TEXT: 1
   
  
  2
  HALASTER’S HOARD
  INTRODUCTION
  An adventurer screams as she’s covered in oil pouring from holes in the ceiling, hoping her torch doesn’t set it alight. 
  In a dark corner of a cavern lair, a creature unknown to Faerûn’s sages slobbers over the thigh-bone of a haughty paladin. 
  Torchlight glitters on a pile of gold coins surmounted by an ornately-carved treasure chest, the lid of which is invitingly 
  ajar.
  Welcome to Halaster’s Hoard! This compilation of treasures, guardians, and traps is brought to you by a group of the 
  Dungeon Masters Guild’s best and most creative authors. We intend it to be a collection of things you can put anywhere in 
  Undermountain, for use with Waterdeep: Dungeon of the Mad Mage, but you can easily use them in any setting. We’re 
  confident they’ll enhance your game.
  Substance and Style. When you first read through this book, you’ll notice there is variation in presentation from author 
  to author. This is not a mistake. This is an effort to ensure that the authors remain true to their unique style in their 
  contributions. The result is a work that truly reflects the contributors.
  Make it Your Own. Remember, you don’t have to use anything in this book as written! You can change, modify, and 
  enhance whatever you choose to best suit play at your table. That said, every contribution in this book, to the best of our 
  knowledge, has never before been seen in a 5th Edition supplement, so your players will be pleasantly surprised.
  Balance is Everything. Every effort has been taken to ensure the entries in this book are playable and enjoyable with no 
  further adjustment on your part. 
  We hope you enjoy what you’ll find herein, whether you use it in Undermountain or your own milieu. 
  R P Davis
  
  3
  IntroductIon
  This book is dedicated to the memory of Stan Lee, who taught us all how to be heroes as well as create them.
   
   
   
   
   
   
  Excelsior!
  
  4
  HALASTER’S HOARD
  Halaster’s Hoard
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the 
  Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material 
  is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards 
  of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, 
  Uxbridge, Middlesex, UB11 1ET, UK.
  CREDITS
  Lead Designer: R P Davis
  Designers: Christopher Walz, Elise Cretel, Jeromy Schulz-Arnold, Luke Monroe
  Editor: Ken Carcas
  Layout & Art Direction: Travis Legge
  Cover Illustrator: Dean Spencer
  Cartography: Dyson Logos (www.dysonlogos.blog)
  Interior Illustrations: Dean Spencer, J E Shields, Patrick E Pullen, Daniel Walthall, Critical Hit (www.critical-hit.biz), 
  One Man Studio (1manstudio.de), Wizards of the Coast.
  Art Licenses: Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. 
  Disclaimer: The production team of this document can verify that everything within the book 
  is as accurate as Halaster would allow it to be whilst it was in the production phase. We cannot 
  verify if any item, spell or creature listed within these pages are where they are stated to be, or if 
  in fact they are actuallly located within Undermountain itself. Last we saw, Halaster was dressed 
  in a red disguise, carrying a big sack overflowing with goodies, leaving Undermountain in a goblin 
  biplane pulled by eight tiny eyewings. Mystra knows what THAT was about.
  Merry Christmas (2018)
  
  5
  contents
  Contents
  Introduction  
   
   
   
   
   
   
   
   
   
   
  2
  Credits  
   
   
   
   
   
   
   
   
   
   
   
  4
  Magic Items  
   
   
   
   
   
   
   
   
   
   
  6 
   
  Miscellaneous 
   
   
   
   
   
   
   
   
   
   
  6
   
  Rings  
   
   
   
   
   
   
   
   
   
   
   
  17
   
  Rods  
   
   
   
   
   
   
   
   
   
   
   
  19
   
  Staffs  
   
   
   
   
   
   
   
   
   
   
   
  20
   
  Wands  
   
   
   
   
   
   
   
   
   
   
   
  22
   
  Armor  
   
   
   
   
   
   
   
   
   
   
   
  23
   
  Weapons 
   
   
   
   
   
   
   
   
   
   
   
  24
   
  Artifacts 
   
   
   
   
   
   
   
   
   
   
   
  29
   
  Halaster’s Dens 
   
   
   
   
   
   
   
   
   
   
  32
  Monsters  
   
   
   
   
   
   
   
   
   
   
   
  34
  Traps 
   
   
   
   
   
   
   
   
   
   
   
   
  111
  Halaster’s Vault  
   
   
   
   
   
   
   
   
   
  117
  Appendix: Low Level Loot  
   
   
   
   
   
   
   
   
  121
  Author Bios  
   
   
   
   
   
   
   
   
   
   
  124
  
  6
  HALASTER’S HOARD
  MAGIC ITEMS
  An archmage as powerful, long-lived, and far-
  traveled as Halaster Blackcloak has amassed a 
  collection of magic items to rival those of any 
  wizard in the multiverse. Some are trivial, almost 
  mundane. Others are powerful enough to shake 
  the foundations of the world. 
  Feel free to pepper these items in and around 
  Undermountain, but use caution, for some of them 
  are very powerful indeed, and may unbalance your 
  table’s foray into the Mad Mage’s domain.
  Greedy adventurers should be forewarned -- 
  Halaster, like a dragon, knows to the last spell 
  scroll and potion how many magic items he has, 
  where he’s hiding them, and how many charges 
  they’ve got. 
  Miscellaneous
  Amulet of Mighty Fists
  Wondrous itemx, uncommon, rare, or very rare (requires at-
  tunement by a monk)
  An amulet of 
  mighty fists 
  is a smooth, 
  beautiful river 
  rock made into 
  a simple amulet 
  with a leather 
  strap and simple 
  jeweler’s tools. 
  It contains the 
  focused essence 
  of a monk’s 
  training, created 
  through 
  focused 
  concentration 
  and meditation 
  as a tool to 
  improve martial 
  and mystic 
  abilities.
  When attuned to an amulet of might fists, you have a 
  bonus to attack and damage rolls with unarmed attacks. In 
  addition, you gain an bonus to your Ki pool. The bonus to 
  attack and damage rolls and the bonus Ki is dependent on 
  the rarity of the amulet, up to +3 to attack and damage and 
  +3 Ki.
  Badge of the Berserker
  Wondrous item, rare (requires attunement)
  These fearsome badges, favored by raging 
  barbarians, have their origins in the far North. 
  Each badge is a tangled knot of teeth, bone, and 
  leathery skin which forms the face of a screaming 
  savage, twisted in wrath. When pinned to clothing 
  or armor, the spirit within the badge transfers to 
  the wearer. Sages theorize that, among primitive 
  tribes in the far North, shamans fashioned these 
  badges to protect favored champions, binding the 
  spirits of fallen warriors into the fetishes to 
  lend their strength and battle fury. It has been 
  hundreds of years since Halaster walked among 
  the savages of the North, and none now know how 
  he came by these badges.
  While wearing this badge, when you Rage and use 
  your Reckless Attack, attack rolls against you do not have 
  advantage.
  Blackflock Robe
  Wondrous item, rare (requires attunement)
  The witches of Rashemen are famous for their 
  ability to turn themselves and other people into 
  animals. These cloaks 
  are sometimes worn 
  by powerful witches 
  as defenses. When 
  struck, whether by 
  weapon or spell, they 
  burst into a flock 
  of crows and fly to 
  safety.
  While wearing this 
  tattered black cloth, when 
  you are hit by an attack, 
  you can use your reaction 
  to transform into a flock 
  of black birds and fly 40 
  feet to an unoccupied 
  space you can see.  Once 
  you use this ability, you 
  can’t use it again until you 
  finish a long or short rest.
  Celestial Fire Orb
  Wonderous item, very rare (requires attunement)
  Chosen weapon of the spell-casting archons who 
  guarded the goddess of Magic, Mystra. Archons are 
  celestial beings in the upper planes and can vary 
  significantly in appearance. Archons glow with a 
  
  7
  magIc Items
  divine light and when they feel a strong emotion, 
  it can be felt by all in their presence. They are 
  deeply protective of all that is good and will strike 
  down any evil that invades their domain. This orb 
  glows brightly with swirling pearl white energy 
  from the heavens. This orb is surrounded by a 
  magical fiery aura and small embers that evolve 
  around the orb-like little stars. When holding 
  this orb, the clouds above part to allow a shaft of 
  sunlight or moonlight to shine down.
  As a bonus action, this orb can be summoned by 
  speaking a command word. Upon summoning the orb, it 
  can be hurled at a designated target. Once thrown, the orb 
  magically seeks its quarry. Select a creature you can see 
  within 200 feet; that creature must make a DC 18 Dexterity 
  saving throw or take 18 (4d8) radiant damage and 7 (2d6) 
  fire damage, half as much if the saving throw is successful. 
  Additionally, if the saving throw fails by 5 or more, the 
  target is blinded until the end of its next turn. Once the 
  attack is resolved or the target moves beyond the orbs 
  maximum range, the orb sublimates into the aether.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Cloak of Free Men
  Wondrous item, rare (requires attunement)
  The Empire of Shade, which ruled over the great 
  Anauroch desert, greatly abused the nomadic 
  Bedine tribes that traveled its dunes. Out of this 
  abuse was born the great hero, Reyyana, who 
  rose from poverty to become the most desirable 
  courtesan in the empire. From this exalted position, 
  she hatched a plot to bring down the empire and 
  avenge the abuses suffered by her people.
  When all the Imperial Mages were gathered, 
  Reyyana struck with a secret weapon made for 
  her by the witches of her desert tribe. Her cloak 
  transformed her into a swirling sandstorm that 
  flayed the flesh from those around her. Alas, the 
  mages’ magic protected them, but their servants 
  were not so lucky. Though Reyyana was herself 
  slain, she slew dozens of Shade’s courtiers, which 
  plunged the empire into turmoil for years, giving 
  her people respite.
  A Bedine adventurer who dared Undermountain and 
  did not return added her cloak to Halaster’s hoard.
  While wearing this cloak, you have advantage on saving 
  throws to avoid levels of exhaustion from traveling in a 
  desert environment. 
  In addition, as a bonus action, you can activate the cloak 
  to gain concealment as swirling sand and dust surround 
  you. This effect remains for 1 minute or until you dismiss 
  it. While the effect is active, as an action, you can unleash 
  the sand as an attack. Each creature in a 15-foot cube 
  originating from you must make a DC 16 Constitution 
  saving throw; failure results in a creature taking 2d8 
  slashing damage and is blinded. On a successful saving 
  throw, the creature takes half as much damage and isn’t 
  blinded. Once you use this ability, you can’t use it again 
  until the next dawn.
  The Cowbell of Monstrous Allure
  Wondrous item, rare 
  This strange bell was stolen from a demon cave 
  deep within the Nine Hells. This cave belongs to a 
  strange devil that hoards peculiar enchanted items 
  he finds or steals during his travels in the lower 
  planes. Any time the bell’s hideous ring echos 
  within Faerun or on other planes of existence, 
  something random will appear. Devils used this item 
  as a distraction tool to get themselves out of tight 
  situations, to play tricks on demons, and whatever 
  other lawful mischiefs they were up to. The bell 
  does have defects and does not always work as 
  expected. 
  After ringing the cowbell, one of the following random 
  encounters appear. Roll on The Cow Bell of Monstrous 
  Allure Table. After the bell is rung seven times, it vanishes 
  and returns back to the devil cave it was discovered in.
  The Cow Bell of Monstrous Allure Table
  1d12        Encounter
    1            1 Werebear
    2            1d6 steam mephits
    3            1 Trinket
    4            1d8 Rust Monsters
    5            1d12 skeletons
    6            1 young goblin sitting on a log crying
    7            1 Falling Net Trap.
    8            1d6 Giant Centipedes
    9            2 Barbed Devils
    10          1 Erinyes
    11          1d4 Specters
    12          1d4 Will-O-Wisps
  Deck of Spells
  Wondrous item, very rare (requires attunement by a spell-
  caster)
  Although wizards have a reputation for being 
  ponderous and analytical, not all of them are 
  sensible or indeed sane. Halaster can be most 
  kindly described as eccentric, for example, and his 
  inventions are a testament to the twisted way his 
  
  8
  HALASTER’S HOARD
  mind works. It is said he created decks of spells as 
  gifts for his apprentices, though sages disagree on 
  whether or not it was a gift or a bane.
  A deck of spells can bestow great power on a wielder, but 
  it can’t be controlled. Some sages say that Halaster meant to 
  create a spellbook that let its user cast spells more often and 
  that randomness was a side effect, while others claim the 
  item was the only possible result of such a deranged mind. 
  You can use this item as a spellbook. As part of attuning 
  to the deck, your spells magically transfer themselves 
  from your usual spellbook to the cards, and the 
  illustrations thereon change to depict you casting the spell 
  corresponding to the spell written on it. Your old spellbook 
  becomes blank. 
  When you prepare spells during a long rest, you must 
  choose one at random and prepare it before any others. In 
  addition, as an action, you can choose a card at random 
  from the deck and cast it without spending a spell slot. 
  If the spell requires you to make an attack or check, you 
  have advantage on that roll. If it requires a target to make 
  a saving throw, the target makes its roll with disadvantage. 
  Once you use this power, you can’t use it again until you 
  finish a long rest.
  The Devout Heart of Mystra
  Wondrous item, very rare (requires attunement)
  A swirling dark pink tourmaline pendant with the 
  symbol of Mystra. This stone is fitted into silver fitting 
  that has been worked into roses by the steady hands of a 
  Master Silversmith. The pendant hangs from a fine silver 
  chain. Mystra is the Goddess of Magic and is considered 
  the Goddess of Cosmic Balance. It is fabled that the tears 
  of Mystra formed this heart-shaped pendant when Helm 
  struck her down from the heavens for taking a stand against 
  AO. This pendant imbues the wearer with the arcane power 
  and secret knowledge of Mystra and protects them from 
  spell damage.
  The wearer gains a +2 to Intelligence and spell resistance. 
  Divine Solar Orb
  Wonderous item, rare (requires attunement)
  Chosen weapon of the arcane solars, protectors 
  of Celestia and the other upper planes, these 
  solars are the most powerful of the celestial 
  angels. Solars are so strong, usually only one 
  is sent out to reverse any great imbalance in the 
  cosmos. Anytime a solar strikes, great earthquakes 
  and cosmic energy ripples around them as they 
  hit their enemy with the thunderous might of the 
  gods. These gleaming orbs emit a bright radiant 
  golden light and a glittering gold mist of light 
  around their spheres. 
  These orbs can be summoned by using a bonus action 
  to speak the command word. Once summoned, the orb 
  sheds bright light in a 20-foot radius and dim light for an 
  additional 10 feet. This orb can be hurled at a designated 
  target. Once thrown, the orb magically seeks its quarry. 
  Select a creature you can see within 200 feet; that creature 
  must make a DC 15 Dexterity saving throw or take 6 (2d10) 
  radiant damage and 3 (1d6) force damage on a failed save, 
  half as much on a success. If the saving throw is failed by 
  5 or more, the target takes an additional 7 (2d6) psychic 
  damage and has disadvantage on attack rolls and ability 
  checks until the end of its next turn. Once the attack is 
  resolved or the target moves beyond the orbs maximum 
  range, the orb sublimates into the aether, returning back to 
  its owner’s hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Faerie Fire Orb
  Wonderous item, legendary (requires attunement)
  This orb was housed in the halls of the Summer 
  Queen’s Palace. This palace was crafted from a 
  great living tree by the archfey, Oran, known as 
  The Green Lord. Oran is an arch fey of nature and 
  embodies a tall elf touched by the oak tree and 
  vines of the Feywild in appearance. Oran is one of 
  the greatest hunters and fighters in the forests 
  of Sanaliese. This orb was created by archanists in 
  the name of Oran to aid hunters and casters of the 
  Summer Court and the Court of Stars who wanted 
  to make the unseen visible. This fiery orange orb 
  swirls with the iridescence of faerie fire and emits 
  magic flames like solar flares from the sun. 
  As a bonus action, this orb can be summoned by 
  speaking a command word. Upon summoning the orb, it 
  can be hurled at a designated target. Once thrown, the orb 
  magically seeks its quarry. Select a creature you can see 
  within 200 feet; that creature must make a DC 17 Dexterity 
  saving throw or take 22 (4d10) fire damage on a failed save, 
  half as much on a success. Additionally, if the saving throw 
  failed by 5 or more, the target is subject to the effect of a 
  faerie fire spell until the end of its next turn. Once the attack 
  is resolved or the target moves beyond the orbs maximum 
  range, the orb sublimates into the aether, returning back to 
  the owner’s hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  
  9
  magIc Items
  Faerie Force Orb
  Wonderous item, legendary (requires attunement)
  This orb was created by the followers of the 
  elven goddess, Aerdrie Faenya, Goddess of Flight, 
  Air, Birds, and Weather. Elves and good-aligned 
  birds, such as the Aarakocra, worship her in hopes 
  of rain and desirable weather. This orb harnesses 
  the mighty winds of Aerdrie for its force energy 
  to strike down enemies with a mighty blow. This 
  orb swirls with beautiful blue hues of the Feywild 
  sky and glittering white clouds. The mists within 
  the orb form visages of birds, griffins, and faerie 
  dragons gliding and dipping through its tiny 
  atmosphere.
  As a bonus action, this orb can be summoned by 
  speaking a command word. Upon summoning the orb, it 
  can be hurled at a designated target.  Once thrown, the orb 
  magically seeks its quarry. Select a creature you can see 
  within 200 feet; that creature must make a DC 15 Dexterity 
  saving throw or take 13 (2d12) force damage on a failed 
  save, half as much on a success. Additionally, if the saving 
  throw is failed by 5 or more, the target is knocked prone. 
  Once the attack is resolved or the target moves beyond the 
  orbs maximum range, the orb sublimates into the aether, 
  returning back to the owner’s hand. 
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Faerie Frost Orb
  Wonderous item, legendary (requires attunement)
  When the summer prince’s heart froze to ice 
  after being heartbroken by the Queen of Winter, 
  everything in the realm of the Fey Winter Court 
  froze over in a wave of the prince’s deep sorrow. 
  The perpetual night sky heavily loomed over the 
  realm that became colder and more bitter by the 
  day as the prince began to turn toward evilness in 
  his depression. The faerie frost orb was said to 
  be transformed from a summer court orb during 
  this wake of eternal winter and despair. This 
  beautiful orb swirls with dark shades of blues 
  and blacks of the Winter Court’s night sky. 
  Delicate illuminated snow quickly revolves 
  around this swirling winter orb and within its 
  inky layers.
  As a bonus action, this orb can be 
  summoned by speaking a command 
  word. Upon summoning the orb, it 
  can be hurled at a designated target.  
  Once thrown, the orb magically seeks 
  its quarry. Select a creature you can see 
  within 150 feet, that creature must make a 
  DC 13 Dexterity saving throw or take 5 (1d10) cold damage 
  and 3 (1d6) force damage on a failed save, half as much on 
  a success. Once the attack is resolved or the target moves 
  beyond the orbs maximum range, the orb sublimates into 
  the aether, returning back to the owner’s hand. 
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Faerie Lightning Orb
  Wonderous item, legendary (requires attunement)
  This powerful orb was crafted by the High Mages 
  of the Feywild. The High Mages are a special 
  class of spellcasters who delve deep into magic 
  and arcane studies. Only elves have the ability to 
  tap into High Magic and to become a High Mage. 
  Some high mages are so powerful they can engulf 
  whole cities with their spells, create new spells, 
  or even change the very fabric of the Weave 
  itself. This orb swirls with storms and lightning 
  and an electrostatic aura flickers around this 
  spectacular orb. 
  As a bonus action, this orb can be summoned by 
  speaking a command word. Upon summoning the orb, it 
  can be hurled at a designated target. Once thrown, the orb 
  magically seeks its quarry. Select a creature you can see 
  within 300 feet; that creature must make a DC 20 Dexterity 
  saving throw or take 26 (4d12) lightning damage and 5 
  (1d10) thunder damage on a failed save, half as much on a 
  success. If the saving throw is failed by 5 or more, the target 
  takes an additional 9 (2d8) thunder damage and is pushed 
  10 feet away from the owner. Once the attack is resolved or 
  the target moves beyond the orbs maximum range, the orb 
  sublimates into the aether, returning back to the owner’s 
  hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Ghostlight Candle
  Wondrous item, very rare 
  This plain white wax candle can burn all day, every 
  day without diminishing. Halaster is known to keep 
  a supply of them in his favorite Undermountain 
  haunts, as he regularly consorts not only with 
  those who make considerable use of magic to 
  remain unseen, but also with beings 
  capable of moving through the 
  Border Ethereal.
  The candle sheds bright light in a 20-foot 
  radius and dim light for an additional 20 
  feet. It never burns down, but it can be 
  extinguished. While the candle is lit, 
  
  10
  HALASTER’S HOARD
  creatures within 10 feet of it can’t be or become ethereal, 
  incorporeal, or invisible.
  Gibbering Lump
  Wondrous item, rare 
  Many of Halaster’s inventions are quite unsettling. 
  He is, after all, the Mad Mage. The gibbering lump 
  is, according to sages, a very pointed example 
  of his insanity and his lucidity. A mass of flesh 
  which twists itself into a grotesque diadem, the 
  item continually changes shape, growing eyes and 
  mouths and losing them just as quickly. A rambling 
  stream of whispered nonsense spouts from its 
  mouths, and barely-seen flickers of light issue 
  from its eyes. These features give the lump an 
  appearance of life, but it lacks even the twisted 
  intelligence of a gibbering mouther.
  Those who wear a gibbering lump are often thought mad. 
  Some people want to acquire one for just that purpose—to 
  present the appearance of insanity.
  While wearing this item, when you are required to 
  make a Wisdom saving throw, you can use 
  your reaction to automatically 
  succeed on the saving 
  throw and force 
  the attacker to 
  take 11 (2d10) 
  psychic damage. 
  Once you use this 
  power you can’t 
  use it again 
  until you finish 
  a long rest.
  Glove of 
  Storing
  Wonderous item, 
  uncommon
  A glove of storing is a simple tool used primarily 
  for smuggling weapons into places where they 
  do not belong or removing valuables from where 
  they do. While some glove users use it to carry 
  their own weapon, more enterprising individuals 
  have found creative workarounds to the limitations 
  of the glove to arm their entire party.
  Outfitters catering to adventurers often carry long 
  roll-up canvas cases with built-in sheaths for all manner 
  of weapons. These cases are inexpensive, and rather 
  cumbersome when used on their own. However, when 
  paired with a glove of storing, it can be loaded with weapons, 
  stored, and then opened and unrolled with a quick flick 
  of the wrist, arming one’s entire party in a place where 
  they would otherwise be left with much smaller and more 
  concealable weapons.
  There is also the apocryphal tale of Randall 
  “Nobrow” Roughnught, halfling alchemist, 
  pyromaniac, and scourge of the Dalelands, 
  who carried around a burlap sack filled with 
  alchemist’s fire hidden within his glove. He went on 
  a destructive rampage, scorching towns, crops, and 
  livestock until a paladin of Gond smote him some 
  50 years ago.
  When wearing the glove, one item you can hold in one 
  hand weighing less than 20 pounds is shrunk, placed into 
  stasis, and held at the ready in the palm of the glove, so 
  small as to be invisible. Stored objects have a negligible 
  weight. Objects can be stored and retrieved as a free action.
  Gwerlen’s Bracelet
  Wondrous item, legendary (requires attunement)
  Legend tells of a barbarian warrior called 
  Gwerlen who, thousands of years ago and far to 
  the north of Waterdeep, 
  led a warband in battle 
  against an army of 
  werewolves that 
  was plaguing her 
  forest. In the 
  final battle of 
  that conflict, an 
  avatar of Yeenoghu 
  was summoned to 
  fight Gwerlen, and 
  the two engaged 
  in single combat. In 
  the end, Gwerlen sacrificed 
  herself, and Selune took Gwerlen 
  in a burst of moonlight that destroyed 
  Yeenoghu’s avatar as well as the rest of 
  the werewolves. A shaman in Gwerlen’s warband 
  managed to capture a fraction of that light and 
  turn it into a small bracelet. Ever since, that 
  bracelet helped warriors in their battles against 
  evil lycanthropes. Though her name is largely 
  forgotten, some remember and pay homage to 
  Gwerlen.
  Not long ago, Halaster gave Gwerlen’s bracelet 
  to an adventurer who came to him looking for 
  aid in hunting a wererat, on condition that she 
  return the bracelet to him. She swears she did, so 
  presumably the item is somewhere in his vaults.
  While wearing the bracelet, you treat weapons you wield 
  (including ammunition and thrown weapons) as silvered. 
  
  11
  magIc Items
  In addition, when you hit a shapechanger with a melee 
  weapon attack, you can use your bonus action to force that 
  creature to revert to its natural form. The creature must 
  make a DC 15 Charisma saving throw; failure results in the 
  creature reverting to its natural form and can’t use spells or 
  abilities which allow it to change shape for 1 hour. Once you 
  use this power, you can’t use it again until you finish a long 
  rest.
  The Heart of Mystra
  Wondrous item, rare (requires attunement)
  A swirling alexandrite pendant with the symbol of 
  Mystra. This stone is fitted in a golden setting that 
  has small arcane symbols delicately engraved into 
  its surface. This pendant hangs from a glistening 
  golden chain. Mystra is the Goddess of Magic and 
  is considered the Goddess of Cosmic Balance. It 
  is fabled that the tears of Mystra formed this 
  heart-shaped pendant when Helm struck her down 
  from the heavens for taking a stand against AO. 
  This pendant imbues the wearer with the arcane 
  power and secret knowledge of Mystra and minor 
  protects them from spell damage.
  You gain a +1 bonus to your Intelligence score. In 
  addition, you gain resistance to five spell types of your 
  choice. Choose from acid, cold, fire, force, lightning, 
  necrotic, poison, psychic, radiant, or thunder.
  Illusionist’s Gloves
  Wondrous item, uncommon (requires attunement)
  Many hedge wizards are content to spend their 
  lives performing simple illusions, whether to cheat 
  and steal or to amuse people for profit. Galninn, 
  one such spellcaster, owned a pair of magic 
  gloves handed down from father to son through 
  his family from a powerful illusionist ancestor. 
  However, Galninn was far less skilled at magic 
  than his talented ancestor and barely scratched a 
  meager living in a traveling circus. One day, Galninn 
  fell in with a band of adventurers who decided to 
  try their mettle in Undermountain. 
  Halaster noticed Galninn’s gloves and was curious 
  about them. The Mad Mage trapped the poor 
  hedge wizard in a maze of illusions, where Galninn 
  wandered until he collapsed and died from 
  dehydration. Halaster took the gloves, studied 
  them briefly, then cast them aside, forgotten once 
  he’d learned their secrets. They remain in a drawer 
  somewhere in Undermountain, waiting for someone 
  to find them. 
  While wearing the gloves, targets of your illusion spells 
  have disadvantage on saving throws to avoid their effects.
  Jar of Angry Bees
  Wonderous item, rare (requires attunement)
  The jar of angry bees is a clear alchemically 
  treated glass jar filled to the brim with angry 
  clockwork bees and sealed with an easy to open lid. 
  They were created by a retired warforged druid, an 
  interplanar traveler from the far-off world of 
  Eberron, who now makes his home in the Dalelands, 
  raising the bees and selling jars of them to those 
  who can afford the beasties. When released, the 
  bees will attack your enemies with savage fury, 
  stinging relentlessly with polished brass stingers 
  and injecting them with an acidic poison. They will 
  fight for you for up to one hour a day. It is not 
  recommended that you shake the jar, taunt the 
  bees, or otherwise antagonize them, as they hold 
  a grudge, and do not forget. If you should ever 
  do these things and become unattuned to the jar 
  of angry bees, the bees will come after you at the 
  first possible chance. You have been warned.
  As an action, you can open the jar and summon two 
  swarms of angry clockwork bees (see Sidebar). The bees 
  are friendly to you and your companions. Roll initiative 
  for the bees as a group, which has its own turns. They obey 
  any verbal commands that you issue to them (no action 
  required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, but 
  otherwise, take no actions. They can operate for up to one 
  hour, after which they must return to the jar to recharge. 
  Once you use the jar, you can’t use it again until the 
  following dawn.
  Angry Clockwork Bees
  Medium swarm of tiny constructs, neutral
  Armor Class 14 (natural armor)
  Hit Points 22 (5d8)
  Speed 5 ft, fly 40 ft.
  STR 3 (-4) DEX 16 (+3) CON 10 (+0) INT 10 (+0) WIS 
  12 (+1) CHA 1 (-5)                            
  Skills Perception +3
  Damage Resistances bludgeoning, piercing, and 
  slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13
  Languages Common
  Challenge 1 (200 XP)
  
  12
  HALASTER’S HOARD
  Covered in Bees! At the start of its turn, the swarm 
  can gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Immutable Form. Angry clockwork bees are immune to 
  any spell or effect that would alter its form.
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bee. The swarm can’t 
  regain hit points or gain temporary hit points.
  Actions
  Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (4d4) piercing damage, or 5 (2d4) 
  piercing damage if the swarm has less than half its 
  HP. On a successful hit, a creature must make a DC 
  13 Constitution saving throw or take 3 (1d6) acid 
  damage at the beginning of its next turn, or none on 
  a successful one. The creature continues to take 3 
  (1d6) acid damage on the beginning of its turn until 
  it successfully makes the DC 13 Constitution saving 
  throw.
  Magic Pants of Invisibility
  Wondrous item, rare 
  In the shadows of Faerun, a dark mage society lurks 
  with an agenda for political and economic gain. 
  The Arcane Brotherhood of like-minded mages 
  will use any means to maintain their foothold 
  of power in Luscan. As part of their campaign 
  toward spreading their power, they assigned young 
  wizard apprentices of the Arcane Brotherhood 
  to help with research enchanting items to assist 
  these secretive dark mages with their military 
  and political conquests. One experiment was to 
  enchant items with permanent invisibility to aid the 
  brotherhood with assassination attempts of high 
  ranking officials in the city of Luscan. These pants 
  were an experimental failure, but a great prank to 
  pull on your wizard or rogue friends.
  While wearing these pants, only items covered by these 
  pants are invisible.
  Medallion of the Mind
  Wondrous item, very rare (requires attunement)
  The purple gem at the heart of this medallion 
  glows softly when outside thoughts take root in 
  the minds of others. Sages think medallions of the 
  mind were first fashioned by human followers of 
  githzerai monks at a monastery on the Astral Plane 
  called Tellac Moh, in order to help them unlock 
  the mysteries of the mind. Small silver pendants 
  were fashioned for each pupil, each with a stylized 
  eye set with an amethyst imbued with psionic power, 
  given to non-githzerai acolytes as tools to aid in 
  learning psionic methods and practices. All existing 
  medallions were thought lost when Tellac Moh 
  was destroyed by a mind-flayer attack, but a few 
  have recently surfaced in Waterdeep, clearly 
  having come from Undermountain. Not even the 
  Blackcloak has any idea how Halaster got hold of 
  the medallions or the secret of making them, but 
  the Lords of the city, Open and Masked, would give 
  much to ensure all the medallions are rounded up 
  and, if not destroyed, or at the very least locked 
  securely away.
  While wearing the medallion, you have advantage on 
  Insight checks and can communicate telepathically with 
  any creature you can see. Those willing to communicate 
  with you can send thoughts back to you, allowing two-way 
  communication. This telepathic communication fulfills the 
  requirement of an ability or spell that a target be able to 
  hear you.
  In addition, when a melee attack misses you, you can 
  use your reaction to grant your allies advantage on attacks 
  targeting the creature which missed you, as though using 
  the Help action. Once you use this ability, you can’t use it 
  again until you finish a long rest.
  The Mighty Orb of Talos
  Wonderous item, legendary (requires attunement)
  Talos is the God of Storms and Destruction. He is 
  a chaotic evil god who impulsively acts upon his 
  rage and creates massive amounts of destruction 
  for any who cross his path. Talos has also been 
  called The Destroyer or The Storm Lord. Talos 
  attempted to learn the arts of destructive magic 
  and usurp the power of the Weave from Mystra, 
  but the Goddess of Magic quickly put a stop to him. 
  It is fabled that Talos created this magic weapon 
  for a special order of his priests that guarded one 
  of his great Towers of Ruin. Others believe the 
  orb was created by a mysterious group of wizards 
  called Lords of Tempest who serve Talos. This orb 
  swirls with the waves of mighty oceans and storms 
  of the sea. When this orb is summoned, storm 
  clouds will begin to develop and swirl above.
  As a bonus action, this orb can be summoned by 
  speaking a command word. Upon summoning the orb, 
  it can be hurled at a designated target.  Once thrown the 
  orb magically seeks its quarry. Select a creature you can 
  see within 200 feet, that creature must make a DC 17 
  Dexterity saving throw, taking 19 (3d12) lightning damage 
  on a failed save, and half as much damage on a successful 
  one. Additionally, if the saving throw is failed by 5 or more 
  
  13
  magIc Items
  the target is stunned until the end of its next turn. Once 
  the attack is resolved or the target moves beyond the orbs 
  maximum range, the orb sublimates into the aether.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  The Mirror of Disenchantment
  Wondrous item, rare 
  A beautiful metal mirror with roses and vines 
  wrapping about the mirror face and handle. It is 
  a magic mirror that reflects great horrors. It is 
  rumored that adventurers found this mirror in an 
  abandoned house in Barovia. It was said that the 
  mirror was left out by a vampire to deter intruders 
  and to help him paralyze his next meal. This cursed 
  mirror has been passed from market to market 
  and eventually locked in a vault to prevent any 
  further troubles.
  Any person or creature looking into this mirror will 
  see grotesque distortions of their reflection. They may see 
  disfiguring acne, warts, burrowing insects, old age, or other 
  horrors. The creature who looks into the mirror must make 
  a DC15 Wisdom saving throw or be paralyzed with horror 
  for 1 hour.
  Monk’s Belt
  Wonderous Item (belt), very rare (requires attunement by a 
  monk)
  A monk’s belt is a simple belt made from woven 
  cords. It’s simple utility belies its strength, as a 
  monk wearing one is often at the pinnacle of their 
  mystic and martial prowess. It enhances their 
  abilities, making them stronger, faster, and more 
  agile than normal.
  When attuned to a monk’s belt, you gain +1 to your AC 
  when you are wearing no armor, your movement speed 
  increases by 5 feet, your unarmed damage die increases by 
  one type, and creatures struck by your Stunning Fist have 
  disadvantage on their Constitution saving throw.
  Olfactory Glasses
  Wondrous item, uncommon (requires attunement)
  The original glasses were rumored to have been 
  created by an eccentric adventurer who collected 
  wildflowers and made perfumes to sell in the 
  markets of Waterdeep. He adventured high into 
  the mountains, through hot deserts, and into 
  the deepest jungles to find the most exotic and 
  interesting flowers and plant oils to add to his 
  perfumes. He had a vast laboratory of glassware 
  full of bubbling concoctions he would later 
  turn in fragrances and lotions for the ladies 
  and gentlemen of Waterdeep. Various ‘knock-off’ 
  copies have been created since that time.
  These glasses allow you to see smells up to 50 feet away. 
  The aura color of the smell varies on a color scale of green 
  to pink, pink being smells you find positive and green 
  being smells you find noxious. These glasses do not identify 
  smells.
  Orb of Astraea
  Wonderous item, legendary (requires attunement)
  This orb was created by the aasimar wizard Astraea, 
  who studied the arts of spell casting, alchemy, and 
  enchantment. After years of adventuring through 
  Faerun, she traveled to the upper planes to learn 
  more about her Celestial heritage and to expand 
  her knowledge on the arcane arts. She journeyed 
  to the monasteries and temples in Solania on 
  Mount Celestia where she began learning the 
  craft of enchanting magic items. While working 
  with the monastery monks of Moradin, she 
  crafted this radiant magic item. This orb swirls 
  with radiant white energy with wisps of blue 
  weaving throughout the orb. A frosty mist of soft 
  heavenly light radiates around the orb when held.
  As an action, you summon this orb by speaking a 
  command word. As part of summoning the orb, you can 
  hurl it at a target. Make a ranged spell attack against a target 
  you can see within 120 feet of you. On a hit, the target takes 
  5 (1d10) cold damage and 3 (1d6) radiant damage. Once the 
  attack is resolved, the orb sublimates into the aether.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Orb of Storms
  Wondrous item, legendary (requires attunement)
  An Orb of Storms is a crystal ball that contains 
  a violent aether storm. Multi-colored lightning 
  I hear Blackstaff was lucky 
  enough to find one of those. 
  Many believe that when he 
  disappeared, he left it behind in 
  that rotting tower of his. I’ve 
  been all through that place and 
  haven’t found it yet. I wouldn’t 
  recommend going there though; 
  lots of traps.
  
  14
  HALASTER’S HOARD
  flashes within the translucent hurricane inside. 
  The stunning visual display itself is a reason to 
  covet one of these treasures but once attuned, its 
  full potential is realized: This item allows the user 
  to recharge other magic items.
  As an action, you can hold the orb near another magic 
  item and speak the command word. When you do, a 
  brilliant flash of pure white lightning strikes the item 
  targeted by the orb. This lightning does no damage to the 
  item but the item does regain 1d3 charges or uses. The 
  target item of this effect must be a magic item that can 
  regain charges or uses. The item cannot regain more than 
  its maximum charges or uses; additional charges or uses 
  are lost. The lightning from the orb of storms does not deal 
  damage and cannot target creatures. Once you use the orb, 
  you cannot use it again until the following dawn.
  Orb of Vecna
  Wonderous item, legendary (requires attunement)
  It is fabled that Vecna, a powerful evil wizard, and 
  a lich, created this magical weapon deep within 
  the caves of the Serpent. Vecna quested for 
  arcane knowledge and learned the art of 
  enchantment. He pulled magic from all 
  of the dark corners of the lower 
  planes to create this swirling 
  black orb. 
  As an action, you summon this 
  orb by speaking a command 
  word. As part of summoning the 
  orb, you can hurl it at a target 
  within 300 feet of you. That 
  creature must make a DC 
  17 Dexterity saving throw 
  or take 18 (3d12) necrotic 
  damage, half as much if the 
  saving throw is successful. If 
  the saving throw is failed by 
  5 or more, the target takes an 
  additional 9 (2d8) poison damage 
  and is poisoned until the end of its 
  next turn. Once the attack is resolved 
  or the target moves beyond the orb’s 
  maximum range, the orb sublimates into 
  the aether, returning back to the owner’s 
  hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Philosopher’s Crown
  Wondrous item, uncommon (requires attunement)
  Another example of a minor item Halaster made 
  (or caused to be made) for his lesser servants, 
  these intricate golden crowns are eminently 
  useful, as they ensure that the breadth of the 
  wearer’s knowledge is unparalleled. As such, they 
  are much sought after by adventurers. There is a 
  possibility a spellcasting minion of the Mad Mage’s 
  will be wearing one of these items or have one in 
  its possession when an adventurer encounters it.
  While wearing the crown, you have advantage on Arcana, 
  History, Nature, and Religion checks. In addition, if you 
  make one of the above skill checks and dislike the result, 
  you can reroll the die. You must use the second result. Once 
  you use this power, you can’t use it again until you finish a 
  long rest.
  Snaketongue Robe
  Wondrous item, rare (requires attunement)
  Halaster has attracted all manner 
  of despicable opportunists to 
  Undermountain, including human 
  worshipers of the serpent god 
  Sseth. These snaketongue 
  cultists perform rituals 
  to transform themselves 
  into more snakelike 
  forms, much to the 
  pleasure of their yuan-
  ti masters. Snaketongue 
  robes enhance the exploits 
  of snaketongue cultists. 
  Yuan-ti create snaketongue 
  robes for cultists who have 
  performed exceptional 
  deeds in Sseth’s name. 
  Possession of a snaketongue 
  robe by a non-cultist marks 
  the wearer for death by the 
  cult.
  While wearing this robe, which 
  has a pattern and feel of tiny scales on 
  its surface, you gain certain qualities of 
  a serpent. You have resistance to poison 
  damage and advantage on saving throws to 
  avoid the Poisoned condition. In addition, 
  you can use your bonus action to move up to 
  half your speed without incurring opportunity 
  attacks. Once you use this ability, you can’t use it again until 
  you finish a long rest.
  
  15
  magIc Items
  Solar Orb
  Wonderous item, uncommon (requires attunement)
  These powerful magic orbs used by the solars in 
  the upper planes. Solars are massive angelic beings 
  who uphold good and are protectors of deities 
  and creatures of their good-aligned realms. They 
  possess an otherworldly beauty and have metallic 
  muscular figures. Solar orbs have been enchanted 
  with the divine powers of the solar. These orbs 
  emit a beautiful heavenly light and create a small 
  supernova of radiant energy on impact.
  As an action, you summon this orb by speaking a 
  command word. Once summoned, they shed bright light in 
  a 10-foot radius and dim light for an additional 10 feet. As 
  part of summoning the orb, you can hurl it at a target. Make 
  a ranged spell attack against a target you can see within 
  150 feet of you. On a hit, the target takes 6 (1d12) radiant 
  damage and 3 (1d6) force damage. Once the attack is 
  resolved, the orb sublimates into the aether, returning back 
  to the owner’s hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Solar Orb of the Fire~Bearer
  Wonderous item, very rare (requires attunement)
  These orbs are wielded by the mighty solars called 
  the Fire Bearers. They study the secret arcane 
  texts regarding the elemental forces of fire 
  within the Weave. They are capable of crafting 
  beautiful fiery magic and will use it to ward off 
  any evil that invades the upper planes. These solars 
  carry great silver staves mounted with a stone that 
  emits magical fire and carry power magic orbs. It 
  is rumored they have learned the great secrets of 
  the flame from Mystra herself and were able to 
  capture some of their hidden magic within their 
  fiery solar orbs.
  As an action, you summon this orb by speaking a 
  command word. Once summoned, these orbs shed a bright 
  light in a 30-foot radius and a dim light for an additional 10 
  feet. This orb can be hurled at a target you can see within 
  300 feet of you. Once thrown, the orb magically seeks its 
  quarry. The target must make a DC 17 Dexterity saving 
  throw, taking 13 (2d12) radiant damage and 9 (2d8) fire 
  damage on a failed save, and half as much damage on a 
  successful one. Any creature within 10 feet of the target 
  takes 9 (2d8) fire damage. Once the attack is resolved, the 
  orb sublimates into the aether, returning back to your hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Solar Orb of Viyrn
  Wonderous item, legendary (requires attunement)
  This legendary orb was created to capture the 
  power of the solar, Viyrn. Viyrn was one of the 
  protectors of Mount Celestia and supported the 
  god Tyr. Viyrn is over 500 ft tall and has a massive 
  wingspan that spreads wide across the heavens 
  of the upper planes. He glows with a bright blue 
  aura and wields a great magic sword with lightning 
  crackling along its perfectly crafted blade. 
  Mystics created this orb in Viyrn’s name. This blue 
  orb swirls brightly like the skies of Mount Celestia 
  and is surrounded with an electric radiant light. 
  As an action, you summon this orb by speaking a 
  command word. Once summoned, these orbs shed a bright 
  light in a 40-foot radius and a dim light for an additional 10 
  feet. This orb can be hurled at a target you can see within 
  300 feet of you. Once thrown, the orb magically seeks its 
  quarry.  The target must make a DC 20 Dexterity saving 
  throw, taking 13 (2d12) radiant damage and 11 (2d10) 
  lightning damage on a failed save, and half as much damage 
  on a successful one. Any creature within 30 feet of the target 
  takes 9 (2d8) thunder damage. Once the attack is resolved, 
  the orb sublimates into the aether, returning back to the 
  owner’s hand.
  This item functions up to 5 times per day, regaining all 
  spent uses each day a dawn.
  Soul Shard Talisman
  Wondrous item, very rare (requires attunement)
  Certain giants are known for their soul shrouds, 
  the magical protection they make from souls they 
  harvest from fallen foes. Small pieces of a slain 
  giant’s shroud can be enchanted to make soul shard 
  talismans, which duplicate the nature of the soul 
  shroud though with far less power. 
  It is unknown how Halaster acquired a talisman, but 
  reports from adventurers who have encountered 
  the Mad Mage indicate he wears one from time to 
  time.
  This black metal pendant emits a wisp of blue smoke 
  when a soul is trapped inside it. When you slay a foe in 
  combat, its soul is temporarily trapped inside the talisman. 
  This is both a boon and a burden to you, for while you can 
  release the soul to heal yourself, until you do so, unpleasant 
  memories and mental images from the trapped soul seep 
  through the amulet into your mind, ending only when the 
  soul is released.
  While wearing this talisman, you have disadvantage on 
  Wisdom saving throws. In addition, when you reduce a 
  living creature to 0 hit points, the talisman gains a charge. 
  
  16
  HALASTER’S HOARD
  There is no limit to the number of charges it can gain, but it 
  resets to 1 charge each dawn. 
  As a bonus action, you can expend 1 charge from the 
  talisman and regain 3d6 hit points plus additional hit points 
  equal to 4 times the number of charges remaining in the 
  talisman. 
  Spiderweb Robe
  Wondrous item, rare (requires attunement)
  The drow are merely one race Halaster drove out 
  of his domain of Undermountain. He collected 
  many of these robes from slain drow and 
  occasionally gives them to his servants as rewards 
  or tools for specific tasks. These light, thin 
  robes are woven from the silk of giant spiders and 
  carries a hint of the power of those arachnids.
  While wearing this robe, you have resistance to poison 
  damage. In addition, when a creature hits you with a melee 
  attack, you can use your reaction to cause the robe’s magic 
  to coat that creature with sticky webs. The creature must 
  make a DC 15 Dexterity saving throw; failure results in the 
  creature becoming Restrained as long as it remains in the 
  webs or until it breaks free. A creature restrained by the 
  webs can use its action to make a DC 15 Strength check; 
  success indicates the creature is no longer restrained. 
  The Tear of Mystra
  Wondrous item, uncommon (requires attunement)
  A swirling aquamarine pendant with the symbol 
  of Mystra. This stone is inlaid into a simple setting 
  and hangs from a pretty blue, beaded necklace. 
  Mystra is the goddess of magic and is considered 
  the goddess of cosmic balance. It is fabled that the 
  tears of Mystra formed this pendant when Helm 
  struck her down from the heavens for taking a 
  stand against AO. This pendant imbues the wearer 
  with the arcane power of Mystra and protects 
  them from some spell damage.
  You gain resistance to two spell types of your choice. 
  Choose from acid, cold, fire, force, lightning, necrotic, 
  poison, psychic, radiant, or thunder.
  Timeless Locket
  Wondrous item, very rare (requires attunement)
  This platinum disk, inside a golden locket, helps you 
  make the most of each moment. The locket’s case 
  features numeric engravings, geometric shapes, and 
  arcing lines on both sides. Opening a clasp at the 
  bottom reveals a glass face within which is a set 
  of tiny gauges. Each gauge is a circle of runes and 
  numbers arranged around a central post that has 
  moving hands attached to it, which point to a rune, 
  sigil, or number. Dials set around the edges allow 
  you to adjust the hands to different positions as 
  desired. Through the lattice of the platinum disk, 
  you can see clockwork gears spinning away, driving 
  the moving hands.
  A timeless locket is an accurate timepiece that always 
  shows the correct time at your location. The locket 
  also steals tiny slices of time and stores those borrowed 
  moments for when you need them most.
  While wearing the locket, you have a +1 bonus to your 
  Initiative rolls. In addition, you can use a bonus action to 
  take a full action. Once you use this ability, you can’t use it 
  again until the next dawn.
  Trumwin’s Bracers
  Wondrous item, rare 
  Trumwin was a trusted aide of Halaster’s before 
  the Spellplague, a master thief who conducted 
  delicate missions for his master on the streets of 
  Skullport and Waterdeep. Often these missions 
  required Trumwin to cause a person to meet 
  their demise in an immediate, abrupt way. Halaster 
  crafted these matte-black, metal bracers to help 
  his servant meet that need. Sages say that, since 
  then, the Mad Mage has made copies of the original 
  bracers for other servants.
  While wearing the bracers, when you have advantage 
  to attack a living creature and score a hit, the attack deals 
  1d10 extra necrotic damage against that creature. You also 
  regain a number of hit points equal to the result of the extra 
  damage roll.
  The Tunic of Many Leaves
  Wondrous item, rare (requires attunement by a druid)
  The tunic of many leaves can manifest in a vast 
  array of green or fall-colored leaves. This item 
  was created by a secretive order of Druids called 
  I lost one of these in my 
  garden once. I have many 
  poisonous plants in my 
  garden you see. Anyway, a 
  few days later, I found it on 
  a vine of my climbing roses. 
  She’s not my favorite, that 
  one; very antisocial.
  
  17
  magIc Items
  the Druids of the Tall Trees, who live in the sacred 
  groves of the High Forest. They used enchanted 
  leaves from sacred oak trees blessed by Obad-Hai 
  to craft this beautiful tunic. This tunic was created 
  to better protect Druids of sacred groves from 
  intrusion and to help them guard the Tall Trees. 
  While wearing the tunic, the tunic has an illusion of 
  enchanted leaves fluttering and falling about you, giving you 
  the benefits of a blur spell. In addition, as a bonus action 
  you can cast the misty step spell, causing you to disappear in 
  a swirl of leaves.
  The Unsleeping Eye of the Golden Dragon
   Wonderous item, legendary (requires attunement)
  The unsleeping eye of the golden dragon is a 
  perfectly smooth crystal orb that replaces one 
  of your eyes in a painful procedure that grants 
  the attuned owner some amazing powers of the 
  great dragons. The eye grants supernatural vision, 
  awareness, and vigilance. Wearing the eye also 
  marks you as an ally to the good-aligned metallic 
  dragons and the platinum dragon Bahamut, and an 
  enemy to Tiamat and her Cult of the Dragon.
  When attuned to the unseeing eye of the golden dragon, 
  you do not require sleep and are immune to all effects that 
  would put you to sleep. In addition, you have advantage 
  on all initiative rolls and cannot be surprised unless you 
  are incapacitated. You also gain true seeing out to 30 feet 
  and have advantage on all Wisdom (Perception) checks. 
  You have advantage on rolls in social situations with good-
  aligned dragons, and advantage on Charisma (Intimidation) 
  checks with evil-aligned dragons and their allies.
  Rings
  Crown of the Dream King
  Ring, very rare (requirs attunement)
  This ornate golden ring looks like a tiny crown, 
  complete with miniature jewels. This ring’s name 
  comes from an ancient children’s tale. In it, a young 
  girl rescued the King of Dreams from nightmares 
  that haunted him, and in gratitude, he gave her 
  his crown. Because the King of Dreams was no 
  bigger than the girl’s small hand, the crown was 
  just large enough for her to wear as a ring. It 
  protected her dreams from that night on, and she 
  lived happily ever after.
  Waterdhavian sages suspect there is some truth 
  to this story since the rings associated with it 
  originated in the Feywild, which is said by the 
  eladrin to be the dream of the Material Plane. 
  The Blackstaff’s apprentices think Halaster 
  somehow learned how to make these rings, for he 
  and his apprentices have been known to wear them, 
  especially whenever illithids are around.
  While wearing this ring, you have advantage on saving 
  throws against illusions and being charmed, and magic can’t 
  put you to sleep. In addition, you are resistant to psychic 
  damage.
  Greater Ring of Antidote
  Ring, very rare (requires attunement)
  These precious platinum rings have an onyx spider 
  with an hourglass made of rubies set upon a fine 
  crystal mesh of webs. These stunning rings are a 
  real treasure as they render the wearer nearly 
  immune to poisons. Not everyone can afford such 
  protection, even though their profession may 
  require it. Most poisoners make due with the lesser 
  version. This ring is a favorite of paranoid guild 
  masters and rich, eccentric despots.
  Once attuned to a greater ring of antidote and while 
  wearing it, you have a near immunity to poison. You have 
  advantage on Constitution saving throws to avoid being 
  poisoned or to reduce additional poison damage as a 
  result of an attack, spell, or other effects.  Additionally, as 
  a bonus action, you may expend 1 charge from the ring 
  to immediately end the Poisoned condition on yourself. 
  You may do this even if you have already attempted a 
  Constitution saving throw to end the condition this turn. 
  The ring has a maximum of 2 charges and regains both 
  charges at dawn.
  Construction: 50,000, 1 Onyx worth 50 gp, 1 Quartz 
  worth 50 gp, 2 Rubies worth 5,000 gp.
  This ring is made of platinum. The onyx must be carved 
  into a spider shape and two triangular fittings set in its 
  abdomen. The rubies must be set in the abdomen. Next, the 
  web design is carved out of the quartz and the ring is forged 
  and assembled. Once the ring is made (DC 25 Arcana), it 
  must have the protection from poison spell cast on it twice a 
  day for 20 days. 
  These are easy to make; 
  they just take time. Time and 
  a steady hand. I like to have 
  a glass or two of Falstern’s 
  Giggle-berry wine before 
  I start; you know, so my 
  hands stop shaking.
  
