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

Leatherhead

Possibly a Idiot.

Drow Shadowblade (MToF)​


Drow Shadowblades are what happens when Drow decide that spiders aren’t edgy enough. These magical melee sword-elves gained their powers by sucking the energy out of a Shadow Demon, granting them abilities that are not entirely unlike a Way of Shadow Monk.

The Shadowblades are basically ninjas, only slightly less. They hang out in shadows, assassinate people, all that kind of thing. I’m sure you have seen at least one anime or action flick with one of them in it now.

The most notable thing about Shadowblades is their (possible) ability to summon a Shadow Demon. You would think having a habit of snacking on their kind would put a hamper on such a relationship, but demons are not known for being logical. Anyway, Shadow Demons are interesting because they get extra damage from hitting a target with advantage, that the Shadowblade can set up with ease. Though I have a sneaking suspicion we are going to see that change in the upcoming MM, so who knows what this final encounter will look like.

In combat, the Shadowblade is going Use their multiattack to cast Darkness on themselves and their target, which they can see through thanks to their Devil’s Sight. ( where did that come from? They got their powers from a Demon!) Then follow up with three Shortsword attacks (at advantage) to utterly destroy anyone. I want to point out, said Shortsword attack is a necrotic attack that can be used in melee or with 30/60 range. Meaning they are stabbing you with the shadow of their sword, and it hurts like death. Should the Shadowblade not want to kill you, they can trade one of their Shortsword attacks in for a Hand Crossbow attack that is coated in the famous Drow sleeping poison.

If being able to cast darkness and stab someone three times wasn’t enough ninja action for you, they can also teleport with a bonus action. Only between shadows or other areas of darkness mind you, but that’s not much of a problem honestly.

In the changeover, the Shadowblade was totally overhauled. Multiattack went from 2 to 3 attacks, upping their DPR by a smidge. Their darkness mechanic was dropped in favor of just casting Darkness as a free action every turn. One of the best streamlining changes I have seen in this book so far. And most importantly, they were given the ability to see in the magical darkness they create. Like wow, that was a massive oversight the first time around.
 

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Leatherhead

Possibly a Idiot.

Duergar (MToF)​


There are 7 entries for the Duergar, not counting their constructs (which are next.) Hold onto your hats and glasses folks, we are in for a wild ride thanks to the changes.

Duergar are dwarves that live in the underdark and have some measure of psionic powers due to mind flayer experiments. In previous lore, the Duergar were considered to be the “Drow of the Dwarves.” With all the implications that implies. This book seeks to smooth that tradition over, partially by dumping the “These are the EVIL dwarves” story on the Derro (which are aberrations now). And partially by emphasizing the mental magic angle of the Duergar, as reflected in their art styles forged from living in the underdark. This is in stark contrast with the Lolthsworn Drow, who were presumably too iconic to just get rid of, despite their baggage.

Perhaps the most interesting part of the Duergar is their unique relationship to their Psionics. While nearly every Drow has access to the same core spells (with some minor variance allowed for CR and perhaps Lolth’s blessing). Duergar as NPCs can have psionic spells or powers that are totally customized to their combat roles. Duergar are also fond of artifice, and you will see where that gets us shortly.

Edit: The Duergar Enlarge ability can now be used as a bonus action. Which allows them to fight at full strength without spending a turn of setup, should they be ambushed instead of ambushing. Presumably, this change will carry over into the MM Duergar if you are interested in toying with it.

Duergar Despot

The first Duergar entry isn’t doing WotC any favors with its name, though to be fair the name came from the old book where they were supposed to be tyrants. The Despot is some kind of CR 12 Psionic Artificer Controller that fights with their Cybernetic (Psybernetic?) body parts.

In combat, Despot relies on their multiattack to make two punches and then stomp twice in that order. While their Iron Fist can push targets up to 30’ away (not up, just away), the Despot’s 25’ of movement speed dictates that it’s often better to push them 0’ and just knock the target prone, If only so they can get the sweet extra damage on their Stomp attacks. That advice is out the window (just like the defenestrated PCs) if there is any kind of pit or trap nearby, and the Despot can cast Stinking Cloud should they need to manufacture a trap for those purposes. Despots also have the option to spew a 100’ long flame jet should their target not get proned, or if there just happens to be two targets standing in a line. Just one attack and be replaced, and the Flame Jet should always replace a Stomp for that reason. As a particularly metal finisher, the Despot will explode when they die, which may give them reason to go down swinging in a group of enemies should the situation arise.

I would also like to point out a typo in my book: The Despot can cast Minors Illusion. And I really, really, don’t want to know what that spell does.

