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 16: Crystal Labyrinth 
  This level is designed for four 14th 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 14th level PCs. 
   
  Area 1 
  Encounter Difficulty 
  1 Crystal Golem (CR 10, MM, p. 167, with 
  changes) = 3 PCs 
  Note. Fight in this area alerts creatures from 
  Area 2a. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Golems are elemental spirits bound into material 
  form by powerful magic. They blindly obey any 
  commands given them by their creators, don’t 
  feel pain and don’t afraid of death. They won’t 
  communicate, flee, surrender or take captives.  
   
  Any PC starting turn within 10 ft. of the Crystal 
  Golem must make Wisdom save or be Blinded. 
  Note, that PC entering Light Intensity area 
  shouldn’t make this save. At the first round make 
  the Crystal Golem use Slow targeting as many 
  PCs as possible. Next round make it use 
  Multiattack against nearest PC. You can roll a die 
  if several PCs are within reach to determine 
  random target or you can make the Crystal 
  Golem focus on Blinded PC. Crystal Golem’s 
  Intelligence is very low so normally it shouldn’t 
  choose most vulnerable targets, but you can 
  assume that attacking Blinded creatures is the 
  part of the orders it follows. 
   
  Area 2a 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  4 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Githyanki are a psionically gifted race of 
  conquerors and raiders living in timeless Astral 
  Sea (PHB, p. 300). They are intelligent creatures, 
  so they can communicate in Gith language, flee, 
  surrender or take captives. They hate mind 
  flayers, so you can make them focus on them if 
  any are with the party. 
   
  The Githyanki Gish has Message cantrip, so once 
  it knows about intruders you can make it cast this 
  spell to warn any other creature within 120 ft. 
  which is not behind one foot of stone. While 
  encased inside crystal stalactite the Githyanki 
  Gish is relatively safe and you can make it can 
  cast Telekinesis to grant Advantage to its allies’ 
  attacks against less armored PC or to throw it to 
  Astral Sea pit. Gith racial spells don’t require any 
  components which makes them impossible to 
  Counterspell. Restrained condition (PHB, p. 190) 
  imposes Disadvantage on PC’s Dexterity saving 
  throws, so this spell combines with Fireball very 
  well. Once Telekinesis is ended or not needed, 
  make the Githyanki Gish cast 3rd and 4th level 
  Fireball targeting as many PCs as possible. The 
  Githyanki Gish can leave the stalactite using 
  Dimension Door or Misty Step spells. If it falls into 
  Astral Sea pit you can make the Githyanki Gish 
  cast Plane Shift to teleport to Stardock. If the 
  Githyanki Gish is fighting outside the stalactite, 
  make it use War Magic trait casting Fireball and 
  attacking with its Longsword. If the Githyanki 
  Gish is out of spell slots or it can’t target two or 
  more PCs with Fireball, you can make it combine 
  Misty Step and Multiattack focusing on less 
  armored PC. Make the Githyanki Gish keep no 
  more than 60 ft. distance to spellcasting PCs in 
  order to cast Counterspell when needed. 
  
   
  Make the Githyanki Warriors use Multiattack 
  against less armored or Restrained PC. You can 
  make them cast Misty Step as Bonus action to 
  reach the target or avoid opportunity attacks. You 
  can also make the Githyanki Warriors try to use 
  Grapple and Shove (PHB, p. 195) to throw PCs 
  into Astral Sea pit but prepare in advance what 
  will you do with the party there. 
   
  Area 3a 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 3b 
  Encounter Difficulty 
  1 Young Red Dragon (CR 10, MM, p.86) = 3 PCs 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
  Note. The Githyanki Gish can reach creatures 
  in Area 6a casting Message if needed. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Red dragons are strongest and most covetous of 
  the dragonkind. They are smart enough to 
  negotiate, flee, surrender or take captives. 
   
  The Young Red Dragons can fly, so make it stay 
  in the air and use Fire Breath targeting as many 
  PCs as possible. If Fire Breath is unavailable, 
  make the Dragon use Multiattack against less 
  armored PC. If Astral Sea pit is nearby you can 
  make the Dragon try to use Grapple or Shove 
  (PHB, p. 195) to throw PCs into it. 
  See Area 2a for the tactics of Githyanki Gish. 
   
