Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

SHADOW AsSASSIN


A shadow assassin looks like an undead shadow (as de-
scribed in the Monster Manual) that wields shortswords
also made of shadow. It exists only to slay the Jiving.
Undead Nature. A shadow assassin doesn't require
air, food, drink, or sleep.


ULITHARID


Very rarely, an illithid tadpole transforms an individual
into an ulitharid rather than an ordinary mind flayer.
Ulitharids are larger than mind flayers and have six
tentacles instead of four. lllithids innately recognize that
an ulitharid's survival is more important than their own.
In most colonies, an ulitharid becomes an elder brain's
most favored servant, invested with power and authority.
In others, the elder brain perceives the ulitharid as a
potential rival, manipulating or quashing the ulitharid's
ambitions accordingly.


SHADOW ASSASSIN
Medium undead, chaotic evil

Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft.

STR
6 (-2)

DEX
19 (+4)

CON
14 (+2)

Saving Throws Dex +8, Int +5
Skills Perception +9, Stealth +12
Damage Vulnerabilities radiant

INT
13 (+ l)

WIS
12 (+l)

CHA
14 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision^60 ft., passive Perception^19
Languages understands the languages it knew in life but can't
speak
Challenge 9 (5,000 XP)

Amorphous. The assassin can move through a space as narrow
as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the assassin
can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the assassin has disad-
vantage on attack rolls, ability checks, and saving throws.

ACTIONS
Multiattack. The assassin makes two Shadow Blade attacks.
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (ld6 + 4} piercing damage plus^10 (3d6} necrotic
damage. Unless the target is immune to necrotic damage, the
target's Strength score is reduced by ld4 each time it is hit by
this attack. The target dies if its Strength is reduced to 0. The
reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a shadow (see
the Monster Manual) rises from the corpse ld4 hours later.

APPENDIX A J DUNCEON Df.NTZENS

ULITHARID
Large aberration, lawful evil

Armor Class 15 (breastplate)
Hit Points 127 (17dl0 + 34)
Speed 30 ft.

STR
15 (+2}

DEX
12 (+ l}

CON
15 (+2)

INT
21 (+5)

Saving Throws Int +9, Wis +8, Cha +9

WIS
19 (+4)

Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses darkvision 120 ft., passive Perception^18

CHA
21 (+5}

Languages Deep Speech, Undercommon, telepathy^2 miles
Challenge 9 (5,000 XP)

Creature Sense .. The ulitharid is aware of the presence of crea-
tures within 2 miles 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.

Magic Resistance. The ulitharid has advantage on saving
throws against spells and other magical effects.

Psionic Hub. If an elder brain establishes a psychic link with the
ulitharid, the elder brain can form a psychic link with any other
creature the ulitharid can detect using its Creature Sense. Any
such link ends if the creature falls outside the telepathy ranges
of both the ulitharid and the elder brain. The ulitharid can
maintain its psychic link with the elder brain regardless of the
distance between them, as long as they are both on the same
plane of existence. If the ulitharid is more than 5 miles away
from the elder brain, it can end the psychic link at any time (no
action required).
Innate Spellcasting (Psionics). The ulitharid's innate spellcast·
ing ability is Intelligence (spell save DC 17). It can innately cast
the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: confusion, dominate monster, eyebite.feeblemind,
mass suggestion, plane shift (self only), project image, scrying,
telekinesis

ACTIONS
Tentacles. Melee Weapon Attack: +9 to hit, reach^10 ft., one
creature. Hit:^27 (4dl0 + S) psychic damage. If the target is
Large or smaller, it is grappled (escape DC 14) and must suc-
ceed on a DC 17 Intelligence saving throw or be stunned until
this grapple ends.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one
incapacitated humanoid grappled by the ulitharid. Hit: SS
(lOdlO) piercing damage. If this damage reduces the target to
0 hit points, the ulitharid kills the target by extracting and de·
vouring its brain.

Mind Blast (Recharge 5-6). The ulitharid magically emits psy·
chic energy in a 60-foot cone. Each creature in that area must
succeed on a DC 17 Intelligence saving throw or take^31 (4dl2
+ S) psychic damage and be stunned for l minute. A target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.
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