D&D 5E Let’s Read Mordenkainen Presents: Monsters of the Multiverse.

Azuresun

Adventurer
Pretty much at this rate, in regard to the Magic Weapons trait, instead of writing that as a trait in the monster stat block, now they have that trait/idea represented by having an attack/weapon of such beings do Force Damage, since that's basically raw arcane magic in 5E. Less words to type out and more space for the stat block.

Helmed Horrors become more and more powerful with each change of this nature!
 

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Leatherhead

Possibly a Idiot.

Baphomet (MToF, BG: DiA, first printed in OotA)​


Baphomet, the Prince of Beasts. The Horned King. Demon Lord of brutality and posting “We live in a Society” memes on the internet. The most interesting thing about this entry is the inclusion of powers for Cultists. Particularly Incite the Hunters, which allows a Cult Leader to inspire their flock to get a bunch of extra hits. However, unlike the other bovine fiend Bael, we have no idea of exactly the number or kind of forces that the Horned King can muster. We do know that particularly successful cultists are sometimes transformed into Minotaurs and even Tanarukks (later in this book). Additionally, Baphomet has some kind of connection to the Bulezau( also later in this book), and that the Goristro Demons live somewhere in his realm. But given the random nature of the Abyss, perhaps the most appropriate thing to do is just roll on a table to see what other demons are there that day.

Like almost all high end threats, Baphomet is deadliest in his palace, the Lyktion. Where he can employ his Lair Actions to change the terrain, Reverse Gravity, or just seal off random doors. No matter where you meet him though, he is going to charge directly into battle, literally.
His attack routine should be moving enough to trigger the knockdown on his Gore Attack, then following through with the rest of his Multiattack including Frightful Presence. While he is mostly a melee-bound brute, he does have some recourse against pesky ranged units, including Charging as a Legendary Actions and the spell Wall of Stone. Dispel Magic is useful against those who can’t fly naturally, or any caster doing something annoying. However his best trick is the Maze spell. A form of control that doesn’t require an attack roll or a saving throw. With it he can shelve anyone who isn’t a Wizard Artificer, or Bard for most of the fight. And should combat go sour, he could always Teleport away.

In this reprinting, his third(!) for the edition, Baphomet gained a great big gob of hp and lost access to the Hunters Mark and Detect Magic Spells. His Heartcleaver attack was changed into Force damage due to the loss of the Magical Weapons ability, and Frightful Presence was included into his Multiattack. Also lost is the Madness of Baphomet table, which grants characters a random flaw just for looking at him (though the actual utility of such a thing is a bit questionable)
 
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pukunui

Legend

Also lost is the Madness of Baphomet table, which grants characters a random flaw just for looking at him (though the actual utility of such a thing is a bit questionable)

Given the madness stuff that was removed in the latest round of errata, I suspect the whole madness mechanic will disappear in 50Ae. And I also suspect that WotC will try to quietly pretend OotA doesn’t exist.
 

JEB

Legend
Given the madness stuff that was removed in the latest round of errata, I suspect the whole madness mechanic will disappear in 50Ae. And I also suspect that WotC will try to quietly pretend OotA doesn’t exist.
I wouldn't be surprised to see many if not all 2014 5E adventures allowed to go out of print when 2024 5E arrives. Sourcebooks as well. Excepting products clearly designed to be forward-compatible like MOTM. (I imagine some of the most popular might get updated re-releases.)
 

Sulicius

Adventurer
A lot of the stat blocks seem to strip monsters of their abilities that don’t fit their theme. Many get additional actions per turn to do their signature ability, such as slinging webs, blasting spells or teleporting. I like all of that.
 

Leatherhead

Possibly a Idiot.
A lot of the stat blocks seem to strip monsters of their abilities that don’t fit their theme. Many get additional actions per turn to do their signature ability, such as slinging webs, blasting spells or teleporting. I like all of that.
It's funny you should mention that, because the next stat block is something I would consider a counter-example to that trend.

