Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

NEOTHELID
When an illithid colony's tadpoles are no longer fed by
their caretakers, they turn to devouring one another
out of hunger. Only one tadpole survives out of the thou-
sands in the colony's pool, and it emerges as a neothe-
lid- a slime-covered worm of immense size.
A feral thing, a neothelid knows nothing beyond the
predatory existence it has lived so far. It prowls subter-
ranean passages in search of more brains to sate its
constant hunger, growing ever more vicious.


NEOTHELID
Gargantuan aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 325 (2ld20 + 105)
Speed 30 ft.

STR
27 (+8)

DEX
7 (-2)

CON
21 (+5)

INT
3 (-4)

Saving Throws Int + 1, Wis +8, Cha +6

WIS
16 (+3)

Senses blindsight 120 ft., passive Perception 13
Languages-
Challenge 13 (10,00 0 XP)

CHA
12 (+l )

Creature Sense. The neothelid is aware of the presence of crea-
tures within l mile of it that have an Intelligence score of 4 or
higher. It knows the distance and direction to each creature,
as well as each creature's Intelligence score, but can' t sense
anything else about it. A creature protected by a mind blank
spell, a nondetection spell, or similar magic can't be perceived
in this manner.
Innate Spel/casting (Psionics). The neothelid's innate spellcast-
ing ability is Wisdom (spell save DC 16). It can innately cast t he
following spells, requiring no components:
At will: levitate
l/day each: confusion.feeblemind, telekinesis
Magic Resistance. The neothelid has advantage on saving
throws against spells and other magical effects.

ACTIONS
Tentacles. Me lee Weapon Attack:+ 13 to hit, reach 15 ft., one
target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psy-
chic damage. If the target is a Large or smaller creature, it must
succeed on a DC 18 Strength saving throw or be swallowed by
the neothelid. A swallowed creature is blinded and restrained,
it has total cover against attacks and other effects outside the
neot helid, and it takes 35 (10d6) acid damage at the start of
each of the neothelid's turns.
If the neothelid takes 30 damage or more on a single turn
from a creature inside it, t he neothelid must succeed on a DC
18 Constitution saving throw at the end of that turn or regurgi-
tate all swallowed creatures, which fall prone in a space within
10 feet of the neothelid. If the neothelid dies, a swallowed
creature is no longer restrained by it and can escape from the
corpse by using 20 feet of movement, exiting prone.

Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60-
foot cone. Each creature in that area must make a DC 18 Dex-
terity saving throw, taking 35 (10d6) acid damage on a failed
save, or half as much damage on a successful one.


SCALADAR
Scaladar are constructs created by Trobriand, one of
Halaster's apprentices. They move and attack like giant
scorpions, grabbing prey with two large pincer claws
and delivering a deadly pulse of lightning with their
metal stinger tails.
Trobriand's Rings. Trobriand crafted magic rings
to control the scaladar. Each ring is a black metal loop
with a stinger-shaped protrusion. No scaladar can harm
the wearer of such a ring, and any scaladar within 100
feet of a ring wearer must obey its spoken commands.
The magic of the ring enables the scaladar to under-
stand and interpret these commands, even though the
creatures have no language of their own. If given con-
tradictory commands from two different ring wearers,
a scaladar immediately shuts down and becomes inca-
pacitated for 1 hour. Trobriand has a master ring that
lets him override the commands of other ring wearers
without causing a scaladar to shut down. Trobriand's
rings function only in Undermountain.
Constructed Nature. A scaladar doesn't require air,
food, drink, or sleep.

SCALADAR
Huge construct, unaligned

Armor Class 19 (natural armor)
Hit Points 94 (7dl2 + 49)
Speed 30 ft., climb 20 ft.

STR
19 (+4)

DEX
10 (+O)

CON
25 (+7)

INT
1 (-5)

WIS
12 (+l)

CHA
1 (-5)

Damage Resistances fire; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities force, lightning, poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages-
Challenge 8 (8,900 XP)

Lightning Absorption. Whenever the scaladar is subjected to
lightning damage, it takes no damage, and its sting deals an ex-
tra 11 (2dl0) lightning damage until the end of its next turn.

Sca/adar Link. The scaladar knows the location of other sca-
ladar within 100 feet of it, and it can sense when any of them
take damage.

ACTIONS

i

Mu/tiattack. The scaladar makes three attacks: two with its
claws and one with its sting.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 10 (ldl2 + 4) bludgeoning damage, and, the target is grap-
pled (escape DC l 5). The scaladar has two claws, each of which
can grapple one target.
Sting. Me/ee Weapon Attack: +7 to hit, reach 10 ft., one tar-
get. Hit: 9 (ldlO + 4) piercing damage plus 11 (2dl0) light-
s ning d~mage.

APPENDIX A I DUNGEON DENIZENS
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