  If the Githyanki Knight riding its Red Dragon, it 
  should stay out of melee reach. Make the 
  Githyanki Knight cast Telekinesis targeting less 
  armored PC to grant Advantage to its allies’ 
  attacks against him or her or to throw PC into 
  Astral Sea pit. Gith racial spells don’t require any 
  components which makes them impossible to 
  Counterspell. Restrained condition (PHB, p. 190) 
  imposes Disadvantage on PC’s Dexterity saving 
  throws, so this spell combines with Fireball of 
  Dragon’s Fire Breath very well. Once Telekinesis 
  is ended or not needed, make the Githyanki 
  Knight use Multiattack against less armored or 
  Restrained PC casting Misty Step if needed before 
  or after. Outside the dungeon the Githyanki 
  Knight can also use Plane Shift to flee or try to 
  banish PC to another plane, but think in advance 
  where you’ll send PC and how it can escape. 
   
  Area 4 
  Encounter Difficulty 
  10 Githyanki Warriors (CR 3, MM, p.158)= 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 2a.  
   
  Area 5 
  Encounter Difficulty 
  1 Mind Flayer (CR 7, MM, p. 221) = 2 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Mind flayers are psionic tyrants and slavers who 
  devour brains of intelligent creatures. They can 
  negotiate, flee, surrender or take captives. 
  
   
  The Mind Flayer is under effect of Levitate, so 
  make stay out of melee reach if combat occurs. 
  Mind Blast is a good start, because it damages 
  and disables PCs within good AoE. Next round 
  make the Mind Flayer cast Dominate Monster, 
  but don’t forget that this will break Concentration 
  on Levitate. The Mind Flayer is smart enough to 
  use this spell against martial PC, rather than 
  spellcaster. If Mind Blast is not available, the 
  Mind Flayer can attack in melee focusing on less 
  armored or Stunned PC. Tentacles and Extract 
  Brain attacks work in conjunction. Successful 
  Tentacles attack inflicts Grappled condition 
  automatically and if PC fails saving throw it also 
  inflicts Stunned condition. Stunned condition 
  includes Incapacitated condition which allows the 
  Mind Flayer use Extract Brain on the next 
  round. If you decided that it’s time to flee, the 
  Mind Flayer can try to reach Astral Sea pit in 
  Area 3b, jump into it and cast Plane Shift to come 
  back to Material Plane from there. 
   
  Area 6a 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  6 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 3b and Area 7. If you decided that doors are 
  less than 1 ft. thick, the Githyanki Gish can reach 
  creatures in Area 8 and Area 10 casting Message. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 7 
  Encounter Difficulty 
  2 Crystal Golems (CR 10, MM, p. 167, with 
  changes) = 6 PCs 
  Note. Fight in this area alerts creatures from 
  Area 6a. 
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 1. 
   
  Area 8 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
  Note. If door to this is area is open or you 
  decided that it’s less than 1 ft. thick, the 
  Githyanki Gish can reach creatures in Area 6a 
  casting Message. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 2a for the tactics of the Githyanki Gish. 
   
  See Area 3b for the tactics of the Githyanki 
  Knight. 
   
  Area 10 
  Encounter Difficulty 
  1 Crystal Golem (CR 10, MM, p. 167, with 
  changes) = 3 PCs 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  Note. If door to this is area is open or it’s less 
  than 1 ft. thick, the Githyanki Gish can reach 
  creatures in Area 6a casting Message. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 1 for the tactics of the Crystal Golem. 
   
  See Area 2a for the tactics of the Githyanki Gish. 
  
   
  Area 11 
  Encounter Difficulty 
  1 Crystal Golem (CR 10, MM, p. 167, with 
  changes) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 1. 
   
  Area 12f 
  Encounter Difficulty 
  2 Young Red Dragons (CR 10, MM, p.86) = 6 PCs 
  Note. Fight in this area alerts creature from 
  Area 13. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3b. 
   
  Area 13 
  Encounter Difficulty 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 12f. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3b. 
   
   
  Area 14 
  Encounter Difficulty 
  1 Young Red Dragon (CR 10, MM, p.86) = 3 PCs 
  Note. This creature won’t attack the party 
  without reason. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3b. 
   
  Area 15b 
  Encounter Difficulty 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3b. 
   
