Wednesday, January 29, 2025

Monster Manual Stat Block Conversion

 The 2025 Monster Manual will have every creature found in the 2014 version.

Or will it?

One of the notable changes to the Monster Manual is how many previous-listed Humanoid are having their creature types changed. Goblins are Fey, Kobolds are Dragons, and Gnolls are Fiends. But what about those creatures that are very much humanoids, and even playable in the PHB, like Drow or Orcs? Well, there is a conversion guide. If you are running an older adventure that has an Orc, for example, this will tell you what stat block to use now.

As full humanoids, the old Orc and Drow stat blocks are now being treated like other humanoid NPC blocks, using equivalent options that are species-neutral.

Notably, this also changes a few other things.

In many cases, if some monster type like a Cyclops only had the one stat block, but now has different variants, the equivalent of the original will likely have a new name. There are also cases such as the Androsphinx and Gynosphinx, which were initially distinguished by gender, but are now distinguished by their lore and role as creatures.

Finally, as creature templates are going away, some old template creatures are being presented as their own distinct creature stat blocks.

So, let's go down the list (care of Pointy Hat's broad Monster Manual review). We'll list the old name first and the new name or alternate stat block second.

Aarakocra - Aarakocra Skirmisher

Acolyte - Priest Acolyte

Adult Blue Dracolich - Dracolich

Androsphinx - Sphinx of Valor

Azer - Azer Sentinel

Bugbear - Bugbear Warrior

Bullywug - Bullywug Warrior

Centaur - Centaur Trooper

Cult Fanatic - Cultist Fanatic (presumably to make it clear they're in the "Cultist" NPC family)

Cyclops - Cyclops Sentry

Deep Gnome - Scout

Drow - Priest Acolyte

Drow Elite Warrior - Gladiator

Drow Mage - Bandit Deceiver

Drow Priestess of Lolth - Fiend Cultist

Duergar - Spy

Duodrone - Modron Duodrone (almost certainly to keep all the Modrons together now that the book is fully alphabetized)

Faerie Dragon (if green, blue, indigo, or violet) - Faerie Dragon Adult

Faerie Dragon (if red, orange, or yellow) - Faerie Dragon Youth

Fire Snake - Salamander Fire Snake

Flying Sword - Animated Flying Sword

Gas Spore - Gas Spore Fungus (curious - I'd assume it would be Fungus Gas Spore to keep it with the other fungi)

Giant Poisonous Snake - Giant Venomous Snake (points for pedantry! A poisonous animal poisons you when you eat it. A venomous animal can inflict poison with a bite or other attack)

Gnoll - Gnoll Warrior

Goblin - Goblin Warrior

Grick Alpha - Grick Ancient (wonder if this is just to move away from the erroneous "alpha wolf" idea that was adopted by the worst kind of people)

Gynosphinx - Sphinx of Lore

Half-Ogre (Ogrillion) - Ogrillon Ogre (curious to see how the lore looks for these guys)

Half-Red Dragon Veteran - Half-Dragon

Hobgoblin - Hobgoblin Warrior

Kobold - Kobold Warrior

Lizardfolk - Scout

Lizardfolk Shaman - Lizardfolk Geomancer (interesting - Lizardfolk are getting their own unique stat blocks, just not the "baseline" one)

Lizardfolk King/Queen - Lizardfolk Sovereign (that simplifies things!)

Merfolk - Merfolk Skirmisher

Minotaur - Minotaur of Baphomet (curious to see if this is a fiend like the Gnolls are - this opens up room for friendly humanoid NPC minotaurs)

Monodrone - Modron Monodrone

Orc - Tough (which is itself, as we'll see, the new name for the Thug.)

Orc Eye of Gruumsh - Cultist Fanatic

Orc War Chief - Tough Boss

Orog - Berserker

Pentadrone - Modron Pentadrone

Poisonous Snake - Venomous Snake (again, good pedantry there)

Quadrone - Modron Quadrone

Quaggoth Spore Servant - Myconid Spore Servant (presumably broadening out what can become spore servants)

Quipper - Piranha (aw, ok. No weird fantasy name for a real animal)

Rug of Smothering - Animated Rug of Smothering (again, probably just to keep all the animated objects together. I don't know what an unanimated Rug of Smothering would even be)

Sahuagin - Sahuagin Warrior

Sahuagin Priestess - Sahuagin Priest (I guess figuring Priest is the gender-neutral term)

Shrieker - Shrieker Fungus (Ok, I feel like Fungi are going to be an exception to the strict alpabetization)

Swarm of Poisonous Snakes - Swarm of Venomous Snakes (the pedantry trifecta!)

Swarm of Quippers - Swarm of Piranhas

Thri-kreen - Thri-kreen Marauder (curious if they'll be monstrosities, given that the playable version is)

Thug - Tough

Tribal Warrior - Warrior Infantry (very smart change here, and frankly also really interesting to see a whole "warrior" group of NPCs)

Tridrone - Modron Tridrone

Veteran - Warrior Veteran

Young Red Shadow Dragon - Shadow Dragon (though I hope a Shadow Dragon will be higher-CR than just a young red dragon version of it. Do any adventures use the Young Red Shadow Dragon and would be unbalanced by having a higher-CR monster? Because I'd be pretty sad if the only shadow dragon we got was only like CR 10).

Yuan-Ti Pureblood - Yuan-Ti Infiltrator (yeah, I mean the whole "pureblood" thing is supposed to mark them as bad guys, but... whatever. This description is actually probably a better name for it.

    And there you have it! Only a few changes that I think will really affect things - I might still give Drow villains Drow poison. You just need to add that to the NPC stat blocks (that said, in my homebrew setting, the Drow play a very different role generally).

I had been skeptical, given all the changes to attitudes about species (including just calling it species,) that we'd get straight up "Orcs" in the Monster Manual, and this explains how they'll be handling it. Works for me! Again, my primary concern is that the old Template-based creatures (which were, oddly, all dragons) get a sufficiently cool and powerful stat block. I'm not worried too much about the Dracolich, but I do hope that the Shadow Dragon is at least scary enough to challenge a tier 3 party.

We're now less than a week before early access to the Monster Manual starts on D&D Beyond, so you can rest assured I'll be delving deep and talking about the cool stuff in it. We're also due another preview video on Thursday I think for Celestials.

Tuesday, January 28, 2025

Eberron: Forge of the Artificer Announced, Among other D&D Books

 So, you know I love the Artificer. And with the recent UA, it seemed likely we were going to get some kind of revision for the class. Fittingly, it appears that it will be part of an Eberron sourcebook.

One of the things I've always wanted 5E to do was to revisit non-Forgotten Realms settings, and Eberron, with its early-20th Century, technological vibes, has always been one of the settings that resonates the most with me (the only reason I'm skeptical I'll ever run anything there is that it overlaps too much with my own homebrew setting - but that makes it very easy for me to steal stuff from it!)

The book, Eberron: Forge of the Artificer, is, according to ENWorld, slated to be a "companion" piece to Rising from the Last War, 5E's first Eberron sourcebook that also first gave us the Artificer class before its reprint in Tasha's Cauldron of Everything.

Among its features are, presumably, the revised Artificer, as well as the new Khoravar species. The Khoravar, I believe, were the half-elves of Eberron, but are being treated as their own species here. There are also going to be new rules for Airships (though any time they say anything about vehicle rules, I think I'll believe it when I see it).

The book is not a campaign, but has sample adventures called Sharn Inquisitives, Dragonmark Intrigue, and Morgrave Expeditions.

Also, notably, Dragonmarks are no longer treated as sub-races, but are instead feats, and no longer locked to any particular species.

There's no word on updated Eberron species (I'm always eager to see Warforged get a post-Tasha's update) though we did get Changelings and Shifters in Monsters of the Multiverse, so perhaps it's not too urgent.

My favorite bit here is what appears to be concept art or perhaps just class art for the Artificer:


Clearly, we have the Battle Smith, the Alchemist, the Armorer, and then one I'm not sure about, followed by the Artillerist. The mystery Artificer could simply be the general class art, though if that's the case, it's oddly low-tech. I'm curious if we might finally get a 5th subclass for the Artificer, which would be very exciting.

This one comes out August 19th this year.

However, this isn't the only book that was announced. The other (and this is in addition to the two Forgotten Realms sourcebooks) is Dragon Delves, an adventure anthology with ten adventures going from levels 1 to 12, each of which focuses on a different metallic or chromatic dragon. Excitingly, the art style of this book looks like a real departure, with each adventure having its own, much more stylized art. There's a picture of a white dragon, for example, that looks like that more cartoonish Midcentury Modern, 1960s-esque style, which I think is fucking rad. (You can find it in the post linked above).

This one comes out July 8th this year.

A new starter set, Heroes of the Borderland, is based on (and kind of a sequel to) the classic Keep on the Borderland module, coming out September 16th.

And then, of course, the Forgotten Realms Player's Guide, with all those subclasses I spent the last post talking about, comes out November 11th.

The Forgotten Realms Adventure Guide, which is more DM-facing, will focus on five different locations: the Moonshae Isles, Icewind Dale, the Dalelands, Calimshan, and Baldur's Gate (which, given the various subclasses the players get, actually makes a lot of sense - Moon Bards from the Isles, Winter Walkers from Icewind Dale, Noble Genie Paladins from Calimshan, Scion of the Three Rogues from Baldur's Gate, etc.)

So, it looks like, while the first half of this year will just be the new Monster Manual, it looks like the back half will have plenty of new releases.

I suspect that these will generally be on the higher price point that we've been getting. I'll be curious to see how much bang for our buck we get in terms of page count (no, quantity is not the same as quality, but after Spelljammer, I want any 70-dollar book I buy to be at least 250 pages, and preferably north of 300).

UA: New Subclasses in the Forgotten Realms Player's Guide

 In something of an echo of the Sword Coast Adventurer's Guide, among the first new books that will be coming out for "5.5" Edition is a two-book set that will be a big campaign setting book for the Forgotten Realms. While ten years of published adventures primarily in the Realms along with the aforementioned SCAG, not to mention the popular Baldur's Gate 3 computer game, and the D&D movie, probably means that anyone with any understanding of D&D beyond the surface level is well-aware of the Forgotten Realms or at least elements therein, these books will likely serve as the new definitive setting books. Will we get stuff beyond the Sword Coast, and maybe even beyond the continent of Faerun? No idea.

