Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Other Sellers on Amazon
+ $3.99 shipping
+ $3.99 shipping
+ $3.75 shipping
Volo's Guide to Monsters Hardcover – November 15, 2016
See the Best Books of 2017
Looking for something great to read? Browse our editors' picks for the best books of the year in fiction, nonfiction, mysteries, children's books, and much more.
Frequently bought together
Customers who bought this item also bought
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
For the DM, this book is a treasure trove; I tend to buy 5E books for inspiration, and don't really play pre-generated campaigns, and VGtM is helping me take the campaign I'm running in some exciting new directions (at least, for me). Also, I'm all about giving players more options, so the new player races are also extremely interesting to me. I don't know how much I'll use the pre-gen NPCs, but they're handy to have, just in case.
One of my favorite things about the book is the chief conceit of its design. Peppered throughout the book are comments of Volothamp Geddarm (the "Volo" of the title) and the archmage Elminster Aumar. These little side notes add a lot to the flavor of the book, and help the reader immerse him/herself in the world.
EDIT: Another thing I like about this book that I just discovered is that the index of the book has monsters sorted by challenge rating and sorted by location. So, if you're hunting for creatures in, say, the Underdark, it's extremely easy to find them in the book. Nice addition!
What exactly are you getting in this book?
- Nearly 90 pages of in depth monster lore, focusing on Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-ti. This is very in depth work, with multiple pages providing variants, tables, lairs (including maps), historical background, and even some of the psychology of the creatures that can really help you flesh out these types of creatures in your games.
- 7 new Player Character races, including Aasimar, Firbolg, Goliath, Kenku, Lizardfolk, Tabaxi, and Triton. These are a nice edition, and I especially like how the details for these new races includes tips on how to role-play as these slightly more unique creature types. Overall, these new races feel like they can breathe a lot of new life into campaigns for players who might be starting to get tired of the standard set from the Player's Handbook.
- 6 new Monstrous Player Character races, which feature groups that were represented in the first 90 pages. These are more limited/specialized builds that a DM would really need to weigh before including in a game, but absolutely could provide some fantastic adventures for the right group of players. The 6 Monstrous races represented are Bugbear, Goblin, Hobgoblin, Kobold, Orc, and Yuan-ti Pureblood.
- An expanded Bestiary.The next 99 pages of the book are dedicated to new monsters for your games. There are an excellent variety of new creatures, including some favorites that didn't make the original Monster Manual. Personally, I was glad to see a nice balance between creature types, and that these new creatures help round out some of the groups, such as Fey. It also is nice to see a book like this deepen the bench; this section of the book provides an especially large amount of new monsters of the type covered in the first 90 pages (Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-ti). A full 10 pages of this is also used to create new NPC stats, which is a great boon to be able to build encounters that stretch across a wider CR level in more civilized locations.
- The book wraps up with 4 pages of Appendixes which provide a quick reference no matter how you are looking for a creature: you can find them by CR level, by Creature Type, or by the typical environment that you would find the monster in.
All in all, the content is incredibly useful for any dungeon master who wants more content. The new monsters alone are worth the price of admission. The new character races are also an excellent new addition, although their uniqueness may make them more useful for some groups over others; that said, options are always nice to have. The first 90 pages of lore will be most useful to DM's who are planning on using the types of creatures listed in their campaigns. Especially if you are using those creature types, I highly recommend this as an addition to your collection, as the amount of material provided on these creatures is sure to spark your imagination and spin new adventures for your table.
I bought this book back in May and have been using it as supplement to the weekly games that I dungeon master for. I have rated this book on durability, ease of use, value added to the game, and cost.
This book is a great supplement for the dungeon master who wants to add depth to some of the common villains the heroes will face off against. In addition, it also expands the DM’s choice of unique monsters to spice up the game. This book is also an excellent choice for players to pick up if they want to expand their race choices.
First off, the actual look and feel to the book is up to the Wizards of the Coast standards. The hardcover should come undamaged and without any additional stickers on it. The book is weighty but it is still easy to handle and flip through.
The body of the book is split into three sections. The first of which deals with groups opposing the players. Beholders, orcs, and gnolls are a few of the villains this section helps you make more interesting. Beyond just adding flavor, the book contains tables that make this creation easy and fun to use.
The second section of the book introduces new playable races for the players to use. These races offer more interesting choices for the players. Roleplaying loving player will find a lot to love here playing by affording them the opportunity to play outlandish characters. Be warned that power gamers are likely to find imbalances and exploit them. So, you should expect to trim some race abilities down. Included in this section are stats for playing races that are typically the fodder for the party, such as orcs or kobolds. These races are great picks if the party wants to be villainous.
The final section is an expansion on the monster manual. This includes more variations on some of the monsters included in the first section as well as completely new creatures. In this section, there are also whole new sets of monsters that can be used to create new and fun interactions. Several creatures have been brought back from the grayhawk era of D&D.
In terms of price, I got this on sale for about $35 dollars and it is well worth it for that price. I would recommend waiting for it to be on sale as the sticker price of $50 is a bit pricy and sales are often.
Most recent customer reviews
I can't say any favs yet still reading!