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D&D MORDENKAINEN'S TOME OF FOES (Dungeons & Dragons)

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Description

Discover the truth about the great conflicts of the D&D multiverse in this supplement for the world's greatest roleplaying game.This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms 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. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence. Read more


Publisher ‏ : ‎ Wizards of the Coast; First Edition (May 29, 2018)


Language ‏ : ‎ English


Hardcover ‏ : ‎ 256 pages


ISBN-10 ‏ : ‎ 0786966246


ISBN-13 ‏ : ‎ 40


Item Weight ‏ : ‎ 1.31 pounds


Dimensions ‏ : ‎ 8.53 x 0.71 x 11.16 inches


Best Sellers Rank: #16,010 in Books (See Top 100 in Books) #64 in Dungeons & Dragons Game #108 in Dragons & Mythical Creatures Fantasy (Books) #570 in Sword & Sorcery Fantasy (Books)


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Top Amazon Reviews


  • Worst International Shipping I've Experienced
Great book, crappy international shipping. The book was only available at UK Amazon at the moment so I ordered it. When the package arrived it was in a thin cardboard sleeve. There were dents in the spine of the book & dents on the bottom right corner of it. Luckily there were no factory defect pages in the book ... show more
Reviewed in the United States 🇺🇸 on November 25, 2022 by Ronin

  • A Great Tool for DMs, Not as Great for Players
I got my copy of Mordenkainen's Tome of Foes a tad early, and as a DM, I couldn't be happier. This book is a look at extraplanar existence in 5E, focusing on many great places (such as the Nine Hells) and interesting races (like the Gith and Eladrin) to add flavor to different places in a lot of campaigns. That said, this book might not be for everyone (particularly players), so I've decided to supply a rundown of what this book is and what it isn't. 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. ... show more
Reviewed in the United States 🇺🇸 on May 29, 2018 by Tyler

  • Great book, came quick!
Great book, came quick
Reviewed in the United States 🇺🇸 on December 9, 2022 by Chris

  • Great addition
I started playing Dungeons and Dragons since I was 9 y/o and I'm 33 now. It was still AD&D when my brother and I got our first starter set and we played through the introduction of 3rd edition and 3.5. I stopped playing in high school and just picked it up again recently so I missed 4th edition completely (which I have no regrets about now that I have seen the material they put out). I really like the direction 5th edition has taken the game and have been really stoked every time I get my hands on a new book I can delve into. This book hasn't even been close to a disappointment at all. The first few chapters are filled with a ton of lore to help DM's get a better feel for the multiverse and how different cultures the characters will experience interact with one another. These chapters also have a ton of info for PC's to use in character creation and fleshing out their back story. I understand when the source books are geared towards either the DM or the PC's but its really awesome when the book can be passed around the table and EVERYONE can get use out of it. The illustrations are fantastic as well. I haven't made it to the mobsters yet but from what I have thumbed through it seems like it will be a great addition to the menagerie available to DM's on top of the Monster Manual. All in all, great book. 5 out of 5. ... show more
Reviewed in the United States 🇺🇸 on April 3, 2022 by Derek Danger

  • Mixed feelings
Admittedly, I haven’t read through this book in its entirety. As an elf and gods found, I mainly focused on chapter 2, as I had been hearing rumors about lore changes, and I wanted to read it for myself. And I am coming away with mixed feelings. There are some significant lore changes that override a lot of previous lore. I realize this book is not Faerun-specific, but they still changed a lot. Yes, I am one of *those* people who care about the lore of the setting. To me, it isn’t just fluff you can use with mechanics. It’s an established, rich world with a history and flavor. One of the things I *did* like was that they made the elves springing from Corellon’s blood a fact, rather than a racial myth (though, considering its been part of the legend for so long, I kind of took it as fact, anyway). But the other Seldarine (including Lolth) also sprang from his blood, apparently. I found that part a little strange, and it gets rid of Araunshnee, but oh well. I’m also glad they used both male and female pronouns to describe Sehanine (and that they made her/him Corellon’s beloved again, rather than changing it to Angarradh like they did in 4e). Elven souls (or spirits, as they were called in earlier editions) have long been reincarnated, because they are creatures of the natural world. However, some remained eternally in Arvandor, and Arvandor has always been a reward for the elves who pass on. Now, it is still a reward, but they are barred from being their eternally because of the treachery of the primal elves. So, when elves reach old age, they undergo Transcendence, then pass onto Arvandor, where they may spend a decade or millennia, then are reincarnated again as an elf. This part isn’t too much of a change, but it is enough to make me notice. The true immortality of the soul, and how the elves can get glimpses of their past incarnations is poetic, but I don’t like that Arvandor has essentially become a pretty waystation or summer house between incarnations. And the fate of the soul of a half-elf is uncertain. This is a change, as before, your afterlife was determined either by your patron deity, or the god that is best aligned with their moral and ethical outlook. Now, it seems like the fate of half-elves and elves who don’t worship the Seldarine (this is rare, as most elves do, but some have been known to worship others, like Silvanus or Mielikki) is uncertain. What? They also got rid of the Descent—or rather, changed how it came about. There were no Crown Wars. Instead, the treachery happened before elves were mortal (when they were known as primal elves). They probably did this because MToF covers multiple settings, and they are trying to give the drow and elves of each setting the same origin story to simplify things, but it gets rid of some unique history. I wasn’t a huge fan of the original Descent, but it has been in the lore so long, I would rather they had started making changes, rather than getting rid of it completely. So, the Descent of the Drow would still be part of history, but, thanks to the work of Eilistraee and Vhaeraun, things were beginning to change. But nope, that’s not the direction they took. Speaking of Eilistraee and Vhaeraun, this is the change that bothers me the most: drow souls, as part of the curse due to the primal elves’ treachery, aren’t reincarnated, and it is not specified where they’re souls go. Do they not even go to Lolth, now? I suppose one could assume that, by default, the “other planes” implies the realm of whatever god they identify with, but why not be more specific? Are the drow essentially intelligent zombies now, and their souls just go “poof”? And the uncertainty of Eilistraee’s followers, too. Why not just go to Eilistraee’s realm, like they used to? And since when was Vhaeraun mute? I realize I’m probably overreacting, but I have been invested in this setting for years, and to see such a sudden, drastic change bothers me, and I’m tired of Vhaeraun and Eilistraee constantly being shoehorned into a corner and only dealt with when absolutely necessary. ... show more
Reviewed in the United States 🇺🇸 on May 30, 2018 by Bookwyrm

  • Amazing
I love it.
Reviewed in the United States 🇺🇸 on October 15, 2022 by Sharon Posey

  • Un gran libro, Un gran precio
Si eres alguien fanatico del lore de DnD, es una compra asegurada.
Reviewed in the United States 🇺🇸 on August 25, 2022 by Norman

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