Page 159 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 159

14. AUVRYNDAR WATCH POST                           17A. THE MAW
           Ceiling. The ceiling and floor in this area are uneven,   Rock Formations. Sharp-pointed stalagmites and sta-
             the distance between them ranging from 20 to 40 feet.   lactites fill this 40-foot-high cave, giving it the appear-
             Three natural columns of rock support the roof.    ance of a toothy maw. Harmless bats flutter between
           Scouts. Two female drow elite warriors (named Akora   the stalactites.
             and Danafay) are mounted on giant lizards near the   Lightning Flashes. If  the behir is in area 17c, sporadic
                                                                flashes of blue-white light appear in the tunnel leading
             center of the cavern.
                                                                to that area, accompanied by a crackling noise.
             The drow attack at the first sign of intruders. Their
           lizards are fitted with saddles, reins, and stirrups, and   17B.  CRUSHED DROW
           have the Spider Climb trait (see the "Variant: Giant Liz-  The half-eaten corpse of a recently slain male drow
           ard Traits" sidebar in appendix A of  the Monster Man-  leans against the stalagmite at the northern entrance
           ual). The drow take the lizards up the walls so they can   to this 30-foot-high cave. The drow's chest is caved in
           get a better look at the characters as they approach.   where the behir stepped on it.
             If  the characters veer toward area 12 from here, Akora
           and Danafay try to get there first to warn Shindreer.   17C.  BEHIR
             Treasure. Each drow wears an obsidian scarab en-  The behir lies in wait in this SO-foot-high cavern, its
           graved with the insignia of House Auvryndar (25 gp).   muscled, serpentine body woven through the stalag-
                                                              mites. Scars are carved into its hide in the form of
            15. CLEARED- O UT CAVES                           arcane runes, placed there by Halaster. The runes
                                                              grant the behir the ability to use the following legend-
           Troglodytes once lived here, but most of  them were cap-
                                                              ary actions.
            tured by drow or devoured by the behir and the trolls.
                                                              LEGENDARY ACTIONS
            15A. FILTHY DEN
            Once a troglodyte den, this 20-foot-high cave is strewn   The behir can take three legendary actions, choosing from
            with filth. Foul, oily secretions on the walls were left   the options below. It can take only one legendary action at a
            there by the troglodytes.                         time and only at the end of  another creature's turn. The behir
                                                              regains spent legendary actions at the start of  its turn. Its spell-
            15B. STONE 'TROLL                                 casting ability is Charisma (spell save DC 13).
           A mutated troll is searching through piles of  troglodyte   Lesser Magic. The behir casts color spray or sleep, requiring no
            filth for edibles. The troll looks normal but has a pecu-  components.
            liar trait. At the start of each of its turns, roll a d6. On a   Greater Magic (Costs 2 Actions). The behir casts invisibility or
            1, the troll turns to stone and is petrified until the start   misty step, requiring no components.
            of its next turn. Casting a greater restoration spell on
            the troll rids it of this magical malady.         17D. HOARD OF THE BEHIR
                                                              This ledge stands 30 feet above the floor of area 17c
            15C. EMPTY NURSERY                                and 20 feet below the cavern roof. The behir has fash-
           The troglodytes once raised their young here, and the   ioned a nest of bones here, decorated with gleaming
            floor is strewn with the bones of vermin.         coins and gems.
                                                                Treasure. The behir's hoard includes 6,700 gp, 4,100
            16. ARCH GATE TO  LEVEL 7                         sp, a gold-and-onyx scorpion brooch (250 gp), a silver
                                                              music box of elven design (l,000 gp), and a dread helm.
            Embedded in the north wall of this 10-foot-high cave is
            a stone arch. Carved into its keystone is a picture of a   A common wondrous item, the dread helm is a fearsome
            hand clutching a lit torch. The arch is one of Halaster's   steel helm that makes its wearer's eyes glow red.
            magic gates (see "Gates," page 12). Its rules are
            as follows:                                       AFTERMATH
            •  If  a lit torch is brought within 5 feet of the arch, the   Houses Auvryndar and Freth continue to send forces
             gate opens for 1 minute.                         to this level until their strongholds (on levels 10 and 12,
            •  Characters must be 9th level or higher to pass through   respectively) are destroyed. In addition to drow, adven-
             this gate (see "Jhesiyra Kestellharp," page 10). The   turers could find themselves facing demons sent by the
             first creature to pass through the gate triggers an el-  drow to destroy the behir. Drow that succeed in killing
             der rune (see "Elder Runes," page 12).           the behir take its treasure back to their stronghold.
            •  A creature that passes through the gate appears in   If  the characters eliminate the behir, neutralize the
             area 29 on level 7, in the closest unoccupied space   trolls, and deal crippling blows to House Freth and
             next to the identical gate located there.        House Auvryndar on this level, the troglodytes grow in
                                                              strength and numbers. Even if the troglodytes are also
            17. B EHIR LAIR                                   eliminated, new clans journey here from elsewhere in
                                                              Undermountain. Emboldened by their lack of enemies,
            The floor of the behir's musty lair is covered with broken   troglodytes that regain control of their former warrens
            bones that crunch underfoot. Creatures that walk on the   turn hostile toward all other creatures, regardless of  any
            floor have disadvantage on Dexterity (Stealth) checks   past truces.
            made to move silently through these caves.


            LEVEL II I TROGLODYTE WARRENS
   154   155   156   157   158   159   160   161   162   163   164