Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
I

When an ulitharid finds sharing leadership with an el-
der brain to be insufferable, it breaks off from the colony,
taking a group of mind flayers with it, and forms a new
colony. After the death of the ulitharid's body, mind flay-
ers place its brain in a brine pool, where it grows into an
elder brain over a few days.
Extractor Staff. Each ulitharid carries a psionically
enhanced staff made of black metal. When the ulitharid
is ready to give up its body, it attaches the staff to the
back of its head and uses the staff to crack open its own
skull and peel it apart, enabling its brain to be extracted
and placed in a brine pool, where it can grow into an el-
der brain. The staff serves no other purpose.

WERE BAT
Small humanoid (goblin, shapechanger), neutral evil

Ar mor Class 13
Hit Point s 24 (7d 6)
Speed 30 ft. (climb 30 ft., fly 60 ft. in bat or hybrid form)

STR
8 (-1)

DEX
17 (+3)

CON
10 (+O)

Skills Perception +3, Stealth +S

INT
10 (+O)

WIS
12 (+l)

CH A
8 (-1)

Damage Immunities bludgeoning, piercing, and slashing fro m
nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 13
Languages Goblin (can't spe ak in bat form)
Challenge 2 (450 XP)

Shapechanger. The werebat can use its action to polymorph
into a Medium bat-humanoid hybrid, or into a Large giant bat,
or back into its true form, which is humanoid. Its statistics,
other than its size, are the same in each form. Any equipment
it is wearing or carrying isn't t ransformed. It reverts to its true
form if it dies.

Echolocation (Bat or Hybrid Form Only). The werebat has
blindsight out to a range of 60 feet as long as it's not deafened.

Keen Hearing. The werebat has advantage on Wisdom (Percep·
tion) checks that rely on hearing.

WEREBAT
A werebat is a humanoid afflicted with a rare form of
lycanthropy that enables it to transform into a giant bat
or a bat-humanoid hybrid. (See the Monster Manual for
more information on lycanthropy.) Most werebats are of
goblin stock.
Deep Dwellers. Werebats are shunned even by goblin
society because of their need to feed on blood to survive.
They prefer to lair in dark places, such as attics and
caves, and typically adopt nocturnal hunting habits.
Blood Drinkers. A werebat must consume at least 1
pint of fresh blood each night, or it weakens and gains
one level of exhaustion that no amount of rest alone can
remove. Each pint of blood the werebat consumes re-
moves one level of exhaustion gained in this fashion.
Werebat Lycanthropy. A player character who be-
comes a werebat gains a Dexterity of 17 if their score
isn't already higher. Attack and damage rolls for the
werebat's bite attack are based on the character's
Strength or Dexterity score, whichever is higher.

Nimble Escape (Humanoid Form Only). The werebat can take
the Disengage or Hide action as a bonus action on each of
its turns.

Sunlight Sensitivity. While in sunlight, the werebat has dis·
advantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.

ACTIONS
Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the werebat makes two scimitar attacks or two shortbow
attacks. In hybrid form, it can make one bite attack and one
scimitar attack.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +S to
hit, reach S ft., one creature. Hit: 6 (ld6 + 3) piercing dam-
age, and the werebat gains temporary hit points equal to the
damage dealt. If the target is a humanoid, it must succeed on
a DC l 0 Constitution saving throw or be cursed with were bat
lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +S to hit, reach S ft., one target. Hit: 6 (ld6 + 3) slash-
ing damage.
Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +S to hit, range 80/320 ft., one target. Hit: 6 (ld6 + 3)
piercing damage.

APPENDIX A I DUNGEON DENJZENS
Free download pdf