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From the Publisher Monster Manual The A to Z Fantasy Bestiary This bestiary is for storytellers and worldbuilders. If you have ever thought about running a Dungeons & Dragons game for your friends, either a single night’s adventure or a long-running campaign, this tome contains page after page of inspiration. It’s your one-stop shop for creatures both malevolent and benign. 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. Meet the Menagerie "The dungeon's floors were spotless. That should have been our first clue."—from the Journal of Jaster Hallowquill, on his first exploration of Undermountain Populate your world with beasts both wondrous and sinister. Horrifying mind flayers, shimmering unicorns, jiggly gelatinous cubes—this book contains over 150 ready-to-play, easy-to-run illustrated monsters of all levels to challenge heroes throughout their adventuring careers. Common beasts mingle with the weird, the terrifying, and the ridiculous, inhabiting nearly every climate and terrain imaginable. Whether your adventure takes place in a swamp, a dungeon, or the outer planes of existence, there are creatures in this book to populate that environment. Know Your Enemy "The only good thing about owlbears is that the wizard who created them is probably dead."—Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University Create thrilling encounters with iconic monsters. When does an owlbear hunt its prey? Can fire hurt a pseudodragon? How fearsome is a hydra’s bite? Knowing the answers to questions like these is crucial to running a D&D adventure. The Monster Manual gives you easy access to everything you need to know about creatures large and small. Hit points, damage resistances, legendary actions—stat blocks for each monster include all the information you need to craft encounters, while still being easily scannable when you need a quick reference. Bring Your World to Life "Slay me once, shame on you. Slay me twice, shame on me."—Rakshasa maxim Feed your imagination with art and detailed descriptions. The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that inhabit it. D&D games are narratives, and great narrators do more than just tell the story. They create a picture in the minds of their audience. From the colour of the vapour from a gorgon’s nose to a single, curious detail that marks a rakshasa in disguise —the Monster Manual 's rich descriptions and beautiful illustrations will breathe life into your campaign. Playing Dungeons & Dragons Become an Adventurer Adventurers come in all shapes and sizes. Find one that’s fun for you. An elvish cleric, driven from society for trespassing on tradition. A dwarven paladin, atoning for an ignominious past. The Player’s Handbook provides the skeleton for your characters. Flesh them out however you choose. Join the Party D&D brings people together and forges new friendships. Silly moments spawn inside jokes; moving battles leave treasured memories—whether in the heat of battle, embroiled in social intrigue, or solving clever puzzles, your party has your back. Choose Your Own Path The woods are growing dark. Behind a mass of ivy, you see the stones of a crumbling castle. What do you do? In D&D, your options are limitless. Because the Dungeon Master, as narrator of your tale, can improvise in reaction to any choice you make, what happens next is entirely flexible. Do you dare go on? Review: Monstrously and Maunally Brilliant to Behold. - I missed many of the gaming manuals throughout the 80s (and therefore saved some money) but with the arrival of this amazing edition, containing as it does almost all the "classic" creatures/beings familiar to most keen gamers, plus a fair number of newer entries that most may never have come across, for its price, is probably the most conscientiously filled and booted monster guide out there. Though many people looking at this cool tome are likely well versed in the many rules and stats of the beings in the D&D and Pathfinder world-and the gamebook world for that reason, this also acts pretty well as a cool introduction for the novice. It is very easy to read the book from beginning to end and it barely takes ten pages on the general rules before launching into a beautifully illustrated and well detailed history of a stunning range of monsters in a decidely helpful alphabetically succint system. Just before the bestiary begins, the first eight pages soak you easily in with a brief and welcoming introduction to the world of D&D, how this book works, the definition of 'monster' and the different types-i.e aberrations, beasts, undead, constructs and so on, with examples of each group. There's also brief breakdowns of all the other numerous stats-speed/skills/senses/languages/special