But, as someone who has actually never run anything in the Forgotten Realms, and who really likes setting-agnostic sourcebooks so that he can use them with his homebrew setting, the number one top appeal here is that, like SCAG, this comes with several subclasses.

And we just received the Unearthed Arcana to test said subclasses.

The subclasses are a mix of returning and brand-new. They are:

College of the Moon for Bards

Knowledge Domain for Clerics

Purple Dragon Knight for Fighters (don't worry - it looks like this is mechanically entirely different than the old one, which made the Champion seem complex and interesting)

Oath of Noble Genies for Paladins

Winter Walker for Rangers

Scion of the Three for Rogues

Spellfire Sorcery for Sorcerers

Bladesinger for Wizards

    You'll note that some of these have very specific FR themes - the "Three" likely refers to the Dead Three, the trio of allied evil gods often worshipped in Baldur's Gate, and even the college of the Moon is specifically linked to the Moonshae Isles. This, thus, might require a bit of lore-bending for other settings, but we'll look at it mechanically.

College of the Moon:

    Moon Bards weave tales of druidic magic into their Bard powers. At the core is your 3rd level feature, which lets you swap between three different "Folktales," each of which give you a different capability. You remain in this "mode" until you swap to another one.

Tale of Life allows you to expend a Bardic Inspiration die when you restore HP to a creature with a spell, adding the result rolled to the heal (no more than one BI per turn). One area of clarification that would be good to get is how this works on AOE heals, such as Mass Healing Word.

Tale of Gloam allows you to Disengage or Hide when you use your usual bonus action Bardic Inspiration feature.

Tale of Mirth allows you to, when an enemy succeeds on a saving throw within 60 feet of you, use a reaction and spend a BI die, forcing the enemy to subtract the roll of that die from their saving throw result, potentially turning it into a failure.

Given how reliant on saving throw spells Bards are, I think this last one is probably going to be your "default" option, and this is the one of these tales that I think could be a huge, clutch play - if some major enemy gets an 18 against your DC 16 spell, this could really turn the tables.

At 6th level, you get Blessing of the Moonwells, which automatically gives you the Moonbeam spell. You can cast the spell as a bonus action for free once per long rest, or by expending a 3rd level spell slot, and when cast this way, you get some extra benefits: while concentrating on it, you glow with dim light for 5 feet, and whenever a creature fails its save against the spell, another creature of your choice within 60 feet regains 2d4 HP.

Moonbeam is an ok spell, and this does a lot to buff it. I don't know that I'd rely on the healing, given that it requires the target to fail a saving throw, but making it a bonus action also means you can do plenty of other things with your turn.

Finally, at 14th level, you get Bolstered Folktales, which allows you to simply roll a d6 instead of expending a Bardic Inspiration die when you use Tale of Life and Tale of Mirth, and then, if you're using Tale of Gloam, you can teleport up to 30 feet as part of the bonus action.

This is a nice feature - basically allowing you to use the feature without ever running out. Again, getting to toss a d6 at a monster's saving throw, especially after you know what they rolled, can be very powerful.

I'll confess that I'm really bad at evaluating Bards. It's a class I can never totally wrap my head around. I feel like this is decent, but probably not blowing anyone's minds in terms of power - though that Tale of Mirth feature feels like it could be the gamechanger.

Knowledge Domain:

    The first PHB subclass to be reprinted outside the PHB following the 2024 culling of Cleric and Wizard subclasses, Knowledge is the Cleric of the mind.

From the start, the first thing one will notice is that they get more domain spells than other subclasses - 3 for each spell level of 1-5, rather than the typical 2. (Remember that Cleric subclasses come at level 3 now, so you'll be getting your 1st and 2nd level domain spells at the same time.)

Domain spells are:

1st: Command, Comprehend Languages, Detect Magic

2nd: Detect Thoughts, Identify, Mind Spike

3rd: Dispel Magic, Nondetection, Tongues

4th: Arcane Eye, Banishment, Confusion

5th: Legend Lore, Scrying, Synaptic Static

    That's a mix of some really solid spells to always have prepared, some very niche ones, and a few combat bangers (I love Synaptic Static).

Beyond this, it appears there's pretty extensive changes, so let's get into them:

At level 3, you get Blessings of Knowledge, giving you proficiency in a type of Artisan's Tools as well as not just proficiency, but expertise in two of the following: Arcana, History, Nature, or Religion. Damn, build yourself a Knowledge Cleric with the Thaumaturge Divine Order and you'll have the highest Arcana/Religion modifier by a large margin.

Also at 3, you get Mind Magic. You can use Channel Divinity to cast any spell on your Domain Spells list without expending a spell slot or requiring material components. That is... actually that's damn good: Scrying for just a Channel Divinity? No need to get the ivory strips and such for Legend Lore? (Also, I think this might turn the casting time into an action as well - I don't know the casting times for all those spells off the top of my head, but still pretty good). The other massive takeaway is that this means a 7th level Knowledge Cleric could potentially cast Banishment several times per day. Not bad at all.

At 6th level, you get Unfettered Mind, gaining telepathy out to 60 feet, and allowing you to simultaneously contact a number of creatures equal to your Wisdom modifier. Also, if you make an Intelligence check and the total is lower than your Wisdom score, you can take the score instead as your total. Granted, with your expertise in two knowledge skills, this might not come up super-often, but it does mean that if you have a -1 to Intelligence, and you beef an Investigation check looking for a trap or something, you could just say "nah, that's a 16." It's not quite Reliable talent, but at the least, if you're trying to figure out some major lore reveal, you have a pretty decent floor on what you can get.

At 17th level, you get Divine Foreknowledge. As a bonus action, you can give yourself advantage on all d20 tests for an hour. You can do this once per long rest, or by expending a 6th or higher level spell slot.

So, this is almost Foresight - a 9th level spell - once per day for free, or as a 6th level spell and as a bonus action. You can only cast it on yourself, and it doesn't impose disadvantage on attackers, but still. That feels... pretty damn good. A 6th level slot is certainly not cheap, but it's a powerful effect that could be clutch.

I've got to say: I don't know if this Cleric is going to be superpowered or anything, and the 6th level feature, while cool, does not really enhance your combat power or anything. But I could imagine playing one of these and really enjoying it, smartypants know-it-all that I am.

Purple Dragon Knight:

    Ok, here we come to what, in the SCAG-version, I consider to be the least-inspired subclass in all of 5th Edition. A subclass that basically just took the three core Fighter features - Second Wind, Action Surge, and Indomitable - and let you spread them to your party, but adding absolutely nothing new to you.

Thankfully, though, this version just utterly trashes the SCAG PDK/"Banneret" in favor of a subclass with an actual identity. And that identity is: Fighter Pet Class!

At 3rd level, we get two features, but let's start with the headliner: Purple Dragon Companion.

The Purple Dragon (likely meant to represent an Amethyst Gem Dragon, as seen in Fizban's) has a scaling stat block, and like a Beast Master's pet or a Battle Smith's steel defender, uses the typical battle pet rules - they act only if you use your bonus action. You can always revive your dragon with the expenditure of a Second Wind use (and 1 minute - so not in-combat) or as part of an hour ritual that can be made as part of a short or long rest.

The Dragon scales with your level and your Intelligence modifier, so you'll really need to work on both your main attack stat and that. Its AC is 13+ your Int and its attack modifier is 3+ your Int (which means I suspect it'll fall behind a bit at high levels - I'll probably suggest in the response to this that it'd be nice to have the dragon scale better by using your Strength or Dexterity instead). The dragon does a Rend attack that deals Force damage, as well as a 2/day Gravity Breath, which doesn't deal damage, but can push or pull targets caught in it.

Also at level 3, harkening to the diplomatic role that PDKs are supposed to play, you get Knightly Envoy, giving you one additional Language and the ability to cast Comprehend Languages as a ritual.

At 7th level, you get Dragon Rider. Your dragon grows to Medium size, and you can ride it as a mount if you're Medium or smaller, but the dragon will fall to the ground at the end of a turn if it's airborne and being held aloft only by its Fly speed. It also only takes 5 feet of movement to mount or dismount. Additionally, the Gravity Breath now deals 2d6 Force damage to creatures that fail the save against it. Finally, when you use Second Wind to regain HP, your dragon regains HP equal to 1d6+ your Fighter level, and regains a use of Gravity Breath.

One thing I'd want to be really specific about is what kind of mount the dragon is. We'd probably want it as an uncontrolled mount so that it can use its own actions. And given that it acts on your turn and not immediately after, this should work fine, as the dragon can move you before you take your action.

At 10th level, you get Rallying Surge. When you use Action Surge, up to three allies in a 30-foot emanation (which could include your dragon, I guess) can use a Reaction to either Advance or Retreat. Advancing allows them to make an attack with a weapon or Unarmed Strike, or if the ally is your dragon, they can make a Rend attack. Retreating allows them to move up to half their speed without provoking Opportunity attacks.

This is... ok, so this is actually a bit like one of the subclass' old features, but what it does is turn your Action Surge into a real battlefield-management ability. I might prefer that this be its own resource, but this ensures that Action Surge will be a really climactic moment.

At 15th level, there's Amethyst Pinnacle. The Dragon grows to Large size and both its Speed and Fly Speed increase to 40 feet, and the dragon can now remain in flight even if you're still mounted on it. Additionally, you get Tandem Attack, which allows you to trade out one of your attacks to command your dragon to attack with a Rend, or spend two of your attacks to have them do their Gravity Breath.

This is fine, but there's an issue: I think the chance that your Dragon's Rend attack is more powerful than one of your own weapon attacks is deeply, deeply unlikely. Unless you are fighting something that resists Bludgeoning/Piercing/Slashing damage (which is more likely in the 2025 Monster Manual, as "magical" versions of those damage types don't exist anymore), even a Shortsword is probably going to deal more damage because it'll be using your preferred stats. I think the dragon could use better damage scaling - its attacks literally don't go up at all unless you can boost your Intelligence, meaning that there's a chance that it never does.

Finally, at level 18, you get Enduring Commander, which gives both you and your dragon resistance to both Force and Psychic Damage. That's pretty cool, actually - Force is a damage type we do see in some endgame campaign bosses, like the Monsters of the Multiverse-versions of the Demon Lords, for example. You'd actually be a more effective tank against such things than a Barbarian. This is not a flashy feature, but it's a solid one.

