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I2 TOMB OF LIZARD KING CONVERSION GUIDE 1


I2 Tomb of the Lizard King
Conversion Guide

Introduction: In 1982, TSR published the module named “Tomb of the Lizard King” with
the module code “I2” , I for Intermediate level adventures. It was written by Mark Acres, and
illustrated by Jeff Easley, and Harry Quinn. It consisted of a 32 page booklet and folding cover
with maps. This conversion guide allows DMs to run the original module with 5 th Edition
rules and provides a reference sheet for encounters and traps.

A 30+ hour adventure for 5th– 9th level characters

by CHRISTOPHER WALZAK

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.

All other original material in this work is copyright 2016 by Stan Shinn and published under the Community Content Agreement for Dungeon Masters Guild.

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I2: Tomb of the Lizard King
Introduction Converting to the Realms
This brief guide outlines a few thematic changes and
To use this conversion guide you will need a copy of “I2 additions to bring “Tomb of the Lizard King” into the
Tomb of the Lizard King”, originally available in hard-copy Forgotten Realms world of Faerûn.
and now for sale in Digital format at www.dndclassics.com. John Brunis’s ancestor, the first Count of Eor was a
This document gives GMs advice to convert the module member of The Hillsfar Nobility before his adventuring days
to the latest 5th Edition rules and guidance on preparing the made him experienced in the ways of the sword and seen
adventure. A list of random encounters and a summary of him acquire a land and title from a deed that a relative had
treasure to provide a quick in-game reference. Most bequeath the family. In his first years of ruler-ship he sired
creatures refer to stat blocks in the D&D 5e Monster Manual. sons and secured his linage. A dark threat appeared near his
Sakatha, the climactic monster, has a full stat block in the home, striking out from the swamps just to the south of his
Special Creatures section at the end of this conversion guide. lands. He fought the Lizardfolk hoards and defeated a Lizard
Page listings may refer to abbreviations: MM (Monster King by the name of Sakatha, whilst falling to the Lizard
Manual), CR (Challenge rating), and DMG (Dungeon Master King’s Trident himself. Through a pact with dark powers
Guide). All other page number refer to the locations in the Sakatha rose from his death reborn as a Vampiric Lizard
original 'Tomb of the Lizard King” module. Key text is in King and continued his plot to corrupt and destroy the
bold for easy scanning. Magic items are noted in italics. world of men.
Find more information about this and other early edition Option 1 (DR 1208)
conversions at www.classicmodulestoday.com. For the purposes of this conversion, consider placing Eor
in the Far flug south of Halruaa, on the north edge of
Reference Sheet Akhkaur swamp north west of Halgard. Before the
Lizardfolk kingdom of Kethid, Sakatha assailed the land Eor
For convenience, there is a Reference Sheet at the end of this from the Akhkaur Swamp. Brigands cut off the trade route
document which summarizes the key information you'll to Halgard forcing Count John Brunis to send his loyal men
need during the game onto one concise sheet. You can print to investigate. When they did not return John Brunis put out
this onto a single, double-sided page (perhaps on colored a call to adventuring types to get to the bottom of his
cardstock) as a handy tool that you can use alongside a hard missing men and loss of trade.
copy of the module. After reading this document, all you'll Option 2 (DR 1372)
need to run the game is the original module, the Monster For the purposes of this conversion, consider placing Eor
Manual, the Reference Sheet, and optionally any notes or east of the Farsea Swamp, and Sakatha’s Tomb is in the
visuals you've prepared. Farsea swamp itself. Since the destruction of Tilverton the
area north of the Farsea swamp is rife with bandits and a

Adventure Summary
good number are either directly or indirectly in the service
of Sakatha, drawn to his power and influence over mortal
men.
Ruthless Bandits and Brigands have halted trade between Option 3 (DR 1484)
the land of Eor and its neighbors. The military forces sent by For the purposes of this conversion, consider placing Eor
the Count Eor: John Brunis to eliminate these cutthroats Between Nesemé and Silverymoon south of Mithral Hall.
have mysteriously vanished. Even worse an ancient evil is Both John Brunis Count of Eor and Harthos Zymorven a
once more abroad in the land. knight and lord of Zymorven Hall a former adventurer, have
The story takes place with the Count of Eor narrowly both experienced a trade interruption with themselves and
escaping an assassination attempt and then selecting the surrounding towns(Nesemé, Silverymoon). Brigands have
players to find out who is behind the interruption of trade, beset the Rauvin Road and John Brunis has sent his loyal
as well as the whereabouts of soldiers the Count sent. men to investigate to no avail. With little resources left and
Eventually the journey takes the characters through the irate merchants demanding a safe road, the Count of Eor
swamp to the Tomb of the Lizard King. hires adventures to Investigate the whereabouts of his men.
The Book Of Vile Darkness is present in Sakatha’s
dungeon in use by his minion Mordrin. This can be a goal
for a faction either to sequester and prevent it from falling
into other evil hands or to obtain it for their own evil
purposes. The Zhentarim are one such faction.

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The Journey to Waycombe
DM Notes 1. Innkeeper, William Brightboy, Pluck the Minstrel
2. Lizard Men (20)
Special rules and tactics to brush up on prior to the game: 3. Barto Trume (Charmed by Sakatha)
• Leverage Conversation Reaction table (DMG 245) for
NPC reactions. The Village of Waycombe
• Know that in the 1st edition Combat Round was 1 minute, 1. Innkeeper, Busby
and a Turn was 10 minutes
2. Stephen DeManis
• Know how to use Perception rules for numerous traps 3. Brigands (2), Very Old Black Dragon, Aulicus
and secret doors, as well as the use of Investigation for
detecting illusions. The Great Southern Swamp
• Determine spell tactics for spellcasters.
• Know rules if throwing a lit Flask of Oil. 1. Brigands (10)
• Use of Scrying spell and effects. 2. Water Weirds (3), Very Old Black Dragon, Aulicus (50%
• Know the poison rules. asleep)
3. Very Old Black Dragon, Aulicus (50% Asleep)

Visuals Dungeon Level 1


1. Heavy Swordsmen (5), Polearm men (5), Spearmen (5),
Suggested visuals to create: Bowmen (5), Heavy Swordsmen Leader, Polearm Leader,
• Sketch/Image of Count’s Courtyard and Audience Spearmen Leader, Bowmen Leander, Lieutenant, Gormundel
Chamber. 2. Brigands (10)
• Visual for The Great Bridge 3. Gormundel (alone)
• Sketch/Image/Visual of Ancient Temple p.13. 4. Captain(Trident of Warning), Guards (6) 3 have
• The Inn’s(if needed). Longswords +1
• Sketch of Sakatha's lair p.29 5. Shambling Mound
6. 22. Cleric, Almar (ally of Mordrin)
Random Encounters 7. Cleric,(ally of Mordrin)
8. Cleric,(ally of Mordrin)
9. Cleric,(ally of Mordrin)
The Journey to Waycombe 10. Cleric,(ally of Mordrin)
Roll 1d10 11. 28. Cleric, Patriarch Ul-Lon (ally of Mordrin)
1. Boar, Wild w/men (5) 6. Ogres(5)
2. Giant Ants (20) 7. Wolves (15) Tomb Levels
3. Refugees (25) 8. Lizard Men (12)
4. Stragglers (4) 9. Old Man 1. Wights (16)
5. Hill Giants (3) 10. Clerics (4) 2. Lizardfolk (10)
3. Lizardfolk (50)
The Great Southern Swamp 4. Ape, Hell Hound (3), Lizard King (illusions, DC20 Dispell)
Roll 1d8 5. Hill Giant (4),Lizardfolk (10), Lizard King (illusions)
1. Giant Frog (6) 5. Giant Lizard (7) 6. Priest (Mordrin), Priest (Ogmond), Priest (Thalon),
2. Hobgoblins (20) 6. Catoblepas (as Basilisk) Lizardfolk (12)
3. Snake (Constrictor) 7. Trolls (2) 7. Vampire Spawn (Bride of Sakatha: Skiahis)
4. Giant Toad (7) 8. Ghouls (17)