traits/alignments. Sometimes this is just too much, and I often prefer the simpler Fighting Fantasy/Hero Quest game approach that all these stats multitudes that seem to interrupt play more than anything else as you mull over the meanings instead of just straight into an encounter, and in truth, seem to make something that's supposed to be hugely enjoyable far more complicated than it needs to be. And in truth, seems more designed for bleeding computer games than the grand old unbeatable idea of long gone yonder-tabletop gaming with miniatures, boards and scenery. But it's the monster chapters themselves that sell this book-and boy are they great. Almost all of them hit the extreme heights, with only seemingly truly redundant to the beautiful world of gaming, which sadly means that some other great beings are absent, and glaring omissions from this grand publication are the Phoenix, Kelpie, Fairies and the dreadfully ignored but quite brilliant Fimirs. I also realise that some others clearly can't be included if they were created by Games Workshop co-founders and creators of the Fighting Fantasy explosion of the 80s-Steve Jackson and Ian Livingstone. A pity as a fair number of their own beings-Rhino Men, Garks, Ice Ghosts, Scurrellors, Sentinels and Chamelonites are worthy of it-and also of having models based on them. A pity this, but on the strong side, the rich yet speedy round-up of each being's history (detailing how many were created) is far better than the basic and often smoothed over (ah, so you don't know either!) kobbled together bits and bobs summaries of the charming if hardly extensive 'Out Of The Pit'-the Fighting Fantasy monster accompaniment, of which this is a far more invigorating and prevailing version, not least because of the meticulous and outstanding full-colour illustrations of EVERY being named-from Kenkus to Hezrous and Nothics to Satyrs. At only a few times do certain drawings flag-mainly ones that contradict annoyingly with the beings I'm used to through the Gamebooks, so the Goblins and Hobgoblins in here (with red skin no less-they're not devils!) lose for me, as do the Kobolds and Troglodytes for being way too akin to the Lizard Men in likeness, just lacking. The Jackalweres are just wimpy attempts at werecreatures, yet kept seperate! The inclusion of something like a Werebadger or Wereape would be far better! And Orcs with grey skin?! What? And why Orcs are not referred to as Goblinoids I'll never know, when the hairy ape/bear humanoids the Bugbears are is a mystery that should really be cleared up. The Harpy's description is all well and good, but is a little too much like the Siren's in places, though the picture is lovely. And the illustation of the "Pixie" is blatantly a Fairy or a Nymph (if they have wings. A Pixie-the ones I know-cannot fly. Oh well. But in wins in spades with its thorough genius-such as intriguingly dangerous looking beings like Xorn's being neutral, and how a Genie isn't a Genie at all but an umbrealla term for four different types, what Elementals actually are and how they work, and best of all-the different types of undead and how they came into being. There's also a wry little piece at the start in the early introductory pages further reminding the reader that this is still THEIR world after all-and they can switch alignments and environments how they see fit! As my favourite (though I love most) FF Gamebook was always 'Demons Of The Deep'-an adventure set beneath the waves where you can breathe underwater, I was always miffed there would be no more like this, so to find several marine beings-Merfolk, Merrows, Kuo-Toa and the horrific but pretty Sahuagins, and to know there's models of other marine beasts is brilliant. My biggest gripe is that for all the scintillating and showy reels of the many death-dealing ways a large number of D&D monsters can attack and kill you and how many are invulnerable to usual weapons and an awful lot of spells, there is barely ANY reference to how they CAN be fought off/harmed/killed or escaped from when usual attacks fail. This is most unfair-even Out Of The Pit tried to include this, though they had nothing like the awesome number of almost impossible-to-face-and-live beings in the pages of this book. This makes me think we've got to do the work ourselves, and fair enough I guess, as it's our world after all. But this would still be much appreciated, not least cos the creature's different histories mostly offer not even a hint to what might may be done against them. There's a seperate A-Z for animals-mostly bigger versions of ones you find in this world-deer, bears, wolves, gorillas and so on, with a couple of weird inclusions that should really be in the Monster A-Z-i.e the lawful Blink Dog and Chaotic Death Dog. After this is another Appendix for