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~ Download PDF Monster Manual (D&D Core Rulebook), by Wizards RPG Team

Download PDF Monster Manual (D&D Core Rulebook), by Wizards RPG Team

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Monster Manual (D&D Core Rulebook), by Wizards RPG Team

Monster Manual (D&D Core Rulebook), by Wizards RPG Team



Monster Manual (D&D Core Rulebook), by Wizards RPG Team

Download PDF Monster Manual (D&D Core Rulebook), by Wizards RPG Team

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Monster Manual (D&D Core Rulebook), by Wizards RPG Team

A menagerie of deadly monsters for the world’s greatest roleplaying game
 
The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders–a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.
 
The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
 
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
 

• The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. 
• An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. 
• Created as part of a massive public playtest involving more than 170,000 fans of the game.

  • Sales Rank: #196 in Books
  • Brand: Wizards of the Coast
  • Published on: 2014-09-30
  • Released on: 2014-09-30
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.20" h x .70" w x 8.70" l, 2.62 pounds
  • Binding: Hardcover
  • 352 pages
Features
  • 5th edition
  • Age range: 12 and up / Number of players: 2 to 5
  • Manufacturer: Hasbro

Most helpful customer reviews

56 of 56 people found the following review helpful.
Top Notch Monster Manual!
By Thomas O. Morrison
I am an old school D&D gamer/Dungeon Master who cut his teeth on the 'Red' basic set and then moved into "Advanced Dungeons and Dragons" (1st ed.), all the while trying other stuff like Star Frontiers and I.C.E. By the time 2nd edition came out, I had moved on. Just recently, I decided to get back into it and started up a 1st edition campaign. As the new 5th edition material came out, I bought them initially 'out of curiosity' and have now started a 5th edition campaign. I may move exclusively into 5th edition because of the common sense ideas, ease of play, and stunning packaging. Having the basic set of rule for 5th edition available on line for free makes it easy for new players to prepare before committing to buying anything.

That said, I have to say that I love the "Monster Manual". The artwork is amazing and each monster pretty much gets its own page, with loads of details in an easy-to-read format. In the back of the book is a section of creatures that are not as much monster as wild animal or giant-sized animal and then a section of sample NPCs. In each case, the information presented is easily usable "as is" or in a modified form. I find the information throughout the book easy to reference and access.

From a nostalgic point of view, I still love the 1st editions of Monster Manual, Monster Manual II, and the Fiend Folio for their diverse artwork (some good and some not so good) and background information. The 5th edition is much more consistent in terms of information presented and quality of artwork. First edition had a lot more monsters, but the 5th edition ones are the ones you'd actually use frequently. In essence, this one book serves me just as well as those three volumes did.

Overall, my advice to older gamers who'd think they like to maybe get back into it - start here with the 5th edition. The three core books (PHB, MM, DMG) are superb in presentation and in content. New gamers? In my opinion, the 5th edition is very easy to jump into and have fun with. Start here!

99 of 108 people found the following review helpful.
A straightforward Good/Bad review
By Maximillian Bernhardt
The Good:
- A lot of monsters, and all the classics
- More, better organized info about each monster, and like literally EVERY MONSTER. 4E's MM has way too little, and 3.x's MM had uneven amounts of information.
- Drop-And-Go NPC's. Several pages of humanoid NPC's in the back of various CR's, all grouped up conveniently.
- 24 PAGES of miscellaneous animals and creatures. These are the types of things that just claw-claw-bite, and don't have a pathos or special abilities.
- Way better layout than previous editions. They more or less kept it to a monster a page. It feels much more like the sort of whimsical bestiary you'd see in a fancy wizarding movie or cartoon.
- Down-N-Dirty explanation of anything a DM would need to know about monsters, making the book function entirely on its own. They repeat only what's necessary in the intro section
- Not a bunch of non-info pages/advertisements in the back. Open the back cover and there's the Index.
- Awesome Cover. Nice and thick, very high quality feeling.
- The art is incredible. I know this seems like an afterthought, but the art really is fantastic and expressive. 4E's art often looked overly animated or cartoonish, and 3E's art often looked like something out of a field guide book. Neither of these are inherently bad, but the 5E MM strikes a balance that hits a sweet spot.

The Bad:
- Owlbears look dumb now. This is important. 3E Owlbear or GTFO
- Mechanically, inside a vacuum, just from looking, I feel like I want some of the more challenging monsters to just do more. There seems to be some mechanical redundancy. However, from experience, I know that sometimes this can end up not being something the PC's will notice, since looking at things in a vacuum removes them from the context of the situation at hand, and for a DM, this design could actually be perfect. I like how 5E gives you just what you need, and does subtle things to enable you to do far more with it than 3E seemed to want you to do, but in a much more straightforward way without the clutter of 4E. This is not really a dig on 3.X or 4E. It's just a highlight of how GOOD 5E is.
- Construction-wise, i found the index page to feel like it was glued poorly. It bends awkwardly when opened and doesn't lay flat. I knock a star off for this. 5/5 means perfect. This was near perfect, but not perfect, so 4/5.

