What's The Best Monster Book?

The 2nd ed entry has more precise demography. The 4e entry has more history (both mythic and more recent). I personally prefer a game in which mythic history is more significant than demography, and so prefer the 4e flavour text.

What I really want is both "generic mythic history" and "stereotypical demographics" as part of the background. One of the things that annoyed me a bit about 4e is that it seemed like its mythic history was both very pervasive in the PH and MM, and very at odds with the default setting in the previous editions. (It's very possible I'm just so used to ignoring the history I don't like in the earlier editions that I'm just seeing through pre-4 colored glasses). It seems easier to me to add mythic flavor to make something fit my particular campaign than it is to disentangle a creature from its mythic baggage. And I'd like to be offered some stereo-typical demographics rather than have to infer them.

And I want the typical height/length range on the size line!

I'm not familiar with all the 2nd ed Monster Books. But I have a MM, MM2 and FF for AD&D, and know them pretty well. And I also have a 3E MM. I simply don't accept that the 4e MM has less detail in its flavour text than those books.
In 2e, just about every monster has an entire page devoted to it, which means about a bit more than half a page of flavor text, all organized in a similar way, and all on the same part of the page. In 4e the background is certainly there for the monsters you've given excerpts from, but aren't there quite a few with much less detail?

The excerpt about the zombie on Wizards.com has a lot of varieties... but it doesn't strike me as a lot of information about each one -- https://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/217207200 . The stat block and text leave me with a lot of questions and maybe a contradiction or two: How do these Int 1 creatures figure out that exactly one will grab? Are chillborn created in a different way than normal zombie's? What gets turned into a zombie hulk? Why would zombies be working with living things that aren't its creator like skirmisher were-rats?


Putting to one side the seeming contradictions (they feel responsible for the rocks and boulders in their neighbourhoods, but also eat them; they have no visible culture, but collect gems and create vocal music together).
Like farmers and birds?
 
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I learned D&D by reading the 3.0 Monster Manual, so I'm rather partial to it, but I have to say the 3.5 revision, in terms of format and content, is the best I've ever seen.

By comparison, the late 3.5 monster manuals with the new format and more encounter-focused design seem dumbed down, the 3.0 versions with funky statblock generation methods and limited information seem quaint, never mind any of the monster books I've ever seen from other editions. The 3.5 version is the one that comes the closest to achieving the titular goal of a Monster Manual: a book that gives you instructions on how to make monsters, whereas the 2e and 4e approaches feel more like lists of completed statblocks to me. Each 3.5 monster feels almost like a class, with a variety of permutations. Would that the core races were developed as well! There's still plenty of room for improvement, and several other books released under that format are excellent, but at the moment, the 3.5 MM is king.
 

What I really want is both "generic mythic history" and "stereotypical demographics" as part of the background.

<snip>

It seems easier to me to add mythic flavor to make something fit my particular campaign than it is to disentangle a creature from its mythic baggage. And I'd like to be offered some stereo-typical demographics rather than have to infer them.
Whereas I find demographics pretty easy to handle - I'll combine my own working knowledge of human demographics with my memories of Tolkien with my encounter- and scenario-building needs - but am very happy to have someone else lay out the basics of the mythic history for me. (And I find 4e to be a nice compromise between the relative silence of earlier editions, and the extrememe intricacies and complexities of Glorantha.)

Like farmers and birds?
They're compared to treants, not farmers - and treants don't cut down, burn or eat the trees they shepherd. And unlike birds they have INT Very (11-12). I did say "seeming contradictions" - maybe in the author's mind this all made sense - but to me it reads more like sloppy writing.

In 2e, just about every monster has an entire page devoted to it, which means about a bit more than half a page of flavor text, all organized in a similar way, and all on the same part of the page. In 4e the background is certainly there for the monsters you've given excerpts from, but aren't there quite a few with much less detail?

The excerpt about the zombie on Wizards.com has a lot of varieties... but it doesn't strike me as a lot of information about each one
Quite a bit of that 2nd ed "flavour text" is actually mechanical information (especially in the Combat section). For example, the Galeb Duhr entry tells me that:

Galeb duhr can cast the following spells as 20th-level mages, once per day: move earth, stone shape, passwall, transmute rock to mud, and wall of stone. They can cast stone shape at will.