the many types of human being/Elf/Dwarf people you can meet in the game-cultists, scouts, beserkers, pirates, guards, mages and so on. Most helpful is the Monster Index at the end which can take you straight to the monster you want rather than flipping impatiently, yet lovingly through the luscious monster prints. Also cute are the small sketches of certain beings spread about such pages-many witty such as the hulking Minotaur standing behind a human perusing a map or scroll and having no idea its behind him ready to pancake him, while a Rug of Smothering envelops a warrior, and a Giant Squid looks like it's just had a Tardis dropped on its head! At between £17.50 and £20, this painstakingly generally great manual is utterly indispensible and £10 less that the price Orc's Nest, War Boar and other gameshops place on it, though it's still lovely to see they carry it. The cover art is also brilliant but don't believe that beauty is only in the big Eye of that Beholder. Review: Monstrously Good, - Great roleplaying supplement and also a great read. Immense piece of work, authors and artists to be congratulated. I have never felt the need to replace my 1979 Gary Gygax authored Advanced D&D Monster Manual, with the infamous David Sutherland "Flying Red Cow" cover illustration and so it is this venerable tome that I compared this new book to. How does it compare ? Well, the first thing to say is that this is very close to an updated version of Gygax's original....about 75%of the creatures here (pure guess) were in the 1979 book,and the vast majority of the rest appeared in the Fiend Folio or Monster Manual 2, the AD&D follow ups to the MM. The illustrations in the Gygax version are all (well, apart from the cover|) excellent, here the production values are higher and the pictures are in colour, at the very least the 5th edition version matches the original in this important area. The updated stats for the monsters, the main point of the book, of course, are, as user friendly as the original, most entries are a page or less and a range of levels from very low to very high. One area, where, I am afraid to admit,. this new Monster Manual does improve on Gary Gygax's is the texts on many of the creatures include short histories and ecologies which are absolutely perfect for inspiration for adventures, As one example the entries for " Centaur" both show great illustrations, have broadly similar game stats and, of course, are recognisably the same legendary figure from Greek myth. The new description though also has two adventure seeds within it, the centaur migration lasting generations coming into conflict with human cities built in their way and the old or lame centaur been left behind and having to be helped . Any DM worth their salt should be able to knock off an adventure...or even a campaign of adventures based on these hints. Lots of the descriptions include nuggets like these and as the point of game books like this is to spark players' imaginations this is a massively useful aspect of this work. Every D&D player will have their own ideas of how these monsters should be portrayed, not all will agree with every interpretation here but the introduction sensibly points out players can amend or ignore any of the information given here .Having said that, some of the decisions...Pixies not being Chaotic ? Tarrasques not been evil ? seem a bit odd. Monsters omitted also seem unfortunate..although some (eg Phase Spider) appear in the appendix , giving slightly shorter descriptions of creatures. No Titan though (replaced by the Empyrean) and no room for the Vargoyle, one of my faves. Some monsters included could also have perhaps have been consigned to history...do we REALLY need the Modrons?Or the Flumph?! My favourite enrty is the Kenku, brilliantly designed , again so that even an encounter with one will be an adventure in itself. Lead writer Chris Perkins has penned numerous adventures and it really shows. Not absolutely all monsters are a triumph, the Genies seem uninspired, for example, but the majority...Demons, Devils, Golems, etc etc are inspired. A shame a list of the original creators of the monsters couldn't be included somewhere in this lengthy tome...I recall many of these (Hook Horror, Giths. Kenku etc|) were designed by the fan community and it would have been nice for this to be acknowledged. The front cover illo , is, perhaps, not as striking as some of the interior pictures (how awesome would the Barlgura or the Hobgobiln or Werewolf illustration look on the front of the book?) but the Beholder is THE definitive D&D critter and surely beats a flying cow !





| Best Sellers Rank | 7 in Role-Playing & War Games |
| Customer Reviews | 4.8 out of 5 stars 29,501 Reviews |
S**L
Monstrously and Maunally Brilliant to Behold.