Overall:
Recommended for people playing D&D 5E. But then again, if you're playing 5E you pretty much need it, so buy it. Buy it from your Friendly Local Game Store if you can afford to!

95 of 104 people found the following review helpful.
From fluff to flumph
By Michael J. Tresca
The Monster Manual has been reviewed in-depth by several sources already, but I received my comp copy from Wizards of the Coast a little late (I'm sure it was just an oversight...) so I'm only just now getting to my own review of the world's most famous tome of monsters -- with the exception of The Monster Book of Monsters from the Harry Potter universe. Good news: The Monster Manual will not try to eat you. It may try to eat your players however.

* Keeping it simple: The first rule of The Monster Manual is that it's not going to try super hard to encompass every single variant of every single monster. Is a monster proficient with its weapons (page 9)? Yeah, sure. Are we going to list its armor and equipment? No we're not, and who would want stinky monster equipment anyway? This fits nicely with 5E's approach of keeping things simple.

* High fantasy with a touch of humor: The artwork ranges from high fantasy-style watercolors to little sketches and doodles. There is no joy quite like seeing an otyugh galumph along at high speed (page 8), its tentacles streaming behind it like a dog's ears. Also, all the women are clothed, including repeat offenders like the marilith, dryad, and succubus (an entire film has been dedicated to the teenage boy fantasies ignited by the sight of a naked succubus in the original Monster Manual).

* Legendary monsters: Many of the monsters are reimagined, and others have been given a place as legendary monsters that change the terrain and have special powers in their lair. Aboleths, beholders, demiliches, mummies, unicorns, vampires, and dragons among others. Also, the tarrasque.

* We call it Dungeons & Dragons for a reason: Dragons take up a large chunk of the book, as well they should. They're not quite as systematically catalogued as earlier versions, but they're pretty thoroughly explored. Also, dragon spells are optional.

* Goblinoids will kill you: This was a harsh lesson from the D&D Starter Set. Bugbears get surprise attacks that inflicts an additional 2d6 damage if they hit first (surprise or winning initiative), which compounds the awfulness that is being surprised. Goblins can Disengage or Hide as a bonus action. Kobolds have pack tactics that gives them advantage on attack rolls when fighting near their allies. Orcs get a bonus action to move their speed towards a hostile creature. Hobgoblins are like a combination of the bugbear and goblin -- they do additional damage when fighting near their allies.

* Names have been streamlined: No more ogre mages, they're just called oni now. Bar-Igura demons, which apparently were hard to spell for some people, are now Barlgura. Titans are now called empyreans (because I guess titans are associated with creatures even more powerful, if the Tarrasque's title is any indication).

* Odd monsters have been updated: Remember merrow, AKA aquatic ogres? Now they're a unique monster. Piercers are back (having previously been replaced by the darkmantle, who is here too) as larval forms of ropers. Psionic monsters don't have special rules, they just inflict psychic damage. Will-o'-wisps are now undead. Wyverns have hooded heads like snakes (not fond of this change). And most paralyzing effects (carrion crawler, chuul) allow a save every round -- except for the homunculus, who can knock a character unconscious with its poison for up to 10 minutes without an additional save.

* Crazy outsiders are back: There's the obligatory sections on demons and devils, with lots of fluff about how they work but not a lot of mechanics (possession? demon amulets? Make it up DM!). But there's also a bunch of guys from the original Fiend Folio and Monster Manual II who are back and better than ever: gith, modrons, slaads, and yugoloths. Welcome back guys, we missed you.

* Unloved misfits are back too: A lot of monsters that were in the original Fiend Folio are also back: aarakocra, giant bat, bullywug, blood hawk, bullywug, death dog, death knight, drow, ettercap, flumph, grell, grimlock, hook horror, kenku, kuo-toa, lizard king, mephit, ogrillon, quaggoth, revenant, scarecrow, and shadow demons.

* Throw out your miniatures: There are miscellaneous creatures in the appendix, including mundane animals and not particularly special monsters like axebeaks and dire wolves. It also includes every critter renamed "monstrous" in 3.5 with their names changed back to their original roots as "giant." This means there's much less variation in the monster sizes -- no colossal centipedes (that size doesn't even exist in 5th Edition anymore). Giant spiders and giant lizards are now large. Flesh golems are medium. Bone devils have wings again. Glabrezu are now large. As a result, many D&D miniatures no longer accurately represent their monsters.

* And NPCs too: There are 21 NPCs of varying levels as filler. There's not a lot of flexibility here in how the characters are created -- it's more like "name level" characters from AD&D in which you pick a character name and that vaguely represents his or her power level (so a "veteran" is more powerful than a "thug," a "cultist" is weaker than a "cult fanatic," and an "acolyte" isn't as powerful as a "priest"). There's some stuff to work with here, but the building blocks of characters won't be available until the Dungeon Master's Guide.

This Monster Manual is the crowning achievement of all the monster manuals that have gone before. From the artwork to the random quotes about each monster to the curious arcane details about the monster ecology, this manual knows that what makes a good monster book is one that strikes a balance between stat blocks and story. The 5th Edition Monster Manual isn't perfect, but it comes awfully close.

See all 653 customer reviews...

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