Overall, of course, this is a massive improvement over the original PDK. I do think it steps on the Drakewarden Ranger's toes, feet, and ankles. I'd prefer a version that's not so reliant on Intelligence, but then, to be fair, Beast Masters need to heavily invest in Wisdom. The main thing is that I think I could actually imagine taking this subclass, even if realistically I'm unlikely to ever play a Fighter that isn't an Eldritch Knight or Battle Master (or maybe Rune Knight).

Oath of Noble Genies

If you want an elemental-themed Paladin, this one is all about the glory and splendor of the most powerful Genies. A paladin oath that respects the power of the elements, here's what you get:

Your Oath spells are the following:

Cantrip: Elementalism

1st: Chromatic Orb, Thunderous Smite

2nd: Mirror Image, Phantasmal Force

3rd: Fly, Gaseous Form

4th: Conjure Minor Elementals, Summon Elemental

5th: Banishing Smite, Contact Other Plane

Whoo boy, you know what I'm seeing there: even if a Paladin won't get the infamous Conjure Minor Elementals until they're 13th level, that is a spell that works quite well for characters who have Extra Attack. Upcasting it to 5th level once in tier 4 will also be quite strong (though it is still better for someone like a Valor Bard, who can upcast it to higher levels). But even if we set aside that arguably busted spell, a Paladin with Fly or Mirror Image (especially the new version of Mirror Image, which gets better if you have high AC) is not bad.

At 3rd level, you get Elemental Smite: When you cast Divine Smite, you can also expend a Channel Divinity use to cause one of four additional effects: 

Dao's Crush grapples the target (DC is equal to your spell save DC.) 

Djinni's Escape allows you to teleport up to 30 feet and take on a mist-like form, which gives you immunity to being Grappled, Prone, or Restrained until the end of your next turn.

Efreeti's Fury adds 2d4 Fire damage on top of your Smite.

Marid's Surge causes the target and each creature of your choice within a 10 foot emanation coming from you to have to make a Strength save or get knocked back 15 feet and fall Prone.

This is a bit resource-heavy, but damn if that isn't some excellent utility. Efreeti's Fury of course you'll want to save for a Crit, but I can see Marid's Surge doing a great job of opening up a hole to retreat, and Djinni's Escape is going to be a great way to get away from some sticky monster.

Also at 3rd level, when you aren't wearing Medium or Heavy Armor, you can add your Charisma modifier to your AC. You also gain proficiency in your choice of Acrobatics, Intimidation, Performance, or Persuasion. So, that's really interesting: if ever you wanted to make a Dex Paladin, this subclass is 100% the one you want to choose. Now, the Paladin I've played had a -2 to Dex, so if I had this subclass, I'd still definitely take heavy armor. But, for example, in my Witchlight campaign, we have a Fairy Paladin, who can't wear heavy armor and fly. Indeed, now that dual-wielding Paladins are quite viable, I could very easily imagine a Dex-based one using Studded Leather and a Shortsword and Scimitar. You could easily start a Paladin character with a +3 to Dex and +2 to Charisma (or even +3, but we'll be conservative,) which would mean a 16 AC in Leather Armor. At high levels, if you maxed out Dex and got Charisma to, say, +4, even in just Studded Leather with no shield, you could have an AC 21. And you would actually stand a good chance at decent stealth checks! I will say that I prefer the aesthetic of heavy armor, but I could very much imagine this being a fun way to build.

At 7th level, you get Aura of Elemental Shielding. At the start of each of your turns, you can choose for creatures affected by your Aura of Protection to have resistance to your choice of Acid, Cold, Fire, Lightning, or Thunder damage (I've rephrased this: the aura remains in effect at all times the Aura is, you can just swap the damage type each turn with no action required).

This is, just, you know, good. And fighting Fire Elementals? Now you and nearby friends are resistant. It's responsive and applies to the most common magical damage types.

At 15th level, you get Elemental Rebuke. When you are hit with an attack roll, you can take a Reaction to halve the damage (rounded down) and then you can force the attacker (there does not appear to be a restriction on being able to see them or any distance limit) to make a Dexterity saving throw (against your spell save DC). On a failure, the attacker takes 4d10+Cha of your choice of Acid, Cold, Fire, Lightning, or Thunder damage. They take half damage on a success. You can do this a number of times equal to your Charisma modifier per long rest.

The retaliatory damage is fine and good, but the enormous thing here is that you have an amazing defensive feature to use against a massive hit - use this when you get crit, for example. And 4d10+Cha (likely 25 or so) is not a small amount of damage on a reaction.

Finally, your level 20 Ult is Noble Scion. As a bonus action, for ten minutes, you get a 60 foot flying speed (with hover) and when you or an ally in your Aura of Protection fails a d20 test, you can use a reaction to cause the test to succeed instead. Like other Ults, you can use this again by expending a 5th level spell slot.

That is damned good. At level 20, a failed saving throw can be massive, so being able to just, as a reaction, say "no, it succeeded," is hugely powerful. Sure, you might use this on an attack to make sure that you're damaging the final boss as much as possible, but I think the "no, I don't think I will get swallowed by the Tarrasque" reaction, for example, is really, really big.

I've got to say, of the four subclasses we've been through so far, this is the one that has me the most excited. This feels good. Possibly too good, but I'm ok with that.

Winter Walker

Gotta say, just from the name I'm already pretty excited about this one. While I've happily moved to Southern California where it's nice and warm basically all the time, in a fantasy tale, the frigid cold is a good setting for grim fantasy tales (naturally, the name evokes the White Walkers of A Song of Ice and Fire). So, let's look at what it is, mechanically:

At 3rd level, you get Frigid Explorer. This gives you the following: You have resistance to Cold damage (which, remember, also means that you don't get Exhaustion from being exposed to extreme cold) and also, when you hit a creature with a weapon, you can deal an extra 1d4 Cold damage. The target can take this damage only once per turn. The damage ignores resistance to Cold damage and goes up to 1d6 at level 11.

Couple nuances: first of all, this is just free damage. It's not a ton, but it's there, and should stack with things like Hunter's Mark or other boosts. Second, it's the creature that can only take this extra damage once per turn, meaning that if you are, say, a Dual Wielder, you could potentially hit four separate monsters and deal this damage to all of them (if you've got main hand 1, main hand 2, off hand Nick, and then off hand Bonus Action). Not enormous, but a pretty solid boost for a 3rd level feature. Ignoring Cold resistance also really helps it fit into the themes of the subclass without paradoxically hamstringing you when fighting in your preferred envrionment.

Also at 3, you get Hunter's Rime. When you cast Hunter's Mark, you gain Temp HP equal to 1d10+your Ranger level. Also, while a creature is marked by Hunter's Mark, it cannot take the Disengage action.

While I'm not always happy about features that only work when the Ranger is using Hunter's Mark, this is nice if you are using it. (I really wish the spell were just a class feature that didn't interact with the rest of your spellcasting abilities).

Finally, you have your subclass spells. These are:

Ice Knife, Pass without Trace, Remove Curse, Ice Storm, and Cone of Cold.

Nothing terrible there. Pass without Trace is a no-brainer for any Ranger, but I guess this frees up a spell option. All seems on-theme.

At 7, you get Fortifying Soul. When you finish a Short Rest, you can choose a number of creatures up to your Wisdom modifier (minimum 1) and they regain HP equal to 1d10 + your Ranger level and have Advantage against being Frightened for 1 hour. You can use this once per Long rest.

This feels... it feels very niche. The HP boost is cool, but the 1 hour of advantage against Fear effects feels like it's such a roll of the dice. If you know you're about to face something that will frighten party members, are you really able to take a rest before such a fight? And so soon before? And why can't we give this bonus at the end of a long rest?

At 11, we get Chilling Retribution. When a creature hits you with an attack roll, you can take a Reaction to make them make a Wisdom save. If they fail, the creature is Frightened until the end of your next turn and while Frightened, their speed is 0. You can use this a number of times equal to your Wisdom modifier.

This is cool, but I'd prefer a slight change: let you use this in response to an attack, rather than a hit. That way the reaction can potentially prevent the hit coming for you.

At 15, you get Frozen Haunt. When you cast Hunter's Mark, you can adopt a ghostly, snowy form. The form lasts until the spell ends. While it's up, you have Immunity to Cold damage, and when you adopt the form and at the start of each subsequent turn, each creature of your choice within a 15 foot emanation takes 2d4 Cold damage. You also have immunity to being Grappled, Prone, and Restrained, and can pass through creatures and objects as if they were difficult terrain, taking 1d10 Force damage if you stop inside a creature or object, and getting shunted to the nearest unoccupied space if the feature ends while inside a creature or object.

You can do this once per long rest, or you can spend a 4th level spell slot to do it again. (As far as I can tell, this is in addition to your casting of Hunter's Mark).

2d4 isn't a ton of damage at 15th level, unfortunately, even if it's guaranteed damage (and AoE damage... maybe it is fair?)

I'm mixed on this subclass: flavor-wise, I adore it. It's dripping with vibes, and those vibes are extremely grim. It would be the perfect subclass for playing in Icewind Dale: Rime of the Frostmaiden. Like so many Ranger things, including the class in general, I just worry that it's a little undertuned.

Scion of the Three:

Do you want to be the party's token evil teammate? Ok, sure, you don't have to be a bad guy, but this is the subclass related to the Dead Three. Already a pretty strong aesthetic is presenting itself, but let's look at its mechanics.

At 3rd level, you get Bloodthirst. If your Sneak Attack hits a Bloodied creature, the creature takes extra damage equal to half your Rogue level (rounded up). When an enemy you can see is reduced to 0 hit points, you can use a reaction to teleport to an unoccupied space within 30 feet of yourself, and then you can make one melee attack. You can do this a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Ok, yes. Not only does this boost your damage by a bit, but so many team compositions are about finding ways to get the Rogue multiple Sneak Attacks per round. This has it built in.

Also at 3, you get Dread Allegiance. You pick between Bane, Bhaal, and Myrkul. Each god grants a damage resistance and a cantrip (Intelligence to cast). You can swap your allegiance after a long rest.

Bane grants Psychic resistance and Minor Illusion

Bhaal grants Poison resistance and Blade Ward

Myrkul grants Necrotic resistance and Chill Touch.

Of these, I think Minor Illusion will be the easiest to use in most scenarios, though you might find the Poison resistance more broadly helpful.