Dungeon Level 1
Roll 1d10
1. Lizard Men (5) 6. Bats (45)
Magic Items
2. Brigands (10) 7. Wights (4) 1. Dust of Disappearance (NPC Mordrin p.5)
3. Clerics (6) 8. Demon (TYPE I) Vrock 2. Clerical Scroll of protection from evil, 10’ radius (replace
4. Trolls (3) 9. Jackalweres (4) with Protection from Evil and Good. NPC Achmar p.7)
5. Wolves (8) 10. Bugbears (6) 3. Potion of Polymorph Self (suggest replacing with Potion
of Water Breathing. Water Weird pool p.14)

Planned Encounters 4. Potion of Dragon Control (suggest replacing with Potion


of Invulnerability. Aulicus Dragon Horde p.14)
5. Potion of Fire Resistance (replace with Potion of Resistance,
Palace of the Count of Eor Fire. Aulicus Dragon Horde p.14)
6. Flail +1 (Aulicus Dragon Horde p.14)
1. Count John Brunis, Jorlon High Priest 7. Plate Mail +1 (replace with Armor, +1 plate, Aulicus
2. Mordrin, High priest

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Dragon Horde p.14) 48. Crystal Ball (Sakatha’s Hoard or near Throne p.29)
8. Sword, +4 Defender (suggest replacing with a Short 49. Ring of Wishes (replace with Ring of three wishes, 1 wish
Sword Defender. Aulicus Dragon Horde p.14) remaining. Sakatha’s Hoard p.29)
9. Scroll of Protection from Undead (replace with Scroll of 50. Potion of Extra Healing (replace with Potion of greater
Protection, Undead. Aulicus Dragon Horde p.14) healing. Sakatha’s Hoard p.29)
10. Hammer +2(replace with Warhammer +1, NPC Avril p.19) 51. Cursed Scroll Cause disease 2- 8 turns (20 – 80 minutes)
11. Ring of Fire Resistance (suggest replacing with Plate 52. Scroll with 4 Clerical Spells Resist fire, Find the path,
Armor of Resistance, Fire. NPC Avril p.19) Raise Dead, Cure critical wounds (replace with Protection
12. Scroll of Protection from Magic (suggest replacing with from energy, Find the Path, Raise dead, 3 Cure wounds)
Potion of Heroism. NPC Avril p.19) 53. Sakatha’s Spell Book
13. Plate mail +1 (replace with Armor, +1 plate. NPC Balthor
p.19)
14. Mace +1 (NPC Balthor p.19) Traps
15. Ring of Warmth (NPC Balthor p.19)
16. Mace +2 (replace with Mace +1. NPC Cruth p.19)
• Poisoned Chest (3) (p.24) Subtle but deadly demon ichor
contact poison covering each chest. DC 15 passive
17. Scroll of protection from Lycanthropes (replace with Scroll Wisdom (Perception) check to spot and DC 13 perception
of Protection, Undead. NPC Dolmore p.19) if actively looking. If the poison contacts the skin the
18. Staff of Striking (replace with Staff of Striking with 10 character must succeed a DC 17 constitution saving
charges. NPC Effrin p.19) throw, taking 42 (12d6) poison damage on a failed save,
19. Long sword +1 (NPC Spearmen Leader. p.21) or half as much on a successful one.
20. Mace +1 (NPC Spearmen Leader. p.21) • Trap Door (p.24): The door at A is actually a Mimic of
21. Boots of Levitation (NPC Spearmen Leader. p.21) the killer variety. The other door is a false door. It can be
22. Potion of Flying (NPC Spearmen Leader. p.21) hacked away in 10 minutes (one first edition “Turn”)
23. Cloak of Protection +3 (suggest replacing with Cloak of • Receding Stair Slide/Fire Pit(p. 25): Triggered by
Protection. NPC Bowmen Leader. p.21) walking on the 5th stair. DC 15 passive Wisdom
24. Plate Mail +2 (suggest replacing with Plate Armor +1. (Perception) check to spot, or DC 13 Wisdom (Perception)
NPC Lieutenant p.21) check if actively searching. DC 15 Intelligence
25. Ring of Invisibility (NPC Lieutenant p.21) (Investigation) check to determine how to disarm,
followed by a DC 15 Dexterity check using a tool(sword,
26. Sword +3 Frost Brand, +6 vs Fire using/dwelling creatures
thieves tool or other to jam) to disable it. When triggered,
(Replace with Frost Brand Longsword. NPC Lieutenant
a creature on the stair failing a DC 15 Dexterity saving
p.21) throw slides steeply for 30’ then falling into a 60’ fire pit
27. Cloak of Protection +2 (suggest replacing with Cloak of takes 6d10 bludgeoning damage from falling, and takes
Protection. NPC Gormundel p.21) 4d10 fire damage per round. Creatures in the fire that
28. Ring of Swimming (NPC Gormundel p.21) succeed on a DC 15 Strength (Athletics) check, with
29. Wand of fear (NPC Gormundel p.21) disadvantage, climb the 60’ up and out.
30. Scroll of Protection from Magic (suggest replacing with • The River of Nothingness (p.25): Automatic, no trigger
Potion of Heroism. NPC Gormundel p.21) necessary. The area is obscured by 2 layered, permanent
31. Wand of fear (NPC Gormundel. p.21) illusions created by mirage arcane. The illusions look,
32. Chainmail +3 (replace with Chainmail +1.NPC Captain. sound, and even feel real. The first is of a river flowing
p.23) through the area. If characters choose to disbelieve it, or
33. Trident of Warning (replace with Weapon of Warning, express doubt as to whether it is real, they may make a
Trident. NPC Captain. p.23) DC 15 Intelligence (Investigation) check. On a success,
34. 3 Long Swords +1 (NPC Guards p.23) they see through the river illusion and see a dry
35. Cursed Berserking Bastard Sword (replace with Berserker riverbed, on a failure they continue to see the river and
Axe as Long sword, ROOM 15, p.23) believe it is real. If the characters do not believe the dry
36. Potion of Speed (ROOM 16 p.23) riverbed is real, they may make a DC 15 Intelligence
37. Spell Scroll (2nd Level Web, ROOM 16 p.23) (Investigation) check. On a success, they see the location
38. Book of Vile Darkness (ROOM 16 p.23) of pits of acid scattered throughout the area, on a failure
39. Plate mail +1 (replace with Armor, +1 plate. NPC Ul-Lon they continue to see a dry riverbed.
p.24) • Acid Pits (p. 25): Triggered by walking into one while it is
40. Staff of the Serpent, Adder variety (replace with Staff of obscured by the illusions of The River of
the Adder. NPC Ul-Lon p.24) Nothingness./Dry Riverbed When triggered, the
41. Mace +2 (NPC Mordrin p.28) triggering creature must make a DC 15 Dexterity saving
42. Chainmail +3 (NPC Thalon p.28) throw or fall into the pit. The pits are 10 feet deep and
43. Hammer +2 (replace with Warhammer +2. NPC Thalon filled with acid to a depth of 8 feet. Characters falling
p.28) into a pit takes 6d10 acid damage per round at the
44. Arrow of Slaying, Thieves(rogues) (TRAP p.28) beginning of their turn. Characters can pull themselves
45. Javelin of Lightening (Sakatha’s Hoard p.29) out of the pit with a successful DC 10 Strength (Athletics)
46. Dust of Disappearance (Sakatha’s Hoard p.29) check.
47. Javelin of Piercing (suggest replacing with a Bag of • Arrow Trap (p. 28): Lowering the lever in the center
Holding. Sakatha’s Hoard p.29) causes an arrow of slaying (rogues) to be loosed from