  18
  HALASTER’S HOARD
  Lesser Ring of Antidote
  Ring, rare (requires attunement)
  These fetching silver rings are engraved with the 
  design of a spider in a web. A red hourglass (two 
  triangular fire opals) adorns the belly of the 
  arachnid. The ring is a solid piece with the stones 
  in a bezel setting. These rings are highly prized 
  by those who make and use poisons, as they help 
  alleviate the toxins’ effect.
  Once attuned to a lesser ring of antidote and while wearing 
  it, you have a heightened resistance to poison. You may roll 
  1d4 and add the result to the total for Constitution saving 
  throws to avoid being poisoned or to reduce additional 
  poison damage as a result of an attack, spell, or 
  other effects. This must be done before the outcome 
  is determined.  Additionally, you may expend 1 
  charge from the ring to reroll a failed 
  Constitution saving throw to avoid 
  being poisoned, to end the poisoned 
  condition, or to reduce additional 
  poison damage as a result of an 
  attack, spell, or other effects. 
  The ring has a maximum of 3 
  charges and regains all charges at 
  dawn.
  Construction: 5,000gp, 2 fire opals worth 
  1,000gp.
  This ring is made of pure silver and must have two 
  triangular bezel settings. Once the ring is crafted (DC 
  20 Arcana), the ring must have protection from poison cast 
  on it once a day for 10 days. The item must then be placed 
  in a bath of holy water or sweet water for 10 days, after 
  which it is ready for use.
  Ring of Arming
  Ring, rare (requires attunement)
  Rings of Arming are extremely popular among 
  royal bodyguards, assassins, and heavily armed and 
  armored adventurers. They allow for one set of 
  clothing or armor and the associated weapons 
  to be stored in an extradimensional space within 
  the ring, then swapped at will with one’s current 
  clothing. It only takes a moment to go from 
  wearing your finest silk suit in the midst of a royal 
  ball to your suit of enchanted adamantine full 
  plate and a vorpal greatsword, if the situation 
  calls for it. The rings allow for situationally 
  acceptable choices of clothing to be worn while 
  having the security of your heaviest armor and 
  weapons available at all times.
  Rings of arming are made to appear so simple and 
  nondescript as to go unnoticed when worn in public. 
  Most are simple bands of gold or silver, with the spellwork 
  inscribed around the interior of the ring. They are rare 
  enough that most guards won’t recognize them, but in more 
  secure areas where the paranoid and wealthy tread they are 
  more likely to be noticed by well-trained guards who don’t 
  appreciate its utility.
  While wearing a ring of arming, you may use an action to 
  instantly store the weapons and armor you currently have 
  equipped inside the ring, swapping them with whatever 
  alternate set of clothing or arms and armor you have stored 
  within the ring. You are instantly equipped 
  and dressed in the alternate set of gear 
  you have stored in the ring. Items 
  that must be held appear at your feet 
  if you don’t have a free hand.
  Ring of the Blue Salamander
  Ring, rare
  Around campfires in Faerun, 
  Druids tell stories of the 
  salamander and their magic 
  abilities to resist fire. There are 
  tales of salamanders running 
  out of the flames of campfires 
  unharmed. Druid arcanists harnessed 
  the magic of the salamander within this 
  enchanted ring. This ring is made of blue-tinted 
  white gold and encrusted with sapphires. 
  Small salamanders have been engraved 
  around the band.
  This ring has 4 charges. While wearing it, you can expend 
  1 of its charges to cast the fire shield spell. In addition, while 
  the ring’s magic is active, any weapon attack you make deals 
  an additional 1d6 fire damage on a hit.
  Ring of Enduring Arcana
  Ring, very rare (requires attunement by a sorcerer, warlock, or 
  wizard)
  The identity of the original creator of the Ring 
  of Enduring Arcana has been lost to history. The 
  formula has been reproduced many times over, 
  replicated and spread throughout the Realms. It 
  became a common sight in high-level wizard duals 
  (circa 350 DR) and was considered an indispensable 
  tool for any magician engaged in regular duels. 
  As with many of the most potent of magical items, 
  its function is simple and straightforward. The 
  magician utilizing the ring gains a deep insight into 
  the Weave, increasing their abilities to counter 
  enemy spells and magical effects. While it’s easy 
  
  19
  magIc Items
  to find a formula for Rings of Enduring Arcana 
  and the magic involved in its creation is basic 
  spellcraft, care and refinement are required 
  for the magic to be layered carefully over a 
  long period of time, ensuring the potency of the 
  enchantment.
  While wearing the ring, you have advantage on all 
  spellcasting attribute rolls made when casting dispel magic 
  or counterspell to disrupt a spell of higher level than the slot 
  than it was cast. In addition, all attempts to use counterspell 
  or dispel magic on your spells are rolled at disadvantage 
  when a roll is required.
  Ring of Research
  Ring, rare (requires attunement)
  A simple gold or silver ring set with a glittering 
  gemstone. Sometimes these rings have a phrase or 
  name engraved inside the band. This ring allows 
  the wearer to find the right page within a scroll, 
  book, or document containing the answer to a 
  question they seek when they are in a library or 
  similar facility that contains the answer. Many 
  adventurers who value research and the arcane 
  arts seek out such rings to aid them on their quest 
  for knowledge. 
  This ring gives advantage to Intelligence (Investigation) 
  checks when searching through written texts for answers to 
  proposed questions.
  Shadowfell Signet
  Ring, very rare (requires 
  attunement)
  This black ring of some 
  unknown, dense metal 
  bears 
  the symbol of the Raven 
  Queen 
  picked out in silver. 
  Generations ago, servants 
  of the Raven Queen founded 
  a temple within the Shadowfell. 
  It served the goddess well, for it 
  helped the dead cast aside the shackles 
  of their past lives to move on to what lay 
  beyond. The temple’s priests, who were 
  fierce enemies of the undead, forged signet 
  rings from the dark metal they mined while 
  excavating the temple’s and used them as tokens 
  when dealing with the dead.
  Endings come to all things in the Shadowfell, and 
  the temple was no different. Some sages say the 
  priests dug too deep and woke something that was 
  best left in slumber. Irrespective of what actually 
  happened, with the fall of the temple, much of its 
  lore was lost. But a handful of devotees kept the 
  secret of the signets safe and shared it with those 
  they deemed worthy. 
  It is known that Halaster journeys where he will, 
  whether in Undermountain or from plane to plane. 
  At least one of his servants has been known to 
  wear a Shadowfell signet, though how Halaster 
  came by it is a mystery.
  While wearing this ring, you have resistance to necrotic 
  damage. In addition, you are immune to the Life Drain 
  abilities of undead and fiends.
  Rods
  Rod of Silver Rain
  Rod, very rare (requires attunement by a warlock of the 
  Archfey)
  Periodically, a rain falls across the Feywild which 
  coats the land in shimmering silver. This special 
  rain invokes a celebration among good fey, who see 
  it as a good omen, and dread among the wicked fey, 
  who hate it for the goodness it portends. After 
  one such rain, an eladrin warlock collected a pool 
  of the rain and transformed it into a magical rod 
  of considerable power, a tool to both celebrate 
  life and fight the dark fey. The evil fey stole the 
  rod under cover of night and fled with the rod to 
  their dark stronghold, where they attempted to 
  destroy it. Unable to do so and pained by its mere 
  proximity, they cast it into the Shadowfell. Lesser 
  copies of that first rod have been created, but the 
  good fey have been searching for the original ever 
  since.
  While holding the rod, you can use an action to cast 
  one of the following spells from it: detect evil and good, 
  protections from evil and good. 
  Mass Hex. As an action, you can curse multiple enemies. 
  Choose a point within 90 feet of you that you can see. Each 
  creature you designate in a 20-foot radius centered on that 
  point must make a Charisma saving throw; failure results in 
  a creature taking 1d10 necrotic damage at the start of each 
  of its turns and weapon attacks against it have advantage. 
  This effect lasts for 10 minutes or until you use an action 
  to end it. 
  Torch of Misery
  Rod, very rare (requires attunement by a 
  warlock)
  Sickly green flames flicker 
  from the end of this black and 
  gold wand, which you can use as 
  
  20
  HALASTER’S HOARD
  an arcane focus. Warlocks engaged in pacts with 
  fiends and beings from the Far Realm use these 
  fell rods, which are created to mock the warmth 
  and comfort of flame, and instead invoke the 
  horror of torture and death. It is said Halaster 
  somehow wrested several torches of misery from 
  cambion warlocks infesting Hellfire Keep, though 
  this has been impossible to confirm.
  While holding this rod, you gain a +1 bonus to spell 
  attack rolls, and you ignore half cover when making a 
  spell attack. In addition, when you hit an enemy with 
  an attack which deals fire or necrotic damage while 
  using this rod, you have advantage on your next 
  attack roll against that enemy.
  Staffs
  Elite Staff of Vecna
  Weapon (staff), very rare (requires attunement)
  An old metal staff covered in strange symbols 
  of a lost language is fabled to be wielded by the 
  Keepers of the Forbidden Knowledge. The Keepers 
  worshiped Vecna for his secrets rather than for 
  his evil deeds. They keep hidden libraries full of 
  tomes on arcane secrets, lore, and other coveted 
  knowledge of the realms. The Keepers wielded 
  these power staffs to aid them on their quest for 
  hidden knowledge and to protect their literary 
  sanctuaries.
  This staff can be wielded as a magic quarterstaff that 
  grants a +2 bonus to attack and damage rolls made with 
  it. In addition, the staff has 10 charges. While holding it, 
  you can expend 1 of its charges to fire a necrotic bolt at 
  your foe. Make a ranged spell attack against a target you 
  can see within 150 feet of you. On a hit, the target takes 
  3d12 lightning damage, 1d6 fire damage, and 1d6 force 
  damage. On a critical hit, the target is also struck with the 
  bestow curse spell (DC 20 to save). The staff regains 1d6 + 
  4 expended charges daily at dawn. If you expend the last 
  charge, roll a d20. On a 1, the staff disappears in a puff of 
  sulphery yellow smoke.
  Moonsilver Staff
  Staff, very rare (requires attunement)
  Thousands of years ago, before even the rise of 
  Netheril, followers of the evil gods unleashed 
  mighty magic in order to cover the world in 
  darkness, masking the sun and the moon from 
  view. The darkness drove lycanthropes into rage 
  and madness. They rampaged across the land, 
  slaughtering any living being they encountered. 
  Hundreds of good folk died. 
  A cleric of Selune, having heard legends about an 
  ancient staff sacred to her deity, set out to find 
  this relic, deeming it the key to bringing light back 
  into the world. She braved many dangers before 
  she found a sacred glade deep in the mountains 
  now called the Star Mounts. There, a shaft of 
  moonlight pierced the uncanny darkness, revealing 
  a grotto behind a waterfall. Therein, behind the 
  glittering waters, was a staff resting on a bed of 
  crystal.
  With the help of the staff, the cleric 
  destroyed many of the lycanthropes, as well as 
  the evil spellcasters that had plunged the 
  world into darkness, bringing moonlight and 
  sunlight once again into the world. Its task 
  complete, the staff vanished. It is said that the 
  staff waits to be rediscovered by a mortal 
  in need, though it has since reappeared 
  from time to time; an adventuring band 
  was overheard in the Yawning Portal telling a 
  tale of Halaster himself wielding a staff which 
  sounds very much like the moonsilver staff. 
  Who knows the truth of it?
  This staff can be wielded as a magic, silver quarterstaff 
  that grants a +3 bonus to attack and damage rolls made 
  with it. In addition, the staff has 10 charges. When you 
  hit with a melee attack while wielding it, you can expend 
  1 of its charges to deal an extra 1d6 radiant damage. The 
  staff regains 1d6 + 4 expended charges daily at dawn. If 
  you expend the last charge, roll a d20. On a 1, the staff 
  disappears in a flash of moonlight, instantly reappearing 
  back within its sacred glade.
  Solar Staff of Triumph
  Weapon (staff), very rare (requires attunement by an aasi-
  mar)
  Large silver staff wielded by the great celestial 
  battle mages. These sleek staffs are covered in 
  glowing blue celestial arcane symbols and are 
  encrusted with brilliant glowing pearls. Solars 
  are charged with protecting the realms of 
  the upper planes and are sometimes summoned 
  elsewhere if there are any dramatic shifts toward 
  evil. They are powerful, strategic fighters who 
  strive to uphold good in the cosmos. 
  Any creature of evil alignment who touches this staff 
  is immediately pushed 20 feet away from it and knocked 
  prone.
  While holding this staff, you have a +3 bonus to your spell 
  attack rolls.
  
  21
  magIc Items
  Spells. You can use an action to expend 1 or more of the 
  staff’s charges to cast one of the following spells from it, 
  using your spell save DC:
  • invisibility (2 charges) 
  • fireball (3 charges) 
  • dispel good and evil (1 charge) 
  • sunbeam (2 charges) 
  • chromatic orb (5 charges) 
  • blink (2 charges) 
  • teleportation circle (1 charge) 
  • chain lightning (3 charges)
  You can use an action to cast the dancing 
  lights spell from the staff without using any 
  charges.
  The staff has 15 charges and regains 1d10+1 
  expended charges daily at dawn.
  Staff of the Fire Yuan ti
  Staff, rare (requires attunement)
  These staffs were created by the demon 
  magic of the yuan-ti in the name of the yuan-ti 
  god, Merrshaulk, an evil winged snake deity 
  that ruled over the dense jungles of Chult. 
  Merrshaulk is so powerful, he is capable of 
  magically imprisoning rival gods. He is well 
  known for building creative traps, making poisons, 
  and harming his rivals. These rose copper staffs 
  holds a great jagged fire stone pulled from the 
  depths of the fire elemental plane.
  This deep brown wooden staff has grooves like 
  an ancient tree.  Small glowing green teardrop-
  shaped stones are mounted in the top of three 
  snakeheads that curve old the top of the staff. 
  Their snakes body’s wrap around the length of 
  this enchanted weapon.
  While holding this staff, you can expend one charge to 
  shoot a fiery acidic bolt at a target you can see within 150 
  feet of you. On a hit, the target takes 1d12 acid damage 
  and 1d12 fire damage.
  The staff can be wielded as a magic quarterstaff and 
  holds 6 charges. It regains 1d6 expended charges daily at 
  dawn. 
  Staff of Hades
  Weapon (staff), very rare (requires attunement)
  This dark smoke gray wooden staff is engraved 
  with demonic runes that are etched and inlaid with 
  blood red and midnight black glass. It has a swirling 
  red stone clutched in its knotted wooden claw. 
  The elemental magic within the stone swirls like a 
  raging storm in slow motion whilst the eye of the 
  storm seems to follow you as you look at it. This 
  staff was discovered in the Nine Hells and pulled 
  from the depths of the River of Blood outside of 
  a hidden temple of Mephistopheles. 
  This staff cannot be used by good-aligned creatures. If 
  touched by a good-aligned creature, the staff vanishes and 
  returns to the depths of the River of Blood.
  Once attuned, the user may expend one charge and select 
  one of the following effects:
  • chaos bolt  
  • fireball.
  • fire bolt (4d10 damage)
  • witch bolt 
  • 
  hold monster 
  This staff has 12 charges. If you attempt to use the 
  item after the 12 charges are expended, the Staff of 
  Hades crackles with black energy, dealing you  9 (2d8) 
  necrotic damage. The item then functions normally. The 
  staff regains all of its charges at midnight each day.
  Staff of the Ice Yuan ti
  Weapon (staff), very rare (requires attunement)
  These staffs are wielded by members of a secretive 
  yuan-ti society of spellcasters called the Coiled 
  Cabal. This faction hides in the ruins dotting the 
  Black Jungle and is highly organized. Some of its 
  members focus on missions while others cloister 
  together to study and improve upon their arcane 
  arts. These silver staffs look like a great snake 
  with a large swirling blue orb wrapped in its large 
  fangs. Small snakes crawl up the length of the 
  staff and their eyes glow in various shades of blue 
  when the staff is activated.
  While holding this staff, you can expend one charge to 
  shoot a frosty acidic bolt at a target you can see within 200 
  feet of you. On a hit, the target takes 2d12 acid damage and 
  2d8 frost damage. 
  This staff can be wielded as a magic quarterstaff and holds 
  12 charges. It regains 1d10+3 expended charges daily at 
  dawn.
  Staff of the Storm Yuan ti
  Weapon (staff), legendary (requires attunement)
  This staff was created by a legendary naga 
  priestess who practiced at the Court of Light 
  utilizing the magic drawn by ritual from the yuan-
  ti goddess Shekinester. Shekinester, also known 
  as the Naga Queen, is the protector of knowledge 
  that was once held by the World Serpent. This 
  evil deity is said to have three facets of her 
  
  22
  HALASTER’S HOARD
  personality and created five of the naga races 
  after devouring her lover who attacked her. 
  This sleek hematite staff has an orb tightly locked 
  in its forks. Within the orb rages lightning, green 
  ocean waves, and a fierce Faerun storm. This 
  pristine staff is studded with glittering green and 
  yellow gems.
  While holding this staff, you can expend one charge to 
  shoot a crackling acidic bolt at a target you can see within 
  300 feet of you. On a hit, the target takes 3d12 acid damage, 
  1d6 thunder damage, and 1d12 lightning damage. On a 
  critical hit, the staff also casts a green ice storm spell.
  This staff can be wielded as a magic quarterstaff and holds 
  12 charges. It regains 1d12 expended charges daily at dawn.
  Staff of Vecna
  Weapon (staff), rare (requires attunement)
  These staffs have the look of petrified wood 
  and are usually found within Vecna’s hidden lairs 
  beneath the Pomarj temple. Vecna was a deeply 
  evil lich and wizard who later became an evil-
  aligned god. He mastered all of the secrets of dark 
  magic in hopes for power and eternal life. These 
  staffs have been passed down the generations to 
  secretive priests and priestesses in Vecna’s service. 
  That guy, you know, that 
  priest, what was his name 
  again? Never mind. What 
  a loon. Imagine worshiping 
  Vecna. People think I’m nuts, 
  but worshiping Vecna? That’s 
  just ludicrous.
  While holding this staff, you can expend one charge to 
  shoot a bolt of crackling black necrotic energy at a target 
  you can see within 150 feet of you. On a hit, the target takes 
  takes 2d12 necrotic damage and 1d6 lightning damage. On 
  a critical hit, the target make a DC 20 Constitution saving 
  throw. On a fail, the target is Poisoned until the end of your 
  next turn.
  Staff of Yuan ti
  Weapon (staff), uncommon (requires attunement)
  The yuan-ti are serpent beings well known for 
  studying magic and Sarrukh sorcery. Yuan-ti have 
  advanced far in improving their arcane arts and 
  developing new spells and enchanted items.  These 
  staffs were crafted by yuan-ti spellcasters in the 
  halls of the Cathedral of Emerald Scales. They 
  have a snake wrapping around the knots in the 
  wood and spiraling up the staff. The snake’s back is 
  studded with a silver-like metal from head to tail.
  While holding this staff, you can expend one charge to 
  shoot an acidic bolt at a target you can see within 100 feet of 
  you. On a hit, the target takes 1d12 acid damage. 
  The staff can be wielded as a magic quarterstaff and holds 
  20 charges. It regains 2d6 + 2 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 20, the 
  staff regains 1d10 + 5 charges. On a 1, the staff explodes, 
  splashing corrosive fluid; you and each creature within 5 
  feet of you must succeed on a DC 12 Dexterity saving throw 
  or take 1d10 acid damage.
  Wands
  Iron Wand
  Wand, rare (requires attunement)
  Halaster often makes implements for his servants, 
  to aid them in the various activities in which they 
  engage on his behalf. An iron wand is just such 
  an implement, even if at first glance it appears 
  unlikely to be one. A thick length of black iron 
  easily mistaken for a pry bar, the wand’s tip is a 
  flattened wedge with a notch in the middle, and its 
  base is shaped like a shepherd’s crook with a wedge 
  ideal for prying open doors, chests, and just about 
  anything else that needs opening. An iron wand is 
  also a useful weapon, since its weight and size are 
  perfect for opening an enemy’s head and letting 
  out the brains.
  You can use an iron wand as an arcane focus. While 
  holding this wand, you gain a +1 bonus to spell attack 
  rolls, and you ignore half cover when making a spell attack. 
  In addition, you can use the wand as a melee weapon, 
  functioning as a mace. You can add its enhancement bonus 
  to the attack rolls and damage rolls of melee weapon attacks 
  made with it. Finally, you can invoke the wand’s magic to 
  gain advantage on a Strength check to break open chests, 
  force locks, or open doors. Once you use this power, you 
  can’t use it again until you finish a long rest.
  Wand of Curses
  Wand, rare (requires attunement)
  This wand is made from dark wood stained black 
  with the ashes of those who suffered accidental 
  deaths. A string of curses is etched into the 
  implement, starting with large lettering in 
  gradually shrinking toward the tip, until they can 
  no longer be seen except by magical means. 
  It is said Halaster crafted the first wand of curses 
  very early in his magical career, perhaps suffering 
  
  23
  magIc Items
  the misery of being a jilted lover, spurned for 
  another, younger man. His heart broken, he poured 
  all his loathing into the wand, imbuing it with dark, 
  sinister curses. When the wand was complete, he 
  tracked down the woman who jilted him and put 
  such a curse on her that, within a few weeks, caused 
  her to die under mysterious circumstances. From 
  time to time, copies of his original wand find their 
  way to the surface to wreak havoc.
  This wand has 7 charges. While holding it, you can use 
  an action to expend 1 of its charges to cast the bestow curse 
  spell from it, using your spell save DC or 15, whichever is 
  higher. The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the wand’s last charge, roll a d20. On a 
  1, the wand crumbles into ashes and is destroyed.
  Armor
  Armor of Displacement
  Armor (leather), rare (requires attunement)
  A wizard of Amn created these simple armors 
  for his bodyguards. The idea caught on, becoming 
  a brief trend among wealthy wizards along the 
  Sword Coast. Halaster is rumored to equip his 
  guards and servants with them.
  While you wear this armor, it projects an illusion that 
  makes you appear to be standing in a place near your actual 
  location, causing any creature to have disadvantage on 
  attack rolls against you. If you take damage, the property 
  ceases to function until the start of your next turn. This 
  property is suppressed while you are incapacitated, 
  restrained, or otherwise unable to move.
  Armor of Shared Mercy
  Armor (chain or plate), very rare 
  (requires attunement)
  In days of yore, powerful 
  clerics and paladins of the 
  Morninglord wore this golden 
  armor, which glows with His divine 
  energy that heals you when you 
  help others. 
  While wearing this armor, you 
  gain a +1 bonus to AC. In addition, 
  when you use a healing power or 
  spell that benefits an ally, you also 
  regain hit points equal to one-half the 
  hit points that ally regained.
  Armor of Valor
  Armor (leather or chain shirt), very rare (requires attunement 
  by a bard)
  Aethelwen was a bard who came from across 
  the sea when the waters were ice and the land 
  unformed. She brought music and the magic of 
  fire to the first scattered tribes of humans and 
  defended them against their foes. Beside her harp, 
  her most powerful tool was the armor she created 
  for herself. As she shielded an entire tribe with 
  her magic and her song, she too became a more 
  powerful protector. Legends say that the tribe 
  spoken of in Aethelwen’s saga yet exists, huddled 
  and hidden among the fjords of the far North. A 
  hardy and valiant soul who locates the lost tribe 
  might learn the secret of creating armor of valor, 
  or perhaps acquire a suit that has been hidden away 
  since the days of the tribe’s longfathers.
  When you exhort your allies to find courage, you find it 
  yourself. While wearing this armor, you gain a +1 bonus to 
  AC. In addition, when you grant a Bardic Inspiration die to 
  an ally, you gain a die of the same type yourself. You must 
  use your die before the end of your next turn or it is lost.
  Gambit Armor
  Armor (cloth or leather), rare 
  Sometimes the process of making magic items goes 
  wrong. More accurately, sometimes it doesn’t go 
  exactly to plan. The intent was to make armor 
  which ensured the wearer had the upper hand 
  when attacking foes. The result is an armor made 
  for those who like to take chances in battle, as it 
  lets you risk your own safety for a better chance 
  to harm your foes.
  While wearing this armor, you gain a 
  +1 bonus to AC, and when an enemy 
  scores a critical hit against you, you 
  score a critical hit on a roll of 17–20 on the 
  next attack you make against that enemy 
  before the end of your next turn. In addition, 
  as a bonus action, you can use the armor’s 
  magic to grant yourself advantage on your 
  melee attack rolls, but attack rolls against 
  you have advantage. Both of these effects 
  last until the end of your next turn. Once 
  you use this power, you can’t use it again 
  until you finish a long or short rest.
  
  24
  HALASTER’S HOARD
  popular from Thay to Neverwinter among those 
  who tread in the dark places of the world where 
  live those creatures which are destined to end 
  their short lives with a damp squeak.
  While wearing this armor, you gain a +1 bonus to AC. 
  In addition, you gain resistance to damage from swarms’ 
  attacks, you can move through a space occupied by a 
  swarm, and your movement doesn’t provoke opportunity 
  attacks from swarms.
  Timelink Armor
  Armor (chain shirt), rare (requires attunement)
  Woven from shimmering crystal, it is said Halaster 
  himself crafted these light chain shirts to improve 
  the reaction time of his servants and guards. A few 
  of them have made their way from Undermountain 
  in the hands of adventurers. The master thief, 
  Oriol Sunyer of Amn, is said to wear one of these 
  shirts whenever he leaves his lodgings.
  No, you go ahead. No, really, 
  I mean it. I insist. You don’t 
  want to go? Very well then. 
  Now, how does disintegrate 
  go again...?
  While wearing this armor, you gain a +1 bonus to AC, as 
  well as a +1 bonus to your Initiative rolls. In addition, when 
  you roll initiative and dislike the result, you can reroll the 
  die but must use the new roll. Once you use this ability, you 
  can’t use it again until you finish a long rest.
  Weapons
  Alfsair Spear
  Weapon (spear), very rare (requires attunement by an elf or 
  druid)
  On the northern slopes of The Lost Peaks, deep 
  within The High Forest, grow small copses of 
  strange, twisting coniferous trees called alfsairs. 
  The druids of The High Forest call the light and 
  remarkably strong wood of this tree, ‘wisewood’. 
  The wood constantly exudes a sticky sap. The druids 
  carefully harvest and prepare the branches 
  of alfsair trees and shape them into seemingly 
  awkward but surprisingly functional spears. 
  Wielders are able to control the flow of the sap, 
  focusing it for their own benefit and to their foes’ 
  dismay. It is said that an alfsair spear in the hands 
  of a being who is neither an elf nor a druid of The 
  High Forest marks that being in a mystic way. The 
  Holy Armor of Radiance
  Armor (chain mail), legendary (requires attunement)
  Decades ago, a cleric of Amaunator called Kamyar 
  came to Undermountain with the intention of 
  purifying it. His first attempt met with disaster. 
  Kamyar’s resolve faltered until one day he received 
  a vision from Amaunator that showed him standing 
  in a large cavern and praying.
  Kamyar went to that cavern, obeying his god, and 
  began to pray. Such easy meat attracted dozens 
  of the foul denizens of Undermountain, but as 
  Kamyar continued to pray, his armor began to glow 
  with increasing brilliance. Tragically, Kamyar was 
  slain by those creatures, but not before many 
  were blinded by the armor’s righteous gleam. 
  Some say Kamyar’s holy armor of radiance remains 
  somewhere in Halaster’s vaults. 
  This gleaming chainmail glows with the radiance of the 
  sun. While wearing this armor, you gain a +1 bonus to AC. 
  As a bonus action, you can expend a use of your Channel 
  Divinity to cast the daylight spell without spending a spell 
  slot. When you do so, creatures within 30 feet of you must 
  make a DC 14 Constitution saving throw or be Blinded. In 
  addition, while in the light created by your armor, you and 
  creatures you designate can, as an action, spend Hit Dice to 
  regain hit points as though taking a short rest.
  Rat~Catcher’s Coat
  Armor (cloth), uncommon 
  When Halaster first started to explore the 
  caverns under Skullport, hundreds of years 
  before the founding of Waterdeep, to his chagrin 
  he discovered that by plying his trade, he had 
  invited the caverns’ less savory denizens to his 
  doorstep. Dealing with slimes, molds, vermin, 
  giant bugs, and the like was so frustrating and 
  time-consuming that he briefly gave up and left. 
  Walking the streets of Skullport, he observed 
  one of the city’s rat-catchers enter and exit the 
  caverns armed with nothing more than a lantern 
  and a sharp stick. Halaster questioned the man, 
  curious as to how he survived. The rat-catcher 
  took the mage under his tutelage, revealing the 
  secrets of the caverns and how to live therein. 
  Halaster took the rat-catcher into his service and 
  made the little man a long coat to protect him 
  in his duties. The rat-catcher passed the coat on 
  to his son and heir, and it passed from father to 
  son until a rat-catcher’s son gave up on serving 
  Halaster and went adventuring, taking the coat 
  with him. The coat served him so well that other 
  adventurers had copies made. Now the coats are 
  
  25
  magIc Items
  marked creature is then hunted by servants of the 
  druids who harvest the wildwood so the sacred 
  weapons can be returned to their rightful place.
  A wood elf druid named Lysanthir has been 
  lamenting the loss of his alfsair spear within 
  Halaster’s halls. Rumor has it he will handsomely 
  reward anyone who returns it to him.
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. In addition, while you are attuned 
  to this weapon, you gain the following benefits:
  • You have advantage on Wisdom (Nature) checks.
  • When you score a critical hit with this weapon, 
  you deal 1d8 psychic and 1d8 poison damage in 
  addition to regular and critical hit damage.
  • Once per day, when you score a critical hit with 
  this weapon, you can cause the sap in the spear 
  to cause the creature struck to be Restrained 
  until the end of your next turn.
  Bow of Hosark
  Weapon (longbow), legendary (requires attunement)
  A beautifully carved bow made from a mysterious 
  ivory-like wood. Many scholars and mages have 
  tried to identify where the bow came from but the 
  bow’s origins remain a mystery. When the identify 
  spell is cast on the bow, the reaction is an illusion 
  of a beautiful elven woman shrouded in a starry 
  blue glow who asks the wielder of the bow to 
  protect the Horn of the Moon’s Dawning. Some 
  druid mystics believe the bow may have connections 
  to the deities Mielikki or Lurue. When this bow 
  is worn on the back, it serves as an amulet that 
  helps prevent the wearer from being detected by 
  creatures within the area. This bow is always silent 
  when the wielder nocks arrows.
  This longbow extends the range increments by an extra 
  50 feet, as well as bestowing a +3 bonus to your Dexterity 
  score, to a maximum of 20. In addition, you have advantage 
  on Dexterity (Stealth) checks. When you score a critical hit 
  with it, the target must make a DC 17 Strength saving throw 
  or become Restrained by entangling plants. A creature 
  restrained by the plants can use an action to make a DC 17 
  Strength check; on a success, it frees itself. 
  When you speak the command word, the bow flares into 
  light for 1 hour. It sheds bright light in a 20-foot radius and 
  dim light for an additional 20 feet. Once you use this ability, 
  you can’t use it again until you finish a short or long rest.
  Bow of Vexen
  Weapon (longbow), legendary (requires attunement)
  This bow was crafted by the seasoned eladrin 
  ranger, Vexen. He was an adventurer and ranger 
  of Faerun, but he wanted more. He discovered 
  psionics whilst he journeyed the planes in search 
  lost knowledge and the mysteries of the universe. 
  He was fascinated with harnessing matter and 
  elemental magic with his mind and used his studies 
  of psionics to imbue this bow with powerful magic. 
  This bow is crafted from fine elven wood of the 
  Feywild and is etched in elegant scrolling art of 
  the Eladrin. Some say they see Vexen, the psionic 
  archer, in their dreams whilst attuned to this bow.
  All arrows shot from this bow cause an additional 1d6 
  force damage. 
  As an action, you speak the command word to create a 
  sphere of fire around you that lasts up to one hour. The fire 
  does no harm to you, but any creature that ends its turn 
  adjacent to the fire takes 3 (1d6) fire damage.  Arrows shot 
  from the bow from this circle of fire deal an additional 
  3 (1d6) fire damage. The fire can be canceled as a bonus 
  action. Once you use this power, you can’t use it again until 
  you finish a short or long rest.
  Yardstick of Castigation
  Weapon (mace), rare (requires attunement by a cleric or 
  paladin)
  A yardstick of castigation features a sturdy haft 
  cut from ironwood and wrapped with red cord.  
  The business end is a flanged mace head. Each 
  flange forms a sharp point, there being seven 
  flanges in all.
  Yardsticks of castigation are favored by righteous 
  servants of the gods who seek the rule of law, who 
  admire it for its ability to pass divine judgment by 
  reminding those it strikes of their past crimes and 
  wicked deeds. Few creatures have the courage to 
  withstand such punishment.
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon, and you can use it as a spellcasting 
  focus. In addition, you score a critical hit with it on a roll of 
  19 or 20, and when you score a critical hit, you deal an extra 
  1d8 psychic damage.
  You see this? I got it from a cleric 
  of immense power who called 
  herself Sister Mary Margaret. 
  Would you believe she said she was 
  just a teacher? Amazing.
  
  26
  HALASTER’S HOARD
  Dagger of Incisions
  Weapon (dagger), very rare (requires attunement)
  Lusted after by rogues and assassins who wish to 
  cut through space as easily as they cut through 
  flesh, the dagger’s blackened steel blade is like 
  a razor. Its guard is a web of twisted iron, and its 
  pommel is a large, flawless moonstone. Sages say 
  that Halaster created the dagger for his servants, 
  both to move through space and to help them 
  master the many magical portals in Undermountain.
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon, and you have advantage on Intelligence 
  (Arcana) checks you make to use a magical portal or 
  determine its destination. In addition, you can use a bonus 
  action to teleport up to 60 feet to an unoccupied space you 
  can see. Once you use this ability, you can’t use it again until 
  you finish a long or short rest. 
  Dragon Bone Atlatl
  Wonderous item, uncommon
  An atlatl is a throwing device, essentially a 
  long stick with a cup or groove on one end, that 
  increases the distance and damage of a javelin or 
  dart thrown from it by increasing the leverage of 
  the throwing arm.
  Dragon bone atlatls are fashioned from the bones 
  of a dead dragon, usually a wyrmling, and harness 
  the elemental power of the dragon’s essence. The 
  damage type of a dart or javelin thrown from a 
  dragon bone atlatl changes to the elemental type 
  of the dragon’s breath from which it was made.
  Dragon bone atlatls are commonly created in 
  large batches for blooded tribal warriors, as even 
  a single dragon yields enough material for several 
  atlatls. They are popular among the jungle tribes 
  of Chult, where poison and acid damage dealing 
  weapons are fashioned from the black and green 
  dragon wyrmling’s common to the dangerous 
  swamps. 
  When wielding a dragon bone atlatl, the damage die of a 
  dart becomes a d6 and a javelin becomes a d8. The distance 
  of both the short and long-range increments is tripled. The 
  damage type dealt by each type of atlatl is listed on the chart 
  below:
  Black
  Acid
  Blue  
  Lightning
  Brass 
  Fire
  Bronze 
  Lightning
  Copper 
  Acid
  Gold  
  Fire
  Green 
  Poison
  Red 
  Fire
  Silver
  Cold
  White
  Cold
    
  Gnomish Hunting Musket
  Weapon (longarm), legendary (requires attunement)
  Gnomish hunting rifles are heavy, double-barreled 
  large caliber smooth bore magical muskets only 
  available from a mysterious gnome clan, and only if 
  you can afford their massive price tag.
  The musket fires both barrels at once, then 
  allows for a quick reload through the breech. 
  The bullets tumble when they enter a target, 
  causing ongoing damage as the bullets ricochet 
  through the target’s body. In order to safely and 
  effectively use the weapon, one has to be familiar 
  with longarms, an uncommon skill in the magical 
  world of Faerun.
  The gnomish hunting musket grants +1 to attack and 
  damage rolls and is considered magical for the purpose 
  of damage resistance. On a successful hit, a creature must 
  make a DC 15 Constitution saving throw or lose 5 (1d10) 
  hit points at the start of each of its turns due to massive 
  damage from the enchanted bullet. Each time you score a 
  hit with the musket against a target already wounded with 
  a musket attack, the damage dealt by the existing wound 
  increases by 5 (1d10). Any creature can use their action 
  to staunch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target 
  receives magical healing.
  Wielding the gnomish hunting musket requires Proficiency 
  (Longarms) to use. It cannot be used untrained.
  Weapon Stat Block
  Gnomish Hunting Musket, 2d8 piercing, 7 lbs., 
  Ammunition (firearms), Range (60/90), Reload, Two-
  Handed
  Great Axe of Heavenly Fire
  Weapon (greataxe), legendary (requires attunement)
  A large axe forged with decorative flames on its 
  razor-sharp edges that glitter in its fiery aura.   
  This axe is a sacred weapon of Tyr, God of Law 
  and Justice, who is known for striking down evil-
  doers throughout history. Tyr is a lawful good 
  diety and highly revered by paladins. Those who 
  wield this powerful greataxe may feel the power 
  of Tyr flow through them. The wielder may gain a 
  
  27
  magIc Items
  stronger sense of courage and the need to uphold 
  honor and justice. Though Tyr lost his sight to AO 
  when defending the other gods, he still dutifully 
  guides his followers through their most trying 
  times and battles against evil. He imbued his power 
  into this greataxe to guide his followers on the 
  path to justice. 
  This great weapon was once housed in the Abbey of 
  the Just Hammer in Tasseldale. 
  Any creature of evil alignment takes 5d10 radiant damage 
  at the start of each of its turns as long as it holds the axe..
  You receive a +3 bonus to attack and damage rolls made 
  with this magic weapon. This item sheds bright light in a 
  20-foot radius and dim light for an additional 20 feet. 
  When you score a critical hit with this weapon, the target 
  must make a DC 17 Wisdom saving throw. On a failed save, 
  the target is blinded for 5 (2d4) rounds. On a success, the 
  target is blinded for 3 (2d4) rounds.  At the end of each of 
  its turns, the creature can repeat this saving throw, ending 
  the condition on itself on a success.
  Lance of Burning Blackfire
  Weapon (lance), rare (requires attunement)
  These lances are made from the rare wood of 
  the Zalantar (or Blackwood) tree. Each lance is 
  wrapped in sacred blue glowing runes of Mystra. 
  This is the favored weapon of Waterdeep’s famous 
  Gryphon-riders, who patrol the city and Mount 
  Waterdeep and serve as part of the city guard. 
  Lances made from Zalantar or Blackwood are 
  half the weight of lances made using other types 
  of wood. Due to the lance’s light weight, it has 
  the Thrown property. When this lance is thrown, 
  magical blue flames engulf the lance and crackle 
  as it races through the air toward its target. 
  You receive a +1 bonus to attack and damage rolls made 
  with this magic weapon as well as an additional 3 (1d6) fire 
  damage. 
  Lorindal’s Bitchin’ Magic Shuriken
  Shuriken, rare (requires attunement)
  If one finds something identified as Lorindal’s 
  Bitchin’ Magic Shuriken it is likely a copy of the 
  original, owned by a lanky half-elf rogue from 
  Baldur’s Gate name Lorindal Stonehands. Lorindal 
  had an unhealthy obsession with all things from 
  far off Kara-Tur and collected everything he 
  could get his hands on relating to it. The ninja 
  fascinated him, and he collected all manner of 
  paraphernalia relating to them, fictional or not. In 
  payment for an extremely difficult job, Lorindal 
  commissioned the first magic shuriken. It cost a 
  literal fortune, but he was finally able to live out 
  some of his most absurd ninja fantasies. It was also 
  a terrifying magical weapon, and that didn’t hurt 
  his reputation, either.
  Lorindal’s Bitchin’ Magic Shuriken has seven charges. As 
  an action you can expend a charge to hurl the shuriken, 
  which multiplies into hundreds of duplicates in a 60-foot-
  long, 10-foot wide line. Each creature in the line must make 
  a Dexterity saving throw or take 28 (12d4) piercing damage, 
  or half as much on a successful save. The saving throw DC 
  is equal to 8+your proficiency modifier+ your Strength or 
  Dexterity modifier, whichever is higher. Damage dealt by 
  Lorindal’s Bitchin’ Magic Shuriken is considered magical for 
  the purposes of damage resistance. The shuriken returns 
  to your hand after it is thrown. Lorindal’s Bitchin’ Magic 
  Shuriken recovers 1d6+1 charges every day at dawn.
  Lorindal’s Bitchin’ Magic Shuriken is based on the spell, 
  hail of shuriken, created for the purpose of enchanting the 
  original item, and subsequently scattered about the realms 
  for its sheer awesomeness. 
  Hail of Shuriken
  3rd level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a single shuriken)
  Duration: Instantaneous
  Classes: Bard, Wizard, Sorcerer
  You make a range attack with a weapon as part of 
  the action of casting this spell. The caster hurls the 
  shuriken, which multiplies into hundreds of duplicates 
  “Yeah, well, I bet Elminster 
  doesn’t know how to make 
  one either! He’s always 
  flirting with those Drow 
  harlots but what does it 
  ever get him? Huh? Nothing! 
  What a hack!”
  Apprentice:  “Are you still sore over that 
  ‘Wizards Three’ business?”
  “You know… an invite would 
  have been nice. Just saying.”
  
  28
  HALASTER’S HOARD
  in a 60 foot long, ten-foot wide line. Each creature 
  in the line must make a Dexterity saving throw or 
  take 28 (12d4) piercing damage, or half as much 
  on a successful save. Damage dealt by this spell is 
  considered magical for the purposes of damage 
  resistance.
  At higher levels: For every level above 3rd, increase the 
  damage by 2d4. 
  Screaming Longbow
  Weapon (longbow), legendary (requires attunement by an elf 
  or eladrin)
  It is said that eladrin artisans craft these bows 
  from overlapping pieces of wood, horn, and 
  mystical materials from the Feywild, all bound 
  together with sovereign glue. Each screaming 
  longbow is said to contain a fragment of the soul 
  of an elven warrior slain in battle, who agrees 
  to sacrifice that fragment in order to further 
  afflict the foes of elves. An arrow fitted onto the 
  string and drawn is transformed into the likeness 
  of a screaming hawk’s head. Once the arrow is 
  loosed, what begins as a low moan rises to an ear-
  splitting shriek as the arrow seeks out its mark, 
  becoming silent on impact. 
  Legend tells of a beautiful eladrin ranger named 
  Loreleia Vathyra who carried her screaming 
  longbow into Undermountain and never returned. 
  Presumably, her bow is somewhere in Halaster’s 
  vaults.
  You gain a +2 bonus to attack and damage rolls made 
  with this magic weapon. In addition, the weapon deals 1d6 
  thunder damage in addition to its regular damage, and 
  when you score a critical hit with it, the target must make 
  a DC 15 Constitution saving throw or be Stunned and 
  Deafened until the end of its next turn.
  Shadow Razor
  Weapon (dagger), very rare ( requires attunement)
  When found, this dagger looks like a finely made, 
  albeit broken dagger. The black pommel and black 
  leather handle with a silver web-pattern overlay 
  bespeak of its obvious drow crafting. Until it’s 
  attunement, no blade can be seen or felt; just the 
  handle and guard. Once attuned; its true nature 
  is revealed. If the attuned character holds the 
  dagger, they can now see a spectral shadow blade. 
  The wielder can’t be injured by the blade. they can 
  read the gilt inscription: “Lil alurl velve zhah lil 
  velkyn uss”. Loosely translated it means: “The best 
  knife is the unseen one”.
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon. Creatures struck with this weapon 
  must make a DC 12 Constitution saving throw, taking an 
  additional 7 (2D6) necrotic damage on a failed save, half as 
  much damage on a successful one. 
  Construction: This is a drow item, there is no known 
  formula for the construction of this item.
  Shadowblade
  Any adamantine finesse weapon, very rare (requires attun-
  ement)
  Shadowblades were first created for the Order 
  of the Yellow Secret, a society of deadly assassins 
  bound to the service of the Unseelie Court. Each 
  shadowblade is forged from nigh unbreakable 
  adamantine and woven with powerful illusion magic, 
  allowing the wielder to strike from the shadows 
  with terrifying accuracy. As the wielder grows in 
  power, so too does the blade, striking at the mind as 
  well as the body.
  Each shadowblade is unique, forged as a ‘diploma’ 
  and given to those who survive the training and 
  indoctrination of the Order of the Yellow Secret. 
  Each has a name, written in Sylvan, on the hilt. The 
  name is the only adornment on the shadowblade. 
  They are built for pure practicality, having no 
  illusions as to being anything other than a deadly 
  weapon.
  The Order of the Yellow Secret is ancient by 
  mortal standards, and the blades have been added 
  to treasure hordes after they have been taken 
  from the corpses of would-be assassins. They are 
  prized weapons by all who know of them, and many 
  dreadful and cunning killers have gone through 
  great lengths to acquire one.
  
  29
  magIc Items
  While attuned to the shadowblade, you have Darkvision 
  out to a range of 60 feet. If you already have Darkvision, 
  it increases its range by 60 feet. In addition, you have 
  advantage on attacks made when you attack with the 
  shadowblade in dim light or darkness. Attacks made with 
  the shadowblade are considered magical for the purposes of 
  overcoming damage resistance.
  Shadowblades are built to last and are able to channel 
  more power in direct proportion to the potency of the 
  attuned wielder. When you reach 5th level, the shadowblade 
  does an additional 1d6 psychic damage to all attacks. The 
  damage increases by 1d6 when you reach 11th and 17th 
  level.
  Shadowrift Blade
  Weapon (any finesse), very rare (requires attunement)
  Some sages claim that shadowrift blades are gifts 
  of the drow, and are thus inherently treacherous. 
  Others say that the strange greenish metal of 
  the weapons comes from the Far Realm, where 
  the usual rules of time and space do not apply, 
  and that the blade produces spiraling insanity. 
  And yet others claim that the secrets of making 
  shadowrift blades were given to eladrin in the 
  Shadowfell by an emissary of a long-dead god.
  Whatever their origin, sages and wizards agree 
  that these weapons are corrupted, existing only to 
  bleed the Shadowfell into the Material Plane. It is 
  known that a shadar-kai assassin often employed by 
  Halaster on mysterious missions on the streets of 
  Waterdeep has a matching rapier and dagger set of 
  shadowrift blades. 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. In addition, you can pass through 
  the Shadowfell to a nearby location when you use this blade, 
  but doing so costs you a bit of your life force. When you hit 
  a creature and deal sneak attack damage, you can deal 1d8 
  necrotic damage to yourself and teleport up to 30 feet to an 
  unoccupied space that you can see.
  Artifacts
  Codex Primordia
  Wonderous item, artifact
  Bound within the Codex Primordia is the knowledge 
  and power to cast the forbidden reality altering 
  spell primordial apotheosis. Created by Janosa Kin, 
  one of last of the great Netherese archwizards 
  living in the post-apocalyptic world following the 
  fall of Netheril due to the temporary destruction 
  of magic, and the 
  ensuing death of 
  Mystryl due to 
  Karsus’s Folly.
  Obsessed 
  with restoring 
  the lost 
  empire 
  without 
  making 
  the same 
  mistake 
  as 
  Karsus, 
  Janosa 
  Kin 
  scoured the multiverse for lost and forbidden arcane 
  knowledge that would allow her personal ascension 
  to quasi-godhood and restore her beloved Netheril to 
  its former glory. Accompanied by her followers and 
  apprentices, her ad-hoc magical army tore through holy 
  sanctums, killed ancient beings of great knowledge to steal 
  their power, and bargained with the unknowable powers 
  of the Far Realm for reality-bending insight into powers 
  mortals should not wield.
  As she rampaged across the multiverse, she recorded the 
  knowledge into what would become the Codex Primordia. 
  The spellcraft itself was too complex for a non-divine 
  mind to memorize in the standard manner, so the Codex 
  Primordia would act as an external storage medium, a 
  supercharged spell scroll containing the awesome power of 
  primordial apotheosis. The rare material components would 
  still be required to cast the spell; the Codex Primordia alone 
  was not enough to cast the entire spell.
  After she finished the Codex Primordia but before she 
  could cast the terrible spell, Janosa Kin and her army were 
  stopped by a band of heroes from across the multiverse, in 
  a climactic battle on an artificial comet hurtling through 
  Realmspace on a collision course with Toril on Midwinter’s 
  Eve, DR 156. The resulting explosion lead to a spectacular 
  meteor shower, visible across the entire North for an entire 
  10 days.
  The Codex Primordia was bound with ancient and 
  powerful magic rendering it indestructible, save by using 
  it. Far too dangerous to be left unprotected, it was sealed 
  away by a cabal of clerics and archmages from across the 
  Forgotten Realms, who then wiped the memory of the 
  location from themselves.
  
