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 how to run combat encounters, 
  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 could 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. Enjoy your fights! 
   
  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 2: Arcane Chambers 
  This level is designed for four 6th level PCs. If you 
  have more than 4 PCs, you can add more 
  creatures 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 6th 
  level PCs. 
   
  Area 1b 
  Encounter Difficulty 
  7 Goblins (CR 1/4, MM, p. 165) = 1 PC 
  Note. These creatures are not going to fight.  
   
  Surprise 
  The Goblins are not going to surprise anyone. 
   
  Follow the standard procedure to determine if 
  PCs can surprise these creatures. 
   
  Creatures’ Tactics 
  Goblins are the race of small and tyrannical 
  slavers. According to VGTM, all goblinoids believe 
  that their god Maglubiyet is the only true god and 
  they hate servants of other gods. You can make 
  them focus on paladin or cleric PCs. Goblins are 
  able to negotiate in Common and Goblin, flee, 
  surrender and take captives. 
   
  According to the book the Goblins flee to Area 1d 
  if they are attacked. 
   
  If the combat occurs, spread the Goblins across 
  the market area to avoid AoE spells. Use their 
  Shortbow attacks and focus-fire on less armored 
  PCs. Note that without shields Goblins’ AC is 13.  
   
  There should be a lot of places where goblins can 
  use Hide action. Thanks to Nimble Escape trait 
  they can do it as Bonus Action. Hide before the 
  attack to get Advantage. If PCs approach to melee 
  range use Nimble Escape to Disengage as Bonus 
  action, run away and attack with Shortbow from 
  the distance. 
  Area 1d 
  Encounter Difficulty 
  22 Goblins (CR 1/4, MM, p. 165) = 3 PCs 
  Note. These creatures are not going to attack 
  PCs.  
   
  Surprise 
  The Goblins are not going to surprise anyone. 
   
  Follow the standard procedure to determine if 
  PCs can surprise these creatures. 
   
  Creatures’ Tactics 
  See Area 1b. 
   
  Area 1e 
  Encounter Difficulty 
  1 Goblin Boss (CR 1, MM, p. 165) = 1 PC 
  4 Bugbears (CR 1, MM, p. 33) = 2 PCs 
  10 Goblins (CR 1/4, MM, p. 165) = 2 PCs 
  Note. These creatures are not going to attack 
  PCs without reason. 
   
  Surprise 
  These creatures are not going to surprise anyone. 
   
  Follow the standard procedure to determine if 
  PCs can surprise these creatures. 
   
  Creatures’ Tactics 
  Bugbears are born for battle and mayhem. Fight 
  for bugbears is kind of religious service. They 
  fight ferociously, they love the slaughter, and 
  retreat is a big shame for them, but still is an 
  option. Like all goblinoids, bugbears hate clerics 
  and paladins, so you can make them focus on 
  such PCs first. They can negotiate in Common and 
  Goblin languages. 
   
  The Bugbears are good frontliners. Use 
  Morningstar against less-armored PCs, and use 
  Javelin only if there is no chance to attack in 
  melee. 
   
  
   
  See Area 1b for the information about Goblins. 
   
  According to the book the Goblin Boss fight only 
  in self-defense. You can use Dodge action and put 
  several Goblins in front of him to get half-cover 
  (PHB, p. 196). The Goblin Boss can also use 
  Redirect Attack as Reaction. 
   
  Area 2c 
  Encounter Difficulty 
  1 Specter (CR 1, MM, p. 279) = 1 PC 
  4 Flying Pots (CR 1/4, MM, p. 20, with changes) = 
  1 PC 
  Note. This encounter is fun but not very 
  challenging. You can skip it to save some time. 
   
  Surprise 
  As DM you can rule that emerging Specter makes 
  party surprised. 
   
  It is also up to DM if PCs are able to surprise the 
  Specter. 
   
  Creatures’ Tactics 
  Specters hate all the living and won’t negotiate, 
  flee, surrender or take captives. 
   
  The Specter has only Life Drain attack option. 
  Don’t forget, that maximum hit points reduction 
  lasts until long rest is finished. 
   
  You can roll all attacks of Flying Pots against one 
  PC at once to save some time. 
   
  Area 2d 
  Encounter Difficulty 
  1 Mage (CR 6, MM, p. 347) = 5 PCs 
   
  Surprise 
  As a DM you can decide that appearing Mage 
  makes party surprised.  
  It is also up to DM if PCs can surprise the Mage. 
   