In the changeover, the Despot lost Counterspell and Misty Step. Additionally, their multiattack can no longer be used to just spray fire everywhere all the time. Not going to lie, I would pick fire over punches any day. But that’s kind of the point of these changes, WotC just wanted the Despot to punch with its Iron Fist so I assume we can chalk that up to normalizing the encounter.
Edit: Also, they can now move between their attacks without provoking an OA, which is handy for an extreme push into a trap.

Duergar Kavalrachni.
These are the Duergar Calvary. They are a CR2 front line breaker with an ability that allows their mount to attack whenever they land a melee attack on a target. Their weapon of choice is a poisoned War Pick that allows for the use of a shield. Their backup weapon is a heavy crossbow.

The most interesting part of the Kavalrachni is their Shared Invisibility power, which is basically the Invisibility spell, except it also applies to their mount (and it's explicitly magical for what it’s worth.)

Their tactics should be relatively obvious: Use Shared Invisibility to get into a good position, then use melee attacks on a vulnerable enemy.

In the changeover, their mounted combat powers now apply to any mount they use, and not just female striders.

Duergar Mind Master

Despite their name, the Mind Master is more of a magically enhanced Rogue than a Mage. As such, they serve as CR 2 spies/assassins. With 30’ of truesight, they don’t even have to worry about illusions when they arise.

In combat, the Mind Master will use multiattack to stab their target with Mind-poison daggers twice. Or alternatively they can replace one of those attacks with a bit of mind control. Said Mind Mastery is a bit limited, the Mind Master can either force a reaction attack or make the target move 10’. But either way I am sure you can find uses for it.

The Mind Master can also make themselves invisible with a power that is similar to the spell, but that’s more of a redundancy thanks to their signature bonus ability: Reduce.

Reduce makes the Mind Master Tiny, gives them the ability to hide as a bonus action, and a huge bonus to both their AC and their Stealth score. It’s perhaps the ideal power for being a spy, because everyone is looking for invisible creatures, and nobody is looking for a mouse-sized dwarf.

In the changeover, the Mind Master lost a bit of damage while Reduced.

Duergar Soulblade

Continuing with the tradition of Bad names for Duergar, the Soulblade is not like the Soulknife (though it might have been based on them at one point in time). They are CR1 warriors with a custom weapon, the ability to enlarge themselves as a bonus action (in order to take up more room on a combat map and deal more damage), and the almost stock Duergar Ability to turn invisible.

The Soulbade was totally overhauled, they lost the ability to make a new blade as a bonus action, and all of their spells. In return their damage was normalized and they got a significant boost to HP. Said changes turned them into warrior types instead of rogues. And honestly, it’s for the worse. There isn’t much here that the stock Duergar in the MM can’t do. Even the default MM duergar is arguably better because they have a ranged attack for coverage, and better synergies with other warriors in this book!


Duergar Stone Guard

The Stone Guard represents a more elite warrior. Take the normal Duergar, give them better equipment, better stats, and an ability that grants advantage on attack rolls when they are in formation. It’s a CR 2 warrior 2.0, just remember to keep the formation intact.

The Stone Guard was not significantly changed.

Duergar Warlord

Finally an unambiguous name. The Warlord is a Warlord. Cr 6 style, with Psionic flavoring. They come with Enlarge and Invisibility, but their real power shines when they can use Multiattack. Multiattack allows the warlord to strike with their weapons (the hammer even has psionic bonus damage) 3 times, and then have three of their allies make a reaction attack. For another warlordy trick, they can use their reaction to boost an allies D20 roll, for a small damage cost. Use them on

The Warlord had their Scouring Instruction changed so it can be used on creatures that are immune to psionic damage, which is handy when dealing with constructs.

Duergar Xarrorn

I’m not even going to pretend like anyone knows what this name is supposed to be. I’m sure it must be some kind of ancient dwarven word that means “fire” though. Seeing as how they are Flamethrower units.

As an aside, I must say that their artwork is straight fire. Honestly, I am just shocked and amazed that such a blatant thing actually exists in D&D. It beats out that one picture of an Air cultist flying on a balloon for the sheer audacity of it. I don’t think said art existed in any book before this.

FIRE.png

Here is a picture, they are on the left. I can say they are perhaps my new favorite individual creature.

In combat they spray fire all over their enemies, then stab them with their “lance” until it recharges.

In the changeover, the Xarrorn was not changed, for there is no need to improve upon perfection. However, I do wish they had a bit of fire bonus damage with their standard melee attack, just for flavor's sake.
 
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Leatherhead

Possibly a Idiot.

Duergar Constructs (MToF)​


So, I need to elaborate a bit here. When we are talking about Duergar Constructs, we are not talking about Constructs built by the Duergar so much as we are talking about Duergar who have been turned into Constructs. In MToF, this was presented as some kind of Body-Horror punishment. In this book, they treat it more like an Iron Man suit. Which when worn grants fabulous powers and somehow changes their creature type from Humanoid (Dwarf) to Construct (Dwarf). This process is reversible (to an extent) with a short rest.

