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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
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