Opening Mordenkainen's Tome of Foes

Unlike 4th Edition, 5th Edition D&D has had a much slower pace for book releases. While some fans grumble, the change has worked in WotC's favor, making each release an event, and interest is doubled for source books like Mordenkainen's Tome of Foes.

Unlike 4th Edition, 5th Edition D&D has had a much slower pace for book releases. While some fans grumble, the change has worked in WotC's favor, making each release an event, and interest is doubled for source books like Mordenkainen's Tome of Foes.

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While Mordenkainen's Tome of Foes (MtoF) is a rich resource for both players and DMs with 144 monster stat blocks, new options for elves, dwarves, tieflings, halflings and gnomes, and a host of inspiration, it also reads a bit like a story that reveals the cosmology and pre-history of the D&D multiverse. That fulfills Mike Mearls’ goal of explaining the driving forces in the D&D multiverse so that a new player or DM would have a good sense of the world.

Much like Xanathar's Guide to Everything, MtoF uses the conceit of having been written by someone within the D&D multiverse – Mordenkainen, the legendary wizard from Greyhawk who believes in maintaining "the Balance" out of fear that any victor in the war between good, evil, law and chaos would become a tyrant. This allows the book to use epic conflicts as the organizing theme, and it's a good choice.

The first chapter explains the Blood War, the ongoing battle between demon and devils with details on the demon lords of the Abyss and the devils that rule the Nine Hells. It answers the common question, "Why don't evil beings join forces to conquer the multiverse" rather well, providing an excellent viewpoint for devils.

MtoF provides ways to customize NPC cults according to the associated demon or devil lord. Cambions, devils, demons, and tieflings also get customization options. The demon lords detailed in Rage of Demons are reprinted here for simplicity and to keep everything together, but they're modified with increased hit points and often higher damage attacks.

The primal history of the elves explains not just how Drow became outcasts, but why there are so many types of elves. Rather than make "they're evil" the motivation, it's a more complicated origin akin to Lolth and Corellon as parents who turn on each other, leaving their children to suffer for it. The origins of the Raven Queen, Eladrin and Shadar-Kai also tie into this epic conflict. If the upcoming D&D movie succeeds, this bit of history could make a good prequel.

Elves, dwarves, halflings, gnomes and tieflings get various player options including charts for quirks, personality options, etc. and more details on the various deities and their relationships with their followers. If you ever wondered what an elf experiences during reverie and why, MtoF answers that along with the Drow counterpart, how elves punish crime and more.

A much talked about teaser for the book revealed the new ability, Corellon's Blessing. Because the creator of the elves can change into any shape, with the DM's approval, this ability allows an elf to change their gender once a day, after a long rest. Mechanically, it's a simple gift, but it led to some fan debates as to whether the "Player's Handbook +1" rule would limit players who wanted this ability to MtoF, preventing them from using it with the class options from Xanathar's Guide to Everything. While MtoF doesn't specify, the free PDF, Mordenkainen's Tome of Foes Primer, which is available on DriveThruRPG and the DM's Guild web sites, indicates that for official play, Corellon's Blessing, along with some deity choices for elves, dwarves, halflings and gnomes, are not limited by PHB+1.

After explaining their intertwined origins, sea elves, Shadar-Kai and Eladrin become player options in MToF with the latter gaining variant options of Spring, Summer, Autumn and Winter Eladrin. These options are subject to PHB+1 for official play. However, in a D&D Beyond interview designer Jeremy Crawford cautioned that the Eladrin listed in the monster section in the back of the book are not player options.

Much like the history of the elves, dwarves and their tragic fight with the duergar (now a player option) is another key piece of lore. Deities of both groups are explained, which makes sense since fealty to and hatred of Moradin is at the core of the split between the two. The sidebars on the effects of alcohol on dwarves and duergar are interesting and could be used to add depth to one's role-playing.

Gith also become player race options in MToF, but Giff do not. The latter are a hippo-headed, military race from Spelljammer with art that makes everyone who sees it want to play one. It would be relatively easy to homebrew an option using the monster stat block as a foundation.

Official play for the Githyanki and Githzerai requires that they be members of the Sha'sal Khou, a group of radicals seeking to reunite the two groups into one Gith species. Much like how organized play requires lawful evil characters to be members of the Zhentarim, this requirement gives the DM a way to rein in characters since Githyanki tend to be lawful evil.

Between the Gith entry and the duergar, there are numerous references to mind flayers and their long-gone empire, so it's a bit surprising that it's not detailed in the book. It would have been a logical addition. The creatures in the bestiary have higher challenge ratings to accommodate characters 10th level and above.

Considering the number of planar creatures in MToF, I suspect Sigil may be part of an upcoming release, with a revival of Spelljammer as a close second guess – especially since Mike Mearls noted in a recent video that Spelljammer ships cross planes instead of sailing through space.

The book's covers are well done, though the limited edition cover (my follow-up review displays that cover) by Vance Kelly is far more impressive in person. It's downright stunning, but photographs don't show off the metallics or details well whereas the mainstream release cover by Jason Rainville do.

My only real complaint about MToF is its length. At 256 pages, it's substantial but several parts could have been expanded further without the book feeling bloated. The options provided give players a lot to work with for character-based adventures. DMs will find a wealth of inspiration and creatures to challenge parties of any level. It's very much a success.
contributed by Beth Rimmels
 

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Beth Rimmels

Beth Rimmels

dinsdale

Stalked by a giant hedgehog
Since it took me an embarrassingly long time to figure this out myself, I thought that I would mention that the "Mordenkainen's Tome of Foes Primer" mentioned in the review is included in the AL Player's and DM's pack and is not a separate product that you will find by searching.
 

