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Product details
Hardcover: 224 pages
Publisher: Wizards of the Coast (July 11, 2006)
Language: English
ISBN-10: 0786939206
ISBN-13: 978-0786939206
Product Dimensions:
8.6 x 0.7 x 11.2 inches
Shipping Weight: 1.8 pounds
Average Customer Review:
3.6 out of 5 stars
33 customer reviews
Amazon Best Sellers Rank:
#720,396 in Books (See Top 100 in Books)
The latest in the Monster Manual series, the fourth (or fifth, if you count the Fiend Folio) is a departure from the classic listings of the previous books. The book includes a number of new monsters, as one would expect.For each monster, the book includes a number of additional features. Sample encounters and lairs provide a quickly inserted monster feature, and each monster also includes a block of Lore, so that GMs can provide PCs relevant info without spoiling too much. The monster stats are provided in the New encounter-based layout, rather than the format used in the previous books.Unfortunately, the additional material means there are far less monsters in this tome as compared to the other ones. To make matters worse, a number of familiar monsters - mostly humanoid races - are revisited, providing several advanced versions to such favorites as Drow, Githyanki, Orcs and Gnolls. This drops the effective monster count even further.Any experienced GM can either create such advanced monsters themselves, or have a library of useful references to help (such as Dungeon magazine). The sample lairs are likewise only really useful for one encounter (per gaming group), and then you're in reruns. Do we REALLY need more sample drow encounters and foes?The new stat blocks are also cumbersome, and I prefer the original ones. Granted, the new ones are designed to ease encounters. But there is something to be said for consistency, and I would rather see the encounter-based stat blocks for encounters only, and the original stat blocks for the monster listings.The lore blocks are a nice touch. It would be nice if WotC provided stat blocks for all previous Monster Manual critters. However, the difficulties for the stat blocks are based upon the monster's CR, not their relative rarity. So a PC would have more knowledge of the Clockwork Mender (a new CR 1/2 monster that's from Mechanus) than a common troll or ogre.As far as the monsters themselves go, we have a horde of new dragonspawn from Tiamat. These are interesting, but only really useful in a dragon-based campaign. There are a few new clockwork creatures, demons, and yugoloths, and some interesting new creatures such as the Zern. And of course there are the Skiurid - evil dark squirrels.While the sample encounters and advanced (classed) humanoids are a nice body of work, they do not belong in a Monster Manual. I would much rather have this material in a new Book of Lairs series (hint hint), or have Dungeon magazine provide it in their pages as Side Treks. Otherwise its a waste of pages.
I've been a DM for about 15 years, and can see why many think that this book was not on par with previous editions. on the positive, for new dm's, or those without large amounts of time to plan can appreciate the monsters with class levels in the base 4 archtypes. i will admit, there have been plenty of times that i've had to do a shoddy mismatch of humanoid and class levels in a pinch. having it pre-planned gives a little more spark. weigh that against new monsters, its like apples and oranges. with the monsters in the other manuals, add to those from other publishers, it isn't going to kill the creature catalog to loose a few pages to the class levels, maps, and organizations within the book. Nit-pick for me was having the templates within the manual and not at the end of the book (my anal-retentiveness for remembering what books have what templates) Over all, liked the clockworks (more smaller ones needed, that's the jules vernian fascination in me tho), for me, the time saving beats the pages lost. Will i ever use half the monsters, no, but thats the same with most of the other books, i go theme based, over hit list any day of the game.my 2 copper
Of the additional MM supplements, this one is by far my favorite. As a DM who enjoys immersing my players into the eternal struggle between the evils of the dragon goddess Tiamat and those of the Good Dragon King Bahamut, the spawn of Tiamat are a frequently encountered enemy in my adventures. For those who are used to the format of previous editions, the monster statistics block had a slight change, but not to worry! Everything you need to know is still there. It took me some getting used to, but I think most DMs will find it convenient. Take advantage of the myriad creatures within, but be warned, there may be more monsters than your adventurers can cleave.
From the cover of the book and the excerpts on the site, I should have known that this book was going to contain a bit too much fluff.That said, though, the book has it's positives. First off, I like the new stat block. It's a lot easier to scan than older run-on blobs of impenetrable animation. Secondly, I like the Sample Lairs and Encounters - they give you a couple good ways to insert monsters smoothly into a larger adventure. Also, there are some just plain awesome new monsters, from the intriguing intelligent undead, the Vitreous Drinker, to the fascinating Zern, who have already found a place in my current campaign. Overall, I was able to draw a lot of inspiration just by flipping through the book, and the format allowed me to better realize the ideas that were coming to me.But then there are the little things (and, yea, the big ones), that make me wish I'd just borrowed the book.First off, while there is a lot of good art, there's also a lot of subpar art, too. The Art of DnD has always made a big difference to me, because if there are pictures included for reference, to make it easier for the PCs to visualize their cool opponent, I want that cool opponent to freaking look cool. So a lot of cool creatures were ruined for me because of untantalizing art. Secondly, and perhaps most importantly, I care so, so, so very little about the Spawn of Tiamat. So little do I care. And yet, there is a Chapter of an entry about them. How wonderful. And they feature on the cover too. Nice. If I found the creature concept interesting, I'd be delighted to find a whole section of the book devoted to them, instead of just being disappointed and skipping a dozen pages when flipping through.Thirdly, and this is a problem that will resonate with very few people, as it's sort of a pet peeve - there is no love for psionics. None. The githyanki are included (with atrocious art, I might add), but where are the githzerai, their closely-related, simultaneously-introduced counterparts? Or any of the other psionic races? And why, oh, please why, is there a Githyanki battlecaster, yet no sign of a Githyanki with an actual psionic class?I can understand that a lot of books leave out Psionics because it's a difficult new system to introduce to a DM and to a campaign, and that it's only marginally more in use than, say, Incarnum, but come on. The last time psionics got attention was in Monster Manual II, which is unfortunately a 3.0 DnD book, which means that all Psionics material is completely outdated, overpowered, and very difficult for your average DM to translate into 3.5 rules. And the Githyanki are psionic creatures. If Psionics isn't going to get any love, WotC at least shouldn't go butchering them to make them fit the mainstream DnD system.So there you have it. Some good strong points, which make the book definitely worth a read. But it is not worth owning as a reference book. Maybe the next Monster Manual.
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