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Dungeons & Dragons Monster Manual (Core Rulebook, D&D Roleplaying Game) Hardcover – Illustrated, September 30, 2014

4.9 out of 5 stars 16,679 ratings

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WARNING:

CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

From the Publisher

Monster Manual

Monster Manual cover art

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

Unicorn, gelatinous cube

"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 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

Beholder, Owlbear, Pseudodragon

"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

Rakshasa

"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 color of the vapor 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

Myconids

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?

Product details

  • ASIN ‏ : ‎ 0786965614
  • Publisher ‏ : ‎ Wizards of the Coast; 5th ed. edition (September 30, 2014)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 352 pages
  • ISBN-10 ‏ : ‎ 0786966750
  • ISBN-13 ‏ : ‎ 978-0786965618
  • Reading age ‏ : ‎ 14 years and up
  • Item Weight ‏ : ‎ 0.042 ounces
  • Dimensions ‏ : ‎ 8.54 x 0.86 x 11.14 inches
  • Customer Reviews:
    4.9 out of 5 stars 16,679 ratings

Customer reviews

4.9 out of 5 stars
4.9 out of 5
16,679 global ratings
5 star
91%
4 star
7%
3 star
1%
2 star 0% (0%) 0%
1 star 0% (0%) 0%
How are ratings calculated?

Top reviews from the United States

Reviewed in the United States on December 13, 2018
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5.0 out of 5 stars Best price ever and the second most important core book you’ll ever buy.
By Albert Lamm on December 13, 2018
All six books, all three core, all three bad game supplements are on sale right now for about 20 bucks each on amazon this month, absolutely worth the price of admission!

Now you could, like I, solely use apps like Fantasy Grounds (Steam client) and or free PDFs, But nothing replaces the feeling and ease of use of having physical copies of each guide in hand. Plus as a fun bonus they looks stunning in my bookshelf. Make you look even more professional as a DM in person. Lastly, all six together give you an extreme launching pad for designing, running and modifying premade or homemade campaigns!

For 20 a pop, what is normally a $300 purchase turns into a $120 steal, never will you ever get a better deal on these books brand new.

My only regret was getting the one book I did have before this sale but ce n'est pas grave.

Now onto the book itself, arguably the second most important core book. You see... I didn’t realize when I first went looking for which books to get that the Players Handbook is the single most important first purchase. So instead, wanting to DM, I bought the corespondent book. Makes sense on the surface until you realize what the Dungeon Master Guide vs the Player’s Handbook do. The DMG only lays out how campaigns work, chart after chart of rollable ideas (with dice, of course!) for what your campaign will and could become. But what it does not do, is actually teach you the core rule set of how to play the game. Only the Player’s Handbook does that. So, with literally 15+ campaign idea books out there (this is beyond the three core and the three core supplement books as seen above) you only really need the Player’s Handbook, a campaign guide (one you made yourself, got from someone else or bought partially premade) and finally the Monster Manual!

Here not only do you get the base games 150 premade creatures and beasties, but suggestions on rating levels of your parties composition so that you don’t make fights too hard or too easy based on what your trying to actually do here.

My favorite part though is all the lore on species types or curses and so on, plus a detailed breakdown of each one, their abilities and in places suggestion on how to play them. It is a mighty book that lives up to its name!
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41 people found this helpful
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Reviewed in the United States on January 1, 2015
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Top reviews from other countries

A. Rose
5.0 out of 5 stars Nice, but Tome of Beasts is nicer
Reviewed in the United Kingdom on October 25, 2016
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17 people found this helpful
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Amazon Customer
2.0 out of 5 stars Check your copy carefully! Watch out for the bad printing!
Reviewed in the United Kingdom on March 5, 2020
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4 people found this helpful
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Dr N
4.0 out of 5 stars Well presented nice illustrations
Reviewed in the United Kingdom on November 18, 2014
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23 people found this helpful
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Rotgut
5.0 out of 5 stars Monstrously Good,
Reviewed in the United Kingdom on January 5, 2016
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5 people found this helpful
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Cruella
5.0 out of 5 stars Not cheap but it is worth when ur kids love it
Reviewed in the United Kingdom on April 1, 2021
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