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door B directly at the back of any character at the altar. 6. Mordrin: Treat as Priest (MM 348, CR 6 (1850 XP)) with a
DC 15 passive Wisdom (Perception) check to spot, or DC Mace + 2 , 2 uses of Dust of Disappearance, plus addition
13 Wisdom (Perception) check if actively searching. If three spells Guardian of Faith, Stone Shape, and Flame
found DC 15 Intelligence (Investigation) check to Strike.
determine how to disarm, followed by a DC 15 Dexterity 7. Wild Boar: Treat as Boar (MM 319, CR ¼ (50 XP))
check using thieves tools to disable it. When triggered, 8. Giant Ant: Treat as Giant Centipede (MM 323, CR ¼ (50
one creature directly in front of the door and within XP)); No poison effects.
range takes 2d8 piercing damage on a failed DC 15 9. Refugees, 5 Men: Treat as Commoner (MM 345, CR 0 (10
Dexterity saving throw, or half as much on a successful XP))
one. If the creature struck is a rogue, it must make a DC 10. Stragglers: Treat as Commoner (MM 345, CR 0 (10 XP))
17 Constitution saving throw, taking 6d10 piercing 11. Hill Giants: (MM 155, CR 5 (1,800 XP))
damage on a failure, or half as much on a success. 12. Ogres: (MM 237, CR 2 (450 XP))
• Hidden Pit Trap with Spikes and Falling Block (p. 26) 13. Wolves (MM 341, CR ¼ (50 XP))
The floor panels here when stepped on fall through 14. Lizard Men: Treat as Lizardfolk (MM 204, CR ½ (100 XP))
dropping their victims 20 feet onto spikes below. DC 15 15. Ferret, Giant: treat as Wolf (MM 341, CR 0.25 (50 XP))
passive Wisdom (Perception) check to spot, or DC 13 16. Old Man: Treat as Commoner (MM 345, CR 0 (10 XP))
Wisdom (Perception) check if actively searching. DC 15 17. Clerics: Treat as Acolyte: (MM 342, CR ¼ (50 XP)) Names:
Wisdom (Perception) check to determine a way to Achmar has a Scroll, Merloc, Almor, Durmil
bypass/disarm the trap, tapping on the floor will trigger 18. Medium Warhorse: Treat as Warhorse (MM 340, CR ½
the trap. When triggered, a creature within range drops (100 XP))
taking 2d6 bludgeoning damage and 3d6 piercing 19. Pluck, Traveling Minstrel: Treat as Commoner (MM 345,
damage on a failed DC 15 Dexterity saving throw. One CR 0 (10 XP) p.18)
minute after the triggering a 10’ stone cube block will 20. Innkeeper William Brightboy: Treat as Commoner (MM
drop on the “T” near the pit trap. DC 15 Dexterity is 345, CR 0 (10 XP) p.18)
required to dodge out of the way or else it will deal 6d10 21. Lizard Men: Treat as Lizardfolk (MM 204, CR ½ (100 XP))
bludgeoning damage, the hallway is blocked in either 22. Barto Trume: Treat as Thug (MM 340, CR ½ (100 XP))
case afterward. 23. Busby (Former Innkeep): Treat as Commoner (MM 345,
• Spear Trap (p. 26): Triggered by an unlocked door at the CR 0 (10 XP))
end of the central hallway. Will shoot a number of spears 24. Stephen DeManis: Treat as Commoner (MM 345, CR 0
determined by the GM. DC 20 passive Wisdom (10 XP))
(Perception) check to spot, or DC 15 Wisdom (Perception) 25. Brigands : Treat as Bandit (MM 343, CR 1/8 (25 XP))
check if actively searching. DC 15 Intelligence 26. Very Old Black Dragon, Aulicus: Treat as Adult Black
(Investigation) check to determine how to disarm, Dragon (MM 88, CR 14 (11,500 XP))
followed by a DC 15 Dexterity check using thieves tools 27. Giant Frog: (MM 325, CR ¼ (50 XP))
to disable it. DC 15 Wisdom (Perception) check to 28. Hobgoblin: (MM 186, CR ½ (100 XP))
determine a way to bypass the trap. When the spear trap 29. Giant Snake (Constrictor): Treat as Giant Constrictor
is triggered by simply opening the unlocked door, spears Snake (MM 324, CR 2 (450 XP))
will be fired through holes in the wall on either side of 30. Giant Toad: (MM 329, CR 1 (200 XP))
the corridor. These holes are covered with an illusion to 31. Giant Lizard: (MM 326, CR ¼ (50 XP))
appear as normal parts of the wall; normally they 32. Catoblepas: Treat as Basilisk (MM 24, CR 3 (700 XP))
cannot be seen at all. A creature within range standing 33. Trolls: (MM 291, CR 5 (1800 XP))
in front of the trap takes 2d10 piercing damage on a 34. Ghouls:(MM 148, CR 1 (200 XP))
failed DC 15 Dexterity saving throw, or half as much on a 35. Water Weird: (MM 299, CR 3 (700 XP))
successful one (limited by the number of spears). A 36. Clerics: Treat as Priest (MM 348, CR 2 (450 XP)) ****
creature struck takes 1d10 poison damage and must 37. Wolves: Treat as Wolf (MM 341, CR ¼ (50 XP))
succeed on a DC 15 Constitution saving throw or be 38. Bats: Treat as Swarm of Bats (MM 337, CR ¼ (50 XP))
poisoned for 1 hour. 39. Wight:(MM 300, CR 3 (700 XP))
40. Demon (TYPE I): Treat as Vrock (MM 64, CR 5 (2300 XP))

Monsters 41. Jakalweres(MM 293, CR ½ (100 XP))


42. Bugbears:(MM 33, CR 1 (200 XP))
43. Heavy Swordsmen: Treat as Guard (MM 347, CR 1/8 (25
1. John Brunis, Count of Eor: Treat as Gladiator (MM 346,
XP)) with Chainmail, Shield and Longsword
CR 5 (1,800 XP))
44. Polearm men: Treat as Guard (MM 347, CR 1/8 (25 XP))
2. Jorlon, High Priest of Vendare: Treat as Mage (MM 347,
with Leather armor and Halberd
CR 6 (2,300 XP))
45. Spearmen: Treat as Guard (MM 347, CR 1/8 (25 XP)) with
3. 23 Merchants: Treat as Commoner (MM 345, CR 0 (10
Leather armor and spear
XP)); Merchants from, Hillsfar, Phlan, Zhentil Keep,
46. Bowmen: Treat as Guard (MM 347, CR 1/8 (25 XP)) with
Mulmaster, Parnast)
Leather armor and Shortbow
4. 6 Mercenary Guards: Treat as Guard (MM 347, CR 1/8
47. Heavy Swordmen Leader: Treat as Scout (MM 349, CR ½
(25 XP))
(100 XP)) with Chainmail and Longsword
5. 2 Clerics : Treat as Cult Fanatic (MM 345, CR 2 (450 XP))
48. Polearm Leader: Treat as Scout (MM 349, CR ½ (100 XP))

