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D&D MORDENKAINEN'S TOME OF FOES (Dungeons & Dragons) Hardcover – Illustrated, May 29, 2018
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Print length256 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateMay 29, 2018
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Dimensions8.53 x 0.71 x 11.16 inches
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ISBN-100786966246
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ISBN-13978-0786966240
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From the Publisher
Pages from the Greatest of Mages
This tome is built on the writings of the renowned wizards from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other worlds and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein.
Inside Mordenkainen’s Tome of Foes
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Rich Material for DMsThe first five chapters present material for a Dungeon Master to add depth to a campaign that involves the characters in one or more of the ongoing conflicts described there. Like Mordenkainen’s account of the history of elves and how their many races, their many lifestyles, and the unflagging hatred between the drow and the elves of the Material Plane, all go back to a single historical tragedy. |
Over 150 MonstersIn addition to Mordenkainen’s musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters. Get rules for demons and devils, several varieties of elves and duergar, and a vast array of creatures from throughout the planes of existence. |
More Options for Character CreationWith Mordenkainen’s Tome of Foes, races and subraces like gith, duergar, and more become playable as characters for the first time in fifth edition D&D. The book is also full of material to flesh out your characters with rich lore on classic races like elves and dwarves. |
An innovator in providing fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D 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 core rulebook series consists of three books: the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.
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| Mordenkainen’s Tome of Foes | Xanathar’s Guide to Everything | Volo’s Guide to Monsters | |
| Get this to: | Craft inspired adventures with new and expanded monster lore, introduce new monsters to your campaign, and open new character race options | Explore a wealth of new rules options and create a wider world for your players to explore | Immerse your players in monster lore for a deeper roleplaying experience |
| Audience: | Dungeon Masters, experienced players | Dungeon Masters, experienced players | Dungeon Masters, experienced players |
| Contents: | Over 150 monsters with stats and illustrations / More options for character creation with new races / Expanded monster lore for Dungeon Masters to add depth to a campaign | Dozens of new spells / Over 25 new subclasses / New Racial Feats / Random encounter tables for quick combat setup / Rules for Downtime Revisited / Tools like improved traps, magic items, and more for Dungeon Masters to add to their adventures | 7 new playable races plus 6 monstrous races / In-depth monster lore including new variants of existing monsters, encounter tables, lair details, history, and more / Dozens of monsters new to fifth edition D&D for players to conquer |
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Product details
- Publisher : Wizards of the Coast; Illustrated edition (May 29, 2018)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 0786966246
- ISBN-13 : 978-0786966240
- Item Weight : 2.1 pounds
- Dimensions : 8.53 x 0.71 x 11.16 inches
- Best Sellers Rank: #1,189 in Books (See Top 100 in Books)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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So, without further ado:
WHAT THE BOOK IS:
1 - A Tome of Terrifying Foes: Mordenkainen's Tome of Foes is a treasure trove of high CR monsters, providing loads of new, tier 3-4 monsters as well as republishing some particularly juicy enemies, such as Demogorgon from the Out of the Abyss module. Many of these creatures do not call the Material Plane their home, and are plentiful on other planes. The Feywild's Eladrin have received their own statblocks. The Shadowfell has become less sparsely populated with the introduction of creatures based on negative emotions. Zariel the Archdevil makes an appearance. Strange creatures known as Star Spawn, beings oft associated with Elder Evils or Great Old Ones, are also present, and many others are to be found. Any DMs who are running or intend to run high level campaigns, one shots, or content in places other than the Material Plane will definitely love the creatures this book provides. Even those who prefer lower level experiences can find some new and engaging stat blocks.
2 - A Tome of Lore: Mordenkainen's also expands upon lore elements present within 5E, such as the origins of elves, the inscrutable Raven Queen, the Blood War between Fiends, and other noteworthy pieces of D&D lore. These bits of information and mythology can easily serve as the basis for new campaigns, ways to add flavors to Devils, Fey and other creatures, and even grant perspective into elements previously established in other 5E supplements.
WHAT THE BOOK IS NOT:
1 - A Player Resource: While the Tome of Foes grants so many tools and plot devices for DMs, it provides exceedingly little for players. In fact, the only new content designed with the players specifically in mind in this book are the new races/subraces. There are no new classes or archetypes, no new feats, spells or variant rules that players might want to use. There are wonderful bonds and background ideas for many types of adventurers (such as drow and duergar), but in my experience, many players will often gloss over written suggestions in favor of their own, though your own mileage with these new ideas will vary. While the new races/subraces are cool and interesting, if you are a player hoping to use this in a way similar to Xanathar's Guide to Everything, you will almost certainly be disappointed.
2 - A Focused Book: Covering topics that span a multitude of planes, times, and histories, Mordenkainen's Tome of Foes does seem a little... all over the place. It may be an excellent foundation for extraplanar adventures, but there is no broad story to be told, no specific species expanded upon in the way that Volo's Guide to Monsters expanded on Beholders, Giants and so on. It expands more on racial and planar history rather than creature personalities, which some might find disappointing.
