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spends much of his time creating gates, moving them
             around, and casting elder runes on them. Halaster's
             gates connect the different levels of Undermountain,   ARCHDRUID
             thus enabling him to bring new monsters into the dun-  Archdruids watch over the natural wonders of their do-
             geon to replenish those that die or escape. Even as   mains. They seldom interact with civilized folk unless
             groups of adventurers try to gain decisive control of  just   there is a great threat to the natural order, and their
             a small section of Undermountain's halls, Halaster con-  lairs are often guarded by allied beasts, plants, and fey.
             stantly alters the dungeon's perils to thwart them.
              Halaster's true form is that of  a tall, gaunt, male hu-
             man, but he uses magic to take on many other visages   ARCHDRUID
             and shapes. No matter what form he wears, the Mad   Medium humanoid (any race), any alignment
             Mage giggles and mutters incessantly. Contrary to ap-
             pearances, however, Halaster is alert and attentive to   Armor Class 16 (hide armor, shield)
             the activities and preparations of  all beings near him.   Hit Points 132 (24d8 + 24)
             He never willingly enters combat without first casting   Speed 30 ft.
             mage armor and mind blank on himself.
                                                                  STR    DEX    CON      INT    WIS    CHA
             HALASTER'S LAIR                                    10 (+O)   14 (+2)   12 (+  1)   12 (+1)   20 (+5)   11  (+O)
             As the master of Undermountain, Halaster can alter the   Saving Throws Int +5, Wis +9
             entire dungeon to some extent. His lair actions and re-  Skills Medicine +9,  Nature +5, Perception +9
             gional effects don't extend beyond Undermountain.   Senses passive Perception 19
                                                                Languages Druidic plus any two languages
             L AIR A CTIONS                                    Challenge 12 (8,400 XP)
             On initiative count 20 (losing initiative ties), Halaster
             takes a lair action to cause one of the following effects:   Spe/lcasting. The archdruid is an 18th-level spellcaster. Its
                                                               spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
             •  Ha  laster targets a volume of unoccupied space or   spell attacks). It has the following druid spells prepared:
              solid stone no larger than four 10-foot cubes within 30
              feet of him, turning the open space to solid, worked   Cantrips (at will): druidcraft, mending, poison spray,
              stone or vice versa.                               produce flame
              Halaster causes one door or archway within 30 feet of   1st level (4 slots): cure wounds, entangle.faerie fire, speak
              him to disappear and be replaced by a blank wall, or   with animals
              he restores a door or an archway previously removed   2nd level (3 slots): animal messenger, beast sense, hold person
                                                                3rd level (3 slots): conjure animals, meld into stone,
              in this way.                                       water breathing
             •  Halaster deactivates or reactivates one of Under-  4th level (3 slots): dominate beast, locate creature, stoneskin,
              mountain's magic gates. The gate must be within 120   wall of  fire
              feet of him.                                      5th level (3 slots): commune with nature, mass cure wounds,
                                                                 tree stride
             R EGIONAL E FFECTS                                 6th level (1  slot): heal, heroes'  feast, sunbeam
             When Halaster is in Undermountain, the following ef-  7th level (1  slot):  fire storm
             fects can occur in any location within the dungeon or in   8th level (1  slot): animal shapes
             any extraplanar extension of the dungeon:          9th level (1  slot): foresight
             •  A magical scrying sensor appears, taking the form of   ACTIONS
              a ghostly, 1-foot-diameter humanoid eye surrounded   Scimitar.  Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
              by motes of light. The sensor is stationary, though   get. Hit: 5 (ld6 + 2) slashing damage.
              Halaster can reorient the eye to face in any direction.
               Halaster can see through the eye as though he was   Change Shape (2/Day). The archdruid magically polymorphs
              in its space. The eye can't be harmed or dispelled,   into a beast or elemental with a challenge rating of  6 or less,
               but it winks out within an antimagic field. A scrying   and can remain in this form for up to 9 hours. The archdruid
                                                                can choose whether its equipment falls to the ground, melds
              eye lasts until Halaster ends the effect (no action
               required).                                       with its new form, or is worn by the new form. The archdruid
             •  A minor illusory effect is triggered, as though Halaster   reverts to its true form if it dies or falls unconscious. The
               had cast minor illusion in an area. Common illusions   archdruid can revert to its true form using a bonus action
               include the echo of rattling chains, the distant sound   on its turn.
                                                                 While in a new form, the archdruid retains its game statistics
               of explosive spells being cast, a dusty cloak or a rusty
                                                                and ability to speak, but its AC, movement modes, Strength,
               helm floating as though worn by an invisible figure,   and Dexterity are replaced by those of the new form, and it
               and illusory footprints appearing on a dusty floor.   gains any special senses, proficiencies, traits, actions, and reac-
             •  Silent apparitions of  dead adventurers drift through   tions (except class features, legendary actions, and lair actions)
               halls and rooms as though they are lost. An apparition   that the new form has but that it lacks. It can cast its spells with
               can't be harmed, and it doesn't acknowledge creatures   verbal or somatic components in its new form.
               or objects in any way. It can't be dispelled but is sup-  The new form's attacks count as magical for the purpose of
               pressed within an antimagic field.               overcoming resistances and immunity to nonmagical attacks.


                                                                                  APPENDIX A  I DUNGEON DENTZENS
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