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+ 18) hit points. The mimic adheres to any creature   Mobar has the statistics of  a werebat (see appendix
              that steps into it or grabs its "rope." Once it has prey in   A), with these changes:
              its clutches, it untethers itself and drifts downriver at   •  Mohar has 42 hit points.
              a speed of 15 feet while pounding its would-be meal to   •  Due to poor depth perception, he has disadvantage on
              death with its pseudopod.
                                                                  any attack roll against a target more than 30 feet away.
              llB.  GRIMLO CK SKELETON                            Mobar is smitten by Wyllow and follows her instruc-
              The skeleton of  a one-armed grimlock lies on the floor   tions without question. He spends his idle hours making
              where a narrow passage in the west wall intersects with   gifts for her and, in bat form, leaving them in front of
              a wider tunnel heading north and south. Close examina-  her tower. The lovestruck fool  is otherwise bereft of
              tion reveals that the grimlock's bones have been picked   conscience, and he presides over the werebat tribe with
              clean by acid, and its eyeless skull is turned toward the   iron-fisted resolve. As a rule, he does not treat with ad-
              narrow passage that leads west. The grimlock's bony   venturers; he'd rather rob them and feed on their blood.
              arm and hand also point in that direction. The skeleton   If  combat breaks out here, the werebats throughout
              was left here by the mimic and hides nothing of  value.   area 16 investigate, converging on this location.
              12. WEREBAT C AVES                                TREASURE
                                                                Mobar's cave is unfurnished except for a moldy old
              These natural caves have uneven floors and 30-foot-high   wooden chest sitting on a natural shelf 10 feet off the
              ceilings. Enough light enters to dimly illuminate each   floor in the room's southwest corner. The chest is un-
              cave. In total, nine goblin werebats lurk here.   locked and contains 60 gp in a leather pouch, three
               If  combat breaks out anywhere in these caves, all the   wooden holy symbols of Malar, a potion of  greater
              werebats in the three sections of area 12 quickly join the   healing in a varnished gourd, a pair of dainty slippers,
              fray. Mobar (see area 14) remains where he is.
                                                                six bleached human skulls, a beautifully carved ivory
                                                                figurine of  Wyllow (25 gp), and a chalice hewn from blue
              12A. WEREBATS IN BAT FORM
                                                                quartz (250 gp). Hanging from a hook on the inside lid
              Werebats. Three goblin werebats (see appendix A)   of the chest is an iron master key that fits all the doors
               hang from the ceiling in bat form, asleep. In this   in areas 18-24. The head of the key is shaped like a
               form, they are indistinguishable from giant bats. The   dwarf's stern visage.
               werebats awaken if they are attacked or otherwise
               disturbed.                                        15. BAT CAVE
              Rack. A crude weapon rack made of lashed bones
               stands in the middle of the cave.                Scores of harmless bats roost here, their guano cover-
                                                                 ing the floor of the unlit cave in sticky mounds. If  bright
               If  they awaken, the werebats either attack intruders in   light shines into the cave or intruders enter, the bats flut-
              bat form or drop to the floor, assume goblin form, and   ter about in distress before exiting the cave and swarm-
              arm themselves.                                   ing above the village. The werebats in areas 12, 14, and
               The rack holds three scimitars, three shortbows, and   16 investigate the disturbance, attacking any intruders
              three leather quivers each containing 20 arrows.   they encounter on their way here.
              12B. WEREBAT S  IN GOBLIN FORM                     16. WEREBAT  C AVES
              Three goblin werebats (see appendix A) in humanoid
              form crouch in the middle of this cave. One of them is   These dark, rough-hewn caves have rubble-strewn
              using a whetstone to sharpen its scimitar, while the oth-  floors and 30-foot-high ceilings. In total, nineteen goblin
              ers fashion arrows out of sticks, feathers, and flint.   werebats (see appendix A) dwell here.
                                                                  If  combat breaks out anywhere in these caves, all the
              12c. WEREBATS IN B AT FORM                        werebats in the four sections of area 16 quickly join the
              Three goblin werebats (see appendix A) lair here in bat   fray. The noise also alerts the werebat boss in area 14,
              form. The cave is otherwise identical to area 12a.   who investigates.

              13. DINING C AVE                                   16A. WEREBATS IN BAT FORM
                                                                 Werebats. Three goblin werebats (see appendix A)
              The goblin werebats have communal dining habits and
              prefer to eat together in this cave, the floor of which is   hang from the ceiling in bat form, asleep. In this
              littered with the bones and exsanguinated corpses of   form, they are indistinguishable from giant bats. They
              dead rodents, shoe-sized crickets, and blind fish.   awaken if they are attacked or otherwise disturbed.
                                                                 Niches. Three niches in the south wall hold weapons.
              14. WEREBAT B oss                                   The werebats either attack intruders in bat form
              Precious little light reaches this large cave, which is set   or drop to the floor, assume goblin form, and arm
              aside for the werebat boss, a particularly sinister goblin   themselves.
              named Mohar. He prefers to remain in hybrid form-his   Each of the three niches contains a scimitar, a short-
              most fearsome aspect. In all three of his forms, Mobar's   bow, and a leather quiver holding 20 arrows.
              left eye is blinded by a cataract, and he has a shock of
              white hair.


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