TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  by Ruslan Kim 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. This work contains 
  material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement 
  for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Ruslan Kim and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  
   
  About this Guide 
  Combat is one of three main pillars of the game, 
  apart from exploration and interaction. And it 
  takes a lot of time to prepare and run good 
  combat encounter. The goal of this guide is to 
  help DMs who are running Waterdeep: Dungeon 
  of the Mad Mage adventure to get better 
  understanding on how to run combat encounters, 
  how to make them coherent, memorable and fun! 
   
  Preparation process divided into 3 steps: 
  1. Determining Encounter Difficulty. 
  2. Determining Surprise. 
  3. Determining Creatures’ Tactics. 
   
  First step will give you general understanding 
  about how difficult combat encounter might be 
  for your player characters. Each level of WDMM is 
  designed for PCs of particular level. I use a 
  guideline from Encounter Building section in 
  Xanathar’s Guide to Everything (XGE, p. 88) to 
  evaluate how many PCs of corresponding level 
  should be in the party to overcome the encounter. 
  Math is simple. If you have the same number of 
  PCs – it is good fight. If you have more PCs (2/3 of 
  number of PCs is needed) – they will pass it with 
  ease, but it still be challenging. If you have less 
  PCs (3/2 of number of PCs is needed) – encounter 
  will be hard, but still winnable. Also, I put notes 
  about combat difficulty, which I think is 
  important. Depending on this information you 
  can adjust the encounter for your group, skip it 
  entirely or think about possible defeat 
  consequences. 
   
  Second step is always up to DM, so you should be 
  prepared in advance. General guidance is written 
  in Player’s Handbook (PHB, p. 189). Basically, you 
  should determine who is surprised when the first 
  round of combat begins. To do so, you should 
  know answers for these questions: 
  Are creatures trying to hide? They roll Stealth. 
  Are they successful? Compare results to PC’s 
  Passive Perception score. 
  Are PCs trying to hide? They roll Stealth.  
  Are they successful? Compare results to 
  creatures’ Passive Perception score. 
  Based on the results you will understand who 
  will take actions in the first round of combat and 
  who will not. I also put my notes for the 
  encounters when circumstances may differ from 
  the standard procedure. 
   
  Third step will help you to understand how to use 
  creatures in combat. Where should they stand? 
  What course of action will be most efficient and 
  logical depending on the lore? Who do they need 
  to attack? Will they fight to the death? Will they 
  flee or surrender? I also put more detailed 
  explanation on how some creature’s abilities and 
  traits work. 
   
  Abbreviations and Font Styles 
  The following abbreviations are used throughout this 
  guide: 
  PHB = Player’s Handbook 
  MM = Monster Manual 
  DMG = Dungeon Master’s Guide 
  SCAG = Sword Coast Adventurer’s Guide 
  XGE = Xanathar’s Guide to Everything 
  VGTM = Volo’s Guide to Monsters 
  MTOF = Mordenkainen’s Tome of Foes 
  WDMM = Waterdeep: Dungeon of the Mad Mage 
  WDH = Waterdeep: Dragon Heist 
  PC(s) = Player Character(s) 
  AC = Armor Class 
  DC = Difficulty Class 
  CR = Challenge Rating 
  hp = hit points 
  gp = gold piece(s) 
  AoE = Area of Effect 
  RAW = Rules as Written 
   
  The following font styles are used throughout this 
  guide: 
  Bold style is used for the creatures’ names 
  Italic style is used for the Spells. 
  Bold Italic style is used for the Abilities and Traits. 
  
   
  Level 14: Arcturiadoom 
  This level is designed for four 13th level PCs. If 
  you have more than 4 PCs, you can add more 
  creatures or maximize their hp to make combat 
  encounters more challenging. If you have less 
  PCs, then you can decrease the number of 
  creatures in combat or use less optimal tactics. 
  All creatures in Encounter Difficulty section are 
  compared to 13th level PCs. 
   