   
  Creatures’ Tactics 
  The Mage is mad, so he won’t negotiate, flee, 
  surrender or take captives. 
   
  Cone of Cold is the most damaging spell the Mage 
  has, so it is a good start for the combat. 
   
  You can also use Fireball with 5th level slot if you 
  can target more PCs within its AoE. As a DM you 
  can even make the Mage so mad that he burns 
  the whole room targeting all PCs and himself in 
  the process. The room is 30 ft. x 30 ft. and Fireball 
  has 20 ft. radius, so it covers all the room easily. 
  Fire spreads around corners, so you can catch 
  some PCs in Area 2c. 
   
  The Mage won’t live for long without pre-casted 
  Mage Armor, but it is up to DM if Mage is able to 
  cast it in his pocket dimension. 
   
  Use Mage’s reaction to cast Shield against attacks 
  or Counterspell against harmful spells. Note that 
  you can use Counterspell on Mage’s own turn 
  against PC’s Counterspell. Don’t forget that the 
  Mage is Poisoned (PHB, p. 292), so he has 
  Disadvantage on ability check required to cancel 
  higher level spells. 
   
  Alternatively, you could start the fight with 
  Greater Invisibility. It will protect the Mage from 
  lot of spells that require seeing and give 
  Disadvantage to attacks against him. Personally, I 
  don’t think that the mad and drunk Mage should 
  focus on defense, but it is up to DM how the 
  madness affects tactics. 
   
  Area 7b 
  Encounter Difficulty 
  6 Ghouls (CR 1, MM, p. 279) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
   
   
  
   
  Creatures’ Tactics 
  Ghouls are undead creatures driven by insatiable 
  hunger. They won’t negotiate, flee, surrender or 
  take captives. 
   
  The Ghouls are intelligent enough to focus-fire 
  nearest less-armored non-elf PC. 
   
  Always use Claws instead of Bite, even despite 
  damage difference, because Claws have a higher 
  bonus to attack rolls. Claws have a chance to 
  inflict Paralyzed condition (PHB, p. 291) which 
  grants Advantage to all attacks, and all hits from 5 
  ft. become Critical hits.  
   
  Area 7с 
  Encounter Difficulty 
  1 Flesh Golem (CR 5, MM, p. 169) = 4 PCs 
  1 Flameskull (CR 4, MM, p. 134, with changes) = 
  2 PCs 
  Note. This encounter could be very tough for 
  the party, especially if weapon-dependent PCs 
  don’t have magical or adamantine (XGE, p. 78) 
  weapons yet.  
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  The Flameskull is mad. It won’t negotiate, flee, 
  surrender or take captives. 
   
  Golems are elemental spirits bound into material 
  form by powerful magic. They blindly obey any 
  commands given them by their creators. They 
  don’t feel pain and don’t afraid of death. When 
  golem’s body is heavily damaged the elemental 
  spirit tries to break free causing golem to go 
  berserk. Golems can’t communicate, flee, 
  surrender or take captives. 
   
  Fire damage decreases the Golem’s combat 
  effectiveness a lot because of Aversion of Fire 
  trait. Make it focus on PCs who deal fire damage. 
   
  If the Golem goes Berserk, and several creatures 
  are at the same range, you can roll a die to 
  determine random target. 
   
  Let the Skull stay in the air, out of melee reach of 
  PCs. Ceiling in this area is 40 ft. high. Don’t forget 
  to use Shield spell when appropriate. 
   
  According to the book the Skull spends its 
  actions either to electrify the floor or to calm 
  down the Golem if Berserk trait activates. As DM 
  you can use Lightning Bolt spell targeting some 
  PCs and the Golem, to make encounter more 
  challenging. Thanks to Lightning Absorption 
  trait, this spell would heal the Golem. It is up to 
  DM if the Golem is able willingly fail its saving 
  throw against this spell. 
   
  Area 7d 
  Encounter Difficulty 
  3 Ghasts (CR 2, MM, p. 148) = 3 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise.  
   
  Creatures’ Tactics 
  A ghast is stronger version of a ghoul, so you 
  could follow the guidance described in Area 7b. 
   
  Any PC who starts turn adjacent to the Ghast and 
  isn’t immune to Stench yet must make DC 10 
  Constitution save or become Poisoned (PHB, p. 
  292). 
   