  Area 16a 
  Encounter Difficulty 
  1 Adult Red Dragon (CR 17, MM, p. 86, with 
  changes) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  The Adult Red Dragon can fly, so make it stay in 
  the air out of melee reach between its turns. 
  Make the Dragon use Legendary Resistance to 
  succeed on saves against Hold Monster, Web and 
  other movement restricting spells or abilities. 
  The Dragon has Legendary Actions so even if it 
  loses Initiative it can act using them after first 
  
   
  PC’s turn. If any PC is within 10 ft. reach, make 
  the Dragon use Tail. If the Dragon is surrounded 
  by two or more PCs make it use Wing Attack and 
  fly into more advantageous position. Once the 
  Dragon’s turn starts make it use Multiattack 
  against PC with strong ranged attacks. Successful 
  Frightful Presence gives Disadvantage on attacks 
  against the Dragon, so you can focus on 
  spellcasters until Frightened condition remains. 
  You can make the Dragon cast Misty Step as 
  Bonus action to reach the target or to avoid 
  opportunity attacks. Next turn make the Dragon 
  use Fire Breath targeting as many PCs as 
  possible and keep using it every round it’s 
  available, otherwise use Multiattack. If you 
  decide that it’s time to flee make the Dragon cast 
  Gaseous Form to escape the room through the 
  holes or windows or Misty Step to teleport 
  outside the room. 
   
  Area 16b 
  Encounter Difficulty 
  2 Githyanki Knights (CR 8, MM, p. 158) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 3b. 
   
  Area 17a 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  Note. This creature tries to join forces with 
  creatures from Area 17b. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 17b 
  Encounter Difficulty 
  2 Githyanki Gish (CR 10, MM, p. 158) = 6 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 19a 
  Encounter Difficulty 
  4 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 21a 
  Encounter Difficulty 
  1 Young Red Dragon (CR 10, MM, p.86) = 3 PCs 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 21b. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 3b. 
   
   
  
   
  Area 21b 
  Encounter Difficulty 
  10 Githyanki Warriors (CR 3, MM, p.158)= 4 PCs 
  Note. Fight in this area alerts creatures from 
  Area 21a. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 22 
  Encounter Difficulty 
  1 Young Red Dragon (CR 10, MM, p.86) = 3 PCs 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 3b. 
   
  Area 24 
  Encounter Difficulty 
  2 Githyanki Knights (CR 8, MM, p. 158) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 3b. 
   
   
  Area 26 
  Encounter Difficulty 
  4 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 27. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 27 
  Encounter Difficulty 
  1 Githyanki Gish (CR 10, MM, p. 158) = 3 PCs 
  5 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 26. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 28b 
  Encounter Difficulty 
  1 Githyanki Warrior (CR 3, MM, p. 158) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  
   
  Area 29b 
  Encounter Difficulty 
  1 Githzerai Zerth (CR 6, MM, p. 158) = 1 PC 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Githzerai are a race of ascetic philosophers from 
  Outer Plane called Ever-Changing Chaos of Limbo 
  (PHB, p. 300). They can negotiate, flee, surrender 
  and take captives. 
   
  This area is filled with Antimagic Field, which 
  means that the Githzerai Zerth can’t cast its 
  spells. Best option for it is to leave the room and 
  cast Plane Shift to escape asteroid. If you want the 
  Githzerai Zerth fight the party or help them to 
  deal with githyanki or mind flayers here is its 
  general tactics. Make the Githzerai Zerths cast 
  Phantasmal Killer on martial PCs at the beginning 
  of the fight. On the next rounds make them use 
  Multiattack against less armored PC. Don’t forget 
  to cast Shield as a Reaction to avoid hits. 
   
  Area 29с 
  Encounter Difficulty 
  2 Mind Flayers (CR 7, MM, p. 221) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  This area is filled with Antimagic Field, which 
  means that the Mind Flayers can’t cast their 
  spells and use Psychic Blast. Best option for them 
  is to leave the room and cast Plane Shift. If you 
  want them fight the party or help them to deal 
  with githyanki, see Area 5. 
   
  Area 29d 
  Encounter Difficulty 
  2 Githyanki Gish (CR 10, MM, p. 158) = 6 PCs 
  Note. Fight in this area alerts creatures from 
  Area 30. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  See Area 2a. 
   
  Area 30 
  Encounter Difficulty 
  1 Githyanki Knight (CR 8, MM, p. 158) = 2 PCs 
  6 Githyanki Warriors (CR 3, MM, p. 158) = 2 PCs 
  Note. Fight in this area alerts creatures from 
  Area 29d. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 3b for the tactics of the Githyanki 
  Knight. 
   
  See Area 2a for the tactics of the Githyanki 
  Warriors. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/MGtCE of DotMM 1-23/Monsters' Guide to Combat Encounters - For Dungeon of the Mad Mage Level 16 - Crystal Labyrinth.pdf