  Area 1a 
  Encounter Difficulty 
  1 Bore Worm (CR 16, MM, p. 255, with changes) 
  = 3 PCs 
  2 Drow Mages (CR 7, MM, p. 126) = 4 PCs 
  2 Quasits (CR 1, MM, p. 50) = 1 PC 
  Note. These creatures are not going to attack 
  the party without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Bore worm is a construct. It doesn’t follow any 
  kind of tactics and won’t communicate, flee, 
  surrender or take captives. 
   
  According to MM and MTOF, drow are selfish, 
  cruel and treacherous creatures, who believe in 
  their supremacy over all other. They especially 
  hate surface elves, so you can make them focus on 
  elf or half-elf PCs in combat. Drow can negotiate, 
  flee, surrender or take captives. 
   
  Quasits are lesser demons, who plot mischief and 
  wickedness from the shadows, because they lack 
  the power to bring destruction. Demons can’t be 
  killed outside the Abyss, so they don’t fear death 
  and won’t surrender. Quasits can communicate 
  and flee, but they won’t show mercy to fallen 
  enemies taking them as captives. 
   
  Make the Bore Worm use Multiattack against 
  nearest creature. It can attack the Drow Mages, 
  the Quasits and the party, whoever is closer. 
   
  Assume that the Drow Mage pre-casted Mage 
  Armor. At the beginning of the fight make the 
  Drow Mage cast Greater Invisibility. It requires 
  keeping concentration which means the Drow 
  Mage won’t be able to use Cloudkill or Evard’s 
  Black Tentacles. On the next turns make it cast 
  Lightning Bolt using 5th and 4th level spell slots 
  targeting as many PCs as possible. Don’t forget to 
  use Shield against attacks. 
   
  The Quasit can fly so make it stay away of melee 
  range. Assume that the Quasit used Invisibility 
  before the fight. At the first round of combat 
  make it use Scare against martial PC. Next round 
  you can make it use Invisibility again in order to 
  use Claws against less armored PC with 
  Advantage next turn. 
   
  Area 2a 
  Encounter Difficulty 
  1 Deformed Duergar (CR 1, MM, p. 122) = 1 PC 
  Note. This is easy encounter, so you can skip it. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Duergar are greedy race of Underdark slavers. 
  They hate surface dwarves, so you can make 
  them focus on such PCs. According to MTOF, 
  duergar deity Laduguer pledged to archdevil 
  Asmodeus alliance against drow goddess Lolth, so 
  they can focus on drow PCs also. This creature 
  became completely insane because of the 
  transformation, so it won’t negotiate, flee, 
  surrender or take captives. 
   
  According to WDMM the Deformed Duergar 
  used Enlarge before the fight. Make it use War 
  Pick as an Action and Javelin as a Bonus Action 
  against nearest PC. 
   
  
   
  Area 2c 
  Encounter Difficulty 
  4 Carrion Crawlers (CR 2, MM, p. 37) = 1 PC 
  Note. This is easy encounter, so you can skip it. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Keen Smell trait grants +5 bonus to 
  Carrion Crawler’s Passive Perception. 
   
  Creatures’ Tactics 
  Carrion crawler are patient predators. They 
  aggressively attack any creature that trespasses 
  on their territory, or disturb its feasting. They 
  can’t communicate, flee, surrender or take 
  captives. 
   
  Make the Carrion Crawler use Multiattack 
  against nearest PC. Don’t forget, that Paralyzed 
  condition (PHB, p. 291) grants Advantage to all 
  attacks against affected creature, and all hits from 
  5 ft. become Critical hits. 
   
  Area 3 
  Encounter Difficulty 
  2 Fire Giants (CR 9, MM, p. 149) = 6 PCs 
  7 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Fire giants are master crafters and organized 
  warriors. Humanoids conquered in war become 
  serfs to the fire giants. Fire giants are intelligent 
  enough to communicate, flee, surrender or take 
  captives. 
   
  Hobgoblins are the race of disciplined warriors 
  oriented on conquest and war. According to 
  VGTM, all goblinoids believe that their god 
  Maglubiyet is the only true god. You can make 
  hobgoblins focus on clerics and paladins in 
  combat. Hobgoblins can negotiate and take 
  captives but would prefer glorious death rather 
  than flee or surrender. 
   
