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Volo’s Guide to Monsters
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<blockquote data-quote="Marandahir" data-source="post: 6938421" data-attributes="member: 6803643"><p><strong>5 out of 5 rating for Volo’s Guide to Monsters</strong></p><p></p><p>Volo's Guide to Monsters is three books in one. </p><p></p><p>1) an in-depth study of nine of the most classic D&D monsters (Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Illithids, Orcs, and Yuan-ti – Dragons are notably absent, but this is alright, given many editions' Draconomicon-type books to draw upon at D&D Classics). This mega-chapter is golden fuel for full campaigns-worth of adventures featuring each of these respective monster groups. The chapter also gets inside the mindset of each of the subtypes of these monsters (including new subtypes featured in this book, see below), their cultures and religions, their relationships with other races and monsters, and what their lairs might be like. This chapter provides an answer to the age-old story of balancing new crunch versus flavor text in a <em>Monster Manual</em>. 3.5e's later MMs famously had incredibly long monster entries to explore the mindset and cultures of monsters. 4e's MM books, on the other hand at times felt almost devoid of flavor text outside knowledge check info, in favour of cramming as many monsters in as possible. 5e's <em>Monster Manual</em> falls somewhere in the middle, but more on the side of 4e than later 3.5e: the desire for more flavor text explore common monsters was something I felt strongly this edition. This chapter answers that desire. This is essentially a <em>Dungeon Master's Guide to Core Monsters Not Named Dragons. </em></p><p></p><p> 2) A near-doubling of racial options for players, with 7 fully-fleshed out additional character races and 6 monstrous races who carry just stat blocks and a generic explanation of monstrous player characters (notably, all six of these races are featured in the earlier chapter, and thus don't NEED cultural/character write-ups in this section. A good DM would provide a more limited, player-friendly write-up if one of their players was taking on a Monstrous PC though). The 7 new races each fill an important player character niche not yet present in the races in the Player's Handbook, and combined with the two additional races added by the <em>Elemental Evil Player's Guide</em>, fulfill almost every common thematic niche. I say two because the Goliath is reprinted here word-for-word from the <em>Elemental Evil Player's Guide</em>. In addition, the Aasimar race, explored as a possible write-up in the <em>Dungeon Master's Guide</em>, has been edited and expanded to a 3-subrace class exploring what it means to be a being of Angelic heritage or blessing, guided in dreams by an Angel, and what happens if you likewise fall from grace. The race feels very much, "what if Paladin was a race" and is a critical niche that allows those thematic stories to be explored alongside a class chassis that is not Paladin. Then there is the Firbolg, who as many have seen in the previews is a gentle, druidic fey giant (of medium size), a stark contrast to the fairplay competitive mountain athletes that are the Goliaths (sometimes considered Half-Giants). While this is a departure from the arrow-deflecting, ruddy-bearded large vikingesque giants (they stand at 7-8 feet now and are medium-sized with powerful build, rather than 10ft large-sized creatures), it's more true to the mythic origins of the Firbolg as a more gentle predecessor to the Fomorian Pirate-Giants and the Fey Gods known as Tuatha DéDannan in Irish myth (where nearly every story features at least 1 Druid). It should be also noted that the Firbolg depicted seems to have a slightly reddish beard. Beyond the giants the book explores the Kenku, an old classic on the trickster-ravens/crows of Native American stories as well as the Tengu of Japanese folklore. Kenku are an interesting addition to the player roster due to their inability to speak normally. You'd think that as all speech is essentially mimickry, they'd be able to talk like anyone else (babies learn to talk by mimicking their parent's words), especially since Kenku can mimic anyone's words perfectly and with that same pitch. But the idea seems to be that your character is limited in speech and thus pantomimes or makes interesting sounds based on what you've encountered in the actual campaign. From that perspective, it's a fascinating example of something that isn't a real gameplay problem (there's a sidebar that explains how you should pretty much always talk out of character rather than in-character). It's sort of like the situation of R2-D2 and Pete in Darths & Droids. It's not a real weakness with a lenient DM, though if a PC and DM agree to make things difficult it could be an interesting situation. </p><p></p><p>We then have Lizardfolk and Tabaxi: for <em>The Elder Scrolls</em> fans, these are your Argonians and Khajiit, and for those who haven't religiously played those huge fantasy C-RPGs (themselves largely inspired by D&D), these two races fulfill niches demanded by players since forever: the catfolk with