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with Chainmail, Halberd and Dagger climb, Stinking Cloud, Suggestion, Web
49. Spearmen Leader: Treat as Scout (MM 349, CR ½ (100 Third level: Blink, Clairvoyance, Dispel Magic,
XP)) with Cloak of Protection, Leather armor, Shield, Fireball, Haste, Hypnotic Pattern, Leomund’s Tiny Hut,
Longsword +1 and Mace +1 , Boots of Levitation, Potion of Lightning bolt, Magic Circle, Protection from Enegry,
flying. Remove Curse, Slow, Tongues, Water Breathing
50. Bowmen Leader: Treat as Scout (MM 349, CR ½ (100 XP)) Fourth level: Confusion, Dimension Door, Fear,
with Leather armor, Shield, Cloak of Protection, Fire Shield, Ice Storm, Polymorph, Rary's Mnemonic
Longsword and Dagger. Enhancer, Wall of Fire, Arcane Eye, Hallucinatory Terrain,
51. Lieutenant : Treat as Veteran (MM 350, CR 3 (700 XP)) Fifth level: Bigby's Hand, Cloudkill, Feeblemind,
with Plate, Armor +1, Ring of Invisibility, Shield, Hold Monster, Mislead, Passwall,Teleportation Circle
Frostbrand Longsword and Dagger. Sixth level: Globe of Invulnerability, Magic Jar,
52. Gormundel: Treat as Mage (MM 347, CR 6 (2300 XP))or Wall of Ice
Winter Wolf (MM 340, CR 3 (700 XP)) with Cloak of
Protection, Ring of Swimming, Wand of Fear – Spells Fire
Shield, blink Sakatha Lair Actions
53. Brigands: Treat as Bandit (MM 343, CR 1/8 (25 XP))
54. Captain: Treat as Veteran (MM 350, CR 3 (750 XP)) On initiative count 20 (losing initiative ties), Sakatha takes a
Chainmail +1, Weapon of Warning, Trident. lair action to cause one of the following effects the Sakatha
55. Guards: (MM 347, CR 1/8 (25 XP)) Chainmail and Shield, 3 can't use the same effect two rounds in a row.
of the guards have a Longsword +1.
56. Shambling Mound: (MM 270, CR 5 (1800 XP)) Each undead creature in the lair can pinpoint the location of
57. Cleric: Treat as Cult Fanatic (MM 345, CR 2 (450 XP)) each living creature within 120 feet of it until initiative
Almar and 4 other clerics count 20 on the next round.
58. Patriarch, Ul-Lon: Treat as Priest with Armor, plate +1
and Staff of the Adder, in addition two 4th level spells Each undead in the lair has advantage on saving throws
Guardian of Faith and Stone Shape. against effects that turn undead until initiative count 20 on
59. Mimic: (MM 220, CR 2 (450 XP)) the next round.
60. Wights: (MM 300, CR 3 (700 XP))
61. Lizard Men: Treat as Lizardfolk (MM 204, CR ½ (100 XP)) Until initiative count 20 on the next round, any non-undead
62. Lizard Men: Treat as Lizardfolk (MM 204, CR ½ (100 XP)) creature that tries to cast a spell of 4th level or lower in the
63. Carniverous Ape: Treat as Ape (MM 317, CR ½ (100 XP)) mummy lord's lair is wracked with pain. The creature can
64. Hell Hounds: (MM 182, CR 3 (700 XP)) choose another action, but if it tries to cast the spell, it must
65. Lizard King: (MM 205, CR 4 (1100 XP)) make a DC 16 Constitution saving throw. On a failed save, it
66. Hill Giants: (MM 155, CR 5 (1800 XP)) takes 3 (ld6) necrotic damage per level of the spell, and the
67. Lizard Men: Treat as Lizardfolk (MM 204, CR ½ (100 XP)) spell has no effect and is wasted.
68. Lizard King: (MM 205, CR 4 (1100 XP))
69. Mordrin: Treat as Priest (MM 348, CR 6 (2100 XP)) with a Sakatha Regional Effects
Mace + 2 , plus an addition three spells Guardian of
The region surrounding a Sakatha’s lair is warped by his
Faith, Stone Shape, and Flame Strike.
unnatural presence, creating any of the following effects:
70. Ogmond: Treat as Priest (MM 348, CR 5 (1800 XP)) with
There's a noticeable increase in the populations of
no Armor, and Animate Dead Prepared.
Insects, snakes, lizards, and frogs in the region.
71. Thalon: Treat as Priest (MM 348, CR 5 (1800 XP)) with
Chainmail +3 and Warhammer +2.
Plants within 1000 feet of the lair wither, and their
72. Lizardmen: Treat as Lizardfolk (MM 204, CR ½ (100 XP))
stems and branches become twisted and thorny.
73. Bride of Sakatha: Treat as Vampire Spawn (MM 298, CR
5 (1800 XP))
Shadows cast within 666 feet of the lair seem abnormally
74. Sakatha: See Special Creatures in this document.
gaunt and sometimes move as though alive.
75. Prisoners: Treat as Commoner (MM 345, CR 0 (10 XP))
A creeping fog clings to the swampland within 1000 feet
Sakatha’s Spellbook of Sakatha’s Lair. The fog occasionally takes eerie
Cantrips: Burning Hands, Light, Mage Hand, forms, such as monsterous grasping claws and writhing
Minor Illusion, Shocking Grasp, Poison Spray, serpents. If Sakatha is destroyed, these effects end
Prestidgitation, True Strike after 6 days.
First level: Burning hands, Comprehend
Languages, Detect Magic, Feather fall, Identify, Jump, light,
Magic Missile, Shield, Sleep, Shocking Grasp
Second level: Darkness, Detect Thoughts, Gust of
Wind, Invisibility, Knock, Magic Mouth, Mirror image,
Nystul's Magic Aura, Phantasmal Force, Ray of
Enfeeblement, Rope trick, See Invisibility, Shatter, Spider