Bard (VGtM)

The not so humble Bard, everyone’s least and most favorite support unit. In this book, the Bard comes with a random table to determine their performance type. Notable inclusions are Puppetry, Bagpipes, and the art of Mimes. How these work in combat is up to you, but if they aren’t absurdly over the top, are you really playing a Bard? I can just imagine some confused players trying to dispel the "invisible chair" that the bard is sitting on and wondering why it didn't work.

In combat the Bard has Taunt. A bonus action that inflicts disadvantage on checks, attack rolls, and saving throws. Which makes it the ideal opener for whatever plan of attack you have. Speaking of attacking, the Bard has Multiattack, allowing them to stab or shoot, or weapon attack and cast a spell, twice in the same round. Alternatively they can use their Point Blank AoE power Cacophony to inflict some damage and knock away aggressors. Sleep is a significant control spell, Charm Person is more for out of combat uses, but could be comboed into from a Taunt to stop a raging barbarian. Invisibility is either for ambushing, playing a prank, or most likely running away. Their At-will spells are not really useful in combat, save for maybe Dancing Lights being used to light up the battlefield.

Changes to the Bard: The loss of spells, Heroism, Thunderwave, Shatter, Healing Word, and the most egregious of all, Vicious Mockery! Song of Rest was also deleted. In return they got the spell Prestidigitation, Multiattack (which can also be used to cast a spell) , and the ability Cacophony, which mimics some of the damage spells they lost. Taken as a whole, the changes make for a better disposable enemy, but a worse NPC companion.
 


Sulicius

Adventurer
It's funny you should mention that, because the next stat block is something I would consider a counter-example to that trend.

Bard (VGtM)

-snip-

Changes to the Bard: The loss of spells, Heroism, Thunderwave, Shatter, Healing Word, and the most egregious of all, Vicious Mockery! Song of Rest was also deleted. In return they got the spell Prestidigitation, Multiattack (which can also be used to cast a spell) , and the ability Cacophony, which mimics some of the damage spells they lost. Taken as a whole, the changes make for a better disposable enemy, but a worse NPC companion.
I am guessing that with the Taunt bonus action, they didn’t want it to overlap with vicious mockery.
But yes, a shame they lost some options. I have used the old bard as a friendly npc a few times and enjoyed them.
 

Marandahir

Crown-Forester (he/him)
It's funny you should mention that, because the next stat block is something I would consider a counter-example to that trend.

Bard (VGtM)

The not so humble Bard, everyone’s least and most favorite support unit. In this book, the Bard comes with a random table to determine their performance type. Notable inclusions are Puppetry, Bagpipes, and the art of Mimes. How these work in combat is up to you, but if they aren’t absurdly over the top, are you really playing a Bard? I can just imagine some confused players trying to dispel the "invisible chair" that the bard is sitting on and wondering why it didn't work.

In combat the Bard has Taunt. A bonus action that inflicts disadvantage on checks, attack rolls, and saving throws. Which makes it the ideal opener for whatever plan of attack you have. Speaking of attacking, the Bard has Multiattack, allowing them to stab or shoot, or weapon attack and cast a spell, twice in the same round. Alternatively they can use their Point Blank AoE power Cacophony to inflict some damage and knock away aggressors. Sleep is a significant control spell, Charm Person is more for out of combat uses, but could be comboed into from a Taunt to stop a raging barbarian. Invisibility is either for ambushing, playing a prank, or most likely running away. Their At-will spells are not really useful in combat, save for maybe Dancing Lights being used to light up the battlefield.

Changes to the Bard: The loss of spells, Heroism, Thunderwave, Shatter, Healing Word, and the most egregious of all, Vicious Mockery! Song of Rest was also deleted. In return they got the spell Prestidigitation, Multiattack (which can also be used to cast a spell) , and the ability Cacophony, which mimics some of the damage spells they lost. Taken as a whole, the changes make for a better disposable enemy, but a worse NPC companion.
If you want a Bard NPC companion, you’re better off going Spellcaster (Prodigy) layered onto a creature of 1/2 CR or lower, and leveling it up accordingly.
 


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