the Tabaxi, and the non-Dragonborn Lizardperson race. There seems to be a fascination with Lizardfolk by a large number of players, especially those who hated 4e, since the core Dragonborn in both 4e and 5e seemed to be another way to hate on the divisive edition (and its few but prominent influences on the later 5e). That said, despite my known love for 4e, Lizardfolk are a welcome addition in my book, and fulfill a different niche: semi-aquatic, reptilian people with a mindset far more difficult to enter into than the honor-bound, gold-hungry Dragonborn. Meanwhile, Tabaxi fulfill a cornerstone of my campaign setting: catfolk are one of the six key races in my world. I've been using Shifter from UA as a crutch, but these guys are quite interesting in their own right. Mechanically speaking, they'll be bouncing off every wall, and that's not just a turn of phrase. With the ability to climb and the ability to speedwalk in microbursts, Tabaxi might just be in my top 3 favourite races in the entire edition. Finally, we explore the Triton: the answer to "how do a play a merman/other aquatic character?" We've had two mini-answers before – the Water Genasi in the <em>Elemental Evil Player's Guide </em>and the Half-Aquatic-Elf in the <em>Sword Coast Adventure's Guide</em>, but both are limited by being subsets of races not wholly focused on the aquatic environment. There's been talk of adding Aquatic Elves or Merfolk to the game, though the former fits the same issue of being a subrace (and thus having to focus pretty much all its features on getting that swim speed and amphibious nature down) and the later is caught with the fact that it would be a fish out of water… whenever it's out of water. So Merfolk only work in an underwater game where everyone has a way to swim/breath water, and thus their racial benefits would be lacking. Tritons emerge as an answer to this two-fold problem: they are a new race, singularly focused on being that Aquaman/Zora guy. They've got feet, and can breathe air, and won't dry up and die if they're away from water for too long. And yet, they're most comfortable (flavor-wise) in the water, and become far more dangerous if they can get their enemies into the deep end of the pool. And like any good Aquaman, they can talk to fish. They can even create water-related weather magic each day, and their innate spells are different choices from that of the Water Genasi! Tritons definitely will serve players trying to create a <em>Legend of Zelda</em>-based game (Elves can be Hylians, Gerudo are Humans, Dwarves can be Gorons, Tritons ARE Zoras, Gnomes or Halflings can be Kokiri, Aarakocra can be Rito, etc), and bring the most-needed archetype to the game at last. </p><p></p><p>The six monstrous races, as discussed above, are all high-demand races, and while two have racial ability score decreases (Orcs and Kobolds), they have incredibly strong racial features to counterbalance. Also, these decreases are narratively important for them: Orcs value Orogs and Half-orcs in the horde due to their higher intelligences than your standard Orcs, and all Kobolds are weaklings whose lives are defined by the fear of being stomped by stronger races and thus require pack tactics just to survive. Interestingly, the two small races presented here (Goblins and Kobolds) break the mold of small races facing speed penalties. Both have a walking speed of 30ft, which means an additional square or hex of movement versus Halflings and Gnomes. </p><p></p><p>One thing I've noticed about these races is that they seem to be much higher on number of features than some races are. I'm not sure about what makes a race the balanced. These are like, Dwarf-level of number of abilities. But all in all, this is the most exciting part of the new book, and a solid addition to the player material roster. It's quite possibly the biggest expansion of player material after the PHB. While <em>Sword Coast Adventurer's Guide</em> had an assortment of new subraces and subclasses, these are whole new playable concepts that open up a multitude of new ways of having fun. It's truly a <em>Player's Handbook to Monsters!</em></p><p> </p><p>3) The last mega-chapter is a straight-up companion to the <em>Monster Manual</em>, a <em>Fiend Folio</em> of sorts. Here we have stats for the new variations of monsters mentioned in chapter 1, plus a bunch of classic creatures updated at last to 5e. A handful of new interpretations too. Dark Ones and Shadar-kai arrive finally, after two years of conspicuous absence (after Shadar-kai's relative prominent place in 4e), but they're under a new name, Darkling, and they're fey (like Shadar-kai was in 3e's <em>Fiend Folio</em>). They've got the features of the 4e Dark One, where they spontaneous combust upon death, but now are tied into a new flavor about offending the Summer Queen, and thus being seared by sunlight. Now the burst is a radiant flash of light, and a blast of radiant damage for the stronger variation, the Darkling Elder, which is a clearly-cribbed design of a Shadar-kai, but without it's Shadow Jaunt (and instead taking on this combustion effect). The backstory also speaks of a Crow entity that offended the Summer Queen – another tie to