  Area 9a 
  Encounter Difficulty 
  2 Bugbears (CR 1, MM, p. 33) = 1 PC 
  Note. Fight in this area will warn creatures in 
  Area 9b.  
   
   
   
  
   
  Surprise 
  The Bugbears ask pass phrase, so they won’t 
  surprise PCs. 
   
  Follow the standard procedure to determine if 
  PCs can surprise the Bugbears. 
   
  Creatures’ Tactics 
  If the Bugbears have a chance, they should join 
  their forces with the rest of the gang in Area 9b. 
   
  See Area 1e for Bugbear’s tactics in combat. 
   
  Area 9b 
  Encounter Difficulty 
  1 Drow Elite Warrior (CR 5, MM, p. 128, with 
  changes) = 4 PCs 
  2 Intellect Devourers (CR 2, MM, p. 191) = 2 PCs 
  7 Thugs (CR 1/2, MM, p. 350) = 2 PCs 
  Note. This encounter is very tough to 
  overcome via combat, especially with the help of 
  the Bugbears from Area 9a and Area 9d.  
  According to the book, the Drow prefers to take 
  captives, so take a look to Knocking a Creature 
  Out rule (PHB, p. 198).  
   
  Surprise 
  These creatures are not going to surprise PCs. 
  They have an offer for the party. 
   
  It is impossible for PCs to surprise these 
  creatures, because of Intellect Devourer’s 
  Detect Sentience ability. 
   
  Creatures’ Tactics 
  According to MM and MTOF, drow are selfish, 
  cruel and treacherous creatures, who believe in 
  their supremacy to all other. They especially hate 
  surface elves, so you can focus on elf or half-elf 
  PCs in combat. Drow are intelligent enough to 
  negotiate, flee, surrender or take captives. 
   
  Thugs and bugbears obey drow’s commands. As 
  intelligent creatures they can negotiate, flee, 
  surrender or take captives. 
   
  There is not so much information about intellect 
  devourer’s tactics from the lore point of view. 
  Apart of Monster Manual, you can find some 
  additional information about this creature in 
  published books (WDH, p. 212 and VGTM, p. 77) 
  but there are no clues of how it fights. Intellect 
  devourers have alien intelligence, so it is up to 
  DM if they will negotiate, flee, surrender or take 
  captives. 
   
  If fight occurs, the Drow Elite Warrior calls for 
  the Bugbears from Area 9d. It will take 2-3 
  rounds for them to reach this area, because they 
  are sleeping. 
   
  The Drow’s goal is to capture PCs, so it is better 
  to use Hand Crossbow attacks which have a 
  chance to knock PC unconscious. Because of 
  spider curse this Drow can move across the walls 
  and even ceiling. You can make him shoot from 
  there to stay out of melee reach. 
   
  You can make the Thugs and the Bugbears 
  simply beat PCs to 0 hp and Knock them Out. But 
  if you want to make fight more tense and 
  interesting you can try to use Grapple (PHB, p. 
  195) to prevent fleeing, Shove (PHB, p. 195) to 
  knock PCs down and get Advantage or optional 
  Disarm (DMG, p. 271) to limit PCs’ combat 
  effectiveness. Poisoned condition from Drow’s 
  Hand Crossbow attack may help with related 
  ability checks. 
   
  While inside the Thug, the Intellect Devourer 
  can’t use its own attacks. It teleports outside once 
  the Thug is dead. 
   
  Intellect Devourer’s Multiattack includes 
  Devour Intellect action. From mechanical 
  perspective it is represented just as Intellect 
  saving throw and it is up to you how to describe 
  this attack to your players. It may look as 
  telepathic blast or some kind of hypnosis. Devour 
  Intellect may inflict almost permanent Stunned 
  condition (PHB, p. 292) because 6th level PCs 
  usually don’t have access to Greater Restoration 
  spell. It is especially dangerous for PCs with low 
  Intelligence score. 
   
  
   
  Stunned condition includes Incapacitated 
  condition and allows the Devourer to use Body 
  Theft next round after successful Devour 
  Intellect. If PC will die because of Body Thief 
  ability Revivify and even Raise Dead spells will not 
  work, since they don’t restore any missing body 
  parts. The easiest way to bring PC back to life is 
  Resurrection spell which is available for bards 
  and clerics at level 13 earliest. Note, that Body 
  Theft can be performed even in one round, if 
  several Devourers focus on one target. 
   
