Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

3l0


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 BLACKCLOAK
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
Medium humanoid (human), chaotic evil

Armor Class 14 (17 with mage armor)
Hit Poi nt s 246 (29d8 + 116)
Speed 30 ft.

STR
10 (+0)

DEX
18 (+4)

CO N
18 (+4)

Saving Throws Int +14, Wis +11

INT
24 (+7)

WIS
18 (+4)

Skills Arcana +21, History +21, Perception +11

CHA
18 (+4)

Damage Resist ances fire and l ightning (granted by the blast
scepter; see "Special Equipment" below)
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Celestial, Common, Draconic, Dwarvish,
Elvish, Infernal, Undercommon
Challenge 23 (50,000 XP)

Special Equipment. Halaster wears a robe of eyes that lets him
see in al l directions, gives him darkvision out to a range of 120
feet, grants advantage on Wisdom (Perception) checks that rely
on sight, and allows him to see invisible creatures and objects,
as well as int o the Ethereal Plane, out to a range of 120 feet.
Halast er wields a blast scepter (a very rare magic item that
requires attunement). It can be used as an arcane focus. Who-
ever is attuned to the blast scepter gains resistance to fi re and
lightning damage and can, as an action, use it to cast thun-
derwave as a 4th-level spell (save DC 16) without expending a
spell slot.
Halaster also wears a horned ring (a very rare magic item that
requires attunement), which all ows an attuned wearer to ignore
Undermount ain's magical restrictions (see "Alterations t o
Magic," page 10).

Arcane Recovery ( 1/ Day). When he finishes a short rest,
Ha laster recovers all his spell slots of 5th level and lower.

Legendary Resistance (3/Day). If Halaster fails a saving throw,
he can choose to succeed instead.

APPENDIX A I DUNGEON DENlZENS

Rejuvenation. If Halaster d ies in Undermountain, he revives af-
ter ldlO days, wit h all his hit points and any missing body parts
restored. His new body appears in a random safe location in
Undermountain.

Spel/casting. Halaster is a 20th-level spellcaster. H is spellcast-
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
cast fly and lightning bolt once each without expending a spell
slot, but can't do so again until he finishes a short or long rest.
Halaster has the following wizard spells prepared:
Cantrips (at w ill): dancing lights, fire bolt, light, mage hand,
prestidigitation
lst level (4 slots): mage armor, magic missile, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers,
darkvision, knock
3rd level (3 slots): counterspell, dispel magic,firebafl
4th level (3 slot s): confusion, hallucinatory terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability,
programmed illusion
7th level (2 slots):.finger of death, symbol, teleport
8th level (1 slot): maze, mind blank
9th level ( 1 slot): meteor swarm, wish

ACTIONS
Blast Scept er. Halast er uses his blast scepter t o cast thunder-
wave as a 4th-level spell (save DC 16).

LEGENDARY ACTIONS
Halast er can t ake 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. Halast er
regains spent legendary act ions at t he start of his turn.

Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halast er expends a spell slot of
4th level or lower and gains 5 temporary hit points per level
of the slot.
Free download pdf