I missed many of the gaming manuals throughout the 80s (and therefore saved some money) but with the arrival of this amazing edition, containing as it does almost all the "classic" creatures/beings familiar to most keen gamers, plus a fair number of newer entries that most may never have come across, for its price, is probably the most conscientiously filled and booted monster guide out there. Though many people looking at this cool tome are likely well versed in the many rules and stats of the beings in the D&D and Pathfinder world-and the gamebook world for that reason, this also acts pretty well as a cool introduction for the novice. It is very easy to read the book from beginning to end and it barely takes ten pages on the general rules before launching into a beautifully illustrated and well detailed history of a stunning range of monsters in a decidely helpful alphabetically succint system. Just before the bestiary begins, the first eight pages soak you easily in with a brief and welcoming introduction to the world of D&D, how this book works, the definition of 'monster' and the different types-i.e aberrations, beasts, undead, constructs and so on, with examples of each group. There's also brief breakdowns of all the other numerous stats-speed/skills/senses/languages/special traits/alignments. Sometimes this is just too much, and I often prefer the simpler Fighting Fantasy/Hero Quest game approach that all these stats multitudes that seem to interrupt play more than anything else as you mull over the meanings instead of just straight into an encounter, and in truth, seem to make something that's supposed to be hugely enjoyable far more complicated than it needs to be. And in truth, seems more designed for bleeding computer games than the grand old unbeatable idea of long gone yonder-tabletop gaming with miniatures, boards and scenery. But it's the monster chapters themselves that sell this book-and boy are they great. Almost all of them hit the extreme heights, with only seemingly truly redundant to the beautiful world of gaming, which sadly means that some other great beings are absent, and glaring omissions from this grand publication are the Phoenix, Kelpie, Fairies and the dreadfully ignored but quite brilliant Fimirs. I also realise that some others clearly can't be included if they were created by Games Workshop co-founders and creators of the Fighting Fantasy explosion of the 80s-Steve Jackson and Ian Livingstone. A pity as a fair number of their own beings-Rhino Men, Garks, Ice Ghosts, Scurrellors, Sentinels and Chamelonites are worthy of it-and also of having models based on them. A pity this, but on the strong side, the rich yet speedy round-up of each being's history (detailing how many were created) is far better than the basic and often smoothed over (ah, so you don't know either!) kobbled together bits and bobs summaries of the charming if hardly extensive 'Out Of The Pit'-the Fighting Fantasy monster accompaniment, of which this is a far more invigorating and prevailing version, not least because of the meticulous and outstanding full-colour illustrations of EVERY being named-from Kenkus to Hezrous and Nothics to Satyrs. At only a few times do certain drawings flag-mainly ones that contradict annoyingly with the beings I'm used to through the Gamebooks, so the Goblins and Hobgoblins in here (with red skin no less-they're not devils!) lose for me, as do the Kobolds and Troglodytes for being way too akin to the Lizard Men in likeness, just lacking. The Jackalweres are just wimpy attempts at werecreatures, yet kept seperate! The inclusion of something like a Werebadger or Wereape would be far better! And Orcs with grey skin?! What? And why Orcs are not referred to as Goblinoids I'll never know, when the hairy ape/bear humanoids the Bugbears are is a mystery that should really be cleared up. The Harpy's description is all well and good, but is a little too much like the Siren's in places, though the picture is lovely. And the illustation of the "Pixie" is blatantly a Fairy or a Nymph (if they have wings. A Pixie-the ones I know-cannot fly. Oh well. But in wins in spades with its thorough genius-such as intriguingly dangerous looking beings like Xorn's being neutral, and how a Genie isn't a Genie at all but an umbrealla term for four different types, what Elementals actually are and how they work, and best of all-the different types of undead and how they came into being. There's also a wry little piece at the start in the early introductory pages further reminding the reader that this is still THEIR world after all-and they can switch alignments and environments how they see fit! As my favourite (though I love most) FF Gamebook was always 'Demons Of The Deep'-an adventure set beneath the waves where you can breathe underwater, I was always miffed there would be no more like this, so to find several marine beings-Merfolk, Merrows, Kuo-Toa and the horrific but pretty Sahuagins, and to know there's models of other marine beasts is brilliant. My biggest gripe is that for all the scintillating and showy reels of the many death-dealing ways a large number of D&D monsters can attack and kill you and how many are invulnerable to usual weapons and an awful lot of spells, there is barely ANY reference to how they CAN be fought off/harmed/killed or escaped from when usual attacks fail. This is most unfair-even Out Of The Pit tried to include this, though they had nothing like the awesome number of almost impossible-to-face-and-live beings in the pages of this book. This makes me think we've got to do the work ourselves, and fair enough I guess, as it's our world after all. But this would still be much appreciated, not least cos the creature's different histories mostly offer not even a hint to what might may be done against them. There's a seperate A-Z for animals-mostly bigger versions of ones you find in this world-deer, bears, wolves, gorillas and so on, with a couple of weird inclusions that should really be in the Monster A-Z-i.e the lawful Blink Dog and Chaotic Death Dog. After this is another Appendix for the many types of human being/Elf/Dwarf people you can meet in the game-cultists, scouts, beserkers, pirates, guards, mages and so on. Most helpful is the Monster Index at the end which can take you straight to the monster you want rather than flipping impatiently, yet lovingly through the luscious monster prints. Also cute are the small sketches of certain beings spread about such pages-many witty such as the hulking Minotaur standing behind a human perusing a map or scroll and having no idea its behind him ready to pancake him, while a Rug of Smothering envelops a warrior, and a Giant Squid looks like it's just had a Tardis dropped on its head! At between £17.50 and £20, this painstakingly generally great manual is utterly indispensible and £10 less that the price Orc's Nest, War Boar and other gameshops place on it, though it's still lovely to see they carry it. The cover art is also brilliant but don't believe that beauty is only in the big Eye of that Beholder.
