Month: June 2022

  • Monsters of the Multiverse: Undead

    Half a dozen undead creatures in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes receive significant updates in Monsters of the Multiverse, and deathlocks account for half of these—unsurprisingly, since they’re all spellcasters.

    Gone from the deathlock’s Spellcasting repertoire are arms of Hadar, hold person and chill touch. Eldritch blast is reskinned as the ranged spell attack Grave Bolt, dealing an extra 3 damage (presumably from the deathlock’s Charisma modifier). A new Multiattack lets it attack twice with either Deathly Claw or Grave Bolt, doubling the amount of damage it can deal in a single turn.

    These changes turn the deathlock inside out. For starters, it loses both of the spells that benefited from being boosted to a higher level by the deathlock’s warlockitude. It also no longer has anything that fills the role of chill touch’s suppression of healing. On the other hand, the fact that the deathlock now gets to attack a second time makes invisibility-based ambush more practical (although it gains advantage only on the first attack roll of the two), and spider climb no longer has to compete against more potent spells for the use of a spell slot.

    As for direct attacks, the choice is no longer between Deathly Claw and chill touch but rather between Deathly Claw and Grave Bolt—which is really a choice between melee and ranged combat. This choice is resolved by looking at the deathlock’s ability scores and asking what they say about its combat role. With Charisma as its primary offensive ability and Dexterity as its primary defensive ability, the deathlock is a spellslinger, and as such, it wants to sling spells and avoid melee.

    Therefore, its strategy is now to fortify itself in advance with mage armor and either disguise self or invisibility (the latter precludes the use of detect magic while the deathlock concentrates on it); stay as far as possible from likely foes; cast hunger of Hadar to delay opponents while the deathlock completes its task(s); and if that fails, cast spider climb to escape or to attack with Grave Bolt from inaccessible places. Since the deathlock no longer has a convenient way to paralyze an opponent, Deathly Claw is now only a last-ditch defense, for use when the deathlock is cornered and can’t get out of melee.

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  • Monsters of the Multiverse: Giants

    Monsters of the Multiverse doesn’t make many changes to giants. Then again, there weren’t many giants in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes to begin with, just some specially trained and equipped ogres and elite giants and trolls. Only three of these are revised enough to require reexamination.

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  • Monsters of the Multiverse: Monstrosities

    In contrast to humanoids and NPCs, Monsters of the Multiverse makes few substantive changes to the monstrosities from Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes; most of its changes are too minor to affect the relevant creatures’ tactics. Only the choldrith, leucrotta, yuan-ti and froghemoth receive changes to their traits and/or actions significant enough to merit reexamination.

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  • Monsters of the Multiverse: NPCs

    Continuing my examination of the stat block updates in Monsters of the Multiverse, today I look at nonplayer characters. Since the majority of NPCs in Volo’s Guide to Monsters (they all come from Volo’s—there are no NPC stat blocks in Mordenkainen’s Tome of Foes) are spellcasters, and since spellcasting is the most frequently changed mechanic in Multiverse, all but a few of these NPCs have received some substantive change, and the ones that haven’t are all non-spellcasters.

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  • Monsters of the Multiverse Humanoids, Part 2

    Today I finish up the humanoids in Monsters of the Multiverse by looking at significant changes to shadar-kai, drow, gith and nagpas. As a reminder, I’m only examining creatures whose tactics might differ because of changes to their traits and actions in Multiverse. If I don’t mention a creature, my tactics for that creature are unchanged.

    The shadow dancer, now explicitly called the shadar-kai shadow dancer, was already a powerful fighter in darkness, thanks to its Shadow Jump bonus action. It’s even more powerful now that its Multiattack includes an additional use of Shadow Jump. Having one use of this ability as a bonus action and a second one in its Multiattack means the shadow dancer no longer has to choose between using it to engage in melee and using it to disengage; it can do both in a single turn. Since it can now return to darkness at the end of every turn, it can always gain advantage on the first of its three Spiked Chain attacks against a target without darkvision, increasing its expected damage by roughly half. There’s no longer any reason for this shock attacker to stay within its opponent’s melee reach between turns.

    The most significant changes to the gloom weaver, now called the shadar-kai gloom weaver, are to its Spellcasting, but in addition, its Multiattack now allows it to make a third Shadow Spear attack rather than cast a spell, the spear comes back when thrown, and all elves, not just shadar-kai, are exempted from Burden of Time. Taken together, these changes are great enough to require a total rethinking of gloom weaver tactics. (There’s also a slight chance that Misty Escape will recharge and allow a second use of it, but that chance isn’t good enough that the gloom weaver should take a chance and use it when it wouldn’t have done so before.)

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Praise for The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters

“I’ve always said, the Dungeon Master is the whole world except for his players, and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters, and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello

“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics—so much so that players will love to hate ’em. This book will enrich your game immeasurably!” —Matthew Lillard

“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R.A. Salvatore

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