Duergar Hammerer

The Hammerer is a siege monster, allowing them to bash down walls and dig tunnels with relative ease. If you follow the DMGs object damage suggestions, it should take an average of two rounds for the Hammerer to smash a hole in a castle wall. Which leaves them digging a large sized tunnel in significantly less time.

The Hammerer has a melee reprisal attack, but despite being CR 2, is helpless against any kind of ranged attacks thanks to an abysmal 20’ movement speed. Which means its best use is digging a tunnel or breaching a wall to lead the attack. This will shift the encounter goal to being “Can you stop the hammerer before it breaches” instead of the traditional kill everything and then loot it.

In the changeover, the Hammerer had its Engine of Pain Reaction overhauled: No longer can you target the dwarf inside the machine, and it can follow up any melee attack with a single Hammer strike.

Duergar Screamer

Much like the Hammerer, the Screamer is a kind of digging machine that was reworked for war. Unlike the Hammerer, the Screamer isn’t a siege monster (honestly, that should have been a change) and instead attacks with a Drill and by using their AoE scream attack.

In combat, the Screamer is also helpless against ranged attacks due to being slow. However their Sonic Scream power can be used to knock melee enemies prone, which makes for a nice opening gambit after a wall has been breached. Or as a nice failsafe to prevent the PCs from reaching the Hammerer who is going to breach the wall.

The Screamer had the same changes to their Engine of Pain reaction that the Hammerer did, only they attack with a Drill instead of a Hammer.
 

Remathilis

Legend
So, I need to elaborate a bit here. When we are talking about Duergar Constructs, we are not talking about Constructs built by the Duergar so much as we are talking about Duergar who have been turned into Constructs. In MToF, this was presented as some kind of Body-Horror punishment. In this book, they treat it more like an Iron Man suit. Which when worn grants fabulous powers and somehow changes their creature type from Humanoid (Dwarf) to Construct (Dwarf). This process is reversible (to an extent) with a short rest.

I think this is the perfect example of how the neutering of lore hurts in certain situations. The duergar turning to "grim psionic dwarves" might make them better PCs, but it kills creative ideas like the duergar torturing criminals by making into siege weapons.
 

FitzTheRuke

Legend
I think this is the perfect example of how the neutering of lore hurts in certain situations. The duergar turning to "grim psionic dwarves" might make them better PCs, but it kills creative ideas like the duergar torturing criminals by making into siege weapons.

It doesn't really, though. If you are playing a game with players who have agreed to a level of "grittiness" that includes torture (in session zero, or if you just know your group well enough) then you are absolutely free to have the individual monster be created from a tortured criminal. All lore is just one version of the story, after all. It's a bit much to say that creative ideas are killed.
 

Remathilis

Legend
It doesn't really, though. If you are playing a game with players who have agreed to a level of "grittiness" that includes torture (in session zero, or if you just know your group well enough) then you are absolutely free to have the individual monster be created from a tortured criminal. All lore is just one version of the story, after all. It's a bit much to say that creative ideas are killed.
I'm just saying that dwarves in mech armor is a bit of a worn trope, while criminal dwarves forced to become siege weapons was far more interesting. Blah blah YMMV, but I kinda fear more of the creative "dark" ideas will be turned into generic "not necessarily dark" ones and that's a loss.
 


Faolyn

(she/her)
I'm just saying that dwarves in mech armor is a bit of a worn trope, while criminal dwarves forced to become siege weapons was far more interesting. Blah blah YMMV, but I kinda fear more of the creative "dark" ideas will be turned into generic "not necessarily dark" ones and that's a loss.
I think it's easier to make things darker than it is to take something that's both dark and officially dark and make it lighter.
 

FitzTheRuke

Legend
I'm just saying that dwarves in mech armor is a bit of a worn trope, while criminal dwarves forced to become siege weapons was far more interesting. Blah blah YMMV, but I kinda fear more of the creative "dark" ideas will be turned into generic "not necessarily dark" ones and that's a loss.

I agree, if I felt it were lost. But we're free to darken things up for groups that are okay with it, because...

I think it's easier to make things darker than it is to take something that's both dark and officially dark and make it lighter.

This is probably true. It's also easier (and smarter from a business perspective) to make official darker versions in specific adventures (or worlds) and keep things fairly generically neutral in the core.

If anything, these kinds of changes leave 3PP (and WotC themselves, if they choose) free to make clearly branded darker content without the worry of controversy.
 

Remathilis

Legend
I think it's easier to make things darker than it is to take something that's both dark and officially dark and make it lighter.
In essence, yes. But I wouldn't have thought of the encased-in-armor-as-punishment angle, so to me the original ToF write-up was a cool idea I wouldn't have produced myself. I don't want to lose cool ideas like that.
 

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