At 9th level, you get Strike Fear. You gain an additional Cunning Strike, which is "Terrify." This costs 1d6 of your Sneak Attack and forces the creature to make a Wisdom saving throw, becoming Frightened for 1 minute on a failure (they can repeat the save at the end of each of their turns).

This makes perfect sense for the vibes here. And Frightened is a potentially really powerful effect.

At 13th level, you gain Aura of Malevolence. At the start of each of your turns, each creature of your choice within a 10 foot Emanation takes damage equal to your Intelligence modifier (minimim 1), the damage being the same kind you have resistance to via your Dread Allegiance feature. The damage ignores resistance (though the aura is inactive if you're incapacitated).

This definitely encourages you to fight in melee, which can be a risky proposition for a Rogue, but it's free, guaranteed, AoE damage that is always on, so I can't complain much.

Finally, at 17, you get Dread Incarnate: You have Advantage on attack rolls against creatures with the Frightened condition, and when you roll Sneak Attack damage, you can treat a roll of 1 or 2 on the die as a 3.

Ok, the first part is going to be very nice if your party can toss fear effects around, but you also have your Terrify Cunning Strike, so you can set this up for yourself. Let's figure out how the damage boost treats you:

Normally, a d6's average damage is 3.5. But with this change, the average damage becomes 4. So, at level 17, our Sneak Attack does 9d6, meaning we're going from 31.5 to 36, or a boost of 5.5 damage. (And 6 at level 19). Much like the new Great Weapon Fighting style, this isn't enormous, but we're also rolling way more d6s than we would with a Greatsword, so the boost is multiplied. I don't think this is a massive game-changer, but it's nice.

Like the Winter Walker, I love the vibe of this subclass - truly wicked, you can imagine this Rogue is just utterly splattered with blood in the midst of combat. I think the best features are probably the first ones, especially Bloodthirst. It might need a tune-up, but I think it's probably in pretty good shape.

Spellfire Sorcery:

The Spellfire Sorcerer gets its power directly from the Weave (the FR explanation for how magic works is that there's essentially an underlying energy field to the universe call the Weave). Thematically, you have strange magic that can act in myriad ways - both harmful and helpful.

First off, you get a number of subclass spells. These are:

1st: Cure Wounds, Guiding Bolt

2nd: Lesser Restoration, Scorching Ray

3rd: Aura of Vitality, Dispel Magic

4th: Fire Shield, Wall of Fire

5th: Greater Restoration, Flame Strike

Naturally, the notable ones here are that you get various healing and restoration spells, usually not the purview of a Sorcerer. Otherwise, there's a "radiant/fire" theme, not unlike a Celestial Warlock.

At 3rd level, you get Spellfire Burst. When you expend at least 1 Sorcery Point as a Magic action or bonus action on your turn, you can unleash one of the following effects (max once per turn). Bolstering Flames grants you or a creature you see within 30 feet Temp HP equal to 1d4 + Cha. Radiant Fire forces a creature you can see within 30 feet to make a Dex save or take 1d6 Fire or Radiant damage (your choice).

So, this is nice mainly in that it doesn't expend any more resources than you're already doing: just using Sorcery Points, which Sorcerers do most of the time anyway, will get these little bonus effects. Neither are huge, but they can help.

At 6th level, you get Absorb Spells. In addition to your subclass spells, you also get Counterspell, and if a target fails its saving throw against Counterspell, you regain 1d4 Sorcery Points. A fun little efficiency boost, though it's very, very dependent on how many spellcasters you're fighting.

At 14th level, you get Honed Spellfire, which lets you add your Sorcerer level to the Temp HP from Bolstering Flame (a massive boost) and Radiant Fire is now 3d6, up from 1d6, more or less keeping it relevant at this higher level.

Finally, at 18, you get Crown of Spellfire. As a bonus action, you gain a buff for 1 minute. Once per turn while under this effect, if you are hit by an attack roll, you can spend a number of Hit Dice up to your Charisma modifier, and reduce the damage you take by an mount equal to the roll plus your Sorcerer level. (So, if you spend the max of, say, 5d6 + 18, that's 35.5 on average). Additionally, you gain a Fly speed of 60 feet and can hover. Finally, you gain Spell Avoidance - if you're subjected to a spell or magical effect (notably a Dragon's Breath does not count, as it's not magical) that allows you to save for half damage, you instead take no damage on a success and half on a failure, as long as you're not incapaciated.

You can do this once per long rest, or you can expend 7 Sorcery Points to do it again.

This is actually a pretty cool Ult move, like a Paladin's. The spend-hit-dice feature is probably not the most efficient use of hit dice, but if you're in a really tight spot, this could be a way to avoid or mitigate some truly deadly blast of damage.

I think overall that the Spellfire Sorcerer is probably all right, and definitely letting Sorcerers use their tricksy metamagic on healing spells has some potential for fun. Thematically it's a little dull, though.

Bladesinger:

It feels like this was only just reprinted, but then I guess Tasha's was actually a while ago at this point.

Now, we've seen a lot of versions of this, but I'm going to go through each feature individually to make sure we're catching it all:

At 3rd level, we get Bladesong. As a bonus action, we enter our Bladesong, as long as we aren't wearign armor or using a shield (interesting: no armor whatsoever - this used to allow light armor). The Bladesong lasts 1 minute and ends if you're incapacitated or don armor or a shield, or if you use two hands to make an attack with a weapon. Or you can dismiss it, no action required. You can invoke the Bladesong Int times per long rest.

While active, the Bladesong does the following:

You gain a bonus to your AC equal to your Int modifier and your speed increases by 10 feet.

When you attack with a weapon with which you have proficiency, you can add Intelligence rather than Strength or Dexterity to the attack and damage rolls.

You can add your Intelligence modifier to your Concentration saving throws.

Let's back up: the enormous change here is that you can now use Intelligence to make your weapon attacks. I believe the earlier version allowed you to add Int to your damage rolls, but this will allow you to fully focus on your spellcasting ability and keep full pace on your weapon ability. Essentially, you get the benefits that Bladelock or an Armorer/Battle Smith does.

Also at 3rd level, you get Training in War and Song. You gain proficiency with all Melee Martial Weapons that don't have the Two-Handed or Heavy properties. You can use a Melee weapon you have proficiency with as a spellcasting focus for Wizard spells. You also gain your choice of Acrobatics, Athletics, Performance, or Persuasion.

So! While you won't be able to use a Greatsword or a Halberd, you can easily use a Longsword or a War Pick. That said, you won't be able to get a d10 die, as you still can't go Versatile. Thus, a Rapier is probably one of your best picks still. Or is it? You could also dual-wield d6 weapons, as nothing says you have to keep one hand free (and given that your weapons can be spell foci, you can still cast just fine with them).

With a reasonable +2 to Dex, and then with Mage Armor, you shouldn't have too much trouble pushing your AC up to Heavy Armor levels (with +5 to Int, that's now at 20, and 25 with the Shield spell).

At 6th level, you get Extra Attack. Much as in Tasha's, as well as what the Eldritch Knight and Valor Bard have inherited, the Bladesinger can replace one attack with a Cantrip. I think 99% of Bladesingers should pick up the new True Strike, which will work perfectly for them given that they can use Intelligence for attacks anyway.

At 10th level, you get Song of Defense. As a reaction, when you take damage, you can expend a spell slot and reduce the damage by an amount equal to 5 times the spell slot's level. So, if Shield doesn't do it, you can pick the spell slot to mitigate the ideal amount of damage. I think this is the same as from Tasha's.

At 14th level, you gain Song of Victory. If you cast a spell that has a casting time of one action, you can make an attack with a weapon as a bonus action. Note that this interacts nicely with your Extra Attack - if you cast True Strike and then make a normal attack as your Attack Action, True Strike triggers this and gives you a third attack.

The Bladesinger is a popular and powerful subclass (when I rolled really good stats for my Scribes Wizard I actually considered going this way because I could). I think that this version cuts down on some of the doubling-down that can let their numbers go crazy, but in exchange, the whole thing gets more user friendly. I think my only possible change would be to let a Wizard expend some level of spell slot to get additional uses of Bladesong. Even outside of Bladesong, the subclass has a lot going on, though.

    And there we have it! A whole bunch of subclasses reviewed.

I think my favorite is probably the Oath of the Noble Genie. In terms of flavor, I like the Winter Walker and Scion of the Three best. Most improved has to go to the Purple Dragon Knight (though it's only one of three revisions).

I'll be curious to see what others think of these subclasses, but I think it's a decent crop.

Monday, January 27, 2025

Taking a Whiff of the Violet Fungus Necrohulk

 The Violet Fungus is one of those super-low-CR monsters that you probably forget is even in the Monster Manual. Along with Shriekers and Gas Spores, these are non-sapient plant creatures that fit in just about any cave/underdark location and don't need much of an explanation.

Violet Fungus is also a monster with a bizarre feature, at least in 2014: you roll a d4 to see how many attacks it makes on its turn. While each attack is relatively weak - only doing 1d8 (no modifier) damage - it's tough because against higher-level parties, it's going to be at best a nuisance that they might just outrun, but against a 1st level character, if you roll high on their d4 and then hit with those attacks, you might have just killed a brand-new character.

Anyway, the "Fungus" section of the Monster Manual is short and quick and kind of easily passed-over.

This brand-new monster, though, is something quite different.


This is a CR 7 bruiser of a monster. That's a CR that can generally remain pretty relevant up to, and even into, tier 4 (though I'd always caution against using too many monsters with recharge abilities in the same fight).

The Violet Fungus Necrohulk is basically an overgrown violet fungus that has absorbed the skeletons of many people it has killed. Its attacks deal a mix of bludgeoning and necrotic damage, and the creature itself is immune to Necrotic and Poison damage, as well as the poisoned condition.

And that's relevant, because of its recharge ability: it can essentially shoot out a Fireball-sized sphere anywhere it can see within 60 feet, which does Fireball damage as Necrotic. The saving throw is Con instead of Dex, and a failed save also inflicts a short (until the start of the Hulk's next turn) Poison condition. (And successful saves still take half.)

Because the Necrohulk is immune to both the damage and the condition, there's nothing preventing it from including itself in the area, so these could be quite deadly in close quarters. It also has a 1/3 chance to recharge the ability, meaning it could potentially do a lot of damage to the party.

