Monsters of the Multiverse Makes NPC Encounters Easier

Bring in enemy or friendly non-player characters dungeons is a great way to add depth to any game. However, creating and finding stat blocks for them is a bit more difficult. Normal creatures have simple stat blocks and abilities that are compact and easy for jailers to read and quick to use in encounters. However, DMs need to take a different approach with NPCs.

One way is to create character sheets the same way players do. This is great for important NPCs with a lot of background to dive into so they can adapt to the party and potentially serve as long-term rivals. However, a much easier way is to use the NPC stat blocks that come with each guidebook. While previous books kept things simple with options like Bandits, Commoners and Veterans,Volo’s guide to monsters introduced NPCs, essentially using player classes, and Monsters of the multiverse this updated. Well, these simple stat blocks have a few key class-related abilities that make running that much easier.

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The combat classes give NPCs standard combat abilities

MotM has a few combat class NPCs that are great at converting or taking class traits and using them for DMs easily. The archer is a great generalized NPC that can be used in place of any class or subclass that specializes in bows such as B. a fighter with the Archer combat style. Her abilities are basic, but with her bow (three times per day), the archer can add a d10 to either the attack or damage roll of a ranged attack. The champion also models Second Wind’s classic fighter ability, allowing him to regain 20 hit points as a bonus action once per pause.

The Martial Arts Adept gives DMs a stripped down version of a Monk with his key abilities Unarmored Defense, a higher damage die for Unarmed Strikes and Deflect Missiles. This creature is also capable of knocking back or knocking down opponents once per turn after performing an armorless strike, which isn’t an “ability” given to Monks but is still thematic to their fighting style.

The rogue is represented by the Master Thief, who gains the signature of the rogue abilities Evasion, Cunning Action, and Uncanny Dodge. The master thief, unlike a rogue, does not have the ability to deal sneak attack damage. The assassin out Volo’s guide does, but this has not been updated for MotM.

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Bards and Archdruids grant magic class features to NPCs

As a lower level creature with CR 2, the bard doesn’t have many abilities. His main characteristics are spellcasting (giving him some mostly utility-oriented bardic spells) and taunting (which imposes disadvantages on opponents). The Archdruid, on the other hand, is a CR 12 creature with many more class-related abilities. This creature can cast a ranged wildfire spell, has access to druid spells, and can transform into a powerful beast or elemental as a bonus action.

Paladins and Clerics bring divine abilities to battle

The Blackguards are paladins who have broken their sacred oath. These evil NPCs have typical paladin abilities like high armor class, some paladin spells and smite. They also have a Terrible Aspect ability that mimics Oath of Conquest Channel Divinity: Conquering Presence that startles nearby targets. As for the Warpriest, while it sounds like it ties closely to the Wardomain subclass, it only has general Cleric abilities. His Holy Fire ability is somewhat similar to a holy flame, but also blinds the target on a failed Wisdom check.

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Warlocks and Wizards have multiple subclass NPCs

Warlocks and Wizards in MotM have several subclass based NPCs. The book features stat blocks for Warlocks with Archfey, Fiend, and Great Old One patrons. Each have abilities, reactions, and spells that match the abilities bestowed on such warlocks, although interestingly none of them have Eldritch Blast.

magician one MotM make managing spellcasting much easier, as there is a wizard NPC for each of the eight schools of magic. Each has an Arcane Burst, an ability tied to their magic school, and a list of spells. A big change this book made was categorizing cast lists for creatures as “any” and “each n/day” instead of the spell slots of the old versions. This has made tracking spells for monsters and NPCs much easier for DMs.

Monsters of the multiverse does not contain direct NPC versions of barbarian, caster, or constructor classes. However, some aberrations have wizard abilities, such as the Derro Savant, which uses classic wizard spells. A DM wanting the abilities of these classes for NPC humanoids must either seek them out from other monsters or go the long way of creating NPC character sheets.

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