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and a stork. If Arcturia becomes embroiled in a battle,
two of them fight on her side. The one with the dingo
head, who secretly despises Arcturia, sides with her en-
emies against her. Each guard carries a yellow sapphire
(see "Treasure" below).
The three servants are unarmed commoners with the
heads of an aardvark, a moth, and a shrew. Whenever
Arcturia snaps her fingers and points to a spot in the
room, these servants begin dusting that location and
don't stop until she snaps her fingers again. They other-
wise avoid combat.
SOUTHEAST DOOR
This door has a stone wall behind it, inscribed upon
v Determine the rune randomly by drawing a card from
I
which is an elder rune (see "Elder Runes," page 12).
the Elder Rune Deck (see appendix B). The rune targets
the creature closest to the open door. It then vanishes
until the door is closed, whereupon another elder rune
appears in its place.
ARCTUR IA
TREASURE
The harp played by the butterfly swarm is an instrument
of the bards (Anstruth harp).
The yellow sapphires carried by the animal-headed
guards fit into the pillars in area 8. Each gemstone is
worth 1,000 gp.
ARCTURIA
18. ANIMAT ED H ALLWAY
Arcturia is a Heh, with these changes:
This 250-foot-long, downward-sloping hallway has
• In addition to her walking speed, Arcturia has a flying
speed of 60 feet and can hover. been set into permanent animated motion by Halaster's
magic. It twists and undulates continuously, making it
• She can cast the alter self spell at will and uses the
following list of prepared spells: tricky to negotiate. Any creature that enters the corridor
or starts its turn there must succeed on a DC 15 Dex-
Cantrips (at will): mage hand, prestidigitation, ray of frost terity saving throw or take 5 (ldlO) bludgeoning dam-
1st level (4 slots): detect magic, magic missile, shield,
thunderwave age as it is knocked about. If the creature is standing,
2nd level (3 slots): detect thoughts, enlarge/reduce, Melfs acid walking, or running on the floor, the ceiling, or a wall
arrow, mirror image when it fails this saving throw, it tumbles 20 feet down
3rd level (3 slots): counterspell, dispel magic, fireball, slow the tunnel before landing prone. A flying creature has
4th level (3 slots): blight, polymorph advantage on the saving throw and doesn't tumble or fall
Sth level (3 slots): animate objects, telekinesis prone if it fails the save.
6th level (1 slot): disintegrate,jlesh to stone
7th level (1 slot): reverse gravity, teleport 19. D OUBLE DOOR ROULETTE
8th level (1 slot):feeblemind, maze
9th level (1 slot): true polymorph Double Doors. Seven sets of double doors, six of them
at the end of short hallways, stand closed.
Unable to abide normalcy and consistency, Arcturia Scintillating Pillar. A pillar at the center of the 20-foot-
fixates on transforming herself, her surroundings, and high room has deep notches cut into it, which pulse
other creatures. Her moods are ever-changing as well. with a shifting rainbow of light.
If the characters destroyed her phylactery on level 14,
Arcturia knows what they did and attacks them at once. Behind most of the double doors are blank stone
Otherwise, she has no grievance with the adventurers walls. Only the southern set of doors holds a path
and is happy to let them go on their way, neither helping forward: pulling open these doors reveals area 22 be-
yond. Creatures that pass through the doorway get no
or hindering their efforts.
sense that they're leaving Undermountain and entering
ANIMAL-HEADED HUMANOIDS Halaster's extradimensional tower.
Like Rabbithead in area 14, these six creatures are an- Whenever a double door in this area is opened-ex-
imals transformed into humanoids by Arcturia's magic. cept the one to the south (see above)-the pillar emits
They have the following traits in common: colored rays from its myriad notches, duplicating the
effect of a prismatic spray spell (save DC 22) that targets
• They are unaligned.
all creatures within 60 feet of the pillar. Any creature
• They can't speak and know no languages. Q 0
that would be transported to another plane by this ef- ~
The three humanoids wearing armor are champions fect instead appears in the arms of the Halaster statue I
(see appendix A) with the heads of a dingo, an iguana, in area 22. .,
LEVEL 23 I MAD WTZARD'S LAlR