Now, the final piece here is its Absorb Body bonus action. And this is nasty in a couple ways: the first is that, while it can restrain and carry around a party member, it also imposes disadvantage on Constitution saving throws (which could include spell concentration). This, naturally, makes the absorbed person less likely to succeed against its Spore Bomb, which the Necrohulk is probably casting close enough to be inside the radius with its prisoner.

The scariest thing, though, is that a creature absorbed by the Necrohulk that dies has their body destroyed. Given that you might fight one of these in tier 2, any resurrection magic that could bring someone back from such damage is well beyond your reach (I think you could maybe argue that if the party kills the thing, they might be able to retrieve a skeleton and some chunks of them, but even that would still require a 7th level spell, if memory serves).

Now, how could you use this?

Naturally, this makes for a great scary dungeon monster in just about any dungeon that has anything like rot and decay - so, nearly all of them. I also think these would make very reasonable minions for Hags or for demonic cultists of Zuggtmoy. They could also perform a function as some kind of guardian for an ancient tomb.

Building a full story around one of these might be a little tricky: though I could imagine a local legend of some kind of terrible swamp creature near a village or something: the local wisdom is to never go by that one cave, or that one ravine that smells strange.

I could also see this being the creation of some kind of necromancer: maybe you had a Spore Druid who lost control of their symbiotic fungi and transformed into one of these horrific monstrosities.

One thing that might potentially disappoint players: as a Plant creature, it would seem to be an ideal target for Blight, but its Necrotic immunity makes that spell sadly useless for it.

Demons! (or, Are Devils Overused in D&D?)

 Before D&D, any fantasy game I played would tend to have a somewhat simpler cosmology for "those pure-evil monsters," and they are basically always called Demons. Now, sure, the word Demon is derived from the Greek "daimon," which was kind of a broad term for just any kind of otherworldly spirit, but in modern parlance, a demon typically means a creature that is inherently vicious and evil, and often at a level beyond what one is likely to encounter in one's day-to-day (weirdly, it's also often associated with just being really fast - "speed demon.")

And, in modern parlance, "devil" is, I think, less often used to refer to a class of wicked beings, but more used as "The Devil," referring to Lucifer/Satan, as in the ultimate evil being (though pointedly not a "god of evil," given that Christian doctrine does not allow for the existence of any gods beyond the one).

If you were to ask where demons are from, thus, in Western culture, most people you ask would promptly respond with "hell."

So it's kind of funny that in D&D, that's actually wrong. It's not that Demons aren't inherently evil or that they're from a pleasant place, it's just that "hell" specifically refers to the plane that "devils" are from, and that demons are a separate thing.

It's honestly one of the really cool aspects of D&D lore, and while the two classes of creature are similar, both being "fiends," a creature type that in most fantasy RPGs would be called "demons," (as they are in World of Warcraft,) they have separate identities, somewhat different (though the distinctions are subtle) aesthetics, and even tend to have slightly different mechanical themes, such as how devils are typically immune to Fire damage and sometimes resistant to Cold, while demons are typically always resistant to Fire, Cold, and Lightning. (The Yugoloths, distant thirds in terms of fiendish representation, are arguably more "purely" evil because of their ethical neutrality, all have immunity to acid damage, which is interesting).

It's funny, because in Magic the Gathering, WotC's other big fantasy IP, demons are a more common kind of creature, typically associated with the color Black (the color representing self-interest, ruthlessness, and dangerous bargains) while devils (far rarer) are usually less powerful and focused on reckless mischief and mayhem, and are associated with Red - a decidedly Chaotic identity.

But just as there's no consistent distinction between Wizards and Sorcerers across different fantasy worlds (flawed though the series was, I liked the proposal in Falcon and the Winter Soldier where Bucky suggests that a Wizard is a Sorcerer with a hat, after one of them misidentifies Doctor Strange as a Wizard - though in D&D terms, that's 100% what he should be,) there's also no real consistency on what these two terms actually mean compared with one another.

Still, I suspect that the main reason that someone in D&D's early days, writing the Manual of the Planes or whatever, picked Devils to be the Lawful Evil ones was probably built around the classic trope of the Devil's Bargain. The Faustian deal - in which a person sells their soul to Satan in exchange for worldly power - is a classic trope, and its elements, including contracts and agreements that are honored all-too-literally, is such a profoundly Lawful kind of evil.

And, by making many of these folkloric figures like Mephistopheles and Beelzebub and Dispater and Mammon all grouped together in a Nine Hells that is directly inspired by Dante's Divine Comedy, the weird thing is that it kind of leaves the other side of the Fiendish spectrum somewhat less classically defined.

I find it interesting that, in 5th Edition, at least, so much of what outer-planar adventures are presented tend to go to the Nine Hells, and even amongst them, sticking largely to Avernus.

And, yeah, part of that is that the majority of one of the big annual adventure-campaign releases was Baldur's Gate: Descent into Avernus, where levels 5-13 are spent on that first layer of hell.

But, for example, there's a chapter in Vecna: Eve of Ruin that takes you to Avernus as well. Again, Eve of Ruin is also something of a "5E's Greatest Hits" compilation, and in a move I really appreciate, the actual finale of that adventure takes place in Pandemonium.

But while we got Out of the Abyss early on in 5E's lifespan, I don't know: I feel like Demons have gotten sort of short shrift.

Why is that?

The biggest thing, I think, is that because Devils are Lawful, we tend to think of them as smarter.

There are, for certain, dumb lawful characters. But I think that there's a bit of a bias, where if a villain is clever and conniving, operating a complex plot that involves numerous contingencies and subtle elements that are isolated from one another, that they're probably Lawful. Lawfulness is associated with patience and the ability to stick with a plan.

Meanwhile, Chaotic Evil is usually associated with brute force - big scary monsters that break through the wall and just clobber you to death.

Indeed, Out of the Abyss ends with a giant Kaiju-fight in Menzobaranzan between various Demon Lords.

I think, though, that this suggests that we might want to reconsider how we think about Chaos in D&D.

Matt Colville, years ago, made the argument that Wakanda, from the Marvel universe, is a Chaotic Good society (well, at least Chaotic. I can't remember what he thought about their isolationism). He argued that, if this society has a ritual in which anyone can challenge the Black Panther for the throne of Wakanda, and that only by a feat of combat can the current office holder retain their position, that that's chaotic - a lawful system would not allow such an enormous transfer of power to be left up to whether the King is having a good day, physically.

The argument here is that the existence of rules and traditions doesn't inherently push things into Law and away from Chaos. It's deeper and more complex than that.

And I think that's important to note if you want to use Demons in a more interesting way. Yes, a demon can be a scary, physical threat, but I think that you can get more complex and nuanced plots out of them.

Between Demogorgon, Baphomet, and Yeenoghu, a lot of our headlining demon lords are very much about instinct and brute strength. But I think we also need to consider two others here: Grazz't and Fraz-Urb'luu.

Both use very different means to further their chaotic evil ends.

Fraz-Urb'luu lies. He is really good at lying. In a manner that eerily echoes Tharizdun, which is traditionally a god but also maybe an eldritch abomination that also happens to be in the Abyss (and is often credited with creating it,) old Fraz often has cults among mortals who don't even realize he's what they're worshipping, drawing on their devotion when they think they're serving some other entity. (While I could never imagine them revealing this canonically, I do kind of like the idea of using Fraz-Urb'luu himself as a false identity for the most profoundly apocalyptic, destructive god in the D&D cosmos.)

Fraz thus feels like he should be able to out-manipulate even some of the Dukes of Hell, sabotaging their efforts to gather souls and power. We all love seeing arrogant and cruel tyrants being brought low, so I think having some plot in which the eons-long plots of a figure like Mammon getting utterly undone could be a very satisfying thing for the party to witness and even take part in - but it might be proportionately just as horrifying as it was satisfying when it's revealed that Fraz-Urb'luu has now usurped all that power for a potentially even more catastrophic end.

Grazz't is also kind of fascinating, because he seems to have the seductive aspect of devils. Indeed, there's some lore implications that he used to be a devil, and just as Zariel fell from good to evil (and at least when I did Descent into Avernus, she was redeemed - but I don't think this was considered canonical given she's still the Duke of Avernus in BG3) Grazz't may have fallen (or slid?) from Lawful to Chaotic.

Grazz't is the demon lord who will welcome you to his magnificent palace of Argentum in his three layers of the Abyss. But why? What does he want to do? Why does he seduce?

And that, I think, might get to the crux of what I'm even talking about:

How do we play these two most iconic fiend categories differently?

Generally speaking, Devils are always trying to bargain for people's souls. This, then, drives them toward greater civility and a false air of benevolence.

Demons don't bargain for souls. But they do still need them just as much as devils, I think, because in both cases, souls taken back to their home plane can be made into new fiends of the plane's type. Sure, demons all hate one another. But devils hate one another as well. That's just what it means to be an evil fiend. I think the contrast is that devils find it very satisfying when they can secure a soul given to them via a deal, for them to smugly say "well, you knew what you were getting into!" A demon, I think, has no preference for the means by which they get souls.

But then, do we hit that same problem? If they don't have a preference, that means less of a hook for them, personality-wise?

It's tough, because I think we need to be careful not to ascribe any fundamental evilness to one and not the other. Devils and Demons ought to be equally evil. The civility of Devils is a facade, of course. I was actually discussing this with one of my friends, talking about how I find it an interesting question as to whether the planes are a circle or a square.

To explain: If they're a square, then all the planes from the Nine Hells to the Abyss are equally evil, with these two being the bottom two corners of the square. If it's a circle, though, these two are actually less evil because of their dedication to Law and Chaos, respectively, and Gehenna, Hades, and Carceri are actually more evil (with Hades being the absolute worst).

My friend said she thought Lawful Evil was more evil. But I think that might reflect her own tendencies toward Chaos, and perhaps just a real-world anti-authoritarian attitude rather than trying to design these fantasy creatures around the alignment system (though this means I think she'd be a lot of fun in a Planescape campaign, which is all about the "well, in my opinion your model of the moral and ethical cosmos if wrong for the following reasons, etc.")

So: how do we characterize them?

Well, first off, I think that the "faux-affable" devil is a fine trope, but one that we maybe see more than we need to. Devils come in many shapes and sizes, and a Bone Devil, Ice Devil, a Pit Fiend, etc., are all really nasty. A bargain need not be made only with the offer of a reward: it could be with the threat of a punishment should one refuse the offer.