  Area 9d 
  Encounter Difficulty 
  10 Bugbears (CR 1, MM, p. 33) = 5 PCs 
  Note. Fight in this area will warn creatures in 
  Area 9b.  
   
  Surprise 
  The Bugbears are sleeping so they can’t surprise 
  PCs. 
   
  Follow the standard procedure to determine if 
  PCs could surprise the Bugbears. Note, that at 
  the first round of the combat encounter, 
  surprised Bugbears can still be asleep (at least 
  until their first turn starts, but it is up to DM). 
  This means that they are Prone and Unconscious 
  (PHB, p. 272). All attacks against them from 5 ft. 
  will have Advantage and all hits are Critical hits. 
  Also, they will fail all Strength and Dexterity 
  saves automatically. 
   
  Creatures’ Tactics 
  Follow the guidance described at Area 1e section. 
   
  The Bugbears can call for help of Thugs and 
  Drow Elite Warrior from Area 9b. It will take 2 
  rounds for them to reach this area. As DM you can 
  also decide that some or all of these creatures 
  already wait for PCs in this area or in corridor, 
  because Intellect Devourers noticed 
  approaching party from 300 ft. 
   
   
  Area 10a 
  Encounter Difficulty 
  1 Enlarged Gelatinous Cube (CR 2, MM, p. 242, 
  with changes) = 1 PC 
   
  Surprise 
  According to the book, PCs can notice the Cube if 
  they have Passive Perception 15 or higher. 
  Otherwise they are surprised. As a DM you can 
  decide that only PCs occupying front rank in 
  marching order can notice the threat. See 
  Marching Order and Noticing Threats rules in 
  Adventuring chapter (PHB, p. 182). 
   
  Follow the standard procedure to determine if 
  PCs can surprise this creature. 
   
  Creatures’ Tactics 
  According to the lore, oozes are unintelligent 
  spawns of Demon Lord Juiblex. They won’t 
  communicate, surrender or flee. They just attack 
  everything they can eat. 
   
  Transparent and Ooze Cube traits work in 
  conjunction. If PCs didn’t notice the Cube on their 
  way, they try to enter its space and subjected to 
  Engulf with Disadvantage to saving throw. Roll 
  initiative. PCs who failed to notice the Cube are 
  surprised. 
   
  Pseudopod is simple ability and you should use it 
  only if you need to make an opportunity attack or 
  there is no chance to use Engulf. 
   
  During Engulf attack the Cube moves up to 15 ft. 
  and forces all PCs on its way to make Dexterity 
  saving throws up to three times (once per 5 ft.). 
  Note, that you can use Cube’s regular 15 ft. 
  movement to move closer to PCs, but this 
  movement don’t allow to enter PC’s space. Don’t 
  forget that since PCs can’t stop their movement at 
  the space of another PC, they can be engulfed 
  even with successful saving throw. At the 
  beginning of each Cube’s turns it deals 6d6 acid 
  damage to every engulfed PC. If PC has 0 hp 
  already, he or she gets 1 failed death save. If 
  
   
  damage on 6d6 exceeds PC’s hp maximum, he or 
  she dies (See Instant Death, PHB, p. 197). 
   
  It is up to DM, if PC who can’t breathe is able to 
  cast spells with verbal component. The other 
  important thing is that PC can’t regain hp, if he or 
  she is dying because of Suffocating (PHB, p. 183). 
   
  Area 10c 
  Encounter Difficulty 
  1 Ochre Jelly (CR 2, MM, p. 243) = 1 PC 
  Note. This is easy encounter and you can skip 
  it to save some time. 
   
  Surprise 
  According to the book, PCs can understand that 
  “mound of gold” is actually Ochre Jelly with 
  successful DC 12 Intelligence (Nature) check. It is 
  up to DM if the Jelly freed from the stasis 
  surprises PCs. 
   
  It is up to DM if PCs can surprise the Ochre Jelly 
  somehow. 
   
  Creatures’ Tactics 
  See Area 10a for roleplaying information about 
  oozes. 
   
  Pseudopod is the only attack the Jelly has. It 
  attacks nearest creature and you can roll a die to 
  choose random target if several PCs are within 
  the same range. 
   