  30
  HALASTER’S HOARD
  But like many forgotten things, the Codex Primordia 
  found itself hidden in the depths of Undermountain, 
  warping the area around it into the most dreadful and 
  terrifying layer of the megadungeon imaginable. Halaster 
  became aware of its presence, and in a flash of good 
  judgment, bolstered the defenses surrounding the dungeon 
  in which the Codex Primordia was kept. However, as one 
  Halaster moves, so does another countermove, and the 
  knowledge and rumored location of the Codex Primordia 
  was leaked to the outside world.
  The Codex Primordia is not the only one in existence. 
  It has a primal self-awareness, and over time has seeded 
  copies of itself across the multiverse. It is a spell that wants 
  to be cast and awaits the moment when its power is finally 
  unleashed.
  The Codex Primordia is required to cast the spell 
  primordial apotheosis. One does not have to be a spellcaster 
  to use it, only capable of meeting the steep requirements for 
  the casting.
  Primordial Apotheosis
  9th level transmutation (Ritual)
  Casting Time: 72 hours
  Range: Self
  Components: V, S, M (The Codex Primordia, arcane 
  unguents worth at least 100,000 gold mixed with 1 
  quart of Tarrasque bile and a small amount of woad, 
  One Still Living Eye of an Ancient Red Dragon, The Final 
  Breath of a Dao, a Jinn, an Efreet, and a Marid, 1000 still 
  beating mortal hearts (consumed by the ritual), three 
  pounds of flesh from a dead god, a piece of each of the 
  Inner Planes (Air, Earth, Fire Water) held in stasis).
  Duration: Instantaneous
  The spell must be cast in the nude under the open 
  sky. One must paint their body with the complex sigils 
  contained in the codex using the arcane unguents 
  required by the spell. A complex magic circle must then 
  be created to bind and draw energy from other material 
  components. Before intoning the ritual from the Codex, 
  the godflesh must be consumed raw, requiring the 
  caster to make a DC 26 Constitution saving throw. 
  If they fail the saving throw, they are immediately 
  reduced to 0 hit points and crumble to ash, and their 
  soul is hurled into the depths of the Astral Plane to the 
  Graveyard of the Dead Gods, where it remains under 
  the effect of an imprisonment spell. The soul can only 
  be released by physically unlocking the tomb located in 
  the Graveyard of the Dead Gods in the Astral Plane.
  If the previous requirements are met, the spell can 
  then be cast. The codex must be read out loud from 
  beginning to end. It must be intoned perfectly, taking 
  exactly 71 hours, 13 minutes, and 42 seconds or the 
  spell fails. A successful DC 20 Intelligence (Arcana) 
  check is required to properly perform the verbal spell 
  component.
  The still beating mortal hearts are a euphemism for 
  sacrifice. Approximately 1000 sentient mortals are 
  used as a proxy for the spellcaster’s own sacrifice of 
  life energy. While the spell doesn’t explicitly state 
  the requirement for mortal sacrifices, it does require 
  the equivalent amount of life energy be spent to fuel 
  the change. It stands to reason anyone willing to cast 
  this spell would have no issue sacrificing others for 
  their own semidivine apotheosis. Harnessing the life 
  energy of others for use in the ritual is a simple matter 
  for anyone trained in Arcana. Sacrifices need not be 
  voluntary.
  In order to continue the ritual, the caster must succeed 
  three DC 20 Constitution checks in order to remain 
  awake and focused on properly casting the spell. One 
  check must be made every 24 hours.
  On successful completion of the ritual, the caster and 
  the Codex are consumed in a burst of brilliant energy. 
  The caster ascends as a primordial with godlike power 
  equivalent to that of a greater deity. Failure on any part 
  of the spellcasting and the spell is disrupted, destroying 
  the Codex, wiping the caster from reality, destroying all 
  the ritual components, and tearing a hole into the Astral 
  Plane. Everything within a one mile radius of the caster 
  must make a DC 26 Dexterity saving throw to prevent 
  being sucked into the rift before the hole closes with a 
  small audible pop. Nothing but a greasy stain where the 
  caster once stood remains as a reminder that the hubris 
  of the previous caster had such a steep price.
  The caster can be assisted by whatever means they 
  can come up with in order to more easily overcome 
  the challenges of casting the spell. It is likely that 
  one capable of gathering the materials and seriously 
  undertaking the ritual has the means of surviving the 
  casting and finishing the ritual.
  Flesh Grinder
  Wondrous item, artifact (requires attunement) 
  Flesh Grinder is a horrific weapon, a massive 
  greataxe fashioned in the bowels of the Abyss 
  by demonic hands, infused with all the hate, bile, 
  and mindless violence which infuses that place 
  of nightmares. The axe is alive with malevolence, 
  filled with an insatiable thirst for blood and flesh. 
  Rather than a smooth cutting edge, it has a toothy 
  row of jagged barbs, where old blood mixed with 
  dark grease oozes. When the weapon is swung in 
  battle, the serrated edge rocks back and forth and 
  
  31
  magIc Items
  screeches as it chews through flesh and bone and 
  steel, spewing noxious smoke into the air.
  The creator of Flesh Grinder, the baator Golgrizaar, hoped 
  to use it to strike a decisive blow in the Blood War. Legend 
  says that Halaster summoned Golgrizaar to serve in the 
  archmage’s Hunts, and for a reason lost to time left Flesh 
  Grinder behind when Halaster dismissed the demon back 
  to his Abyssal plane.
  Flesh Grinder is a magic, sentient 
  greataxe that grants a +3 bonus to 
  attack and damage rolls made with 
  it. It scores a critical hit on a roll of 
  19 or 20 and deals an extra 2d10 
  slashing damage on a critical hit. 
  If Flesh Grinder isn’t bathed in 
  blood within 1 minute of being 
  grasped in battle, its wielder 
  must make 
  a DC 15 Charisma saving throw. 
  On a success, the 
  wielder takes 3d6 psychic damage. 
  On a failure, the 
  wielder is dominated by the axe, as 
  if by the dominate 
  monster spell, and the axe causes the wielder to attack 
  the nearest living creature. The spell effect ends when the 
  axe deals damage to a living creature.
  Sentience. Flesh Grinder is a sentient, chaotic evil 
  weapon with an Intelligence of 14, a Wisdom of 12, and 
  a Charisma of 16. It has hearing and darkvision out to a 
  range of 60 feet. The weapon communicates telepathically 
  and can speak and understand Common and Abyssal. 
  Personality. The axe’s purpose is simply to kill. It 
  has a special desire to kill devils. The axe’s obsession 
  with slaying devils eventually becomes a fixation for its 
  wielder.
  Destroying the Axe. Flesh 
  Grinder can be 
  destroyed by immersing it in the 
  River Styx, 
  then while still dripping wet 
  with 
  Styx’s waters, the haft must be 
  broken over Orcus’s knee in his 
  stronghold of Everlost.
  Halaster’s Marbles
  Wonderous item, artifact (requires at-
  tunement)
  Halaster’s Marbles are a set of 
  six mono-colored crystals with draconic 
  numerals numbering the sides. Each is one of the 
  six geometric solids that Halaster claims to be 
  the underpinnings of reality in the whole of the 
  Great Wheel. He has also claimed that five feet 
  is the shortest possible unit of measurement, so 
  his opinions should be taken with a grain of salt. 
  They are found in a small royal purple bag made 
  of an unknown indestructible but unnaturally soft 
  material sewn together with golden silk cords to 
  keep the bag shut.
  There are more than one set of Halaster’s Marbles, as they 
  were originally an experiment to maintain a contiguous 
  memory between all his various clones, reincarnations, 
  alternate dimensional duplicates, and the like. The Marbles 
  were intended to be a reliable backup copy of his memory 
  and abilities. As often happens with devices 
  designed to cheat death, they did not work 
  as planned.
  As the various coexisting 
  incarnations of Halaster would 
  die or be killed, often by another 
  version of Halaster himself, he 
  would lose the semi-sentient 
  Marbles as they transported 
  themselves 
  to their own secret dungeon in 
  Undermountain, 
  filled with clever puzzles, deadly 
  traps, and 
  ravenous monsters. Anyone able to 
  find and survive 
  one of those dungeons could claim the 
  Marbles and wield some of the mighty powers of Halaster.
  However, never trust something that can think you can’t 
  see where it keeps its brain. The true intention of each set 
  of Marbles is to consume the owner and be reborn as the 
  incarnation of Halaster that they were bound to. The newly 
  reborn Halaster will then go about his mad scheming, 
  likely plotting against his greatest enemy… himself.
  Halaster is unable to find his lost Marbles, other than the 
  set that he currently carries, by any means in existence, up 
  to and including divine intervention. Some believe it is an 
  interdiction by 
  the gods to punish the mad mage for 
  his blatant and 
  insufferable twisting of the laws of 
  reality. Others 
  speculate (in hushed tones) that 
  Halaster 
  ticked off The Powers That Be, the 
  nameless one at the edge of all 
  reality that even the Overgod Io 
  answers to.
  Random Properties. Each set of 
  Halaster’s Marbles has the following 
  random properties (DMG, page 219):
  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  Properties of the Marbles. Your alignment changes to 
  chaotic neutral, and you gain the following benefits:
  Your Intelligence score becomes 20. If it is already 20, 
  increase the score to 22.
  While in Undermountain, you have advantage on all 
  Wisdom (Perception) checks to detect traps or secret doors.
  While in Undermountain, you are supernaturally aware of 
  the danger, and unless incapacitated, cannot be surprised.
  
  32
  HALASTER’S HOARD
  While attuned to the Marbles, you are infected with 
  Halaster’s madness. You mutter, have difficulty carrying 
  on conversations, and are obsessed with collecting new 
  monsters and magic. This affliction causes you to have 
  disadvantage in all social interactions. You also have a 
  tendency to call people “fool”.
  Once per day, you can cast teleport to any section of 
  Undermountain that you have seen with no chance of error.
  The marbles have 10 charges. You can expend 1 or more 
  charges to cast one of the following spells (save DC 18 or 
  your own save DC, whichever is higher) from them: 
  • chromatic orb (1 charge)
  • animate objects (2 charges) 
  • clairvoyance (2 charges)
  • evard’s black tentacles (3 charges)
  • disintegrate (4 charges)
  • dominate monster (5 charges)
  The Marbles regain 1d8+2 charges daily at dawn. Each 
  time you cast a spell from the Marbles, there is a 5 percent 
  chance that the soul of the Halaster copy contained within 
  them will toss your soul from your body, take it for its own, 
  and start where it left off when it was originally trapped in 
  the Marbles, teleporting away to begin his schemes. If that 
  happens, you become an NPC and in control of the DM.
  Destroying the Marbles. Halaster’s Marbles can be 
  destroyed by a simple touch by Halaster or any of his 
  duplicates. Any other method will cause them to return to 
  a restored dungeon within Undermountain, waiting to be 
  discovered.
  Halaster’s Dens
  The Mad Mage is known to have many lairs, haunts, 
  and bolt-holes in the warren of Undermountain. 
  While each particular lair is individual and unique, 
  each of them has a few standard features, listed 
  below. These items are magical. Some are mere 
  comforts, and others are very, very powerful 
  defenses. 
  None of them are portable. Some of them can 
  be moved, though they are quite bulky, heavy, 
  and unwieldy to remove. Getting one from where 
  they’re found out of Undermountain and to, say, 
  an adventurer’s house in Waterdeep is a massive 
  undertaking beyond the means and abilities of 
  adventurers. Moreover, anyone looting one of 
  Halaster’s dens had better make very, very sure the 
  Mad Mage is absolutely, utterly, and irretrievably 
  dead, lest he come in fire and wrath to reclaim his 
  own.
  Alchemist’s Workshop
  Wondrous item, very rare
  On this worktable is a set of tools, vials, beakers, 
  distillery, and other alchemical apparatuses, all of 
  which have been further enchanted to aid in the 
  creation of alchemical items.
  Anyone proficient with alchemist’s supplies can use the 
  Workshop and gain advantage on a check to produce an 
  alchemical item. 
  Arcane Library
  Wondrous item, very rare
  The spirits of long-dead masters of the arcane 
  are bound to the shelves of this well-equipped 
  laboratory. Their aid allows you to refocus your 
  magic and aids learning.
  Wizards who spend a day studying in the library learn 
  one spell of their choice of 5th level or less from the Wizard 
  spell list. Sorcerers who spend a day studying in the library 
  can replace one spell as if they had gained a level. In either 
  case, such characters can’t use the library again until they 
  gain a level.
  Bed of Rapid Rest
  Wondrous item, very rare 
  This lavish, four-poster bed has a soft mattress, 
  warm comforters, and is delicately scented with 
  sweet herbs. It speeds your rest but is too large to 
  cart around in the dungeon.
  
  33
  monsters
  When you rest in the bed, you complete a long rest in an 
  hour, and a short rest takes 10 minutes. Only 1 creature can 
  use the bed at a time.
  Cask of Liquid Gold
  Wondrous item, very rare
  These casks are likely a leftover from when 
  Undermountain was the domain of the Melairkyn 
  dwarves, for they contain an unending supply of 
  well-hopped, golden, dwarven ale.
  Dimensional Anchor
  Wondrous item, very rare (requires attunement)
  Dimensional anchors are invariably crafted from 
  statues which appear in many guises, from sylphs to 
  stags. Irrespective of their appearance, each binds 
  nearby creatures to their locations in the Material 
  Plane.
  Creatures within 60 feet of the anchor can’t teleport or 
  travel between planes of existence unless permitted to do so 
  by Halaster himself.
  Feast Table
  Wondrous item, very rare
  A feast table is a magnificent, ornately-carved oak 
  table which seats no fewer than 12 Medium or 
  smaller humanoids, providing a sumptuous banquet 
  for all.
  The owner of the table can use it to cast the heroes’ feast 
  spell without using a spell slot. This property can be used up 
  to 4 times a day.
  Mirror of Deception
  Wondrous item, very rare (requires attunement)
  A highly-polished silver disc set into an intricate 
  wrought-iron frame, you can use this mirror for 
  your usual toilet, or you can use its magic to gain 
  the appearance of a member of any humanoid race 
  of the same size category as you. Your clothing 
  and equipment alter appearance as you desire. 
  The illusion doesn’t alter sound or texture, so 
  a creature listening to you or touching you can 
  detect the illusion with a successful DC 15 
  Wisdom saving throw. The illusion lasts until 
  you travel more than 1 mile from the mirror or 
  choose to end the effect.
  Spying Mirrors 
  Wondrous item, very rare (requires attunement)
  Spying mirrors always come in pairs, and are very 
  convenient; when the owner of an abode with 
  mirrors excuses herself and leaves, be careful 
  what you say and do when she’s out of the room. 
  When you’re attuned to and adjacent to one of the 
  mirrors, you can see and hear through the other mirror as 
  if you were in its location. If you choose, creatures adjacent 
  to the other mirror can also see and hear through yours, 
  enabling two-way communication.
  Teleportation Disk
  Wondrous item, very rare
  Halaster routinely sets large, ornately inscribed 
  teleportation circles into his floors, allowing him 
  to move quickly around his domicile (and between 
  them). 
  When standing on a teleportation disk, you can use your 
  move action to speak its command word and teleport 
  anywhere else within the domicile or to another disk in a 
  different domicile.
  Throne of Dominion
  Wondrous item, very rare
  A throne of dominion is carved with detailed, 
  ornate reliefs showing a king ruling over subjects. 
  While you sit on the throne, when a creature you can see 
  attempts to deceive, disobey, or betray you, it must make 
  a successful DC 20 (or your spell save DC, whichever is 
  higher) Wisdom saving throw or be stunned for 1 minute. 
  
  34
  HALASTER’S HOARD
  MONSTERS
  Undermountain is the creation of Halaster Blackcloak. It is his design, his artwork, 
  his masterpiece. Its twisting halls, its many chambers, and especially its denizens, 
  are his design--that is, those parts under his control.
  The Mad Mage has traveled the multiverse, from Aerdy to Krynn to the Rock of 
  Bral to Sigil to Zakhara. In his travels, he has amassed a menagerie of fantastic 
  creatures with which he has stocked his dungeon.
  Some of those creatures are relatively mild and inoffensive, where others are 
  immensely powerful. Some differ little from the monstrous creatures already 
  known to Faerunian adventurers, while others are so wonderfully different as to 
  astound even the most experienced and jaded sellsword who ever descended from 
  the Yawning Portal.
  We hope you enjoy using these foes in appropriate spots in Undermountain, as well 
  as dungeons of your own devising. 
  
  35
  monsters
  Aeserpent
  Large monstrosity, unaligned
  Armor Class 14
  Hit Points 93 (11d10 + 33)
  Speed 30 ft.
  STR 16 (+3) DEX 19 (+4) CON 17 (+3) INT 4 (-3) 
  WIS 10 (+0) CHA 3 (-4)
      
   
   
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 10
  Languages –
  Challenge 5 (1,800 XP)
  Shadow Stealth. While in dim light or darkness, the 
  aeserpent can take the Hide action as a bonus action.
   Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (3d6 +4) piercing damage and the 
  target must make a DC 14 Constitution saving throw 
  or be poisoned for 1 minute. While poisoned in this 
  way, the target takes 14 (4d6) necrotic damage at 
  the beginning of each of its turns. The target’s hit 
  point maximum is reduced by an amount equal to 
  the necrotic damage taken. The reduction lasts until 
  the target finishes a long rest. The target dies if this 
  effect reduces its hit point maximum to 0. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Swallow. The aeserpent makes one bite attack 
  against a Medium or smaller target it or another 
  aeserpent has poisoned. If the attack hits, the target 
  is also swallowed. While swallowed, the target is 
  blinded and restrained, it has total cover against 
  attacks and other effects outside the aeserpent, and 
  it takes 7 (2d6) acid damage at the start of each of 
  the aeserpent’s turns. An aeserpent can have only 
  one creature swallowed at a time.
  The aeserpent is a giant snake capable of growing 
  up to 20 feet long. It has a large, broad head 
  and deep black scales. It is colloquially known as 
  a darkstrike or deathstrike due to its predatory 
  nature and affinity for hunting in the dark. The 
  aeserpent is a native of the Beastlands, a plane of 
  existence known for exotic magical beasts. They 
  are commonly found in Karasuthra, a realm of the 
  Beastlands shrouded in eternal darkness.
  It is commonly misidentified as an undead creature due to 
  its blood-devouring venom. This is, however, incorrect. The 
  aeserpent is a living creature with no relation to vampires or 
  other undead, despite its magical venom.
  Combat. The aeserpent hunts exclusively at night, using 
  its ability to quickly fade into the darkness to elude enemies. 
  It is more intelligent than a typical serpent and uses its 
  cunning to lure prey into dangerous terrain or uses other 
  creature’s traps, such as a giant spider’s web, to its advantage.
  The aeserpent possesses a strange venom unique to its 
  species. After biting a victim, the aesperent injects a fast-
  acting venom that causes the target to metabolize their 
  own blood, using it for energy and nutrients. Unless cured 
  quickly, the venom kills even large prey in moments. Once 
  a target has been poisoned, the aeserpent retreats and waits 
  for it to die, returning to swallow its corpse. Planar scholars 
  have theorized that the aeserpent is unable to consume 
  large amounts of fresh blood, explaining its strange venom. 
  If threatened by multiple enemies, aeserpents swallow a 
  poisoned victim whole, even before the venom has done its 
  work.
  Habitat/Society. The aeserpent is a native of the 
  Beastlands, an Outer Plane that serves as the hunting 
  ground of the gods. These extraplanar snakes are typically 
  found alone or, rarely, as a mated pair during the 
  appropriate season. Aeserpents fight ferociously to protect 
  their mates and eggs.
  Ecology. Unlike typical snakes, the aeserpent must feed 
  regularly, requiring a large amount of food to sustain its 
  massive body. Its native plane has an ever-present supply of 
  prey for the aeserpent, but if found on the Prime Material, 
  the aeserpent is likely to be hungry and searching for its 
  next meal.
  Role in Undermountain. Aeserpents serve as guardians 
  for planar travelers, who may have returned with aeserpent 
  eggs from the Beastlands. These foolish meddlers often 
  do not realize the aeserpent’s growth potential or appetite. 
  Many end up in the belly of their own pet. A few rare 
  aeserpents roam Undermountain’s dark halls, forgotten or 
  lost by their masters and searching for their next meal.
  
  36
  HALASTER’S HOARD
  Aballins
  Large elemental, neutral 
  Armor Class 13 (natural armor)
  Hit Points 75 (10d10 +20)
  Speed 10 ft., swim 60 ft.
  STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0) 
  WIS 10 (+0) CHA 8 (-1)
  Damage Resistances acid; bludgeoning, piercing, and 
  slashing from non-magical weapons
  Damage Immunities poison  
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious. Any spell or effect that alters vision 
  or which affects the target through vision.
  Senses blindsight 60 ft. (blind beyond this radius)
  Languages Aquan
  Challenge 5 (1,800 XP)
  Water Form. The aballin can enter 
  a hostile creature’s space and stop 
  there. It can move through a space 
  as narrow as one inch wide without 
  squeezing.
  Freeze. If the aballin takes cold damage, 
  it partially freezes; its speed is reduced 
  by 20 feet until the end of its next turn.
   Actions
  Multiattack. The aballin makes two 
  slam attacks.
  Slam. Melee Weapon 
  Attack: +6 to hit, reach 5 
  ft., one target, Hit: 12 (2d8 
  + 3) bludgeoning 
  damage.
  Launch (Recharge 4-6). Each Medium or smaller 
  creature in the elemental’s space must make a DC 
  13 Strength saving throw. On a success, the target 
  takes 5 (1d8 +1) bludgeoning damage and is pushed 
  5 ft in a random direction. On a failure, the creature 
  is drawn into a geyser and launched up to 30 ft 
  in any direction (DMs choice). Upon impact, the 
  creature takes 16 (3d8) +3 bludgeoning damage and 
  is prone (if applicable).
  The Aballin is often mistaken for a water 
  elemental. They look like roiling patches in the 
  water or whirlpools. Closer inspection reveals 
  coins, items, and trinkets of previous victims. A 
  close encounter with an aballin is something not 
  many sailors have had; few survive to tell the tale.
  Combat. In combat, the aballin is cruel and malicious. 
  They seem almost to enjoy toying with victims before 
  killing them; firing them into the air, only to “catch” them 
  when the land. There are reports of them hurling overboard 
  sailors and debris into ships hulls, attempting to scuttle the 
  vessels.
  Habitat/Society. The aballin is aa elemental that naturally 
  forms during a particularly violent storm or escapes from 
  Elemental Plane of Water through a planar vortex. They 
  often follow stormy seas as the white-capped waves; doing 
  much to hide their approach. They have been known to 
  attack in small groups.
  Ecology. Though its home is the Elemental Plane of 
  Water, the aballin can thrive 
  on the Prime 
  Material 
  Plane. It has 
  no natural 
  predators 
  Did I ever tell you about the time 
  I summoned an Aballin in Lord 
  Zoar’s swimming pool? I forget 
  the exact details of the wager 
  we made but, the look on his 
  face! Ha! Oh it was a real mess 
  you see, I didn’t yet know the 
  incantation to unsummon the 
  Aballin.
  
  37
  monsters
  They look like a chicken 
  nugget with legs.
  Apprentice: What’s a chicken nugget?
  and doesn’t appear to eat its victims. It also doesn’t seem to 
  reproduce.
  Role in Undermountain. The inner harbor of Waterdeep 
  is a natural wonder but not far from the inner bay 
  there are grottoes that feed the underground river of 
  Undermountain. These creatures are able to wash through 
  the cracks of the bedrock into the ripe hunting grounds 
  beneath Waterdeep. They gather in reflecting pools filled 
  with coins or in natural hot springs; killing unwary fools.
  Achaierai
  Small beast, neutral
  Armor Class 12 (natural armor)
  Hit Points 39 (6d6 + 18)
  Speed 40 ft.
  STR 15 (+2) DEX 10 (+0) CON 16 (+3) INT 6 (-2) 
  WIS 8 (-1) CHA 3 (-4) 
   
  Senses darksight 30 ft., passive Perception 9
  Languages - 
  Challenge 1 (200 XP)
  Nimble. The achaierai can take the Disengage action 
  as a bonus action on each of its turns. It also has 
  advantage on saving throws to avoid being knocked 
  prone.
   Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 6 (1d8 + 2) piercing damage.
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target, Hit: 11 (2d8 + 2) slashing damage.
  Achaierai look like large, wingless chickens with 
  four legs and a huge, gnashing beak. They are 
  usually brown or black though some have flecks 
  of white tan. Each of their four powerful legs 
  are covered with coarse hair. Intrepid farmers 
  raise domesticated achaierai for food and to hunt 
  osquip.
  Combat. In combat, they attack and fight in an organized 
  fashion; one grappling with its oversized beak whilste 
  another rakes with its vicious talons. If encountered alone, 
  they try to knock their foe prone and rake them with their 
  talons. The wild variety are hearty and hard to kill. Once 
  slain, they are quite tasty to eat.
  Habitat/Society.  Achaierai are predominantly an above 
  ground creature. They prefer the plateau and timbered 
  woods around Waterdeep.They are omnivorous scavengers. 
  They prey on large insects, vermin, and other pests as well 
  as some plants. They will only attack Medium or larger 
  creatures if cornered or frightened. Achaierai females mate 
  with as many males as possible, laying 3-8 eggs. Offspring 
  are born blind and covered in fine white feathers.
  Ecology. The Achaierai are the favored prey of many 
  carnivores in the region. They have been known to travel is 
  flocks. It is believed that these are family units.
  Role in Undermountain. The plains farther north of 
  Waterdeep are the natural home of the achaierai. The tribes 
  of the wild lands tell stories of wild achaierai tamping down 
  the tall plains grass in a circular dance; ripping up the roots 
  with their powerful claws. They hunt small game and return 
  to these hovels to feed and roost. When food is scarce 
  they are known to hunt the halls of Undermountain. The 
  achaierai that remain in the depths are starving and insane; 
  they will attack anything on sight.
  Algoid
  Medium plant, neutral
  Armor Class 13 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft., swim 30 ft.
  STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 6 (-2) 
  WIS 12 (+1) CHA 8 (-1) 
   
   
  Saves Con +4
  Skills Athletics +5, Perception +3, Stealth +2
  Damage Immunities fire, lightning
  Damage Resistances piercing and slashing from 
  nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages telepathy 60 ft. (other algoids only), can 
  speak with plants, per the spell speak with plants
  Challenge 2 (450 XP)
  Limited Amphibiousness. The algoid can breathe 
  both air and water, but it needs to be submerged at 
  least once every 8 hours to avoid suffocating.
  Photosynthesis. If the algoid is not in sunlight for 
  at least 1 hour every day, it suffers 7 (2d6) necrotic 
  damage and has its hit point maximum reduced by 
  an amount equal to the necrotic damage taken. The 
  reduction lasts until the algoid is in sunlight for 1 
  hour.
  
  38
  HALASTER’S HOARD
   Actions
  Multiattack. The algoid makes two slam attacks
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage. If 
  the attack is a critical hit and the target is a creature, 
  it is stunned until the end of its next turn.
  Command Trees (Recharge 5-6). The algoid 
  telepathically commands up to two water-based 
  trees, such as mangroves or cypresses, within 
  60 feet of it. Any creature within 10 feet of a 
  commanded tree must make a DC 13 Dexterity 
  saving throw or take 10 (3d6) slashing damage as 
  the trees’ branches lash out.
  From a distance, algoids appear to be furry, 
  green-skinned humanoids. Upon closer inspection, 
  however, it is obvious the creatures are not 
  mammals or even humanoids, but rather a 
  collection of mobile, sentient algae. Algoids stand 
  between 5 and 7 feet tall and weigh between 120 
  and 250 pounds, depending on how much algae 
  fused together.
  Combat. Algoids use their limbs to smash opponents 
  into submission. Their heavy blows can sometimes stagger 
  their target, providing an opportunity for the algoid to 
  grapple the stunned creature and drag it into deep water. 
  The creatures are also able to command certain water-based 
  trees common to their environments through a crude 
  telepathic link.
  Habitat/Society. Algoids must live near water and have 
  regular access to sunlight. Both lone algoids and colonies of 
  the creatures have been found in swamps, lakes, and along 
  rivers. They exist equally well in fresh or brackish waters.
  These plant creatures form in areas with strong magical 
  auras, which are thought to impart a form of primitive 
  sentience to naturally-occurring algal blooms. If there is 
  enough algae in an area, they form together to create one or 
  more algoids. After being created, a dozen or more algoids 
  will sometimes congregate in a body of water and shed parts 
  of themselves, forming a collective offspring.
  Scholars have had difficulty communicating with algoid 
  colonies due to their lack of spoken language and fear of 
  humanoids. It is believed, however, that they operate under 
  a hive intelligence, each individual algoid performing duties 
  
  39
  monsters
  I once saw one that had a golden 
  luminescent coat and long white 
  mane. She was the size of a 
  Clydesdale, huge for her species. 
  She flew to me one day and cured 
  my madness the first time I went 
  insane…
  to benefit the colony as a whole. Lone algoids tend to live 
  much shorter lives as they lack the support of a collective.
  Ecology. Like other plants, algoids generate energy 
  through photosynthesis. As they are deprived of sunlight, 
  their coloration turns progressively darker, eventually 
  becoming a dark black, and their bodies dry out, falling off 
  in large chunks as they slowly die. Alchemists highly value 
  deceased black algoids as their bodies can be powdered and 
  used in curative potions and salves.
  Algoids are distrustful and fearful of other creatures. 
  When several algoids form a colony, they attempt to build 
  as far away from humanoid tribes or known predators as 
  possible. They are intelligent enough to lair in forgotten 
  ruins or other complexes, using the defensible areas to their 
  advantage.
  Role in Undermountain. It is unlikely that a colony 
  of algoids would form beyond Undermountain’s top-
  most layers, as the trek to bathe in sunlight would be too 
  perilous. The adventurers may come across a lone algoid, 
  dying of sunlight deprivation, who was being studied by an 
  alchemist.
  Asperii
  Large beast, neutral good
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 +18)
  Speed 60 ft., fly 30ft.
  STR 18 (+4) DEX 15 (+3) CON 16 (+3) INT 6 (-2) 
  WIS 13 (+1) CHA 14 (+2)
  Damage Vulnerabilities fire
  Damage Resistances cold
  Skills Perception +3, Survival +3 
   
   
  Senses truesight 30ft., passive Perception 13
  Languages telepathy 60ft.
  Challenge 2 (450 XP)
   Actions
  Multiattack. The asperii makes two attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target, Hit: 8 (1d8 + 4) piercing damage.
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 11 (2d6 + 4) bludgeoning damage.
  The Asperii herds known to live on and around 
  Waterdeep Mountain can be seen from the crow’s 
  nest of ships as they near the coast. An asperii is 
  a white or grey long-haired flying horse. They 
  have long necks and small heads like the Tarpan 
  and Arabian breeds. They do not have wings like 
  the pegasus. Occasionally they may allow a human 
  to ride them but in order to be trained as a proper 
  mount, the Asperii must have been raised around 
  humans. 
  Combat. In combat, the asperii usually flee. They do not 
  like to fight and rarely do. They may attack a particularly 
  dangerous or invasive evil creature with their herdmates. 
  They prefer guerilla tactics and wear enemies down 
  overtime before they face them toe to toe to finish them off. 
  Habitat/Society. Asperii or “horses from heaven” are 
  believed to be related to angels. They mate for life in most 
  cases, though a few polygamist relationships occur. They all 
  serve to bring peace and promote goodness, though they 
  are not always lawful. 
  Ecology. No matter what region they are found in, they 
  live near the peak of a mountain. Some creatures prey on 
  the Asperii; most of the Asperii predators are evil creatures. 
  Asperii are herbivores, they are usually spotted in mating 
  pairs.
  Role in Undermountain. Asperii herds once roamed 
  prodigiously on the peaks of Mount Waterdeep, but they 
  were supplanted by the griffon aviary. The resourceful 
  asperii adapted and expanded. They have moved to a grand 
  sanctuary within Mount Waterdeep far within the maze 
  that is Undermountain. From there, a very powerful asperii 
  heals the sick and mad. This service comes at a cost. The 
  journey is long and many foes roam the tunnels that lead to 
  the sanctuary. Pilgrims still make the trek, for what solace 
  do the dying have but hope.
  
  40
  HALASTER’S HOARD
  Athach
  Huge giant, chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 138 (12d12 + 60)
  Speed 30 ft.
  STR 21 (+5) DEX 12 (+1) CON 21 (+5) INT 5 (-3) 
  WIS 12 (+1) CHA 7 (-2)
  Saves Str +8, Con +8
  Senses darkvision 60 ft. passive Perception 11
  Languages Giant
  Challenge 8 (3,900 XP)
   Actions
  Multiattack. The athach makes three attacks: two 
  with its club and one with its bite.
  Club. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 15 (3d6 + 5) bludgeoning damage.
  Bite. Melee Weapon Attack: +8 to hit, 
  reach 10 ft., one target. Hit: 12 
  (3d4 + 5) piercing damage, and 
  the target must make a DC 13 
  Constitution saving throw, 
  taking 13 (3d8) poison 
  damage on a failed save 
  or half as much on 
  a successful one. 
  If the poison 
  damage 
  reduces the 
  target to 0 
  hit points, 
  the target is 
  stable but 
  poisoned 
  for 1 
  hour, 
  even 
  after 
  regaining 
  hit points, and is 
  paralyzed while 
  poisoned in this 
  way.
  Rock. Ranged Weapon Attack: +8 to hit, range 
  60/240 ft., one target. Hit: 27 (4d10 + 5) 
  bludgeoning damage.
  The athach is a hulking, malformed giant-kin. 
  An athach’s deformities vary from individual to 
  individual but always include a fully-functioning 
  third arm growing from the athach’s sternum. 
  Other deformities include differently sized eyes 
  and ears, missing noses, and extra digits on the 
  hands and feet. All athachs have a pair of large 
  tusks they use to inject a paralytic venom.
  The athachs’ origins are still unknown to scholars. Many 
  believe they are a subspecies of fomorian, but they lack 
  any connection to the Feywild, bringing the theory into 
  question. It is likely they are a product of one of Othea’s 
  affairs, which produced the likes of ogres, trolls, and other 
  giant-kin. Athachs speak a crude dialect of Giant and some 
  know enough Common to make demands of humanoids.
  Combat. Athachs rush headlong into battle, using 
  crude weapons taken from their environment. 
  They engage the largest targets first, 
  assuming they are the most powerful. 
  The giant-kin use their poisonous 
  tusks to paralyze their victims, 
  preferring to preserve the 
  body as food.
  Habitat/Society. Athachs 
  lair in large cave systems 
  or reclaimed ruins far from 
  civilization. They are either found 
  alone or in small family units, 
  consisting of one adult male, 
  two to three adult females, 
  and up to four juveniles 
  (use that stats for an ogre 
  to represent a juvenile 
  athach). Athachs lead a 
  violent life, fighting each 
  other as often as prey or 
  valorous adventurers. 
  Athach children fight 
  with one another as soon 
  as they are able, which is 
  only a few months after 
  birth. They will often kill one 
  another, which the parents 
  encourage. The strongest athachs 
  are thrown out of the family group once 
  
  41
  monsters
  they reach maturity and are expected to leave their parent’s 
  domain to seek out a mate.
  Adult athachs develop an obsession with jewels and 
  jewelry, often spending hours polishing and sorting 
  their collection. A stolen gemstone is cause for violence 
  more than a stolen mate or child for many athachs. Their 
  obsession with beauty is odd indeed in an otherwise ugly 
  life.
  The malformed athachs are despised by true giants of the 
  Ordning; even hill giants, with whom athachs share much, 
  consider them abominations. Athachs fear true giants and 
  will flee from them or serve them as guardians and slaves if 
  threatened.
  Ecology. Athachs are terrible builders, preferring to claim 
  suitable living conditions more than alter their environment 
  to suit their lives. They hate and fear true giants, but show 
  no cowardice toward even the most powerful humanoids or 
  other creatures. Some athachs have been known to parlay 
  with travelers, granting them safe passage for an abundance 
  of gems and jewelry. If the athach believes they have been 
  wronged, however, they attack without warning.
  Role in Undermountain. Athachs will not serve a master 
  unless it is a true giant or they have been magically subdued 
  into servitude. However, Undermountain’s larger chambers 
  would serve as a perfect lair for a small athach family. A 
  lone athach seeking to impress a mate might venture into 
  the renowned dungeon in search of gems and jewelry.
  Averx
  Tiny fey, chaotic neutral
  Armor Class 15
  Hit Points 27 (6d6 + 6)
  Speed 20 ft., fly 40 ft.
  STR 4 (-3) DEX 20 (+5) CON 12 (+1) INT 16 (+3) 
  WIS 15 (+2) CHA 14 (+2)
  Saves Dex +7, Cha +4
  Skills Perception +4, Investigation +5, Sleight of 
  Hand +9, Stealth +9
  Senses darkvision 120 ft. passive Perception 14
  Languages Common, Sylvan, Undercommon
  Challenge 3 (700 XP)
  Cunning Action. On each of its turns, the averx can 
  use a bonus action to take the Dash, Disengage, or 
  Hide action.
  Immunity to Curses. The averx is immune to the 
  bestow curse spell, the curse effects of cursed items, 
  and any other spell, ability, or feature that has the 
  word “curse” in its description.
  Innate Spellcasting. The averx’s innate spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with 
  spell attack). It can innately cast the following spells, 
  requiring only somatic components:
   3/day: cause fear*, faerie fire, light, silent image, 
  phantasmal force
   2/day: blink, enlarge/reduce (enlarge portion only; 
  self only), invisibility (self only), levitate
  Magic Resistance. The averx has advantage on saving 
  throws against spells and other magical effects.
  Trap Sense. The averx has advantage on ability 
  checks made to detect and disarm traps. 
  Additionally, the averx is proficient with thieves’ 
  tools.
   Actions
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 1 piercing damage.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 
  40/160 ft., one target. Hit: 1 piercing damage.
  *Appears in Xanathar’s Guide to Everything.
  These tiny, impish fey are also known as dungeon 
  demons and cave devils. They resemble a small, 
  hunch-backed humanoid with small horns, feline 
  facial features, and bat-like wings. They are often 
  mistaken for fiends but originate from the Feywild.
  Combat. Averxes avoid direct combat at all costs, relying 
  on their ability to hide from and evade enemies. If forced to 
  fight, they use enlarge and attempt to stay out of range. They 
  prefer to use hit-and-run tactics, traps, and misdirection. 
  Averxes are intelligent and cunning and will evaluate their 
  opponents, fleeing if the encounter turns sour.
  Habitat/Society. Averxes prefer to live in subterranean 
  natural environments and are particularly drawn to 
  crystalline cave systems or Underdark passages with 
  luminescent fungi. Averxes form a strong bond with their 
  home, considering it a foundational part of their identity. 
  Defiling their caverns will incite their anger and press the 
  otherwise non-combative fey to violence.
  Averxes are obsessed with treasure, particularly magic 
  items, and spend their lives amassing as many items as 
  they can. What they are unable to procure they often know 
  much about, leading them to be invaluable resources for 
  the aspiring dungeon delver. Due to their curse immunity, 
  however, they often do not realize when an item would have 
  devastating effects on another creature. Those averxes that 
  do come to understand how curses function might leave 
  cursed items in plain sight in their lairs, serving as a devious 
  trap for intruders.
  Averxes live in small clans ranging from 5 to 15 
  individuals led by a single leader, who is often determined 
  
  42
  HALASTER’S HOARD
  by the size of their 
  magic item hoard. 
  An individual 
  averx might be 
  encountered on 
  a treasure hunt, 
  hoping to claim 
  a new item for its 
  hoard.
  Ecology. 
  Averxes are most 
  commonly found 
  in the Feywild, but 
  many have crossed 
  into the Prime 
  Material plane in 
  search of unique 
  treasures. They 
  are conjured by 
  spellcasters seeking 
  information on a 
  magic item or as a 
  porter for a cursed 
  treasure. Some 
  scholars believe 
  averxes are created 
  by the avarice of 
  renowned tomb 
  robbers and 
  dungeon delvers.
  These fey prefer 
  to have limited 
  interaction with 
  other creatures 
  unless they are 
  seeking information on a magic item. They have been 
  known to wage small wars against evil subterranean species, 
  such as grimlocks and troglodytes. These wars are territorial 
  in nature more so than a moral obligation to fight evil.
  Role In Undermountain. Averxes have a myriad of 
  reasons for being in Undermountain. A clan might claim 
  a small corner of the dungeon as a base from which to 
  launch treasure hunts. An oddly social averx may approach 
  an adventuring party promising information on a hidden 
  treasure in exchange for a magic item the party carries or 
  simply offer an item in trade. 
  Bariaur
  Large monstrosity, chaotic good
  Armor Class 13 
  Hit Points 51 (6d10 +18)
  Speed 50 ft.
  STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 9 (-1) 
  WIS 13 (+1) CHA 11 (+0)  
   
  Skills Athletics +6, Perception +3, Survival +3
  Senses passive Perception 13
  Languages Sylvan, Druidic
  Challenge 2 (450 XP)
  Charge. If the Bariaur moves at least 20 ft straight 
  toward a target and then hits with a Ram attack on 
  the same turn, the target takes an extra 7 (2d6) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or 
  be knocked prone.
   Actions
  Multiattack. The Bariaur makes two attacks: one with 
  its club and one with its ram or two with its sling.
  Club. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 6 (1d4 + 4) bludgeoning damage.
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 7 (1d6 + 4) bludgeoning damage.
  Sling. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target, Hit: 4 (1d4 + 2) bludgeoning 
  damage.
  A bariaur is a cousin of the feared centaur. The 
  bariaur and the centaur began losing their habitat 
  to the voracious timbering that made Waterdeep 
  wealthy since its founding. Neither creature holds 
  Waterdavians in high regard. The Bariaur are 
  slowly being driven to extinction by the vile trolls 
  I had suggested we propose an alliance with 
  the bariaur and the centaur during the Troll 
  Wars but the Masked Lords were tepid. The 
  bariaur agreed for a time, provided we scaled 
  back mining and logging operations. When 
  we drove the trolls back to the marshes, the 
  treaty was forgotten and the bariaur left to 
  fend for themselves. I do not think such an 
  agreement could be met these days. They are a 
  proud race. There is an old loggers adage: “The 
  axe forgets what the tree remembers”; such is 
  the truth of the bariaur.
  
  43
  monsters
  from the swamps to the north. Often they are in 
  league with other intelligent races of The High 
  Forest. They often act as enforcers for druids 
  keen on slowing the encroachment of cities in the 
  wild north.
  Combat. In combat, they fight tenaciously’ preferring to 
  charge enemies and knock them down before pummeling 
  them with clubs. They often use their size and speed to 
  trample unmounted foes. They do make an effort to avoid 
  harming mounts unless the mount is evil or monstrous. 
  They despise goblins and especially hate trolls. 
  Habitat/Society. Bariaur are reclusive and untrusting. 
  They live in the wooded hills and caves around Waterdeep. 
  Bariaur mate for life, taking another mate only when a 
  partner is killed or is barren. They do have a marriage ritual 
  where the couple chooses a Druidic rune that becomes their 
  bond once branded on their flank. They also carve beautiful 
  designs into each other’s horns and hooves.
  Ecology.  The Bariaur are omnivores. Many creatures prey 
  on them and trolls kill them for sport. A Bariaur settlement 
  is usually near a water source. Bariaur deters many invasive 
  pests; they hunt rats, osquip, goblins, and trolls. A few tribes 
  have discovered the trolls vulnerability to fire and dispatch 
  many but the bariaur cannot match the trolls fecundity rate. 
  Attrition is the bariaurs greatest foe even if not the most 
  hated one.
  Role in Undermountain.  The bariaur warparties in the 
  depths of Undermountain slay pests where they sleep. The 
  grizzled nomads that patrol the maddening halls care little 
  who or what they kill. Nothing venturing in this foul place 
  has a natural purpose and 
  must die.  
  
  44
  HALASTER’S HOARD
  Bonebat
  Medium undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 31 (7d8)
  Speed 10 ft., fly 60 ft.
  STR 16 (+3) DEX 14 (+2) CON 11 (+0) INT 6 (-2) 
  WIS 12 (+1) CHA 5 (-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, 
  poisoned
  Senses blindsight 120 ft. passive Perception 11
  Languages understands one language (usually 
  Common) but can’t speak
  Challenge 2 (450 XP)
  Echolocation: The bat can’t use its blindsight while 
  deafened. 
  Keen Hearing: The bonebat has advantage on 
  Wisdom (Perception) checks that rely on hearing.
   Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 +3) piercing damage. If the target 
  is a creature other than an elf or undead, it must 
  succeed on a DC 13 Constitution saving throw or 
  be paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Bonebats are skeletal bat-like creatures that serve 
  as messengers and guardians to necromancers and 
  evil clerics. They appear as skeletal giant bats 
  but have a large skull with long fangs. Ghostly 
  spectral strands connect their wing bones, 
  allowing for magical flight.
  Combat. Bonebats attack from the shadows, using their 
  superior blindsight to ambush unwary prey. They swarm a 
  single victim, hoping to paralyze it with their ghoulish bites 
  before moving on to the next target. Bonebats follow their 
  creator’s orders flawlessly, often sacrificing themselves in 
  battle for their master.
  Habitat/Society. Bonebats are found in their master’s 
  lairs, serving as guardians or alarm systems. They have no 
  social organization of their own.
  Ecology. Arcane scholars have determined that bonebats 
  are not naturally occurring undead; all bonebats were 
  created by a master. They are formed predominantly from 
  the bones of giant bats, enchanted with foul necromantic 
  magic, with their fangs originating from other sources, such 
  as boars or orcs, and are.
  If left to their own devices, bonebats begin to behave as 
  natural bats, hunting small mammals, even though they do 
  not require food to sustain themselves.
  Role in Undermountain. Bonebats might serve any 
  number of necromancers found in Undermountain. A 
  small colony might still guard the hidden chambers of a 
  long-dead cleric’s domain. Lone bonebats might be found 
  wandering the halls of Undermountain in search of prey.
  Bonespear
  Large monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 30 ft., climb 30 ft.
  STR 22 (+6) DEX 12 (+1) CON 20 (+5) INT 1 (-5) 
  WIS 12 (+1) CHA 3 (-4)
  Saves Str +10, Dex +5, Con +8
  Senses blindsight 30 ft. passive Perception 11
  Languages –
  Challenge 10 (5,900 XP)
  Immobilize. The bonespear uses a bonus action to 
  anchor itself into a solid surface. While anchored, 
  the bonespear’s movement becomes 0 and it 
  cannot benefit from effects that would increase its 
  movement. The bonespear cannot be knocked prone 
  or forced to move until it uses a bonus action to 
  unanchor itself.
  Retractable Spears. The bonespear has two 
  spears. Each spear can be attacked (AC 20; 15 hit 
  points; immunity to poison and psychic damage). 
  Destroying a spear deals no damage to the 
  bonespear. A spear can also be broken if a creature 
  takes an action and succeeds on a DC 18 Strength 
  check against it. The bonespear regrows destroyed 
  spears in 1d4 weeks.
   Actions
  Multiattack. The bonespear makes two attacks with 
  its spears, uses Drag, and makes one attack with its 
  bite.
  Spears. Melee Weapon Attack: +10 to hit, reach 40 
  ft., one target. Hit: 16 (3d6 + 6) piercing damage 
  and the target is grappled (escape DC 18). Until the 
  grapple ends, the target is restrained and takes 16 
  (3d6 + 6) piercing damage at the beginning of each 
  Don’t go near the bodies; 
  never go near the bodies!
  
  45
  monsters
  of their turns. The bonespear can’t use the same 
  spear on another target.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) piercing damage.
  Drag. The bonespear pulls each creature grappled by 
  it up to 20 feet straight toward it.
  Bonespears are natural predators native to 
  many of the Outer Planes, particularly Carceri, 
  Gehenna, and Acheron. The bonespear is a large 
  insectoid with a dense chitinous shell. The 
  beast’s ant-like head has two large protruding 
  spears, from which it derives its name and a 
  maw of jagged teeth. Six thick, barbed legs 
  sprout from under the bonespear’s chitin, 
  which it can use to dig into the ground, 
  securing itself to a location.
  Combat. The bonespear’s primary weapons are the 
  large javelin-like horns protruding from its head. The 
  beast can compress an air bladder at the base of the 
  spears to launch them toward prey. The spears remain 
  attached to the bonespear through a long, tough braid 
  of sinew and muscle tissue. The barbed spears continue 
  to tear at the victim’s flesh until removed. Using a 
  muscle in their heads, a bonespear reels the sinew cord 
  back toward them, dragging their catch in as well. 
  Once their victim is close, the bonespear finishes their 
  victim with a powerful bite.
  The bonespear is known to take down targets much 
  larger than itself, relying on its ability to anchor into 
  nearly any surface, becoming unmovable. When 
  hunting the bonspear does not prefer open ground. 
  Instead, they find an area with plenty of cover, 
  anchor themselves, and wait to launch their spears at 
  passersby.
  Habitat/Society. Bonespears are solitary creatures 
  who control a wide hunting area. They fight violent 
  battles over prime hunting grounds, killing off or 
  forcing out other predators, including their own kind.
  Bonespears mate every two to three years, resulting 
  in a clutch of several dozen eggs. The female bonespear 
  abandons the eggs as soon as she lays them. Most, 
  if not all of the eggs, do not hatch, either being 
  consumed by other beasts or lost to the elements. 
  Planar scholars suspect the bonespear is nearly an 
  extinct creature due to their violent lives and slow 
  mating cycles.
  Ecology. Bonespear hatchlings are the size of fully-
  grown house cats and hunt small creatures for the first 
  months of their life. Juvenile bonespears are able to 
  claim some fiends as prey, including dretches, imps, 
  and lemures. Bonespears lair in tight dens, which they 
  use only for rest and devouring captured prey. A single adult 
  bonespear controls up to a 7-mile-radius hunting ground.
  Role in Undermountain. Bonespears are rare extraplanar 
  beasts but, if captured, can prove to be formidable 
  guardians. Their supernaturally hard exoskeleton might be 
  sought out by a powerful artificer looking to create magical 
  armor or shields.
  
  46
  HALASTER’S HOARD
  Caterwaul
  Medium beast, chaotic evil
  Armor Class 14 
  Hit Points 62 (8d8 + 26)
  Speed 50 ft.
  STR 14 (+2) DEX 16 (+3) CON 14 (+2) INT 8 (-1) 
  WIS 8 (-1) CHA 6 (-2)
  Skills Athletics +5., Stealth +6
  Senses darksight 60 ft., passive Perception 9
  Languages -
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The caterwaul has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing or smell.
   Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 6 (1d8 + 2) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 12 (4d4 + 2) slashing damage.
  Screech (Recharge 5-6). The caterwaul emits a shrill 
  cry that affects a 30 ft., sphere. Each creature in 
  that area that is not deafened must make a DC 12 
  Wisdom saving throw. On a failure, the target takes 
  10 (3d6) thunder damage and is stunned until the 
  end of its next turn. A creature that succeeds takes 
  half damage and avoids being stunned.
  The caterwaul is a sly and sadistic creature that 
  has 6 legs and looks like a lynx with tan or even 
  molasses colored fur. It prowls the forests 
  and jungles, stalking prey. These creatures still 
  terrorize loggers in the forests surrounding 
  Waterdeep. There is a market for their pelts. 
  The logic being that if hunted, their numbers may 
  decline or they may migrate but as yet they are 
  still a prominent predator in the region. 
  Combat. In combat, the caterwaul will usually ambush 
  creatures with its Screech action and then close in for the 
  kill. A small group of caterwauls will attack a logging camp 
  if hungry but they are more apt to go for easier prey. They 
  like to grapple foes and then rake with their claws. Eating 
  for them is a communal activity with cubs tending to get 
  first pickings. They also seem to enjoy eating their quarry 
  while it is still alive and screaming. 
  Habitat/Society. Caterwaul prefer seclusion but the ever-
  expanding frontier has brought more unwary humans to 
  the caterwauls hunting grounds. They are a solitary creature 
  and quite territorial. They only make contact with others to 
  mate or to contest a mating pair. A litter is 4 to 6 cubs. The 
  male guards the nest while the smaller, more skilled female 
  hunts for food. A caterwaul nest is always near a water 
  source.
  Ecology. The caterwaul is a carnivore, preferring to prey 
  on mammals. It will kill other creatures in its hunting 
  grounds if it feels threatened. It is wary of humans as many 
  hunters poach the caterwaul for its beautiful golden coat.
  Role in Undermountain.  The Cavern of Madness in 
  Undermountain got its name from these creatures. Though 
  they normally live on the surface, those who adapted to 
  this new hunting ground do not know hunger. The blood 
  chilling cry of the caterwaul echoes far in the caves and 
  tunnels. A caterwaul nest is usually full of many coins and 
  shiny gems.
  From what I’ve been told; 
  once you hear their cry, it 
  is already too late. These 
  creatures are the reason 
  why people do not venture 
  too far from camp, 
  especially at night.
  
  47
  monsters
  Cildabrin
  Large monstrosity, neutral evil
  Armor Class 14 (chitinous plates)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft, climb 30 ft
  STR 14 (+2) DEX 16 (+3) CON 14(+2) INT 8 (-1) 
  WIS 11(+0) CHA 4 (-3)
  Skills Stealth +7
  Senses darksight 60 ft., passive Perception 10
  Languages -
  Challenge 3 (700 XP)
  Spider Climb. The cildabrin can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Web Walker. The cildabrin ignores 
  movement restrictions caused by webbing.
   Actions
  Claw. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target, Hit: 6 (1d8 + 2) 
  bludgeoning damage and the target is 
  grappled (escape DC 12). The cildabrin has 
  two claws, each of which can grapple only 
  one target.
  Sting. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target, Hit: 7 (1d10+ 2) piercing 
  damage and the target must make a DC 12 
  Constitution saving throw, taking 22 (4d10) 
  necrotic damage on a failed save, half as 
  much damage on a successful one. 
  Cildabrin are a subterranean predator 
  that has a large arachnid body with 
  scorpion’s pincers and tail. They do not 
  make webs like arachnids but are able to 
  move freely around them. Their stinger 
  is not poisonous as the scorpion’s is, 
  rather it is a reproductive organ, 
  filling the stung creature’s body with 
  hundreds of larvae. If that creature 
  dies, days later the eggs pupate and the 
  body bursts open as a swarm of newborn 
  cildabrin emerge. 
  Combat. In combat, the cildabrin lies in wait. 
  They are known to lure humanoids into their 
  hunting grounds with small treasure piles. They 
  will use their mobility to their advantage, moving 
  to areas where they cannot be reached or where 
  they can find cover to hide and sneak to their 
  advantage.
  Habitat/Society. The cildabrin is a solitary predator. They 
  do not mate. They inject self fertilized eggs into hosts. The 
  eggs hatch soon after the host dies. They live in caves and 
  swamps.
  Ecology. Some would classify the cildabrin as a parasite 
  based on its reproductive habits but the cildabrin does 
  not rely on a host organism to live, it merely uses them as 
  a nest. The cildabrin eats large insects, rodents, and some 
  amphibians. It eats most creatures whole, tearing up larger 
  prey with its powerful claws before eating. 
  Role in Undermountain. Cildabrin like to put a body 
  near a loot pile and wait. Something will eventually come 
  along that can’t resist the treasure. The cildabrin uses this 
  distraction to its advantage and attacks unwary travelers. 
  