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Cantrips (at will): mage hand, prestidigitation, ray of frost, true strike
Special Creatures 1st level (4 slots): comprehend languages, jump, magic missile, sleep
2nd level (3 slots): gust of wind, mirror image, stinking cloud, web
Sakatha 3rd level (3 slots): animate dead, fireball, nondetection, lightening bolt
Medium undead (shapechanger), chaotic evil 4th level (3 slots): greater invisibility, polymorph, wall of fire
Armor Class 17 (natural armor) 5th level (1 slot): animate objects, cloudkill
Hit Points 151 (17d8+48) Actions
Speed 30 ft. Multiattack (Vampire form only). Sakatha makes 2 attacks
STR DEX CON INT WIS CHA only one of which is his bite attack
18 (+4) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4) Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
Saving Throws Dex +9, Wis +7, Cha +9 +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning
Skills Arcana +15, Perception +12, Religion +10, Stealth +14 damage. Instead of dealing damage, the vampire can grapple
Senses darkvision 120 ft., Passive Perception 22 the target (escape DC 18).
Languages Abyssal, Common, Draconic, Elvish, Giant, Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9
to hit, reach 5 ft., one willing creature, or a creature that is
Infernal
grappled by Sakatha, incapacitated, or restrained. Hit: 7 (ld6
Challenge 16 (15,000 XP) + 4) piercing damage plus 10 (3d6) necrotic damage. The
Shapechanger. If Sakatha isn't in running water or sunlight, target's hit point maximum is reduced by an amount equal
he can use his action to polymorph into a Tiny bat, a to the necrotic damage taken, and Sakatha regains hit points
Medium. wolf, or a Medium cloud of mist, or back into his equal to that amount. The reduction lasts until the target
true form. While in bat or wolf form, Sakatha can't speak. In finishes a long rest. The target dies if its hit point maximum
bat form, his walking speed is 5 feet, and he has a flying is reduced to 0. A humanoid slain in this way and then
speed of 30 feet. In wolf form, his walking speed is 40 feet. buried in the ground rises the following night as a vampire
His statistics, other than his size and speed, are unchanged. spawn under Sakatha's control. Weapon Attack: +6 to hit,
Anything he is wearing transforms with him, but nothing he reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
is carrying does. He reverts to his true form if he dies. While Charm. Sakatha targets one humanoid he can see within 30
in mist form, Sakatha can't take any actions, speak, or feet of him. If the target can see Sakatha, the target must
manipulate objects. He is weightless, has a flying speed of 20 succeed on a DC 17 Wisdom saving throw against this magic
feet, can hover, and can enter a hostile creature's space and. or be charmed. The charmed target regards Sakatha as a
stop there. In addition, if air can pass through a space, the trusted friend to be heeded and protected. The target isn't
mist. can do so without squeezing, and he can't pass through under Sakatha’s control, but it takes Sakatha's requests and
water. He has advantage on Strength, Dexterity, and actions in the most favorable way and lets Sakatha bite it.
Constitution saving throws, and he is immune to all non- Each time Sakatha or his companions do anything harmful
magical damage, except the damage he takes from sunlight. to the target, it can repeat the saving throw, ending the effect
Legendary Resistance (3/Day). If Sakatha fails a saving throw, on itself on a success. Otherwise, the effect lasts 24 hours or
he can choose to succeed instead. until Sakatha is destroyed, is on a different plane of
existence than the target, or takes a bonus action to end the
Misty Escape. When Sakatha drops to 0 hit points outside his effect.
coffin, he transforms into a cloud of mist (as in the Shape Children of the Night (1/Day). Sakatha magically calls 2d4
changer trait) instead of falling unconscious, provided that swarms of bats or swarms of rats, provided that the sun isn't
he isn't in running water or sunlight. lf he can't transform, up. While outdoors, Sakatha can call 3d6 wolves instead. The
he is destroyed. While he has 0 hit points in mist form, he called creatures arrive in ld4 rounds, acting as allies of
can't revert to his vampire form, and he must reach his Sakatha and obeying his spoken commands. The beasts
coffin within 2 hours or be destroyed. Once in his coffin, he remain for l hour, until Sakatha dies, or until he dismisses
reverts to his vampire form. He is then paralyzed until he them as a bonus action.
regains at least l hit point. After l hour in his coffin with 0 hit
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
points, he regains l, hit point.
or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing
Regeneration. Sakatha regains 20 hit points at the start of his damage, or 8 (1d8 + 4) piercing damage if used with two
turn if he has at least l hit point and isn't in running water or hands to make a melee attack.
sunlight. lf he takes radiant damage or damage from holy Legendary Actions
water, this trait doesn't function at the start of his next turn.
Sakatha can take 3 legendary actions, Only one legendary
Skewer. Once per turn, when Sakatha makes a melee attack
action option can be used at a time and only at the end of
with its trident and hits, the target takes an extra 10 (3d6)
another creature’s turn. Sakatha regains spent legendary
damage, and the Sakatha gains temporary hit points equal
actions at the start of his turn.
to the extra damage dealt.
Cantrip. Sakatha casts a cantrip.
Spellcasting. Sakatha is a 9th-level spellcaster. His
Move. Sakatha moves up to his speed without provoking
spellcasting ability is Intelligence (spell save DC 18, +10 to hit
opportunity attacks.
with spell attacks). He has the following wizard spells
Skewer. Sakatha once per turn makes this melee attack.
prepared:
Unarmed Strike. Sakatha makes one unarmed strike.
Bite (Costs 2 Actions). Sakatha makes one bite attack.
Serpent Scales. He gains a +2 bonus to AC until end of next turn.

Not for resale. Permission granted to print or photocopy this document for personal use only. I2 THE TOMB OF THE LIZARD KING CONVERSION GUIDE 8
p.19) the Path, Raise dead, 3 Cure wounds)
I2 Tomb of the Lizard 17. Scroll of protection from Lycanthropes 53. Sakatha’s Spell Book Paralysis)

King Reference Sheet (replace with Scroll of Protection, Undead.