the Shadar-kai's Raven Queen-adoration in 4e. It's a shame to me if this is the only form Shadar-kai will take, given how complex and interesting the race was last edition and the lack of player stats or even significant enemy stats that follow the race to form on its shadow-jaunt (a sort of shadowy version of the fey step). They always felt a bit like Shadow Eladrin due to the Shadow Jaunt, so perhaps this is again an attempt to separate them further (especially if they're Fey again). That said, Eladrin still are missing from everywhere but the back pages of the DMG…</p><p></p><p>As the designers noted in a recent podcast, many of the monsters here are creatures they wanted to include in the 5e <em>Monster Manual</em> but ran out of space to work with them. Others are iconic creatures they knew they wanted to get to but knew they didn't belong in that first monster book. This section is rich, including creatures from Boggles and Banderhobs to new Demons and Devils, from the Catobelpas and the Froghemoth, to the Draegloth and the Bodak and the Neogi, from the Spawn of Kyuss and the Quickling all the way to the Flail Snail and the Vegepygmy. There are so many new creatures crammed in here, it's hard to mention even a handful of them! Oh, and Grungs. Cute little evil Poison Dart Frog people. I think I found my new favourite enemy creature for my next campaign! Oh, and the book has Old Gregg in it. If you don't know what I mean, go watch the excellent British comedy show, The Mighty Boosh and come back to me. </p><p></p><p>Of course, the chapter also handles new variations of the 9 creature families featured in chapter 1. We've got at least one new variation of each, and usually several. For the giants, there's a new take on each variety! There are even three different takes on the Yuan-ti Malison, each focused on a different Yuan-ti deity (Zehir is notably absent from the whole book; 4e has seemingly been forgotten). </p><p></p><p>At the end of the chapter are dozens of new animals and NPCs (including an adorable little Anakin Skywalker… err, Wizard Apprentice). These round things out greatly. Who would of thunk that we didn't have stats for a cow yet? What's more, now we have stats for a Stench Kow!!</p><p></p><p>Power wise, the book maxes out at Challenge Rating 22. I think it's a great range of power, obviously tilted toward the early levels, but that's where the game tilts anyway. Again, a solid chapter that greatly expands the campaign's challenge options.</p><p></p><p>I loved the book, and it's a great addition to my shelf. The special edition cover is especially nice!!! </p><p></p><p>Aside from some typographical errors (Froghemoth's page cough), this is a solid entry that highlights where D&D should go in the future. 5/5</p></blockquote><p></p>
[QUOTE="Marandahir, post: 6938421, member: 6803643"] [b]5 out of 5 rating for Volo’s Guide to Monsters[/b] Volo's Guide to Monsters is three books in one. 1) an in-depth study of nine of the most classic D&D monsters (Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Illithids, Orcs, and Yuan-ti – Dragons are notably absent, but this is alright, given many editions' Draconomicon-type books to draw upon at D&D Classics). This mega-chapter is golden fuel for full campaigns-worth of adventures featuring each of these respective monster groups. The chapter also gets inside the mindset of each of the subtypes of these monsters (including new subtypes featured in this book, see below), their cultures and religions, their relationships with other races and monsters, and what their lairs might be like. This chapter provides an answer to the age-old story of balancing new crunch versus flavor text in a [I]Monster Manual[/I]. 3.5e's later MMs famously had incredibly long monster entries to explore the mindset and cultures of monsters. 4e's MM books, on the other hand at times felt almost devoid of flavor text outside knowledge check info, in favour of cramming as many monsters in as possible. 5e's [I]Monster Manual[/I] falls somewhere in the middle, but more on the side of 4e than later 3.5e: the desire for more flavor text explore common monsters was something I felt strongly this edition. This chapter answers that desire. This is essentially a [I]Dungeon Master's Guide to Core Monsters Not Named Dragons. [/I] 2) A near-doubling of racial options for players, with 7 fully-fleshed out additional character races and 6 monstrous races who carry just stat blocks and a generic explanation of monstrous player characters (notably, all six of these races are featured in the earlier chapter, and thus don't NEED cultural/character write-ups in this section. A good DM would provide a more limited, player-friendly write-up if one of their players was taking on a Monstrous PC though). The 7 new races each fill an important player character niche not yet present in the races in the Player's Handbook, and combined with the two additional races added by the [I]Elemental Evil Player's Guide[/I], fulfill almost every common thematic niche. I say two because the Goliath is reprinted here word-for-word from the [I]Elemental Evil Player's Guide[/I]. In addition, the Aasimar race, explored as a possible write-up in the [I]Dungeon Master's Guide[/I], has been edited and expanded to a 3-subrace class exploring what it means to be a being of Angelic heritage or blessing, guided in dreams by an Angel, and what happens if you likewise fall from grace. The race feels very much, "what if Paladin was a race" and is a critical niche that allows those thematic stories to be explored alongside a class chassis that is not Paladin. Then there is the Firbolg, who as many have seen in the previews is a gentle, druidic fey giant (of medium size), a stark contrast to the fairplay competitive mountain athletes that are the Goliaths (sometimes considered Half-Giants). While this is a departure from the arrow-deflecting, ruddy-bearded large vikingesque giants (they stand at 7-8 feet now and are medium-sized with powerful build, rather than 10ft large-sized creatures), it's more true to the mythic origins of the Firbolg as a more gentle predecessor to the Fomorian Pirate-Giants and the Fey Gods known as Tuatha DéDannan in Irish myth (where nearly every story features at least 1 Druid). It should be also noted that the Firbolg depicted seems to have a slightly reddish beard. Beyond the giants the book explores the Kenku, an old classic on the trickster-ravens/crows of Native American stories as well as the Tengu of Japanese folklore. Kenku are an interesting addition to the player roster due to their inability to speak normally. You'd think that as all speech is essentially mimickry, they'd be able to talk like anyone else (babies learn to talk by mimicking their parent's words), especially since Kenku can mimic anyone's words perfectly and with that same pitch. But the idea seems to be that your character is limited in speech and thus pantomimes or makes interesting sounds based on what you've encountered in the actual campaign. From that perspective, it's a fascinating example of something that isn't a real gameplay problem (there's a sidebar that explains how you should pretty much always talk out of character rather than in-character). It's sort of like the situation of R2-D2 and Pete in Darths & Droids. It's not a real weakness with a lenient DM, though if a PC and DM agree to make things difficult it could be an interesting situation. We then have Lizardfolk and Tabaxi: for [I]The Elder Scrolls[/I] fans, these are your Argonians and Khajiit, and for those who haven't religiously played those huge fantasy C-RPGs (themselves largely inspired by D&D), these two races fulfill niches demanded by players since forever: the catfolk with the Tabaxi, and the non-Dragonborn Lizardperson race. There seems to be a fascination with Lizardfolk by a large number of players, especially those who hated 4e, since the core Dragonborn in both 4e and 5e seemed to be another way to hate on the divisive edition (and its few but prominent influences on the later 5e). That said, despite my known love for 4e, Lizardfolk are a welcome addition in my book, and fulfill a different niche: semi-aquatic, reptilian people with a mindset far more difficult to enter into than the honor-bound, gold-hungry Dragonborn. Meanwhile, Tabaxi fulfill a cornerstone of my campaign setting: catfolk are one of the six key races in my world. I've been using Shifter from UA as a crutch, but these guys are quite interesting in their own right. Mechanically speaking, they'll be bouncing off every wall, and that's not just a turn of phrase. With the ability to climb and the ability to speedwalk in microbursts, Tabaxi might just be in my top 3 favourite races in the entire edition. Finally, we explore the Triton: the answer to "how do a play a merman/other aquatic character?" We've had two mini-answers before – the Water Genasi in the [I]Elemental Evil Player's Guide [/I]and the Half-Aquatic-Elf in the [I]Sword Coast Adventure's Guide[/I], but both are limited by being subsets of races not wholly focused on the aquatic environment. There's been talk of adding Aquatic Elves or Merfolk to the game, though the former fits the same issue of being a subrace (and thus having to focus pretty much all its features on getting that swim speed and amphibious nature down) and the later is caught with the fact that it would be a fish out of water… whenever it's out of water. So Merfolk only work in an underwater game where everyone has a way to swim/breath water, and thus their racial benefits would be lacking. Tritons emerge as an answer to this two-fold problem: they are a new race, singularly focused on being that Aquaman/Zora guy. They've got feet, and can breathe air, and won't dry up and die if they're away from water for too long. And yet, they're most comfortable (flavor-wise) in the water, and become far more dangerous if they can get their enemies into the deep end of the pool. And like any good Aquaman, they can talk to fish. They can even create water-related weather magic each day, and their innate spells are different choices from that of the Water Genasi! Tritons definitely will serve players trying to create a [I]Legend of Zelda[/I]-based game (Elves can be Hylians, Gerudo are Humans, Dwarves can be Gorons, Tritons ARE Zoras, Gnomes or Halflings can be Kokiri, Aarakocra can be Rito, etc), and bring the most-needed archetype to