  Make the Fire Giant use Multiattack against 
  less-armored PC. Use Rock only if there is no 
  chance to attack in melee. The Fire Giant has 
  very high bonus to Athletic skill, so it can Grapple 
  and Shove effectively. They can move Grappled 
  creature without speed penalty if its size Medium 
  or less. 
   
  The Hobgoblin’s Longbow and Longsword 
  attacks are identical, so you can make them 
  attack from the distance. Martial Advantage 
  works with any weapon attacks, so focus on PCs 
  standing near their allies. Note, that when the 
  Hobgoblin uses Longbow its AC is 16. 
   
  Area 9a 
  Encounter Difficulty 
  6 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creatures from 
  Area 9c. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
   
  Area 9c 
  Encounter Difficulty 
  1 Hobgoblin Captain (CR 3, MM, p. 185) = 1 PC 
  20 Hobgoblins (CR 1/2, MM, p. 185) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 9a, Area 11, Area 16 and Area 18. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  
   
  Creatures’ Tactics 
  Make the Hobgoblin Captain use Leadership at 
  the beginning of the combat, so all its allies within 
  30 ft. get bonus to attacks and saves. On the next 
  rounds make it use Multiattack against less 
  armored PC within 5 ft. of one of its allies to get 
  benefit of Martial Advantage. 
   
  See Area 3 for the tactics of Hobgoblins. 
   
  Area 11 
  Encounter Difficulty 
  1 Fire Giant (CR 9, MM, p. 149) = 3 PCs 
  Note. Fight in this area might alert creatures 
  from Area 12a and Areas 12b, 12c and 12d. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
   
  Area 12a 
  Encounter Difficulty 
  5 Hell Hounds (CR 3, MM, p. 182) = 3 PCs 
  Note. Fight in this area might alert creatures 
  from Area 11 and Areas 12b, 12c and 12d. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Keen Hearing and Smell trait grants +5 
  bonus to Hell Hound’s Passive Perception. 
   
  Creatures’ Tactics 
  Hell hounds are fiends taken the form of powerful 
  dogs. They understand Abyssal, but can’t speak, 
  which means that creatures with Telepathy or 
  similar ability can communicate with them. It 
  looks like that hell hounds don’t reborn if they die 
  at Material Plane, so they can flee, and it is up to 
  DM if they can surrender. Hell hounds won’t take 
  captives because of insatiable hunger. 
  Make the Hell Hound use Fire Breath targeting 
  as many PCs as possible. If it isn’t available, make 
  it use Bite against less armored PC standing 
  within 5 ft. of the Hell Hound’s ally to gain 
  benefit of Pack Tactics trait. 
   
  Area 12b, 12c and 12d 
  Encounter Difficulty 
  1 Fire Giant (CR 9, MM, p. 149) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. The Fire Giant is immune to fire 
  damage, so you can make it Grapple PC and put 
  him or her burn into the forge for 55 (10d10) fire 
  damage. 
   
  Area 15 
  Encounter Difficulty 
  1 Fire Giant (CR 9, MM, p. 149) = 3 PCs 
  3 Smoke Mephits (CR 1/4, MM, p. 215) = 1 PC 
  Note. Fight in this area alerts creatures from 
  Area 16 and Area 18. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Mephits are capricious creatures native to the 
  elemental planes (PHB, p. 300). They can 
  negotiate, flee and surrender but they have no 
  reasons to take captives.  
   
  See Area 3 for the Fire Giant’s tactics. 
   
  The Mephits can fly so make them stay away of 
  melee reach and use Cinder Breath, targeting as 
  many PCs as possible. If it’s not available, make 
  them use Claws against less armored PC. 
  
   
  Area 16 
  Encounter Difficulty 
  6 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creature from 
  Area 15. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
   
  Area 18 
  Encounter Difficulty 
  4 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creature from 
  Area 15. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
   
  Area 19a 
  Encounter Difficulty 
  1 Animated Stove (CR 3, WDMM, p. 186) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Animated stove is a construct. It won’t 
  communicate, flee, surrender or take captives. 
   
