

🧙♂️ Level up your D&D world with Volo’s ultimate monster compendium!
Volo's Guide to Monsters is a comprehensive Dungeons & Dragons 5th Edition supplement featuring nearly 90 pages of in-depth monster lore, 7 new player character races, 99 pages of new monsters and NPC stats, detailed lair maps, and appendices for quick reference. Designed primarily for Dungeon Masters, it enriches gameplay with fresh content and immersive storytelling tools, making it an essential addition for any serious D&D campaign.



| Best Sellers Rank | #71,439 in Books ( See Top 100 in Books ) #68 in Dungeons & Dragons Game #4,262 in Reference (Books) |
| Customer Reviews | 4.9 4.9 out of 5 stars (15,691) |
| Dimensions | 8.5 x 0.6 x 10.9 inches |
| Edition | Illustrated |
| ISBN-10 | 0786966017 |
| ISBN-13 | 978-0786966011 |
| Item Weight | 1.94 pounds |
| Language | English |
| Print length | 223 pages |
| Publication date | November 15, 2016 |
| Publisher | Wizards of the Coast |
| Reading age | 14 years and up |
S**T
A must-buy book for DM's. A treasure trove of inspiration with new races, monsters, and in-depth monster lore
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.
B**W
The loremaster lives up to his title
This is a supplement for the core 5E books, providing lore within the frame narrative that Loremaster Volothamp Geddarm is the one who collected it and made it available to the reader. The Literary Agent Hypothesis is fun when it is done well, and it is done well here. Volo's comments provide extra insight, humor and a greater degree of immersion into the lore itself. The lore is for certain monsters, such as mind flayers and orcs. It also has a list of new races for players but that is by far the shortest section. Third it has more monster-manual style monster entries, and finally an appendix for NPC humanoids with class levels, such as an abjuration wizard or an arch-druid, or some other non-class NPCs like apprentice wizard. So this is definitely something that is more useful to the Dungeon Master than the players, but players can also benefit (and not in a meta-gaming way either). For those that want to play a paladin but don't like the "honor and justice" mold then Tritons provide an excellent template. They are typically lawful good but in a good-is-not-nice sort of way and gain racial bonuses to their STR, CON and CHA (+1 each) in addition to useful abilities, which set them apart from the paladins of other humanoid races. Additionally, the communication methods and non-combat skills of the kenku sound like they would be fun to role-play. The curiosity of the tabaxi as well; there's a random table to simulate their mercurial curiosity. For DMs, this is an extremely useful aid. The first chapter provides lore on cultures, history, social structure etc. for monsters, which can help with role-playing them, devising encounters that can lead into future events, and what their lairs can look like. Each section has maps, many of which are a full page, detailing a typical lair. As a DM myself, these sections have already proven useful for me. I used the section on goblins to describe a war camp that was the centerpiece of a prior campaign, and the section on hags to devise and plan a future campaign. The artwork looks great too. The focus monsters get several pictures showing them in action, like this one of an orc hunting party chasing down an elf, who is trying to hide, or a dissection of a mind flayer (Volov's own work, maybe? Or some researcher he interviewed?) Each monster and player race has their own depiction (warning: the spider-themed ones are creepy). Trickster Eric Novels gives "Volvo's Guide to Monsters" an A+
M**E
Don't think too much, just click, and buy!
J**N
This book is a great mix - half full of lore to hang story hooks on, half full of stats and rules to build gameplay on. If you're looking for a way to make some traditional D&D monsters fresh and new, pick it up.
W**N
Für einen Freund gekauft.Ist zufrieden.
M**R
it is what it says it is
L**S
El libro esta genial, muy bien explicado y amplía gratamente lo presentado en los libros base de la 5a Edición.
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