R**T
Monstrously Good,
Great roleplaying supplement and also a great read. Immense piece of work, authors and artists to be congratulated. I have never felt the need to replace my 1979 Gary Gygax authored Advanced D&D Monster Manual, with the infamous David Sutherland "Flying Red Cow" cover illustration and so it is this venerable tome that I compared this new book to. How does it compare ? Well, the first thing to say is that this is very close to an updated version of Gygax's original....about 75%of the creatures here (pure guess) were in the 1979 book,and the vast majority of the rest appeared in the Fiend Folio or Monster Manual 2, the AD&D follow ups to the MM. The illustrations in the Gygax version are all (well, apart from the cover|) excellent, here the production values are higher and the pictures are in colour, at the very least the 5th edition version matches the original in this important area. The updated stats for the monsters, the main point of the book, of course, are, as user friendly as the original, most entries are a page or less and a range of levels from very low to very high. One area, where, I am afraid to admit,. this new Monster Manual does improve on Gary Gygax's is the texts on many of the creatures include short histories and ecologies which are absolutely perfect for inspiration for adventures, As one example the entries for " Centaur" both show great illustrations, have broadly similar game stats and, of course, are recognisably the same legendary figure from Greek myth. The new description though also has two adventure seeds within it, the centaur migration lasting generations coming into conflict with human cities built in their way and the old or lame centaur been left behind and having to be helped . Any DM worth their salt should be able to knock off an adventure...or even a campaign of adventures based on these hints. Lots of the descriptions include nuggets like these and as the point of game books like this is to spark players' imaginations this is a massively useful aspect of this work. Every D&D player will have their own ideas of how these monsters should be portrayed, not all will agree with every interpretation here but the introduction sensibly points out players can amend or ignore any of the information given here .Having said that, some of the decisions...Pixies not being Chaotic ? Tarrasques not been evil ? seem a bit odd. Monsters omitted also seem unfortunate..although some (eg Phase Spider) appear in the appendix , giving slightly shorter descriptions of creatures. No Titan though (replaced by the Empyrean) and no room for the Vargoyle, one of my faves. Some monsters included could also have perhaps have been consigned to history...do we REALLY need the Modrons?Or the Flumph?! My favourite enrty is the Kenku, brilliantly designed , again so that even an encounter with one will be an adventure in itself. Lead writer Chris Perkins has penned numerous adventures and it really shows. Not absolutely all monsters are a triumph, the Genies seem uninspired, for example, but the majority...Demons, Devils, Golems, etc etc are inspired. A shame a list of the original creators of the monsters couldn't be included somewhere in this lengthy tome...I recall many of these (Hook Horror, Giths. Kenku etc|) were designed by the fan community and it would have been nice for this to be acknowledged. The front cover illo , is, perhaps, not as striking as some of the interior pictures (how awesome would the Barlgura or the Hobgobiln or Werewolf illustration look on the front of the book?) but the Beholder is THE definitive D&D critter and surely beats a flying cow !
S**N
Great gift for Dungeon Masters!
Amazing, has lots of monsters for campaigns and super sturdy. Great gift for DMs too!
J**H
really good quality book
I've been wanting this for a while, and when I found it, I was happy with the price and the quality of the book. I have barely put it down and am enthralled by it. would definitely recommend to any D&D or general monster lovers.
