• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Gnolls are another example of "in a choice between being a humanoid or an utterly depraved monster, we choose the latter" design we saw with derro. I specifically think that humanoids that can be playable (like duergar or aarakroca) will remain humanoids while former humanoids that were designed not to be playable (derro, gnoll) will be changed to other monster types to keep them unplayable.

I guess they wanted to keep some creatures truly evil and KoS worthy, while acknowledging a greater diversity of thought among orcs and drow. I find it an acceptable compromise, but I wasn't keen on the notion of LG mind flayers being commonplace either. We'll see if this compromise is accepted by others.
 

log in or register to remove this ad

I guess they wanted to keep some creatures truly evil and KoS worthy, while acknowledging a greater diversity of thought among orcs and drow. I find it an acceptable compromise, but I wasn't keen on the notion of LG mind flayers being commonplace either. We'll see if this compromise is accepted by others.
I think the key is whether they have some kind of society that is recognizably based off of human societies. Once you do that you start to invite comparisons to the group that you're basing their society off of and suggesting that at some level those folks are monsters, which is a bad look. Keeping their societies truly alien and not basing them on anything real prevents that from happening to a large degree.

However they need to add lupins (or some other dog/wolf humanoid) to the game, because otherwise there are going to be folks who are still mad about gnolls specifically. (The fact that you can be a cat person, or a bird person, or a dragon person, or a lizard person or a turtle person or even a freaking BUNNY PERSON but there isn't an official canine person type is a really odd choice that only gets odder every time they add another one.)
 

I like the way you think. PCs can be rare exceptions, but it would be nice to see two or three blocks for what the "commoner", "soldier", and "leader"- types would be like for each species.

As an aside, I think it might be one of the things that bothers me about those really high-level Drow: There's NO "regular" elf stat-blocks! (I understand that you can add elf traits to the otherwise Human NPCs. In all my worlds before now, elves were slightly more different than humans than that). Same goes for dwarves! (But there ARE Duergar!)
I have an answer for that which would probably be a good choice for doing that. But it comes with a heck of a big caveat though: the Adventures in Middle-Earth 5E book has regular stat blocks for like messengers, farmers, simple town guards. While also having npc stat blocks for like elves and dwarves too. Of course, the fact it's outta print makes it interesting to nab a hole of for that.
 

Fraz-Urb’Luu (MtoF, OotA)​


The Demon Prince of Deception, and Lord of Illusion. No, I’m not typing in that name again, it was a pain the first time. I’m calling him Fraz for the rest of this entry. The Great Gargoyle already has so many different names that many of his cultists don’t know who they are worshiping anyway. Fraz particularly relishes helping demon hunters take out his rivals in increasingly corrupt ways, then claiming their souls. If you ever need someone who is lying about being a powerful being, Fraz is for you. His cultists have an ability that detects illusions and hidden creatures, which could be played off as some kind of lie-detecting boon that he is bestowing on the hapless fools.

Before the battle starts, you should have him cast Mislead, and have a couple of Programmed Illusions set up (maybe with a verbal command word) to create something that can eat up actions. Typical illusory tricks like another demon lord showing up, having a loved one tied up as a hostage, maybe something like having a few angels come down and say “You guys should run away, we will hold him off!” Seeming can disguise a few cultists as prisoners, or as the PCs themselves. Project Image can be used to provoke a few attacks before the PCs even get in the same room as him. Basically, he shouldn’t have any spell charges left (except maybe Modify Memory) if he catches wind of the PCs being around his lair. It’s worth noting that Fraz is immune to detection magic and scrying, which is handy for tricking people for sure.

In combat, Fraz is a bit unique for a spellcasting high end threat. He has neither a multiattack that enables him to cast spells, nor a legendary action that can do so. Despite being the Lord of Illusions, don’t plan on having him toss many out in the heat of battle. Instead his multiattack enables the use of Phantasmal Terror, which is a ranged fear and damage power. It’s kind of like the Phantasmal Killer illusion spell, to be fair. Instead he is going to brute force it. Swooping in with bites and punches, hoping to get off a tail grapple legendary action (which will be used to fly up and drop someone for sure). His Lair actions are devastating. Simulacrum creates an obedient copy of a PC, which will then nuke the party with everything they can before turning into dust one round later. The stronger the PC, the stronger the copy. And let me tell you, PCs are designed to be relative glass cannons to begin with, so this is extremely dangerous. He also has an unlimited range AoE to damage everyone he can see, and a nebulous ability that lets him swap doors for walls and vice-versa. The actual utility of such a power depends entirely on how well you set up the encounter beforehand. Meaning of all the Demon Lords, this one requires by far the most planning.

Fraz was significantly buffed for this reprinting, despite the loss of several cool RP spells. Like Dream and Mirage Arcane. Mostly thanks to the Phantasmal Terror attack, which was appended to his multi-attack. His magical weapons trait was replaced with force damage on his melee attacks. And once again, the madness table was removed.
 

I think the key is whether they have some kind of society that is recognizably based off of human societies. Once you do that you start to invite comparisons to the group that you're basing their society off of and suggesting that at some level those folks are monsters, which is a bad look. Keeping their societies truly alien and not basing them on anything real prevents that from happening to a large degree.

However they need to add lupins (or some other dog/wolf humanoid) to the game, because otherwise there are going to be folks who are still mad about gnolls specifically. (The fact that you can be a cat person, or a bird person, or a dragon person, or a lizard person or a turtle person or even a freaking BUNNY PERSON but there isn't an official canine person type is a really odd choice that only gets odder every time they add another one.)
Hyena’s are closer related to cats then dogs.
 



Froghemoth (VGtM)​


There are quite a few amphibians in this book. Froghemoths are some strange kind of alien predator that is as big as an elephant, as dumb as a typical beast, and worshiped by bullywugs. Which is mostly remarkable due to the fact that the Froghemoth is CR 10 and Bullywugs are normally CR 1/4 , creating a huge disparity in the fighting capabilities of the supposed allies. While there are a few higher CR bullywugs running around now, none of them are above CR 3. Using this creature in conjunction with the lore will be an exercise in how well you can navigate an extreme case of bounded accuracy. And no, I don’t recommend using them on a level 3 party.

As for what they can do in combat, the Froghemoth is a melee controller, sporting multiple attacks that can incapacitate characters. Its best opening gambit is swimming under the water to get into position, then unleashing its multiattack from inside a formation. Their bite can swallow two creatures (one at a time) and their tentacles can grapple one target each, which makes the froghemoth capable of controlling up to 6 characters through just attacking. Ideally they will be dragging all those combatants under water, while a PC isn’t likely to drown in the span of a combat, most PCs aren’t optimized for swimming, giving the an advantage to the frogs. Additionally, the Froghemoth has a tongue attack that can real in a creature from up to 20’ away, but otherwise they are extremely vulnerable to ranged attacks. Something to consider when you are backing them up with toadies.

Another interesting part of their kit is that they are resistant to lightning damage, but if damaged by it, suffer from halved speed and disadvantage on dexterity saving throws A pseudo-vulnerability that a PC can exploit should they want.

In the changeover, the Froghemoth had their HP nerfed a bit. And while its multiattack does three attacks now, they could always do three attacks if they bit as a bonus action after using their tongue.
 


There is, in fact, a one-shot on the DM's Guild with that exact premise, although the Froghemoth is only a juvenile:
I ran it early this year. It's okay, but could have used some more detail in the "diplomacy" section before things fall apart. If I hadn't had the bullywugs bring out a sacrifice/hostage, the PCs may have ended it peacefully.
 

Into the Woods

Remove ads

Top