  Make the Animated Stove use Belch Fire if it’s 
  available. Otherwise use Slam against nearest PC.  
  Area 20 
  Encounter Difficulty 
  2 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creatures from 
  Area 32b. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
   
  Area 23a 
  Encounter Difficulty 
  1 Umber Hulk (CR 5, MM, p. 292) = 1 PC 
   
  Surprise 
  As a DM you can make transforming umber hulk 
  make the party surprised. 
   
  Creatures’ Tactics 
  Umber hulks are underground ambushers with 
  terrifying gaze. They have their own language, so 
  PCs under effect of Tongues spell can 
  communicate with them. Umber hulks can flee 
  but won’t surrender or take captives. 
   
  Confusing Gaze works this way. Each PC that 
  starts turn within 30 ft. of the Umber Hulk must 
  avert his or her eyes, which effectively inflicts 
  Blinded condition (PHB, p. 290), or make DC 15 
  Charisma saving throw. Surprised PCs can’t avert 
  their eyes. On failed save PC can’t take Reaction 
  and rolls d8 to determine what to do this round. 
  Make the Umber Hulk use Multiattack against 
  less-armored or Blinded PC. If you decide that it 
  is time to flee, make the Umber Hulk use 
  Tunneler trait to burrow through the wall or 
  floor to run away. 
   
  
   
  Area 23b 
  Encounter Difficulty 
  1 Animated Armor (CR 1, MM, p. 19) = 1 PC 
   
  Surprise 
  As a DM, you can make the party surprised when 
  Animated Armor assembles. 
   
  Creatures’ Tactics 
  Animated armor is a construct. It won’t 
  communicate, flee, surrender or take captives. 
   
  Make the Animated Armor use Multiattack 
  against nearest PC. 
   
  Area 23c 
  Encounter Difficulty 
  1 Two-Headed Rat (CR 1, MM, p. 321) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Two-Headed trait gives +5 to Two-
  Headed Rat’s Passive Perception score. 
   
  Creatures’ Tactics 
  Giant two-headed rat won’t communicate, flee, 
  surrender or take captives. 
   
  Make the Two-Headed Rat use Multiattack 
  against nearest PC. 
   
  Area 25 
  Encounter Difficulty 
  2 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. 
  Area 28 
  Encounter Difficulty 
  1 Hook Horror (CR 3, MM, p. 189) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Keen Hearing trait grants +5 bonus to 
  Hook Horror’s Passive Perception. 
   
  Creatures’ Tactics 
  Hook horrors are pack predators of the 
  Underdark. They have their own language, so PCs 
  under effect of Tongues spell or similar ability can 
  communicate with them. Creature polymorphed 
  into hook horror by Arcturia’s trap must attack 
  nearest creature it sees. 
   
  Make the Hook Horror use Multiattack against 
  nearest PC. 
   
  Area 29 
  Encounter Difficulty 
  1 Drow Mage (CR 7, MM, p. 126) = 2 PCs 
  1 Shadow Demon (CR 4, MM, p. 50) = 1 PC 
  Note. These creatures are not going to attack 
  the party without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 1a for the tactics of the Drow Mage. 
   
  Demons are the embodiment of chaos and evil 
  existing only to destroy. They can’t truly die on 
  the Material Plane, so they don’t surrender or 
  flee. They can communicate via Telepathy or in 
  Abyssal language. They don’t take captives and 
  show no mercy to fallen enemies. 
   
  If PCs aren’t using sources of bright light, make 
  the Shadow Demon Hide as Bonus action using 
  Shadow Stealth and then use Claws against less 
  
   
  armored PC. Incorporeal Movement trait allows 
  the Shadow Demon to hide inside the walls and 
  under the floor between turns taking 1d10 force 
  damage. This tactic forces the party to use Ready 
  action and lose benefit of Extra Attack or keep 
  Concentration on readied spells. 
   
  Area 30 
  Encounter Difficulty 
  5 Carrion Ogre (CR 2, WDMM, p. 328) = 1 PC 
  Note. This creature is not going to attack the 
  party without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Carrion ogre won’t negotiate, surrender or take 
  captives, but it can flee. 
   