  48
  HALASTER’S HOARD
  Crysmal
  Small elemental, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 78 (12d6 + 36)
  Speed 30 ft., burrow 30 ft., climb 30 ft.
  STR 16 (+3) DEX 14 (+2) CON 17 (+3) INT 15 (+2) 
  WIS 10 (+0) CHA 8 (-1)
  Skills Perception +3
  Damage Immunities cold, fire, poison
  Damage Resistances lightning; piercing and slashing 
  from nonmagical weapons
  Condition Immunities petrified, poisoned
  Senses tremorsense 30 ft., passive Perception 13
  Languages telepathy 60 ft., Terran
  Challenge 6 (2,300 XP)
  Earth Glide. The crysmal can burrow through 
  nonmagical, unworked earth and stone. While doing 
  so, the crysmal doesn’t disturb the material it moves 
  through.
  Innate Spellcasting (Psionics). The crysmal’s innate 
  spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
   At will: detect thoughts, locate object, minor 
  illusion
   1/day each: animate objects (gemstones and rocks 
  only), mind spike*, phantasmal force
   Actions
  Multiattack. The crysmal makes two attacks with its 
  legs and one with its stinger.
  Legs. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) slashing damage.
  Stinger. Melee or Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) piercing damage 
  plus 10 (3d6) psychic damage.
  *Appears in Xanathar’s Guide to Everything
  The crysmal is a crystalline creature that 
  resembles a large scorpion without pincers. They 
  are typically formed from beryl, corundum, or 
  quartz and range in color from smoky white to 
  shades of pink and green. Their bodies reverberate 
  slightly, resonating with psionic energy. The 
  crysmal’s stinger is a large, jagged piece of crystal 
  heavily infused with psionic power.
  Combat. Due to its crystalline body, the crysmal is 
  highly resistant to many forms of attack. It uses this to 
  its advantage and attempts to close the distance with 
  enemies quickly, shrugging off attacks during the approach. 
  Crysmals, similar to the xorn, are able to move through 
  unworked stone as easily as air and use this to close on 
  dangerous opponents. The crysmal uses its sharp crystalline 
  appendages to slash at enemies and stab them with its 
  scorpion-like stinger. The elemental’s stinger, the source of 
  its psionic abilities, sends intense pain signals to the target’s 
  brain, felling even much larger foes.
  Crysmals are natural psions capable of detecting sentient 
  creatures, locating objects (which they most often use to 
  find crystal geodes to devour or use in reproduction), and 
  forming illusions. They are also able to animate rocks and 
  gemstones, using them as projectile weapons, and assault 
  their target’s mind with psionic attacks.
  Habitat/Society. Crysmals are native to the Elemental 
  Plane of Earth but can be found on the Material Plane in 
  deep subterranean dungeons and mines, where they seek 
  out large crystal formations. They do not form permanent 
  lairs, choosing to roam in small packs of 2-6 crysmals. 
  Within a pack, crysmals seem to have clearly defined tasks, 
  such as scouting new tunnels or testing a dungeon corridor 
  for traps. It is unclear how the crysmals decide which 
  individuals perform these tasks.
  Ecology. Much like the xorn, crysmals devour precious 
  gemstones and other mineral matter for subsistence. It 
  has been reported that if a crysmal is fed a diet of highly 
  precious stones, such as diamonds and sapphires, they 
  develop more powerful psionic abilities. Crysmals also use 
  crystals as a reproductive method. Up to two times a year, a 
  crysmal can perform a psionic process that forms a crystal 
  geode into a crysmal, granting it both its physical shape 
  and sentience. These newly produced crysmals will join its 
  parent’s pack until the pack becomes too large to sustain 
  itself.
  Crysmals were created by and often serve Ogrémoch, 
  the Prince of Evil Earth. They have also been known to ally 
  themselves with the dao and other evil earth elementals. 
  Crysmals often come into conflict with xorn, with whom 
  they compete for precious gemstones to devour.
  Role in Undermountain. Undermountain extends deep 
  enough below Waterdeep to have entered the crysmal’s 
  domain. These creatures often serve dao as scouts 
  and guardians, so if you plan to add an earth genie to 
  Undermountain, these make great minions. A cunning 
  adventuring party may also want to follow a pack of 
  crysmals from the shadows, hoping to be led to a formation 
  of valuable gemstones or even a planar gate.
  
  49
  monsters
  I remember teaching 
  Khelben “Blackstaff” this 
  spell after I found it in 
  Undermountain. In hindsight 
  that was probably a bad 
  idea.
  Darkenbeast
  Medium monstrosity, neutral evil
  Armor Class 12 
  Hit Points 52 (8d8 + 16)
  Speed 10 ft., fly 30 ft.
  STR 16 (+3) DEX 13 (+1) CON 15 (+2) INT 6 (-2) 
  WIS 10 (+0) CHA 3 (-4)
  Damage Vulnerabilities radiant
  Skills Perception +3
  Senses darksight 120 ft., passive Perception 13
  Languages Telepathy 120ft.
  Challenge 3 (450 XP)
  Keen Hearing and Sight. The darkenbeast has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing or sight.
  Light Sensitive. Darkenbeasts have disadvantage 
  on all attack rolls, saving throws, and skill checks 
  if exposed to bright light. A darkenbeast that takes 
  10 or more points of radiant damage immediately 
  reverts to its true form.
  Dive. If the darkenbeast moves at least 20 ft straight 
  toward a target and then hits with a bite attack on 
  the same turn, the target takes an extra 7 (2d6) 
  bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 13 Strength saving throw or 
  be knocked prone.
   Actions
  Multiattack. The darkenbeast makes two attacks, two 
  with its talons or one with its bite and one with its 
  talons.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 7 (1d8 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 10 (2d6 + 3) slashing damage.
  These creatures are not born, they are created. 
  Crafty, evil wizards use them to terrorize people 
  during the night. In the daylight, they revert to 
  the creatures they were created from covering 
  the conniver’s tracks neatly. Darkenbeasts have 
  black, leathery skin and look like giant bats with 
  tails. They have equestrian heads with rows of 
  pointed teeth. 
  Combat. In combat, they avoid attacking targets with 
  torches unless commanded to by their creator. A creature 
  holding a torch who is attacked by a darkenbeast may catch 
  glimpses of the creature’s true form while it is in the light. 
  Habitat/Society. Darkenbeasts do not have a habitat or 
  society. They are created and revert to their true form in 
  sunlight.
  Ecology. Darkenbeasts are unnatural and do not fit into 
  any ecosystem.
  Role in Undermountain. During the Guild Wars, 
  mercenaries carried weapons openly in the streets and 
  brutal street fights happened often. There was one more 
  cunning and more subtle who used terror to achieve 
  political ends and consolidate power. It is believed that the 
  darkenbeast was originally created by spell casting races 
  living in Undermountain. 
  Darkenbeasts are the horrific and obedient enforcers 
  of shadowy lords below the city. They guard vaults and 
  treasure troves. They are the perfect solution as they will 
  likely never see sunlight; they will never revert back to their 
  original form.
  Create Darkenbeast
  5th-level transmutation
  [War Wiz]
  Casting Time: 1 minute
  Range: 20 foot cube
  Components: V, S, M (Wyvern’s blood and one crushed 
  black jet worth at least 100 gp  for each darkenbeast to 
  be created)
  Choose up to three Beasts for this spell. The animals 
  to be transformed must all be a Beast of CR 1 or below 
  with and size Large or smaller. The creature must also 
  be non-magical and have an Intelligence score of 6 
  or less. The spell automatically fails on a creature that 
  does not meet these requirements. This spell can only 
  be cast in darkness and at night. Once complete, the 
  poor beasts begin a gruesome transformation into 
  darkenbeasts. The effect lasts until daylight strikes the 
  beast. At that time, the creature automatically reverts to 
  its true form. Slain darkenbeasts also revert at this time.
  The Daylight and Dispel Magic spells end this effect as 
  do other spells or effects that produce daylight.
  At Higher Levels. When you cast this spell using a 6th-
  level spell slot or higher, you may select one additional 
  target for each slot level above 5th.
  
  50
  HALASTER’S HOARD
  Cursed Adventurer
  Medium undead, chaotic evil
  Armor Class 16 (ring mail, shield)
  Hit Points 76 (9d8+36)
  Speed 40 ft.
  STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 16 (+3) 
  WIS 10 (+0) CHA 11 (+0)
  Saving Throws Strength +7, Constitution +7, 
  Wisdom +3
  Skills Arcana +6, Athletics +7, Perception +3, Stealth 
  +4
  Damage Resistances necrotic, bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities cold, fire, poison,
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft. passive Perception 13
  Languages Common
  Challenge 8 (3900 XP)
  Combat Casting. The cursed adventurer can perform 
  the somatic components of spells even when they 
  have weapons or a shield in one or both hands.
  Magic Resistance. The cursed adventurer has 
  advantage on saving throws against spells and other 
  magical effects.
  Rejuvenation. If the cursed adventurer is destroyed, it 
  regains all its hit points in 1 hour unless holy water is 
  sprinkled on its remains or a dispel magic or remove 
  curse spell is cast on them.
  Spellcasting. The cursed adventurer is a 5th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  requires no somatic or material components to cast 
  its spells. The cursed adventurer has the following 
  wizard spells prepared:
   Cantrip (at will): minor illusion
   1st level (3 slots): magic missile, shield
   2nd level (2 slots): blur, scorching ray
   3rd level (1 slot): fireball
  Undead Fortitude. If damage reduces the cursed 
  adventurer to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the cursed adventurer 
  drops to 1 hit point instead.
  Undead Traits. The cursed adventurer does not 
  require, food, water, or sleep. It must meditate at 
  least 4 hours a day uninterrupted to regain its spell 
  slots.
   Actions
  Multiattack. The cursed adventurer makes two 
  attacks with its longsword.
  Longsword. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 8 (1d8+4) slashing damage + 7 
  (2d6) necrotic damage.
  Cursed adventurers are fallen dungeon delvers 
  and would-be heroes, tethered to the mortal realm 
  by powerful necromantic magic. They retain all 
  the memories of their previous life, but through 
  dark magic, they are unable to pass onto their final 
  reward in the outer plane in accordance with their 
  god and alignment. Instead, they are stuck forever 
  in a half-life, hunting the living out of hatred and 
  spite for their own cursed condition. Their undead 
  nature gives them great power and immortality, 
  but the magic that created them permanently 
  stunts their ability to grow intellectually, locking 
  them in a permanent state of despair, anger, and 
  resentment of their condition.
  Powerful necromancers often recruit them into their 
  ranks as powerful lieutenants with the promise of freeing 
  them from their unlife in return for slaying the mortals they 
  so desperately hate.
  Combat. Cursed adventurers prefer ambushes, trying 
  to hit as many targets as possible with a fireball spell, then 
  attacking at range with its other damaging spells. It will 
  then move in to pick off the survivors, attacking the clerics 
  and spellcasters first to minimize the potential damage they 
  might do to it.
  Habitat/Society. Cursed adventurers live a half-life, 
  roaming the deep places of dungeons where they fell. They 
  can be found in other great dungeons around the world, 
  as the circumstances needed to create them are simple to 
  create. They are often minions of dread necromancers, 
  serving as powerful undead lieutenants in undead armies, 
  as long as they are allowed to wreak havoc on the living.
  Ecology. As intelligent undead who hate the living with 
  a passion, they seek out places where they can do the most 
  damage to those that they hate. They will stalk adventurers 
  for days, waiting for a prime opportunity to strike.
  Role in Undermountain. Having run afoul with one 
  of Halaster’s traps or mad schemes, a cursed adventurer 
  forever roams the halls of Undermountain, striking out at 
  the living as it languishes in an undead nightmare, unable to 
  pass on to the outer planes of the gods and eternal rest.
  The Dread Necromancer Archard Walthorn has several 
  cursed adventurers in his army within Undermountain. 
  
  51
  monsters
  Others can be found alone, stalking the living in hopes of 
  slaying them without mercy to slake their misplaced thirst 
  for vengeance. 
  Deepspawn
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 195 (17d12 + 85)
  Speed 10 ft., fly 30 ft. (hover), swim 30 ft.
  STR 22 (+6) DEX 12 (+1) CON 21 (+5) INT 20 (+5) 
  WIS 12 (+1) CHA 13 (+1)
  Saves Con +9, Int +9, Wis +5
  Skills Arcana +9, Nature +9, Perception +5
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Deep Speech
  Challenge 12 (8,400 XP)
  Birth Spawn. The deepspawn can create an 
  exact copy of any creature it has eaten, 
  as long as that creature’s 
  type was not celestial, 
  elemental, fey, fiend, or 
  undead and it was size Huge 
  or smaller. After selecting a 
  spawn to create, the deepspawn 
  must wait 1d4 days to form the 
  spawn inside of its body, after 
  which it erupts, birthing itself. 
  The deepspawn can only create 
  one spawn at a time but can 
  control an unlimited number at 
  once. The spawn are controlled 
  by the deepspawn, as if by a 
  dominate monster spell.
  Flesh Mending. If the 
  deepspawn has more than 
  0 hit points, it regains 5 hit 
  points at the start of its turn.
  Innate Spellcasting. The 
  deepspawn’s innate spellcasting 
  ability is Intelligence (spell save 
  DC 17, +9 to hit with spell attack). 
  It can innately cast the following 
  spells, requiring no material 
  components:
   At will: detect thoughts, 
  water breathing (self only)
   3/day: hold monster (cast as a 7th-level spell)
   1/day: heal (self only)
  Magic Resistance. The deepspawn has advantage 
  on saving throws against spells and other magical 
  effects.
   Actions
  Multiattack. The deepspawn makes six attacks: three 
  with its biting arm and three with its tentacle arm.
  Biting Arm. Melee Weapon Attack: +10 to attack, 
  reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing 
  damage.
  Tentacle Arm. Melee Weapon Attack: +10 to 
  attack, reach 10 ft., one target. Hit: 10 (1d8 + 6) 
  bludgeoning damage. The target is grappled (escape 
  DC 16) if it is a Large or smaller creature and the 
  deepspawn doesn’t have three other creatures 
  grappled. Until this grapple 
  ends, the target is 
  restrained.
  
  52
  HALASTER’S HOARD
   Legendary Actions
  The deepspawn can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action option can be used at a time, 
  and only at the end of another creature’s turn. The 
  deepspawn regains spent legendary actions at the 
  start of its turn.
  Command Spawn. The deepspawn commands a 
  creature it has spawned within 120 feet of it that 
  it can see. The creature moves up to their speed 
  without provoking opportunity attacks.
  Biting Arm Attack (2 Actions). The deepspawn 
  makes a biting arm attack.
  Detect. The deepspawn makes a Wisdom 
  (Perception) check.
  Deepspawn are terrifying aberrations of unknown 
  origin. Their body is a floating, rubbery sphere 
  covered in folds of sagging grey and brown 
  flesh. They have six arms that they use to defend 
  themselves and manipulate objects in their 
  environment. Three of the arms resemble giant 
  octopus tentacles, complete with suction cups 
  used for grasping fine objects. The other three 
  terminate in what appears to be a serpent’s maw, 
  full of razor-sharp fangs. The deepspawn also 
  has over 40 long, retractable eyestalks, but 
  rarely extends more than three at a time, keeping 
  the remainder tucked safely between the slippery 
  flesh of its spherical body.
  The alien creatures are most known for their ability 
  to produce thralls of anything they have devoured. A 
  deepspawn’s lair is often guarded by creatures rarely found 
  together, making for an unpredictable challenge even for 
  the most well-experienced adventurers.
  Combat. When threatened, a deepspawn uses its thralls 
  for protection, caring nothing for their lives. If forced 
  to fight, the deepspawn uses hold monster and grapples 
  as many opponents as possible. Once its opponents are 
  crippled, they are easily devoured through its biting arms.
  Most likely due to the violent way their thralls are born, 
  deepspawn have adapted a weak form of regeneration, 
  which allows them to mend wounds over time. Once per 
  day, the deepspawn is able to produce the effects of a heal 
  spell on itself, although it is unlikely the magic actually 
  originates from a deity. Deepspawn also possess limited 
  psychic abilities, using detect thoughts to sense intruders in 
  their lair.
  Habitat/Society. Deepspawn lair in the upper levels of the 
  Underdark or in large cave systems just below the surface. 
  They prefer large subterranean complexes that support a 
  wide variety of thralls. They often lair near deep underwater 
  rivers or lakes, using their natural swimming ability and 
  water breathing to evade intruders or seek out new and 
  strange things to devour. Deepspawn are highly intelligent 
  and ensure that their lairs have multiple escape routes 
  and other emergency measures, such as traps and stores 
  of magical items, which they can manipulate with their 
  tentacle arms. These items are also used by valuable thralls.
  Deepspawn are always encountered alone and seem not to 
  care about others of their kind. The aberrations have existed 
  in the Underdark longer than history has been recorded and 
  have successfully defended their lairs against dwarves, drow, 
  illithids, and aboleths.
  Ecology. Deepspawn eat any organic material but prefer 
  still-living meat. After devouring a creature, even if it were 
  dead when the deepspawn discovered it, the deepspawn 
  retains a perfect memory of the creature indefinitely. 
  Anytime thereafter, the deepspawn can begin to grow 
  an exact copy of the creature inside of its spherical body, 
  stretching and bloating as the creature matures over several 
  days. Once the creature has grown to full size, it tears itself 
  from the deepspawn in a violent, gory display. The offspring 
  is fiercely loyal to the deepspawn, which controls its thralls 
  through a telepathic link. The deepspawn uses its restorative 
  abilities to recover from the birthing process.
  The thralls themselves retain all of their abilities, traits, 
  knowledge, and other characteristics from life but are 
  clearly not the original creature. They act unnaturally rigid 
  and some have superficial deformities from the birthing 
  process, such as extra digits, sagging skin, or a thin mucus 
  membrane covering their bodies.
  Birthing spawn regularly requires a large amount of 
  energy, forcing the deepspawn to seek out plentiful hunting 
  grounds regularly. If a deepspawn is well-fed, however, it 
  poses catastrophic problems for communities near its lair. 
  Once it has built up a sizable army, deepspawn will attempt 
  to seize small settlements or towns. Underdark populations 
  who suspect a deepspawn is in the area must work quickly 
  to slay it or cull its offspring.
  Role in Undermountain. Deepspawn exist to seek out 
  new creatures to devour and birth. Undermountain has a 
  wide variety of denizens and foolhardy adventurers ready 
  to be added to an enterprising deepspawn’s list. Deepspawn 
  serve no one and rarely ally with any other creatures, but 
  they could control entire levels of the complex due to their 
  strength and an endless supply of thralls.
  
  53
  monsters
  Disenchanter
  Large monstrosity, neutral
  Armor Class 10
  Hit Points 51 (6d10 + 18)
  Speed 50 ft.
  STR 13 (+1) DEX 10 (+0) CON 17 (+3) INT 15 (+2) 
  WIS 12 (+1) CHA 10 (+0)
  Skills Arcana +4
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Senses passive Perception 11
  Languages Disenchanter
  Challenge 3 (700 XP)
  Sense Magic. The disenchanter senses magic within 
  120 feet of it at will. This trait otherwise works like 
  the detect magic spell but isn’t itself magical.
   Actions
  Drain Magic. The disenchanter drains magic from 
  an object or ongoing magical effect it can see 
  within 10 feet of it by touching it with its snout. If 
  the object isn’t being worn or carried, the object 
  is permanently drained of its magic. If the object is 
  being worn or carried by a creature, the creature can 
  make a DC 12 Dexterity saving throw to avoid the 
  disenchanter’s touch. If the disenchanter touches a 
  creature with ongoing magical effects, the creature 
  can make a DC 12 Dexterity saving throw to avoid 
  the disenchanter’s touch. On a failure, any ongoing 
  magical effects on the creature end.
   Reactions
  Intercept Spell. If the disenchanter is the target of 
  a spell with a visible, physical effect, such as magic 
  missile, it can use its reaction to make a DC 15 
  Dexterity saving throw to intercept the effect with its 
  snout. On a success, the spell has no effect on the 
  disenchanter. Other targets are affected normally.
  The disenchanter resembles a camel with bright-
  blue fur and a long, flexible snout similar to an 
  elephant’s. These strange creatures are able to 
  sense magic and absorb it through their snouts, 
  consuming it for sustenance. Disenchanters are 
  thought to have been created by the phaerimm, 
  an ancient race of aberrations who warred with 
  the Netherese. They are intelligent and speak 
  their own language, although some choose to 
  learn Common to facilitate interaction with other 
  creatures.
  Combat. Disenchanters are docile creatures when left 
  alone, but are voracious eaters. If starved, disenchanters 
  often come into conflict with adventurers, since they are 
  likely to have large amounts of magic items and spellcasting 
  abilities. If forced to consume magic auras from other 
  creatures, disenchanters prefer to use their speed to quickly 
  move about, devouring as much as they can before escaping. 
  Their thin, spindly legs are not suitable for kicking and they 
  lack the jaw strength to deal more than superficial damage 
  with their toothless bite. Remarkably, their magical hides 
  turn away all but magical weapons.
  Habitat/Society. Scholars debate the disenchanter’s 
  origin, but the prevailing theory is that they were either 
  created by the phaerimm or came with them from their 
  home plane. They are found within and to the east of 
  the Anauroch desert. Every 150 years there is a notable 
  migration of disenchanters to the area surrounding Raven’s 
  Bluff, a metropolis on the eastern shores of the Dragon 
  Reach, near the Sea of Fallen Stars. The disenchanters exist 
  in the area for several months and then migrate back to 
  the Anauroch. The reason for this migration is unknown, 
  although some believe the creatures can sense a regular 
  surge in the Weave in the area.
  Although the disenchanters speak their own language, 
  they have no discernable society. They often wander alone, 
  seeking out magic to devour. It is possible that they served 
  a greater role to the phaerimm, but have since lost that 
  purpose.
  Ecology. Little is known about the disenchanter’s 
  reproductive cycle. Some scholars believe they are created 
  spontaneously every 150 years during the unexplained 
  migration, while others believe they split into two 
  individuals once they have consumed enough magical 
  energy.
  Disenchanters do not have natural predators due to 
  their magical hides. It is believed that their reliance on a 
  difficult-to-acquire food source controls the disenchanter 
  population.
  Role in Undermountain. Disenchanters are not typically 
  found in dungeon complexes or subterranean locations. 
  However, they are a fantastic guardian for a dungeon 
  denizen concerned about adventurers and their packs laden 
  with magic swords and wands. Disenchanters are intelligent 
  and could be convinced to assist another creature if it were 
  given reliable access to food sources.
  
  54
  HALASTER’S HOARD
  Disir
  Medium humanoid, lawful evil
  Armor Class 12 (bone plates and caustic slime)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 13 (+1) DEX 15 (+2) CON 13 (+1) INT 13 (+1) 
  WIS 10 (+0) CHA 2 (-4)
  Damage Resistances fire
  Senses darksight 60 ft., passive Perception 10
  Languages Undercommon
  Challenge 1 (200 XP)
  Vile Appearance. This creature is covered with a 
  foul-smelling, caustic gel. While quite effective at 
  protecting the creature it also grants advantage on 
  Dexterity checks to avoid or escape grapples and to 
  escape non-magical restraints. At the end of each of 
  its turns, any target damaged by the disir or engaged 
  in a grapple with the disir during its turn must make 
  a DC 10 Constitution saving throw or be paralyzed 
  for one minute. The target may repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself with a success.
   Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target, Hit: 8 (2d6 + 1) piercing damage.
  Tongue. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target, Hit: 6 (2d4 + 1) slashing damage.
  The disir is a vile, awful smelling creature who 
  stalks the maze of warrens in Undermountain 
  ravenous for juicy, fresh meat. They look like a 
  hunched humanoid and move with an eerie sideways 
  shuffle. They are covered with a sticky film of 
  slime that causes great pain like the sting of a 
  jellyfish. Vital areas are protected by jagged 
  bone plates and ossified flesh. They are often seen 
  “licking” their prey with wide, rasp-like tongues 
  that rip meat from the bone. They are often 
  mistaken for some type of undead.
  Combat. In combat, desir attack in small groups, 
  immobilizing one foe at a time before killing and feeding. 
  Often they will surround foes and grapple them. They will 
  also maneuver to try to corner their prey. If their quarry 
  should flee, they will not likely pursue, rather they will 
  begin feeding on the creatures they have subdued.
  Habitat/Society. The desir is unnatural and have no 
  natural predators. It lives underground but may venture 
  to the surface if food becomes scarce. They do not have 
  a society, nor do they seem to reproduce. One leading 
  hypothesis held by cryptozoologists is that they are created.
  Ecology. The desir is unnatural and can be devastating 
  to an ecosystem because it is an invasive, voracious species 
  that has no natural predators. It does not appear to succumb 
  to disease. Thankfully they do not have a way to reproduce 
  (that is known of). The desir is a carnivore.
  Role in Undermountain. Desir are not undead but are 
  easily mistaken for undead. They walk with a slow shamble, 
  they smell putrid and their feeding habits are horrifying to 
  witness. Do they share at least one trait with the undead? 
  Are they created? It is a valid question given the creature 
  seems to do nothing but feed. In the catacombs beneath 
  the city an abandoned laboratory was discovered and these 
  vile creatures came pouring out as soon as the stuck portal 
  was breached. The room was filled with odd contraptions; 
  some humming, some glowing.  Are these creatures a 
  failed experiment or a successful one? There were few 
  clues left behind in the secret study; what was recovered is 
  nigh unintelligible. Who’s chamber was this? Who made 
  these creatures and why? Can solving the mysteries of this 
  chamber help stop these abominations?
  Gathering the gooey 
  secretion of the disir is a 
  fruitless venture. It dries 
  very quickly. Those who 
  manage to successfully 
  preserve it don’t get much 
  for their effort. The tell-
  tale sign of such creatures 
  is the crumbly ocher trail 
  of gritty crystals. They are 
  hard to study up close; they 
  are very aggressive.
  
  55
  monsters
  Dread Necromancer
  Medium undead, neutral evil
  Armor Class 17 (elven chain)
  Hit Points 136 (16d8+64)
  Speed 30 ft.
  STR 18 (+4) DEX 14 (+2) CON 18 (+4) INT 13 (+1) 
  WIS 16 (+3) CHA 18 (+4)
  Saving Throws Strength +7, Constitution +7, 
  Wisdom +6
  Skills Arcana +5, Athletics +8, Insight +7, Religion 
  +5, Perception +7, Intimidate +8
  Damage Vulnerabilities radiant
  Damage Resistances necrotic, psychic, bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 17
  Languages 
  Common, Abyssal, Draconic, 
  Infernal, 
  Elvish, Dwarvish
  Challenge 10 
  (5900 XP)
  Combat Casting. The dread necromancer can 
  perform the somatic components of spells even 
  when it has weapons or a shield in one or both 
  hands.
  Command Undead. As an action, the dread 
  necromancer targets one undead creature it can 
  see within 30 feet. The target must make a Wisdom 
  saving throw. On a failed save, the target must obey 
  the dread necromancer’s commands for the next 
  24 hours, or until the dread necromancer uses this 
  ability again. An undead whose challenge rating is 
  equal to or greater than the dread necromancer’s 
  level is immune to this effect.
  Fear Aura. Any creature hostile to the dread 
  necromancer that starts its turn within 5 feet of the 
  dread necromancer must make a DC 16 Wisdom 
  saving throw, unless the dread necromancer 
  is incapacitated. On a failed save, the creature 
  is frightened until the start of its next turn. If a 
  creature’s saving throw is successful, the creature is 
  immune to the dread necromancer’s Fear Aura for 
  the next 24 hours.
  Innate Spellcasting. The dread 
  necromancer can innately cast the 
  following spells, requiring only verbal 
  components.
   At will: Planeshift (Self only to the 
  Shadowfell)
   
  Magic Resistance. The dread 
  necromancer has advantage on saving 
  throws against spells and other 
  magical effects.
  Negative Energy Burst. The dread 
  necromancer can emit a burst of 
  negative energy from its body, harming 
  living creatures within 5 feet of her. 
  This burst deals 9 (2d8) necrotic 
  damage. A successful DC 16 Wisdom 
  saving throw reduces damage by half. 
  Undead creatures within this burst 
  are healed the same amount 
  of hit points as the damage 
  being dealt to living creatures.
  Spellcasting. The Dread 
  Necromancer is a 5th-level 
  spellcaster. Its spellcasting ability 
  is Charisma (spell save DC 15, 
  
  56
  HALASTER’S HOARD
  to hit with spell attacks +8, Necromancy spell save 
  DC 16, spell attack bonus +9) All spell save DCs and 
  attack modifiers are increased by one for spells from 
  the school of Necromancy (see below; granted by 
  the wraithsword). 
   Cantrips (at will): blackbolt (4d4), agony (2d12), 
  putrefy wound, lesser
   1st level (4 slots): inflict wounds, chromatic orb, 
  putrefy wound, cause fear, false life
   2nd level (3 slots): ray of enfeeblement, mind 
  spike, blindness/deafness
   3rd level (2 slots): summon undead, animate dead
  Undead Fortitude. If damage reduces the dread 
  necromancer to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the dread necromancer 
  drops to 1 hit point instead.
  Undead Traits. The dread necromancer does not 
  require, food, water, or sleep. It must meditate at 
  least 4 hours a day uninterrupted to regain its spell 
  slots.
   Actions
  Multiattack. The dread necromancer makes two 
  attacks with its wraithsword
  Wraithsword. Melee Weapon Attack: +8 to hit, reach 
  5 ft., one target. Hit: 11 (2d6+4) slashing damage.
  Dread necromancers are lords of the undead, 
  combining martial prowess with mystical might to 
  command undead forces to do their bidding. While 
  mortal creatures are capable of studying the magic 
  of the dread necromancer, most seek out methods 
  of attaining undeath for themselves to draw 
  upon the strength of the grave to enhance their 
  already potent abilities.
  Dread necromancers travel with an entourage of greater 
  and lesser undead, bound by either magic or oath to serve 
  them in their dark endeavors. They often serve a more 
  powerful undead master, such as a lich, as a general in their 
  undead armies and seeking forbidden arcane knowledge 
  wherever it can be ferreted out.
  Combat. Dread necromancers fight by sending in hordes 
  of expendable undead minions to overwhelm opponents. 
  They keep their undead artillery spellcasters in the rear, 
  assaulting their foes from afar while the enemy is engaging 
  with the grunt troops. They will cast spells to bolster their 
  forces and attack but are more than willing to engage in 
  melee with their greatsword, attacking with spell and sword 
  in equal measure.
  Habitat/Society. Dread necromancers are found in 
  populated areas where raw materials for their undead 
  minions are readily available. Mortal dread necromancers 
  are able to blend in better than their undead counterparts, 
  who prefer the more traditional dark lair or ancient crypt, 
  as it fits their idiom much better than a civilized apartment 
  in Waterdeep or a fine home in Neverwinter.
  Ecology. Dread necromancers draw their power from the 
  Shadowfell, able to move between the dark plane and the 
  Material Plane at will. There, they gather like-minded allies 
  to build armies to serve themselves or their dark masters. 
  They can be found anywhere, however, as the path of a 
  dread necromancer is alluring to all those who seek power.
  Role in Undermountain. The dread necromancer, 
  Archard Walthorn, can be found scouring Undermountain 
  for treasure for his unknown master. He is accompanied 
  by powerful undead minions, both mindless and wickedly 
  intelligent. He seeks the many Vaults of Halaster and the 
  treasures stored within them to further his own goals 
  and overthrow his dark master, thereby seizing power for 
  himself.
   
  New Spells and the Wraithsword
  Agony
  Illusion cantrip
  Casting Time: 1 Action
  Range: 15ft
  Components: V, S
  Duration: Instantaneous
  You target one creature and overwhelm their sense of 
  touch with the illusion of unimaginable pain. The agony 
  manifests itself in a manner unique to each targeted 
  creature. Targeted creatures must make an Intelligence 
  saving throw or take 1d12 psychic damage.
  The spell’s damage increases when you reach 5th level 
  (2d12), 11th level (3d12), and 17th level (4d12).
  Blackbolt
  Necromancy cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  With a gesture, a bolt of black fire streaks from your 
  hand towards a creature within range. Make a ranged 
  spell attack against the target. On a hit, the target takes 
  2d4 necrotic damage and must make a Constitution 
  
  57
  monsters
  saving throw. On a failed save, purple ribbons of stolen 
  life flies back towards you as you may roll the Hit Die of 
  the creature and gain the hit points rolled as temporary 
  hit points as you absorb the life force ripped from the 
  creatures’ body. Hit dice rolled in this manner are only 
  used to determine temporary hit points gained and are 
  not expended.
  The spell’s damage increases when you reach 5th level 
  (4d4), 11th level (6d4), and 17th level (8d4). In addition, 
  when conditions are met that allow you to roll for 
  temporary hit points, you add an additional die when 
  you reach 5th level (2 HD), 11th level (3 HD), and 17th 
  level (4 HD).
  Putrefy Wound, lesser
  Necromancy cantrip
  Casting Time: 1 reaction, when a creature within range 
  of the spell takes damage.
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You are constantly seeking opportunities to inflict 
  that little extra loss of life to those unfortunate low-
  life’s about you. When a creature within range takes 
  damage, you can use your reaction to force them to 
  make a Constitution saving throw, taking 1d12 necrotic 
  damage on a failed save
  The spell’s damage increases when you reach 5th level 
  (2d12), 11th level (3d12), and 17th level (4d12).
  Putrefy Wound
  1st-level necromancy
  Casting Time: 1 reaction, when a creature within range 
  of the spell takes damage.
  Range: 60 feet
  Components: V, S, M (bone ash)
  Duration: Instantaneous
  Your awareness of the life force across the battlefield 
  allows you to react the instant an enemy is wounded. 
  When a creature within range takes damage, you can 
  use your reaction to force them to make a Constitution 
  saving throw. A creature takes 2d10 necrotic damage 
  on a failed save, and half as much damage on a 
  successful one.
  At higher levels: When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 
  1d10 for every spell level above 1st.
  Conjure Undead
  3rd-level conjuration
  Casting Time: 1 Action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon undead creatures that appear in 
  unoccupied spaces that you can see within range. 
  Choose one of the following options for what appears: 
  One undead creature of challenge rating 2 or lower, two 
  undead creatures of challenge rating 1 or lower, four 
  undead creatures of challenge rating 1/2 or lower, or 
  eight undead creatures of challenge rating 1/4 or lower. 
  Each undead creature disappears when it drops to 0 hit 
  points or when the spell ends. The summoned creatures 
  are friendly to you and your companions. Roll initiative 
  for the summoned creatures as a group, which has its 
  own turn. They obey any verbal commands that you 
  issue to them (no action required by you). If you don’t 
  issue any commands to them, they defend themselves 
  from hostile creatures, but otherwise, take no actions. 
  The GM has the creatures’ statistics.
  At Higher Levels: When you cast this spell using 
  certain higher-level spell slots, you choose one of the 
  summoning options above, and more creatures appear: 
  twice as many with a 5th-level slot, three times as many 
  with a 7th-level slot, and four times as many with a 9th-
  level slot.
  Wraithsword
  Greatsword, uncommon, (requires attunement by a 
  spellcaster)
  Given as a gift to Archard Walthorn by his mysterious 
  master, the wraithsword enhances his necromantic 
  powers and serves as a badge of office. Forged from 
  steel mined deep within the Shadowfell and tempered 
  with the blood of the living, it hums audibly with power 
  when used as a focus for necromantic rituals and when 
  striking death blows upon living targets.
  The wraithsword grants +1 to saving throws DCs 
  and magic Attack rolls for spells from the school of 
  necromancy. It counts as a magical weapon for the 
  purposes of damage reduction and can be used as 
  a focus item for spellcasters proficient in Martial 
  weapons.
   
  
  58
  HALASTER’S HOARD
  Eyewing
  Large monstrosity, lawful evil
  Armor Class 14 
  Hit Points 59 (7d10 + 21)
  Speed fly 30 ft.
  STR 16 (+3) DEX 14 (+2) CON 17 (+3) INT 4 (-3) 
  WIS 12(+1) CHA 3 (-4)
  Damage Resistances cold 
   
  Condition Immunities exhaustion, prone
  Skills Perception +3 Stealth +4
  Senses darksight 60 ft., passive Perception 13
  Languages-
  Challenge 3 (900 XP)
  Keen Sight. The eyewing has advantage on Wisdom 
  (Perception) checks that rely on sight.
   Actions
  Multiattack. The eyewing makes two attacks, two 
  with its talons or one with its tail and one with its 
  tears.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 13 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +4to hit, reach 10 ft., 
  one target, Hit: 13 (2d6 + 6) bludgeoning damage.
  Tears (Recharge 5-6) The eyewing sheds a tear that 
  splashes over a 10-foot cube. Each creature in the 
  affected area must make a DC 12 Dexterity saving 
  throw, taking 7 (2d6) points of poison damage on a 
  failed save, or half as much on a successful one.
  The eyewing is a creature of the Abyss. It has a 
  huge egg-shaped body, a 15-foot wingspan and a 
  long spindly tail covered with barbs. In the middle 
  of its body is a bulging 4-foot wide eyeball, black 
  in color save for a red pupil. This eye has a severe 
  case of conjunctivitis, weeping putrid, slimy tears 
  that mat its fur and splash as it flies. In a few 
  hours, these tears dry and harden into a chalky 
  resin. 
  Combat. In combat, these creatures will use their tails 
  to grapple enemies and then drop a tear directly on them. 
  They will fight to the death and always attack good aligned 
  creatures first.
  Habitat/Society. The eyewing is a servitor race that 
  does not eat, sleep, or drink. It does not have emotion or 
  language; it is the perfect enforcer. Eyewings do not mate, 
  they are purely creations of the Abyss.
  Ecology. The eyewing is an unnatural aberration. It does 
  not rest. It is always in flight. It will always attack good-
  aligned creatures on sight.
  Role in Undermountain. The sighting of this creature 
  is a sign that lower realms, like the Abyss, are in chaos 
  once again. Emerging from forgotten passages deep below 
  Undermountain, eyewings stalk narrow tunnels and vast 
  chambers in search of new victims. 
  Fash Falath
  Medium humanoid (whisper gnome), neutral
  Armor Class 20 (monk’s belt)
  Hit Points 195 (26d6+104)
  Speed 60 ft., Teleport 60 ft.
  STR 14 (+2) DEX 20 (+5) CON 18 (+4) INT 10 (+0) 
  WIS 18 (+4) CHA 16 (+3)
  Saving Throws Strength +8 , Dexterity +11, 
  Constitution +8, Intelligence +6 , Wisdom +8, 
  Charisma +9
  Skills Arcana + 6, History +6, Insight +10, Perception 
  +10, Persuasion +9, Stealth +17, Sleight of Hand 
  +11, Survival +10
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft, truesight 30 ft. passive 
  Perception 21
  Languages all, Telepathy 30ft.
  Challenge 20 (25,000 XP)
  Legendary Resistance (2/Day) If Fash fails a saving 
  throw, he can choose to succeed instead.
  Evasion. When Fash is subjected to an effect that 
  allows him to make a Dexterity saving throw to take 
  only half damage, he instead takes no damage if he 
  succeeds on the saving throw, and only half damage 
  if he fails.
  Magic Resistance. Fash has advantage on saving 
  throws against spells and other magical effects.
  Oh, yes, I’ve heard of the 
  dreaded Eyewings but it’s 
  been a while since I’ve seen 
  one…
  
  59
  monsters
  Innate Spellcasting. Fash can innately cast the 
  following spells, requiring only somatic components. 
  The spells harness the power of Ki, and are not 
  subject to antimagic fields or counterspells:
   At will: darkness, invisibility, mage hand, message, 
  minor illusion, prestidigitation, pass without trace, 
  silence
  Master of Darkness. Fash has advantage when 
  attacking in dim light or darkness.
  Magical Weapons. Fash’s attacks are considered 
  magical.
  The Unsleeping Eye. Fash does not require sleep and 
  is immune to all magic that would put him to sleep. 
  He has advantage on all initiative rolls and cannot be 
  surprised unless he is incapacitated.
  Treasures of Undermountain. Fash has a monk’s belt, 
  a +3 amulet of mighty fists, a +3 adamantine kama 
  (which he has named Shadow’s Harvest), a scroll 
  of teleportation (keyed to a circle in his home in 
  Waterdeep), and the unsleeping eye of the golden 
  dragon, all of which are accounted for in his statistic 
  block.
  Trapspringer. Fash has expertise in the use of 
  Thieves’ Tools.
  Undermountain Expert. Fash has advantage on all 
  checks regarding Undermountain.
  Whisper Gnome Stealth. Fash has advantage on all 
  Dexterity (Stealth) checks. In addition, he doubles 
  his proficiency bonus on all Stealth checks.
   Actions
  Multiattack. Fash makes three kama attacks and two 
  unarmed attacks, or three shuriken attacks.
  +3 Adamantine Kama. Melee Weapon Attack: +14 to 
  hit, reach 5 ft., one target. Hit: 14 (1d12+8) slashing 
  damage.
  Unarmed Strike. Melee Weapon Attack: +14 to 
  hit, reach 5 ft., one target. Hit: 14 (1d12+8) 
  bludgeoning damage, and the target must make a DC 
  19 Constitution saving throw with disadvantage or 
  be stunned until the end of Fash’s next turn.
  Shuriken. Ranged Weapon Attack: +14 to hit, reach 
  20/60 ft., one target. Hit: 11 (1d12+5) piercing 
  damage.
   Reaction
  Deflect Missile. In response to being hit by a 
  ranged weapon attack, Fash deflects the missile. 
  The damage he takes from the attack is reduced by 
  1d10+8. If the damage is reduced to 0, Fash catches 
  the missile if he has a free hand and it’s small 
  enough to hold in one hand. 
   Legendary Actions
  Fash can take 2 Legendary Actions, choosing from 
  the options below. Only one legendary action can 
  be used at a time, and only at the end of another 
  creature’s turn. Spent legendary actions are regained 
  at the start of each turn.
  Unarmed Strike. Fash can make an unarmed attack.
  Vanish. Fash can cast invisibility and take the Hide 
  action
  Teleport. Fash can teleport up to 60 feet from his 
  current position.
  Disengage. Fash can take the Disengage action.
  Fash Falath is one of Waterdeep’s foremost 
  experts on Undermountain. He is a member in 
  good standing with the Waterdeep Adventurers’ 
  Guild, a regular at the Yawning Portal, and rumor 
  lends that he is quite possibly a high-ranking 
  Harper agent. He takes on high risk “tour groups” 
  for those who want to dare the dangers of 
  Undermountain with an expert guide at their side 
  to find what they hope will be treasure, lost lore, 
  or for some other reason that never actually 
  concerns Fash. As long as he is well paid, in 
  advance, he’ll take them as deep and as far as they 
  are willing to go.
  Rumors abound about Fash’s encyclopedic knowledge of 
  Undermountain. The only thing that is known as truth is 
  that he went down with a party some 20 years ago and was 
  the only one to return from the expedition -1 year after they 
  had left - alive and loaded down with a king’s ransom in 
  treasure. He has never spoken of it but continues to delve 
  into Undermountain to this day. It is rumored that he killed 
  something as powerful as a Pit Fiend at the lowest level of 
  Undermountain in one-on-one combat after the rest of his 
  party had died, but he will neither confirm nor deny that 
  rumor.
  Despite his wealth and power, Fash is sedate and quiet like 
  most whisper gnomes (sidebar: whisper gnomes). He keeps 
  mostly to himself and takes care of the small enclave of 
  whisper gnomes that make their home in Waterdeep, who 
  want for nothing due to his care and generosity.
  
  60
  HALASTER’S HOARD
  Combat. While in Undermountain, Fash prefers a 
  “live and let live” attitude. He will avoid combat with the 
  inhabitants with his incredible powers of stealth if at all 
  possible. However, if combat is inevitable, or his clients get 
  in too deep, he will cloak an area in magical darkness and 
  proceed to stun, then kill the most powerful opponent first, 
  working his way down the proverbial monster food chain 
  until they are all dead. His incredible speed and mobility 
  are unmatched by all but the most powerful creatures, 
  and they will give him and his tour groups a wide berth if 
  possible to avoid making him mad. He has many enemies 
  in Undermountain, but his reputation for the wanton 
  slaughter of his enemies, combined with his willingness to 
  avoid combat, all together makes them think twice about 
  starting a fight.
  Habitat/Society. Fash Falsath lives in a comfortable, 
  cozy, and well-appointed house in a small whisper gnome 
  enclave in Waterdeep. He prefers simple comforts and 
  enjoys the quiet, introverted lifestyle of his people. 
  The community is entirely supported by Fash, 
  whose wealth far exceeds what any one person, even 
  one as long-lived as a gnome, could ever spend. The 
  community pursues the arts, academic pursuits, 
  and follow their passions as few can.
  Ecology. Whisper gnomes are related to the 
  Shadowfell as regular gnomes are to the Feywild. 
  They are hardy and quick, and supernaturally 
  stealthy. They tend to be quiet and introverted, and less 
  rambunctious as their cousins. They can be found in their 
  own enclaves, within gnomish or halfling communities, 
  and in human lands.
  Role in Undermountain. Fash Falath regularly takes 
  well-paying clients on Undermountain expeditions. He 
  can be contacted for a contract via agents in the Yawning 
  Portal, where he regularly meets with clients. His current 
  clients are a group of manic gnome big game hunters 
  mounted on gnomish pygmy war rhinos, on safari for 
  rare monster carcasses to have stuffed, mounted, and 
  animated for display in their garish, gaudy merchant lord 
  mansions.
  Whisper Gnomes as a Playable Race
  Native to lands bordering the Shadowfell, whisper 
  gnomes have been altered significantly from their more 
  fey cousins. The following information can be used to 
  create a whisper gnome player character:
  Ability Score Increase: +2 Dexterity, +1 Constitution
  Size: Small
  Speed: 30 ft.
  Darkvision: 60 ft.
  Keen Senses: You are trained in Perception
  Whisper Gnome Stealth: You have advantage on all 
  Dexterity (Stealth) checks
  Whisper Gnome Training: You are trained in Stealth
  Whisper Gnome Magic: You know the mage hand and 
  minor illusion cantrips. Once per long rest, you can 
  cast pass without trace once, and it recharges after a 
  long rest. Charisma is your spellcasting ability for these 
  spells.
  
  61
  monsters
  Feyr, Common
  Small aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 65 (10d6 + 30)
  Speed 20 ft.
  STR 14 (+2) DEX 10 (+0) CON 16 (+3) INT 5 (-3) 
  WIS 11 (+0) CHA 7 (-2)
  Damage Vulnerabilities radiant
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 10
  Languages –
  Challenge 3 (700 XP)
  Banished by Day. If the feyr ends its turn in sunlight, 
  it dies.
   Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. Each 
  creature within 120 feet of the feyr that can see it 
  must make a DC 13 Wisdom saving throw or drop 
  whatever it is holding and become frightened of the 
  feyr for 1 minute. While frightened in this way, the 
  creature must take the Dash action and move away 
  from the feyr by the safest available route on each 
  of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t 
  have line of sight to the feyr, the creature can repeat 
  the Wisdom saving throw. On a successful save, the 
  effect ends for that creature.
  Feyr, Greater
  Medium aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft.
  STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 16 (+3) 
  WIS 12 (+1) CHA 12 (+1)
  Skills Stealth +6
  Damage Vulnerabilities radiant
  Damage Immunities psychic
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 11
  Languages Deep Speech, telepathy 60 ft.
  Challenge 7 (2,900 XP)
  Innate Spellcasting (Psionics). The feyr’s innate 
  spellcasting ability is Intelligence (spell save DC 14, 
  +6 to hit with spell attacks). It can innately cast the 
  following spells, requiring no components:
   1/day each: calm emotions, confusion, crown of 
  madness, enemies abound*
   Actions
  Multiattack. The feyr makes three bite attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) piercing damage. Each 
  creature within 120 feet of the feyr that can see it 
  must make a DC 15 Wisdom saving throw or drop 
  whatever it is holding and become frightened of the 
  feyr for 1 minute. While frightened in this way, the 
  creature must take the Dash action and move away 
  from the feyr by the safest available route on each 
  of its turns, unless there is nowhere to move. If the 
  creature ends its turn in a location where it doesn’t 
  have line of sight to the feyr, the creature can repeat 
  the Wisdom saving throw. On a successful save, the 
  effect ends for that creature.
  Invisibility. The feyr magically turns invisible until 
  it attacks or casts a spell, or until its concentration 
  ends (as if concentrating on a spell). 
  *Appears in Xanathar’s Guide to Everything
  Feyrs (pronounced “fears”) are living nightmares 
  suffused with arcane energy. They are found in 
  two varieties: the smaller, unintelligent common 
  feyr and the larger, cunning greater feyr. Both 
  types of feyr look similar, although greater feyrs 
  are considerably larger. Their body is a squat 
  sphere of folded flesh similar to a brain, which 
  is supported by two thick tentacles. Six smaller 
  tentacles used to manipulate objects protrude 
  from its underside. A feyr’s flesh resembles a 
  grotesque rainbow, colored in hues of purple, 
  blue, yellow, and sickly green. The front of their 
  spherical body is dotted with five irregularly 
  shaped and sized yellow eyes. Common feyrs 
  have one fanged mouth, whereas greater feyrs 
  have three separate mouths, each operating 
  independently.
  Combat. Both common and greater feyrs attack with their 
  fanged maws. Their attacks are so hideous and gruesome 
  that they inflict supernatural terror in anyone who 
  witnesses the feyr savage its victim. When a feyr attacks, it 
  seeks to frighten as many creatures as possible. Greater feyrs 
  are also able to cast emotionally resonant spells, creating 
  apathy and madness. Common feyrs attack mindlessly, 
  often rushing headlong into groups. Greater feyrs, however, 
  use their ability to turn invisible to stalk and toy with their 
  prey, heightening its fear before striking.
  Common feyrs are slain immediately by sunlight. They do 
  not fear the sun, however, and will hunt until the sun rises, 
  
  62
  HALASTER’S HOARD
  willingly meeting their end. Greater feyrs are not hindered 
  by the sun but prefer to avoid it when they can. They will 
  retreat back to their lairs during the day, returning the 
  following night to continue the hunt.
  Habitat/Society. Common feyrs are created when 
  the psychic remnants of nightmares mingle with latent 
  arcane energy. As such, they need both a large number of 
  creatures and spellcasters in a small area. They are most 
  often encountered in large metropolitan areas, especially if 
  it is gripped by war, plague, or political turmoil. Common 
  feyrs rarely live longer than a night and do not concern 
  themselves with creating lairs.
  When multiple common feyrs are created in the same 
  area, they will seek each other out. If three common feyrs 
  discover one another, they merge into a greater feyr. The 
  greater feyr then goes about spreading fear, which will often 
  lead to the creation of more feyrs. Greater feyrs will find an 
  abandoned or secluded area to make its lair, emerging at 
  night to cause fear and chaos throughout the city. 
  Ecology. Feyrs exist only to cause chaos, fear, and panic. 
  When hunting, they will attack any creature in sight. They 
  do not devour their victims, however, which leads some to 
  believe they feed off of the fear itself.
  Role in Undermountain. Waterdeep, a densely populated 
  city with its share of troubles, is the ideal breeding ground 
  for feyrs. If a trio of common feyrs were able to form a 
  greater feyr, it may have found its way into the upper levels 
  of Undermountain, where it makes its lair. They could 
  also be found as a captive research subject in an illithid’s 
  laboratory.
  Goblin Ace
  Small humanoid (aberration), neutral evil
  Armor Class 15 (leather armor)
  Hit Points 60 (11d6 +22)
  Speed 30 ft.
  STR 10 (+0) DEX 18 (+4) CON 14 (+2) INT 10 (+0) 
  WIS 14 (+2) CHA 9 (-1)
  Skills Perception +4 Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Crack Shot. Goblin aces ignore half and quarter cover 
  when using firearms.
  Fearless. The goblin ace is immune to fear.
  Flying Ace. The goblin ace adds double its 
  proficiency bonus to all Vehicle (Air) checks.
  Keen Senses. Goblin aces have advantage on all 
  Wisdom (Perception) checks made using sight.
   Actions
  Multiattack. The goblin ace makes two rapier attacks 
  or two revolver attacks.
  Rapier. Melee Weapon Attack. +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8+4) piercing damage.
  Revolver. Ranged Weapon Attack. +6 to hit, reach 
  40/120 ft., one target. Hit: 13 (2d8+4) piercing 
  damage.
  
  63
  monsters
  Stick of Dynamite (3/day). As an action, a goblin ace 
  can light a bundle of dynamite and throw it at a point 
  up to 60 feet away. Each creature within 15 feet 
  of that point must make a DC 13 Dexterity saving 
  throw, taking 17 (5d6) bludgeoning damage on a 
  failed save, or half as much damage on a successful 
  one.
  The goblin ace is an artificial breed of goblin 
  created from biomagical experimentation by the 
  mad mage, Halaster. Through the creative use of 
  custom-defined demiplanar qualities, a well-paid 
  completely amoral psychic, and a smattering of 
  genius, he gave the goblins superior physical traits, 
  complete immunity to fear, and an inborn ability to 
  build and fly magical aircraft.
  The goblins are identical, save for one feature: one breed 
  is bright green, and the other is canary yellow. Bred to hate 
  the other color goblin on a genetic level, the goblin aces 
  live only to fight and kill their opposite color in sacred air 
  combat, flying in their deadly biplanes powered by the 
  undead shades of fallen goblin aces.
  Combat. Goblin aces are rarely fought outside of their 
  biplanes, and they are almost never alone. They fight with 
  absolute fearlessness and ferocity, being unable to even 
  comprehend the concept of fear to the point of lacking 
  a self-preservation instinct. They form a psychic gestalt 
  with the undead spirits that power the machinery of their 
  biplanes, allowing them to pilot the craft like it was their 
  own body. They instinctively understand aerial combat and 
  are terrifying to behold when faced in the air.
  If they do ever fight outside of their aircraft, they will 
  attempt to stay at range and gun down their opponents 
  with their revolvers. They are proficient with all manner 
  of firearm and explosive weapons but are as likely to blow 
  themselves up as they are their enemy the more destructive 
  their weapon gets.
  Habitat/Society. The goblin aces were bred by Halaster 
  to inhabit an area of Undermountain he created/
  discovered, a section of the Plane of Air sectioned off and 
  forcibly attached to the spatially flexible geography of 
  Undermountain. It contains two large air nodes, floating 
  islands filled with everything the goblins need to build 
  their planes and weapons to kill their opposite color. The 
  ‘Greens’ live on Sky Node Verdigris, and the ‘Yellows’ live on 
  Sky Node Meringue. The demiplane appears to be massive, 
  seeming to stretch for hundreds of miles in every direction, 
  with only blue sky and fluffy clouds above and below.
  In reality, the demiplane is much smaller. The edges loop 
  around to the opposite end, so flying out one edge will bring 
  you immediately onto the opposite side. The size fluctuates, 
  so it is impossible to accurately measure the domain. 
  However, the two air nodes stay at a constant distance 
  between one another, allowing the goblins to continue in 
  their perpetual war unabated.
  Ecology. Goblin aces do not require food or drink; they 
  are sustained on self-generated psychic energy, as Halaster 
  used a similar technique to create them that the Psiocracy of 
  Jhaamdath (The Grand History of the Realms, WotC, 2007) 
  used to breed Elans over two-thousand years ago. They 
  breed asexually, splitting off into a new goblin ace when 
  the population gets low due to warfare with their opposite 
  color. They live a spartan, martial lifestyle focused on 
  dogfighting and killing the other color goblins. Some have 
  been seen taking to the worship of Yan-Ci-Bin (Prince of 
  Evil Air, Princes of the Apocalypse, page 220, WotC, 2015), 
  who approves of their existence as destructive and mighty 
  creatures of the air.
  The air nodes are covered in fields of hemp and groves 
  of bamboo, which they use to build the biplanes. All the 
  metals and trade goods that the goblins need is built 
  deep within the air nodes in automated magical factories 
  built by Halaster to keep them forever supplied to fight 
  their endless war. The supplies are magically teleported 
  to their quartermaster’s warehouse on an as needed basis. 
  Each node supports multiple air bases, including the 
  infrastructure to build and service aircraft.
  Role in Undermountain. Goblin aces were created for the 
  amusement of Halaster, or at least whichever of his clones 
  created them. Their domain may be found at random in 
  Undermountain, as the entrance moves with the whims of 
  Halaster and his maddening dungeon domain. Entering 
  their demiplane is easier than leaving, and the extremely 
  xenophobic goblins do not take kindly to anyone, save 
  goblins of their own hue. But those that do manage to get 
  in and out can learn the powerful technomagical secrets 
  behind the goblins’ amazing technology.
  
