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Dungeons & Dragons Monster Manual (Core Rulebook, D&D Roleplaying Game)

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Arrives Wednesday, Jan 1
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Publisher : Wizards of the Coast; 5th ed. edition (September 30, 2014)


Language : English


Hardcover : 352 pages


ISBN-10 : 0786966750


ISBN-13 : 18


Reading age : 14 years and up


Item Weight : 0.035 ounces


Dimensions : 8.54 x 0.86 x 11.14 inches


Best Sellers Rank: #295 in Books (See Top 100 in Books) #2 in Puzzle & Game Reference (Books) #4 in Dungeons & Dragons Game #33 in Reference (Books)


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Top Amazon Reviews


  • Best price ever and the second most important core book you’ll ever buy.
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! ... show more
Reviewed in the United States on December 13, 2018 by Albert Lamm

  • The art-too far in the horror direction. Very disappointed. Not healthy for kids or adults really.
I really like 5e. It tries to be balanced and make things challenging. Good. The art, though, especially in the Monster Manual, is way to far in the horror direction. The game suggests it is for 12 and over. This is not something I would want any young teenager looking at. Seriously. It is easy in our day and age to just accept or become desensitized to the fact that so many images we are surrounded by are either violent in nature, or disturbing in the direction of horror. These images then are accepted on posters for movies, on book covers, and kids are exposed from a young age. I see this as a big blind spot in our culture. I am all for tolerance and acceptance, but I am also for people developing themselves towards high ideals. This world is full of difficulties, and it is actually as sad thing when a person takes the injuries they receive and responds to life to then pour themselves into the dark side of life. There is a place in human life to delve the dark depths, but not it is actually tragic to get lost in them or to choose to make our world even more dark by making our own selves in these images, even if just in our inner life. I think it is important sometimes to say things like this. I know many people may really like the art. I still stand and say that this kind of art works on our inner life in ways that actually wear down our inner resources. It is true of movies, books, comics and RPG, if we fill ourselves with dark and stressful things, they wear on us, they have real effects, and they are not positive. I have worked hard to find such discernment. And the art on this book and many like it go too far, such that I really do not want my young child to see it even around the house. There is no need for a child to see such images, not in books or movies. How many movies we call entertaining include radical violence and murder? Our culture lacks serious discernment about this. I'm a lifelong fan of comics, growing up with Marvel especially, and DC somewhat, and I was enthralled by many images I grew up with (70s and 80s). Today, the images and stories are ever amping up and going too far. Wolverine is a good example of this. A great character, but it is very important to leave certain things to the imagination, or to not take them out to their materialistic conclusion. Today, many people feel that fairy stories, like Grimm's, are too violent. My understanding of this is that the pictures in fairy tales are spiritual pictures, they speak to inner processes in a child. But in our materialistic culture, Grimm's stories are brought to full 3D life and they are naturally horror. This comes from a lack of developing a spiritual understanding of evolution, and viewing life purely in materialistic terms. I know the majority of people prefer a completely materialistic view of the world. Again, I call it unfortunate, because we really need to overcome this materialism if we are to have a future that isn't horror filled, and I don't mean in stories, but in fact. I expect many who gravitate to D&D do love the fantasy, magic and imaginative aspects of the game. Perhaps many people will appreciate what I am saying. I hope so. So I just want to say clearly, I really believe it is not healthy to be filled with such imagery as fills this book. The images in the older books, especially Deities and Demigods, were so much better for our imagination. (Not perfect in every case, but the vast majority I still appreciate today.) I wish people realized this more, and helped give the discernment that especially their kids deserve, because mainstream culture is not demonstrating the kind of discernment needed. I would hope that TSR/Wizards and other companies would take a leading roll in working out of such discernment. I can't really back the current trends, and I am not sure that I could wholeheartedly introduce my own child to D&D as it is at the moment. Too bad. ... show more
Reviewed in the United States on April 17, 2019 by Michael Lapointe

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