NPC Dolmore p.19) Traps
18. Staff of Striking (replace with Staff of • Poisoned Chest (3) (p.24) Subtle but deadly
Random Encounters Striking with 10 charges. NPC Effrin p.19) demon ichor contact poison covering each
19. Long sword +1 (NPC Spearmen Leader. p.21) chest. DC 15 passive Wisdom (Perception)
The Journey to Waycombe: Random 20. Mace +1 (NPC Spearmen Leader. p.21) check to spot and DC 13 perception if
Encounters 21. Boots of Levitation (NPC Spearmen Leader. actively looking. If the poison contacts the
Roll 1d6 p.21) skin the character must succeed a DC 17
1. Boar, Wild 6. Ogres(5) 22. Potion of Flying (NPC Spearmen Leader. constitution saving throw, taking 42 (12d6)
w/men (5) 7. Wolves (15) p.21) poison damage on a failed save, or half as
2. Giant Ants (20) 8. Lizard Men (12) 23. Cloak of Protection +3 (suggest replacing much on a successful one.
3. Refugees (25) 9. Old Man with Cloak of Protection. NPC Bowmen • Trap Door (p.24): The door at A is actually
4. Stragglers (4) 10. Clerics (4) Leader. p.21) a Mimic of the killer variety. The other
5. Hill Giants (3) 24. Plate Mail +2 (suggest replacing with Plate door is a false door. It can be hacked away
The Great Southern Swamp: Random in 10 minutes (one first edition “Turn”)
Armor +1. NPC Lieutenant p.21)
25. Ring of Invisibility (NPC Lieutenant p.21)
• Receding Stair Slide/Fire Pit(p. 25):
Encounters Triggered by walking on the 5th stair. DC 15
Roll 1d8 26. Sword +3 Frost Brand, +6 vs Fire passive Wisdom (Perception) check to spot,
1. Giant Frog (6) 5. Giant Lizard (7) using/dwelling creatures (Replace with or DC 13 Wisdom (Perception) check if
2. Hobgoblins (20) 6. Catoblepas (as Basilisk) Frost Brand Longsword. NPC Lieutenant actively searching. DC 15 Intelligence
3. Snake(Constrictor) 7. Trolls (2) p.21) (Investigation) check to determine how to
4. Giant Toad (7) 8. Ghouls (17) 27. Cloak of Protection +2 (replace with Cloak disarm, followed by a DC 15 Dexterity
Dungeon Level 1: Random Encounters of Protection. NPC Gormundel p.21) check using a tool(sword, thieves tool or
28. Ring of Swimming (NPC Gormundel p.21) other to jam) to disable it. When triggered,
Roll 1d8 a creature on the stair failing a DC 15
29. Wand of fear (NPC Gormundel p.21)
1. Lizard Men (5) 6. Bats (45) Dexterity saving throw slides steeply for
30. Scroll of Protection from Magic (suggest
2. Brigands (10) 7. Wights (4) 30’ then falling into a 60’ fire pit takes 6d10
replacing with Potion of Heroism. NPC
3. Clerics (6) 8. Demon (TYPE I) Vrock bludgeoning damage from falling, and
Gormundel p.21)
4. Trolls (3) 9. Jackalweres (4) takes 4d10 fire damage per round.
31. Wand of fear (NPC Gormundel. p.21)
5. Wolves (8) 10. Bugbears (6) Creatures in the fire that succeed on a DC
32. Chainmail +3 (replace with Chainmail +1,
15 Strength (Athletics) check, with
Magic Items NPC Captain. p.23)
33. Trident of Warning (replace with Weapon
disadvantage, climb the 60’ up and out.
1. Dust of Disappearance (NPC Mordrin p.5) of Warning, Trident. NPC Captain. p.23)
• The River of Nothingness (p.25):
Automatic, no trigger necessary. The area
2. Clerical Scroll of protection from evil, 10’ 34. 3 Long Swords +1 (NPC Guards p.23)
is obscured by 2 layered, permanent
radius (replace with Protection from Evil 35. Cursed Berserking Bastard Sword (replace
illusions created by mirage arcane. The
and Good. NPC Achmar p.7) with Berserker Axe, ROOM 15, p.23)
illusions look, sound, and even feel real.
3. Potion of Polymorph Self (suggest replacing 36. Potion of Speed (ROOM 16 p.23)
The first is of a river flowing through the
with Potion of Water Breathing. Water 37. Spell Scroll (2nd Level Web, ROOM 16 p.23)
area. If characters choose to disbelieve it,
Weird pool p.14) 38. Book of Vile Darkness (ROOM 16 p.23)
or express doubt as to whether it is real,
4. Potion of Dragon Control (suggest replacing 39. Plate mail +1 (replace with Armor, +1 plate.
they may make a DC 15 Intelligence
with Potion of Invulnerability. Aulicus NPC Ul-Lon p.24)
(Investigation) check. On a success, they
Dragon Horde p.14) 40. Staff of the Serpent, Adder variety (replace
see through the river illusion and see a dry
5. Potion of Fire Resistance (replace with with Staff of the Adder. NPC Ul-Lon p.24)
riverbed, on a failure they continue to see
Potion of Resistance, Fire. Aulicus Dragon 41. Mace +2 (NPC Mordrin p.28)
the river and believe it is real. If the
Horde p.14) 42. Chainmail +3 (NPC Thalon p.28)
characters do not believe the dry riverbed
6. Flail +1 (Aulicus Dragon Horde p.14) 43. Hammer +2 (replace with Warhammer +2.
is real, they may make a DC 15 Intelligence
7. Plate Mail +1 (replace with Armor, +1 plate. NPC Thalon p.28)
(Investigation) check. On a success, they
Aulicus Dragon Horde p.14) 44. Arrow of Slaying, Thieves (TRAP p.28)
see the location of pits of acid scattered
8. Sword, +4 Defender (suggest replacing with 45. Javelin of Lightening (Sakatha’s Hoard p.29)
throughout the area, on a failure they
a Short Sword Defender. Aulicus Dragon 46. Dust of Disappearance (Sakatha’s Hoard
continue to see a dry riverbed.
Horde p.14) p.29)
9. Scroll of Protection from Undead(replace 47. Javelin of Piercing (suggest replacing with a
• Acid Pits (p. 25): Triggered by walking into
one while it is obscured by the illusions of
with Scroll of Protection, Undead. Aulicus Bag of Holding. Sakatha’s Hoard p.29)
The River of Nothingness./Dry Riverbed
Dragon Horde p.14) 48. Crystal Ball (Sakatha’s Hoard or near
When triggered, the triggering creature
10. Hammer +2(replace with Warhammer +1, Throne p.29)
must make a DC 15 Dexterity saving throw
NPC Avril p.19) 49. Ring of Wishes (replace with Ring of three
or fall into the pit. The pits are 10 feet deep
11. Ring of Fire Resistance (suggest replacing wishes, 1 wish remaining. Sakatha’s Hoard
and filled with acid to a depth of 8 feet.
with Plate Armor of Resistance, Fire. NPC p.29)
Characters falling into a pit takes 6d10 acid
Avril p.19) 50. Potion of Extra Healing (replace with
damage per round at the beginning of their
12. Scroll of Protection from Magic (suggest Potion of greater healing. Sakatha’s Hoard
turn. Characters can pull themselves out of
replacing with Potion of Heroism. NPC Avril p.29)
the pit with a successful DC 10 Strength
p.19) 51. Cursed Scroll Cause disease 2- 8 turns (20 –
(Athletics) check.
13. Plate mail +1 (suggest replacing with 80 minutes)
Armor, +1 plate. NPC Balthor p.19) 52. Scroll with 4 Clerical Spells Resist fire, Find
• Arrow Trap (p. 28): Lowering the lever in
the center causes an arrow of slaying
14. Mace +1 (NPC Balthor p.19) the path, Raise Dead, Cure critical wounds
(rogues) to be loosed from door B directly
15. Ring of Warmth (NPC Balthor p.19) (replace with Protection from energy, Find
at the back of any character at the altar.
16. Mace +2 (replace with Mace +1. NPC Cruth