  64
  HALASTER’S HOARD
   Actions
  Multiattack. The golem makes three slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 22 (3d10 + 6) bludgeoning damage.
  Blinding Ray (Recharge 4-6). The golem fires a 
  beam of brilliant light in a 5-foot-wide, 30-foot-
  long line. Each creature in the line must make a 
  DC 17 Constitution saving throw. On a failed save, 
  a creature takes 22 (5d8) radiant damage and is 
  blinded until the beginning of the golem’s next turn. 
  On a successful save, it takes half as much damage 
  and isn’t blinded.
  Globe of Limited Invulnerability (Recharge 6). 
  Until the end of the golem’s next turn, a faintly 
  shimmering barrier springs into existence in a 5-foot 
  radius sphere around the golem. Any spell of 4th 
  level or lower cast from outside the barrier can’t 
  affect creatures or objects within it, even if the spell 
  is cast using a higher level spell slot. Such a spell can 
  target creatures and objects within the barrier, but 
  the spell has no effect on them. Similarly, the area 
  within the barrier is excluded from the areas affected 
  by such spells.
  Golem, Diamond
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 180 (19d10 + 76)
  Speed 30 ft.
  STR 22 (+6) DEX 10 (+0) CON 19 (+4) INT 3 (-4) 
  WIS 11 (+0) CHA 1 (-5)
  Damage Immunities acid, fire, lightning, poison, 
  psychic; bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 14 (11,500 XP)
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
  
  65
  monsters
  Shard Spray (Recharge 5-6). The golem sprays 
  diamond shards in a 20-foot radius centered on 
  it. Each creature in that area must make a DC 17 
  Dexterity saving throw or take 27 (6d8) piercing 
  damage or half as much damage on a successful 
  save.
  Golem, Emerald
  Large construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 30 ft.
  STR 20 (+5) DEX 10 (+0) CON 17 (+3) INT 3 (-4) 
  WIS 11 (+0) CHA 1 (-5)
  Damage Immunities acid, fire, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Damage Resistances lightning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 11 (7,200 XP)
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Innate Spellcasting. The golem’s innate spellcasting 
  ability is Constitution (spell save DC 15, +7 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components:
   3/day: lightning bolt
   1/day: cloudkill
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
   Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage.
   Reactions
  Blinding Flash. When the golem is attacked by 
  a creature within 10 feet of it that it can see, it 
  can flash with a sudden green light, imposing 
  disadvantage on the creature’s attack roll. An attacker 
  that can’t be blinded is immune to this effect.
  Golem, Ruby
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 3 (-4) 
  WIS 11 (+0) CHA 1 (-5)
  Damage Immunities fire, lightning, poison, 
  psychic; bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 9 (5,000 XP)
  Bound. The golem is magically bound to an amulet, 
  which is attuned to by the golem’s controller. 
  While the controller is wearing the amulet and is 
  within 200 feet of the golem, the controller can 
  telepathically command the golem without using an 
  action. The golem can only receive basic commands, 
  such as “Defend me,” “Carry this item,” or “Attack 
  that creature.” If the golem has not received any 
  commands or the amulet is more than 200 feet 
  away, it stands inert but will defend itself to the best 
  of its ability.
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
   Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 15 (2d10 + 4) bludgeoning damage.
   Reactions
  Intercept Attack. When a creature the golem can 
  see attacks its controller and the controller is within 
  5 feet of the golem, the golem and controller swap 
  places and the golem becomes the target of the 
  attack.
  
  66
  HALASTER’S HOARD
  Gemstone golems are large magical constructs 
  animated by one or more powerful souls, typically 
  of spellcasters. Like all golems, gemstone golems 
  can be shaped into many different appearances to 
  suit their creator’s desires, but most often they 
  appear as featureless humanoids with large geodes 
  of gemstones protruding from their powerful 
  bodies.
  Combat. Diamond golems, the most powerful of the 
  three gemstone golems, are enchanted with a number of 
  offensive and defensive abilities. They primarily attack 
  with lightning-quick strikes from their limbs. Diamond 
  golems are also able to produce a searing, blinding ray of 
  light from either their eyes or hand, depending on their 
  creator’s choice. The combat-optimized golems are also 
  able to magically spray a shower of sharp diamond shards, 
  eviscerating anything near them. Finally, in addition 
  to a range of immunities, diamond golems are able to 
  create a globe of spell invulnerability, which they use to 
  protect themselves and their masters.
  Emerald golems are enchanted with some spellcasting 
  abilities and are able to produce lightning bolts and 
  deadly gas clouds. These gemstone golems prefer to use all 
  of their spells to weaken their opponents before closing to 
  smash them with their fists. When engaged, they are able 
  to produce a brilliant flash of green light from their bodies, 
  causing many attackers to miss their mark.
  Ruby golems are the physically smallest and weakest of 
  the three gemstone golems. These golems must be directly 
  commanded by their controller and have limited tactical 
  awareness. They are, however, equipped to protect their 
  controller in combat, intercepting deadly attacks on their 
  master’s behalf.
  Habitat/Society. Gemstone golems were first created 
  by the Red Wizards of Thay, but are found throughout 
  the Realms. Construction of the larger diamond and 
  emerald golems can take up to a year and requires constant 
  enchantment by powerful arcane spellcasters. Ruby golems, 
  due to their smaller size, take half of the time to create. 
  These prized guardians are considered priceless investments 
  by both buyers and creators, which makes determining a 
  market price difficult. Some diamond golems, however, 
  have been sold for more gold than small Realms have in 
  their treasuries. Gemstone golems are used as guardians 
  and soldiers and rarely serve as simple servants.
  Ecology. Constructs have no ecological needs and do 
  not impact their environments beyond the wishes of their 
  masters.
  Role in Undermountain. Many powerful entities have 
  come and gone through Undermountain’s labyrinthine 
  halls. Some of these, perhaps even Halaster’s apprentices or 
  the Mad Mage himself, could have possessed a gemstone 
  golem and have left it behind.
  
  67
  monsters
  Golem, Vault Guardian
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 104 (11d10 + 44)
  Speed 60 ft.
  STR 20 (+5) DEX 14 (+2) CON 19 (+4) INT 3 (-4) 
  WIS 11 (+0) CHA 1 (-5)
  Skills Perception +6
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses truesight 120 ft., aura sight (see below), 
  passive Perception 16
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 8 (3,900 XP)
  Aura Sight. The golem can see magic auras around 
  objects or creatures it can perceive. The golem also 
  learns its school of magic, if it has one. 
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects.
  Multidimensional Weapons. The golem’s weapon 
  attacks are magical and affect creatures on the 
  Ethereal Plane.
   Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage.
  Vault guardians are commonly associated with the 
  Zhentarim, who constructs and sells most of the 
  vault guardians in the Realms. The golem’s eyes are 
  inset with rubies, polished to a perfect sparkle. 
  These constructs are made from a composite of 
  stone, iron, and small amounts of adamantium. They 
  can resemble any creature but are most often 
  shaped to look like humanoids or fearsome beasts, 
  such as lions. No matter their form, they attack 
  with two heavy appendages.
  Combat. Like many golems, vault guardians use simple 
  attacks, preferring to smash their opponents with heavy, 
  devastating blows. The vault guardian is a particularly 
  troublesome security measure for even the most adept 
  dungeon delver, however, due to its magical senses.
  All vault guardians are enchanted with truesight, allowing 
  them to perceive invisible creatures, detect illusions, pierce 
  magical darkness, and peer into the Ethereal Plane. This 
  makes them perfect sentries against both mundane and 
  magical intruders. If they are assaulted from the Ethereal 
  Plane, their fists or other appendages are enchanted to affect 
  both planes.
  Despite their heavy construction, vault guardians are 
  remarkably fast and agile. This allows them to pursue 
  intruders who are often under the effects of movement-
  increasing spells or potions.
  Habitat/Society. Vault guardians, as their name suggests, 
  are most often found in treasure vaults. Their construction 
  is commissioned by wealthy nobles and paranoid mages 
  alike. Their production is similar to both stone and iron 
  golems, but are cheaper due to their size. They do, however, 
  require additional magic enchantments to empower their 
  vision and magical weapons.  The exact amount required to 
  construct a vault guardian is unknown, but estimates range 
  from 40,000 to 70,000 gold pieces.
  When the golem is constructed, its creator imbues it with 
  a single command word. When the word is spoken, the 
  vault guardian follows, to the best of its ability, that person’s 
  orders. As such, these words are closely guarded, lest the 
  golem be turned upon its master.
  Ecology. Like all constructs, a vault guardian has no need 
  to eat or sleep. Their interactions with other creatures are 
  determined by their master’s wishes.
  Role in Undermountain. Vault guardians were tailor-
  made for a location like Undermountain. They could be 
  found still guarding a lost treasure vault or serving a faction 
  within the dungeon. Perhaps a group of Zhent craftsmen are 
  making deals with the existing factions, hoping to sell a few 
  of the constructs. 
  Goblin Biplane
  Huge undead, chaotic evil
  Armor Class 18 (Natural Armor)
  Hit Points 142 (15d12+45)
  Speed 30 ft., fly 1000 ft.
  STR 19(+4) DEX 22(+6) CON 17 (+3) INT 17 (+3) 
  WIS 16 (+3) CHA 12(+1)
  Saves Dexterity +10 Constitution +7 
  Skills Acrobatics +10 Perception +7 Stealth +10
  Senses darkvision 120 ft., blindsight 120 ft. passive 
  Perception 17
  Languages Common, Goblin, Telepathy 60 ft.
  Challenge 12 (8400 XP)
  Aerial Acrobat. The goblin biplane adds double 
  its proficiency bonus to all Dexterity (Acrobatics) 
  checks while flying.
  
  68
  HALASTER’S HOARD
  Gestalt. The goblin biplane partially possesses a 
  willing pilot, allowing it to use the Aid action on 
  the pilot’s Vehicle (Air) checks and attack rolls as a 
  Bonus action.
  Magical Weapons. Attacks made by the goblin 
  biplane are considered magical.
  Magic Resistance. The goblin biplane has advantage 
  on saving throws against spells and other magical 
  effects.
  Turn Immunity. The goblin biplane is immune to any 
  effects that turns undead.
  Undead Fortitude. If damage reduces the goblin 
  biplane to 0 Hit Points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a critical hit. 
  On a success, the goblin biplane drops to 1 hit point 
  instead.
   Actions
  Multiattack. The goblin biplane makes three machine 
  gun attacks.
  Twin-Linked Machine Guns. Ranged Weapon Attack: 
  +9 to hit, reach 250/1000 ft., one target. Hit: 31 
  (6d8+6) piercing damage.
  Strafe. All targets in a 120-foot cone must make 
  a DC 18 Dexterity saving throw or take 27 (6d8) 
  piercing damage, or half as much on a successful 
  save.
   Reactions
  Evasive Maneuvers. The goblin biplane adds 3 to its 
  AC against ranged attacks from one creature until the 
  start of its next turn.
  Goblin biplanes are the deadly, undead sentient 
  aircraft flown by goblin aces. Based on a design 
  stolen from technologically advanced gnomes 
  from a far-off world in another dimension, 
  Halaster designed the planes to work on more 
  efficient and easily acquired methods of magic: 
  necromancy. Powered by the spirits of dead goblin 
  aces and fueled by pure rage, the undead spirits 
  possess the simple aircraft frame built by the 
  goblin aces and use their powerful telekinetic 
  abilities to power the engines and weapons of the 
  otherwise simple aircraft.
  The biplane frame is made from a skeleton of bamboo 
  and skinned with alchemically treated hemp canvas, painted 
  with garish designs over the base color of the goblin tribe 
  that created them. However, without the incorporeal spirit 
  of the undead goblin ace possessing the vessel, it is nothing 
  more than a lifeless piece of equipment. The presence of the 
  spirit creates a sturdy and powerful frame out of otherwise 
  flimsy materials. If the possessing spirit is banished from 
  the structural frame of the biplane during flight, the 
  remaining biplane structure will immediately disintegrate 
  from the massive forces acting on the biplane.
  After each plane is built, the goblin mechanics/shamans 
  summon and bind the spirit of a dead goblin ace to the 
  new craft. The ritual, created by Halaster himself, draws 
  energy from the Shadowfell to supercharge the spirit. Freed 
  from the distractions of a physical body and driven by pure 
  unadulterated hate, the goblin spirits possessing the aircraft 
  have an enhanced keen intellect and terrible murderous 
  purpose.
  Combat. Goblin biplanes are often content to serve as a 
  glorified mount for their living counterparts, lending their 
  powerful telekinetic abilities and innate understanding of 
  aeronautics to the goblin ace pilot. Goblin biplanes are not 
  so much flown as they are negotiated with. If the biplane’s 
  temperament disagrees with a course of action, dislikes the 
  pilot, or is dissatisfied with the amount of carnage, it will 
  take over from the goblin ace entirely.
  Aerial dogfighting operates on a simple set of effective 
  rules, known innately by all goblin aces and goblin biplanes 
  (See Sidebar: Dogfighting). In general, it will attempt to 
  seize the advantage and attack from a superior position.
  Habitat/Society. The goblin biplane maintains a fragile 
  symbiotic relationship with the goblin aces, providing 
  the means to attack and kill their opposite color in aerial 
  combat. They are content to serve the lesser goblin aces as 
  vehicles as long as they stay true to their sacred mission and 
  provide a satisfactory level of death and destruction. If their 
  pilots fail to satisfy the grisly desires of the spirit, it will take 
  over and handle the job itself, often ejecting the superfluous 
  pilot in the process. The biplanes don’t need pilots, and are 
  in fact far better pilots than the goblin aces. 
  While capable of normal communication, the biplanes 
  prefer to communicate via empathic broadcast, viewing 
  the living goblin aces as a less evolved form of themselves, 
  still fettered by the weakness of the flesh, thus unworthy to 
  speak to in anything other than angry bursts of emotion.
  Ecology. Undead spirits energized from an infusion of 
  necromantic energy from the Shadowfell and bound with a 
  powerful ritual to their prepared vessel, goblin biplanes wait 
  in large hangar bays for the next mission, exuding palpable 
  rage and anticipation at the next fight. They live only for 
  the next kill. If too much time passes between missions, the 
  biplanes will take it upon themselves to fly sorties, hunting 
  and killing the enemy on their own initiative.
  The goblin biplanes, and by extension the goblin aces, 
  have only one natural enemy save their opposite color. A 
  
  69
  monsters
  blood red plane piloted by a celestial anthropomorphic 
  hound dog strikes out at both sides, more powerful and 
  skilled than any of the goblins or their undead planes. It is 
  rumored amongst the goblins that it has a base on a hidden 
  air node deep within in the domain. Sorties have been flown 
  to discover and destroy it, but no one has ever returned 
  from the missions.
  Role in Undermountain. Halaster considers goblin 
  biplanes to be a personal masterpiece of technomagical 
  wizardry. He frequently visits or scries upon the vast 
  hidden sky domain to watch the graceful battles held by his 
  creations. He loves nothing more than leading adventurers 
  with natural flight abilities or an insatiable curiosity to the 
  hidden Sky Realm to throw an unexpected variable into the 
  goblin’s ordered lives, just to see what will happen.
  Dogfighting
  The ranges and speeds that dogfighting takes place are 
  far beyond that of normal D&D combat encounters. To 
  simulate a dogfight between two planes, the following 
  suggested rules are adapted from the Dicta Boelcke, 
  the list of definitive rules of air combat compiled by 
  German Ace Oswald Boelcke during World War I, and 
  adapted and used by militaries around the world to this 
  day (Werner, 2009):
  • To engage in a dogfight, the pilots roll initiative. Then, 
  the pilots make a positioning check, contested Dexterity 
  (Vehicles: Air) check or Dexterity (Acrobatics) if the 
  creature has no pilot. 
  • The winner has gained superior position.
  • Each pilot now has several options in the engagement, 
  depending on the results of the initiative roll and 
  positioning contest.
  Table 1: Dogfighting Outcomes
  Win
  Lose
  Effect
  Initiative
  Positioning
  You may initiate another 
  position contest as an action, or 
  take the Dodge action to negate 
  the opponent’s advantage from 
  a superior position.
  Positioning
  Initiative
  If the opponent attempts to 
  initiate another positioning 
  contest, you have advantage on 
  your Dexterity (Vehicles: Air) or 
  Dexterity (Acrobatics) check. If 
  you maintain your positioning, 
  you have advantage on your 
  next attack.
  Win
  Win
   
  Initiative
  Positioning
  You have advantage on your 
  attack and the next positioning 
  contest.
  Lose
  Lose
   
  Initiative
  Positioning
  May whatever gods you pray to 
  have mercy on your soul.
  Gnomish Big Game Hunter
  Medium humanoid (gnome), chaotic neutral
  Armor Class 17 (+1 Mithral Breastplate)
  Hit Points 60 (11d6 +22)
  Speed 25 ft.
  STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 17 (+3) 
  WIS 14 (+2) CHA 12 (+1)
  Saving Throws Constitution +4 Wisdom +4 
  Skills Arcana +5 Athletics +3 Nature +5 Religion +5 
  Perception +4 Survival +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Gnomish, Common
  Challenge 4 (1,100 XP)
  Gnome Cunning: You have advantage on all 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Great Gnome Hunter. The gnome big game hunter 
  scores a critical hit on 19 and 20 when using a 
  Gnomish Hunting Rifle.
  Rifleman. Being within 5 feet of a hostile creature 
  doesn’t impose disadvantage on your ranged attack 
  rolls.
   Actions
  Multiattack. The gnome big game hunter makes two 
  Gnomish Hunting Rifle Attacks or two Gnomish 
  Hooked Hammer attacks.
  Gnomish Hunting Rifle. Ranged Weapon Attack: +6 
  to hit, reach 60/90 ft., one target. Hit: 13 (2d8+4) 
  piercing damage. On a successful hit, a creature 
  must make a DC 15 Constitution saving throw or 
  lose 5 (1d10) hit points at the start of each of its 
  turns due to massive damage from an enchanted 
  bullet. Each time the gnome hits the wounded 
  target with this attack, the damage dealt by the 
  wound increases by 5 (1d10). Any creature can take 
  an action to staunch the wound with a successful 
  DC 12 Wisdom (Medicine) check. The wound also 
  closes if the target receives magical healing.
  
  70
  HALASTER’S HOARD
  Gnomish Hooked Hammer. Melee Weapon Attack. 
  +3 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) 
  bludgeoning damage, and the target must make a DC 
  15 Strength saving throw or be knocked prone.
  Gnomish big game hunters are bored and wealthy 
  gnomes who revel in the hunting, killing and 
  displaying garish animated taxidermy in their homes 
  and guild halls.
  Being gentlemen of wealth and leisure, they are able to 
  arm themselves with top of the line gear, wearing magic 
  armor, and wielding powerful ranged weapons that push 
  right up to the limits of what Gond, the God of Wonders 
  and Technology, will allow. Some say they have been 
  granted dispensation by Garl Glittergold himself to wield 
  their deadly Gnomish Hunting Rifles.
  Combat. Gnomish big game hunters ride into battle on 
  gnomish pygmy war rhinos, kiting enemies while blasting 
  away with their rifles at range. They prefer to stay at range, 
  but will occasionally spur their intelligent mounts to 
  trample and gore opponents. 
  They are cunning hunters and are knowledgeable about 
  their intended quarry. While they revel in the chaos of 
  battle, they make sure it is a battle that they can win before 
  fully engaging.
  Habitat/Society. Gnome big game hunters, when not 
  stalking and killing prey in deadly environments, are found 
  in the upper echelons of gnome society. Bored merchant 
  lords, princelings, and the well to do have formed an 
  informal guild to trade knowledge, brag over kills and 
  generally harrumph about themselves. They alone are privy 
  to the knowledge of the secret gnome clan who breeds the 
  rhinos and builds the rifles.
  Ecology. Gnomish big game 
  hunters are typical wealthy gnomes 
  when not on the hunt. They can 
  be found anywhere that wealthy 
  gnome clans can be found. Their 
  more fearsome personas are 
  encountered where adventurers 
  tread.
  Role in Undermountain. A group 
  of gnomish big game hunters 
  can be currently found riding 
  gnomish pygmy war rhinos 
  in a monster safari through 
  Undermountain, guided by 
  Fash Falath, famous Whisper 
  Gnome dungeoneer and 
  Undermountain expert.
  Gnomish Pygmy War Rhino
  medium magical beast, chaotic neutral
  Armor Class 15 (half plate barding)
  Hit Points 71 (11d8 +22)
  Speed 30 ft.
  STR 20 (+5) DEX 10 (+0) CON 14 (+2) INT 8 (+1) 
  WIS 14 (+2) CHA 12 (+1)
  Skills Athletics +6 Perception +4
  Senses darkvision 30 ft., passive Perception 14
  Languages Gnomish, Common
  Challenge 3 (700 XP)
  Adamantine Horn. Gnomish pygmy war rhinos have 
  their horns coated with pure adamantine (value 
  2700gp), causing it to score an automatic critical hit 
  when striking objects with it.
  Reckless. At the start of its turn, the rhino can gain 
  advantage on all melee weapon Attack rolls it makes 
  during that turn, but Attack rolls against it have 
  advantage until the start of its next turn.
  Siege Monster. The rhino deals double damage to 
  objects and structures.
  Trampling Charge. If the rhino moves at least 20 
  ft. straight toward a target and then hits it with a 
  gore Attack on the same turn, the target takes an 
  extra 5 (1d10) bludgeoning damage. If the target 
  is a creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone. If the target is 
  prone, the rhino can make another gore Attack with 
  against it as a Bonus Action.
   Actions
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10+5) piercing damage.
  Gnomish pygmy war rhinos were bred by 
  gnomes using alchemy and magic to speed the 
  selective breeding process to create what they 
  believed to be the ideal mount for efficient 
  dungeoneering. After more than a few 
  mashed and gored gnomes due to inevitable 
  accidents, they managed to create the 
  pygmy war rhino, a sweet, intelligent, 
  and utterly destructive miniature rhino.
  The rhinos are domesticated, and act like 
  sweet loyal dogs to their masters. They enjoy 
  scratches behind the ears, treats, and belly rubs. 
  They are fiercely loyal and will fight to the death to 
  protect their masters.
  Gnomish pygmy war rhinos are extremely 
  expensive and rare. They are continually bred and 
  
  71
  monsters
  sold by a small insular gnomish clan, whose origins are 
  unknown to the other gnomish clans, and is a mystery to 
  other interested parties across Faerun.
  Combat. Gnomish pygmy war rhinos are trained for 
  mounted combat, working in close concert with their riders 
  during a fight. They will occasionally go berserk, ignoring 
  their riders and going on an angry smash fest when they get 
  too engaged in the battle.
  In addition to working as combat mounts, the rhinos 
  are built to tear through dungeon architecture like it was 
  kindling, using their powerful necks and adamantine horns 
  to destroy almost any obstacle encountered.
  Habitat/Society. Gnomish pygmy war rhinos are found 
  exclusively in the possession of wealthy and/or eccentric 
  gnomes. Used as mounts in time of war, as mounts to crash 
  through deadly dungeons, or as noble steeds in service to 
  paladins of Garl Glittergold. They don’t exist in the wild and 
  are exclusively available from the secretive clan who breeds 
  and sells the rhinos.
  They are friendly and talkative, able to speak both 
  Common and Gnomish, but tend to prattle on and repeat 
  themselves. They enjoy their work, especially when they get 
  to smash things to pieces.
  Ecology. Gnomish pygmy war rhinos are not found in the 
  wild. They are exclusively bred as domesticated mounts. The 
  clan that breeds them has a secret method of finding them 
  should their riders be killed and the rhinos abandoned and 
  will remotely disintegrate them rather than have the secrets 
  of their creation be discovered by outsiders.
  Role in Undermountain. A group of Gnomish big game 
  hunters can be currently found riding Gnomish pygmy 
  war rhinos in a safari through Undermountain, guided 
  by Fash Falath, famous Whisper Gnome dungeoneer and 
  Undermountain expert.
  Gorbel
  Small monstrosity, neutral 
  Armor Class 13 
  Hit Points 22 (3d6 + 12)
  Speed 30 ft.
  STR 14 (+2) DEX 12 (+1) CON 18 (+4) INT 6 (-2) 
  WIS 8 (-1) CHA 3 (-4)
  Damage Immunities bludgeoning
  Senses passive Perception 9
  Languages -
  Challenge 1/2 (100 XP)
   Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 5 (1d6 + 2) piercing damage.
  Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target, Hit: 11 (2d6 + 4) slashing damage.
  Tentacle Melee Weapon Attack: +4t to hit, reach 10 
  ft., one target, Hit: 7 (2d4 + 2) bludgeoning damage.
   Reactions
  Explosive finale. When the gorbel is reduced to 0 
  hit points or is subjected to a spell or effect that 
  would kill it instantly without dealing damage, it 
  explodes. Any creature within a 5-foot cube centered 
  on the gorbel when it explodes must make a DC 10 
  Dexterity saving throw or take 7 (2D6) bludgeoning 
  damage.
  The gorbel is a short, stout, ball-shaped creature 
  with six tentacles and a wide mouth filled with 
  pointed teeth. It is surprisingly fast on its short, 
  thick legs. Some of its tentacles are eyestalks, 
  some have pincers or claws; no evident pattern 
  exists for the utility of its tentacles from 
  specimen to specimen. 
  Combat. In combat, the gorbel will try to grapple its 
  enemies and uses its rake attack with its thick, sharp claws. 
  They also like to pull themselves upon grappled foes and 
  start biting them. Blunt weapons cannot harm the gorbel; as 
  they bounce off its rubbery hide. Gorbels are often captured 
  and used by other creatures as fodder to weaken a more 
  powerful threat.
  Habitat/Society. The Gorbel’s natural habitat is 
  subterranean. Gorbels eat green foliage, moss, fungi, and 
  small amounts of ore that cause it to explode violently when 
  slain. This releases millions of small spores that gestrate in 
  moist, dark areas. They tend to travel in packs.They eat trace 
  amounts of ore if malnourished.
  Ecology. The gorbel has a very low fecundity rate despite 
  its prodigious reproductive strategy. There are no natural 
   Gorbels are dumb and 
  unambitious. They make 
  the perfect enforcer 
  for intelligent, malicious 
  races to impress. I have 
  a small pack of them 
  hidden in an antechamber 
  in Undermountain … now 
  if I could only remember 
  where...
  
  72
  HALASTER’S HOARD
  predators for this creature. They grow to full sized adults in 
  3 to 6 months. Though they are predominantly herbivores; 
  they have been known to eat certain types of slimes, oozes, 
  and jellies.
  Role in Undermountain. Gorbels were employed to 
  great effect during the Troll Wars. Their explosive death 
  rattles shredded the rapidly healing troll flesh so badly they 
  couldn’t heal resulting in many trolls being killed. When the 
  Troll Wars ended, these creatures were kept by enterprising 
  traders hoping to capitalize in the gorbels uses in future 
  campaigns. Rumor has it that Halaster has a secret den 
  full these things guarding a chest full of loot. This secret 
  chamber is somewhere in Undermountain.
  Grisgol
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 190 (20d10 + 80)
  Speed 30 ft.
  STR 20 (+5) DEX 8 (-1) CON 18 (+4) INT 3 (-4) WIS 
  11 (+0) CHA 1 (-5)
  Damage Vulnerabilities fire
  Damage Immunities poison, psychic
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive 
  Perception 10
  Languages understands the 
  languages of its creator but can’t 
  speak
  Challenge 15 (13,000 XP)
  Choking Dust. If the grisgol is 
  hit by a weapon attack that deals 
  bludgeoning or slashing damage, it releases 
  a cloud of poisonous dust. Each creature 
  within 10 feet of the grisgol must make 
  a DC 18 Constitution saving throw or 
  become poisoned for 1 minute.
  Incite Madness. If the grisgol is killed, 
  any creature that examines the tattered 
  scrolls wrapped around the grisgol’s 
  body must make a DC 18 Wisdom 
  saving throw. On a failure, the 
  target becomes mad with the 
  belief that the scrolls contain 
  secret knowledge, spending 
  every moment trying to piece the 
  scrolls back together in the correct 
  sequence. If the target attempts a long 
  rest, they must make a DC 18 Wisdom 
  saving throw in order to gain the benefits of the long 
  rest. A greater restoration spell or similarly powerful 
  magic can cure the target’s madness.
  Limited Magic Immunity: The grisgol can’t be 
  affected or detected by spells of 5th level or lower 
  unless it wishes to be. It has advantage on saving 
  throws against all other spells and magical effects.
  Spell Conduit. When it is created, the grisgol is 
  imbued with up to 10 spells of 7th level or lower 
  which it can cast once per day each. These spells can 
  be from the bard, cleric, sorcerer, warlock, or wizard 
  spell list. The grisgol does not have a spellcasting 
  ability (spell save DC 18, +10 to hit with spell 
  attacks) and does not require material components 
  to cast these spells. A typical 
  grisgol can cast the following 
  spells:
  
  73
  monsters
   1/day each: chain lightning, circle of death, 
  cloudkill, cone of cold, disintegrate, feeblemind, 
  hold monster, prismatic spray, shield, telekinesis
   Actions
  Multiattack. The grisgol makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage 
  and the target must make a DC 18 Constitution 
  saving throw or be paralyzed for 1 hour. The target 
  may repeat the saving throw at the end of each of 
  their turns, ending the effect on themselves on a 
  success.
  A grisgol is a horrifying construct made up of 
  broken and depleted magic items forming a vaguely 
  humanoid shape. Their skeleton is a collection 
  of rods, staves, and wands. Their skin is a wrap 
  of depleted spell scrolls accented with bits of 
  chainmail or other magical armors. Two glowing 
  red eyes peer out from behind a dented helm or 
  worn hood. A grisgol’s creator sometimes adorns 
  it with magical amulets, rings, or other jewelry. 
  From a distance, a grisgol is often mistaken for a 
  mummy due to its wrapped body and stiff gait.
  Combat. Grisgols are relentless in combat, using the 
  destructive spells their creators imbue into the constructs 
  before smashing their opponents with their fists. A grisgol’s 
  fist attacks are enchanted with a powerful curse that 
  paralyzes the target. Grisgols use simple tactics in combat, 
  often attacking the largest opponent until it is dead.
  These rare constructs are notoriously difficult to kill. They 
  are immune to all but the most powerful spells and carry 
  a poisonous dust under their scroll wraps. Melee attackers 
  are often overcome by the poisonous cloud, creating an easy 
  target for the grisgol.
  Habitat/Society. The Zhents are believed to have first 
  discovered how to create grisgols in the Realms. Not only 
  does a grisgol’s construction require dozens of magic items 
  and hundreds of consumed spell scrolls, but it is fueled by 
  a lich’s phylactery. After the lich’s body has been destroyed, 
  the phylactery must be used as part of the grisgol’s 
  construction before the lich rejuvenates. Grisgols are 
  incredibly rare and used to guard their creator’s most prized 
  treasures or the creator themselves.
  Ecology. Constructs have no ecological needs and do 
  not impact their environments beyond the wishes of their 
  masters.
  Role in Undermountain. Due to the grisgol’s rarity, it is 
  unlikely even a complex as large as Undermountain would 
  house more than one or two grisgols. Halaster’s assortment 
  of magic items and constant supply of magic-laden 
  adventurers means he and his apprentices would have ample 
  opportunity to build a grisgol. The Mad Mage has feuded 
  with many other evil wizards throughout the multiverse, 
  including liches. What better insult than to capture their 
  phylactery and turn them into a new guardian?
  GX-11 Dire Falcon
  Huge construct, neutral good
  Armor Class 18 (Natural Armor)
  Hit Points 126 (12d12+48)
  Speed 30 ft., fly 1200 ft.
  STR 20 (+5) DEX 22 (+6) CON 18 (+4) INT 3 (-4) 
  WIS 16 (+3) CHA 5 (-3)
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Saves Dexterity +12, Constitution +10       
  Skills Acrobatics +12 Perception +8 Stealth +12
  Senses darkvision 120 ft., passive Perception 17
  Languages understands Common but cannot speak it
  Challenge 12 (8400 XP)
  Aerial Ace. The GX-11 adds double its proficiency 
  bonus to all Dexterity (Acrobatics) checks while 
  flying.
  Predator’s Instincts. The GX-11 has the instincts 
  of a predatory bird. It can use the Aid action on 
  the pilot’s Vehicle (Air) checks and attack rolls as a 
  Bonus action.
  Immutable Form. The GX-11 is immune to any spell 
  or effect that would alter its form.
  Magical Weapons. Attacks made by the GX-11 are 
  considered magical.
  Magic Resistance. The GX-11 has advantage on 
  saving throws against spells and other magical 
  effects.
  Siege Monster. The GX-11 does double damage 
  against objects and structures.
   Actions
  Multiattack. The GX-11 Dire Falcon makes two 
  Vulcan Cannon attacks.
  Vulcan Cannon. Ranged Weapon Attack: +12 to hit, 
  reach 250/1000 ft., one target. Hit: 38 (5d12+6) 
  piercing damage
  
  74
  HALASTER’S HOARD
   Reactions
  Evasive Maneuvers. The GX-11 Dire Falcon adds 3 to 
  its AC against ranged attacks from one creature until 
  the start of its next turn.
  The GX-11 Dire Falcon is a biplane designed and 
  built by the archon of Gond, Randuriel, to aid in 
  his battles against the aberrant goblin aces in the 
  Sky Realm in Undermountain. They aid him in sorties 
  on their own but are also occasionally piloted 
  by brave heroes from the outside recruited by 
  Raduriel to help in his noble quest.
  GX-11 Dire Falcons are occasionally lent to heroes 
  outside of Undermountain to counter technological threats 
  that are heretical to Gond and the order of the Forgotten 
  Realms. Sometimes heresy must be confronted with heresy, 
  and the Dire Falcons exist for that reason. Rumors of aerial 
  battles over Thay have been passed among the Harpers for 
  years, as the Red Wizards attempt to push technomagic 
  beyond the boundaries of what is permitted by the gods.
  Combat. The GX-11, when on its own, use its superior 
  speed and firepower to act as wingmen to Randuriel, 
  protecting him from the swarming hordes of goblin aces. 
  They attack from above and behind in swarms, working in 
  concert against the enemies of Gond.
  Habitat/Society. The GX-11 only exist in the Sky Realm 
  along with Randuriel. They serve to eliminate the goblin 
  aces and will return to Gond’s holy realm once their 
  purpose is served.
  Role in Undermountain. GX-11 Dire Falcons serve 
  to battle the goblin ace menace in the Sky Realm of 
  Undermountain, fighting alongside Randuriel and his 
  sentient biplane, Paladin’s Grace. They often serve as fighter 
  planes for noble fighters recruited by Randuriel.
  Heucuva
  Medium undead, chaotic evil
  Armor Class 14 (cloth and armor scraps)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 6 (-2) 
  WIS 8 (-1) CHA 5(-3)
  Damage Vulnerabilities bludgeoning, radiant 
  Damage Immunities poison  
   
  Condition Immunities exhaustion, poisoned
  Senses darksight 60 ft., passive Perception 9
  Languages understands all languages it knew in life 
  but can’t speak
  Challenge 2 (450 XP)
   Actions
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 8 (2d4 + 3) slashing damage damage 
  and the target must make a DC 12 Constitution 
  saving throw taking 7 (2d6) poison damage on a 
  failed save, or half as much on a successful one.
  The heucuva looks like a robed skeleton with 
  glowing red eyes within its vacant eye sockets. 
  Often times the robes will be those of a holy man. 
  Perhaps they may still wear the holy symbol of 
  their god. Many metaphysicians believe heucuva 
  were priests, monks, paladins, or clerics who 
  neglected their vows and are cursed to haunt the 
  hallowed ground they knew in life. 
  Elminster can’t 
  pronounce “heucuva”. He 
  gets so flustered… it’s 
  hilarious!
  
  75
  monsters
  Combat. In combat, the heucuva will attack clerics and 
  paladins first, especially those of good alignment. Huecuva 
  also hate monks and druids. They are usually found in 
  pairs but there may more lurking nearby. They sometimes 
  accompany other undead. When killed, the heucuva 
  crumbles to dust. They fight to the death.
  Habitat/Society.The heucuva lurks in ruins, tombs, 
  or abandoned temples and shrines. The area was once 
  an important consecrated area now fallen to decay. The 
  heucuva have no society, no purpose; they are driven only 
  by malice. They hate good-aligned creatures and will attack 
  them on sight. The huecuva does not sleep, nor does it eat 
  or drink. 
  Ecology. The heucuva is an unnatural undead creature 
  that has no place in any ecosystem. The vile touch of the 
  heucuva causes flesh to blacken and swell. 
  Role in Undermountain. Many have lost their faith and 
  their lives in this cursed place. The heucuva is just one 
  type of the roving bands of undead lurking in the shadows. 
  There are many burial chambers in Undermountain and the 
  sentries of these tombs would like nothing more than to flay 
  graverobbers alive.
  Living Painting
  Medium construct, neutral 
  Armor Class 14
  Hit Points 60 (8d8+24)
  Speed 0 ft. 
  STR 9 (-1) DEX 12 (+1) CON 4(-3) INT 10 (+0) WIS 
  11 (+1) CHA 17 (+3)
  Damage Resistances poison; bludgeoning, piercing, 
  and slashing from non-magical attacks 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft., (blind beyond this radius) 
  passive Perception 11
  Languages -
  Challenge 4 (1100 XP)
  False Appearance. While the living painting remains 
  motionless, it is indistinguishable from a normal 
  portrait.
  Haunting Visage. This creature uses its Charisma 
  modifier to calculate hit points instead of its 
  Constitution modifier. 
  Trapped Souls. This creature can store up to 2 Small 
  or Medium creatures or 1 Large creature with CR 3 
  or less. If these creatures are reduced to 0 hit points 
  or are subjected to a spell or effect that would kill 
  it instantly without dealing damage, it returns to 
  the painting. Each day at dawn, if the painting is not 
  destroyed, these creatures are restored to maximum 
  hit points and all conditions affecting the creatures 
  end. If the painting is destroyed, the creatures die 
  instantly.
   Actions
  Release Creature(s). The living painting releases 
  one or more of the creatures trapped within the 
  painting. The DM selects up to 2 Small or Medium 
  creatures or 1 Large creature. These creatures must 
  be challenge rating 3 or less. These creatures fight to 
  the death to protect the painting. 
  The living painting looks like a photorealistic 
  portrait of the creature(s) in the painting. The 
  exact details of the depiction are up to the 
  Dungeon Master, but each creature stored in the 
  painting is depicted with eerie, life-like, detail. 
  Many scholars hypothesize that some of these 
  constructs are simply a palimpsest that has become 
  sentient.
  Combat. In combat the living painting will release the 
  creatures trapped inside of it to defend itself. This creature 
  can lay dormant for years, even centuries. It will only attack 
  if it feels threatened. Most of the time it goes unnoticed for 
  years, subtle changes may alert the wise observer but most 
  miss the minute changes to the mise-en-scene.
  Habitat/Society. This creatures habitat is usually urban, 
  but it may be found anywhere art is collected or displayed. 
  Ecology.  This creature is an unnatural construct and it 
  has no place in any ecosystem.
  Role in Waterdeep. During the Guild Wars, guild masters 
  and nobles killed each other in order to stage coups and 
  consolidate power. Slaying a guildmaster meant one 
  assumed the role of guildmaster and all the perks that 
  came with it. One devious way of dispatching a vain rival 
  was to commission a living painting of them and gift it to 
  them. The assassin trapped inside would emerge at night 
  and slay the person in their sleep. The assassin would then 
  return to the painting. It is suspected that more than a few 
  of the portraits in the Waterdeep Museum are relics of this 
  treacherous era.
  I commissioned a portrait 
  of Mordenkainen once. He 
  claims he “lost” it. What a 
  doddering fool. He’s always 
  losing things: his razor, 
  his notebook, his staff, his 
  mind...
  
  76
  HALASTER’S HOARD
  Maedar
  Medium monstrosity, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 127 (17d8 + 51)
  Speed 30 ft.
  STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 12(+1) 
  WIS 12 (+1) CHA 13 (+1)
  Damage Resistances poison
  Condition Immunities petrified 
   
   
  Skills Deception +4, Insight +4, Perception +4, 
  Stealth +6
  Senses darksight 60 ft., passive Perception 15
  Languages Common
  Challenge 6 (2,300 XP)
  Stone Touch. With its touch, the maedar is able 
  to petrify creatures. It is also able to reverse the 
  petrification process and restore petrified creatures 
  to life. Once the creature has been touched, it takes 
  one minute for the restoration to be complete. 
  Actions
  Multiattack. The maedar makes three attacks, two 
  slams and one touch.
  Slam.  Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 
  10 (2d6 + 3) 
  bludgeoning 
  damage.
  Touch. Melee 
  Weapon 
  Attack: +6 to 
  hit, reach 15 
  ft., one target, 
  Hit: 5 (1d4+3) 
  bludgeoning 
  damage and 
  the target 
  must make 
  a DC 14 
  Constitution 
  check. Failure 
  by 5 or more 
  results in the 
  creature being 
  instantly 
  petrified. 
  Otherwise, 
  a creature 
  that fails the 
  saving throw begins to turn to stone and is restrained. 
  The restrained creature must repeat the saving throw at 
  the end of its next turn, becoming petrified on a failure 
  or ending the effect on a success. The petrification 
  lasts until the creature is freed by the maedar, a greater 
  restoration spell or other similar magic.
  Maedar are commonly referred to as the “male 
  medusa”. They look like a tall (6’), nude, muscular 
  man with no body hair. Their skin is smooth and 
  usually looks like polished marble or granite. They 
  have unsettling black eyes with no pupil or iris. Few 
  intrepid explorers have ever seen one, due to their 
  rarity. They like to pose as statues of the medusas 
  previous victims. The only tell-tale sign is the 
  maedar is usually the only nude “statue”.
  Combat. In combat, the maedar will stalk and hide, 
  avoiding direct confrontation. They will attempt to use 
  stealth to gain advantage on their touch attack and then 
  smash restrained targets with their powerful arms.
  Habitat/Society.  The maedar can be found where ever 
  one would find a medusa. They live in pairs but do not 
  have communities. The Medusa give birth to very few male 
  children, fewer still are immune to their mother’s gaze. 
  Those fortunate few make up the very scarce maedar, or 
  male medusa. Among medusa, finding a maedar mate is 
  more of a status symbol than a viable procreation coupling. 
  Maedar mate for life, but will find another mate if their 
  current partner is slain. Knowing this, medusas have been 
  known to kill each other. 
  Ecology. The maedar have no natural predators. They, like 
  the medusa, are carnivores. The Maedar smashes petrified 
  victims into rubble and then turns the rubble into flesh 
  to fed to the pair and any offspring. They are very elusive. 
  Maedar will gather the offspring and flee if their mate is 
  killed, leaving little trace.
  Role in Undermountain. There is rumored to be a large 
  room in Undermountain with a vaulted ceiling that is full 
  of statues carved with unnerving detail. Some statues are 
  broken. It is said that ‘something’ seems to constantly stir 
  deep within the shadows beyond the torch light…
  Well, where do you THINK 
  their babies come from? 
  Storks dropping them down 
  chimneys?
  
  77
  monsters
  Mite
  Tiny humanoid, lawful evil
  Armor Class 12 (leather jerkin)
  Hit Points 10 (3d4 + 3)
  Speed 35 ft., Climb 15ft.
  STR 9 (-1) DEX 14 (+1) CON 12 (+1) INT 6 (-2) WIS 
  8 (+1) CHA 8 (-1)
  Skills Perception +3, Stealth +3 
   
  Senses darksight 60 ft., passive Perception 13
  Languages Undercommon
  Challenge 1/8 (25 XP)
  Trickster. The mite can take the Disengage, Hide, or 
  Help action a bonus action on each of its turns.
   Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target, Hit: 3 (1d4 + 1) piercing damage.
  Trip. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target, Hit: 2 (1d4) bludgeoning damage and if the 
  target is a humanoid, it must make a DC 10 Dexterity 
  saving throw or be knocked prone.
  Mites are a diminutive, subterranean creature who 
  relish trickery and have a predilection for shiny 
  trinkets and baubles. They look like a goblin but 
  have a flat, porcine nose and long pointed ears. 
  They have bulging, glowing yellow eyes, and a 
  sloped forehead. They can walk upright but they 
  are often seen crawling. Mites will sometimes try 
  to rob adventurers during the night. Often, like 
  the Gorbel, they are captured and used by other 
  races as shock troops to weaken and confuse more 
  powerful enemies.
  Combat. In combat, mites will focus on one adversary at 
  a time, hoping to overcome them and loot them. Rarely do 
  they manage to kill larger creatures. Often they will entangle 
  themselves in the legs or feet of larger creatures and trip 
  them. Once the creature is down, the mites will quickly 
  strip what they can from the creature and flee. Rarely will 
  they fight to the death, if they do, it is defending their den 
  or because they are compelled to do so by a more powerful 
  creature.
  Habitat/Society. Mites live underground in caves, 
  grottoes and the like. A mites den is strewn with moldy 
  scraps, rotten food, excrement, and tarnished baubles. Mites 
  do not take a mate, they breed. The most respected mite in a 
  colony is the one who has the most shinnies.
  Ecology. Few creatures will eat a mite; their odious 
  hygiene makes them undesirable prey. Mites kill and 
  eat insects, rodents and small reptiles. Many naturalists 
  consider the mite a nuisance. They actually help to limit 
  local pest populations with predation.
  Role in Undermountain. During a raid in the tunnels 
  beneath the city, a band of heroes wiped out a nest of mites. 
  In the treasure they returned where several of the drow’s 
  fabled rings of antidote. Another campaign of expeditions 
  is being planned to uncover where the mites got these items 
  and if there are any more drow caches near the surface. 
  Lord Baeron is looking for volunteers for these risky 
  excursions.
  Mites are more annoying 
  than hazardous. They knock 
  you down, take some stuff 
  and scamper off. Here’s 
  a little secret I picked up 
  from Tenser, they love wine. 
  That’s why I always carry 
  a bottle of Falstern’s Giggle-
  berry wine within easy 
  reach, they’ll go for that 
  first.
  
  78
  HALASTER’S HOARD
  Mud Man
  Small monstrosity, neutral
  Armor Class 13 
  Hit Points 42 (5d6 +25)
  Speed 30 ft., Swim 10 ft.
  STR 17 (+3) DEX 12 (+1) CON 20 (+5) INT 6 (-2) 
  WIS 10 (+0) CHA 3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Vulnerabilities cold  
   
  Condition Immunities exhaustion, grappled, 
  poisoned, restrained
  Skills Perception +2
  Senses tremorsense, passive Perception 12
  Languages -
  Challenge 3 (700 XP)
  Mercurial Form. Mud men are made of an oily, 
  insubstantial muck that allows them to easily avoid 
  confinement. They can enter a hostile creatures 
  space and stop there; they can also pass through a 
  space as narrow as 1 inch wide without squeezing. 
  Any spell or effect that transforms mud to stone 
  instantly kills the mud man.
   Actions
  Multiattack. The mud man makes two 
  attacks.
  Slam. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target, Hit: 12 (2d8 
  + 3) bludgeoning damage.
  Mud ball. Ranged Weapon 
  Attack: +3 to hit, range 30/90 
  ft., one target, Hit: 9 (2d8) 
  bludgeoning damage.
   Reactions
  Death Throes. If the 
  mud man begins 
  its turn with 
  10 hp or less it 
  will move into 
  the space of the 
  nearest enemy and 
  burst. The mud man 
  dies but the target of this reaction must succeed 
  on a DC 12 Constitution saving throw. On a failure 
  the target takes 9 (2d8) bludgeoning damage and 
  is restrained, half as much on success and they are 
  not restrained. While restrained as a result of this 
  action, the creature is suffocating (PHB, p183). The 
  restrained creature may repeat this saving throw 
  at the end of each of its turns, failure means the 
  condition continues. A success ends the restrained 
  condition and suffocation.
  Mud men are 3 to 4-foot tall creatures made of 
  mud. They look like a mud-covered humanoid. They 
  have no eyes, mouth or any other features. They 
  are a servant race. Sometimes one can spot them 
  while they are moving as they are covered with 
  debris. Mud men are made, they do not procreate.
  Combat. In combat Mud men are selfless in their cause to 
  serve their creators and will gladly fight to the death, often 
   I used to use mud men in the moat 
  around my tower until they got rowdy. 
  They were like bratty children slinging 
  mud against my tower walls, accosting 
  those passing by. They ruined one 
  of Lady Selvine’s dresses once. Her 
  husband was the Guildmaster of 
  the Bricklayers and he filled my 
  moat with sand and mason ash 
  while I was away. I have 
  to say Teodor Selvine 
  does good work; to this 
  day there is not 
  one crack in the 
  walkway.
  
  79
  monsters
  killing themselves to take out one last foe. They attack in 
  groups of 2 to 6 and delight in taking enemies by surprise. 
  They are fond of swimming under the water and tripping 
  foes in an attempt to drown them.
  Habitat/Society. Mud men are servants. They are usually 
  found in grottoes, moats, ponds, anywhere one finds dirty 
  water. Many times one can spot them before they ambush as 
  they have debris like coins, clothing, and hair from previous 
  victims. They also smell horrid and have been known to 
  transmit Sewer Plague (DMG, p257) among other diseases. 
  They do not eat, sleep, or reproduce.
  Ecology. The mud men do not have any natural predators. 
  They also do not disturb the balance of the ecosystem. 
  Druids and naturalist magic users will create them as 
  enforcers because they are easy and cheap to make and are 
  non-invasive.
  Role in Undermountain. Undermountain can be a dark, 
  muddy place. Many errant servants roam free because their 
  master were slain. Wherever the ground is saturated, one 
  must be cautious; mud men may rise from beneath their 
  feet!
  Needle Man
  Medium humanoid, neutral
  Armor Class 13 (natural armor)
  Hit Points 60 (8d8 +24)
  Speed 30 ft.
  STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 12 (+1) 
  WIS 14 (+2) CHA 8 (-1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Skills Perception +4, Stealth +3
  Senses passive Perception 14
  Languages Common, Sylvan, Druidic
  Challenge 3 (700 XP)
  Brambled. A needle man is covered with thorns, any 
  creature attempting to grapple or is the target of a 
  successful grapple by a needle man takes 3 (1d6) 
  piercing damage. Any creature that begins its turn in 
  a grapple with a needle man takes 3 (1d6) piercing 
  damage.
   Actions
  Multiattack. A needle man makes two attacks.
  Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 13 (3d6 + 3) piercing damage.
  Needle Spray. Ranged Weapon Attack: +3 to hit, 
  range 30/60 ft, one target, Hit: 10 (3d6) piercing 
  damage.
  A needle man looks like a ruddy human with bark-
  like skin. They are covered with thorns and spikes 
  like a hybrid of a bramble bush and cactus. They 
  are intelligent and sentient. They often align 
  themselves with fey, druids, wood elves, and other 
  creatures concerned with the degradation of the 
  natural habitat.
  Combat. In combat, they attack in groups of two or three. 
  They hide among thick vegetation or hang from tree limbs. 
  They ambush with their Needle Spray attack and swat 
  adjacent enemies with thorny hands. One of their favorite 
  tricks is to grapple a foe to gain advantage with their Needle 
  Spray attack, firing the needles point blank into the foes 
  flesh. They are hard to injure with most blows bouncing 
  harmlessly off of their rough hide.
  Habitat/Society. A needle man is another common 
  hazard for the loggers in The High Forest near Waterdeep. 
  They live in remote, dense, forests. They do not mate 
  and they are usually the magical offspring of a treant and 
  another sentient plant. They help other wild races slow the 
  timbering operations of Waterdeep’s bustling shipbuilding 
  industry. 
  I have a needle man.  I turned 
  him loose in my topiary 
  garden. I think he’s happy. 
  Occasionally I see him chatting 
  up my climbing rose bush.  
  I’ve talked to the other plants 
  about her and apparently 
  she’s bad news; very clingy.
  
