Volo's Guide To Monsters is now, without a doubt, my new favorite 5E book. Part 1 contains a LOT of in-depth information about some of D&D's most notable adversaries: Beholders, Giants, Mind Flayers, and others. The second part contains new racial options for players; IIRC, some of these were presented in other books, but it is nice to have them collected in one place. The rest of the book has a bestiary of new creatures, great and small, as well as some "plug and play" NPCs.
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!
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Volo's Guide to Monsters (Dungeons & Dragons) Hardcover – Illustrated, November 15, 2016
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Print length224 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateNovember 15, 2016
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Reading age14 years and up
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Dimensions8.5 x 0.6 x 10.9 inches
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ISBN-100786966017
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ISBN-13978-0786966011
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From the Publisher
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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 (November 15, 2016)
- Language : English
- Hardcover : 224 pages
- ISBN-10 : 0786966017
- ISBN-13 : 978-0786966011
- Reading age : 14 years and up
- Item Weight : 1.85 pounds
- Dimensions : 8.5 x 0.6 x 10.9 inches
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Best Sellers Rank:
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- #5 in Puzzle & Game Reference (Books)
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- #104 in Reference (Books)
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Customer reviews
4.9 out of 5 stars
4.9 out of 5
10,067 global ratings
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Reviewed in the United States on November 15, 2016
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5.0 out of 5 stars
A must-buy book for DM's. A treasure trove of inspiration with new races, monsters, and in-depth monster lore
Reviewed in the United States on November 15, 2016Verified Purchase
This is a great addition to 5th Edition Dungeons and Dragons. The cutesy banter between Volo and Elminster is kept to a minimum, leaving some really great, meaty content. While I just received my print copy today, I've been using the online version through Roll20 for two weeks. My review is based on two weeks of experience with the content, plus sitting with the physical book today.
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.
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.
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Reviewed in the United States on November 10, 2017
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I'm a DM who has been playing since the late 80's. So I'm always looking for products that make my life easier. Functionally, this book gives you more options for monsters. Now in my group I often just build my own from scratch. I'll build monsters and encounters to challenge my players and avoid the cookie-cutter templates. My group has experienced players and former DM's, so they'll recall original builds easily and they'll play their characters with more "knowledge" than their character might actually have.
Volo's guide has the monsters "out of the box," but then has sub-sections after each monster that show variations you can add in the game to make them different, more challenging, but also stay within the spirit of the monster's original design. For example in the beholder section, they have alternative eye socket powers. So previous knowledge from another game won't aid the players when they encounter your re-skinned creations.
If you have someone at your table who is a rules lawyer, and they take issue with things that aren't in the books (you're cheating!), this will help you create variations that you can point to and say "actually this can exist." It also just gives more ideas and culture for the monsters. This includes behavior, biological functions and culture which all really help build verisimilitude. So if your group likes a lot of realism and detail, Volo's guide has done the work.
The book is very detailed, and is written from the perspective of Volo, a traveling wizard from the Forgotten Realms setting who has a very high opinion of himself and is prone to conflation. Thankfully, there are annotations from Elminster (also from Forgotten Realms) that help either confirm, or in some cases, completely refute what Volo is saying. This makes it for a more amusing read.
This guide was necessary for D&D. Some of the monsters in the book are as old as the game (over forty years) and the community takes them for granted. It's nice to see a product that freshens up the old, brings some new and ultimately helps give a DM tools to create a more immersive experience.
Volo's guide has the monsters "out of the box," but then has sub-sections after each monster that show variations you can add in the game to make them different, more challenging, but also stay within the spirit of the monster's original design. For example in the beholder section, they have alternative eye socket powers. So previous knowledge from another game won't aid the players when they encounter your re-skinned creations.
If you have someone at your table who is a rules lawyer, and they take issue with things that aren't in the books (you're cheating!), this will help you create variations that you can point to and say "actually this can exist." It also just gives more ideas and culture for the monsters. This includes behavior, biological functions and culture which all really help build verisimilitude. So if your group likes a lot of realism and detail, Volo's guide has done the work.
The book is very detailed, and is written from the perspective of Volo, a traveling wizard from the Forgotten Realms setting who has a very high opinion of himself and is prone to conflation. Thankfully, there are annotations from Elminster (also from Forgotten Realms) that help either confirm, or in some cases, completely refute what Volo is saying. This makes it for a more amusing read.
This guide was necessary for D&D. Some of the monsters in the book are as old as the game (over forty years) and the community takes them for granted. It's nice to see a product that freshens up the old, brings some new and ultimately helps give a DM tools to create a more immersive experience.
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Top reviews from other countries
Rotgut
5.0 out of 5 stars
Volo 's Guide
Reviewed in the United Kingdom on June 25, 2018Verified Purchase
Well thought out and imaginative addition to the 5th Edition of Dungeons & Dragons. In keeping with the general trend in the latest iteration of the game, the stress is on storytelling rather than rules. Many of the new races available for characters are not too different in many respects to other core races (Goliaths have virtually identical stat adds to Half Orcs already described in the PHB for example) but their background and history gives roleplaying tips to make them different to play.
