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Monster Manual 3: A 4th Edition D&D Core Rulebook (Dungeons & Dragons Core Rulebooks) Hardcover – June 15, 2010


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Hardcover, June 15, 2010
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Product Details

  • Series: Dungeons & Dragons Core Rulebooks
  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast; First Printing edition (June 15, 2010)
  • Language: English
  • ISBN-10: 0786954906
  • ISBN-13: 978-0786954902
  • Product Dimensions: 8.5 x 0.6 x 10.9 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (26 customer reviews)
  • Amazon Best Sellers Rank: #190,761 in Books (See Top 100 in Books)

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Customer Reviews

Monster Manual 3 brings back a good variety of monsters back to the table.
Arundo
The new stat layout makes it much easier to run combat encounters and the new monsters are interesting and varied enough to keep any adventuring party on their toes.
Grimm
I loved the longer descriptions of monsters, and I loved the "weirder" monsters.
Amazon Customer

Most Helpful Customer Reviews

28 of 29 people found the following review helpful By MPH on June 23, 2010
Format: Hardcover Verified Purchase
I really enjoyed MM3. MUCH MUCH better than MM2. I agree that the encounter groups from the previous 2 books are largely useless, especially if you are a DDI subscriber. (the website has an online tool that allows you to craft encounters in a way that keeps the level right, etc.) Unlike MM2, there aren't too many wasted pages. (who needs, like, 10 different 'humans' in a monster manual?!) Also, many classics are back...Mimics, thri-kreen, lolth, gremlins, catoblepas, and so on. Some new cool additions are the catastrophic dragons (not solos, for some reason), and more psionic and primal flavored creatures.
The art is good, as usual, and the text is much richer, and better written than previous MMs for 4e. My only complaint is that they did recycle several illustrations from 3e. C'mon guys, illustrators/artists need work too.
The re-organization of the stat block bothered me at first...And id does bother me that I have all 3 MMs, and their stat blocks don't line up, so mixing encounters from all three books might be a pain. But, I do have to say, after reading through it, the new stat block layout makes more sense. Too bad they didn't think of that in the first place back in 2008. Oh well. Better late then never.
Bottom line: if you're new to DMing, and you just have the first 3 core rulebooks, skip mm2, and get this one.
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40 of 44 people found the following review helpful By Zarithar on June 16, 2010
Format: Hardcover
The edition of flavor/lore text is welcome, and the overall quality of the book is a huge step up from the MM2 in my opinion. Also, the stat blocks have been revamped making it easier to read. Gone are the useless "encounter groups" from the first 2 MMs. Instead, they give suggestions on what (if any) other creatures the beast in question might be found with.

Some old favorites make their return: Mimics, cloaker, catoblepas, etc. I guess my only minor complaint concerns adding yet more flavors of some monsters (do we really need more beholders??) but again, even these are well presented and I am sure many do see the need!

The artwork is also a step up from that found in the MM2, with no recycled art that I am aware of.

An excellent book.
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17 of 17 people found the following review helpful By Eric Christian Berg on July 25, 2010
Format: Hardcover Verified Purchase
The latest in the Monster Manual line for Dungeons & Dragons introduces two changes. The new stat block is much easier to use in play, organizing actions by their type (standard, minor, triggered) and including relevant information about traits in the block itself, so you don't have to look them up in the glossary. Further, there is more flavor text for each entry, giving descriptions, background, and even stories about the creature. This latter was something that was sorely lacking in the 4th edition Monster Manuals and I'm glad to see its return. The Lore entries simply weren't sufficient in many cases to get a good feel for a monster. As for the selection of monsters, there is a fine variety with a slight emphasis on the Epic tier. Many new varieties of already established monsters are here (Drow, Dragons, Elementals, Giants) as well as creative 4th edition updates of old classics (Catoblepas, Mimic, Thri-kreen, Cloakers) and entirely new creations like Apocalypse Spells, sentient remnants of powerful ancient spells. As with all of the monster books in 4th edition, there is also the stats for a god (Lolth, in this case) and several creatures of god-like power (two of the old Princes of Elemental Evil: Imix and Ogremoch) for upper Epic-level campaigns. Overall, it is an excellent entry into the line.
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7 of 7 people found the following review helpful By William M. Wilson on August 20, 2010
Format: Hardcover Verified Purchase
Monster Manual 3 breaks with the previous Monster Manuals in a few pretty big ways.

As the other reviewers have mentioned, the stat block format has been revised. It's a bit easier to use, now, and makes it easier to keep track of various special effects that overworked DMs might otherwise overlook.

Also, and more importantly, it looks like the designers have finally hit their stride when it comes to monster design. There are several major departures here, all of which came about after the designers saw how monsters work in play. MM2 had some minor improvements - like solo HPs, adjustments to solo and elite defenses, and so on. MM3 goes even further. In fact, these monsters are so much more usable and so much beefier than the ones in MM1 and MM2, your players might look at you in shock. "What do you mean, that guy does 3d12+16 damage?!"

Here's a rundown. You can get more details in the July 2010 Updates from WotC's site, including a new damage expression chart.

* Brutes are no longer inaccurate. Like every other monster, they attack at Level+5 vs AC, or Level +3 vs F/R/W. This means you don't need to feel like brutes of levels lower than the party are just eating up useless XP in your encounter budget.
* Soldiers are no longer accurate. They had everything going for them already.
* Pretty much every Elite has a way to attack more than one enemy per round, either as burst/blast, or as a double attack mechanic. They count for two monsters, so they should do the damage of two monsters.
* Most importantly, the damage expressions are overhauled. On normal attacks, most monsters will deal 1/2 their level in additional damage. Brutes do even more - about 25% above and beyond the normal damage expressions.
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