Not for resale. Permission granted to print or photocopy this document for personal use only. I2 THE TOMB OF THE LIZARD KING CONVERSION GUIDE 9
DC 15 passive Wisdom (Perception) check Mage (MM 347, CR 6, 2,300 XP) 38. Bats: Treat as Swarm of Bats (MM 337, CR
to spot, or DC 13 Wisdom (Perception) 3. 23 Merchants: Treat as Commoner (MM ¼ (50 XP))
check if actively searching. If found DC 15 345, CR 0 (10 XP)); Merchants from, Hilsfar, 39. Wight:(MM 300, CR 3 (700 XP))
Intelligence (Investigation) check to Phlan, Zhentil Keep, Mulmaster, Parnast) 40. Demon (TYPE I): Treat as Vrock (MM 64,
determine how to disarm, followed by a DC 4. 6 Mercenary Guards: Treat as Guard (MM CR 5 (2300 XP))
15 Dexterity check using thieves tools to 347, CR 1/8, 25 XP) 41. Jakalweres(MM 293, CR ½ (100 XP))
disable it. When triggered, one creature 5. 2 Clerics : Treat as Cult Fanatic (MM 345, 42. Bugbears:(MM 33, CR 1 (200 XP))
directly in front of the door and within CR 2, 450 XP) 43. Heavy Swordsmen: Treat as Guard (MM
range takes 2d8 piercing damage on a 6. Mordrin: Treat as Priest (MM 348, CR 6 347, CR 1/8 (25 XP)) with Chainmail, Shield
failed DC 15 Dexterity saving throw, or half 1850 XP) with a Mace + 2 , 2 uses of Dust of and Longsword
as much on a successful one. If the Disappearance, plus addition three spells 44. Polearm men: Treat as Guard (MM 347, CR
creature struck is a rogue, it must make a Guardian of Faith, Stone Shape, and Flame 1/8 (25 XP)) with Leather armor and
DC 17 Constitution saving throw, taking Strike. Halberd
6d10 piercing damage on a failure, or half 7. Wild Boar: Treat as Boar (MM 319, CR ¼, 50
as much on a success. XP) 45. Spearmen: Treat as Guard (MM 347, CR 1/8
• Hidden Pit Trap with Spikes and Falling 8. Giant Ant: Treat as Giant Centipede (MM (25 XP)) with Leather armor and spear
Block (p. 26) The floor panels here when 323, CR ¼, 50 XP); No poison effects. 46. Bowmen: Treat as Guard (MM 347, CR 1/8
stepped on fall through dropping their 9. Refugees, 5 Men: Treat as Commoner (MM (25 XP)) with Leather armor and Shortbow
victims 20 feet onto spikes below. DC 15 345, CR 0, 10 XP) 47. Heavy Swordmen Leader: Treat as Scout
passive Wisdom (Perception) check to spot, 10. Stragglers: Treat as Commoner (MM 345, (MM 349, CR ½ (100 XP)) with Chainmail
or DC 13 Wisdom (Perception) check if CR 0 10 XP) and Longsword
actively searching. DC 15 Wisdom 11. Hill Giants: (MM 155, CR 5 1,800 XP) 48. Polearm Leader: Treat as Scout (MM 349,
(Perception) check to determine a way to 12. Ogres: (MM 237, CR 2, 450 XP) CR ½ (100 XP)) with Chainmail, Halberd
bypass/disarm the trap, tapping on the 13. Wolves (MM 341, CR ¼. 50 XP) and Dagger
floor will trigger the trap. When triggered, 14. Lizard Men: Treat as Lizardfolk (MM 204, 49. Spearmen Leader: Treat as Scout (MM
a creature within range drops taking 2d6 CR ½, 100 XP) 349, CR ½ (100 XP)) with Cloak of Protection,
bludgeoning damage and 3d6 piercing 15. Ferret, Giant: treat as Wolf (MM 341, CR ¼ Leather armor, Shield, Longsword +1 and
damage on a failed DC 15 Dexterity saving 50 XP) Mace +1 , Boots of Levitation, Potion of flying.
throw. One minute after the triggering a 10’ 16. Old Man: Treat as Commoner (MM 345, CR 50. Bowmen Leader: Treat as Scout (MM 349,
stone cube block will drop on the “T” near 0, 10 XP)) CR ½ (100 XP)) with Leather armor, Shield,
the pit trap. DC 15 Dexterity is required to 17. Clerics: Treat as Acolyte: (MM 342, CR ¼, 50 Cloak of Protection, Longsword and Dagger.
dodge out of the way or else it will deal XP) Names: Achmar has a Scroll, Merloc, 51. Lieutenant : Treat as Veteran (MM 350, CR
6d10 bludgeoning damage, the hallway is Almor, Durmil 3 (700 XP)) with Plate, Armor +1, Ring of
blocked in either case afterward. 18. Medium Warhorse: Treat as Warhorse Invisibility, Shield, Frostbrand Longsword
• Spear Trap (p. 26): Triggered by an (MM 340, CR ½, 100 XP) and Dagger.
unlocked door at the end of the central 19. Pluck, Traveling Minstrel: Treat as 52. Gormundel: Treat as Mage (MM 347, CR 6
hallway. Will shoot a number of spears Commoner (MM 345, CR 0, 10 XP) (2300 XP))or Winter Wolf (MM 340, CR 3
determined by the GM. DC 20 passive 20. Innkeeper William Brightboy: Treat as (700 XP)) with Cloak of Protection, Ring of
Wisdom (Perception) check to spot, or DC Commoner (MM 345, CR 0, 10 XP) Swimming, Wand of Fear – Spells Fire
15 Wisdom (Perception) check if actively 21. Lizard Men: Treat as Lizardfolk MM 204, Shield, blink
searching. DC 15 Intelligence CR ½ 100 XP) 53. Brigands: Treat as Bandit (MM 343, CR 1/8
(Investigation) check to determine how to 22. Barto Trume: Treat as Thug (MM 340, CR ½ (25 XP))
disarm, followed by a DC 15 Dexterity 100 XP) 54. Captain: Treat as Veteran (MM 350, CR 3
check using thieves tools to disable it. DC 23. Busby (Former Innkeep): Treat as (750 XP)) Chainmail +1, Weapon of Warning,
15 Wisdom (Perception) check to determine Commoner (MM 345, CR 0, 10 XP) Trident.
a way to bypass the trap. When the spear 24. Stephen DeManis: Treat as Commoner 55. Guards: (MM 347, CR 1/8 (25 XP))
trap is triggered by simply opening the MM 345, CR 0, 10 XP) Chainmail and Shield, 3 of the guards have
unlocked door, spears will be fired through 25. Brigands : Treat as Bandit (MM 343, CR 1/8 a Longsword +1.
holes in the wall on either side of the 25 XP) 56. Shambling Mound: (MM 270, CR 5 (1800
corridor. These holes are covered with an 26. Very Old Black Dragon, Aulicus: Treat as XP))
illusion to appear as normal parts of the Adult Black Dragon, MM 88, CR 14, 11,500 57. Cleric: Treat as Cult Fanatic (MM 345, CR 2
wall; normally they cannot be seen at all. A XP) (450 XP)) Almar and 4 other clerics
creature within range standing in front of 27. Giant Frog: (MM 325, CR ¼ 50XP)) 58. Patriarch, Ul-Lon: Treat as Priest with
the trap takes 2d10 piercing damage on a 28. Hobgoblin: (MM 186, CR ½ 100XP) Armor, plate +1 and Staff of the Adder, in
failed DC 15 Dexterity saving throw, or half 29. Giant Snake (Constrictor): Treat as Giant addition two 4th level spells Guardian of
as much on a successful one (limited by the Constrictor Snake (MM 324, CR 2, 450XP) Faith and Stone Shape.
number of spears). A creature struck takes 30. Giant Toad: (MM 329, CR 1 (200 XP)) 59. Mimic: (MM 220, CR 2 (450 XP))
1d10 poison damage and must succeed on a 31. Giant Lizard: (MM 326, CR ¼ (50 XP)) 60. Wights: (MM 300, CR 3 (700 XP))
DC 15 Constitution saving throw or be 32. Catoblepas: Treat as Basilisk (MM 24, CR 3 61. Lizard Men: Treat as Lizardfolk (MM 204,
poisoned for 1 hour. (700 XP)) CR ½ (100 XP))
33. Trolls: (MM 291, CR 5, 1800 XP) 62. Lizard Men: Treat as Lizardfolk (MM 204,
34. Ghouls:(MM 148, CR 1, 200 XP) CR ½ (100 XP))
35. Water Weird: (MM 299, CR 3, 700 XP) 63. Carniverous Ape: Treat as Ape (MM 317, CR
Monsters 36. Clerics: Treat as Priest (MM 348, CR 2 (450
XP)
½ (100 XP))
64. Hell Hounds: (MM 182, CR 3 (700 XP))
1. John Brunis, Count of Eor: Treat as 37. Wolves: Treat as Wolf (MM 341, CR ¼, 50 65. Lizard King: (MM 205, CR 4 (1100 XP))
Gladiator (MM 346, CR 5 1,800 XP) XP) 66. Hill Giants: (MM 155, CR 5, 1800 XP)
2. Jorlon, High Priest of Vendare: Treat as