  After PC makes successful attack with slashing 
  weapon or with the spell that deals lightning 
  damage the Jelly takes no damage. Instead, it can 
  use its Reaction to Split if it has at least 10 hp. If it 
  does so, two new Jellies appears. They are one 
  size smaller. Since Jellies are new combatants, 
  they also have Reactions available and can also 
  use Split. Note, that the Jelly still has immunity to 
  slashing and lightning damage even if it can’t use 
  Split. 
   
   
  Area 11b 
  Encounter Difficulty 
  1 Priest (CR 2, MM, p. 348) = 1 PC 
  9 Living Unseen Servants (CR 0, WDMM, p. 313) 
  = 1 PC 
  Note. If Halleth the Revenant is with the party, 
  he tries to kill Midna. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Mirna is priestess of Shar – goddess of darkness, 
  secrets and loss (see SCAG, p. 36). As an 
  intelligent creature she can negotiate, flee, 
  surrender or take captives.  
   
  The Priest lacks pure offensive power. You can 
  make her use Guiding Bolt with 3rd level spell slot 
  from the distance or use Spirit Guardians if 
  several PCs are within 15 ft. range. Note, that the 
  Priest can’t exclude Invisible Servants from 
  Spirit Guardians spell’s AoE if she can’t see them. 
   
  According to the book, the Priest stops a fight if 
  her Unseen Servants are defeated.  
   
  Living Unseen Servants aren’t a big threat for 
  6th level party. They attack with Advantage 
  because of Invisibility trait. Note, that Invisible 
  condition (PHB, p. 291) doesn’t make the 
  Servants unnoticeable. 
   
  Area 13a 
  Encounter Difficulty 
  1 Gibbering Mouther (CR 2, MM, p. 157) = 1 PC 
  Note. This is very easy encounter. The hall is 
  huge, and the Gibbering Mouther has very low 
  speed and short attack range. Anyways, it is 
  useful to introduce this terrifying creature to 
  your players. 
   
   
  
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Gibbering mouthers are horrifying creatures 
  created by foul sorcery. They are driven by 
  madness and hunger. They don’t communicate, 
  flee or surrender. They don’t take captives, they 
  eat them. 
   
  When PC starts turn within 20 ft. of the Mouther 
  let him or her make Wisdom save against 
  Gibbering. If PC starts turn within 10 ft., let him 
  or her also make Strength save against Aberrant 
  Ground. 
   
  Gibbering Mouther attacks nearest creature, so 
  you can roll a die to choose random target if 
  several PCs are at the same range. Note, that 
  killing blow from Bites attack consumes the body, 
  which means that the party will need access to 
  True Resurrection spell to get PC back to life. As a 
  DM you can rule that dissolving inside the 
  Mouther takes some time. 
   
  Use Blinding Spittle against any PC within reach. 
  It is better to target several PCs at once. 
   
  Area 13e 
  Encounter Difficulty 
  4 Nothics (CR 2, MM, p. 236) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Note, that the Nothics have Keen Sight 
  trait which grants them +5 to Passive Perception 
  score (see Passive Checks, PHB, p. 175). 
   
  Creatures’ Tactics 
  Nothics are cursed wizards, with no memory of 
  their past lives, haunting arcane secrets. They are 
  intelligent enough to communicate, flee, 
  surrender or take captives. Nothics covet magic 
  items, so you can make them focus on PCs who 
  have it. Take a look on optional Disarm rule 
  (DMG, p. 271) if some of your PCs have magic 
  weapons or shields. 
   
  These Nothics are insane and attack anyone they 
  see, but can be cowed by displays of magic. 
   
  Use Multiattack against less-armored PCs. Use 
  Rotting Gaze only if there are no PCs within 
  melee reach. 
   
  Area 13f 
  Encounter Difficulty 
  3 Gibbering Mouthers (CR 2, MM, p. 157) = 3 
  PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 13a.  
   
  Area 13g 
  Encounter Difficulty 
  1 Mezzoloth (CR 5, MM, p. 313) = 4 PCs 
  2 Nothics (CR 2, MM, p. 236) = 2 PCs 
  Note. If Halleth the Revenant is with the party, 
  he tries to kill Rex. 
   
  Surprise 
  These creatures are fighting already, so there is 
  no place for surprise. 
   
  Creatures’ Tactics 
  Mezzoloth, as any yugoloth (kind of mercenary 
  fiends), can’t be killed anywhere outside 
  Gehenna, their home plane. It won’t flee, 
  surrender or take captives but can negotiate 
  using Telepathy. 
   
