Magic Resistance. Halastar has advantage on saving throws against spells and other magical effects.
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). as an action, Halaster recovers spells slots equal to halve his challenge rating
Legendary Resistance (5/Day). If Halaster fails a saving throw, he can choose to succeed instead.
Quick Learner. After 5 turns Halastar understands his Open Weave and Open Portal abilities and can choose which number he rolls when choosing the effect.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. The archmage is an 30th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks).
He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation, Chill Touch, Ray of Frost, Shocking Grasp
1st level (12 slots): mage armor*, magic missile, shield, silent image, Feather Fall, Witch Bolt
2nd level (10 slots):arcane lock, cloud of daggers, darkvision, knock, Misty Step
3rd level (8 slots): counterspell, dispel magic, fireball, Slow, Thunder Step
4th level (7 slots): confusion, hallucinatory terrain, polymorph, Banishment, Blight, Fire Shield
5th level (6 slots): Bigby’s hand, geas, wall of force, Cone of Cold, Enervation, Immolation, Modify Memory, Synaptic Static
6th level (5 slots): chain lightning, globe of invulnerability, programmed illusion, Disintegrate, Circle of Death, Arcane Gate
7th level (4 slots): finger of death, symbol, teleport, Reverse Gravity, Power Word Pain, Crown of Stars
8th level (3 slot): maze, mind blank*, Antimagic Field, Maddening Darkness
9th level (2 slot): meteor swarm, wish, Gate, Prismatic Wall
*Halastar casts these spells on itself before combat.
Open Weave 1/day. Halastar rips the weave open momenteraly and causes a blast forward in a 90-foot cone going through walls and objects. Each Creature in the area must make a DC 26 Saving throw or take 105 (30D6) damage, and half of that on a succesfull safe. Choose one of the d8s.
The number rolled on that die determines the attacks damage type, as shown below.
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
Open Portal. Halastar opens a portal and summons something from another realm. roll a D6 to determine the result. (DC 26)
1 / Elemental plane of fire. Halastar casts 3 times Fireballs.
2 / Gaze of the abyss. Each creature within 30ft of halastar must make a wisdom saving throw or become incapacitated untill the end of its turn.
3 / Black hole hole. Halastar opens a portal close to a black hole within 60 feet of him, all creatures within a 40-foot radius must make a strenght saving throw or take 78 (22d6) bludgeoing damage and is knocked prone.
4 / Further then the far realm. Halastar grants a creature vision in the far realm. The creature must make a intellegence saving throw or is stunned untill halastars next turn.
5 / Faerie fun All creatures that are looking at halastar's direction (90* angle) must make a charisma saving throw or be charmed for 1 minute, or untill they have taken damage. The creature regards Halastar as its best companion.
6 / Sea of Chaos A Gas of unstable energy fills a 20-foot sphere within 120 foot of Halastar. Each creature must make a constitution saving throw if it begins its turn in the area, and takes 60 (10d12) poison damage and become poisoned for 1 minute. The creature can retry the saving throw at the ends on each of its turns. And on a succesfull save the creature only takes halve damage.
Halaster can take 5 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. Halaster regains spent legendary actions at the start of his turn.
Cast Cantrip. Halastar casts a cantrip
Cast Spell (Cost 3 Actions). Halaster casts a spell of 5th level or lower.
Move. Halastar moves up to half his movement.
Create Barrier (Cost 2 Actions). Halastar expends up to a 6th level spell slot to gain temporary hit points equal to 5 times the spell slot level.
Prepare for Rupture (Cost 5 Actions). Halastar Regenerates his "Open Weave" Ability
Detect. halastar make a wisdom (Perception) Check
Description
Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him.
The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.
Lair and Lair Actions
As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects:
- Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa.
- Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way.
- Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him.
- Halastar transports himself and up to 8 creatures to a different place in his lair. They can attempt a Wisdom Saving throw (DC 22) to be placed differently within 20 feet of their original location.
Regional Effects
When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:
- A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can’t be harmed or dispelled, but it winks out within an anitmagic field A scrying eye lasts until Halaster ends the effect (no action required).
- A minor illusory effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor.
- Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can’t be harmed, and it doesn’t acknowledge creatures or objects in any way. It can’t be dispelled but is suppressed within an anitmagic field.
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