Not for resale. Permission granted to print or photocopy this document for personal use only. I2 THE TOMB OF THE LIZARD KING CONVERSION GUIDE 10
67. Lizard Men: Treat as Lizardfolk (MM 204, instead of falling unconscious, provided that charmed. The charmed target regards Sakatha
CR ½ (100 XP)) he isn't in running water or sunlight. lf he can't as a trusted friend to be heeded and protected.
68. Lizard King: (MM 205, CR 4 (1100 XP)) transform, he is destroyed. While he has 0 hit The target isn't under Sakatha’s control, but it
69. Mordrin: Treat as Priest (MM 348, CR 6 points in mist form, he can't revert to his takes Sakatha's requests and actions in the
(2100 XP)) with a Mace + 2 , plus an vampire form, and he must reach his coffin most favorable way and lets Sakatha bite it.
addition three spells Guardian of Faith, within 2 hours or be destroyed. Once in his Each time Sakatha or his companions do
Stone Shape, and Flame Strike. coffin, he reverts to his vampire form. He is anything harmful to the target, it can repeat
then paralyzed until he regains at least l hit the saving throw, ending the effect on itself on
70. Ogmond: Treat as Priest (MM 348, CR 5
point. After l hour in his coffin with 0 hit a success. Otherwise, the effect lasts 24 hours
(1800 XP)) with no Armor, and Animate points, he regains l, hit point. or until Sakatha is destroyed, is on a different
Dead Prepared. plane of existence than the target, or takes a
71. Thalon: Treat as Priest (MM 348, CR 5 (1800 Skewer. Once per turn, when Sakatha makes a bonus action to end the effect.
XP)) with Chainmail +3 and Warhammer melee attack with its trident and hits, the
+2. target takes an extra 10 (3d6) damage, and the Children of the Night (1/Day). Sakatha
72. Lizardmen: Treat as Lizardfolk (MM 204, Sakatha gains temporary hit points equal to magically calls 2d4 swarms of bats or swarms
CR ½ (100 XP)) the extra damage dealt. of rats, provided that the sun isn't up. While
73. Bride of Sakatha: Treat as Vampire Spawn Regeneration. Sakatha regains 20 hit points at outdoors, Sakatha can call 3d6 wolves instead.
(MM 298, CR 5 (1800 XP)) the start of his turn if he has at least l hit point The called creatures arrive in ld4 rounds,
74. Sakatha: Special and isn't in running water or sunlight. lf he acting as allies of Sakatha and obeying his
75. Prisoners: Treat as Commoner (MM 345, takes radiant damage or damage from holy spoken commands. The beasts remain for l
CR 0 (10 XP)) water, this trait doesn't function at the start of hour, until Sakatha dies, or until he dismisses
his next turn. them as a bonus action.
Spellcasting. Sakatha is a 9th-level spellcaster. Trident. Melee or Ranged Weapon Attack: +5 to
Special Creatures His spellcasting ability is Intelligence (spell hit, reach 5 ft. or range 20/60 ft., one target.
save DC 18, +10 to hit with spell attacks). He has Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4)
Sakatha (Lizard King Vampire) the following wizard spells prepared: piercing damage if used with two hands to
Medium undead (shapechanger), chaotic evil make a melee attack.
Cantrips (at will): mage hand, prestidigitation, ray of
Armor Class 17 (natural armor) frost, true strike Legendary Actions
Hit Points 151 (17d8+48) 1st level (4 slots): comprehend languages, jump,
magic missile, sleep Sakatha can take 3 legendary actions, choosing
Speed 30 ft, Swim 30ft.
2nd level (3 slots): gust of wind, mirror image, from the options below. Only one legendary
STR DEX CON INT WIS CHA stinking cloud, web action option can be used at a time and only at
3rd level (3 slots): animate dead, fireball, the end of another creature’s turn. Sakatha
18 (+4) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 18 (+4)
nondetection, lightening bolt regains spent legendary actions at the start of
Saving Throws Dex +9, Wis +7, Cha +9 4th level (3 slots): greater invisibility, polymorph, his turn.
Skills Arcana +15, Perception +12, Religion +10, wall of fire Cantrip. Sakatha casts a cantrip.
Stealth +14 5th level (1 slot): animate objects, cloudkill Move. Sakatha moves up to his speed without
Senses darkvision 120 ft., passive Perception 22 provoking opportunity attacks.
Languages Abyssal, Common, Draconic, Skewer. Sakatha once per turn makes this
Elvish, Giant, Infernal
Actions
melee attack.
Challenge 16 (15,000 XP) Multiattack (Vampire form only). Sakatha Unarmed Strike. Sakatha makes one unarmed
Shapechanger. If Sakatha isn't in running makes 2 attacks only one of which is his bit strike.
water or sunlight, he can use his action to attack. Bite (Costs 2 Actions). Sakatha makes one bite
polymorph into a Tiny bat, a Medium. wolf, or Unarmed Strike (Vampire Form Only). Melee attack.
a Medium cloud of mist, or back into his true Weapon Attack: +9 to hit, reach 5 ft., one Serpent Scales. He gains a +2 bonus to AC until end
form. While in bat or wolf form, Sakatha can't creature. Hit: 8 (1d8 + 4) bludgeoning damage. of next turn.
speak. In bat form, his walking speed is 5 feet, Instead of dealing damage, the vampire can
and he has a flying speed of 30 feet. In wolf grapple the target (escape DC 18).
form, his walking speed is 40 feet. His
statistics, other than his size and speed, are Bite. (Bat or Vampire Form Only). Melee
unchanged. Anything he is wearing transforms Weapon Attack: +9 to hit, reach 5 ft., one
with him, but nothing he is carrying does. He willing creature, or a creature that is grappled
reverts to his true form if he dies. While in mist by Sakatha, incapacitated, or restrained. Hit: 7
form, Sakatha can't take any actions, speak, or (ld6 + 4) piercing damage plus 10 (3d6) necrotic
manipulate objects. He is weightless, has a damage. The target's hit point maximum is
flying speed of 20 feet, can hover, and can reduced by an amount equal to the necrotic
enter a hostile creature's space and. stop there. damage taken, and Sakatha regains hit points
In addition, if air can pass through a space, the equal to that amount. The reduction lasts until
mist. can do so without squeezing, and he can't the target finishes a long rest. The target dies if
pass through water. He has advantage on its hit point maximum is reduced to 0. A
Strength, Dexterity, and Constitution humanoid slain in this way and then buried in
saving throws, and he is immune to all non- the ground rises the following night as a
magical damage, except the damage he takes vampire spawn under Sakatha's control.
from sunlight.
Weapon Attack: +6 to hit, reach 5 ft., one target.
Legendary Resistance (3/Day). If Sakatha fails a Hit: 8 (1d8 + 3) piercing damage.
saving throw, he can choose to succeed instead.
Charm. Sakatha targets one humanoid he can
Misty Escape. When Sakatha drops to 0 hit see within 30 feet of him. If the target can see
points outside his coffin, he transforms into a Sakatha, the target must succeed on a DC 17
cloud of mist (as in the Shape changer trait) Wisdom saving throw against this magic or be

Not for resale. Permission granted to print or photocopy this document for personal use only. I2 THE TOMB OF THE LIZARD KING CONVERSION GUIDE 11