They can animate 1-2 boulders within 60 yards of them (AC 0; MV 3; HD 9; Dam 4d6) as a treant controls trees.

Galeb duhr suffer double damage from cold-based attacks and save with a -4 penalty against these attacks. They are not harmed by lightning or normal fire, but suffer full damage from magical fire (though they save with a +4 bonus against fire attacks).​
In 4e this information would all be in the statblock, and in my view much easier to read and process because of that.

As to whether I've cherry-picked my 4e examples - well, I have mentioned some of the ones that I'm particularly fond of, but in a discussion about Hook Horrors a couple of months ago, after Mearls discussed them in his Legends and Lore column, I established that basically all the flavour that he provided, derived from the 2nd ed entry, was present in the 4e MM:

These pack omnivores scour the Underdark in search of live prey, foraging when necessary. Hook horrors drag victims to their deaths using their powerful hooked arms.

Hook horrors are omnivorous but prefer meat to plants. Rumor has it that they prefer the flesh of drow over any other. Not surprisingly, drow slay wild hook horrors and take young and eggs to raise as slaves.

Hook horrors live in total darkness. They can see in lit environments, but in the dark of the deep earth they navigate using echolocation. Hook horrors communicate with one another using a complex series of clicking noises they make with their mouths and carapace. The eerie clicks echo in the Underdark, warning prey that death is near. An Underdark explorer might become aware of nearby hook horrors by these noises.

Although they hunt in small packs, hook horrors also gather in larger groups called clans. A particular clan, ruled by its strongest egg-laying female, ranges over a wide area in the Underdark. Its members defend clan territory fiercely from any intruder, including unrelated hook horrors.​

I agree that the info on zombie is less - a lot of cultural knowledge is presupposed by the designers, I think. But here are the flavour highlights of the 2nd ed entry on zombies:

Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests.

Zombies are typically found near graveyards, dungeons, and similar charnel places. They follow the spoken commands of their creator, as given on the spot or previously, of limited length and uncomplicated meaning (a dozen simple words or so).

Zombies cannot talk, being mindless, but have been known to utter a low moan when unable to complete an assigned task.​

How do these non-intelligent creatures figure out who to grab? The text is as silent, in that respect, as the 4e text. In both cases, all we are told is that they follow the commands of their creators.

And I want the typical height/length range on the size line!
I have nothing against that. I may be running a purple worm encounter soon, and I'm not yet sure how I plan to handle the apparent tensions between its body shape (tubular), it deployment of the tunnelling rules (it leaves tunnels behind it that other creatures can move through) and its square shape on the battle grid.
 

Whereas I find demographics pretty easy to handle - <snip> - but am very happy to have someone else lay out the basics of the mythic history for me.

Given that tastes vary, and that 2e shows its possible to put lots of text on a page and still get in pictures and stat blocks, how about both suggested mythic content for people who like that and demographics and other stuff for people who like that part?

I agree that the info on zombie is less - a lot of cultural knowledge is presupposed by the designers, I think.
Beyond the base zombie, 4e provides 5 additional types of zombies... with nothing about the origin of any (just a blurb on tactics). 2e explains the origins of its three alternate and provides descriptions of them, in addition to the stuff you don't find useful.

Turning to gnolls in 4e, they are "feral, demon-woshipping marauders that kill, pillage, and destroy. They attack without warning and slaughter without mercy all in the name of the demon lord Yeenoghu". There is nothing anywhere that describes what exactly they are though beyond "medium natural humanoid" and a picture that looks like the hyena members of the Lion King musical were going on a rampage. The first sentence of the description of 2e explictly says they are "large, evil, hyena-like humanoids" (and then gives four more sentences of painfully drawn out description that I completely agree with you on).

