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

Leatherhead

Possibly a Idiot.

Phoenix (MToF)​


Phoenixes are big birds made out of fire, or more accurately fire elementals that are in the shape of a bird. Which in itself would be remarkable. But their most famous trait is their ability to be reborn after they die, locking them into a perpetual cycle of life.

In this edition, Phoenixes are as smart as beasts, and are simply seeking to burn everything they come across, at least until they are returned home to the Elemental Plane of Fire. While that lore is functional, it hardly lives up to the iconography of the famous bird. Instead consider what possible magical components and ingredients the players could harvest from such a creature, giving them a reason to go confront such a creature, or even better, a reason to bring one to the Material Plane despite the danger. Do you need some way to bring back the dead, or burn something down? The Phoenix can provide for ways to do both.

In combat however, the Phoenix is quite the epic tale. Possessing mobility that surpasses even the Leviathan, they can dart around the battlefield, burning everyone and everything that they touch. In fact, the Phoenix should always be moving. They possess an ability to squeeze through 1 inch cracks despite their gargantuan size, they have 120’ of flight speed and can use a legendary action to move. And to kick it all up a notch, whenever they enter the space of a creature, they deal automatic fire damage, and can ignite any object they touch for No Action. They can actually just plop down a 120’ long, 50’ wide strip of burning as they move. Granted, there are no hard rules for how much damage an inferno of this caliber deals, but there are Guidelines for it in chapter 8 of the DMG. The table recommends 4d10 for minor damage at levels 11-16ish (the Phoenix is CR 16, so we will run with that), ramping up to 10d10 for dangerous damage, and 18d10 for Deadly damage. With three damage ranges we can select the threat level we want, and even alter the damage during the combat. With the first few rounds dealing minor damage, and then the next few dealing dangerous representing the spreading fire, and finally the raging inferno engulfs even more of the area it becomes deadly damage. It’s a nice and thematic way of putting a time limit on an encounter.

But, naturally, that isn’t all. The Phoenix is a great drag and drop monster. They are gargantuan creatures with a decent STR and a huge movement speed after all. The elemental immunities and advanced movement options also lend themselves to this fighting style, because it is extremely hard to pin down this bird. To make matters worse, any creature touching the Phoenix or hitting it with a melee attack takes automatic fire damage, meaning that just attempting to escape the grapple is going to be painful to boot.

Finally the Phoenix has some miscellaneous tricks it can pull. For starters, it can attack, move, or move and attack for its legendary actions. Giving the bird quite a bit of tactical options when it comes to using both or either. And as the grand finale, whenever the Phoenix dies, it explodes. Burning everything around it. Normally, this would be an iffy tactic, but the Phoenix is also reformed as an invincible egg in this explosion, and this egg will hatch in 1d6 days. If the Phoenix can’t do the job the first time around, it can keep coming back as many times as the PCs will let it until they chuck the bird back into the fires from which it came. Exactly how much of their memories they retain is up to the DM of course, but do whatever makes the best story.

In the changeover, the Phoenix sheds their natural light an additional 30’. Unfortunately, they lost the ongoing fire damage from their Beak attack. Honestly, I would put that back on because having to spend an action to put yourself out, or spend an action to escape a grapple would make them basically perfect drag and drop monsters.
 

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Leatherhead

Possibly a Idiot.

Quickling (VGtM)​


Quicklings are speed. Cursed to burn their candle at both ends, they have a biology that makes them move four times faster than a human, and die about five times faster too. The slow mortal life is painfully boring to them, and a bored fey is nothing if not dangerous to any mortal that happens to be moving slow in their fast lane.

In fact, there is a perfect example of how to characterize them as a quote from Marvel Comics’ Quicksliver, in X-FACTOR #87 (1993).

quicksliver.jpg

So yeah, that’s what your players are dealing with, amped up to Fey proportions of emotion and pettiness, of course. The book is quick to point out that Quicklings don’t generally commit murder, but will often ruin lives in other prankish ways. Stealing items, sabotaging gear, planting contraband, locking people outside of an outhouse in the middle of the night. There are all kinds of ways to harm without causing a single HP of damage.

