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APPENDIX A :  DUNGEON DENIZENS


            This appendix contains information on Halaster Black-
         ""'- cloak, as well as monsters and NPCs not found in the
            Monster Manual. After the Mad Mage, the creatures are
            in alphabetical order.

            HALASTER B LACKCLOAK
            Halaster, the Mad Mage of Undermountain, is the de-
            ranged individual behind most of the traps and horrors
            found in the great dungeon under Waterdeep. Under-
            mountain is his home, an amusement gallery in which
            others perform to entertain him.
             The Mad Mage knows the ever-changing ways of Un-
            dermountain as no one else does, for he is the one who
            controls those changes. He prefers to remain unseen,
            skulking about invisibly or peering through scrying
            sensors that resemble wide-open eyes surrounded by
            sparkling motes of Hght.
             Halaster's abilities far exceed those of most mortal
            wizards. His expertise with magic gates allows him to
            travel far and wide to engage in magical research. He


            HALASTER BLACKCLOAK                               Rejuvenation. If Halaster dies in Undermountain, he revives af-
            Medium humanoid (human), chaotic evil             ter ldlO days, with all his hit points and any missing body parts
                                                              restored. His new body appears in a random safe location in
                                                              Undermountain.
            Armor Class 14 (17 with mage armor)
            Hit Points 246 (29d8 + 116)                       Spel/casting. Halaster is a 20th-level spellcaster. His spellcast-
            Speed 30 ft.                                      ing ability is Intelligence (spell save DC 22, +14 to hit with spell
                                                              attacks). He can cast disguise self and invisibility at will. He can
              STR    DEX     CON     INT    WIS    CHA
                                                              cast  fly and lightning bolt once each without expending a spell
             10 (+0)   18 (+4)   18 (+4)   24  (+7)   18 (+4)   18 (+4)
                                                              slot, but can't do so again until he finishes a short or long rest.
                                                              Halaster has the following wizard spells prepared:
            Saving Throws Int +14, Wis +11
            Skills Arcana +21, History +21, Perception +11    Cantrips (at will): dancing lights, fire  bolt, light, mage hand,
            Damage Resistances fire and lightning (granted by the blast   prestidigitation
             scepter; see "Special Equipment" below)          lst level  (4 slots): mage armor, magic missile, shield, silent image
            Senses darkvision 120 ft., passive Perception 21   2nd level (3 slots): arcane lock, cloud of daggers,
            Languages Abyssal, Celestial, Common, Draconic, Dwarvish,   darkvision, knock
             Elvish, Infernal, Undercommon                    3rd level (3 slots): counterspell, dispel magic,firebafl
           Challenge 23  (50,000 XP)                          4th level (3 slots): confusion, hallucinatory terrain, polymorph
                                                              5th level  (3 slots): Bigby's hand, geas, wall of force
           Special Equipment. Halaster wears a robe of eyes that lets him   6th level (2 slots): chain lightning, globe of invulnerability,
                                                               programmed illusion
            see in all directions, gives him darkvision out to a range of 120
                                                              7th level (2 slots):.finger of death, symbol, teleport
           feet, grants advantage on Wisdom (Perception) checks that rely
                                                              8th level (1  slot): maze, mind blank
           on sight, and allows him to see invisible creatures and objects,
                                                              9th level (1 slot): meteor swarm, wish
           as well as into the Ethereal Plane, out to a range of 120 feet.
             Halaster wields a blast scepter (a very rare magic item that
                                                              ACTIONS
           requires attunement). It can be used as an arcane focus. Who-
           ever is attuned to the blast scepter gains resistance to fire and   Blast Scepter. Halaster uses his blast scepter to cast thunder-
           lightning damage and can, as an action, use it to cast thun-  wave as a 4th-level spell (save DC 16).
           derwave as a 4th-level spell (save DC 16) without expending a
                                                              LEGENDARY ACTIONS
           spell slot.
             Halaster also wears a horned ring (a very rare magic item that   Halaster can take 3 legendary actions, choosing from the op-
           requires attunement), which allows an attuned wearer to ignore   tions below. Only one legendary action option can  be used at
           Undermountain's magical restrictions (see "Alterations to   a time and only at the end of another creature's turn. Halaster
           Magic," page 10).                                  regains spent legendary actions at the start of his turn.
           Arcane Recovery (1/ Day). When he finishes a short rest,   Cast Spell. Halaster casts a spell of 3rd level or lower.
           Ha  laster recovers all his spell slots of 5th level and lower.   Spell Ward (Costs 2 Actions). Halaster expends a spell slot of
                                                               4th level or lower and gains 5 temporary hit points per level
           Legendary Resistance (3/Day). If Halaster fails a saving throw,   of the slot.
           he can choose to succeed instead.


           APPENDIX A I DUNGEON  DENlZENS
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