Leaving the entire description to the picture seems to be common throughout the 4e MM, such as with the Basilisk and its number of legs. For the beholder, is the one you can't count the stalks of the "Eye of flame" in the picture (looks like more than 3 stalks to me). And apparently there is no way to disable the eye-stalks individually? What exactly does a dark one look-like (I guess its a small humanoid with a big nose who apparently always wears blue capes in-spite of the written description saying they wear black?) The pictures of the various devils are on entirely different pages (with no descriptions of their appearance by the stat blocks). How big is a Roc in 4e ... is a horse the biggest thing it can carry off? I thought the myths said an elephant. 2e makes it abundantly clear (and yes, I'll agree 2e errs on the side of beating points into the ground instead of giving more points.)

In contrast there are the nice ones in 4e... Rakshasa stands out with a concise appearance description. But is that only because they don't trust the picture to make it clear the hands are reversed?


I may be running a purple worm encounter soon, and I'm not yet sure how I plan to handle the apparent tensions between its body shape (tubular), it deployment of the tunnelling rules (it leaves tunnels behind it that other creatures can move through) and its square shape on the battle grid.
Which brings up a Pathfinder question, if by RAW two creatures can't occupy the same space, does that mean the purple worm can't swallow anyone alive? :)
 
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Beyond the base zombie, 4e provides 5 additional types of zombies... with nothing about the origin of any (just a blurb on tactics).
Well, we are told that

Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living.

Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. These zombies have no master and generally attack all living creatures they encounter.​

So I think this is the origin of all zombies, including hulks (presumably they come from bigger bodies, given their size) and gravehounds (which presumably come from dogs or wolves, given their name, their attacks and their pictuer). Chillborn have a cold aura, do cold damage, are shrouded in a mist (according to the picture - and I think we can infer it's an icy mist) and explode in a burst of cold when killed. Given their name, I would guess that they might arise from corpses corrupted in cold places; or just that they are zombies particularly expressive of the "chill of the grave".

I'll agree that we are not told how rotwing zombies get their batwings. I personally didn't find that that impeded my desire or ability to use rotwing zombies in my game, but I may be an outlier in this respect.

Turning to gnolls in 4e, they are "feral, demon-woshipping marauders that kill, pillage, and destroy. They attack without warning and slaughter without mercy all in the name of the demon lord Yeenoghu". There is nothing anywhere that describes what exactly they are though beyond "medium natural humanoid" and a picture that looks like the hyena members of the Lion King musical were going on a rampage.
There is also all of this (MM p 133):

Gnolls are nomadic and rarely stay in one place for long. When gnolls attack and pillage a settlement, they leave nothing behind except razed buildings and gnawed corpses.

Gnolls often decorate their armor and encampments with the bones of their victims. Impatient and unskilled artisans, they wear patchwork armor and wield weapons stolen from their victims.

Gnolls detest physical labor and often use slaves to perform menial chores. The life of a slave in a gnoll camp is brutal and short. That said, slaves who show strength and
savagery might be indoctrinated into the gnoll vanguard. Such creatures are usually broken in mind and spirit, having become as cruel and ruthless as their captors.

Gnolls are often encountered with hyenas, which they keep as pets and hunting animals. They also work with demons. As the mortal instruments of the demon lord Yeenoghu, who is called the Beast of Butchery and Ruler of Ruin, gnolls constantly perform atrocities. When not scouring the land in Yeenoghu’s name, gnolls fight among themselves and participate in rituals that involve acts of depravity and self-mutilation.

Gnolls don’t bargain or parley, and they can’t be bribed or reasoned with.​

Here is what the 2nd ed MM has to offer:

Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. Gnolls seek to overwhelm their opponents by sheer numbers, using horde tactics.

Gnolls are most often encountered underground or inside abandoned ruins. When above ground they operate primarily at night. Gnoll society is ruled by the strongest, using fear and intimidation.

Gnolls eat anything warm blooded, favoring intelligent creatures over animals because they scream better. They will completely hunt out an area before moving on. It may take several years for the game to return.​

There is also the obligatory demographic information. Taken in total, I don't see how this is more flavour than the 4e MM, or even really comparable flavour.