I think there's a lot of arguments to be made as to whether tyranny itself, even is inherently lawful. I mean, a lot of the world's worst authoritarian/totalitarian regimes often had such institutional incompetence that much of the suffering was caused by disorganization and arbitrariness. I suppose you could make the argument that regimes that were institutional in nature, like the post-Stalin USSR, or the post-Mao/pre-Xi PRC, were truly Lawful, while regimes that only lasted as long as one charismatic leader, such the reigns of Franco or Amin, were more Chaotic. (And let's leave things there before we get a bunch of propaganda bots coming after me.)

See, I think that a Devil probably wants to trick mortals into bad deals and suffering, but I also think they probably relish the chance to unleash some direct cruelty.

So, again, what about Demons? Well, I think that it's not that they're necessarily more direct - I think instead that they want to see the house of cards collapse.

On a fundamental level, perhaps what we can say the difference is between what Devils and Demons want is that Devils want to build an inescapable cage. They want to make real what O'Brien describes  to Winston: "If you want a picture of the future, imagine a boot stomping on a human face - forever." To a devil, this is the ultimate goal: totalitarian dystopia in which no soul can ever feel free again.

Demons, however, want to tear things down: to bring about ruin. Generally, they're characterized as wanting to destroy all of reality, though this isn't universal: Orcus, for example, wants to be the only sentient thing left and rule over a cosmos of soulless undead. In fact, they kind of actually want what O'Brien describes as well - only they don't want that boot to be in a uniform. They want it to be their own boot, and that human face to be one that died long ago.

So: where does this all bring us?

Devils wish to build institutions. Demons want to tear them down.

But a devil will build an institution to destroy freedom - in the material world, they'll encourage the creation of aristocratic systems that shuffle the poor and lower classes into worse and more painful constraints.

A demon will look to a healthy, functioning society and try to pull at its foundations. Again: this need not be accomplished solely through big horned monsters rampaging and murdering. A demon can be subtle.

Maybe a demon possesses a righteous knight and starts committing murders with the knight's body. The killings themselves aren't the goal - or at least not the primary goal - but instead, it's because they know that the people who respected this knight's order will now start to think that there's some corruption within said order. Perhaps there is! Perhaps there's some (non-demonic) corruption, like embezzlement or something, that a high-ranking knight had once committed. Maybe the Grandmaster initially planned to air this all in the public, to apologize, strip the offending knight of their membership, and return all the donations they had received that year in penance for this breach. But the demon, in the guise of a concerned citizen, convinced the Grandmaster that the peoples' faith in the institution was too important for the word to get out.

The affair is dealt with quietly, and all seems to have returned to normal for about a decade, but then, not long after this other (secretly possessed) knight goes around like a serial killer, the secret about this earlier corruption also comes to light. Just as the Grandmaster is trying to warn the local populace and teach them how to ward their homes against the influence of this supernatural menace, the scandal's revelation leads new rumors to spread: like that the "superstitious" wards that the knights are distributing are just a placebo at best, and maybe are being magically used to spy on the people instead.

The fury and anger over the protective authorities being unwilling to actually take any real steps to protect the people and instead just rob them leads to riots and violence.

And if the heroic adventurers who come to town and discover the presence of a manipulative demon actually catch the thing, can they be really sure that its capture isn't just a further part of the plan? They stop the killings, sure, but now there are questions of why the knights couldn't do so, and can they be sure that the demon's actually gone? What if it secretly possessed one of those adventurers?

Distrust and paranoia lead to chaos, and that demon has left a community that might never be able to trust each other again.

Just as a devil will create an institution that you shouldn't trust, a demon might convince you not to trust an institution you need to. And, again, not to be too contemporary in my references: that can create a whole lot of suffering.

Exactly what any fiend wants.

Saturday, January 25, 2025

2024 Rules Review: Hiding, Invisibility, and Truesight/Blindsight

 Can you sneak up on an Ancient Green Dragon?

As we anticipate the release of the 2025 Monster Manual, I thought I'd do a review of the rather surprising ways that sneaking around and hiding works in D&D now.

In the 2014 rules, you could take an action to Hide (Rogues of course can do this as a bonus action starting at level 2). You'd have to find some kind of concealment, either via cover or being heavily obscured (or only lightly obscured for Wood Elves if that obscurement is natural like rain or tree branches) and then roll a Dexterity (Stealth) check (or "Stealth Check" as I usually say it). In order to be successfully hidden from another creature, you'd need to exceed (and here I think you did actually have to get over it, rather than the way DCs work) their passive Perception. This could be aided by being in dim light or darkness, as this would give them disadvantage on Perception checks (which translates to a -5 to their passive).

Then, once hidden, the creature would need to make a Perception check (actively, as an action) to find you (this is likely why so many dragons have "make a perception check" as a legendary action,) though attacking or doing anything showy like casting a spell would also reveal you.

The rules in 2024 are... actually very different.

For one thing, there is no "hidden" condition. But let's get to that.

The first, rather shocking, thing is that a Hide check has a set DC - and it's only 15, which for even a 1st level Rogue with expertise in Stealth might have an over-50% chance of succeeding at. At higher levels, those with Stealth Expertise will likely reach a point where they simply cannot fail this check. For Rogues, actually, with only a +5 to this, once they hit level 7, they simply cannot fail as long as they're proficient with Stealth (and rare is the Rogue that isn't).

There's an upside to this, which is that the DM need not play coy about how perceptive their monsters are - a 15 means a success. The downside, of course, is that it is just as easy to hide from a Gelatinous Cube as it is to hide from an All-Seeing Angel (not a real stat block, but something that might have, like, a 34 passive Perception).

Or is it?

So, here's the next change:

There's no "hidden" condition, so Hiding now, instead, confers the "Invisible" condition. That is the same Invisible condition that is prevented by things like Faerie Fire. Ok, you know, fair enough, if you're basically wrapped in Christmas lights like Barry Wheeler from Alan Wake, even if you're hiding in a cupboard, they're going to see the lights shining around the cupboard door.

But where I think this becomes kind of interesting is how it interacts with Truesight.

Truesight, as I've always interpreted, is a way to kind of see past illusions and magical falsehoods. If someone is using a magical disguise like through Disguise Self, you'd just clock them as their true form. But I'd always imagined that, in the absence of any illusions, someone with Truesight would just see the world the way anyone else did (barring some massive, "mortals can't see reality as it truly is" thing).

But let's hop over to the Truesight definition. Among other things, you can simply see creatures and objects with the Invisible condition.

So... can you just not sneak up on someone with Truesight? It would seem you can't.

That said: back to the Hide definition: in order to hide, you must be either Heavily Obscured or behind Three-Quarters or Total Cover, and cannot be within their line of sight (I feel like the former two imply that, don't they?)

Ok, now, our "Heavily Obscured" definition says that you're blinded while looking into an area that is Heavily Obscured (typically via smoke or fog or some other opaque vapor). Interestingly, Truesight might pierce magical and nonmagical darkness and see through illusions and even magical transformations (man, what does a werewolf even look like to someone with Truesight? Like both forms at once?) and, even crazier, into the Ethereal Plane (the Border Ethereal, of course). But it does not confer immunity to blindness or allow you to see through opaque objects, so a smoke-bomb should do it.

If they are immune to being blinded? That's really interesting. I mean, logically, you could argue that they're not strictly "blinded" if they are just seeing all the smoke around them, which is obscuring you. Condition-wise, it would seem to let them see through it though (as a DM, I might lean back on the former interpretation, but that's what we're figuring out here, isn't it?)

Now, there are some floating DCs here - but it's not for the sneaker, but rather for the seeker. Once you have succeeded on your DC 15 check, you still note your total roll, because that becomes the DC a creature has to make on its Wisdom (Perception) check in order to find you, which would be the Search action.

Now, what about Blindsight?

Interestingly, this might actually be more effective than Truesight. Within the range of your Blindsight, you can see anything that isn't behind Total Cover. That means that, had a creature hidden behind Three-Quarters Cover, you'd spot them even if they succeeded on their Hide check.

So, does a Blindsight creature - such as a dragon - knowing where you are mean you don't have the Invisible condition? I guess it depends a little. The Hide action definition says that your Invisibility ends if a creature "finds you," but it's up to DMs to rule whether a creature must actively "find you" with a Search action or if spotting you with Blindsight counts. Given that the Hide action does not call out the Search action, I'm inclined to say that this happens instantly.

Interestingly, while the advantage on attacks and disadvantage on attacks against you doesn't function with the Invisibility condition if the creature sees you, you do still get advantage on your Initiative rolls.

Also, just to touch on Tremorsense - this does let a creature locate a creature, but it doesn't count as a kind of sight - a Dwarf using the new Stonecunning might be able to find the invisible Duergar in their mine, but they still have disadvantage trying to attack them.

    So:

There are a couple things that are sort of odd here:

What, exactly, is the point in having passive Perception anymore? If the DC for hiding is a flat number (and one that's very achievable,) and actually finding a hidden creature requires an active Search, what do we need this value for?

Then, also, is it weird that it's easy (trivial, even, for mid-to-high-level Rogues) to hide from the most powerful monsters?

But...

Is that actually, in fact, really freaking cool?

Maybe if you did build your Rogue to be super-sneaky (as I think most Rogue players probably do,) then shouldn't they be the one that can sneak past vigilant hydras and beholders?

And, in fact, by setting the flat DC at kind of the "standard DC" rate, might this encourage groups even with lots of heavy-armor wearers to at least try a stealthy approach more? Hell, you get a Ranger with Pass without Trace, and even my -2 Dex, heavy-armor-wearing paladin from Curse of Strahd would have a... hold on, math:

With the +10 from the spell, they're at a net +8 to Stealth, so they need to roll a 7 or higher twice in a row. That's 70% squared, or 49%, which is still slightly less likely than to fail, but practically a coin flip.

The other big thing to note, though, is that it allows monsters to hide as well. Now, any creature with +4 to Dex or more is going to have a decent chance to be able to flee the party, either to strike back immediately or to regroup, or to gather more allies.

This is, for sure, going to take some getting used to. Players might not even notice that the super-perceptive monster can't find their character after a "mere" 16 on their Stealth check, and DMs might not want to waste a turn just taking the Search action. But Players will for sure protest when a monster drops off the map and they say "but I have a passive Perception of 21!"