  Make the Carrion Ogre use Multiattack against 
  nearest PC. Don’t forget, that Paralyzed condition 
  (PHB, p. 291) grants Advantage to all attacks 
  against affected creature, and all hits from 5 ft. 
  become Critical hits. 
   
  Area 32a 
  Encounter Difficulty 
  30 Hobgoblins (CR 1/2, MM, p. 185) = 3 PCs 
  Note. Fight in this area alerts creature from 
  Area 32b and Area 32c. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. You can make the Hobgoblins use 
  Grapple plus Shove attacks to keep PCs inside the 
  area of Antimagic Field. 
   
  Area 32b 
  Encounter Difficulty 
  4 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creature from 
  Area 32a and Area 32c. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3. You can make the Hobgoblins use 
  Grapple plus Shove attacks to keep PCs inside the 
  area of Antimagic Field. 
   
  Area 32c 
  Encounter Difficulty 
  2 Hobgoblin Captains (CR 3, MM, p. 185) = 1 PC 
  Note. Fight in this area alerts creature from 
  Area 32a and Area 32b. They can also call for the 
  help of the Hobgoblin Warlord from Area 33. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 9c. You can make the Hobgoblin 
  Captains use Grapple plus Shove attacks to keep 
  PCs inside the area of Antimagic Field. 
   
  Area 33 
  Encounter Difficulty 
  1 Hobgoblin Warlord (CR 6, MM, p. 185) = 1 PC 
  Note. The Hobgoblin Warlord shouldn’t fight 
  without its allies, so make it join forces with 
  creatures from Area 32c. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
  
   
  Creatures’ Tactics 
  Make the Hobgoblin Warlord use Leadership at 
  the beginning of the combat, so all its allies within 
  30 ft. get bonus to attacks and saves. On the next 
  rounds make it use Multiattack with against less 
  armored PC within 5 ft. of one of its allies to get 
  benefit of Martial Advantage. Make it use Shield 
  Bash until PC falls down to get Advantage on 
  Longsword attack rolls. Don’t forget to use Parry 
  to avoid melee hits. 
   
  Area 36 
  Encounter Difficulty 
  1 Hobgoblin Captain (CR 3, MM, p. 185) = 1 PC 
  12 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 9c and Area 3. 
   
  Area 39a 
  Encounter Difficulty 
  1 Rakshasa (CR 13, MM, p. 257) = 3 PCs 
  Note. This creature is not going to attack the 
  party without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Rakshasas are fiends originated from Nine Hells 
  (PHB, p. 300). They can’t truly die in Material 
  Plane, so they won’t flee or surrender. They can 
  communicate in Common and Infernal and can 
  take captives if they need. 
   
  Make the Rakshasa cast Dominate Monster on 
  martial PC and command him or her to kill other 
  PC wielding magic weapon. On the next rounds 
  make the Rakshasa use Multiattack against PC 
  wielding magic weapon, because Limited Spell 
  Immunity protects it from spellcasters. 
   
  Area 39c 
  Encounter Difficulty 
  2 Young Blue Dragons (CR 9, MM, p. 86) = 6 PCs 
  Note. These creatures are not going to attack 
  the party without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Dragons are intelligent enough to negotiate, flee, 
  surrender and take captives. 
   
  The Young Blue Dragons can fly so make them 
  stay in the air and use Lightning Breath 
  targeting as many PCs as possible. If Lightning 
  Breath is unavailable use Multiattack against 
  less armored PC and fly away from melee reach. 
   
  Area 40b 
  Encounter Difficulty 
  1 Nalfeshnee (CR 13, MM, p. 50) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 29 for general description of demons. 
   
  The Nalfeshnee can fly so make it use hit and run 
  tactics and stay in the air between its turns. 
  Demons are protected from magic very well 
  thanks to resistance from cold, fire and lightning 
  and Advantage on saves from Magic Resistance 
  trait, so make the Nalfeshnee use Multiattack 
  against PC with strong ranged attacks. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/MGtCE of DotMM 1-23/Monsters' Guide to Combat Encounters - For Dungeon of the Mad Mage Level 14 - Arcturiadoom.pdf