  The Mezzoloth has Blindsight and Poison 
  Immunity which allows it to fight inside Cloudkill 
  AoE without consequences. Use this spell in the 
  first round of combat and keep the Mezzoloth 
  
   
  inside. Since it is heavily obscured area the 
  Mezzoloth gains benefits of Invisible condition 
  (PHB, p. 291).  
   
  If concentration on Cloudkill is broken, the 
  Mezzoloth can cast Darkness spell. Both the 
  Mezzoloth and the Nothics can see through it. 
   
  See Area 13e for Nothics’ tactics. 
   
  Area 14 
  Encounter Difficulty 
  1 Drow Mage (CR 7, MM, p. 129) = 6 PCs 
  8 Wererats (CR 2, MM, p. 209) = 8 PCs 
  Note. WDMM suggests making the Drow Mage 
  pre-cast Greater Invisibility but the duration of 
  this spell is 1 minute, which is not enough to have 
  proper conversation. It is better to use Alter Self 
  to appear as an elf or a human. 
   
  Surprise 
  These creatures are not going to surprise PCs. 
  The Drow has an offer for PCs. 
   
  Follow the standard procedure to determine if 
  PCs can surprise the Drow Mage.  
   
  Creatures’ Tactics 
  See Area 9b for general information about drow.  
  Wererats are humanoids cursed by lycanthropy. 
  Both drow and his underlings are intelligent 
  creatures so they can flee, communicate, 
  surrender or take captives. 
   
  If fight occurs, make Drow Mage to cast Greater 
  Invisibility if you didn’t make it earlier. It is very 
  good defensive spell, but it requires 
  concentration which means Drow won’t be able 
  to use Cloudkill or Evard’s Black Tentacles. 
   
  Don’t waste Drow’s action to summon useless 
  Quazit, it is better to try summoning Shadow 
  Demon. You can also cast Misty Step before or 
  after Summon Demon.  
   
  Cast Lightning Bolts using 5th level spell slot and 
  try to target as much PCs as possible. 
  Don’t forget to use Shield and assume that Mage 
  Armor was pre-casted before the encounter. 
   
  The Wererats have immunity to damage from 
  non-magical non-silvered weapons. It is practical 
  for them to focus on spellcasters. Use Hand 
  Crossbow attacks to reach PCs who are dealing 
  magic damage. According to MM, Wererats use 
  Bite attack only to induct new members to their 
  clan. 
   
  Area 17 
  Encounter Difficulty 
  2 Rust Monsters (CR 1/2, MM, p. 262) = 1 PC 
  Note. These creatures are busy with helmet, so 
  they ignore PCs for the first time. 
   
  Surprise 
  These creatures are not going to surprise PCs. 
   
  Follow the standard procedure to determine if 
  PCs can surprise these creatures. 
   
  Creatures’ Tactics 
  According to MM, Rust Monsters ignore 
  creatures not wearing or carrying ferrous metals. 
  They can’t communicate or surrender but can 
  flee. 
   
  Attack any PC wearing metal armor with 
  Antennae. Hope in your campaign Mending 
  cantrip can fix rusted weapons and armor. 
   
  Area 19d 
  Encounter Difficulty 
  5 Giant Spiders (CR 1, MM, p. 328) = 3 PCs 
  Note. Webs Dungeon Hazard (DMG, p. 105) is 
  present in this room. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. Note, that tugging or burning webs in 
  Area 19c alerts the Spiders because of Web 
  Sense trait. 
  
   
  Creatures’ Tactics 
  Spiders are beasts, so they can communicate with 
  PC under effect of Speak with Animals spell or 
  similar ability. They won’t surrender but they can 
  flee.  
   
  Spiders attack nearest PCs. Roll a die to 
  determine the target if several PCs are within 
  reach. Use Web against PCs within 30 ft. if it is not 
  Restrained already. Restrained condition (PHB, p. 
  292) grants Advantage to Bite attacks. 
   
  Webs Dungeon Hazard works like this. Area filled 
  with webs is difficult terrain. At the beginning of 
  every PC’s turn he or she must make DC 12 
  Dexterity saving throw or become Restrained. 
   
  Area 19e 
  Encounter Difficulty 
  1 Swarm of Spiders (CR 1/2, MM, p. 165) = 1 PC 
  Note. Webs Dungeon Hazard (DMG, p. 105) is 
  present in this room. 
   