Still, even though it feels like cheating - it's kind of cheating both ways, and I think it has the potential to make for more exciting and memorable encounters.

Checking Out the Vampire Familiar

 Among the monster "families" getting a big expansion in the new Monster Manual, Vampires are feasting, so to speak.

From just the Vampire Spawn and Vampire classic (and variant options for the latter) in 2014, the new MM is bringing us a stat block for the midpoint between those (which makes me wonder if it'll be similar to Van Richten's Nosferatu, perhaps with a changed name just to make it easier to find?) as well as a higher-level Vampire Nightlord, which I believe will be a bit like a redesigned "warrior vampire."

But at the very bottom of the Vampire spectrum is a creature that isn't even a vampire themselves - the Vampire Familiar.

The trope is an old and well-established one. While his role in the actual, original novel is quite different, in the Bela Lugosi movie and subsequent adaptations, the disturbed mental patient Renfield is depicted as an enthralled, mind-controlled slave to Dracula. Because vampires (especially post-Lugosi, though it's there in the novel, and certainly in Dracula's lesbian predecessor which we probably all need to talk way more about, Carmilla - seriously, Stoker likely wrote Dracula in order to "correct" the subversion of traditional gender roles and explicit homosexuality in that earlier novel, which is a funny goal for a man who was likely gay, but hey, it was the 19th century) are seductive, a big part of the trope is that people will serve them in the hopes of being turned into one.

This trope goes all the way up to recent, comedic stories, such as Guillermo in the What We Do in the Shadows tv show that ended recently.

That show, and its predecessor mockumentary feature, have a ton of fun with this concept, where there's an entire subculture of familiars who are near-universally being strung along by selfish vampires who don't actually want to transform them but just want a servant who will do anything they ask. (Guillermo, being part of the core cast, has probably the broadest character arc.)

Still, there's a vibe here: the Familiar isn't really anything special or supernatural. But they're devoted to a being of darkness and death, and have often rationalized their heinous behavior if they aren't out-and-out under the Vampire's thrall.

In particular, the familiar is often tasked with fetching victims for their master. Mechanically (and we'll get into the mechanics eventually) this is reflected in the Familiar's non-lethal weapon, the Umbral Dagger, which makes it easier for them to subdue a victim in a way that can still leave them "fresh" for the master to drink.

Because they're humanoid, Vampire Familiars will not automatically set off any alarm bells when, say, the Paladin pops Divine Sense. They could easily fit into any settled environment, posing either as a harmless passer-through or even as a member of the community.

Here's how I would best imagine a Familiar operating:

No Familiar is going to be there without a Vampire. So, we need to think of where our Vampire is. It's possible that the Familiar is posing as a traveler and happens to have a massive trunk that is actually a coffin filled with grave soil and their master. The Familiar sneaks down into the ship's hold (if traveling by sea) with victims to feed to the master, but could be posing as just a wealthy person who would have reason to be traveling with a big-ass trunk.

Alternatively, if the Vampire has a lair like a big castle, the Familiar might make rounds to the surrounding villages, picking off victims who are on their own.

Strahd 100% has people like this (there are likely some NPCs in Curse of Strahd who would fit the bill, but I don't know them off the top of my head,) and would use them to try to find and bring him the various reincarnations of Tatyana.

For players, I think we start off with a mystery: people have been going missing, and there's a fear that there's some monster on the loose around town, but no one has seen it. The reason they haven't seen it, of course, is that it's not a "monster" per se, but someone in town.

Now, you'll run into a couple issues: the Familiar is not proficient with Deception. They are quite sneaky - actually having expertise in Stealth. They do have proficiency in Persuasion, though I'll confess I never quite know what to do with this - players are going to believe what they're going to believe most of the time. Instead, I think the better possibility is if they wind up contested Persuasion checks against the party in trying to convince an NPC of something. Say the party accuses them of kidnapping victims to the local magistrate. But our Familiar is a member of the village community, whereas the party are outsiders. I mean, surely you wouldn't believe this drivel! Besides, Old Eagan has been known to go drinking in the woods. Perhaps he passed out there and is simply lost? Indeed, isn't it suspicious that these sell-swords have jumped so quickly to accusations of abduction?

At CR 3, they're in an interesting place, challenge-wise. Against a level 1 party, they're deadly - or would be, if their attacks were lethal. A level 1 party could take one down if they got very lucky, but with 65 HP, I think the Familiar has the edge. However, an unbalanced encounter early on could actually be fantastic: Have the Familiar wipe out the entire party, only for them to awaken, bound in some subterranean crypt or old ruin, where the vampire villain perhaps wants them not to feed on them, but to pursue some other agenda (could even be a way for the party to first meet what becomes a dark group patron!) Or perhaps they awaken in a vampire's lair as their first dungeon - the goal being to find their way out before the vampire gets home!

The Familiar is immune to being charmed except by their Vampire master (it doesn't state that they are permanently charmed by them, but I feel like I'd treat them as such unless the party manages to prevail upon them and convince them to do a heel-face turn - which could then get undone when the Vampire uses a charm on them). The Vampire and Familiar can also communicate telepathically while on the same plane of existence, with the Vampire able to perceive through the Familiar's senses (in other words, somewhat like the Find Familiar spell, actually).

Of course, the headliner ability here is Umbral Dagger, which they get two attacks with. They also carry 10 daggers, so if they throw one, they'll have 9 left. The dagger deals normal piercing (1d4+3) and then 3d4 Necrotic damage. If this reduces the target to 0 HP, they become Stable and Poisoned for one hour, and while the Poison persists, they're Paralyzed.

So, that's interesting: even if you heal a downed ally, until you can clear that poison, they'll still be paralyzed. In other words, it's really not great to go down to this weapon, even if it won't kill you.

The nonlethal nature of the weapon also makes this an enemy that's safe to throw against a too-low-level party, though at CR 3, "too low" is probably just 1 or maybe, maybe 2.

Familiars get a bonus action called "Deathless Agility," which allows them to Dash or Disengage. Here, as soon as a CR 3 adversary is no longer an overwhelming threat to the party, the Familiar should use hit and run tactics, and honestly just "run" tactics. After all, they don't want to die in their master's service - they want to become a vampire and live forever!

Interestingly, Vampire Familiars have a climb speed. While not the uncanny spider climb that true vampires have, I see this as a means for a familiar to break into peoples' bedrooms. One of their massive advantages that their masters don't have is that they do not need to be invited into a home in order to enter it. They're also fairly strong (which they'll need to be in order to drag unconscious bodies around) which could help them break into places.

So yeah, I think that, especially after very low levels, this isn't going to be a total battlefield gamechanger of a stat block. But I feel like this will be a really potent NPC, doing their dirty work outside of combat. They might never even target the party, and only go for NPCs, doing little more than trying to escape if discovered (indeed, the Umbral Dagger could help as an escape tactic - paralyze one of your pursuers and force them to either abandon their party member or let you go).

Looking at the Updated Empyrean

 One of the other big video previews we got for the new Monster Manual is the updated Empyrean. This one comes care of d4: D&D Deep Dive.

The Empyrean is, actually, one of the most potent monsters in the book for storytelling. As direct offspring/creations of the gods, the Empyrean is tailor-made to be some kind of divine avatar or demigod, and, lorewise, makes for a great climactic final boss of a campaign. At CR 23, it's also going to fit that difficulty-wise at least until you get up into tier 4.

As I've had fun doing with these monster previews, I like to look at what kind of encounter the new DMG claims this will give us for a group of 4 player characters (I wonder what most tables' actual group sizes tend to be. My Ravnica game is pretty consistently 6 players, while the Wildemount game I play in has a party of five.) Notably, a CR 23 monster actually gives more XP than it did before, meaning that even if monsters are being buffed to better match their CRs, we might also take that with a grain of salt because encounter-balancing is based on XP. Hopefully it's all balanced well, but we can't really know that until we're playing (or we have a superhuman ability to simulate battles in our minds).

So, with these folks counting for 50,000 xp (up from 32,500 - a pretty big jump) we're thus looking at 12,500 xp per person in a 4-player group. At 17th level, that's a little north of high difficulty, and still considered high at 18th level, only getting closest to medium difficulty at 19th level and still considered moderate at level 20.

I'm curious to see what all the higher-CR monsters have, XP-wise.

Anyway, a couple changes off the bat for the Empyrean. The Empyrean's creature type is now either Celestial or Fiend, depending on its creator deity, and doesn't have the weird "75% chaotic good, 25% neutral evil" alignment that I think harkened back to when oldschool D&D stuff tended to be much more "here's the general mix of things" in percentage points. Instead, it has a Neutral alignment, which they've explained will also take the place of "any alignment." (Not sure if they're also keeping "unaligned," or if that gets folded into Neutral as well.)

Looking broadly at their base stats: the Empyrean has the same AC but higher HP, and their fly speed now includes the hover feature. Like most legendary monsters now do, they get expertise in initiative, making it all but guaranteed that you get to do your cool move first.

Ability scores are the same, but they lose saving throw proficiency in Intelligence and Charisma (so Banish away - they only have a +8 from their raw Charisma).

Their bludgeoning/piercing/slashing damage immunity has been reduced to resistance, but of course, no longer calls out an exception for magical weapons. This, honestly, might be a giant hidden nerf to martial characters throughout the Monster Manual. While martials might get around this with things like Flame Tongues or dipping Warlock to get a Pact weapon (or being Monks, whose fists can punch ghosts and deal Force damage) it does really potentially slow down the game's single-target damage experts. In addition to this, they also have immunity to both necrotic and radiant damage (sorry Paladins). Truesight remains the same, but they also have a higher passive Perception, as they swapped their Persuasion proficiency for Perception. (Though I am thinking about how good passive Perception is given the change to the Hide action. Also, if Hiding gives you the Invisible condition, does Truesight negate that? I need to look into this).

Their legendary resistance charges go up to 4 (this is all well and good for making monsters tougher, but I almost feel like no monster should have more than 3, just so that players know when they've burned through the legendary resistances. I mean, you don't want the battle to end with a single failed save against Banishment, sure, but... I don't know, I like how Flee, Mortals gave its Villain stat blocks a downside when they used their equivalent of legendary resistance).

Ok, this is all the boring stuff. Let's get to the meat of it: what does this thing do?