the game at last. The six monstrous races, as discussed above, are all high-demand races, and while two have racial ability score decreases (Orcs and Kobolds), they have incredibly strong racial features to counterbalance. Also, these decreases are narratively important for them: Orcs value Orogs and Half-orcs in the horde due to their higher intelligences than your standard Orcs, and all Kobolds are weaklings whose lives are defined by the fear of being stomped by stronger races and thus require pack tactics just to survive. Interestingly, the two small races presented here (Goblins and Kobolds) break the mold of small races facing speed penalties. Both have a walking speed of 30ft, which means an additional square or hex of movement versus Halflings and Gnomes. One thing I've noticed about these races is that they seem to be much higher on number of features than some races are. I'm not sure about what makes a race the balanced. These are like, Dwarf-level of number of abilities. But all in all, this is the most exciting part of the new book, and a solid addition to the player material roster. It's quite possibly the biggest expansion of player material after the PHB. While [I]Sword Coast Adventurer's Guide[/I] had an assortment of new subraces and subclasses, these are whole new playable concepts that open up a multitude of new ways of having fun. It's truly a [I]Player's Handbook to Monsters![/I] 3) The last mega-chapter is a straight-up companion to the [I]Monster Manual[/I], a [I]Fiend Folio[/I] of sorts. Here we have stats for the new variations of monsters mentioned in chapter 1, plus a bunch of classic creatures updated at last to 5e. A handful of new interpretations too. Dark Ones and Shadar-kai arrive finally, after two years of conspicuous absence (after Shadar-kai's relative prominent place in 4e), but they're under a new name, Darkling, and they're fey (like Shadar-kai was in 3e's [I]Fiend Folio[/I]). They've got the features of the 4e Dark One, where they spontaneous combust upon death, but now are tied into a new flavor about offending the Summer Queen, and thus being seared by sunlight. Now the burst is a radiant flash of light, and a blast of radiant damage for the stronger variation, the Darkling Elder, which is a clearly-cribbed design of a Shadar-kai, but without it's Shadow Jaunt (and instead taking on this combustion effect). The backstory also speaks of a Crow entity that offended the Summer Queen – another tie to the Shadar-kai's Raven Queen-adoration in 4e. It's a shame to me if this is the only form Shadar-kai will take, given how complex and interesting the race was last edition and the lack of player stats or even significant enemy stats that follow the race to form on its shadow-jaunt (a sort of shadowy version of the fey step). They always felt a bit like Shadow Eladrin due to the Shadow Jaunt, so perhaps this is again an attempt to separate them further (especially if they're Fey again). That said, Eladrin still are missing from everywhere but the back pages of the DMG… As the designers noted in a recent podcast, many of the monsters here are creatures they wanted to include in the 5e [I]Monster Manual[/I] but ran out of space to work with them. Others are iconic creatures they knew they wanted to get to but knew they didn't belong in that first monster book. This section is rich, including creatures from Boggles and Banderhobs to new Demons and Devils, from the Catobelpas and the Froghemoth, to the Draegloth and the Bodak and the Neogi, from the Spawn of Kyuss and the Quickling all the way to the Flail Snail and the Vegepygmy. There are so many new creatures crammed in here, it's hard to mention even a handful of them! Oh, and Grungs. Cute little evil Poison Dart Frog people. I think I found my new favourite enemy creature for my next campaign! Oh, and the book has Old Gregg in it. If you don't know what I mean, go watch the excellent British comedy show, The Mighty Boosh and come back to me. Of course, the chapter also handles new variations of the 9 creature families featured in chapter 1. We've got at least one new variation of each, and usually several. For the giants, there's a new take on each variety! There are even three different takes on the Yuan-ti Malison, each focused on a different Yuan-ti deity (Zehir is notably absent from the whole book; 4e has seemingly been forgotten). At the end of the chapter are dozens of new animals and NPCs (including an adorable little Anakin Skywalker… err, Wizard Apprentice). These round things out greatly. Who would of thunk that we didn't have stats for a cow yet? What's more, now we have stats for a Stench Kow!! Power wise, the book maxes out at Challenge Rating 22. I think it's a great range of power, obviously tilted toward the early levels, but that's where the game tilts anyway. Again, a solid chapter that greatly expands the campaign's challenge options. I loved the book, and it's a great addition to my shelf. The special edition cover is especially nice!!! Aside from some typographical errors (Froghemoth's page cough), this is a solid entry that highlights where D&D should go in the future. 5/5 [/QUOTE]
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