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<blockquote data-quote="Messageboard Golem" data-source="post: 2010672" data-attributes="member: 18387"><p>Monster’s Handbook by Fantasy Flight Games</p><p></p><p> This is the second most important monster book one will ever own. The only reason it’s not the first is because it needs a monster book to work. So, pair it up with any monster from any source. The Monster’s Handbook is a great set of rules for altering and changing the abilities of any creature. The book is hardbound, $24.95, and 172 pages in length. The layout is good and easy to read and the art varies from not so good to really nice. It’s all black and white and done an array of artists. The book, though, has one writer Mike Mearls. Mike Mearls has proven that he is one of the best writers of d20 products and this book only further cements that statement. </p><p></p><p> The book starts with the Modifying Monsters chapter. This chapter gives the Dungeon Master the ability to add and subtract powers from any creature. It has rules that assigns point values to everything so one can determine if the challenge rating of the creature needs to be increased and if so by how much. This chapter gives one the ability to really change the usual monsters and to really give the players a surprise with their new abilities. </p><p></p><p> Chapter two is Monster tactics. This chapter is useful for anyone even if one is not using altered creatures. This chapter covers playing the monsters and using them effectively as well as keeping the mystery of the creatures and their abilities. </p><p></p><p> The rest of the book covers individual creature types. Magical Beasts is covered in the web enhancement found at Fantasy Flight Games website. These chapters take each of the creature types and has templates, prestige classes, and feats that are specifically designed for the creature types. All of these chapters have great options for them. </p><p></p><p> This is one of those rare books that will always be useful. The ability to change and alter creatures to keep them fresh for the players and dungeon master alike. I can see this book being as close to a must have as any outside the core rules.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010672, member: 18387"] Monster’s Handbook by Fantasy Flight Games This is the second most important monster book one will ever own. The only reason it’s not the first is because it needs a monster book to work. So, pair it up with any monster from any source. The Monster’s Handbook is a great set of rules for altering and changing the abilities of any creature. The book is hardbound, $24.95, and 172 pages in length. The layout is good and easy to read and the art varies from not so good to really nice. It’s all black and white and done an array of artists. The book, though, has one writer Mike Mearls. Mike Mearls has proven that he is one of the best writers of d20 products and this book only further cements that statement. The book starts with the Modifying Monsters chapter. This chapter gives the Dungeon Master the ability to add and subtract powers from any creature. It has rules that assigns point values to everything so one can determine if the challenge rating of the creature needs to be increased and if so by how much. This chapter gives one the ability to really change the usual monsters and to really give the players a surprise with their new abilities. Chapter two is Monster tactics. This chapter is useful for anyone even if one is not using altered creatures. This chapter covers playing the monsters and using them effectively as well as keeping the mystery of the creatures and their abilities. The rest of the book covers individual creature types. Magical Beasts is covered in the web enhancement found at Fantasy Flight Games website. These chapters take each of the creature types and has templates, prestige classes, and feats that are specifically designed for the creature types. All of these chapters have great options for them. This is one of those rare books that will always be useful. The ability to change and alter creatures to keep them fresh for the players and dungeon master alike. I can see this book being as close to a must have as any outside the core rules. [/QUOTE]
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