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Full List of Monsters in Mordenkainen Presents Monsters of the Multiverse
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<blockquote data-quote="Dausuul" data-source="post: 8516814" data-attributes="member: 58197"><p>From what I can see, here are all of the changes to the Duergar Despot:</p><ul> <li data-xf-list-type="ul"><strong>Traits (Innate Spellcasting) -> Actions (Spellcasting): </strong>Removed <em>misty step</em> and <em>counterspell</em>.</li> <li data-xf-list-type="ul"><strong>Actions (Multiattack): </strong>Previously could replace all four attacks with Flame Jet. Now can only replace one attack, but also gets a free move (up to its speed) after any one attack, without provoking.</li> <li data-xf-list-type="ul"><strong>Actions (Iron Fist): </strong>Previously dealt 14 damage, plus an additional 10 if you failed the Strength save. Now deals 23 damage, but no additional damage for a failed save (you still get knocked back, though).</li> <li data-xf-list-type="ul"><strong>Actions (Stomping Feet): </strong>Previously dealt 9 damage, or 18 vs. prone. Now deals 10 damage, or 21 vs. prone.</li> </ul><p>So, it isn't a dramatic rewrite of the monster, but several adjustments. The biggest is removing the ability to quadruple Flame Jet. The Flame Jet's damage compares well to the Despot's regular attacks and it can hit multiple targets at range, so the original Despot's best strategy would often be to make like a Death Star: Blast out a 100-foot laser beam for 72 fire damage every round, and don't even bother with melee.</p><p></p><p>The new Despot only gets one blast per round, but its melee attacks have been buffed, plus the extra movement helps it close to melee range and/or maneuver to line up that single Flame Jet. That brings it into line with what I imagine was the original vision: A heavy melee bruiser with modest ranged/AoE firepower on the side. It should be a noticeably more dynamic opponent now.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8516814, member: 58197"] From what I can see, here are all of the changes to the Duergar Despot: [LIST] [*][B]Traits (Innate Spellcasting) -> Actions (Spellcasting): [/B]Removed [I]misty step[/I] and [I]counterspell[/I]. [*][B]Actions (Multiattack): [/B]Previously could replace all four attacks with Flame Jet. Now can only replace one attack, but also gets a free move (up to its speed) after any one attack, without provoking. [*][B]Actions (Iron Fist): [/B]Previously dealt 14 damage, plus an additional 10 if you failed the Strength save. Now deals 23 damage, but no additional damage for a failed save (you still get knocked back, though). [*][B]Actions (Stomping Feet): [/B]Previously dealt 9 damage, or 18 vs. prone. Now deals 10 damage, or 21 vs. prone. [/LIST] So, it isn't a dramatic rewrite of the monster, but several adjustments. The biggest is removing the ability to quadruple Flame Jet. The Flame Jet's damage compares well to the Despot's regular attacks and it can hit multiple targets at range, so the original Despot's best strategy would often be to make like a Death Star: Blast out a 100-foot laser beam for 72 fire damage every round, and don't even bother with melee. The new Despot only gets one blast per round, but its melee attacks have been buffed, plus the extra movement helps it close to melee range and/or maneuver to line up that single Flame Jet. That brings it into line with what I imagine was the original vision: A heavy melee bruiser with modest ranged/AoE firepower on the side. It should be a noticeably more dynamic opponent now. [/QUOTE]
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