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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