  Surprise 
  It is up to DM if bursting Spiders makes the party 
  surprised, or if the party can surprise the Swarm 
  inside cocoon. 
   
  Creatures’ Tactics 
  See Area 19d for general information about 
  spiders and Webs Dungeon Hazard. 
   
  Use Bite attack against nearest PC. Roll a die to 
  determine the target if several PCs are within 
  reach. 
   
  Area 20a 
  Encounter Difficulty 
  1 Beholder Zombie (CR 5, MM, p. 316) = 4 PCs 
  Note. If PCs are wearing Xanathar’s Guild 
  symbol the Beholder won’t attack. Combat in this 
  area alerts creatures from Area 20b. It takes 1 
  round for them to reach this area. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  Zombies are mindless servants. They don’t use 
  any kind of tactics, communicate, flee, surrender 
  or take captives. 
   
  The Beholder Zombie uses random Eye Ray 
  against random target. It can be nearest PC, or 
  that who did largest amount of damage. Roll d4 to 
  determine which ray is used. Note that if PC will 
  be killed by Disintegration Ray, only True 
  Resurrection spell might bring him or her back to 
  life. 
   
  Don’t forget about Undead Fortitude if the 
  Beholder gets killing blow. 
   
  Area 20b 
  Encounter Difficulty 
  1 Berserker (CR 2, MM, p. 344) = 1 PC 
  5 Bugbears (CR 1, MM, p. 33) = 3 PCs 
  5 Thugs (CR 1/2, MM, p. 350) = 1 PC 
  Note. This encounter takes its place if PCs 
  made their way through Area 20a without 
  disturbing Beholder Zombie. It is up to DM if the 
  Beholder will join and help these creatures. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  All these creatures are intelligence enough to 
  negotiate, flee, surrender or take captives. 
   
  The Berserker can use Reckless trait to get 
  Advantage on Greataxe attacks. Focus on the 
  nearest less-armored PCs. 
   
  See Area 1e for Bugbears’ tactics. 
   
  The Thugs gets Advantage on attack rolls if any 
  of their allies are adjacent to their target because 
  
   
  of Pack Tactic. It is optimal for them to focus on 
  one target. Use Multiattack against less-armored 
  PCs. 
   
  Area 20d 
  Encounter Difficulty 
  3 Bugbears (CR 1, MM, p. 33) = 2 PCs 
  Note. Very easy encounter, you can skip it. 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 1e. 
   
  Area 22с 
  Encounter Difficulty 
  1 Beholder Zombie (CR 5, MM, p. 316) = 4 PCs 
   
  Surprise 
  Follow the standard procedure to determine 
  surprise. 
   
  Creatures’ Tactics 
  See Area 20a. 
   
  Area 22f 
  Encounter Difficulty 
  3 Mimics (CR 2, MM, p. 220) = 3 PCs 
    
  Surprise 
  Thanks to False Appearance trait the Mimics 
  can easily surprise the party. It is up to DM if the 
  party have a chance to surprise them. 
   
  Creatures’ Tactics 
  Mimics are predatory monsters. They can’t 
  negotiate or surrender but can try to flee. 
   
  Wait for a curious PC to touch the Mimic and 
  activate Adhesive trait. Roll initiative. Use Bite 
  with Advantage granted by Grappler trait to deal 
  as much damage as you can. According to the 
  book, the Mimics fight together, so it is optimal 
  for all of them to focus on Grappled PC. 
   
  Area 26a 
  Encounter Difficulty 
  2 Owlbears (CR 3, MM, p. 249) = 4 PCs 
  Surprise 
  Follow the standard procedure to determine 
  surprise. Note that Keen Sight and Smell trait 
  gives +5 to the Owlbear’s Passive Perception 
  score (see Passive Checks, PHB, p. 175). 
   
  Creatures’ Tactics 
  According to MM hungry owlbears fear nothing. 
  They won’t communicate, flee, surrender or take 
  captives. 
   
  Use Multiattack against nearest PCs. Roll a die if 
  several PCs are within same reach. Alternatively, 
  you can make the Owlbear attack PC who deal 
  largest amount of damage if you want to add 
  some unpredictability. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/MGtCE of DotMM 1-23/Monsters' Guide to Combat Encounters - For Dungeon of the Mad Mage Level 2 - Arcane Chambers.pdf