This volume is full of valuable resources, more powerful versions of standard Monster Manual critters ; Monster lairs (the Mind Flayer tunnel complex is extremely challenging), New races for PCs ; example NPCs; Detailed ecologies for some creature. All are useful and usable. It is a bit unwieldy in that some of the book is designed for DMS and some for players but , I suppose, that is close to the AD&D version of many moons ago, the Unearthed Arcana.
Great production values and top notch artwork feature throughout...the Fire Giant Dreadnought and Slithering Tracker pics are highlights for me. The cover artwork is slightly underwhelming, in contrast.
It's a shame no space could be found to credit the original creators of these creatures, I remember many of the best here (Kenku, Tabaxi, Nilbog etc) appearing in White Dwarf Magazine way back in the day , sent in by fan contributors. Still, in a way, their longevity and continued popularity, renewed in these up to date versions, are a testament to the writers who invented them,
This volume is full of valuable resources, more powerful versions of standard Monster Manual critters ; Monster lairs (the Mind Flayer tunnel complex is extremely challenging), New races for PCs ; example NPCs; Detailed ecologies for some creature. All are useful and usable. It is a bit unwieldy in that some of the book is designed for DMS and some for players but , I suppose, that is close to the AD&D version of many moons ago, the Unearthed Arcana.
Great production values and top notch artwork feature throughout...the Fire Giant Dreadnought and Slithering Tracker pics are highlights for me. The cover artwork is slightly underwhelming, in contrast.
It's a shame no space could be found to credit the original creators of these creatures, I remember many of the best here (Kenku, Tabaxi, Nilbog etc) appearing in White Dwarf Magazine way back in the day , sent in by fan contributors. Still, in a way, their longevity and continued popularity, renewed in these up to date versions, are a testament to the writers who invented them,
20 people found this helpful
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John
4.0 out of 5 stars
Excellent content, questionable production
Reviewed in the United Kingdom on February 19, 2019Verified Purchase
Volo Guide To Monsters is full of interesting and worthwhile concepts, ideas and inspirations for both DM's and players, covering a large swathe of subjects and going into very welcome detail.
As a resource it's a very valuable one and one that I refer to often.
However, the production quality on the book itself leaves something to be desired. The binding is poor and care has to be taken to prevent pages becoming loose from the spine whilst some of the pages in my copy weren't even cut properly. This meant that I had to carefully cut pages away from one another myself, which is hardly ideal.
As a resource it's a very valuable one and one that I refer to often.
However, the production quality on the book itself leaves something to be desired. The binding is poor and care has to be taken to prevent pages becoming loose from the spine whilst some of the pages in my copy weren't even cut properly. This meant that I had to carefully cut pages away from one another myself, which is hardly ideal.
5 people found this helpful
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MintyLambchop
1.0 out of 5 stars
Unacceptably poor quality.
Reviewed in the United Kingdom on January 5, 2020Verified Purchase
Imagine my utter embarrassment when my nephew opened this only to find the pages stuck together and damaged. I have no idea why anyone would think it is ok to send out DAMAGED goods to customers. Unfortunately, my nephew wanted to keep the book regardless or the damage, and as it was a gift I respected his wishes, so I could not return it.
3 people found this helpful
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Jon S.
5.0 out of 5 stars
Wonderful options for any party or DM!
Reviewed in the United Kingdom on August 17, 2017Verified Purchase
An excellent addition to my gaming group's universe. The new player races are very welcome - this supplement provides detailed rules for 5 new origins and stats for a handful of traditional monster races people may like to roleplay. The in-depth exploration of key D&D monsters, their habits, society and homes, really adds the worlds you can build - It has been ideal for designing campaigns pitting the players against arch enemies, where they can be immersed in the lore of the orc warlord's clan, or delve into the devious web of puppets controlled by a hag, rather than slog through a series of randomly populated dungeons.
3 people found this helpful
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Amoeba
3.0 out of 5 stars
Back Pages Glued Together
Reviewed in the United Kingdom on March 3, 2018Verified Purchase
I'm thoroughly enjoying reading through this and it's really helping me to formulate characters and flesh out backgrounds of existing ones.
I would highly recommend getting this product if you are interested in Dungeons and Dragons Fifth Edition. Of course, I am new to the game, so I won't claim experience where I don't have it.
I was disappointed, however, when flipping through all the pages, to find that pages from "Kraken Priest" onwards were glued together at the corners and glued to the back of the book. I had to prise them apart to be able to read them and subsequently, there are pieces missing at the top of each of these pages. While this hasn't impaired my ability to read these pages, it has made my book look ragged.
I'm a person that cares for their books carefully, I don't like having my books in disrepair. This is reflected in my rating.
I would highly recommend getting this product if you are interested in Dungeons and Dragons Fifth Edition. Of course, I am new to the game, so I won't claim experience where I don't have it.
I was disappointed, however, when flipping through all the pages, to find that pages from "Kraken Priest" onwards were glued together at the corners and glued to the back of the book. I had to prise them apart to be able to read them and subsequently, there are pieces missing at the top of each of these pages. While this hasn't impaired my ability to read these pages, it has made my book look ragged.
I'm a person that cares for their books carefully, I don't like having my books in disrepair. This is reflected in my rating.
2 people found this helpful
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