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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

