DUKElHALAMRAVANTHAMPUR
Medium humanoid (human), lawful e11il
Armor Class 10
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+O)
CON
15 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Skills Deception +6, Insight +5, Intimidation +6, Religion +3
Senses passive Perception 13; see also "Devil's Sight" below
Languages Common, Infernal
Challenge 4 (1,100 XP)
Dark Devotion. Thalamra has advantage on saving throws
against being charmed or frightened.
Devil's Sight. Thalamra can see normally in darkness, both
magical and nonmagical, out to a distance of120 feet.
A CTION S
Multiattack. Thalamra uses eldritch blast twice or makes two
unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range
120 ft., one creature. Hit: 9 (ldlO + 4) force damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach^5 ft.,
one target. Hit: 4 bludgeoning damage.
REACT IONS
Hellish Rebuke (1st-Level Spell; 2/Day). When Thalamra is
damaged by a creature within 60 feet of her that she can see,
the creature that damaged her is engulfed in hellish flames and
must make a DC^14 Dexterity saving throw, taking^16 (3d10)
fire damage on a failed save, or half as much damage on a suc·
cessful one.
CHAPTER I I A TALE Of' TWO ClTIES
'.. __ ,
Smell of Incense. Pairs of black-robed human cultists
march through the corridors with censers, constantly
perfuming the sewers with incense to counteract what
would otherwise be a mildly nauseating stench.
DUNGEON LOCATIONS
Before the characters descend into the dungeon, allow
them to advance to 4th level.
The following area descriptions are keyed to map
1.6 (page 37).
V20. CELLAR
The characters might enter this cellar by descending
the stairs from area V7, or they might enter through the
eastern door. Read the following boxed text to establish
what they see from either direction:
Four stone pillars brace the ten-foot-high vaulted ceiling
of this dry cellar, the walls of which are lined by a dozen
barrels on wooden braces. Half the barrels have brass
spigots tapped into them. The room also contains two
stacks of wooden crates- one in the middle of the room
and another by the south wall.
The topmost crate in the middle of the room contains
three spined devils that spy on this area through knot-
holes in the crate's sides. These devils burst forth and
attack intruders on sight. The other crates in the middle
of the cellar contain dried meat, loaves of bread. wheels
of cheese, and other assorted foodstuffs-enough to sus-
tain the Vanthampurs and the cultists in the dungeon for
a month. The crates by the south wall contain candles,
oil fiasks, incense, and rat traps.
Six of the barrels contain drinking water, and six
contain ale.
V21. WINE CELLAR
More than two hundred corked bottles of wine are
displayed in seven-foot-tall wooden racks that span the
west and south walls. Empty wooden crates are stacked
in the middle of the room.
Treasure. Seventeen of the bottles contain fine wine
(10 gp per bottle). The remaining wines on display are
common vintages (1 sp per bottle).
V22. SEWER TuNNELS