Given that tastes vary, and that 2e shows its possible to put lots of text on a page and still get in pictures and stat blocks, how about both suggested mythic content for people who like that and demographics and other stuff for people who like that part?
If the designers want to stick in demography that's their prerogative, though I would prefer that it be called out in a discrete part of the entry so I don't have to wade through it to find the interesting stuff.

The point of my post upthread wasn't to dispute the inclusion of demography. It was to deny the claim made by [MENTION=11697]Shemeska[/MENTION] (but also very frequently by very many others) that, in contrast to the 2nd ed MM which "strikes the balance of crunch and flavor that I want, and only in a few instances since then have we really seen as well done of an integration of stat blocks and ecology . . . the 4e MM . . . had -under virtually any metric- the lowest amount of monster detail and flavor text of any monster book in the history of D&D".

So far I've compared the entries for goblins, gnolls, galeb duhr and zombies and established that this is not true. Nor is it true for hook horrors. I cited the 4e text upthread; here is the 2nd ed text:

Hook horrors do not have a smell to humans and demihumans, but an animal would detect a dry musty odor. They communicate in a series of clicks and clacks made by the exoskeleton at their throats. In a cave, this eerie sound can echo a long way. They can use this to estimate cavern sizes and distances, much like the sonic radar of a bat.

The eyesight of the hook horrors is very poor. They are blinded in normal light. They use their extremely acute hearing to track and locate prey.

A clan of hook horrors most often lives in caves and underground warrens. The entrance is usually up a vertical or steeply sloped rock wall. Each family unit in the clan has its own small cavern off a central cave area. The clan's eggs are kept in the safest, most defensible place. The clan is ruled by the eldest female, who never participates in combat. The eldest male, frequently the mate of the clan ruler, takes charge of all hunting or other combat situations and is considered the war chieftain. Members of a clan rarely fight each other. They may quarrel or not cooperate, but they rarely come to blows. Clans sometimes fight each other, but only when there is a bone of contention, such as territorial disputes. It is rare for a clan of hook horrors to want to rule large areas or to conquer other clans.

Hook horrors have poor relationships with other races. Although they do not foolishly attack strong parties, generally other creatures are considered to be meat. They retreat when faced with a stronger group. Hook horrors do not recognize indebtedness or gratitude. Their simple language does not even have a term for these concepts. Just because a player character saves the life of a hook horror does not mean that it will feel grateful and return the favor.

Although hook horrors are basically omnivores, they prefer meat. They can eat just about any cave-dwelling fungus, plants, lichens, or animals. Hook horrors are well acclimated to cave life. They have few natural predators, although anything that managed to catch one would try to eat it.​
Compared to the 4e info, I learn a little more about their cave layout, their smell, and that things that catch them will eat them (though that may not be a uniquely defining property of hook horrors). But the 4e info tells me about their preference for drow flesh. This is another example that fails to persuade me of the greater detail of flavour text in the 2nd ed MM.

If people don't like the 4e flavour text - for example, because they dislike the mythical history it presupposes - that's their prerogative. But to assert that, "by any metric", it has "the lowest amount of monster detail and flavor text of any monster book in the history of D&D" is simply false. As the examples I've posted illustrate.
 

1st Ed Monster Manual, still the best (the cornerstone of AD&D).

It transcends numbers into core lore of D&D (and the art and vibe, it just drips).

Also, no silly number bloat: AC 43 and 6d12 + 21 damage and all that malarkey.
 

If people don't like the 4e flavour text - for example, because they dislike the mythical history it presupposes - that's their prerogative. But to assert that, "by any metric", it has "the lowest amount of monster detail and flavor text of any monster book in the history of D&D" is simply false. As the examples I've posted illustrate.

I'm definitely convinced that some of the monster descriptions in 4e are at least comparable in content to the descriptions in 2e (I'm hoping that was all just cutting and pasting and not retyping!!). And I'm willing to grant that 2e should lose points for the way it errs on the side of beating points to death instead of providing additional information, and on how its stat blocks should be more informative. I'm only willing to concede a few points on the lack of mythos if you'd be happy if the ones provided were for a campaign world you weren't using.