Well, one crazy thing is that the 2014 Empyrean did not have extra attack - just a single attack per turn. Granted, with a +17 to hit, it's going to land more often than not. The new one has multiattack, and can mix and match Sacred Weapon and Divine Ray as it pleases, each of which is the equivalent of one of its old attacks.

Divine Ray is the replacement for Bolt. With the same +15 to hit (using Charisma rather than Strength) and the same range, this now only does Necrotic or Radiant (down from a broad list of types) but the damage is a little higher - up to 6d8+8 (average of 35) from 7d6 (average of 24.5). And given that you can do twice as many attacks, that's almost three times as much damage potential.

However, I think that Sacred Weapon, which replaces the old Maul attack, is more interesting: it's the same hit bonus and range, and does an initial 6d6+10 damage (though this has become Force instead of Bludgeoning - sorry Barbarians) but, rather than allowing the target a Con save versus getting stunned until the end of the Empyrean's next turn (and a pretty easy-for-this-CR DC at that, at only 15) instead the Sacred WEapon simply lets the target choose whether they get stunned or not (and this stun ends at the beginning, rather than the end of the Empyrean's next turn). However, if they choose not to be stunned, they take an irresistible and even immunity-bypassing 21 Force damage.

And I find that fascinating.

By making this the choice of the player, you create such an amazing little gambling game. Getting stunned means losing a turn, effectively, which is enormous. But if you're sitting at 40 HP, and you get hit by this thing, maybe getting stunned is better than getting knocked out. Of course, if its only their first attack, getting stunned might make it easier for them to hit you. Do you take the 21 force damage if you're just going to get hit again the next turn? Perhaps your Wizard would rather take 62 damage than 102?

I think in most cases that you'll probably be better off taking the damage, but it's a really interesting choice to thrust into your players' hands when they likely aren't expecting it.

Also, simply by making this part of the multiattack, you're significantly increasing the damage output of this thing.

The Empyrean's spellcasting is less damage-focused (as we've seen in a lot of these redesigns,) though I'll note that its Plane Shift is no longer "self only," meaning that the Empyrean could forcibly plane-shift a PC to their home plane (or I guess a different plane.) That's... that's honestly freaking terrifying. Imagine your healer getting chucked into the Abyss in the middle of a fight. (Actually, I love the idea of a misguided celestial empyrean chucking a PC onto Mount Celestia, where they're dumped into the ocean of holy water surrounding the mountain).

Again, some other spell changes, but none that stick out to me as utterly transformative. (Calm Emotions could be).

Now, all that's left is their legendary actions. Notably, their "Attack" is changed to "Smite," and only allows Divine Ray, and not Sacred Weapon. That's probably for the best, as that stun bargain would be a little crazy and honestly kind of sloggy if it was happening five times a round. Bolster now adds temp HP and applies Advantage to all d20 tests (which didn't previously include attack rolls).

Bolster is interesting, because it really makes it clear this is not intended to be a solo monster. It could, of course, be a legendary ally (note to self, must design fight in which the party faces a whole bunch of simple but dangerous monsters with an Empyrean ally) but I think the most likely intention here is that you could have an epic 20th-level boss fight in which one of these is supported by a some tough celestial or fiendish minions. I think largely because of the temp HP, this is limited to once per round.

The Trembling Strike legendary action is essentially replaced with Shockwave of Glory, which has numerous changes beyond the name. First, like all legendary actions, it costs just one (that will probably be great for DM mental bandwidth, to be honest). Second, it's a lower-DC Con save, compared to the Strength save it had been. Third, it's now an emanation rather than a cone (so it goes in all directions). And finally, in addition to knocking things prone, it also deals 6d8 force damage, or half as much on a successful save.

    Ok, so let's put it all together:

The new Empyrean is unquestionably a more dangerous monster than before. Its attacks all hit at least as hard and generally harder. Interestingly, while putting the decision about the stun into the hands of the players lets them be strategic about it (a design choice I'd love to see in more monsters) I think what this translates to in almost every instance is that the Empyrean is going to be hitting for 52 damage on average with every hit. Frankly, with only a DC 15, I think that the old version's Maul attack is probably resisted a lot. And, of course, we can't forget that the old one just plain lacked Multiattack.

I think piloting one of these as a DM will be pretty straightforward - which I kind of like for a being that's something like a demigod. I don't think god-like beings really feel the need to strategize much when fighting mere mortals. Basically, smite with Divine Rays from afar and then punish with that Sacred Weapon if anything gets close.

Indeed, Shockwave of Glory could be great for an Empyrean that stays up high in the air - punishing any melee aggressors who fly up to them and don't have a Hover rider on their fly speed.

As a Titan, an Empyrean kind of demands to be, if not the final boss of a campaign, at least a truly climactic fight. If you spend a campaign fighting against, say, a cult trying to summon an avatar of their evil god, or a cult leader trying to become a god, or maybe even some misguided effort to release the long-mad offspring of a benevolent deity, the Empyrean could be your guy.

(If you're one of my players, skip this paragraph: I've actually been planning for a long time to have a four-phase final boss fight for my Ravnica campaign that takes inspiration from the final Kefka fight in Final Fantasy VI, and the Empyrean could potentially be the basis for either the first or possibly final phase of the fight - in which Elesh Norn makes Yawgmoth into a true god at the multiversal intersection of Sigil and Ravnica, which will have been effectively linked together by the Ilithid.)

Again, I think you could throw in some Celestial or Fiend minions here. We don't know what the updated Deva looks like, but if CR 10 is still worth 5,900 xp, and we want, say, a pretty epic showdown for a group of 6 level 20 characters (epic meaning high difficulty,) our budget would be 132,000. 50k of that goes to our Empyrean, leaving 82,000. That's actually a whopping 13 Devas (and we could potentially squeeze in another, as it's closer to 14). I... that actually sounds like hell to run. What if we made them Planetars instead? Again, assuming CR 16 is still worth 15,000 xp, we now have room for 5, which feels far more manageable, but still nasty as hell.

If we shrink that group back down to our standard of 4, though, we're now looking at a budget of 88,000, meaning an Empyrean and just two Planetars (which is 8k short of our full budget, but feels about right).

I'll concede here that I'm still primarily thinking of the Empyrean in its 2014 Celestial mode. It could be a Fiend and thus be accompanied by Devils, Demons, Yugoloths, or... Demodands, even. Bizarrely, did you know that none of the fiends in the 2014 PHB were legendary? Even the Balor and Pit Fiend are just normal monsters. Both of those guys are a little too high-CR to be anything less than a singular lieutenant to our Empyrean (and probably best as the headliner of their own encounter prior to this final boss fight). You just need to dip down to lower-CR fiends to find good matches.

Now, Empyreans can certainly play the role of divine avatars, but their explicit lore in the new MM describes the relationship as being, depending on the deity, like the god's children, or like their royal courtiers, like their inventions, or something along those lines. Pointedly, Empyreans have free will.

Now, as an Elden Ring fan and (in part thanks to that game, along with other media) someone who has done some research into esoteric alchemy for the novel he's writing, the word "Empyrean" has a special meaning: The "pyre" part of it refers to Fire, which in alchemy is the uppermost element in the elemental hierarchy. In Aristotelian cosmologies, the Empyrean is the highest heaven, and in Dante's Divine Comedy, it is the abode of God. The Empyrean is sort of like the "Secret Fire" that Gandalf directly serves in Lord of the Rings (itself a kind of manifestation of the will of Eru Iluvatar, which is that world's name for the Abrahamic God). It's likely what Chronias, the uppermost layer of Mount Celestia, is meant to represent in D&D's own cosmology.

Now, in Elden Ring, Empyreans are select demigods who are believed to have the potential to become gods. In the game, you can assist one demigod, Ranni the Witch in fulfilling her Empyrean destiny and succeeding the current deity Marika, while in the DLC, you fight against another Empyrean, Miquella, who has taken a deeply compromising and arguably self-defeating journey to apotheosis (as always in these games, the morality of your actions is very much open to interpretation, but while he never expresses doubt in his path, it's strongly implied you're doing Miquella a favor by killing him once he becomes a god).

Borrowing this idea from Elden Ring, though: I think that an Empyrean represents perhaps better than any other creature the idea of a being that is just on the cusp of becoming a god. And how many fantasy stories have the heroes stopping an unworthy individual from attaining godhood? How many villains try to achieve such a goal?

I mean, to be frank, both of my longest-running campaigns were designed to build to a climactic fight in which the headlining villain is on the cusp of becoming a god (I hope I get to finish the second of these, at least). You look at Critical Role, and their first campaign is ends like that, and the second one... kinda sorta. (The third is even more bonkers, but if I'm honest, I think suffers a bit from high-stakes fatigue). Unsleeping City? Yeah, kind of. It's a really common trope, because it's just such a big idea.

And these guys are built for it.

Again, it's not a terribly complex stat block. And it's probably pretty simple to run. But I think it's likely to have an impact.

I will note, one last thing: it doesn't (nor did it in 2014) have any condition immunities. Legendary resistance will help fend off encounter-ending spells, but that's basically all you can rely on. On one hand, this means that, once those resistance are burned (or if the players have some way to inflict conditions without saving throws - like knocking them prone with Eldritch Smite, though granted with Hover that might not be the end of the world) your players can complete clown on them, which could be fun and, frankly, cathartic. (I constantly feel bad when I have monsters that are immune to being Charmed, which invalidates a ton of what my best friend's Bard can actually do to them.) But I also think you need to make sure that the Empyrean is going to make its big statement quickly.

While I do think, tactically, it is still best to stay hovering at range and chucking Divine Rays, and then using Shockwave of Glory to knock melee attackers out of the sky (and at 600 feet, they can start attacking before most PCs are able to return fire,) if the party can burn through those legendary resistances, you might find things goings south quickly for them.

In a more damage-focused race, though, I think the Empyrean should do decently.

Anyway, I've been enjoying these monster analyses. I wish we had the full Archhag stat block, because that's one I think could be very fun to dive into. We're also only around 10 days from the earliest access on D&D Beyond. No, I don't think I'll be making a post for every single monster in the book (I do have something of a life!) but I imagine I'll do deep-dives into the ones I find particularly interesting.

Naturally, big high-level bosses are always exciting to look at, but I might make my next deep dive something a little more down-to-earth. I don't know if we're expecting more previews, but we'll see what we get. (And there are, of course, other previews I haven't touched on yet).