  80
  HALASTER’S HOARD
  Ecology. Anything that eats plants may have a taste for 
  a needle man but they quickly reconsider. A needle man 
  remains dormant during the winter, storing up nutrients for 
  the active summer season.
  Role in Undermountain. Halaster is rumored to have 
  lost a ring while tending one of his various gardens, 
  though none dare search for it. A needle man has found 
  it and gave it to the climbing rose bush as an engagement 
  ring. Retrieving it would be folly but well worth the risk if 
  successful.
  Nightshade
  Medium fey, neutral evil
  Armor Class 15 (wooden breastplate)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR 15 (+2) DEX 12 (+1) CON 16 (+3) INT 11 (+0) 
  WIS 16 (+3) CHA 12 (+1)
  Saves Con +5, Wis +5
  Skills Nature +4, Survival +5
  Damage Vulnerabilities fire
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing damage from wooden weapons
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Sylvan
  Challenge 3 (700 XP)
  Innate Spellcasting. The nightshade’s 
  innate spellcasting ability is Wisdom 
  (spell save DC 13, +5 to hit with 
  spell attacks). It can innately cast the 
  following spells, requiring no material 
  components:
   At will: pass without trace, speak with 
  plants
   
  1/day each: entangle, tree 
  stride
  Summon Shambling Mound. 
  If seven or more nightshades 
  spend 10 minutes performing 
  a ritual under moonlight, they 
  summon and control a shambling 
  mound. The nightshades cannot 
  perform this ritual again for 1 
  month.
  Woodland Stride. Moving through 
  nonmagical difficult terrain does not 
  cost the nightshade extra movement. 
  The nightshade can also pass through 
  nonmagical plants without being slowed 
  by them and without taking damage 
  from them if they have thorns, 
  spines, or a similar hazard.
  
  81
  monsters
   Actions
  Multiattack. The nightshade makes two spear attacks.
  Spear. Melee or Ranged Weapon Attack: +5 to 
  hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) 
  piercing damage if used with two hands to make 
  a melee attack, and the target must make a DC 12 
  Constitution saving throw, taking 7 (2d6) poison 
  damage on a failed save and becoming poisoned 
  for 1 hour. On a successful saving throw, the 
  target takes half as much poison damage and is not 
  poisoned.
  Nightshades are the evil fey spirits of poisonous 
  plants, such as belladonna, hemlock, and mistletoe. 
  They resemble sylvan dwarves, with squat but 
  thickly muscled bodies, skin ranging from shades 
  of dark green to nearly black, bulbous noses, and 
  thick beards. Their clothing, armor, and hair are 
  typically adorned with poisonous plants.
  Combat. Nightshades craft crude spears from knapped 
  stone or beaten copper and breastplates from hardwood. 
  The evil fey spirits slowly produce a poisonous excretion 
  from their pores, which they collect and use to coat their 
  weapons. They rely on this poison to debilitate their targets, 
  allowing a band of nightshades to take down a powerful 
  foe. Nightshades are innate spellcasters, able to speak with 
  and control plants. Established nightshade colonies are 
  led by one or more Keepers, who are gifted with druidic 
  spellcasting.
  These creatures possess a unique immunity to weapons 
  made entirely from wood, such as clubs, staves, or swords 
  made from sharpened hardwood. Nightshades do, however, 
  burn easily and are easily scared off by a fiery display.
  Nightshades possess ancestral knowledge on how to 
  create and control shambling mounds. A band of the fey 
  can gather refuse from the forest and perform the ritual at 
  night to animate the mound into a hungry plant creature. If 
  a group of nightshades is able to create a shambling mound, 
  they use the opportunity to attack nearby humanoid 
  settlements.
  Habitat/Society. Nightshades are found in dark, 
  untouched forest groves and shallow subterranean cavern 
  systems. The fey grow poisonous plants and twisted shrubs 
  and trees throughout their lairs. They are nocturnal hunters 
  who prowl their domains looking for small animals or 
  weak humanoids to kill and eat. Nightshades are cunning 
  opportunists and will only attack foes they are sure they can 
  bring down. During the day, they retreat into hollow logs, 
  abandoned dens, or other natural shelters. Nightshades 
  mate for life and remain committed to their partners, but 
  rarely produce more than two offspring. During the winter, 
  nightshades retreat into their shelters and hibernate until 
  spring.
  Gems and other treasures have little value in nightshade 
  society. Magical poisons, potions, or weapons with 
  venomous qualities are highly prized, however. Nightshades 
  are deeply spiritual and seem to worship an unnamed, 
  formless spirit they believe to inhabit all poisonous, 
  deadly plants. The nightshades are led by their high queen, 
  Ainecotte, who resides in the Feywild.
  Ecology. Nightshades eat the blood and bones of their 
  victims, having no need for meat. They are naturally 
  vile creatures and enjoy poisoning remote humanoid 
  settlements, watching from afar as the villagers slowly die. 
  Treants, dryads, and good-aligned druids and rangers will 
  sometimes hunt down nightshade colonies, viewing them 
  as an unnatural nuisance. Nightshades attempt to ally 
  with other evil fey in their domain, such as quicklings and 
  hags.  Green hags find the creatures particularly useful as 
  a constant supply of poison and will bribe them to serve as 
  scouts or guardians.
  Role in Undermountain. The Wyllowwood, 
  Undermountain’s forested level, may house several bands 
  of nightshades. Evil druids or wizards interested in the 
  studying natural poisons would also find the creatures 
  fascinating and may have captured several nightshades, 
  hoping to study them. Undermountain’s relative safety 
  could serve as a winter den for a large colony of nightshades 
  and their Keeper elders.
  Variant: Nightshade Keeper
  Nightshade elders, called Keepers, learn druidic magic. 
  Add the following trait and increase the CR to 4 (1,100 
  XP):
  Spellcasting. The nightshade is a 7th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 13, 
  +5 to hit with spell attacks). It has the following druid 
  spells prepared:
  Cantrips (at will): druidcraft, guidance, poison spray
  1st-level (4 slots): detect magic, fog cloud, healing 
  word
  2nd-level (3 slots): heat metal, hold person, spike 
  growth
  3rd-level (3 slots): call lightning, dispel magic, plant 
  growth
  4th-level (2 slots): blight
  
  82
  HALASTER’S HOARD
  Noctral
  Medium celestial, lawful good
  Armor Class 12
  Hit Points 40 (9d8)
  Speed 30 ft., fly 60 ft.
  STR 13 (+1) DEX 16 (+2) CON 10 (+0) INT 23 (+6) 
  WIS 18 (+4) CHA 15 (+2)
  Saves Int +8, Wis +6, Cha +4
  Skills Arcana +8, History +8, Insight +8, Investigation 
  +8, Nature +8, Perception +6, Religion +8, Stealth 
  +6
  Senses darkvision 120 ft., passive Perception 16
  Languages Celestial, telepathy 1 mile
  Challenge 2 (450 XP)
  Dive Attack. If the noctral is flying and dives at least 
  30 feet straight toward a target and then hits it with 
  a melee weapon attack, the attack deals an extra 9 
  (2d8) damage to the target.
  Flyby. The noctral doesn’t provoke opportunity 
  attacks when it flies out of an enemy’s reach.
  Innate Spellcasting. The noctral’s innate spellcasting 
  ability is Charisma (spell save DC 12, +4 to hit with 
  spell attack). It can innately cast the following spells, 
  requiring no material components:
   At will: invisibility (self only), speak with animals, 
  tongues 
   3/day: legend lore
  Keen Hearing and Sight. The noctral has advantage 
  on Wisdom (Perception) checks that rely on hearing 
  or sight.
  Telepathic Insight. The noctral has advantage on 
  Wisdom (Insight) checks against creatures 
  speaking with it telepathically. 
   Actions
  Talons. Melee Weapon 
  Attack: +3 to hit, reach 5 
  ft., one target. Hit: 6 (2d4 
  + 1) slashing damage.
  Noctrals are a race of large owls 
  native to Mount Celestia, where they 
  serve greater celestials and deities 
  as advisors and loremasters. 
  Noctrals have 
  longer legs 
  than a typical 
  owl, allowing them to 
  walk as 
  easily as a humanoid. Their plumage varies 
  greatly in color, from snowy white to deep black. 
  All noctrals have piercing golden eyes and a 
  reputation for talking down to non-celestial 
  creatures. They mean well, however, and serve the 
  Seven Heavens faithfully.
  The noctrals are renowned for their wealth of knowledge 
  across a vast array of subjects, which they obtain through 
  both natural ability and the legend lore spell. A wise angel 
  prizes a noctral sage’s ability to gather information more 
  than any holy artifact. Noctrals are also used for their honed 
  insights, long-range telepathy, and mastery of languages, 
  which facilitate diplomatic causes.
  Combat. Noctrals are peaceful creatures and avoid 
  combat whenever possible. They are not the most physically 
  imposing celestial and are quite frail due to their hollow 
  bones. Noctrals use their ability to turn themselves invisible, 
  their stealthy nature, and flight to avoid enemies. 
  Although they are not stout warriors, noctrals will 
  still defend Mount Celestia against fiends and other evil 
  creatures with their lives. If forced into combat, they fly 
  high into the sky and deliver a quick dive attack, escaping 
  back into the air before their opponent can react.
  Habitat/Society. Noctrals are natives of Mount Celestia 
  and rarely leave the heavenly plane. When encountered on 
  the Prime Material Plane, they have likely been summoned 
  by a planar binding spell or are accompanying their angelic 
  patron. Although they appear as owls, noctrals live in 
  humanoid abodes and dress in humanoid clothing. 
  Nearly all noctrals serve a greater celestial, typically a 
  deva or planetar. After pledging themselves to an angel, 
  the noctral serves for life, which can span up to a century 
  by Prime Material reckoning. Those who do not serve 
  the heavenly courts operate magnificent libraries and 
  universities on Mount Celestia, where they happily 
  instruct any pure-hearted visitors. 
  
  83
  monsters
  Noctrals are prized members of the celestial host; abusing 
  one is likely to incur the wrath of a much more fearsome 
  foe.
  Ecology. Noctrals mate and lay eggs similarly to typical 
  owls. Although they are highly intelligent and stately, 
  noctrals sometimes feel the need to satisfy a predatory 
  streak. They occasionally hunt small game, such as rabbits 
  and birds, within the Seven Heavens.
  Due to their overwhelming intelligence, noctrals 
  sometimes find other creatures boorish and uninteresting. 
  They have acquired a reputation for being haughty and 
  difficult to approach, but not mean-spirited. An easy way 
  to befriend a noctral is to offer it a piece of history or other 
  lore it does not already know, which is often an impossible 
  task.
  Role in Undermountain. Noctrals would not willingly 
  stay long in a place like Undermountain. If they are 
  encountered in Halaster’s dungeon, they 
  may be tracking down their angelic patron 
  or researching a piece of lost lore. A 
  noctral may have also been forcibly 
  summoned by an evil spellcasting, 
  hoping to squeeze knowledge 
  from the peaceful loremasters.
  Ooze, Carnivorous Wall
  Large (see below) ooze, unaligned
  Armor Class 6
  Hit Points 105 (10d10 + 50)
  Speed 10 ft.
  STR 16 (+3) DEX 3 (-4) CON 20 
  (+5) INT 1 (-5) WIS 6 (-2) CHA 1 
  (-5)
  Damage Immunities fire 
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, paralyzed, 
  prone
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8
  Languages –
  Challenge 3 (700 XP)
  Amorphous. The carnivorous wall can move through 
  a space as narrow as 1 inch wide without squeezing.
  False Appearance. While the carnivorous wall 
  remains motionless, it is indistinguishable from a 
  worked stone wall.
  Interlock. Using a bonus action, two or more 
  carnivorous walls can join together to mimic a larger 
  wall. When interlocked, the walls are considered one 
  creature for the purposes of creatures attempting to 
  pass between them or share their space. However, 
  for targeted spell effects and attacks, they are 
  considered individual creatures. Interlocked walls 
  have advantage on saving throws or ability checks 
  against being moved. When one interlocked wall 
  is reduced to 0 hit points, it retracts from other 
  carnivorous walls and spills onto the ground. A wall 
  can use a bonus action to detach itself.
  Pyrophoric Liquid. The carnivorous wall’s internal 
  fluids ignite when they make contact with air. Any 
  creature who hits the wall with a melee attack that 
  deals piercing or slashing damage must make a 
  DC 13 Dexterity saving throw or take 7 (2d6) fire 
  damage.
   
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 14 (4d6) acid damage and the 
  target must make a DC 13 Constitution saving throw 
  or be paralyzed for 1 minute. The target can repeat 
  the Constitution saving throw at the end of each of 
  their turns, ending the effect on itself on a success. 
  Engulf. The wall moves up to its speed. While doing 
  so, it can enter a Large or smaller creature or object’s 
  space. Whenever the wall enters a creature’s space, 
  the creature must make a DC 13 Dexterity saving 
  throw. On a successful save, the creature can choose 
  to be pushed 5 feet back or to the side of the wall. A 
  creature that chooses not to be pushed suffers the 
  consequences of a failed saving throw. On a failed 
  
  84
  HALASTER’S HOARD
  save, the wall enters the creature’s space, and the 
  creature takes 14 (4d6) acid damage and is engulfed. 
  The engulfed creature can’t breathe, is restrained, 
  and takes 21 (6d6) acid damage at the start of 
  each of the wall’s turns. When the wall moves, 
  the engulfed creature moves with it. An engulfed 
  creature can try to escape by taking an action to 
  make a DC 13 Strength check. On a success, the 
  creature escapes and enters a space of its choice 
  within 5 feet of the wall.
  These strange oozes are able to take on the 
  appearance of a typical dungeon wall, creating 
  a deadly trap for unwary adventurers. A typical 
  carnivorous wall is 15 feet long, 5 feet wide, 
  and 8 feet tall. They can, however, reconfigure 
  themselves to fit any dimension totaling 400 cubic 
  feet. Particularly young or old specimens may be 
  smaller or larger. 
  Combat. Carnivorous walls are patient predators, using 
  their ability to assume the shape, texture, coloration, 
  and other characteristics of common stone walls to set 
  impossible-to-detect traps. When organic matter passes 
  within reach, the carnivorous wall lashes out with a 
  pseudopod and then moves to engulf its paralyzed victim as 
  quickly as possible. Multiple carnivorous walls can interlock 
  with one another, creating a deadly span of terrain.
  The acidic liquid inside a carnivorous wall ignites upon 
  contact with oxygen, making them particularly hazardous 
  creatures for adventurers who prefer piercing or slashing 
  weapons.
  Habitat/Society. Carnivorous walls are found in 
  subterranean dungeons, ruins, and other areas where 
  one may find worked stone walls. They only move rarely, 
  preferring to wait in ambush for months a time for their 
  next meal. Carnivorous walls can subsist for up to two 
  months without a significant meal.
  If left undisturbed, carnivorous walls will slowly engulf 
  and erode existing walls. The process can take many months 
  or even years, creating a deadly challenge for dungeon 
  delvers. The carnivorous wall bears the weight the eroded 
  wall once supported. If the wall is destroyed, however, it 
  could cause a catastrophic structural collapse.
  Carnivorous walls reproduce through asexual division. 
  Once a specimen is large enough, it divides itself and creates 
  a second creature. If the area is able to feed and house two 
  carnivorous walls, such as the halls of a busy dungeon, the 
  oozes interlock and continue to hunt together. If the area is 
  too scarce, the newly created carnivorous wall will leave its 
  parent’s domain.
  Ecology. Some researchers believe the carnivorous wall is 
  a subtype or evolution of the infamous gelatinous cube. It is 
  not fully understood how these oozes were created or if they 
  are naturally occurring.
  Carnivorous walls attack and consume any living matter 
  within reach. They require approximately 150 pounds 
  of organic matter every 2 months to sustain their mass. 
  If a wall is able to feed more regularly, it will grow and 
  eventually divide into a second ooze.
  Role in Undermountain. The obvious location for 
  carnivorous walls in Undermountain is the Caverns of 
  Ooze. They might be tended by Ghaunadaur’s cultists or a 
  demonologist looking to commune with Jubilex. With such 
  competition for prey in the Caverns, some carnivorous 
  walls have likely moved to other levels of Undermountain, 
  seeking out well-traveled hallways. For a particularly deadly 
  encounter, consider having the hall or chamber begin to 
  collapse as the adventurers slay their slimy attacker.
  Osquip
  Small beast, neutral
  Armor Class 12 (natural armor)
  Hit Points 22 (3d6 +12)
  Speed 40 ft., Burrow 30 ft.
  STR 14 (+2) DEX 18 (+4) CON 18 (+4) INT 8 (-1) 
  WIS 10 (+0) CHA 6 (-2)
  Skills Perception + 2, Survival +2
  Senses darksight 60 ft., blindsight 30 ft, tremorsense 
  30 ft, passive Perception 12.
  Languages -
  Challenge 1/2 (100 XP)
   Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 5 (1d6 + 2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target, Hit: 5 (1d6 + 2) slashing damage.
  The osquip is a large, burrowing rodent. It is about 
  the size of a small dog and has thick claws and huge 
  incisors. It is a very fast burrower and the bane 
  of farmers and cattle keepers. Waterdavians train 
  them to dig up roots and stumps. They are also sold 
  as house pets. They are carnivorous and love to eat 
  achaiera.
  Combat. In combat, the osquip attack in groups of 5 to 
  10. They prefer to bite but will use their claws if biting seems 
  ineffective. They will burrow under foes to avoid attacks of 
  opportunity while moving. Sometimes they will try to trip 
  foes by burrowing under them, causing the ground beneath 
  them to collapse. They will flee rather than fight to the 
  death, burrowing away underground.
  Habitat/Society.The osquip live and breed in colonies. 
  Despite being inbred they are able to maintain a healthy 
  
  85
  monsters
  population. They have a kind of hive mind when it comes 
  to matters of protecting the nest. They work in groups, at 
  times, these members are mated pairs.
  Ecology. The osquip is considered to be a pest. While they 
  do damage buildings, fences, and roads with their digging, 
  they are trainable. Cattle farmers kill them on sight but 
  other farmers who grow crops use them to turn and aerate 
  the soil. They eat grubs, ants, weeds, and other nuisances. 
  They are omnivorous scavengers and love to eat achaiera, 
  earning them another black mark with livestock farmers.
  Role in Undermountain. The osquip have dug many 
  sprawling tunnels and small nests in Undermountain. 
  Osquip keep all the gems and precious ores they find in 
  their nests. Swarms of osquip will come to protect the nest 
  and the shiny rocks. They will fight savagely to protect it.
  Palimpsest
  Tiny monstrosity, neutral
  Armor Class 12
  Hit Points 44 (8d8 + 8)
  Speed 0 ft., fly 10 ft.
  STR 2 (-4) DEX 14 (+2) CON 10 (+0) INT 3 (-4) WIS 
  13 (+1) CHA 8 -1)
  Damage Immunities fire; piercing and slashing from 
  nonmagical attacks
  Senses blindsense 60 ft. (blind beyond this radius), 
  passive Perception 11
  Languages –
  Challenge 2 (450 XP)
  False Appearance. While the palimpsest remains 
  motionless, it is indistinguishable from a sheet of 
  parchment.
  Thin as Paper. The palimpsest can fit through a space 
  as narrow as 1-quarter-inch wide without squeezing. 
   Actions
  Absorption. The palimpsest targets one creature it 
  can see within 5 feet of it. The target must succeed 
  on a DC 14 Dexterity saving throw or become 
  restrained as the palimpsest begins to consume 
  the target. The palimpsest is also restrained while 
  consuming a target. At the beginning of each of the 
  palimpsest’s turns, the restrained target must make 
  a DC 14 Wisdom saving throw against this magic 
  effect. If the target fails two Wisdom saving throws, 
  they are absorbed and become a living illustration 
  on the palimpsest. The palimpsest can absorb up to 
  4 Small or Medium creatures or 2 Large creatures. 
  Absorbed creatures can be freed if a remove curse 
  spell is cast on the palimpsest. The palimpsest 
  can make a Wisdom saving throw against the 
  spellcaster’s spell save DC to resist this effect. On 
  a failure, the palimpsest releases its most recently 
  absorbed creature. Additionally, if the palimpsest 
  takes lightning damage, there is a 50% chance it 
  releases its most recently absorbed creature. After 
  48 hours of being absorbed in this way, the target 
  is obliterated and can only be returned to life with a 
  wish spell. If the palimpsest is killed, any absorbed 
  targets are irretrievable without a wish spell. 
  A palimpsest is a sheet of magical, semi-sentient 
  parchment with a ravenous appetite for 
  souls. Arcanists believe that overtime scrolls 
  spontaneously become sentient, creating a 
  palimpsest. Master transmuters have also claimed 
  to have created palimpsests, but none have divulged 
  their secrets if they are truthful.
  Combat. While palimpsests are able to create small gusts 
  of wind to propel themselves through the air, they prefer 
  to lie in wait for their victims. They are able to squeeze 
  between the covers of a tome or fold themselves into a scroll 
  case. When a creature opens the book or container, the 
  palimpsest attacks, latching itself onto its victim, absorbing 
  them. After a few terrifying moments, the target is absorbed 
  into the parchment, creating a lifelike illustration on the 
  The osquip market in 
  Waterdeep is booming. Sure 
  they can be a pest, but if 
  you train them. They can be 
  a loyal servant and great 
  companion. Take Rolan, for 
  example, he used to be a big 
  pest until I started training 
  him as an apprentice. 
  
  86
  HALASTER’S HOARD
  page. Over the next 48 hours, the palimpsest feeds on the 
  trapped creature’s soul, after which it is obliterated. The 
  palimpsest’s absorption is identified as a curse by most 
  mages and can be reversed with a remove curse spell, but 
  only while the palimpsest still lives. Palimpsests have 
  claimed many lives due to an overzealous adventurer 
  believing that simply slaying the palimpsest will free their 
  comrade.
  Palimpsests have an odd array of magical defenses, 
  including immunity to fire and nonmagical edged weapons. 
  It is believed the palimpsest evolved these wards to protect 
  itself from parchment’s most vile enemies. They do, 
  however, react to electricity and will sometimes release 
  their victims when subjected to a shock. Even Candlekeep’s 
  scholars cannot explain this and write it off as “…it’s just 
  magic…”.
  Habitat/Society. Palimpsests are typically found in the 
  same locations they were created: libraries, scriptoriums, 
  and laboratories. They have no society to speak of and 
  are normally encountered alone, although particularly 
  old libraries may have spontaneously created several 
  palimpsests over the ages.
  Ecology. Recent research has uncovered that palimpsests 
  are tied to the Ethereal Plane, although they cannot 
  pass into that realm. The nascent theory is that when a 
  palimpsest devours a soul, its essence is dispersed out into 
  the Ethereal. What happens to that energy afterward is 
  still subject to much debate, however. Some believe that 
  an enigmatic race of planar merchants, called The Arcane, 
  collect the energy and use it to imbue magic items.
  Role in Undermountain. There are ample opportunities to 
  use palimpsests in the dungeon of the Mad Mage. Halaster 
  and his apprentices may have discovered how to create the 
  creatures and filled entire false libraries with palimpsests. 
  What could be more enticing to an adventuring party than 
  kicking down a door to a seemingly unguarded trove of 
  Halaster’s forgotten spell tomes? Furthermore, if it is indeed 
  true that souls devoured by palimpsests are sent to the 
  Ethereal Plane, perhaps there is a planar traveler lurking 
  just beyond the veil who gathers the essence for treacherous 
  purposes.
  Understanding the Palimpsest
  Palimpsests can be incredibly deadly if the party 
  makes a wrong move after someone is absorbed. 
  Consider allowing characters proficient in Arcana or 
  with a scholarly background, such as Sage, to make an 
  Intelligence (Arcana) check to recall palimpsest lore. 
  They learn the following information, depending on the 
  ability check’s result. Each level is cumulative:
  5-9. The monster is called a palimpsest and an absorb 
  creatures onto its pages. After 2 days, it consumes 
  their soul. They are thought to be spell scrolls made 
  magically sentient due to the magic runes written on 
  them.
  10-15. The palimpsest is immune to fire and 
  nonmagical edged weapons. After a creature has been 
  absorbed, they can be freed with a remove curse spell. 
  If their souls are consumed, only a powerful wish spell 
  can restore them to life. All resurrection magic has no 
  effect.
  16-19. Killing the palimpsest will not free creatures 
  it has consumed. The palimpsest is susceptible to 
  lightning damage and might release creatures it has 
  captured if shocked, but be careful not to kill it too 
  quickly!
  20+. The souls a palimpsest consumes are ejected into 
  the Ethereal Plane. There is no known way to retrieve 
  them short of a wish spell.
  
  87
  monsters
  Particularly Cross House Cat
  Tiny magical beast, chaotic neutral
  Armor Class 17
  Hit Points 121 (18d4+72)
  Speed 40 ft., climb 30 ft.
  STR 3 (-4) DEX 24 (+7) CON 18 (+4) INT 16 (+3) 
  WIS 12 (+1) CHA 18 (+4)
  Saving Throws Dexterity +13, Constitution +10, 
  Wisdom +8
  Skills Arcana +9, Acrobatics +12, Perception +8, 
  Stealth +12
  Damage Resistances bludgeoning, piercing, and 
  slashing
  Damage Immunities cold, fire, poison, lightning
  Condition Immunities charmed, frightened, 
  paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 17 (18,000 XP)
  Legendary Resistance (2/day). If the particularly cross 
  house cat (PCHC) fails a saving throw, it can choose 
  to succeed instead.
  Detect Tasty Wizard. The PCHC automatically knows 
  the position of anyone capable of manipulating the 
  Weave within 120 feet.
  Evasion. When the PCHC is subjected to an effect 
  that allows it to make a Dexterity saving throw to 
  take only half damage, it instead takes no damage 
  if it succeeds on the saving throw, and only half 
  damage if it fails.
  Innate Spellcasting: The PCHC’s Innate Spellcasting 
  ability is Charisma (spell save DC 18). It can innately 
  cast the following spells, requiring no material 
  components:
  At will: counterspell, dispel magic, greater 
  invisibility
  Magical Immunity. The PCHC is immune to all 
  spells and spell effects of 3rd level or lower, unless 
  it allows them to have an agreeable effect.
  Magic Resistance. The PCHC has advantage on 
  saving throws against spells and other magical 
  effects.
  Mighty Wallop. The PCHC hits far harder than its 
  Small size should allow. Its claws are exceptionally 
  sharp, considered finesse weapons, and deal 
  magical damage.
  Spellcasting. The PCHC is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 18, 
  +10 to hit with spell attacks). It requires no somatic 
  or material components to cast its spells. The PCHC 
  has the following sorcerer spells prepared:
   Cantrip (at will): minor illusion, prestidigitation, true 
  strike
   1st level (3 slots): grease, shield
   2nd level (2 slots): blur, misty step
   3rd level (1 slot): haste
   
  9 Lives. The PCHC can only return from the dead 9 
  times (hence the 9 lives). Once reduced to negative 
  hit points, the PCHC is not dead but instead must 
  fail 3 Death Saves. Should it succeed on its Death 
  Saves, it becomes conscious on 1 hit point; failure 
  results in the PCHC being killed. When killed, on 
  its initiative on the following round, the remains 
  instantly disappear for 12 hrs. After 12hrs, it 
  reappears at a chosen location (it’s favorite place, 
  likely a very small box) with 1HD less and on full hit 
  points. After being killed for the 9th time, the PCHC 
  
  88
  HALASTER’S HOARD
  disappears, now utterly destroyed. If it is killed and 
  returns, it will find you and be very, very angry.
   Actions
  Multiattack. The PCHC makes 2 Claw attacks and a 
  Bite attack or 2 Claw attacks and a Rake attack.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 12 (1d12+6) slashing damage. If 
  both claw attacks hit, the PCHS may also make a Bite 
  attack.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8+6) piercing damage, and 
  the PCHC can attach to the target. While attached, 
  the PCHC doesn’t attack. Instead, at the start of each 
  of the PCHC’s turns, the target suffers 10 (1d8+6) 
  piercing damage and 19 (2d12+6) slashing damage 
  from a Rake attack.
  The PCHC can detach itself from the target by 
  spending 5 feet of its movement. A creature, 
  including the target, can use its action to detach the 
  PCHC
  Rake. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 19 (2d12+6) piercing damage. The 
  target must be hit with 2 Claw attacks on the same 
  round for the target to be subject to a Rake attack.
   Legendary Actions
  The PCHC can take 2 Legendary Actions, choosing 
  from the options below. Only one legendary action 
  can be used at a time, and only at the end of another 
  creature’s turn. Spent legendary actions are regained 
  at the start of each turn.
  Claw. The PCHC can make a claw attack.
  Vanish. The PCHC can cast greater invisibility and 
  take the Hide action
  Countermagic. The PCHC can cast dispel magic or 
  counterspell.
  Apocryphal tales of house cats killing apprentice 
  wizards in a fair fight circulate through wizard’s 
  academies across the Sword Coast. Apprentices 
  walking home from the tavern who failed to heed 
  the warnings of the older students and neglected 
  their physical fitness were often found torn to 
  bits by cute and fuzzy cats. As the Weave changed 
  and the world moved on, house cats no longer 
  had the killing potential they once had. Halaster, 
  seeing this as a loss to the world, brought lost and 
  scared kittens from towns around the multiverse 
  to Undermountain, pumped them full of magic and 
  warm buttermilk, and gave them the run of the 
  place, with the phrase “Do as thou wilt, my fuzzy-
  wuzzums. This shall be the whole of the law … Be 
  free in my wonderful playground!”
  Combat. PCHC’s live life on their own terms. They like 
  to play with their prey, killing indiscriminately. They go 
  out of their way to hunt spellcasters and use their powerful 
  antimagic abilities to cut them down with ease.
  Habitat/Society. PCHC’s are loners, wandering 
  Undermountain more or less at will, as many of the deadly 
  fauna of Undermountain have learned the hard way that 
  they are not worth angering. They can be found anywhere 
  in Undermountain, and go where they please, when 
  they please. Some have managed to find their way out of 
  Undermountain and have begun to breed in the wide world.
  Ecology. Other than their remarkable intelligence, 
  incredible combat abilities, and powerful magic, they are 
  still cats. They like belly rubs, catnip, and indescribable 
  slaughter. Normal cats lacked the ability to be nature’s 
  perfect killers. Halaster simply corrected nature and made 
  that fact true. PCHC rarely mate, as they each believe 
  themselves to be the superior specimen of their kind. For 
  one month every seven years, their baser natures take over, 
  and all PCHC go into heat. The streets of the cities above 
  and Undermountain below are filled with unholy howls and 
  screeches as the PCHC do the proverbial deed. They quickly 
  abandon one another, and after the mothers give birth, the 
  kittens are left to their own devices. Though much cuter and 
  cuddlier than the adults, PCHC are born as physically and 
  magically potent as full grown adults.
  Role in Undermountain. Halaster remembers the time 
  before the Weave shifted and this was true more often than 
  not. He has taken it upon himself to grant a small pride of 
  feral cats from Waterdeep the greater power they deserve.
  PCHC’s do what they please … at Halaster’s pleasure. 
  They can be found toying with monsters, eating 
  adventurers, or taking long naps in small containers. They 
  can be befriended, but do so at your own risk, as their 
  mercurial nature changes with the slightest whim.
  
  89
  monsters
  Pech
  Small elemental, neutral good (50%) or neutral (50%)
  Armor Class 13 (natural armor)
  Hit Points 44 (8d6 + 16)
  Speed 25 ft.
  STR 18 (+4) DEX 12 (+1) CON 15 (+2) INT 13 (+1) 
  WIS 12 (+1) CHA 14 (+2)
  Condition Immunities petrified
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Terran
  Challenge 3 (700 XP)
  Innate Spellcasting. The pech’s innate 
  spellcasting ability is Charisma (spell 
  save DC 12, +4 to hit with spell attacks). 
  It can innately cast the following spells, 
  requiring no material components:
   At will: mold earth*
   3/day each: meld into stone, stone 
  shape
  Group Spellcasting (Recharges After a 
  Long Rest). Groups of pech can work 
  together to cast more powerful spells. 
  Each pech in the group uses an action 
  to focus on the intended spell. Once 
  the appropriate number of pech have 
  focused on the spell, it takes effect 
  immediately. The spell uses the highest 
  innate spellcasting spell save DC in the 
  group. If the spell requires concentration, 
  all pech involved in the group spellcasting 
  must maintain concentration or the 
  spell ends. After participating in a group 
  spell, the pech cannot use this ability again until 
  it finishes a long rest. Pech can cast the following 
  spells using group spellcasting, requiring no material 
  components:
   2 or more pech: transmute rock
   4 or more pech: wall of stone
   8 or more pech: flesh to stone
  Master Stoneworker. The pech is proficient with 
  mason’s tool and has advantage on any ability check 
  made using mason’s tools.
  Stone Destroyer. The pech’s weapon attacks bypass 
  all damage immunities and resistances when 
  attacking creatures made of stone, such as galeb 
  duhr, gargoyles, or stone golems.
   Actions
  Multiattack. The pech makes two attacks with its 
  pickaxe or rock.
  Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Rock. Ranged Weapon Attack: +6 to hit, range 20/60 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
  *Appears in Xanathar’s Guide to Everything
  Pech are short, thin and humanoid in shape, with 
  two arms, legs, and an elongated, flat face. Their 
  rock-hard skin ranges from grey to pale yellow 
  with dark hair colors. They have long, flat hands 
  used to grip tools much larger than their size 
  should allow. Pech have large white or yellow 
  eyes without pupils. They dress in simple rough 
  spun clothing or often no clothing at all.
  Combat. Pech are generally good creatures and attempt 
  to avoid combat whenever possible. However, they are 
  unusually strong for their size and will work together to 
  bring down foes if forced into a confrontation. All pech 
  are proficient in the use of pickaxes, hammers, and other 
  mining implements, which they also use as weapons if 
  needed. Pech have a long history of battling evil elementals 
  on the Elemental Plane of Earth and have developed 
  techniques to pierce their often impenetrable hides.
  The pech’s greatest asset in combat, however, is one 
  another. A single pech is able to mold unworked earth, meld 
  
  90
  HALASTER’S HOARD
  into stone walls, and shape stone magically, but with the 
  assistance of their allies, pech are able to work much more 
  powerful magic.
  Habitat/Society. Pech are native to the Elemental Plane of 
  Earth but many have made their way to the Material Plane, 
  fleeing persecution by Ogrémoch, the Prince of Evil Earth 
  and his allies. They are found in deep subterranean lairs 
  where they enjoy making finely-carved mines and working 
  stone. A pech artisan rivals even the most accomplished 
  of dwarves in their ability to carve beauty from the earth’s 
  rough environments. Pech lairs have many choke points, 
  which the inhabitants will close off with a wall of stone spell 
  should they be invaded.
  Pech live in clans of 10-30 individuals, containing equal 
  numbers of both males and females. Most clans support an 
  egalitarian society where every voice is considered before 
  the clan acts. They are normally led by a small group of 
  elders, but many also hold regular elections to introduce 
  new leadership.
  Pech mate for life and live alongside their families in the 
  same clan. Some pech clans that have regular contact with 
  humanoid cultures have developed systems for marriage 
  and more complex familiar relationships.
  Ecology. Clans of pech carve out intricate cavern systems 
  and sometimes come into conflict with other subterranean 
  creatures. Most clans attempt diplomacy first, but if forced 
  to fight, each adult pech will take up arms to defend their 
  domain. Pech understand the value of precious metals and 
  gemstones and will purposefully mine these to trade with 
  other creatures. The pech themselves do not cherish gold, 
  diamonds, or other valuables, preferring to trade for items 
  that increase the clan’s safety and prosperity.
  Role in Undermountain. Undermountain’s subterranean 
  halls, especially those reaching deep under Mount 
  Waterdeep, could support clans of pech. Depending on 
  the clan’s nature, they may either be eager to meet an 
  adventuring party or wary of them. In either case, they are 
  not likely to attack first. If the party is facing off against 
  a difficult stony foe, such as a powerful diamond golem, 
  allying with pech could be invaluable.
  Raduriel, Sky Ranger of Gond (Greater Hound 
  Archon)
  Medium celestial, lawful good
  Armor Class 20 (+3 leather armor)
  Hit Points 127 (17d8+51)
  Speed 40 ft.
  STR 14 (+2) DEX 23 (+6) CON 16 (+3) INT 10 (+0) 
  WIS 16 (+3) CHA 20 (+5)
  Saving Throws Dexterity +11 Constitution +8 
  Wisdom +8
  Skills Insight +8 Perception +13 Persuasion +8 
  Stealth +11, Survival +8
  Damage Resistances poison, necrotic, radiant, 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons.
  Damage Immunities lightning
  Condition Immunities charmed, exhaustion, 
  frightened, petrified, possessed
  Senses truesight 120 ft, passive Perception 23
  Languages all, Telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Legendary Resistance (2/Day) If Randuriel fails a 
  saving throw, it can choose to succeed instead.
  Angelic Weapons. Randuriel’s weapon attacks are 
  magical. When it hits with any weapon, the weapon 
  deals an extra 18 (4d8) radiant damage (included in 
  the attack)
  Blessing of the Flying Ace. Randuriel can grant 
  worthy allies the knowledge and skills to fly in one 
  of Gond’s biplanes, the handcrafted GX-11 Dire 
  Falcons. There is no limit on the number of blessings 
  he can bestow, and any given blessing will last 
  until he dismissed. The blessing grants expertise in 
  Vehicles (Air).
  Flying Ace. Randuriel adds double its proficiency 
  bonus to all Vehicle (Air) checks.
  Keen Senses. Randuriel has advantage on all Wisdom 
  (Perception) checks and adds double its proficiency 
  modifier to the Perception skill.
  Lightning Reflexes. Randuriel has advantage on 
  initiative checks.
  Magic Resistance. Randuriel has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting. Randuriel’s spellcasting ability is 
  Charisma (spell save DC 18). Randuriel can innately 
  cast the following spells, requiring only verbal 
  components:
   At will: aid, detect evil and good, feather fall, magic 
  circle, protection from evil and good, teleport (self 
  only, no mishap possible)
   3/day: cure wounds (6th level), greater invisibility
   1/day: control weather, raise dead
  Psychic Link. Randuriel is linked psychically to 
  his mighty biplane, Paladin’s Grace. When flying, 
  they can operate in perfect harmony as one mind, 
  switching places in the initiative order at will.
   Actions
  
  91
  monsters
  Multiattack. Randuriel makes two rapier attacks or 
  one blunderbuss attack.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+2) piercing damage + 18 (4d8) 
  radiant damage.
  Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 10 (1d8+6) piercing damage +18 
  (4d8) radiant damage.
  Blunderbuss. Ranged Weapon Attack: +11 to hit, 
  reach 30/60, one target. Hit: 14 (2d8+6) piercing 
  damage and 18 (4d8) radiant damage.
   Legendary Actions
  Randuriel can take 2 Legendary Actions, choosing 
  from the options below. Only one legendary action 
  can be used at a time, and only at the end of another 
  creature’s turn. Spent legendary actions are 
  regained at the start of each turn.
  Relentless Antagonist. 
  Randuriel can make 
  one attack with 
  either his rapier, 
  his blunderbuss, 
  or Paladin’s Grace 
  machine guns if 
  piloting the vehicle.
  Maneuver. 
  Randuriel can 
  make a Vehicle 
  (Air) check 
  to reposition 
  Paladin’s Grace.
  Serpentine. 
  Randuriel can take 
  the Dodge action.
  Spellcasting. 
  Randuriel can 
  cast a spell.
  Unlike the 
  Hound Archon 
  presented in 
  Monsters of the 
  Guild (pg. 73), 
  Randurial is a 
  Greater Hound 
  Archon sent by the 
  Gond himself to keep 
  the deadly goblin aces and 
  their undead warplanes 
  contained within Undermountain. His divine mission 
  is to eventually destroy the abominations to the 
  Wonderbringer permanently. He hunts them from 
  his secret floating island relentlessly, attacking 
  flights of goblin aces and destroying the planes 
  and pilots with incredible skill and divine power.
  Randuriel is cordial, friendly, and charismatic. He is 
  persistent and methodical in his goal to wipe out the goblins 
  but has to work against Halaster’s mad scheme to keep the 
  goblins in perpetual war. Halaster has thoroughly thought 
  through what needs to be done to maintain the goblins 
  perpetual war, and the evil warmongering creatures breed 
  faster than Raduriel can kill them.
  Combat. Randuriel takes the fight to the goblin aces in 
  his sentient biplane, Paladin’s Grace, with skill and ferocity 
  that defines hound archons. He attacks from above, blasting 
  enemy planes with holy firepower granted to him by Gond 
  in his divine mandate. He prefers hit and run tactics 
  because even though he is more powerful 
  than the goblins, he is greatly 
  outnumbered.
  Habitat/Society. 
  Randuriel lives alone 
  in a small concealed 
  air node hidden 
  within one of the 
  perpetual storms 
  that float about in 
  the Sky Realm of 
  Undermountain. 
  The small floating 
  island holds 
  a quaint and 
  comfortable house 
  and a hanger bay 
  where Paladin’s 
  Grace remains, 
  meditating until 
  the holy call of 
  battle.
  Ecology. 
  Randuriel is a 
  celestial being, 
  an angel of 
  good. While he 
  doesn’t require 
  food or drink, 
  he maintains a 
  simple and spartan 
  daily routine on his 
  air node when not 
  in direct combat with 
  the goblin aces. His piety to Gond 
  
  92
  HALASTER’S HOARD
  is reflected in his daily routine. Randuriel can be found 
  tinkering with the GX-11 Dire Falcon biplanes, created 
  with the blessings of Gond and put into service on the 
  chance that he can recruit suitable heroes to his cause.
  Role in Undermountain. Randuriel is on a mission from 
  Gond to wipe out the goblin aces and destroy their heretical 
  necrotechnology and abuse of smokepowder. He will stop at 
  nothing to destroy all the goblins. If a group of noble heroes 
  find their way to the Sky Realm, he will seek them out to 
  recruit them in his noble quest, being rewarded by Gond if 
  they help Randuriel succeed in his mission.
  Rasclinn
  Small beast, neutral
  Armor Class 13 
  Hit Points 55 (7d6 + 21)
  Speed 40 ft.
  STR 14 (+2) DEX 18 (+4) CON 16 (+3) INT 11 (+1) 
  WIS 12 (+1) CHA 14 (+2)
  Damage Resistances poison  
   
  Condition Immunities poisoned
  Senses passive Perception 11
  Languages Common, Druidic
  Challenge 2 (450 XP)
  Keen Sight and Smell. The rasclinn has advantage on 
  Wisdom (Perception) checks that rely on sight or 
  smell.
  Plant Bane. The rasclinn’s teeth and claws are 
  considered magical for purposes of overcoming 
  damage immunity and damage resistance for 
  creatures of the plant subtype.
   Actions
  Multiattack. The rasclinn makes two attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 11 (2d8 + 2) piercing damage.
  Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 16 (4d6 + 2) slashing damage.
   Reactions
  Rage: If the rasclinn begins its turn with less than 
  half of it maximum hit points, it gains advantage on 
  all attack rolls and saving throws.
   A rasclinn looks like a silver metallic fox with 
  a reptilian tail and deep set orange eyes. Their 
  teeth and claws also have a metallic sheen. These 
  creatures were once hunted to near extinction 
  for their claws, teeth, and pelts. Waterdavians 
  outlawed hunting rasclinn when they discovered 
  the reason for their luminous coat. They attack, 
  kill and eat carnivorous plants rich in metals 
  and nutrients. Rasclinn hate plants and eat them 
  exclusively. They are also kept as pets.
  Combat. In combat, the rasclinn will attack only if 
  cornered. They will attack only plants unless starving. It can 
  eat meat to survive but prefers plants. They like to use their 
  rend attack to rip up the plant roots. Rasclinn are hard to 
  kill; they fly into a rage when injured and often will fight to 
  the death as a result.
  Habitat/Society. The wild rasclinn live in forests where 
  they kill and eat plants. Domesticated rasclinn are used for 
  weeding and pest control. Rasclinn like to eat carnivorous 
  plants which are rich in metals and nutrients crucial to the 
  rasclinns diet. Carnivorous plants hinder logging operations 
  around Waterdeep and the recovering rasclinn population 
  are trained to eat all manner of hostile or invasive plant life. 
  The rasclinn mate once a year and a litter yields 2 to 4 pups.
  Ecology. Larger predators will eat rasclinn though the 
  fight will be dire. The rasclinn’s teeth and claws are fortified 
  by their high metal intake. The rasclinn are herbivores but 
  may eat nutrient-rich organs if starving. 
  Role in Undermountain. Many exotic and dangerous 
  plants grow in Undermountain. When food is scarce or 
  their habitat threatened, rasclinn will retreat underground 
  and feast on the vile flora of the darkness. The rasclinn who 
  adapt to the maddening depths are feral and rabid. They 
  attack anything they see.
  I think Lord Shilom first 
  took one as a pet, after that 
  it became unfashionable 
  to wear rasclinn pelts. He 
  recognized the utility of the 
  creature. Some of the tribes 
  to the north still hunt them 
  but they no longer bring 
  their hides to our markets 
  ... now Skullport? That’s 
  another story altogether! 
  
  93
  monsters
  Shadow Asp
  Tiny monstrosity, neutral evil
  Armor Class 15
  Hit Points 17 (7d4)
  Speed 30 ft.
  STR 4 (-3) DEX 20 (+5) CON 11 (+0) INT 3 (-4) WIS 
  12 (+1) CHA 7 (-2)
  Skills Perception +3, Stealth +7
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 13
  Languages –
  Challenge 1 (200 XP)
  Ambush. On the first round of each combat, the 
  shadow asp has advantage on attack rolls against a 
  creature that hasn’t taken a turn yet.
  Shadow Stealth. While in dim light or darkness, the 
  shadow asp can take the Hide action as a bonus 
  action. Its Stealth bonus is also improved to +9.
  Sunlight Weakness. While in sunlight, the shadow 
  asp has disadvantage on attack rolls, ability checks, 
  and saving throws.
   Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage and the target must 
  make a DC 13 Charisma saving throw against poison. 
  On a failure, the target’s shadow animates, becoming 
  a shadow (MM, p269). During this time, the 
  target does not cast a shadow. If the shadow is 
  slain, it returns to the target with no further 
  effect. If a remove curse spell is cast on the 
  shadowless creature, the effect ends. On a 
  success, the target is immune to shadow 
  asp poison for 24 hours.
  Shadow asps appear as natural asps 
  with black, unadorned scales. Upon 
  closer inspection it is clear their 
  bodies are partially insubstantial, 
  shifting and moving with the 
  shadows themselves. The magical 
  snakes make practically no noise 
  as they stalk their prey.
  Combat. Shadow asps rely on their 
  superior stealth to hunt their targets in the dark 
  tombs and forgotten desert ruins of Har’Akir. The asps use 
  their dark domains to set deadly ambushes for intruders, 
  striking quickly before retreating and letting their magical 
  venom do its work. While the shadow asp’s bite is not 
  dangerous to a hardy adventurer, their venom causes the 
  victim’s shadow to magically animate. The shadow is not 
  under the asp’s control but has an innate desire to kill the 
  from which it came.
  Habitat/Society. Shadow asps are commonly found 
  throughout Har’Akir, Ravenloft’s desert realm ruled by the 
  mummy lord, Anhktepot, as tomb and vault guardians. 
  They are thought to be created by clerics and wizards of that 
  dark realm, but the exact process is still unknown outside 
  Har’Akir. Some believe they are bound to the area in which 
  they were summoned, whereas others claim an entire brood 
  of shadow asps can be made to serve a royal bloodline. It 
  is important to note that while the shadow asp can create 
  undead shadows, they are themselves not undead.
  These creatures are fiercely territorial and attack any 
  living creature that enters their domain. Due to the nature 
  of their venom, it is likely several shadows share the asps’ 
  domain. Strangely there is not always enough corpses in the 
  lair to account for the number of shadows, leading to more 
  than one legend of a Har’Akir tomb robber still searching 
  for their stolen shadow.
  Ecology. Shadow asps are not a part of the natural order, 
  nor are they concerned with creating a niche. Researchers 
  are unable to say how the creatures subsist, but the leading 
  theory assumes their lifespan is determined when they are 
  created and do not require further nourishment.
  
  94
  HALASTER’S HOARD
  Role in Undermountain. The Mists have come to the 
  Realms many times, and to the Sword Coast in particular 
  in recent history. It is possible that a planar traveler with 
  knowledge of Ravenloft has returned from Har’Akir 
  with a brood of shadow asps and taken up residence 
  in Undermountain. These unique creatures may be of 
  particular interest to yuan-ti or other serpentine monsters, 
  such as nagas.
  Shock Vine
  Large plant, neutral 
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 +48)
  Speed 5 ft.
  STR 20 (+5) DEX 8 (-1) CON 18 (+4) INT 6 (-2) WIS 
  8 (-1) CHA 3 (-4)
  Damage Resistances bludgeoning 
   
   
  Condition Immunities blinded, deafened, paralyzed, 
  petrified, prone, stunned 
  Senses blindsight 30 ft. passive Perception 9
  Languages understands Common and Druidic but 
  cannot speak.
  Challenge 7 (2,900 XP)
  False Appearance. While the stone vine remains 
  motionless, it is indistinguishable from ivy vine.
   Actions
  Multiattack. The shock vine makes three attacks.
  Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target, Hit: 18 (3d8 + 5) slashing damage.
  Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target, Hit: 15 (3d6 + 5) bludgeoning damage.
  Ensnare. Melee Weapon Attack: +8 to hit, reach 15 
  ft., one target, Hit: 12 (2d6 + 5) piercing damage 
  and the target must make a DC 14 Constitution 
  saving throw, taking 7 (2d6) poison damage and 
  is restrained. A success halves the damage and the 
  target is not restrained. The restrained creature must 
  repeat this saving throw at the end of its next turn. 
  Failure results in the condition continuing. Failure 
  by 5 or more results in the creature becoming 
  incapacitated. One success ends these conditions.
  These invasive vines are voracious eaters. The shock vine 
  has thick twisted vines and dark green, four-pointed leaves. 
  Most times wary travelers will spot the remains of previous 
  victims and the debris they left behind. Many of the vines 
  also have thorns that deliver coma-inducing poison. They 
  look innocuous enough but are aggressive and relentless 
  when hungry. They are always hungry. 
  Combat. In combat, the shock vine will attack the legs 
  and feet first, going for a trip. It will use its poison on one 
  victim at a time. Once a victim is incapacitated, the shock 
  vine will bind the target, pull it to the ground, and slowly 
  drain the fluid from the target until nothing but a desiccated 
  husk remains.
  Habitat/Society. Shock vines are sometimes 
  planted near buildings as part of a security measure. 
  Normally they grow in a dense woods far from a water 
  source, as they do not need such sustenance. They are 
  sometimes found to act independently in groups of 2 or 
  more.
  Ecology. These invasive vines are voracious eaters. The 
  shock vine is a carnivorous plant that eats nearly anything 
  that is unfortunate enough to encounter it. Rasclinn are its 
  most notorious predator.
  Role in Undermountain. Shock vines are planted in 
  subterranean choke points as a security measure. They 
  are low maintenance, aggressive, and invasive; a perfect 
  primary perimeter defense measure for sentient beings 
  wishing to protect settlement or lair.
  Slig
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chainmail, shield)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR 18 (+4) DEX 10 (+0) CON 12 (+1) INT 8 (-1) 
  WIS 10 (+0) CHA 6 (-2)
  Skills Athletics +4, Perception +2
  Senses darksight 60 ft., passive Perception 12
  Languages Common, Goblin, Slig
  Challenge 1/2 (100 XP)
  Taunt: Once per turn as a bonus action, the slig may 
  taunt a target that is able to hear or see the slig. The 
  target must make a DC 10 Charisma saving throw. 
  On a failure, the target is angered and suffers a -2 to 
  AC but gains +2 to hit until the end of its next turn. 
  On a success, nothing happens.
  I had planted a few shock 
  vines around my tower but 
  I never got them to grow. 
  They were not as chatty as 
  my other plants. Perhaps 
  that’s why they moved on. 
  