But I don't think selected good examples from 4e can argue away how 4e fails some of my personal criteria below. Nor will showing that 2e has these flaws more than I recall add any points to 4e's tally. At best (?) it would show I should dislike them both :)

I think a good description should at least briefly describe the creature's appearance - e.g. a gnoll is a humanoid hyena - without having to rely on the picture (especially since all of the monster books seem hit and miss on the art). This is missing for a sizable number of creatures in 4e (and sometimes the picture either unlabeled or pages away), and I don't know if its missing for any in 2e except the animals.

I think a good description shouldn't leave the creature's general origin or the nature of their attacks up to inference of possibly inexperienced DMs, when a few sentences would make it clear - e.g. how the various zombies are created... some of the ones in 2e, for example, are not created in the usual way. This is completely missing for a sizable number of creatures in 4e, and 2e makes an attempt at it for virtually all of them except the animals.

I think a good description shouldn't leave out vital game aspects of iconic monsters, like dealing with the eyestalks of a beholder.

I think a good description should do what you want done with all the demographics in 2e -- have information of one type all in one place. All of 2e is organized in a standard format. In 4e the text is all over the page intermixed with stat blocks, sometimes literally pages away from the stat blocks.

:::shrugs::

But I guess "good description", like beauty, is in the eyes of the beholder... even if we don't know how many eyes that is. ;)
 

I think a good description should at least briefly describe the creature's appearance - e.g. a gnoll is a humanoid hyena - without having to rely on the picture (especially since all of the monster books seem hit and miss on the art).
This I don't agree with - I'm happy for the art to speak for itself.

I think a good description shouldn't leave the creature's general origin or the nature of their attacks up to inference of possibly inexperienced DMs, when a few sentences would make it clear
This I don't really agree with either, as far as attacks are concerned. In 4e the keywords carry the burden of conveying the nature of attacks (eg an aura that does cold damage means the creature is shrouded in cold - the picture clarifies that it is an icy mist). There is no need for extra text.

Origin is a bit different, and relates to the mythic history aspect. I think 4e does give me the origins of zombies - they are animated either by necromancers or by the Shadowfell leeching over planar boundaries - but doesn't get any more specific than that. For me, that fits well with the general tone of the 4e mythic history. Whereas being told that a juju zombie comes from an energy drain spell is, for me, the wrong sort of detail - apart from anything else, it has strong implications about the presence of 18th level wizards in the gameworld.

For those who like the demography because it enriches there sense of the "objectivity" of the gameworld, then I can see how causal details like those for the juju zombie might play a comparable role. But the converse consequence can be that a GM refrains from using juju zombies when they would make excellent opponents for the PCs because s/he doesn't want to imply that an 18th level magic-user is active in the campaign world. That would be a pity, in my view. Whereas the lighter touch of 4e seems to me to give zombies a context while permitting the GM greater latitude in using them.

(To me there's also something weird about zombie lords being easier to create than juju zombies - 5th level vs 9th level magic - but tougher. But that's more a point of detail.)

I think a good description shouldn't leave out vital game aspects of iconic monsters, like dealing with the eyestalks of a beholder.
4e deals with hydra heads OK (though I like the MV method better than the MM method) but doesn't have special rules for roper tentacles, beholder eyestalks etc. These all fall under the jurisdiction of p 42. In the beholder case, I would adjudicate it as making an attack that is weakened (ie half damage), and with a Hard Dungeoneering check, or a Moderate Perception check if you've actually seen the eye ray used, you succeed in hitting and disabling (save ends) the eyestalk you were aiming for.

I think a good description should do what you want done with all the demographics in 2e -- have information of one type all in one place. All of 2e is organized in a standard format. In 4e the text is all over the page intermixed with stat blocks, sometimes literally pages away from the stat blocks.
I agree that the way information is broken up in the 4e MM, between intro text and lore entries, is not always ideal. My impression is that some of those who say that 4e has, by any metric, the least monster flavour text of any D&D monster book, haven't actually noticed the lore entries!
 

So, sounds like whoever makes the design choices for the next one should have an easy time making everyone happy! :)
 


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