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Zarithar

Adventurer
I've not read it cover to cover yet, but I'm happy with what I've seen so far. My one complaint is the same complaint I had concerning Volo's - About a 4th (maybe more) of the monsters are reprints from other sources (Out of the Abyss, etc). I don't agree with the argument stating that this is a good thing for those who didn't purchase those books either. That is what D&D Beyond is for (cherry picking monsters, magic items, etc. from other books).
 

MtoF provides ways to customize NPC cults according to the associated demon or devil lord. Cambions, devils, demons, and tieflings also get customization options. The demon lords detailed in Rage of Demons are reprinted here for simplicity and to keep everything together, but they're modified with increased hit points and often higher damage attacks.

The opposite is true. Only Orcus and Jubilex are the same. Everyone else is weaker. Some are notably weaker in terms of both hit points and damage. Let's compare a few Demon Lords from Out of the Abyss vs Tome of Foes:

Baphomet
Hit Points: 333 (OotA) / 275 (ToF)
Gore: 2d10+10 (OotA) / 2d6+10 (ToF)
Charge: +4d10 (OotA) / +3d10 (ToF); that's 10 fewer damage on average for a Charging Gore
Heartcleaver: 4d6+10 (OotA) / 2d10+10 (ToF)

Demogorgon
Hit Points: 496 (OotA) / 406 (ToF)
Tentacle: 4d12+9 (OotA) / 3d12+9 (ToF)
Tail: 4d10+9 bludgeoning +4d10 necrotic (OotA) / 2d10+9 bludgeoning +2d10 necrotic (ToF)

Yeenoghu
AC: 22 (OotA) / 20 (ToF)
Hit Points: 348 (OotA) / 333(ToF)
Flail: 2d12+9 (OotA) / 1d12+9(ToF)
Bite: 4d10+9! (OotA) / 1d10+9 (ToF); this is a massive drop in damage!

Finally, Yeenoghu in Out of the Abyss casts Spiritual Weapon as an 8th level spell giving him an extra attack at 4d8+2 while the Tome of Foe's version can't even cast the spell. He's completely nerfed in Tome of Foes. Especially when you consider the fact that Yeenoghu's bite attack is an AOE legendary action!
 

Zarithar

Adventurer
The opposite is true. Only Orcus and Jubilex are the same. Everyone else is weaker. Some are notably weaker in terms of both hit points and damage.

Interesting. I hadn't realized this was the case... though I am curious as to why. Then again, as a DM, my players will never be able to challenge what basically amount to deities in any case in actual combat, so there's that.
 

Interesting. I hadn't realized this was the case... though I am curious as to why. Then again, as a DM, my players will never be able to challenge what basically amount to deities in any case in actual combat, so there's that.

I'm in the opposite camp. I've been running a campaign for 3 years and the PCs are engaged in multiverse-changing events. I imagined, very early on, they would be facing a Demon Lord and the Daelkyr alien horrors from the Realm of Madness. The PCs all have legendary items, artifacts, and their first Boon. They have yet to face a Demon Lord but it's going to happen. The last great horror they faced killed their leader with a Finger of Death, requiring a very costly True Resurrection. I'm eager for them to fight a worthy Demon Lord, but he won't be from Tome of Foes.
 


hastur_nz

First Post
The opposite is true. Only Orcus and Jubilex are the same. Everyone else is weaker. Some are notably weaker in terms of both hit points and damage.

Did they lower the CR? I hope so (haven't got the book).

We got to review some of MToF, but it only included some unique Archdevils, no Demon Lords; the Archdevils' CR were around 20. From memory, I thought they felt about OK, in terms of their stats vs their CR, which in reality probably means they were still too under-powered for real life high level PC's, but better than the MM.
 

I've not read it cover to cover yet, but I'm happy with what I've seen so far. My one complaint is the same complaint I had concerning Volo's - About a 4th (maybe more) of the monsters are reprints from other sources (Out of the Abyss, etc). I don't agree with the argument stating that this is a good thing for those who didn't purchase those books either. That is what D&D Beyond is for (cherry picking monsters, magic items, etc. from other books).

14.58% (21 of 144) of the stat blocks are repeats (8 demon princes, 4 duergar, 2 derro, 2 steeders from OotA; 4 elemental myrmidons from PotA; and the choker from TFtYP), so nowhere near "about a 4th (maybe more)".

Cherry-picking those 21 monsters on D&D Beyond, at $1.99 each, would be nearly $42. Thankfully, it really isn't "about a 4th", as 36 monsters would cost our hypothetical D&DB cherry-picker $71.64! By comparison, the entirety of MtoF is going for $29.97 right now on Amazon.
 

This book definitely suffers from thematic inconsistency. It would have been better if they had written chapters for every core race to go along with the chapters on Elves, Gnomes, Halflings, and Dwarves, and put them in Xanathar's Guide instead. Their inclusion here, alongside the Nine Hells and demonic cults, just seems odd.

This is my feeling too - they they went for two sorta-related, kinda-intersecting themes here: multiversal conflicts and fleshing out background information for several player races. I'm not saying the book is bad by any means - it's thus far an excellent and interesting read - but it does lack a real overarching theme to pull it all together. My main worry is that since it's been presented as a book on great conflicts, players may miss out on all the excellent background information they could get for elves, dwarves, haflings, and gnomes by not realizing the book includes it!
 

Zarithar

Adventurer
14.58% (21 of 144) of the stat blocks are repeats (8 demon princes, 4 duergar, 2 derro, 2 steeders from OotA; 4 elemental myrmidons from PotA; and the choker from TFtYP), so nowhere near "about a 4th (maybe more)".

Add both tortle entries to that list... but yes, I stand corrected!
 

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