 XP).
  85.Wizard 
  Party: Archmage (1), Mages (2), 
  Veterans (4).
  86.Wyvern (MM 303, CR 6, 2300 XP).
  87.Xorn (MM 304, CR 5, 1800 XP).
  Special 
  Creatures
  Captain
  Medium humanoid
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 105 (14d8 + 42)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)14(+2)16 (+3)10 (+0)10 (+0)12 (+1)
  Saving 
  Throws Str +7, Con +6
  Skills Perception +6
  Senses passive Perception 16
  Languages As species
  Challenge 6 (2300 XP)
  Action Surge (Recharges on a short rest). The 
  captain can take one additional action on its 
  turn.
  Indomitable (1/day). The captain may reroll a 
  failed saving throw.
  Actions
  Multiattack. The captain makes three melee or 
  ranged attacks.
  Longsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage. Scores a critical hit on a 19-20.
  Shortbow. Ranged Weapon Attack: +5 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage. Scores a critical hit on a 19-
  20.
  Giant 
  Slug
  Huge monstrosity,
   unaligned
  Armor 
  Class 12 (natural armor)
  Hit 
  Points 147 (14d12 + 56)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 5 (-3)
  Damage 
  Resistances bludgeoning
  Damage 
  Immunities acid
  Senses darkvision 120 ft., passive Perception 10
  Languages -
  Challenge 6 (2300 XP)
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit:
   28 (4d10 + 6) piercing damage 
  plus 10 (3d6) acid damage.
  Acid Spit. Ranged Weapon Attack: +2 to hit, 
  range 60 ft., one target. Hit: 35 (10d6) acid 
  damage.
  High 
  Priest
  Medium humanoid,
   chaotic evil
  Armor 
  Class 20 (plate armor, shield)
  Hit 
  Points 130 (20d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 8 (-1) 14 (+2)10 (+0)20 (+5)12 (+1)
  Saving 
  Throws Wis +9, Cha +5
  Damage 
  Resistances bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses passive Perception 15
  Languages Common
  Challenge 9 (5000 XP)
  Guided Strike (3 uses, recharges on short rest). 
  When the high priest makes a melee attack, it 
  may add a +10 bonus to the roll. It may also 
  give the bonus to an ally within 30 feet.
  Spellcasting. The high priest is an 18th level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 17, +9 to hit with spell attacks). 
  The cleric has the following spells prepared:
  Cantrips (at will):
   guidance, light,
   sacred flame, 
  spare the dying,
   thaumaturgy
  1st level (4 slots): bless,
   command,
   cure wounds,
   
  divine favor, guiding bolt,
   shield of faith
  2nd level (3 slots): aid, hold person,
   lesser 
  restoration,
   magic weapon, spiritual weapon
  3rd level (3 slots): crusader'
  s mantle, dispel 
  magic,
   magic circle,
   protection from energy,
   spirit 
  guardians
  4th level (3 slots): banishment, death ward,
   
  freedom of movement,
   stoneskin
  5th level (3 slots): dispel evil and good,
   flame 
  strike, hold monster,
   insect plague
  6th level (1 slot): blade barrier, harm,
   heal,
   planar
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D3 VAULT OF THE DROW CONVERSION GUIDE
  10
  
  ally
  7th level (1 slot): divine word, fire storm
  8th level (1 slot): antimagic field, holy aura
  9th level (1 slot): mass heal
  Actions
  Warhammer. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 16 (3d8 + 3) 
  bludgeoning damage.
  Sacred Flame. Ranged Spell Attack: +9 to hit, 
  range 60 ft., one target. Hit: 18 (4d8) radiant 
  damage.
  Jermlaine
  Tiny fey, neutral evil
  Armor 
  Class 14
  Hit 
  Points 1 (1d4 - 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4) 18 (+4) 8 (-1) 8 (-1) 16 (+3) 5 (-3)
  Skills Perception +5, Stealth +8
  Senses darkvision 120 ft., passive Perception 15
  Languages Undercommon
  Challenge 1/4 (50 XP)
  Rat Speech Jermlaine can use speak with 
  animals at will, but can only talk to rats.
  Stealthy. Jermlaine have advantage on 
  Dexterity (Stealth) checks and can Hide as a 
  bonus action.
  Actions
  Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
  one target. Hit: 1 piercing damage and target 
  must make a DC 10 Constitution saving throw, 
  taking 2d6 poison damage and becoming 
  poisoned for 1 minute on a failure, or half as 
  much damage on a successful save.
  Dart. Ranged Weapon Attack: +6 to hit, range 
  20/60 ft., one target. Hit: 1 piercing damage and
  target must make a DC 10 Constitution saving 
  throw, taking 2d6 poison damage and 
  becoming poisoned for 1 minute on a failure, 
  or half as much damage on a successful save.
  Not for resale.
   Permission granted to print or photocopy this document for personal use only.
   
  D3 VAULT OF THE DROW CONVERSION GUIDE
  11
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Classic Modules Today/CMT - D3 Vault of the Drow.pdf