FINAL THOUGHTS:
As a DM myself in the midst of creating my own homebrew world, I love this book. It adds a lot of interesting lore to already interesting races/places, and expands upon a few that haven't really gotten much limelight in 5E. If I had been a person not interested in DMing, however? The five star rating I gave this book would have probably dropped to a 3. There just isn't much here for players, something that previous supplements all had. This is probably the first book since the Dungeon Master's Guide that is very, very heavily tailored to one side of the D&D player spectrum (the DMs, in this case). If you're a DM looking for a new expansion on lore and high CR creatures, I recommend this book wholeheartedly. If you're a player, you'll probably want to skip over this one. The races/subraces aren't enough to justify a $30-$50 price tag.
As usual, the physical quality of the book is less that spectacular. Many of the pages in my copy were warped as if they had been wet at the factory when they were bound. Also the binding suggests that the book may not stand up to many years of service.
Physical quality of the books has really been a failing of WotC. The staff has really been pushing the expansion of certain areas of its community/player base, but no one seems to be hitting the basic business side very hard. Producing a quality book - regardless of the content - should be a basic thing. It seems they need a Steve Jobs type of personality in place to insist on quality/presentation.
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, it accounts several of the biggest wars ever recorded in the Fantasy Realms from the perspective of someone recording lost hidden history. Adds many variants to Teiflings which come with as you’d imagine, all have unique abilities to match! Then there is more background knowledge and generators for Halflings, plus, new foes and a few new items as well. Very centered on devils, species and lore wise. Pretty solid book, I’d put it right after Volo but right before Xanthar.
By Albert Lamm on December 13, 2018
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, it accounts several of the biggest wars ever recorded in the Fantasy Realms from the perspective of someone recording lost hidden history. Adds many variants to Teiflings which come with as you’d imagine, all have unique abilities to match! Then there is more background knowledge and generators for Halflings, plus, new foes and a few new items as well. Very centered on devils, species and lore wise. Pretty solid book, I’d put it right after Volo but right before Xanthar.
Needs substantially better packaging. The first book came with a heavily dented cover and torn pages. Even the replacement has mashed corners. Find this book in a hobby store if you want your book to look like new.
Top reviews from other countries
Chapter 1: The blood war. p5-34. Details on the war between the demons of the abyss and the devils of the nine hells. A how-to guide for making a wide variety of cultists.
Chapter 2: Elves. p35-64.
Lots of elf info. New playable races include Eladrin (way better than the DMG Creating A New Character suggestion), Sea Elf, and Shadar-Kai
Chapter 3: Dwarves and Duergar. p65-84.
Lots of dwarf stuff. New playable Duergar subrace for dwarf.
Chapter 4: Gith and their Endless War. p85-98.
Brief section on the Gith. Play as Githyanki or Githzerai.
Chapter 5: Halflings and Gnomes. p99-114.
Brief section on these little people. Deep Gnomes are now playable characters.
Chapter 6: Beastiary. p115-252
A good mix of all challenge levels with Demogorgon, Orcus, and Zariel taking the top spots at Challenge 26.
Appendix p253-256
Monster lists by creature type, challenge, and environment.
In this case it is the Demon Lords which were all part of the Out of the Abyss adventure.
If you don't have Out of the Abyss and want to create and adventure with a Demon Lord as the final baddy, this could be the book for you.
What I think Mordenkainen's does well is provide insight into backstory, lore and culture of several iconic D&D creatures/races.
This is done in much the same way that Volo's Guide to Monsters did.
Covered in Mordenkainen's are the Devil/Demon Blood War and the Gith's Endless War.
Beyond that it also gives more background and deities for the traditional D&D races of Dwarves, Elves, Gnomes and Halflings.
Some new playable subraces are introduced.
Elves get: Eladrin and Shadar-Kai
Dwarves get: Duargar
The somewhat less traditional Tieflings get Devil specific subraces. This info is in the aforementioned Blood War section.
Side Note: I do like how Lolth is explained not to be a Demon Lord but is a Deity for the Drow.
Cool but without stats it will make playing the old Queen of the Demonweb Pits adventure from 1st edition problematic.
FYI, I do play many of the old adventures after converting them to 5th ed. rules.
Mordenkainen's also introduces the Gith as a playable race.
Sadly I think like the playable monsters races in Volo's guide they are not the best designs.
Beyond that there is a bestiary which has a number of new higher challenge rated monsters.
The Drow and the Duergar are both well fleshed out with numerous entries for these 2 races/cultures.
For me I was more interested in the new Ogre and Troll variants as I tend to run low to mid level old-school Greyhawk adventures.
Gran parte dei mostri qui presentati si presta ad utilizzi nelle campagne di livello alto e possibilmente esterne al piano materiale; le opzioni per i giocatori sono poche e la maggior parte sono perlopiù nominali che altro, ma interessanti per donare un po' di colore laddove mancava. Ovviamente tutto il manuale è piacevole da leggere e ben illustrato, come ci ha ormai abituato la Wizard of The Coast.
libro arrivato nei tempi previsti e in condizioni perfette
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