That said, Quicklings are quite capable of murdering. As a CR 1 creature with three attacks, 120’ of movement speed, and a massive +23 in DEX that allows for a huge stealth score and an unparalleled initiative bonus. They are almost always going to get the drop on your PCs, rush in, and shank someone good. In fact, Daggers are ranged attacks, meaning they can perpetually dance outside of melee range. Getting just close enough to pepper with thrown attacks, then back away (preferably behind cover) to avoid reprisal. Should the Party manage to catch up with them somehow, they will find that the Quickling has surprisingly robust defenses despite their small HP pool. All attacks against them automatically suffer from disadvantage, and they even have evasion to cover saving throws. Meaning a Party is better off trying to use control spells than damage on them.

Quicklings were not significantly changed for this reprinting.
 


Sulicius

Adventurer

Quickling (VGtM)​

-snip-

Quicklings were not significantly changed for this reprinting.
This is the most bonkers decision, more than changes to spellcasting to me. These should be around CR3, but for some reason they kept them like this. They didn’t even lower the amount of attacks they could do, the easiest change.

Why even pretend to care about monsters being a fair challenge for their CR?
 

This is the most bonkers decision, more than changes to spellcasting to me. These should be around CR3, but for some reason they kept them like this. They didn’t even lower the amount of attacks they could do, the easiest change.

Why even pretend to care about monsters being a fair challenge for their CR?
By the DMG, quickling has a defensive CR of 1/4, and an offensive CR of 3. Which makes CR 1 correct. Glass cannons.

Reducing the number of attacks completely undermines the theme. Clue is in the name. But, as already pointed out, CR is for chumps, ignore it when designing encounters.
 
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Sulicius

Adventurer
By the DMG, quickling has a defensive CR of 1/4, and an offensive CR of 3. Which makes CR 1 correct. Glass cannons.

Reducing the number of attacks completely undermines the theme. Clue is in the name. But, as already pointed out, CR is for chumps, ignore it when designing encounters.
How do you calculate it? I come to offensive CR 5 and defensive CR 1/2, not counting the disadvantage on attacking them.
 




Leatherhead

Possibly a Idiot.

Redcap (VGtM)​


If Quicklings weren’t murderous enough for you, Redcaps have your number. Born out of the spilled blood of a murder, they need to kill someone every 3 days in order to soak their signature Red Cap in the victim's blood, or else they will vanish. Because Fey creatures have a twisted sort of humor, Redcaps can be instinctively drawn to the person who spilled the blood which gave them life. What this means is up to you. Perhaps they want to kill the murderer because it’s ironic. Or perhaps they want to join up with a known successful killer to cover up their shortcomings and ensure their longevity. You could even use these creatures to hunt down the PCs if they end up being murderhoboes (You should still talk to them of course, but hey, it's a free plot hook for an IC reason to redeem themselves).

About that twisted sort of humor that fey have? That extends into combat with the Redcap. They are short, but strong. They wield a huge weapon, but have a limited 25’ of movement speed making it hard to use. They can charged into combat and kick someone instead (giving them an effective 50' of movement), but the very Iron boots that enable such a tactic also prevent them from using stealth. All in all, for a murderous creature, it’s kind of hard for them to actually murder anyone by themselves. As a bruiser backup for other creatures though, they are quite on point. Their kick can knock someone prone, for a spot of control that most meatshields lack for some reason. They are also extremely good at grappling for a small sized creature, but lack any specific attacks that capitalize on the fact.

The Wicked Scythe is yet another custom monster weapon. One day, someone is going to have to catalog all the unique weapons that monsters get to use. But not me, at least not for the next few months, I still have to finish up this project. And then maybe get in touch with D&D Beyond, to tell them about the typos I keep finding in these later monster entries. The Redcap still has the Volo’s lore format somehow.

In the changeover, the Redcap was given +1 AC.
 

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