  95
  monsters
   Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 7 (1d6 + 4) piercing damage.
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target, Hit: 7 (1d6+ 4) piercing damage, or 8 
  (1d8+4) piercing damage if used with two hands.
  Spear. Ranged Weapon Attack: +2 to hit, range 
  20/60 ft., one target, Hit: 7 (1d6+ 4) piercing 
  damage.
  Spit. Ranged Weapon Attack: +2 to hit, range 10/40 
  ft., one target, Hit: 3 (1d6) poison damage, and 
  the target must make a DC 10 Constitution saving 
  throw, taking an additional 7 (2d6) poison damage 
  on a failed save, half as much on a successful one. 
  The slig are a bigger, more robust cousin of 
  goblinoid races. They have an almost canine head 
  and ears, a thick hide, a vestigial tail, and a mouth 
  full of crooked, pointed teeth.
  Combat. In combat they are ruthless marauders. They 
  seek and kill quickly and leave no survivors. They hate 
  humans and especially elves. They will attack these races 
  first. They like to use their Taunt ability and then use the 
  Spit attack while their foes guard is down. They will also 
  use the Spit attack if they have already thrown their spear. 
  They will bite if unarmed and cornered. They will not flee.
  Habitat/Society.  Slig live underground in caves and hunt 
  forests, swamps, and fields. The slig are crude, brutal, and 
  filthy. They hate weakness and are very athletic. Despite 
  being lower than average intelligence, they play many types 
  of sports that condition them for combat. They are also 
  skilled linguists. They have their own language and many 
  speak Goblin and Common as well. Slig hierarchy is based 
  on skill in battle and athletic prowess. Slig bury their dead.
  Ecology. Slig are omnivorous scavengers. They do 
  sometimes cook their food. Slig are killed by large 
  predators. They kill and eat many invasive pests. They 
  dislike and are untrusting of non-goblinoid races.
  Role in Undermountain. The Slig of Undermountain 
  have a temple in a large chamber far beneath the city. The 
  walls of the temple are adorned with gemstones and a 
  glittering treasure. This is the trophy room. This is a cache 
  of everything they have won or stolen. The room is guarded 
  by slig champions.
  The Slig language is one I 
  know but I can’t speak it 
  without being ill. It requires 
  one to have a lot of phlegm 
  in their throat. I’m sure 
  the lingering sour taste of 
  vomit helps too; it is a vile 
  tongue. The synonyms for 
  “food” and “poop” are often 
  interchangeable.
  The Slig champion is a single 
  minded creature. It enjoys 
  only the sound of battle 
  and the thrill of victory.
  
  96
  HALASTER’S HOARD
  Slig Champion
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chainmail, shield)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR 20 (+5) DEX 12 (+1) CON 14 (+2) INT 8 (-1) 
  WIS 10 (+0) CHA 6 (-2)
  Skills Athletics +4, Perception +2
  Senses darksight 60 ft., passive Perception 12
  Languages Common, Goblin, Slig
  Challenge 1 (200 XP)
  Taunt: Once per turn as a bonus action, the slig 
  champion may taunt a target that is able to hear or 
  see the slig. The target must make a DC 12 Charisma 
  saving throw. On a failure, the target is angered and 
  suffers a -2 to AC but gains +2 to hit until the end of 
  its next turn. On a success, nothing happens.
   Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 8 (1d6 + 5) piercing damage.
  Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target, Hit: 8 (1d6+ 5) piercing damage, or 9 
  (1d8+5) piercing damage if used with two hands.
  Spear. Ranged Weapon Attack: +3 to hit, range 
  20/60 ft., one target, Hit: 8 (1d6+ 5) piercing 
  damage.
  Spit. Ranged Weapon Attack: +3 to hit, range 10/40 
  ft., one target, Hit: 4 (1d8) poison damage, and 
  the target must make a DC 10 Constitution saving 
  throw, taking an additional 9 (2d8) poison damage 
  on a failed save, half as much on a successful one. 
  Slig champions are huge, thickly muscled sligs. 
  Their leathery skin is crisscrossed with many scars. 
  They command great respect in the tribe. They are 
  tasked with protecting the tribe’s trophy room(s) 
  and breeding warrens from raiders. 
  Combat. In combat, the slig champion will fight 
  cooperatively with their comrades to quickly defeat and 
  destroy enemies. They often mutilate the bodies of enemies 
  and fashion grizzly trophies from the remains.
  Habitat/Society.  Slig champions live underground in 
  caves and hunt forests, swamps, and fields. Slig champions 
  are crude, brutal, and filthy. They hate weakness and are 
  very athletic. Despite being lower than average intelligence, 
  they play many types of sports that condition them for 
  combat. They are also skilled linguists. They have their own 
  language and many speak Goblin and Common as well. Slig 
  hierarchy is based on skill in battle and athletic prowess. Slig 
  bury their dead.
  Ecology. Slig are omnivorous scavengers. They do 
  sometimes cook their food. Slig are killed by large 
  predators. They kill and eat many invasive pests. They 
  dislike and are untrusting of non-goblinoid races. Slig 
  champions kill for sport, they seek to hone their combat 
  skills and become more efficient at killing.
  Role in Undermountain. The slig champion command 
  those sligs delegated to guarding the slig temples within 
  Undermountain. A slig champion commander cares little 
  for the sligs beneath him and will willingly sacrifice those 
  sligs before closing in to battle.
  Slime Worm
  Huge beast, unaligned
  Armor Class 16 (treasure coating)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft., burrow 20 ft.
  STR 18 (+4) DEX 8 (-1) CON 17 (+4) INT 1 (-5) WIS 
  8 (-1) CHA 4 (-3)
  Saves Con +7, Wis +2
  Skills Stealth +5
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 9
  Languages –
  Challenge 6 (2,300 XP)
  Camouflage. While the slime worm remains 
  motionless in a pile of coins or other treasure, 
  creatures have disadvantage on Wisdom (Perception) 
  ability checks to spot it. 
   Actions
  Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 17 (3d8 + 4) piercing damage. If the 
  target is a Large or smaller creature, it must succeed 
  on a DC 15 Dexterity saving throw or be swallowed 
  by the worm. A swallowed creature is blinded and 
  restrained, it has total cover against attacks and other 
  effects outside the worm, and it takes 17 (5d6) acid 
  damage at the start of each of the worm’s turns. If 
  the worm takes 20 damage or more on a single turn 
  from a creature inside it, the worm must succeed on 
  a DC 18 Constitution saving throw at the end of that 
  turn or regurgitate all swallowed creatures, which 
  fall prone in a space within 10 feet of the worm. If 
  the worm dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse by 
  using 15 feet of movement, exiting prone.
  
  97
  monsters
  Slime worms are predatory annelids who have 
  adapted to life in treasure-filled dungeons. Their 
  thick, segmented bodies excrete a sticky mucus, 
  which they use to adhere coins and other treasure 
  to their bodies. The average slime worm is 5 feet 
  in diameter and 30-feet-long, weighing 15,000 
  pounds.
  Combat. Slime worms burrow into large treasure hoards 
  and wait for unsuspecting looters. Their hides are covered 
  in coins and other treasures, which they use as both 
  camouflage and armor. Once they sense prey using their 
  tremorsense, the slime worm attacks the largest creature, 
  quickly devouring it.
  Habitat/Society. Slime worms lair in areas rich in 
  treasure, such as hidden dungeons and crypts. Some are 
  kept as guardians for large vaults, providing an economical 
  alternative to golems and other magically-crafted sentries.
  Like many annelids, slime worms are hermaphrodites. 
  Two or more mature slime worms couple once a year, 
  impregnating each individual. They return to their lairs 
  and spin a large cocoon, burying it in a pile of treasure. 
  After 3 months, the cocoon breaks open, producing 2 to 3 
  hatchling slime worms. They immediately cover themselves 
  in treasure and begin seeking out their own domains. A 
  hatchling slime worm is 10-feet-long and grows to mature 
  size within a year.
  Ecology. Slime worms seek out treasure hoards large 
  enough to support their massive size, often relocating 
  several times in their life. Researchers are unsure how 
  the worms are able to sense treasure or whether it is an 
  inherited ancestral trait. The beasts will devour any living 
  matter, but most often prey upon greedy humanoids who 
  wander too close to their lairs.
  Role in Undermountain. Every dungeon has its 
  treasure hoards, and there is a lot of dungeon in 
  Undermountain. Dozens of slime worms may have taken up 
  residence in the Mad Mage’s chambers, coating themselves 
  in ancient treasures. If there are areas without stone 
  flooring, a slime worm could use its burrowing capabilities 
  to easily traverse the area, seeking out a new lair.
  Sticky Treasures
  A slime worm’s adhesive body is covered in 
  treasures. Removing all of the coins and items 
  requires either a DC 16 Wisdom (Survival) or DC 
  15 Strength check and 3 hours of diligent work. If 
  the characters use strong alcohol as a solvent, they 
  have advantage on the check. A typical slime worm is 
  covered in 2,500 gp worth of coins, gemstones, and 
  other small treasures. There is a 50% chance the slime 
  worm has a magic item stuck 
  to it. If it does, roll once on Magic Item Table F (DMG, 
  chapter 7). If the slime worm is encountered as part 
  of a treasure hoard, reduce the hoard’s value by this 
  amount.
  Stone Snake
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 82 (11d12 + 11)
  Speed 30 ft.
  STR 19 (+4) DEX 12 (+1) CON 13 (+1) INT 1 (-5) 
  WIS 10 (+0) CHA 3 (-4)
  Skills Perception +3, Stealth +4
  Damage Immunities fire, poison
  Damage Resistances piercing and slashing from 
  nonmagical weapons that aren’t adamantine
  Condition Immunities petrified, poisoned
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13
  Languages –
  Challenge 5 (1,800 XP)
  Stone Camouflage. The stone snake has advantage 
  on Dexterity (Stealth) checks made to hide in rocky 
  terrain.
  
  98
  HALASTER’S HOARD
   Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 11 (2d6 + 4) piercing damage and 
  the target must make a DC 14 Constitution saving 
  throw against poison. On a failed save, the creature 
  magically begins to turn to stone and is restrained. It 
  must repeat the saving throw at the end of its next 
  turn. On a success, the effect ends. On a failure, 
  the creature is petrified until freed by the greater 
  restoration spell or other magic.
  Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 4) bludgeoning damage. 
  If the target is a creature, it must make on a DC 14 
  Strength saving throw or be knocked prone.
  Stone snakes look much like their giant 
  constrictor snake cousins, but their scales are 
  interlocking sections of stone-like material, similar 
  to granite. The snake’s coloration resembles 
  granite, ranging from white to rosy pink with veins 
  of dark greys and blacks. These colors resemble 
  granite native to the stone snake’s environment, 
  providing natural camouflage.
  Combat. The stone snake has two primary forms of 
  attack: a quick jab with their heavy, broad head and a 
  venomous bite that delivers a magical venom capable 
  of petrifying the target. The snakes rely on their nearly 
  impervious bodies to withstand attacks from predators 
  native to their domains.
  After their petrifying venom takes effect, the victim 
  slowly turns to granite, resembling the snake’s own hide. 
  The snake then drags the target back to its lair, where it is 
  devoured by it and any hatchlings it may be guarding.
  Habitat/Society. Stone snakes are habitually found in 
  mated pairs protecting a clutch of eggs. Their eggs, which 
  resemble irregularly-shaped chunks of granite, take nearly 
  two years to hatch, forcing the pair to devote many of 
  their resources to protecting the unhatched young. When 
  the young hatch, they are only a foot long and bright 
  white. Over the first six months of their lives, they grow 
  rapidly, tripling in size as they develop camouflaging 
  hues along their stony hide. Once they are able to hide in 
  their environment, they are pushed from the nest by their 
  parents.
  Deep cavern systems with naturally occurring mineral 
  resources are the most likely environment to house 
  stone snakes. Some surface dwelling species have been 
  encountered in mountain ranges or along prominent 
  canyons.
  Ecology. Stone snake’s consume mineral matter for 
  subsistence, preferring granite and other dense stone. They 
  cannot, however, digest certain gemstones, which can often 
  be found discarded in their lairs. These gemstones include 
  diamonds, emeralds, sapphires, and zircon. They prefer 
  to eat naturally occurring minerals in their subterranean 
  domains but will hunt living creatures, using their poison to 
  create a food source, if food is scarce.
  Scholars still debate the stone snake’s origin. Similar 
  species have been found on the Elemental Plane of Earth, 
  which lend credence to the belief they are extraplanar 
  creatures. Others believe they were created by a powerful 
  medusa, who imparted the terrible power of her curse onto 
  the first stone snake.
  Role in Undermountain. Stone snakes are regularly found 
  in the Underdark and might have come to Undermountain 
  in search of food. Moreover, they are prized pets for 
  alchemical and arcane researchers, who have found their 
  venom, when safely extracted, can be used as a reagent 
  in powerful potions and magic items that duplicate the 
  stoneskin spell. Artificers looking to create gemstone golems 
  may hire adventurers to scour a stone snake den in search of 
  diamonds and emeralds.
  Sword Spider
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 30 ft., climb 30 ft.
  STR 14 (+2) DEX 18 (+4) CON 13 (+1) INT 2 (-4) 
  WIS 11 (+0) CHA 4 (-3)
  Skills Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Languages –
  Challenge 5 (1,800 XP)
  Spider Climb. The sword spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Web Sense. While in contact with a web, the sword 
  spider knows the exact location of any other creature 
  in contact with the same web.
  Web Walker. The sword spider ignores movement 
  restrictions caused by webbing.
   Actions
  Multiattack. The spider makes three attacks: one with 
  its bite and two with its sword legs.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage and 
  the target must make a DC 12 Constitution saving 
  throw, taking 9 (2d8) poison damage on a failed 
  
  99
  monsters
  save, or half as much on a successful one. If the 
  poison damage reduces the target to 0 hit points, 
  the target is stable but poisoned for 1 hour and is 
  paralyzed while poisoned in this way, even after 
  regaining hit points. 
  Sword Leg. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) slashing damage 
  and the target must make a DC 12 Constitution 
  saving throw or become wounded. A wounded target 
  takes 2 (1d4) damage for each wound due to blood 
  loss at the start of their turn. The wounded creature, 
  or a creature within 5 feet of it, can use an action 
  to make a DC 15 Wisdom (Medicine) check to end 
  the effect of all such wounds on it on a success. 
  Additionally, one hit point of magical healing will end 
  the effect of all such wounds on the creature.
  Web (Recharge 5-6). Ranged Weapon Attack: 
  +7 to hit, range 30/60 ft., one creature. Hit: The 
  target is restrained by the webbing. As an action, 
  the restrained target can make a DC 12 Strength 
  check, bursting the webbing on a success. The 
  webbing can also be attacked and destroyed (AC 
  10; hp 5; vulnerability to fire damage; immunity to 
  bludgeoning, poison, and psychic damage).
  Sword spiders are a subspecies of giant spiders 
  known for their bladed legs. The spiders have 
  evolved a special razor-sharp chitinous coat on 
  each of their eight legs, which they use to hunt 
  prey. They resemble a giant spider in every other 
  way.
  Combat. Sword spiders use their bladed legs as primary 
  weapons. After ambushing their prey, the sword spider 
  rears up on its rear six legs and slashes with its forelegs. The 
  chitinous blades make long, deep cuts that continue to bleed 
  until healed or the victim dies. Like all giant spiders, they 
  also have a venomous bite capable of paralyzing their prey, 
  which they carry back to their dens and encase in webbing.
  Habitat/Society. Sword spiders can survive in most 
  temperate climates but prefer dark forests or subterranean 
  locations. They are found throughout the Sword Coast 
  and Underdark with a particularly large population in the 
  Cloakwood, just south of Baldur’s Gate. They are normally 
  encountered alone but are sometimes tamed by ettercaps.
  The Spider Queen’s children, the drow, keep sword spiders 
  as elite house guardians. Drow surface raiding parties are 
  sometimes accompanied by half a dozen sword spiders, 
  controlled by an Arachnomancer or Priestess of Lolth.
  Ecology. Sword spiders are descended from a similar 
  breed native to the Mhair Jungles of Halruaa. They 
  were introduced to the drow and have since spread 
  throughout Toril. They resemble typical spiders in regard to 
  reproduction and diet.
  Role in Undermountain. Sword spiders are a common 
  threat throughout the Sword Coast. They could have been 
  introduced to Undermountain years ago and have since 
  made a colony there. Sword spiders are likely to be found 
  serving drow, who have been spotted in Undermountain 
  over the years.
  Tentamort
  Small monstrosity, neutral
  Armor Class 13 (natural armor)
  Hit Points 71 (11d8 + 22)
  Speed 20 ft., climb 20 ft.
  STR 18 (+4) DEX 13 (+1) CON 15 (+2) INT 3 (-4) 
  WIS 14 (+2) CHA 6 (-2)
  Saves Con +4
  Skills Perception +4, Stealth +5
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages –
  Challenge 4 (1,100 XP)
  Keen Smell. The tentamort has advantage on Wisdom 
  (Perception) checks that rely on smell.
  
  100
  HALASTER’S HOARD
  Sticky Tentacles. The tentamort can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Tentacles. The tentamort has two tentacles it uses as 
  weapons. Each tentacle can be attacked (AC 16; 20 
  hit points). Destroying a tentacle deals no damage 
  to the tentamort. The tentamort regrows destroyed 
  tentacles after finishing a long rest.
   Actions
  Multiattack. The tentamort makes two attacks: 
  one with its constricting tentacle and one with its 
  stinging tentacle.
  Constricting Tentacle. Melee Weapon Attack: +6 
  to hit, reach 10 ft., one target. Hit: 9 (2d4 +4) 
  bludgeoning damage and the target is grappled 
  (escape DC 15). Until this grapple ends, the target is 
  restrained and the tentamort can’t use this attack on 
  another target.
  Stinging Tentacle. Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one target. Hit: 6 (1d4 +4) piercing 
  damage. The target must make a DC 15 Constitution 
  saving throw. On a failed save, the target takes 14 
  (4d6) poison damage and is poisoned for 1 minute. 
  At the end of this time, the target must repeat 
  the saving throw. On a failure, the creature takes 
  31 (7d8) poison damage and is poisoned until it 
  finishes a long rest. The target dies if reduced to 0 
  hit points by this poison.
  Tentamorts are strange dungeon predators 
  thought to be distantly related to squids. Their 
  body consists of a small central sphere covered 
  in a thin chitinous shell. This sphere contains all 
  of the creature’s organs and controls the rest of 
  its body, which consists of a total of 8 tentacles. 
  Tentamorts do not have eyes, relying on a 
  specialized organ that allows them to detect body 
  heat. The six small tentacles sprouting from the 
  underside of the tentamort’s body end in suction 
  cups, which it uses to climb vertical surfaces. Two 
  larger tentacles, measuring 10 feet in length 
  and 2 feet in diameter, extend from the top of 
  the spherical body. The tentamort uses these 
  as its weapons. One of the tentacles grasps and 
  constricts prey while the other extrudes a long, 
  thin, bone-like needle that injects a deadly poison.
  Combat. Tentamorts drag themselves through dungeon 
  corridors, using their keen sense of smell to find a well-
  traveled doorway or intersection. They use their suction-
  cup tentacles to climb onto the ceiling or above a doorway, 
  pulling up their large tentacles until they are ready to 
  attack. When a creature crosses into the tentamort’s reach, it 
  attacks with its constricting tentacle, creating an easy target 
  for its deadly sting. The poison injected through the needle 
  softens the target’s muscle tissue, liquifying internal organs 
  over the course of a minute. If the poison is effective and 
  the target dies, the tentamort sucks out the liquefied organs 
  through its stinger.
  Habitat/Society. Tentamorts lair predominantly in 
  dungeon settings, but some are found in swamps and 
  wetlands. In dungeon complexes, they group together in 
  nests ranging from 4 to 8 individuals, claiming a well-
  traveled portion of the area as their domain. In swamps, 
  they spread out, with an individual tentamort controlling a 
  1-mile-radius hunting ground. In either location, explorers 
  are likely to find the dried, brittle corpses a tentamort so 
  often leaves behind.
  Like earthworms, tentamorts are hermaphroditic. They 
  give birth to clusters of young, typically totaling a dozen 
  individuals, of which half survive to adulthood. Although 
  they are not social creatures, tentamorts instinctively 
  understand that they can bring down larger prey if they 
  work together. A nest of tentamorts works together to 
  the best of their ability, sharing food sources as equally as 
  possible.
  Ecology. Tentamorts are hunted by humanoids who share 
  their domain, such as goblins and orcs. The humanoids use 
  ranged weapons to quickly kill the tentamort, staying out 
  of the monster’s reach; a tribe that learns how to harvest 
  tentamort poison is a deadly force indeed.
  Role in Undermountain. Hunting tentamorts and 
  returning their poison glands to certain factions within the 
  dungeon may provide the characters with much-needed 
  allies. Tentamorts also make a fantastic random encounter, 
  surprising the party as they cross into a new chamber.
  Tren
  Medium humanoid, neutral evil
  Armor Class 13 (shield)
  Hit Points 30 (4d8 + 12)
  Speed 30 ft., Swim 40 ft.
  STR 16 (+3) DEX 10 (+0) CON 16 (+3) INT 6 (-2) 
  WIS 10 (+0) CHA 6 (-2)
  Skills Perception +2, Stealth +2
  Senses darksight 60 ft. passive Perception 10
  Languages Troglodyte
  Challenge 1 (200 XP)
  Chameleon Skin. The tren has advantage on Dexterity 
  (Stealth) checks made to hide.
  
  101
  monsters
  Stench. Any creature other than a tren or troglodyte that 
  starts its turn within 5 feet of the tren must succeed on 
  a DC 12 Constitution saving throw or be poisoned until 
  the start of the creature’s next turn. On a successful saving 
  throw, the creature is immune to the stench of all tren for 1 
  hour.
  Sunlight Sensitivity. While in sunlight, the tren has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
   Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target, Hit: 7 (1d8 + 3) piercing damage.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target, Hit: 7 (1d8 + 3) slashing damage or 8 
  (1d10 +3) slashing damage if used with two hands.
  The tren are a race of primitive troglodytes who 
  live underground. They look like large, thickly 
  muscled lizard men. They, like many of lizardmen 
  stock, they prefer steel weapons. They carry 
  shields but their pear-shaped body and chameleon 
  ability make armor use a 
  clumsy proposition.
  Combat. In combat, tren 
  use their Chameleon ability 
  to lay in wait. They ambush 
  those who venture past. 
  Wary adventurers may 
  be tipped off from 
  the awful smell they 
  emit as a defense 
  mechanism. They 
  will usually try to 
  overwhelm foes by 
  knocking them 
  down or by 
  pushing them 
  into pits, traps, or hazards. In water, they will try to pull 
  enemies under and drown them. They will flee if they think 
  they cannot win, but while fighting, they will press every 
  advantage.
  Habitat/Society. Tren lairs and warrens are often near a 
  water source. They are hearty and ponderous on land but 
  deadly in water. The tren are a superstitious lot, often only 
  committing to an action if the omens are good. 
  Ecology. Tren are omnivorous scavengers, though they 
  prefer meat. They eat mammals, reptiles and amphibians. 
  Though they attack humanoids, they don’t usually eat 
  them. Tren do not mate, they breed. Females are bigger and 
  dominant. They select the mates from within and without 
  the tribe. The males guard the warrens while the females 
  hunt and bring food back to the nest.
  Role in Undermountain. The tren have various tribes that 
  squabble for territory in Undermountain. The tribe with 
  the most metal weapons and fertile females tends to assert 
  its claims most pugnaciously. Humans may discover that 
  raiding a tren warren may be a more convenient way to 
  acquire gear and provisions than returning to the surface.
  Viper Tree
  Huge fiend, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 0 ft. (immobile)
  STR 21 (+5) DEX 8 (-1) CON 18 (+4) INT 5 (-3) WIS 
  12 (+1) CHA 8 (-1)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing
  Damage Immunities acid, cold, poison
  Condition Immunities poisoned
  Senses blindsight 10 ft., darkvision 60 ft., 
  passive Perception 11
  Languages Abyssal
  The tren are a savage and 
  warlike race. Thankfully 
  they don’t come to the 
  surface as they are very 
  sensitive to light. If the Lords 
  and Ladies of Waterdeep 
  knew of half of the things 
  that walk or crawl beneath 
  their feet, they would leave 
  and never return. 
  
  102
  HALASTER’S HOARD
  Challenge 9 (5,000 XP)
  Living Branches. The viper tree’s branches are 
  multicolored snakes. While the tree has many 
  branches, the viper tree can only control up to 5 
  at a time. Each branch can be attacked (AC 20; 
  12 hit points; same immunities, resistances, and 
  vulnerabilities as the viper tree). Destroying a branch 
  deals no damage to the viper tree. If a branch is 
  destroyed, another one takes its place on the viper 
  tree’s next turn.
  Magic Resistance. The viper tree has advantage 
  on saving throws against spells and other magical 
  effects.
  Multiple Heads. Due to the viper tree’s multiple 
  heads, it has advantage on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious.
   Actions
  Multiattack. The viper tree makes as many bite 
  attacks as it has active branches.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one creature. Hit: 8 (1d6 + 5) piercing damage 
  plus 7 (2d6) poison damage, and the target must 
  succeed on a DC 15 Constitution saving throw or 
  their Dexterity score is reduced by 1d4. The target 
  dies if this reduces its Dexterity to 0. Otherwise, the 
  reduction lasts until the target finishes a short or 
  long rest.
  Viper trees are strange fiends native to the Abyss. 
  Some mythologies believe they are the forgotten 
  offspring of a vicious serpent who gnaws at 
  the roots of the world. From a distance, viper 
  trees appear to be large white beech trees with 
  unusual banded or mottled markings. Upon closer 
  inspection, however, one realizes that the tree’s 
  branches are a mass of writhing snakes and the 
  bark is smooth and scaled.
  Combat. When a potential meal wanders too close, the 
  viper tree lashes out with its serpentine branches, striking 
  a single opponent several times. The branches inject an 
  insidious venom that attacks the target’s central nervous 
  system, causing them to lose mobility in their extremities. 
  If subjected to large doses of the venom, the target’s organs 
  cease functioning.
  While a single viper tree might have hundreds of 
  branches, it can only control 5 of them at a time as 
  independent weapons. If a branch is killed, the creature’s 
  brain, which is located deep in the heartwood of the tree, 
  wakes up another branch, animating it as a weapon. The 
  viper tree regrows branches slowly as if it were a natural 
  tree. Some viper trees have evolved to be able to detach their 
  branches, sending them forth as weapons against ranged 
  attackers.
  Habitat/Society. Viper trees are a hybrid of fiend, serpent, 
  and plant. Once a month, the viper tree lays a clutch of 10 to 
  20 eggs, which lay at the base of the tree for a month until 
  they hatch. The newly hatched viper trees, which resemble 
  typical serpents, spread away from their parent in search 
  of prey. Once they find something small enough to kill, 
  typically manes or quasit, they plant themselves in their 
  victim’s body, slowly feeding on it. As the viper tree grows, 
  its body grows to encapsulate the head, which serves as the 
  adult tree’s heartwood. Over time, additional serpent heads 
  sprout from the top of the creature, creating a tree-like 
  appearance. Viper trees feed on blood and other organic 
  material that seeps into the ground through a system of 
  scaly roots.
  Viper trees are found throughout the Abyss but are 
  common on the 45th through 47th layers, a realm known 
  as Azzagrat, ruled by the demon lord Graz’zt. There are 
  legends of entire forests of viper trees in The Dark Prince’s 
  realm. Powerful demons, such as mariliths and balors, are 
  known to cultivate copses of viper trees, using them to 
  defend their armies in the Blood War.
  Viper trees speak a primitive form of Abyssal, which 
  they use to warn one another of approaching enemies or 
  prey. Many true demons find conversing with viper trees 
  demeaning and fruitless.
  Ecology. The viper tree is found throughout the Abyss and 
  can seemingly grow anywhere it finds its first meal. They are 
  a natural force of the Abyss and do not ally with a particular 
  demon lord or seem interested in the larger Blood War. 
  They are intelligent enough to follow simple orders, such as 
  not attacking demons who bring it food.
  Role in Undermountain. A viper tree would make a 
  prized treasure for a demon-worshiping cult or might be 
  the subject of intense study for a researcher interested in the 
  Lower Planes. Reptilian humanoids might worship a viper 
  tree as an avatar of their god, sacrificing adventurers to its 
  roots.
  Variant: Crawling Branches
  Some viper trees have the following trait.
  Crawling Branches. As a bonus action, the viper tree 
  detaches one of its active branches. The branch is a 
  Medium sized creature with AC 20, 12 hit points, and 
  a 30 ft. speed. It has all of the same traits as the viper 
  tree but may only make a single bite attack. Detached 
  branches count toward the viper tree’s limit of 5 active 
  branches. Destroying a branch deals no damage to the 
  viper tree.
  
  103
  monsters
  Watchspider
  Medium beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 40 (9d8)
  Speed 50 ft., climb 50 ft.
  STR 13 (+1) DEX 17 (+3) CON 12 (+1) INT 3 (-4) 
  WIS 12 (+1) CHA 4 (-3)
  Skills Perception +3, Stealth +7
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 13
  Languages –
  Challenge 2 (450 XP)
  Alert. The watchspider cannot be surprised while 
  it is conscious. Additionally, it has advantage on 
  advantage on Dexterity checks made to determine 
  initiative.
  Ambush. On the first round of each combat, the 
  watchspider has advantage on attack rolls against a 
  creature that hasn’t taken a turn yet.
  Evasive Strike. If the watchspider makes a melee 
  weapon attack against a creature, it doesn’t 
  provoke opportunity attacks from that creature for 
  the rest of the turn, whether it hits or not.
  Spider Climb. The watchspider can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Web Sense. While in contact with a web, the 
  watchspider knows the exact location of any other 
  creature in contact with the same web.
   Actions
  Multiattack. The watchspider makes two bite attacks.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 13 Constitution saving throw 
  or be poisoned for 1 minute. While poisoned in this 
  way, the target is also paralyzed. The creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Watchspiders are a selectively bred 
  subspecies of giant spider. They are smaller 
  than their more monstrous cousins, ranging 
  from 5 to 6 feet in diameter, but are much 
  quicker and slightly more intelligent. 
  They are trained as guardians and sentries, 
  similar to canines. They are intelligent 
  enough to learn basic commands and hand 
  signals and rarely turn on their masters. 
  Unlike most species of giant spider, the 
  watchspider cannot produce webbing but is 
  naturally adept at crawling through extant 
  webs.
  Combat. Watchspiders are trained to attack from 
  stealth and dart between multiple enemies, poisoning 
  each with their bite. Once a group of intruders has 
  been subdued, they continue to bite their opponents, 
  reapplying their venom until help arrives or the 
  intruders are slain. Watchspiders use their incredible speed 
  and mobility to retreat from dangerous foes, climbing up 
  walls and ceilings to find cover.
  Habitat/Society. Watchspiders are selectively bred 
  and rarely found in the wild unless they have escaped 
  confinement. They are popular in Waterdeep, where rich 
  
  104
  HALASTER’S HOARD
  Waterdhavian noble houses and trade guilds have replaced 
  more traditional canines with these fearsome spiders. Some 
  watchspider owners drape their vaults in permanent web 
  spells, creating a deadly trap for intruders.
  Similar to canines, watchspiders can learn simple hand 
  and vocal commands. Unlike a canine, however, they have 
  difficulty discerning individuals from one another. If a 
  watchspider is meant to not attack an individual, there is 
  a long process of introducing the individual slowly to the 
  watchspider. Generally, only the spider’s trainer is seen with 
  the beasts and will remove them from the areas they guard 
  when others require entry.
  Ecology. Watchspiders are thought to have originated on 
  Tharsult, an island in the Shining Sea, south of Calimshan. 
  The spiders were bred for Calimport’s pashas but have 
  spread throughout Faerûn. They resemble typical giant 
  spiders in regard to reproduction and diet.
  Role in Undermountain. There are a great number of 
  watchspiders in Waterdeep, so it is reasonable they would 
  be found in Undermountain as well. A noble on the run 
  may have retreated into Undermountain and taken her 
  watchspiders with her. It is also likely that watchspiders have 
  escaped from noble houses over the years and may have 
  made a home for themselves in the underground complex, 
  where food is plentiful.
  Wemic
  Large monstrosity, neutral good
  Armor Class 14
  Hit Points 125 (10d10 + 70)
  Speed 40 ft.
  STR 18 (+4) DEX 14 (+2) CON 24 (+2) INT 9 (-1) 
  WIS 13 (+1) CHA 11(+0)
  Skills Perception +3, Stealth + 4
  Senses darksight 60 ft., passive Perception 13
  Languages Common, Wemic
  Challenge 6 (2300 XP)
  Keen Hearing, Sight, and Smell. The wemic has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing sight or smell.
  Charge. If the wemic moves at least 30 feet straight 
  toward a target and then hits it with a Spear attack 
  on the same turn, the target takes an extra 10 (3d6) 
  piercing damage.
   Actions
  Multiattack. The wemic makes two attacks; one 
  with its claws and one with its spear or two with its 
  longbow. If unarmed, it will bite and claw. 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target, Hit: 11 (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 13 (2d8 + 4) slashing damage.
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target, Hit: 7 (1d6+ 4) piercing damage, or 8 
  (1d8+ 4) piercing damage if used with two hands.
  Spear. Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., one target, Hit: 7 (1d6+ 4) piercing 
  damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target, Hit: 4 (1d8) piercing 
  damage.
  A wemic is part human, part lion. It has the torso 
  of a human and the body of a lion. They have 
  golden fur and are very muscular. The have split-
  pupil, feline eyes. Males have a long black mane. 
  Wemics use weapons, more than a few tribes have 
  iron. The wemic are known for their skills with a 
  longspear. 
  Combat. In combat, the wemic will usually aid each other 
  in attacking the largest threat first. Obvious magic users 
  and the like are preferred targets even to intimidating melee 
  threats. They will always try to charge opponents before 
  locking into melee with them. They will coordinate with 
  allies and move to flank whenever possible. They also like 
  to grapple enemies so allies can charge the foe, devastating 
  them.
  Habitat/Society. Wemics live anywhere and must adapt 
  to the milieu. They use tools and weapons and have a 
  language. It is a type of sign language, using gestures and 
  onomatopoeia. There are as many dialects as there are 
  tribes but most prides are able to communicate basic ideas 
  without too much trouble. They believe everything has a 
  spirit, some divine essence.
  The wemic pride never fully 
  trusted most humans. We have 
  an alliance with them but they 
  know of our treachery with 
  the bariaur. They will help us 
  if it helps them more. They 
  have been exploited in the past 
  but have overcome, not many 
  indigenous races can claim that. 
  Still though, when dealing with 
  wemics, it is wise to remember 
  that they could easily eat you. 
  
  105
  monsters
  Ecology. Wemics are omnivorous predators. They hunt 
  and gather food. They plant crops and return for the harvest 
  but hunting is preferred to raising animals for the slaughter. 
  They view it as unsporting. Wemic mate for life but 
  partnerships are dictated by the females. The sleeker, craftier 
  females do most of the hunting while the males raise the 
  cubs and protect the pride. 
  Role in Waterdeep. In their unending war on the 
  unnatural creatures that emerge from the abyss that is 
  Undermountain, some tribes of Wemics have ventured 
  into the catacombs to slay the evil where it spawns. The 
  wiser of the packs do not linger long. They know what 
  becomes of the natural creature if exposed to the discordant 
  darkness for too long. Wemics lost in Undermountain will 
  be mangely, rabid, and completely insane. They will attack 
  anything and fight to the death.
  Wraith Spider
  Large undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d10 + 22)
  Speed 30 ft., climb 30 ft.
  STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 2 (-4) 
  WIS 11 (+0) CHA 4 (-3)
  Skills Stealth +8
  Damage Resistances cold; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, 
  poisoned 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Languages –
  Challenge 4 (1,100 XP)
  Spider Climb. The wraith spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check.
  Web Sense. While in contact with a web, the wraith 
  spider knows the exact location of any other creature 
  in contact with the same web.
   Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) 
  necrotic damage. The target must make on a DC 14 
  Constitution saving throw or its hit point maximum 
  is reduced by an amount equal to the damage taken. 
  This reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Wraith spiders appear much like a living giant 
  spider with a few prominent differences. Each of 
  the spider’s eight eyes are hollow and emit a subtle 
  darkness. Likewise, their fangs do not drip with 
  
  106
  HALASTER’S HOARD
  venom like their living counterparts but are 
  shrouded in black necrotic energies. Despite their 
  name, they are not incorporeal creatures. These 
  undead spiders are created by the drow Lady of the 
  Dead, Kiaransalee’s, worshipers.
  Combat. Wraith spiders attack using their powerful fangs, 
  which transmit life-draining necrotic energy into their 
  victim. When encountered alone, they use tactics similar to 
  living giant spiders but are unable to produce webbing. They 
  cling to walls and ceilings, waiting to drop on unsuspecting 
  prey. Drow matrons, especially those loyal to Kiaransalee, 
  often incorporate wraith spiders into their house guard.
  Habitat/Society. Wraith spiders are typically found 
  alongside their drow mistresses. The process for creating 
  wraith spiders is a closely held secret amongst Kiransalee’s 
  faithful. After a giant spider has died, they carefully remove 
  its venom glands and enchant them with necromantic 
  magic, turning the venom into a life-sapping magic 
  concoction. After replacing the venom glands, the spider’s 
  corpse is buried for a tenday as the Lady of the Dead’s 
  followers make sacrifices over the grave. When the spider is 
  exhumed, it lives again as a wraith spider.
  The wraith spider is not magically bound to its master 
  and retains a semblance of free will. Kiransalee’s priestesses 
  sometimes use their divine gifts to exert dominance over 
  the newly created wraith spider, forcing it to serve them. 
  Others are sold as house guards or used in darker rituals.
  Ecology. If a wraith spider is left on their own, they act 
  much like a living giant spider. They will seek out food, even 
  though their undead natures do not require them to eat. 
  They have no goals other than to slay the living, at which 
  they excel.
  Role in Undermountain. Wherever the drow have been, 
  so too have wraith spiders. There have been and may still 
  continue to be drow outposts within Undermountain. 
  Wraith spiders make for perfect guardians as they do not 
  require a steady food source and do not succumb to old age 
  or disease. Consider placing these alongside any drow or 
  with drow allies.
  Wraithworm
  Medium monstrosity, neutral
  Armor Class 15 (natural armor)
  Hit Points 110 (17d8 + 34)
  Speed 20 ft.
  STR 18 (+4) DEX 13 (+1) CON 14 (+2) INT 2 (-4) 
  WIS 10 (+0) CHA 4 (-3)
  Skills Perception +3, Stealth +7
  Damage Resistances cold, necrotic
  Senses blindsight 10 ft., passive Perception 13
  Languages –
  Challenge 6 (2,300 XP)
  Paralyzing Gaze (Corporeal Form Only). When 
  a creature starts its turn within 15 feet of the 
  wraithworm and is able to see the wraithworm’s 
  eyes, the wraithworm can magically force it to 
  make a DC 14 Wisdom saving throw, unless the 
  wraithworm is incapacitated. On a failed saving 
  throw, the creature is paralyzed for 1d4 rounds.
  Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it can’t see the wraithworm until 
  the start of its next turn, when it can avert its eyes 
  again. If the creature looks at the wraithworm in the 
  meantime, it must immediately make the save.
  Wraithform (2/Day). The wraithworm uses a bonus 
  action to become incorporeal for 1 minute or until 
  it ends the effect early as a bonus action. While 
  incorporeal, the wraithworm has the following traits:
  Damage Resistances. Bludgeoning, piercing, and 
  slashing from nonmagical weapons
  • Incorporeal Movement. The wraithworm can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object.
   Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage plus 
  18 (4d8) poison damage. If the target takes poison 
  damage from this attack, they must succeed on a 
  DC 14 Constitution saving throw or gain one level of 
  exhaustion. This is considered a magical effect.
  The wraithworm is a magical giant snake with dark 
  brown or black scales, glowing green eyes, a broad 
  head, and thin bony protrusions extending from 
  their serpentine bodies just past the head. These 
  bone spurs are meant to ward off predators and 
  are not typically used when the wraithworm is 
  engaged in combat.
  Combat. Wraithworms are slow and lethargic, relying on 
  their strength and stealth to overcome prey. A wraithworm’s 
  powerful bite injects a magical venom that causes frigidly 
  cold temperatures to grip the target’s organs. The effect 
  is similar to prolonged exposure in cold environments. 
  The magical snakes are also able to paralyze targets with a 
  magical gaze attack, which saps the creature’s strength to 
  control their bodies.
  The wraithworm is able to shift into a ghostly form, 
  existing partially on the Border Ethereal. This unique 
  ability gives the creature its name and is essential to its 
  hunting and combat tactics. Wraithworms use this ability to 
  
  107
  monsters
  approach prey from unpredictable angles and make an easy 
  retreat if an encounter turns dangerous. Even outside of 
  this form, the wraithworm is resistant to cold and necrotic 
  damage, which led many scholars to erroneously label the 
  creature as undead. 
  Habitat/Society. Although regularly found on the 
  Material Plane, the wraithworm most likely originated on 
  Minethys, a sandstorm-swept layer of Carceri. This theory 
  lends support to the otherwise natural snake’s magical 
  abilities. On the Material Plane, they seek out dry, arid 
  landscapes but are capable of living in most climates.
  Wraithworms are solitary creatures and only seek out 
  other wraithworms to mate once every five years. They do 
  not create dens or burrows as they are constantly on the 
  move, searching for prey. Unlike their undead namesake, 
  however, they do require rest and will find an easily-
  defensible area to sleep when required.
  Ecology. The best explanation for the wraithworm’s 
  unique set of abilities is that they were a naturally occurring 
  species that somehow became trapped in the Outer Planes. 
  Over time, the mundane creatures were permanently altered 
  by planar magic and given supernatural abilities. They have 
  been reintroduced to the Material Plane by planar travelers 
  and unsecured planar gateways.
  Although more than capable of killing powerful 
  humanoids, the wraithworm is content hunting small 
  animals. They rarely attack humanoids and other large 
  prey unless provoked. Although they possess a strange 
  set of magical abilities, they do not significantly disrupt 
  ecosystems.
  Role in Undermountain. Like mundane snakes, it is 
  possible for the wraithworm to be domesticated and 
  trained. Their supernatural abilities make them prime 
  targets as subjects of worship for primitive humanoids such 
  as grimlocks or troglodytes. They might also be kept as 
  prized pets or guardians by a snake cult or nest of yuan-ti.
  Xill
  Medium fiend, lawful evil
  Armor Class 16 (natural armor)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR 18 (+4) DEX 15 (+2) CON 14 (+2) INT 10 (+0) 
  WIS 12 (+1) CHA 14 (+2)
  Saves Dex +5, Wis +4, Cha +5
  Skills Perception +4, Stealth +8
  Senses blindsight 30 ft., passive Perception 14
  Languages telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Ethereal Sight. The xill can see 120 ft. into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa.
  Implant Eggs. The xill can take 10 minutes to 
  magically implant eggs in an incapacitated, paralyzed, 
  or unconscious living creature. If greater restoration 
  or similar magic is cast on the target, the eggs die 
  and pass harmlessly from the target. The eggs take 
  2 days to hatch, after which they begin eating the 
  target. The target takes 16 (3d10) damage each 
  day and their hit point maximum is reduced by an 
  amount equal to the damage taken. The target dies 
  if their hit point maximum reaches 0 and 1d4 young 
  xill burst forth from the target’s body, killing the 
  target. After the eggs have hatched, only a wish spell 
  can stop the process. 
  Magic Resistance. The xill has advantage on saving 
  throws against spells and other magical effects.
   Actions
  Multiattack. The xill makes four attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage and the 
  target must succeed a DC 15 Constitution saving 
  throw or be poisoned for 1 hour. While poisoned in 
  this way, the target is also paralyzed.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage and the 
  target is grappled (escape DC 14).
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 
  (1d10 + 4) slashing damage if used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 
  (1d6 + 4) piercing damage.
  Planestep. The xill begins passing into the Ethereal 
  Plane from the Material Plane, or vice versa. Until the 
  beginning of the xill’s next turn, attacks made against 
  it have disadvantage as the xill slowly fades from the 
  plane. At the beginning of the xill’s next turn, it fully 
  crosses over. The xill can bring one willing creature 
  or one incapacitated, paralyzed, or unconscious 
  creature with it.
  Xill are vaguely insectoid fiends found on the 
  Ethereal Plane. They have four clawed arms, rows 
  of ridges and horns on their elongated heads, and 
  a small maw of venomous fangs. They have bright 
  red leathery skin which some xill clans decorate 
  
  108
  HALASTER’S HOARD
  with dark-colored tattoos. Some clans wear 
  elaborate clothing and jewelry and craft high-
  quality arms and armor, whereas others appear 
  more savage, barely clothing themselves and 
  relying on their natural armaments.
  Combat. Xill are planar ambush predators, using their 
  ability to peer into the Material Plane from the Ethereal 
  to set deadly traps. They stalk areas that slow or impede 
  their prey, ambushing them from across the veil as the 
  victims deal with whatever natural hazard is in the area. 
  Less sophisticated xill forego weapons and tear at their 
  opponents with natural weapons. Cultured xill attack with 
  swords and javelins and utilize unit-based tactics against 
  more experienced enemies. 
  All xill seek to keep their prey alive, either knocking them 
  out or paralyzing them with a venomous bite. After the 
  target has been neutralized, they are brought to the xill’s lair 
  on the Ethereal Plane and used as incubators for xill eggs.
  Habitat/Society. Xill are found exclusively on the Ethereal 
  Plane or on the Prime Material and Inner Planes when 
  conducting raids. On the Ethereal Plane, the savage Lower 
  Clans roam the transitive plane as nomads, whereas the 
  elevated High Clans have established settlements. Some 
  planar scholars, however, theorize that the xill may actually 
  be outcast devils that originated in the Nine Hells. The more 
  sophisticated xill of the High Clans show some mastery of 
  Infernal, lending credit to this belief.
  Xill society can be broadly categorized into two large clan 
  structures: the High Clans and the Lower Clans. Dozens are 
  individual clans comprised of 30-100 xill per clan make up 
  these larger societal structures, often carrying out disputes 
  and wars amongst each other.
  The High Clans xill lead sophisticated lives and pursue 
  craftsmanship, artistry, and philosophical and religious 
  beliefs. They rarely leave the Ethereal Plane, which has 
  brought into question how they acquire the creatures 
  necessary for them to reproduce. Rumors spread through 
  the planes that the High Clans keep large settlements of 
  humanoid slaves, which they breed and care for to use as 
  incubators for their eggs. No planar traveler has seen these 
  slave colonies, however, or at least have not returned to the 
  tell the tale. The High Clans seek out trade opportunities 
  and forge alliances with other fiends and evil-aligned planar 
  beings, especially devils. Each individual clan has its own 
  system of government, but most are based on physical 
  might or reproductive success.
  The Lower Clans xill are savage, nomadic hunters. They 
  raid the Material Plane often, leading many to believe that 
  all xill are from the Lower Clans. They tend to travel in 
  smaller bands, as their clans are fractious, often settling 
  internal disputes violently. Xill from the Lower Clans have 
  little concern for material goods and seek only to eat, 
  reproduce, and gain personal power within their society. 
  Some scholars believe the Lower Clans accurately portray 
  the xill as they were before being influenced by other 
  planar creatures, especially devils.
  Ecology. Xill live for 50-75 years and reproduce 2-4 
  times during their lifespan. To do this, they magically 
  implant eggs inside of a living victim, which hatch and then 
  consume the victim from the inside out. The xill’s need for 
  living creatures to satisfy their reproductive cycle underlines 
  the entirety of the fiends’ existence.
  Role in Undermountain. A hunting band of Lower Clans 
  xill could be waiting near a trap or other devious hazard in 
  Undermountain, hoping to quickly capture a few 
  adventurers. An envoy from the High Clans may be 
  meeting with a powerful wizard to discuss 
  the details of a slave trade. Halaster is sure 
  to have warded many of Undermountain’s 
  chambers against ethereal intrusions. A group of xill 
  may be interested in what lies beyond these barriers and 
  
  109
  monsters
  are seeking to dispel them, bringing them into conflict with 
  Halaster and his allies.
  Yugoloth, Baernaloth
  Large fiend (yugoloth), neutral evil
  Armor Class 19 (natural armor)
  Hit Points 231 (22d10 + 110)
  Speed 40 ft.
  STR 23 (+6) DEX 16 (+3) CON 21 (+5) INT 24 (+7) 
  WIS 19 (+4) CHA 23 (+6)
  Saves Con +11, Int +13, Wis +10. Cha +12
  Skills Arcana +13, Deception +12, Insight +10, 
  Intimidation +12, Perception +10
  Damage Resistances cold, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities acid, fire, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft. passive Perception 20
  Languages Abyssal, Infernal, telepathy 120 ft.
  Challenge 19 (22,000 XP)
  Innate Spellcasting. The baernaloth’s innate 
  spellcasting ability is Charisma (spell save DC 20, 
  +12 to hit with spell attack). It can innately 
  cast the following spells, requiring no 
  material components:
   At will: alter self, charm person, 
  darkness, detect magic, detect 
  thoughts, dispel magic, fear, 
  fire bolt, locate creature, 
  suggestion, teleport (always 
  on target)
   3/day: cloudkill, scrying, 
  true seeing
   1/day: mass suggestion, plane 
  shift, symbol
  Magic Resistance. The baernaloth 
  has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The baernaloth’s weapon 
  attacks are magical.
   Actions
  Multiattack. The baernaloth makes two claw 
  attacks, one bite attack, and can use its Open/Close 
  Wounds.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 24 (4d8 + 6) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage.
  Open/Close Wounds. The baernaloth targets one 
  creature within 120 feet of it that it can see and 
  has damaged with its bite or claw attacks within the 
  last 24 hours. The baernaloth causes the wounds 
  to tear open painfully, causing the same amount of 
  damage to the target as the baernaloth dealt in a 
  single previous turn. For example, if the baernaloth 
  hit a creature with its bite and two claws, dealing a 
  total of 53 points of damage in one turn, the target 
  takes 53 damage. This damage cannot be avoided or 
  reduced 
  in any way. Conversely, the baernaloth 
  may 
  choose to heal damage in the same 
  way.
  
