Aside from devils and demons (and their lawful and chaotic fiend-kin), there remain four neutral evil fiends that receive significant updates in Monsters of the Multiverse: three types of yugoloths (hydroloths, yagnoloths and oinoloths) and barghests.
On to ƬЄƛM ƇӇƛƠƧ!
The maw demon, a wind-it-up-and-let-it-go battlefield hazard of the Abyss sometimes found in the company of gnolls, loses the Rampage trait (and, thus, much of its connection to gnollkind) and gains Disgorge, a projectile vomit attack. Charming. This action recharges only on a roll of 6, meaning the maw demon will most likely get to use it only once per combat encounter. Since it’s stupid and erratic, the maw demon won’t wait for a better opportunity to use it than the first one it gets, so its nature impels it to move straight toward any group of three or more foes clustered together in a 15-foot cubical area and vomit as soon as it arrives. If it gets a chance to do it again, it will, but that’s not probable.
The babau’s Multiattack is dialed back: formerly comprising Weakening Gaze and two melee attacks (either Claw or Spear), it now comprises only two Claw attacks, one of which it can replace with Weakening Gaze or a Spell. The Spear attack is gone, which is fine; the babau didn’t need it. Its spell list is left intact.
The flaw inherent in Weakening Gaze remains: It’s primarily useful against enemies who are likely to have the Constitution to resist it. And the tactical conclusion remains: Use it against paladins and fighting clerics, because at least they don’t have proficiency in Constitution saving throws. Fear is still likely to fail, but the fact that it costs only one Claw attack, rather than an entire action, makes it a somewhat less pointless gamble against three or more targets within its area of effect. For the same reason, darkness is a better deal than it was before, particularly against a party that contains neither a paladin nor a battle cleric. And heat metal is dramatically better, since it can now be combined with a Claw attack for up to three dice of damage plus the babau’s Strength bonus. If none of these options makes sense, default back to two Claw attacks.
Time to look at the aberrations that receive significant updates in Monsters of the Multiverse. Most of these are spellcasters; the exception is the star spawn mangler. These changes aren’t tactically earthshaking, but they do require certain things to be prioritized differently.
First, the neogi master. It gains a new attack action, Tentacle of Hadar, a hybrid of arms of Hadar and eldritch blast with a range greater than the former and less than the latter. Its Multiattack is modified to allow it to attack twice with this action as an alternative to Claw/Bite. As for its Spellcasting ability, it loses access to arms of Hadar, counterspell, fear, invisibility, unseen servant, eldritch blast and vicious mockery. It can cast its remaining leveled spells once per day and its remaining cantrips at will. Finally, Enslave, formerly an action, is now a bonus action.
Because Multiverse monsters no longer have pact magic, the neogi master can cast hold person at only one target at a time, whereas before, it could target three. This loss hurts, because the neogi master can no longer paralyze both the target it wishes to enslave and the tough front-liners who come to its defense—and the concentration requirement means it’s still constrained from casting hunger of Hadar at the same time. A neogi master now needs a posse of regular neogi to lock these characters down, whereas before, it could have worked alone.
On the other hand, thanks to the Multiattack upgrade, a neogi master no longer has to get within melee reach to attack. The one-two Tentacle punch makes the neogi master a more effective skirmisher than it was before, able to switch back and forth flexibly between short and long range. Also, the loss of other combat actions narrows the focus on what was probably meant to be central to the neogi master’s tactics all along: hunger of Hadar, a damage-dealing sphere of magical darkness into which the neogi master can see, thanks to Devil’s Sight (which it always had, although it wasn’t called out explicitly as a trait), and therefore use Enslave. In fact, since Enslave is now a bonus action, it can even combine the two on the same turn. The caveat is that, while hunger has a 150-foot range, the range of Enslave is only 30 feet, so the neogi master can’t execute this combination from farther away.
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.
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.)