A**E
Nice, but Tome of Beasts is nicer
More important than the DMG for a DM, contains all the monsters you need to do a basic campaign. It's the same old monsters you know. You're not going to be surprised by anything here. Wish there were more psionic things in here though, because int saves are really underused in 5E. Lair action stuff is cool, as is the legendary stuff. Compared to ToB the "alternate versions" are used a lot more, stat blocks are better laid out, not over pages etc, the art is nicer and it feels like a superior product. But content wise, it's not. If you can get a copy of Tome of Beasts, it has over 400 monsters and is like twice as thick as this with more unusual and original monsters that your players won't have seen before, deffs recommend picking that up. But this is, like, the core sanctioned on that you're probs supposed to have. Depends on what you like really. Honestly, I think dragons, undead, goblins, orcs and anthropomorphic animals are all super yawn inducing, very played out, tired concepts that we've seen for decades already, so I find the Tome of Beasts stuff more appealing. Low CR monsters all are generally very boring too so it's not that fun for low level players. So many super high CR monsters that it's kinda frustrating to leaf through knowing that you're years away from being able to actually unleash them on your players unless you're feeling very George R. R. Martin-ish and want to TPK your party. I'm hoping Volo has some more interesting stuff, but let's be realistic, it's probably going to have more of the same. It's just not that interesting when all your best monsters are from Ancient Greek tales and Lovecraft, and your original monsters were invented because you had some cheap Chinese models and wanted to use them as minis (literally where purple worm, owlbear, bulette, rust monsters, umber hulk and a bunch of otehrs come from). Like, given that these people can write half the DM's guide worth of platitudes on inventing monsters, worlds, dungeons, religions etc, you'd think they could come up with some original monsters that are more interesting than a stat block. I don't need one of each anthropomorphic animal, each of which has no special ability. But, I digress, I've seen this all before a tonne, to a newbie this'd probably all be amazing and interesting so 5* it is.
C**S
Love the book, but badly handled.
I absolutely love the content in this manual and it's a brilliant tool for DM's and worldbuilders. However, I cannot give a five-star review as my copy of the manual arrived with a torn page, which looks like it has been pressed flat for quite some time. It always disappoints me when I receive a used book with a torn page, but I bought this brand new, so at some point between the book being printed and me receiving it, it has been mishandled, by either Wizards' or Amazon staff, which is disheartening. This didn't happen with my PHB or DMG, so I was shocked that it happened to this book. This, of course, doesn't make the book unusable and I will gently correct the tear, but again, I must say that this is disappointing.
T**T
Old edition, but better!
Awesome. Has every stat block of every mythical beast you can think of and WAY WAY more! It also has regular animal stat blocks. This is for DMs though (in case you weren't aware) and you need the players handbook and DM guide too. This is an OLD EDITION now but is still played by a lot of people because it is widely accepted to be way better. It's a great book, one thing to note, however, is that rules for your own monster creation are found in the DM guide, not here. Hope this helps, and remember that the other rulebooks need to be the same edition (2014, which is 5e, or 2024 which is 5.5e).
D**5
Good DnD book
Very good book easy to use and gives you plenty of options for any campaign
S**T
Fantastic book, one glaring omission
I've bought a few of these things from a few different publishers over the years but haven't "read" any of them, as opposed to pulling them out for consultation. MONSTER MANUAL 5th ed places the creatures in D&D lore and presents their history so well that I ended up actually reading the entries rather than simply skimming to the stat block. I don't thing I've seen the Lair Effect and Region Effect in an RPG monster book before - which would mean WotC managed to actually *evolve* the concept of a "manual of monsters." Kudos! Animals and their dire versions are piled as quick references in the back of the book (does anyone require writeups on the ecology of dinosaurs? The diet of wolves? The intelligence stat of a bear?) which respects the page space and saves it for fictional beasties. Really, the team's only oversight is the scarcity absence of appendices - there is, for example, no table of monster entries by challenge level - whereas PATHFINDER has 14 (you read that right!) at the back of their own BESTIARY. Hasbro Inc. hardly needs my help selling these books at this point so let me just say to a prospective buyer: don't hesitate!
J**C
Sehr schönes Buch
Hab das Buch bei einem Freund von mir gesehen und als "Nerd" musste ich mir das einfach holen. Es ist sehr schön und hochwertig, die Illustrationen sind genial, die Erklärungen sehr ausführlich und auch wenn ich selbst kein D&D mehr spiele, ist das Monster Manual jeden Cent wert. Macht sich natürlich auch sehr gut im Bücherregal!
S**.
Great book
This is a great book with beautiful artwork and lot of information on all the monsters. One issue though is that the product arrived slightly damaged.
N**A
Bons textos, boa arte gráfica, capa resistente - bem estruturado e de fácil consulta
Qualidade da impressão na capa, relevos, qualidade nos textos e arte ao longo do livro - é um compêndio, ao estilo de um dicionário, não é suposto ter aventuras ou narrativas - excelente base para criar aventuras. Atenção a escolher porque há versão em Castelhano. Qualidade do papel podia ser melhor (tenho outros livros do estilo, com melhor qualidade) mas pelo preço vale a pena - ainda mais se comprado com o Player's Handbook e o Dungeon Masters Guide.
A**S
Perfecto
Llego en perfectas condiciones, ademas, el color y la calidad de impresión es increíble.
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