  110
  HALASTER’S HOARD
  Teleport. The baernaloth magically teleports, along 
  with any equipment it is wearing or carrying, up to 
  60 feet to an unoccupied space it can see.
   Legendary Actions
  The baernaloth can take 3 legendary actions, 
  choosing from the options below. Only one 
  legendary action can be used at a time and only at 
  the end of another creature’s turn. The baernaloth 
  regains spent legendary actions at the start of its 
  turn.
  Bite (Costs 2 Actions). The baernaloth makes a bite 
  attack.
  Open/Close Wounds (Costs 3 Actions). The 
  baernaloth uses its Open/Close Wounds action.
  Teleport. The baernaloth uses its Teleport action.
  Long, gangly humanoid limbs hang from a sickly-
  thin torso. A large, emaciated horned head 
  resembling a hybrid of a horse and reptile are 
  covered in oozing grey skin. Tiny yellow eyes 
  crusted with dried black fluid. These all describe 
  the yugoloths called baernaloths, but their 
  most defining characteristics are their sadistic 
  obsessions. Like no other evil in the multiverse, 
  the baernaloths seek to inflict pain, misery, and 
  suffering on everything they see. Most unsettling 
  of all, the baernaloth does not take joy from 
  the ceaseless agony it causes; it mechanically and 
  methodically seeks to torture and torment all 
  other creatures.
  Baernaloths are outcasts among the yugoloths, 
  residing primarily on the Gray Wastes of Hades, 
  rather than Gehenna. Some planar scholars have 
  theorized that the creatures are, in fact, not 
  yugoloths but may have worked with Asmodeus’ 
  night hags to create the first yugoloths in their 
  image. If this is true, then they are a much more 
  ancient, primal force.
  Combat. When forced to engage in combat, baernaloths 
  prefer to use their natural weapons and rarely result to other 
  equipment. They ferociously attack with their claws and 
  bite, causing deep, festering wounds. Baernaloths are also 
  potent spellcasters, able to break their opponents’ minds 
  and summon forth poisonous clouds.
  The fiends most notable trait is its ability to rip open, or 
  heal, wounds it has caused. In pitched combat, they use 
  this unique ability to quickly end a foe after landing a series 
  of attacks. It is just as useful, however, when tormenting 
  captured victims, tearing open wounds when they displease 
  the baernaloth, but healing them to ensure their plaything 
  doesn’t expire too quickly.
  Some baernaloths are known to be able to summon lesser 
  yugoloths to their side, lending credit to the theory that 
  baernaloths are themselves yugoloths. This could merely 
  mean that the baernaloths have access to yugoloth’s true 
  names, bending them into service as needed.
  Habitat/Society. Baernaloths are usually encountered 
  alone, believing most other creatures in the multiverse 
  are below them, even deities. They will sometimes make 
  temporary alliances with other yugoloths and night hags, 
  but any such allegiance quickly dissolves after the group has 
  dealt with their common enemies.
  Baernaloths are supernaturally obsessed with bringing 
  about ruin and suffering. They find creative ways to inflict 
  misery, often preferring to use means other than simple 
  physical torture, although even the most base baernaloth is 
  among the multiverse’s most talented torturers. Baernaloths 
  also work to foil complicated plans throughout the planes, 
  ruining an angel’s righteous campaign as quickly as it 
  unravels a devil’s insidious plot. Few other creatures trust 
  the baernaloth, not that they want to be trusted.
  Ecology. The best-known source of information on the 
  baernaloth is Iggwilv’s Demonomicon, a tome detailing 
  many of the Lower Plane’s evil denizens. Iggwilv poses that 
  the baernaloth may indeed be older than even demons and 
  devils, postulating that the creatures may be the source 
  of the suffering and pain that oozes forth from the Lower 
  Planes to infect other worlds.
  Role in Undermountain. Baernaloth create plots that 
  take eons to come to fruition. They serve no one and 
  never divulge their plans. A baernaloth might travel to 
  Undermountain in order to track down an enemy on the 
  run or upset a greater machination, perhaps even those of 
  Halaster himself. A baernaloth with a particular hatred for 
  the yugoloths may be searching for the Books of Keeping, 
  hoping to bend an entire yugoloth army to its will.
  Variant: Summon Yugoloth
  Some baernaloths have the following action.
  Summon Yugoloth (1/Day). The baernaloth has a 50 
  percent chance of summoning 1d6 mezzoloths, 1d4 
  nycaloths, 1d2 oinoloths* or one ultroloth.
  *Appears in Mordenkainen’s Tome of Foes
  
  111
  traps
  TRAPS
  Ask any adventurer: Traps are part of dungeon 
  exploration. You go into a dungeon, you expect 
  traps. If there’s anything in the dungeon worth 
  finding, it’s going to be protected by traps. The 
  more important or valuable the treasure, the more 
  nasty and deadly the traps.
  The traps herein are deadly. They are clever. They 
  are devious. Oh, and there’s more in the expansion 
  dungeon, Halaster’s Vault, included in this book, so 
  check that out. 
  Feel free to modify them to make them more 
  thematically appropriate, more vicious, or less 
  deadly. For example, a trap that sprays deadly fire 
  can spray dissolving acid. If you’re kind, it might 
  spray confusing bubbles, or immobilizing expanding 
  foam. You might swap spikes at the bottom of a 
  pit for a confined gelatinous cube. As Halaster 
  himself would say about non-deadly traps, “Do it 
  for the lolz.” 
  Traps & Hazards
  Ankle Biter
  Simple mechanical trap - Moderate (Tier 1)
  These traps are simple 1ft x 1ft x 1ft pit traps. 
  They are installed on floors and the pits are 
  covered with panels painted to look like part of 
  the floor. When a creature steps on the panel, 
  their foot becomes trapped in a pit by a spring-
  loaded panel. 
  Trigger. Any creature that steps on the panel may be 
  caught in the trap.
  Effect. The triggering creature must make DC 10 
  Dexterity saving throw. On a success, they are able to step 
  away and prevent their foot from being held. A failure 
  results in the creature’s leg falling into the pit and the 
  spring loaded panel snapping shut, pinning the creatures 
  leg. The creature takes 3 (1d6) bludgeoning damage and is 
  restrained. At the end of each of its turns, the creature may 
  attempt a DC 10 Strength check. A success indicates that 
  they were able to push the panel down far enough to free 
  their leg, ending the restrained condition. Failure indicates 
  that the condition continues. If aided be another creature, 
  the restrained creature has advantage on this check. 
  Countermeasures. A successful DC 10 Wisdom 
  (Perception) check reveals that the panel looks slightly 
  unlike the rest of the floor. Sometimes there are many 
  of these traps in a room. The panel folds open almost 
  90 degrees on its spring-loaded hinge but that hinge is 
  impossible to reach. The trap is easily avoided by not 
  stepping on the panel. Alternately, the panel can be carefully 
  triggered and a piece of debris used to hold the panel open 
  so the trap is obvious to other creatures.
  Burrow Beets
  Simple hazard -  Dangerous (Tier 1) Moderate (Tier 2)
  This parasitic vegetable is known for growing into 
  the flesh of a creature who sleeps too close to its 
  patch. In the halls of Undermountain, viable soil 
  is rare so these insidious plants make do with what 
  they can find. Though dangerous, they are quite 
  delicious to eat. Inert, they sell for as much a 3 gp 
  each at any market. 
  Trigger. A creature takes a long rest within 60 feet of this 
  hazardous plant.
  Effect. The triggering creature(s) must make a DC 12 
  Constitution saving throw. Success indicates nothing 
  has happened. Failure results in 3 (1D6) burrow beets 
  embedding themselves into the torso of the creature’s body. 
  A successful DC 12 Wisdom (Medicine) check will correctly 
  identify this hazard and the best means of removal. The 
  cheapest and easiest method is starvation. The creature does 
  not eat until the end of its next long rest, during this time 
  the creature gains 1 level of exhaustion. At the end of its 
  next long rest, the creature must make a DC 10 Constitution 
  saving throw; if the creature has not eaten it gains advantage 
  on this roll. On a success, the beets fall out during the rest 
  and are inert. Failure indicates the beets remain. They can 
  be painfully ripped from the victim by pulling on them. A 
  successful DC 10 Strength check is needed for each beet 
  removal; failure results in the beet remaining attached. On a 
  success, each beet deals 3 (1d6) slashing damage as its roots 
  
  112
  HALASTER’S HOARD
  tear apart tissue during extraction, however once removed, 
  the beet is inert. A successful DC 15 Wisdom (Medicine) 
  check allows for the removal of all the beets without 
  harming the creature and renders the beets inert. 
  Countermeasures. A successful DC 13 Wisdom 
  (Survival) check reveals the presence of this beets patch and 
  that it would be wise to avoid sleeping within 60 ft. of this 
  hazard.
  Chitine Pit Trap
  Simple trap -  Moderate (Tier 1)
  This is a variant of the classic pit trap. There is 
  a ledge surrounding the trap that can be used to 
  bypass the trap. Chitine set these traps to ensnare 
  intruders for feeding. They check these traps 
  every 1d6 hours, listening for the dinging bell 
  as they approach. Chitine are able to secrete 
  and they fill these pit traps with sticky webs to 
  restrain their victims. Some variants have a tiny 
  bell mounted on one of the strands of web, letting 
  the chitine know they have caught something and it 
  is still alive.
  Trigger. Any creature that steps on the canvas covering 
  may fall in the pit.
  Effect. The triggering creature must make a DC 10 
  Dexterity saving throw. On a successful saving throw, the 
  creature catches itself and instinctively steps back; failure 
  results in the creature falling into the pit. Creatures do 
  not take damage from the fall, landing in a net of sticky 
  webbing, landing prone and unable to move. Creatures 
  must succeed a DC 10 Strength check to break free before 
  they can move. Every square in the pit is considered difficult 
  terrain. The pit is 10’ deep and a successful DC 12 Strength 
  check is needed to climb up through the tangle of webs and 
  escape. Creatures aided by another gain advantage on this 
  check.
  Countermeasures. A successful DC 10 Wisdom 
  (Perception) check reveals the presence of the canvas and 
  the 1 ft. ledge around the trap where it is safe to travel. 
  Alternately, 10 points of fire damage burn away the canvas 
  and all the webbing, revealing a 10-foot pit.
  Cildabrin Ruse
  Simple trap - Dangerous (Tier 1), Moderate (Tier 2)
  This trap is a bloated corpse of a previous victim 
  placed by a monster to distract unwary prey. The 
  corpse bursts open spilling out thousands of 
  writhing larvae. The body is usually in a room no 
  larger than 40 x 40 ft with a ceiling at least 20 
  ft high.
  Trigger. The body is touched by another creature.
  Effect. When the trap is triggered, place a swarm token 
  in the same space as the body. Treat this swarm as an insect 
  swarm (MM, p338). The cildabrin drops from the ceiling 
  above and attacks 1D3 rounds after the trap is triggered.
  Countermeasures A successful DC 10 Wisdom 
  (Perception) check reveals that the corpse might be a trap. 
  A successful DC 13 Nature check determines the nature 
  of the trap and that fire or acid can be used to destroy the 
  larvae inside. Dealing 1 point of fire or acid damage to the 
  body disables the trap and kills the insects inside. The body 
  has an AC of 10 and automatically fails all saving throws.
  Fake Pressure Plate
  Simple hazard
  This trap is not deadly. It is designed to make the 
  explorers of Undermountain irrevocably paranoid, 
  which is exactly how Halaster wants it. Place this 
  hazard anywhere you want the characters to slow 
  down, or if they get cocky.
  In a corridor paved with tiles or flagstones, one of the 
  tiles appears unstable, because Halaster or one of his 
  servants placed a few pieces of gravel underneath it. The 
  Wisdom (Perception) DC to spot the loose tile is 15. When 
  a character steps onto the tile, announce that the character 
  feels the floor moving beneath her, and have her make a DC 
  15 Dexterity saving throw. On a success, nothing happens, 
  but the party will probably waste a ton of time searching for 
  the trap, which of course doesn’t exist. Their search is the 
  perfect time to have a monster attack. On a failure, in her 
  haste the character falls over and twists her ankle, leaving 
  her prone and reducing her movement by half until she 
  receives healing magic or finishes a long or short rest. If the 
  triggering character is wearing metal armor, falling over 
  also makes a lot of noise (see “monster attack,” above). If 
  you wish to be truly evil, put a real Hidden Pit Trap a few 
  steps beyond the fake tile, as players who just encountered 
  a trap often stop worrying about traps for a few minutes 
  thereafter.
  Guillotine Door
  Simple mechanical trap - Dangerous (Tier 3), Deadly (Tier 2)
  This trap releases a heavy blade when a door is 
  opened. If the door is only opened slightly, the 
  blade has insufficient room to fully release; it 
  only falls when the door is opened fully. Thus, 
  a creature merely cracking the door slightly to 
  peer beyond will suffer no danger, but the first to 
  open the door fully gets sliced.
  The slot through which the blade falls can be spotted 
  in the wall above the door (DC 15 to spot). A successful 
  DC 18 Dexterity (Thieves’ Tools) check disables the trap 
  harmlessly. A character without thieves’ tools can attempt 
  
  113
  traps
  this check with disadvantage by wedging a piton or torch or 
  some other solid item into the slot. On a failed check, the 
  trap triggers. 
  When the trap is triggered, the blade slices down. The 
  creature opening the door must succeed on a DC 18 
  Dexterity saving throw, taking 55 (10d10) slashing damage 
  on a failed save, or half as much damage on a successful 
  one. Once the trap is triggered, the doorway is partially 
  blocked by the blade and becomes difficult terrain.
  The Hobbler
  Simple mechanical trap -  Dangerous  (Tier 1), Moderate 
  (Tier 2)
  This vicious trap is designed to injure and maim 
  intruders. It has a complex system of gears that 
  cause a sharp blade to slice the victims heel, 
  causing great pain and limiting mobility. It is a simple 
  1ft x 1ft x 1ft pit covered with a panel painted 
  to look like part of the floor. A broad blade is 
  mounted on a series of gears that propel it into 
  the foot of the victim.
  Trigger. Any creature that steps on the panel may be 
  injured by the trap.
  Effect. The 
  triggering 
  creature must 
  make a DC 
  12 Dexterity 
  saving throw. A 
  success indicates 
  the creature 
  catches itself 
  and instinctively 
  steps back; 
  failure results 
  in the creature 
  stepping on 
  the panel 
  with its full 
  weight, driving 
  the piston 
  beneath the 
  panel down, 
  impelling 
  the blade 
  perpendicularly 
  into the creatures 
  lower leg. The 
  creature takes 7 
  (2D6) slashing 
  damage and their 
  speed is reduced by 10ft until the end of its next long rest. 
  A successful DC 15 Wisdom (Medicine) check removes 
  the speed restriction but does not heal the damage. As the 
  creatures weight drives the blade, the trap resets when the 
  weight is removed from the panel.
  Countermeasures. A successful DC 10  Wisdom 
  (Perception) check reveals discoloration to the panel in 
  the floor and the appearance of dried blood. Many of these 
  traps have been known to be set in a room at the same time. 
  The trap is easily avoided by not stepping on the panel. 
  Alternatively, the trap can be carefully triggered by an 
  object. As long as the weight remains on the panel, the trap 
  cannot reset. A successful DC 15 Dexterity check disables 
  the mechanism while the trap is sprung and the blade is 
  exposed. Success indicates that the mechanism that and 
  blade are disabled and removed. The panel can still drop 
  but nothing happens. Failure results in the trap not being 
  disabled but it remains inert as long as weight remains on 
  the panel. Failure by 5 or more indicates that the creature 
  cut themselves on the blade, taking 3 (1d6) slashing damage 
  and the trap remains active.
  My Cup Runneth Over
  Magic trap - Dangerous (Tier 2), Deadly (Tier 1)
  The party enters a small, 10-foot by 10-foot 
  room. On one wall is a bronze statue of a female 
  elf holding a cup, as though offering it to the 
  characters. The cup is filled with water, and at its 
  bottom is a handful of precious gems.
  If anyone takes a gem from the cup, four walls of force 
  instantly spring into being and seal off all the exits. Water 
  begins to flood from the cup, at such a pace as to fill the 
  room in three rounds. 
  Putting the gem back causes plates in the floor to slide 
  back through which the water drains. It takes 1 minute for 
  all the water to drain. After all the water is gone the walls of 
  force disappear. 
  Placing a new item in the cup, whether a small gem or a 
  coin, causes a beneficial effect. Roll on the following table. 
  The statue functions once only for any creature.
  Offering
  Benefit
  1 cp
  Heal 1d4 hit points
  1 sp
  Heal 1d6 hit points
  1 gp
  The statue casts bless on offerant which 
  lasts 1 hour
  1 pp
   The statue casts the augury spell for the 
  offerant
  1 gem 50 gp or 
  less value
  Offerant regains 1 1st-level spell slot or 
  1 spent Hit Die
  1 gem more than 
  50 gp value
  Offerant instantly gains the benefit of a 
  long rest
  
  114
  HALASTER’S HOARD
  Slippery Stairs of Burny Death
  Simple mechanical trap - Dangerous (Tier 2), Deadly (Tier 1)
  This trap uses a pressure plate to release a flood 
  of slippery oil at the top of a 60-foot flight of 
  stairs. The DC to spot the pressure plate is 10. 
  A successful DC 15 Dexterity (Thieves’ Tools) 
  check disables the pressure plate harmlessly. A 
  character without thieves’ tools can attempt this 
  check with disadvantage by wedging something 
  under the plate. On a failed check, the trap 
  triggers. The trap can also be neutralized by 
  stuffing rags into the many small holes, but there 
  are 2d10 dozen of these, which will take some 
  time. The DC to spot the holes is 15.
  When the trap is triggered, oil sprays out of tiny holes 
  at the base of the walls at the head of the stairs and all the 
  way down them. Any creature in the area of the stairs or the 
  top of the flight must succeed on a DC 15 Dexterity saving 
  throw or tumble down them, taking 20 (6d6) bludgeoning 
  damage. Once the trap is triggered, the floor of the area 
  is covered with the oil and any movement other than 
  flight and teleportation requires another Dexterity saving 
  throw per movement action; failure results in taking 1d6 
  bludgeoning damage per 10ft fallen. Moving within the oil 
  affected area at ½ speed allows for the saving throw to be 
  taken with advantage.
  In addition, take careful note of lamps and torches! If a 
  character falling down the oil-soaked stairs is carrying a lit 
  torch or lamp, she must make a successful DC 15 Dexterity 
  saving throw or drop the flaming implement into the oil. 
  If this happens, any creature in the oil must make a DC 15 
  Constitution saving throw, taking 12 (2d10) fire damage on 
  a failed save and half as much damage on a successful one. 
  Such creatures continue to burn, thanks to being covered 
  in oil; they take another 7 (2d6) points of fire damage at 
  the start of each turn they spend in the area affected by the 
  oil. Finally, everyone not in the oil must now contend with 
  a staircase filled with treacherous oil, flames, and choking 
  smoke. The oil will totally burn off in 1d4 turns.
  Sticky Bucket
  Simple hazard
  This trap is not deadly. It gives an unfortunate 
  delver a setback which might become deadly in 
  combat or exploration.
  In a hallway, a section of floor is disguised with a 
  permanent illusion. The illusion is spotted with a successful 
  DC 18 Wisdom (Perception) check or passive Perception. 
  The illusion covers a small pit in which is concealed a 
  metal bucket. The bucket contains a solution of alchemical 
  compounds which has many properties of sovereign 
  glue. A creature which fails to spot the trap steps into the 
  bucket. The alchemical compound instantly sets around 
  the creature’s foot, forcing the creature to clank through 
  Undermountain with her foot stuck in a bucket.
  Until the bucket is removed, the creature has 
  disadvantage on Dexterity saving throws, Dexterity 
  (Stealth) checks, initiative rolls, and cannot use abilities 
  which rely on quick reflexes, such as Uncanny Dodge.
  The compound can be rendered inert by making 
  a successful DC 18 Intelligence check by a character 
  proficient in and using alchemist’s supplies. Otherwise, the 
  compound loses its adhesive properties when the victim 
  finishes a long rest.
  Stop Hitting Yourself!
  Magic trap - variable
  The party enter a hallway, preferably a 4-way 
  intersection. To their left is a blank wall, and to 
  their right is a nasty troll which apparently has 
  no idea the heroes exist, having taken no notice of 
  them. The temptation to ambush the baddie with a 
  ranged attack will be overwhelming.
  The trap consists of a permanent major image spell—the 
  troll—masking a teleportation array. Any ranged attacks 
  the adventurers make travels right through the troll, into 
  the teleportation array, and is magically transported to the 
  other end of the array in the blank wall. The attack flies out 
  of the blank wall and hits the adventurers in the back. The 
  array teleports both weapon and spell attacks.
  A successful DC 20 Intelligence (Investigation) check 
  reveals the illusion, going down by 5 for each attack 
  directed at the troll which supposedly “hits.” 
  
  115
  traps
  If they’d have just kept going forward, they wouldn’t have 
  had this problem…
  What Happened to the Rogue?
  Simple mechanical trap - Dangerous (Tier 2), Deadly (Tier 1)
  Jaded, cynical rogues think they’ve seen it all. At 
  first, this trap appears to confirm this bias. But 
  when they get caught up in it, they’ll change their 
  tune. This trap has an overt Poison Needle Trap, 
  but has a surprise in store for the rogue who 
  disarms the needle - in order to get at the needle, 
  she has to stand on a trap door, which opens the 
  instant she disarms the needle trap.
  A successful DC 10 Wisdom (Perception) check reveals 
  the poison needle trap (otherwise, see Poison Needle Trap 
  in the link and the DMG).
  A successful DC 20 Wisdom (Perception) check reveals 
  the trap door. When the trap is triggered, a creature on 
  the trap door is unceremoniously dumped 30 feet onto 
  a bed of spikes, taking 10 (3d6) falling damage and 11 
  (2d10) piercing damage from the spikes. After a creature 
  falls into the pit, the cover snaps shut to trap its victim 
  inside. A successful DC 20 Strength check pries the cover 
  open. The stone slab cover can also be smashed open; the 
  stone slab is AC 20 and has 25 hit points. A character in 
  the pit can also attempt to disable the mechanism from 
  the inside with a DC 15 Dexterity (Thieves’ Tools) check, 
  provided that the mechanism can be reached and the 
  character can see.
  A successful DC 15 Dexterity (Thieves’ Tools) check 
  disables the trap door. An iron spike or similar object can 
  be wedged between the pit’s cover and the surrounding 
  floor in such a way as to prevent the cover from opening, 
  thereby making it safe to cross. The cover can also be 
  magically held shut using the arcane lock spell or similar 
  magic.
  Your Eyes Are Like Sapphires...
  Magic trap - Dangerous (Tier 3), Deadly (Tier 2)
  This trap is an entire 40-foot by 60-foot room, 
  in which are 6 beautiful statues running in two 
  lines down the long axis. Each life-size statue 
  of a human or elf maiden has precious gems for 
  eyes, and holds some tempting golden or platinum 
  implement.
  A spell or other effect that can sense the presence of 
  magic, such as detect magic, reveals an aura of evocation 
  magic around each statue. The statues radiate magic because 
  they are protected by cylindrical walls of force running from 
  floor to ceiling. A successful dispel magic removes a wall of 
  force, permitting access to the treasures.
  Not only do these cylinders protect the statues and their 
  precious decorations, they also hold the roof up. As soon 
  as a cylinder is dispelled, the roof collapses around that 
  statue, raining tons of stone which buries the statue and 
  anyone foolish enough to be standing near it. Any creature 
  within 10 feet of the statue must make a DC 20 Dexterity 
  saving throw, taking 55 (10d10) bludgeoning damage on a 
  failed save or half as much damage on a successful one. In 
  addition, a creature failing the saving throw is buried under 
  the rubble and will suffocate in 1 minute if they cannot be 
  freed.
  
  116
  HALASTER’S HOARD
  
  117
  Halaster's Vault
  HALASTER’S VAULT
  Halaster’s Vault is designed for 4 Tier 3 
  characters. The Vault is technically the Mad 
  Mage’s since he set it up and stored the contents 
  therein, but it’s been hundreds of years since he’s 
  visited. He may decide to pay the characters a visit, 
  however, since he’s been watching them from his 
  lair on Level 23. This location is best placed off 
  one of the optional expanded dungeon areas on 
  Level 18 or 19. 
  Shrine to a Dead God
  Halaster found the shrine on a faraway planet and 
  transported it entire to Undermountain, thinking it an 
  excellent place to keep some of his trinkets. 
  What Dwells Here?
  This area is liberally sprinkled with nasty, ingenious traps. 
  A dreadful guardian (a grisgol) has come into being in the 
  Treasure Room (Area 8), supported by a clutch of eyewings. 
  Some undead guardians (huecuva) dwell in Area 3, and 
  stone golems guard the passage to Area 8. (For all but the 
  stone golems, see the Monsters section of this book.)
  Exploring This Area
  All location descriptions for this area are keyed to the 
  map below. One square = 10 feet.
  For physical features of the Vault, see the “Dungeon 
  Features” section of “Undermountain Overview” in 
  Waterdeep: Dungeon of the Mad Mage (hereafter 
  “DotMM”).
  Area 1: Entrance
  The Cavern. Light sources flicker feebly in the large 
  cavern which contains the entrance. The only sounds are 
  distant drips of water and the sound of pebbles falling; the 
  air is damp and musty. 
  The Idol of Iaz’idhr’itra. The light reveals a gargantuan 
  toppled statue, carved from an otherworldly green stone 
  which resembles no stone thus far seen in Undermountain. 
  Even stranger is what the statue depicts—a mass of tentacles 
  
  118
  HALASTER’S HOARD
  supporting a bloated sac in which is a lidless eye with a 
  square pupil. Perhaps it is an idol of a long-forgotten god. In 
  any case it is a ghastly thing to behold. Once easily 40 feet 
  tall or more, now it lies on its side surrounded by broken 
  stone from when it fell—or was pulled—over. Carved into 
  the base of the statue are runes or glyphs unlike those 
  known to Faerûnian scholars. A character can decipher 
  the symbols with a successful DC 20 Intelligence (History 
  or Religion) check. They spell out the name ‘Iaz’idhr’itra’. 
  Succeeding by 5 or more reveals that Iaz’idhr’itra is a 
  powerful creature from the Far Realm sometimes sought as 
  a patron by warlocks.
  Next to the statue is an opening which must have been 
  revealed when the statue fell. The opening is 10 feet by 10 
  feet, and a short way inside, stairs ascend 30 feet to Area 2. 
  Area 2: The Gallery of Doom
  Eye See You. When the heroes peer into the room, an 
  eyewing immediately flees down the stairs (Area 4), using 
  its tentacle to close the portcullis behind it.
  The Chamber. At the head of the stairs an archway leads 
  to a long, wide chamber. The floor is covered by the dust of 
  decades. The walls and ceiling are carved in strange ways 
  which seem to defy conventional geometry and known 
  dimensions. In niches regularly spaced on the long walls are 
  statues which vaguely resemble the toppled one outside.
  The Pit. 10 feet into the room is a 30-foot-deep pit. The 
  bottom of the pit is completely covered with rusty metal 
  spikes. There is a badly-decomposed body impaled on the 
  spikes.
  A character with a passive Perception of 15 or higher 
  notices a faint path through the dust which abruptly ends in 
  the square marked “T” to the left of the pit. 
  Teleporting Pit of Spiky Death
  Stepping around the pit onto a square marked “T” causes 
  the creature which steps on that square to be teleported into 
  the center of the ceiling above the spiked pit, 30 feet in the 
  air. The creature then falls a total of 60 feet onto the spikes, 
  taking 21 (6d6) bludgeoning damage from the fall and 22 
  (4d10) piercing damage from the spikes. The teleportation 
  magic on a square can be suppressed for 1 minute with a 
  successful casting of dispel magic (DC 20). The pit can also 
  be bypassed by such measures as a wall of force being cast 
  over it and used as a bridge; throwing a grappling hook and 
  catching a carving in the ceiling (treat the carving as AC 15; 
  on a hit the hook catches), and swinging across; or simply 
  jumping the 20 feet across. The eyewings simply fly across 
  when they patrol.
  The body belongs to a hapless adventurer whose 
  companions abandoned his mortal remains when they fled 
  the Vault. A search of the body reveals a pair of Trumwin’s 
  bracers and a shadowrift blade (see the Magic Items section 
  of this book).
  Secret Door
  Just beyond the pit is a secret door leading to Area 3. 
  A successful DC 18 Wisdom (Perception) check or a 
  passive (Wisdom) Perception of 18 or higher reveals 
  the faint outline of a door in the carvings in the niche. A 
  successful DC 18 Intelligence (Investigation) check reveals 
  that certain appendages on the statue in this niche can be 
  manipulated until the stone wall grinds into the floor. A 
  creature making this check must also succeed on a DC 
  12 Wisdom saving throw or be affected by a Short-Term 
  Madness from studying the strange carvings so intently.
  Area 3: Crypt of the Priest~Things
  Stone Coffins. Arranged in two neat rows of 5 each are 
  human-sized stone sarcophagi, each carved with more of 
  the geometry-defying images as the larger chamber without. 
  The lids of each are inlaid with gold and platinum forming 
  symbols like those seen on the massive statue in the cavern 
  outside. 
  A successful DC 20 Intelligence (History or Religion) 
  check reveals the following names in no particular order: 
  Xejhash, Hitlo, Shyz’dre, Mhujhe, Cthalo, Yikthivh’dra, 
  Ugouxhoh, Ycthotl’russ, Yangaorvir, and Yicxegr’zhe. 
  Succeeding by 5 or more reveals that this is likely a burial 
  chamber for priestly attendants of this weird shrine.
  When a living creature touches one of the sarcophagi, 
  the lids of each explode upwards into thousands of tiny 
  shards. Each creature adjacent to a sarcophagus must make 
  a DC 20 Dexterity saving throw, taking 10 (3d6) slashing 
  damage from stone and metal shrapnel on a failed save, and 
  half as much damage on a successful one. 
  From each sarcophagus climbs a weird humanoid 
  skeleton. Though humanoid, they have but two thick fingers 
  and one thumb per hand, and their feet more resemble 
  a bird’s, with two thick toes pointing forward and one 
  “thumb” pointing to the rear. Their skulls have only one eye 
  socket, and their jaws lack teeth, having instead rough, bony 
  plates. Treat these undead as heucuva (see the Monsters 
  section of this book).
  One of the undead priests wears a necklace which has 
  bears a short cylinder carved in an intricate pattern of 
  grooves. This is the key to the portcullis lever in Area 4.
  Area 4: Slippery Stairs
  Staircase. Farther into the gallery, another pit yawns in 
  the floor, this time providing access to a wide, 30-foot long 
  staircase which descends steeply into the gloom before it 
  levels out into a long hallway. Halfway down the staircase 
  is a metal portcullis. In the wall next to the portcullis is a 
  
  119
  Halaster's Vault
  lever, and there is a small, round hole in the wall above the 
  lever.
  The staircase is a trap. Pulling the lever without first 
  inserting the key from Area 3 does not raise the portcullis. 
  Instead, it releases a flood of flammable oil from the 
  ceiling which drenches the staircase and any creature 
  on it. Each creature in the oil must succeed on a DC 15 
  Dexterity saving throw or tumble down them, taking 20 
  (6d6) bludgeoning damage in the process. Once the trap is 
  triggered, the floor of the area is covered with the oil and 
  any movement other than flight and teleportation requires 
  another Dexterity saving throw.
  In addition, a creature drenched with oil who is carrying 
  a lit torch or lamp, or any other source of flame must make 
  a successful DC 15 Dexterity saving throw or burst into 
  flames while setting the rest of the oil alight. Any creature 
  in the burning oil must make a DC 15 Constitution saving 
  throw, taking 12 (2d10) fire damage on a failed save and 
  half as much damage on a successful one. Such creatures 
  continue to burn, taking another 7 (2d6) points of fire 
  damage at the start of each turn they spend in the area 
  affected by the oil. The oil burns off in 1d4 turns.
  The portcullis can be raised with a successful DC 20 
  Strength check, by combining the lever with the key from 
  Area 3, with a knock spell, or unlocked with thieves’ tools 
  and a successful DC 20 Dexterity check. 
  Scrying Eye. As the characters deal with the staircase, 
  a large floating eye surrounded by glowing motes of light 
  appears above them. This is one of Halaster’s scrying eyes 
  (see “Halaster’s Lair” in DotMM). It studies the characters 
  for a moment before disappearing without a sound.
  Area 5: Slimy Corners
  Slimefall. These corners of the gallery appear normal, 
  but are each inhabited by a carnivorous wall ooze (see the 
  Monsters section of this book). Whenever a living creature 
  approaches a corner, that creature is attacked. When one 
  attacks, the other rushes to join in.
  Area 6: Altar of Restoration
  Locked Door. This room’s door is cast from an 
  unrecognizable, dull-gray metal. Cast into the metal 
  are more eye-watering sculptures of dimension-defying 
  creatures, their tentacles seeming to twitch toward a figure 
  matching that of the toppled idol. In the center of the door 
  is a small, round hole. The door can be unlocked by the key 
  from Area 3, with a knock spell, or with a successful DC 20 
  Dexterity (Thieves’ Tools) check to pick the lock.
  Otherworldly Altar. Inside the room, against the wall 
  opposite the door, is a plain rectangular block made from 
  the same metal as the door. The stone wall above the block 
  is carved to resemble the toppled idol, its tentacles reaching 
  toward the metal block.
  A detect magic spell reveals an aura of evocation magic 
  around the metal block, while an identify spell or similar 
  magic reveals its magical properties: If two or more 
  creatures touch the block at the same time, a willing 
  creature can transfer its vitality into the others. The donor 
  rolls 1 or more of its Hit Dice and takes that much necrotic 
  damage, and the recipients receive that many hit points in 
  healing. 
  Area 7 - Guardians in Stone
  Archway. At the bottom of the stairs is an archway. 
  Carved into the notch are more symbols like those on the 
  toppled statue. A character can decipher the symbols with 
  a successful DC 20 Intelligence (History or Religion) 
  check. They spell out the phrase “Aiueghryvh’xeth v’ollorc 
  Iaz’idhr’itra.” Succeeding by 5 or more reveals that many 
  shrines guard portals with magic phrases which must be 
  recited carefully lest terrible guardians manifest to attack 
  intruders.
  Statues. In niches to either side of the corridor just 
  beyond the archway are two statues, smaller versions of the 
  toppled statue. 
  If the phrase carved into the archway is not repeated 
  exactly, when a living creature steps through the archway 
  the statues animate and attack. Treat the statues as stone 
  golems. If the heroes retreat past the warded archway, the 
  golems do not pursue.
  
  120
  HALASTER’S HOARD
  Area 8: Lair of the Eyewings
  No Relief from Bas-Relief. Every inch of the walls and 
  ceiling of this room are carved in mind-warping shapes and 
  forms.
  Pyramid of Madness. Dominating this room is a massive, 
  flat-topped pyramid. Steps are carved into the pyramid’s 
  sides, leaving spaces from which stare great lidless eyes like 
  that of the toppled idol. At the top of the pyramid, stuck 
  into a block of dull gray metal, is a large greataxe. 
  Aura of Madness: A creature starting its turn on the 
  pyramid, moving through a space occupied by it, or ending 
  its turn there must make a DC 18 Wisdom saving throw. 
  On a failure, the creature’s mind is affected by the weird 
  geometry of the room, and it suffers disadvantage on attack 
  rolls and saving throws until the start of their next turn.
  Flesh Grinder. The greataxe is the powerful artifact, Flesh 
  Grinder (see the Magic Items section of this book). 
  The Guardian. Sitting next to the greataxe, atop 
  the pyramid, is a grisgol—a large creature seemingly 
  constructed of wands, swords, staves, boots, and bits of 
  armor, all wrapped up with parchment scrolls. As it lurches 
  to its feet, sparks of arcane energy flit over its surface. The 
  grisgol formed from magic items Halaster stashed in this 
  room, fed by the unfathomable power of the pyramid. 
  While Halaster wasn’t 
  pleased to lose his 
  valuables, he reasoned 
  that what he lost in 
  magic items he gained 
  in a powerful guardian 
  for the real prize: Flesh 
  Grinder.
  Tactics: The grisgol 
  makes ranged spell 
  attacks, using chain 
  lightning or disintegrate 
  before the heroes close 
  to melee range. It relies 
  on the pyramid’s aura to 
  assist it.
  Eyewings (optional). 
  If the heroes are 
  making short work of 
  the grisgol, you can add 
  support creatures to 
  the fight. Starting at the 
  beginning of initiative 
  on a round of combat, 
  an eyewing materializes 
  above the pyramid. 
  Roll initiative for it. 
  At the beginning of 
  each round thereafter, 
  another eyewing appears and joins in the fray, until 4 appear 
  in all. All eyewings act on the same initiative.
  Aftermath
  Defeating the grisgol means a character can claim Flesh 
  Grinder. If the heroes do not destroy the remnants of the 
  grisgol by scattering its remains through Undermountain, 
  it reforms in 24 hours, thanks to the power of the pyramid. 
  While the grisgol reforms, the pyramid produces eyewings 
  at a rate of 1 an hour. These eyewings track the heroes, 
  lurking in the rest of the Undermountain level where you 
  place the Vault, waiting to attack the heroes and retrieve 
  Flesh Grinder. The eyewings don’t risk a frontal attack; they 
  wait until the characters rest or are badly hurt after a fight 
  (they won’t join in another fight). 
  Halaster knows if the characters win Flesh Grinder. He 
  is not pleased with its loss, but is impressed with their 
  ingenuity and resourcefulness.
  
  121
  appendIX: loW-leVel loot
  Animal Care and Grooming Kit. This kit contains 
  everything one needs to properly groom and care for an 
  animal companion or mount. It also contains spare straps 
  and buckles for repairing broken tack and harnesses. 
  Products for saddle care and repair are included as well. 
  Using this item for a half-an-hour prior to presenting your 
  mount or animal companion to an NPC makes your mount 
  or animal companion look better than the average creature 
  of its type. You are granted a +1 nonmagical Charisma-
  based bonus to all Charisma checks whilst the mount or 
  animal companion is in your presence for the next 3 hrs. 
  This item lasts the user one month before being depleted.
  Blarney’s Unchewable Taffy. This item comes in a small 
  paper wrapper. The user places the candy in their mouth to 
  activate the item. The item lasts for 5 minutes and during 
  that time, the user is able to speak one of the following 
  languages: Common, Dwarvish, Elvish. Giant, Gnomish, 
  Goblin, Halfling, or Orcish. The user cannot read the 
  language and must have a high enough Intelligence score to 
  speak at least one language. These candies have a pleasant 
  fruit flavor common to the racial type, indicating which 
  language it bestows. This item can be used only once.
  Blinding Stone. This black, opaque crystal explodes on 
  impact. It can be thrown (range 20/60) or shot from a sling 
  (range 30/120). All creatures within a 10 ft. cube of the 
  crystal when it explodes must make a DC 10 Constitution 
  saving throw. Failure results in the creature taking 3 (1d6) 
  thunder damage and being blinded. On a success, the 
  creature takes 3 (1d6) thunder damage but is not blinded. 
  This condition lasts for 10 minutes or until it is ended with 
  a successful saving throw. At the end of each of its turns, the 
  creature may attempt to make a DC 10 Constitution saving 
  throw; failure results in the condition continuing. A success 
  ends the condition. This item can only be used once.
  Coin Collection. This item is not usually bought but 
  found. It is a glass jar containing various coins from foreign 
  nations, fallen empires, and other rare minting’s. It is worth 
  anywhere from 5 sp to 20 gp.
  Compass. This item is used to help determine the cardinal 
  directions. If used, this item grants the user advantage on 
  Wisdom (Survival) checks to avoid becoming lost. 
  Cooling Balm. This creamy lotion activates when applied 
  to the skin. This balm lasts for up to 2 hours. Each vial 
  contains enough balm for one use. The creature gains 
  resistance to fire damage and will not become sunburned 
  while the lotion is active. This item can only be used once.
  Deafening Crystal. This small, clear crystal explodes on 
  impact. It can be thrown (range 20/60) or shot from a sling 
  (range 30/120). All creatures within a 10 ft. cube of the 
  crystal when it explodes must make a DC 10 Constitution 
  saving throw. Failure results in the creature taking 3 (1d6) 
  thunder damage and being deafened. On a success, the 
  APPENDIX: 
  LOW LEVEL LOOT
  Item
  Cost
  Weight
  Activated Charcoal
  5 gp
  1 lb.
  Animal Care and Grooming Kit
  5 gp
  30 lb.
  Blarney’s Unchewable Taffy
  5 gp
  -
  Blinding Stone
  25 gp
  1 lb.
  Coin Collection
  *
  3 lb.
  Compass
  100 gp
  ½ lb.
  Cooling Balm
  20 gp
  1 lb.
  Deafening Crystal
  20 gp
  1 lb.
  Falstern’s Giggle-Berry Wine
  10 gp
  -
  Footprint Book
  10 gp
  3 lb.
  Halaster’s Earwax
  5 gp
  1 lb.
  Halaster’s Tar
  5 gp
  2 lb.
  Helmet Clamp
  5 gp
  1 lb.
  Ice Skates
  3 sp
  ½ lb.
  Insect Repellant
  5 gp
  1 lb.
  Light Geode
  15 gp
  1 lb.
  Liquid Metal
  30 gp
  1 lb.
  Loaded Dice
  5 sp
  -
  Magnet
  1 gp
  1 lb.
  Mending Powder
  30 gp
  1 lb.
  Nerve Tonic
  10 gp
  -
  Portable Windlass
  25 gp
  15 lb.
  Repulsion Device
  *
  -
  Shield Sling
  1 gp
  ½ lb.
  Smokestick
  10 gp
  1 lb.
  Snow Shoes
  5 sp
  1 lb.
  Stone pellet
  10 gp
  1 lb.
  Sunrod
  5 gp
  1 lb.
  Warming Stone
  5 sp
  1 lb.
  Wheel Lock Pistol
  *
  3 lb.
  *This item cannot be purchased
  Activated Charcoal. These small, black capsules are used 
  to filter out toxins. Each vial contains up to three capsules. 
  Each capsule can be used to purify up to ten gallons of 
  water, making it safe to drink. The capsules can also be 
  taken orally. If taken orally, they allow a poisoned creature 
  to immediately make a Constitution saving throw to end 
  the poisoned condition. The creature has advantage on this 
  saving throw and if it succeeds, the poisoned condition 
  ends. Failure indicates the condition continues.  
  
  122
  HALASTER’S HOARD
  creature takes 3 (1d6) thunder damage but is not deafened. 
  This condition lasts for 10 minutes or until it is ended with 
  a successful saving throw. At the end of each of its turns the 
  creature may attempt a DC 10 Constitution saving throw, 
  failure means the condition continues. A success ends the 
  condition. This item can only be used once.
  Falstern’s Giggle-Berry Wine. No 
  one is really sure what this famous wine 
  is made from. Each bottle contains 
  24 ounces. It is an excellent wine; a 
  favorite amongst many lushes and rakes. 
  If consumed, the imbiber becomes 
  inebriated but has advantage on 
  Charisma-based skill checks for up to 3 
  hours. Each bottle contains enough wine 
  for up to 3 uses.
  Footprint Book. This book is really more of an investment 
  and less of a guidebook. It comes with 30 thick, parchment 
  pages, ink, a pen, charcoal pencils, and glue. All the pages 
  are blank if bought new; if found, it contains 1D20 sample 
  footprints, printed one per page. Each entry is labeled 
  with the name of the creature (if known) and where it was 
  found. The book can be used to make a copy of a creature’s 
  footprint. The user must have the actual foot of the creature 
  and that creature must be capable 
  of leaving a footprint to record. In 
  addition, the bearer of this book 
  gains advantage for the purpose of 
  identifying a footprint, providing 
  the print of the footprint being 
  viewed is contained within the book. 
  Many adventurers fill this book 
  with images of the footprints of 
  slain monsters. Once filled with 30 
  entries, this item can be returned to 
  libraries in Waterdeep for 2 gp per entry. 
  Halaster’s Earwax. This amber-colored paste waterproofs 
  any material it is applied to. Each jar contains enough 
  earwax for one use. Each use covers 10-square ft. of 
  material. This waterproofing lasts for one week. This item 
  can only be used once. 
  Halaster’s Tar.  This sticky, black paste is found in special 
  non-stick glass jars (brush included). The paste is extremely 
  difficult to remove from any surface once applied. When 
  applied to floors, the space it is applied to becomes difficult 
  terrain. If applied to a door or a chest, a successful DC 12 
  Strength check is required to open it. Each jar contains 
  enough tar for one use and each use can cover up to 
  10-square ft. It also waterproofs the surface it is applied to. 
  The tar lasts for 24 hrs. after application. This item can only 
  be used once.
  Helmet Clamp. This device is made of straps and an 
  adjustable clamp to fit most helmets. When attached to 
  a helmet, it allows the user to affix a lantern (hooded or 
  bullseye) to their helmet. These are highly sought after by 
  adventurers going into Undermountain.
  Ice Skates. These items fit over most footwear and are 
  strapped to the soles of the boot or shoe. They have thick 
  blades that glide across the ice. While wearing ice skates, 
  the user ignores difficult terrain as a result of ice and their 
  movement speed on icy surfaces is 30 ft. Unfortunately, 
  while wearing the ice skates, the user has disadvantage 
  on Dexterity saving throws to avoid being knocked prone 
  and non-icy surfaces are considered difficult terrain. This 
  item lasts for about 3 months of heavy use before needing 
  maintenance to recondition the blades.
  Insect Repellant.  This small jar of yellow cream is 
  smeared on the skin to help prevent insect bites. Once 
  applied, it remains active for 2 hours. During this time, the 
  wearer gains Damage Resistance to damage caused by insect 
  swarms. Any insect that is not part of a swarm making an 
  attack against the creature wearing active insect repellent 
  must make a DC 12 Wisdom saving throw. If the insect 
  fails this saving throw, it must select another target. If the 
  insect succeeds, it may continue the attack as normal and it 
  immune to the effect of insect repellent for 1 hour. This item 
  can only be used once.
  Light Geode. This orange, 
  luminescent crystal flickers and begins 
  to glow on impact. It can be thrown 
  (range 20/60) or shot from a sling 
  (range 30/120). It provides bright light 
  in a 20 ft. radius and dim light for an 
  additional 10 ft. This geode lasts for 1 
  hour before it flickers and fades out. 
  This item can only be used once.
  Liquid Metal. This heavy, thick, silver 
  liquid hardens in 1 hour after being 
  exposed to air. It can be sculpted as it hardens or poured 
  into a mold and left to cure. Each jar contains enough for 
  liquid metal for one use. Each use can make up to 5 pounds 
  worth of material. The item(s) made are permanent until 
  destroyed. This item can only be used once.
  Loaded Dice. These six-sided dice are rigged with a small 
  drop of lead hidden in the pips that cause them to roll 
  favorably for the user. Most gambling houses will insist that 
  patrons roll the house dice. Some unscrupulous gambling 
  houses use loaded dice to cheat patrons. These dice can 
  be switched with the house dice on a successful DC 15 
  Dexterity (Sleight of Hand) check. Failure indicates the 
  character has been caught cheating. These dice reduce the 
  DC of skill checks made while gambling by 5. 
  Magnet. This item is a primary component of the 
  compass but its utility is far-reaching. This magnet fits 
  in the palm of one’s hand. Ferrous metals and other 
  
  123
  appendIX: loW-leVel loot
  magnets are attached to the magnet. This can be used to 
  retrieve dropped tools, locate a lost pin, or detect hidden 
  mechanisms. 
  Mending Powder. This black powder will repair any 
  nonmagical object weighing less than 5 lbs. It is found in 
  crystal vials and each vial contains enough powder for 
  one use. This item cannot repair magic items. The repair is 
  permanent until broken. This item can only be used once.
  Nerve Tonic. This amber liquid is thin and oily with an 
  aftertaste like that of alcohol. It calms the nerves, soothes 
  the stomach and increases focus. Once imbibed, the user 
  may add their proficiency bonus to all Intelligence and 
  Wisdom-based skill checks for 1 hour. Each vial contains 
  enough nerve tonic for one use. This item can only be used 
  once.
  Portable Windlass.  This device consists of a crank and a 
  small spool with a locking mechanism. The spool holds 30 
  feet of rope or chain. It uses a fulcrum to lift and suspend 
  heavy objects. It can also be used to open stuck doors and 
  remove debris. If the user succeeds on a DC 12 Intelligence 
  check, they may use this item to gain advantage on Strength 
  checks to raise or lower objects, open a door, or remove 
  debris. This item lasts for about 1 year of heavy use before 
  needing maintenance to recondition the device.
  Repulsion Device. This device is a small metal ball with 
  a button on it. As a bonus action, the user may press the 
  button activating the item. When activated, each hostile 
  creature within 5 ft. of the user must make a DC 12 Strength 
  saving throw. Failure indicates that the creature is pushed 
  back 10 ft.; failure by 5 or more indicates that the creature 
  is also knocked prone. On a successful saving throw, the 
  creature is unaffected but may move back 10 ft. and doing 
  so does not provoke an attack of opportunity. This item can 
  only be used once.
  Shield Sling. This contraption is made of adjustable straps 
  and buckles. When affixed to a shield, it allows the user to 
  attach a torch or sunrod to the front of their shield. The 
  shield sling is adjustable to most shields. Those venturing 
  into Undermountain seek these items as they allow one to 
  carry a weapon, a shield, and a light source.
  Smokestick. This specially treated wooden baton emits 
  a thick smoke when ignited. The smoke occupies a 20 ft. 
  radius sphere that spreads around corners. The area of effect 
  is heavily obscured for 10 minutes. This item can only be 
  used once.
  Snow Shoes. These large, flat shoes fit over most footwear 
  and make traveling across snow-covered areas easier. While 
  wearing these shoes, the user ignores difficult terrain as 
  a result of snow, sleet, or sand. This item lasts for about 
  1 month of heavy use before needing maintenance to 
  recondition the straps and soles.
  Stone Pellet. This heavy, rough stone activates when 
  placed in water. It can turn up to 30 gallons of water into 
  stone. This effect lasts for 1 hour, then the stone reverts back 
  to water. This item can only be used once.
  Sunrod. A sunrod is a 1-foot-long iron rod tipped with 
  gold. When the tip is struck upon a hard object, it sparks 
  and blazes to life with nonmagical fire. This fire provides 
  bright light in a 30 ft. radius and dim light for an additional 
  30 ft. This flame burns for 1 hour before it burns out. This 
  item can only be used once.
  Warming Stone. This smooth, grey stone fits neatly in the 
  palm of the hand. When rubbed vigorously between both 
  hands, this stone activates and provides warmth for up to 
  2 hours. A creature using this item gains resistance to cold 
  damage while the item is active. This item can only be used 
  once.
  Wheel Lock Pistol. This curved stick made of iron and 
  wood makes a loud bang when used and is capable of doing 
  massive damage (DMG, p268). The user may make a ranged 
  weapon attack (they are not proficient). After the attack is 
  resolved, the user takes 1 point of fire damage as the weapon 
  explodes in their hand, rendering the item unrepairable and 
  useless. This item can only be used once.
  Wheel Lock Pistol. Ranged Weapon Attack: range 
  30/90 ft., one target, Hit: 16 (3d10) piercing 
  damage.
  
  124
  HALASTER’S HOARD
  Luke Monroe
  Luke Monroe began his gaming career in the mid 90’s with 
  Shadowrun 2nd Edition. He earned his first professional RPG 
  credit as a playtester for The Cannon Companion for Shadowrun, 
  3rd edition. He has run four sold-out LARPs at the GenCon game 
  convention for both the Mind’s Eye Theater system and for Call 
  of Cthulhu under the company name Scorched Earth Studios. 
  Next year (2019), he plans on running Dresden File Live Action 
  games at several conventions across the country.  Luke was a 
  part of the D&D Next playtest, helping shape the direction of 5th 
  edition Dungeons and Dragons. He has been playing 5th edition 
  D&D weekly since its release, but mostly as a DM.  Luke has 
  been publishing for the Dungeon Master’s Guild since January 
  of 2018, earning several 5-star rated titles. He was a part of the 
  massively successful collaboration, Monsters of the Guild. He 
  has also published a novel, Steam Titans of Mars, and several 
  novellas, part of the Adventures of Crimson Overcoat series.  
  Luke is addicted to higher education, holding a BA in Fine Arts 
  specializing in Illustration, an MBA in Applied Management, 
  and is currently pursuing a BS in Cybersecurity. He lives in the 
  American Midwest with his wife of 17 years and two children, 
  whom he has introduced to D&D to ensure gaming moves into 
  the next generation.
  Christopher Walz
  Christopher Walz the bestselling creator of The Midnight 
  Revelry and An Ogre and His Cake, a children’s charity project, for 
  the Dungeon Masters Guild. He plundered the halls of education 
  for a graduate degree in Library and Information Sciences and 
  learned how RPGs can be used as a community building device 
  for libraries. When he isn’t writing or killing his players, he is 
  desperately trying to turn his son into a future dungeon master 
  and exploring the beauty of Central Kentucky. Follow him on 
  Twitter @DMChristopherW.
  Elise Cretel
  Elise Cretel works as a technical writer and editor in nuclear 
  engineering by day and Dungeon Master by night. One of the 
  writers for Undermountain:The Lost Chambers, Elise has played 
  on a D&D podcast, D&D live streams, and enjoys interviewing 
  the RPG community. Her favorite classes are Wizard and Psion. 
  Also published through HitRecord productions. Find Elise on 
  Twitter @DNDElise.
  AUTHOR BIOS
  Jeromy Schulz~Arnold
  Jeromy Schulz-Arnold has been a writer for a little over ten 
  years. He has been playing tabletop games for over twenty years. 
  Jeromy writes poetry, short stories, and periodicals. He also 
  writes content for Dungeons & Dragons and Call of Cthulhu. 
  He has worked with R.P. Davis, Chris Walz, and Ken Carcas 
  on Mordenkainen’s Lost Notebook. In his spare time, he enjoys 
  reading and painting miniatures. He lives near Allentown PA 
  with his wife and three corgis. He has been publishing on the 
  Guild since 2016. Follow him on Twitter: @JeromySchulz and 
  Instagram: @jeromyschulzarnold To see all of his work visit: 
  https://www.dmsguild.com/browse.php?author=Jeromy%20
  Schulz-Arnold
  Ken Carcas
  Ken joined the guild from almost the day it started, believing 
  it to be the best thing for D&D since the 3.5 edition OGL. 
  Downloading little bits and pieces as he saw fit, Ken began to 
  notice the somewhat poor quality in spelling, grammar, and 
  punctuation. Ken started messaging writers with their mistakes, 
  with several telling him ‘where to go’ in a not so kind way. Jeff C 
  Stevens, followed closely by, yes, M.T. Black, were the first writers 
  to take his comments with any form of respect. This started Ken 
  editing and proofreading on the guild for many of the major 
  contributors you may already know.  You could say Ken was 
  probably the guilds first original editor and proofreader.
  R P Davis
  R P Davis is a wordsmith and voice artist living in the highlands 
  of central Pennsylvania, USA. He has been a tabletop gamer the 
  entire time he’s been sentient, and a role-playing addict for more 
  than 30 years. In that time he’s written countless things, from 
  simple spell effects to D&D campaign worlds to complete role-
  playing games. He has presented and participated in panels at sci-
  fi and fantasy conventions alongside such luminaries as Kenneth 
  Hite and George R R Martin. With his wife, he owns and operates 
  Reconstructing History. He’s also a musician and composer, 
  having studied music at Mansfield University of PA. He started 
  writing for the Guild in August 2016. Visit his website www.r-p-
  davis.com or follow him on Twitter @WP2XX.
  Travis Legge
  Travis Legge lives in Rockford, Illinois, which is much like 
  living in Gary, Indiana except without the charm. Travis writes 
  games for Dungeon Masters Guild, Storytellers Vault, Slarecian 
  Vault and DriveThruRPG. When he’s not writing games, he’s 
  running them on Twitch at twitch.tv/plasticageplays. Follow him 
  on Twitter @TravisLegge or Facebook.com/travislegge 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/Halasters Hoard - Treasures, Guardians, & Traps.pdf