Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • How to make a better Monster Manual
  • Tons of Monsters...Yet Lacking
  • Content: Meh... Book Quality: HORRIBLE
  • Least of the Three
  • great
Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Monte Cook , Jonathan Tweet , and Skip Williams
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786915528
Release Date: 2000-10-01

Book Description

Over 200 creeps, critters, and creatures to keep players on their toes. From Aboleths to Zombies, the Third Edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their Third Edition campaigns.

Customer Reviews:

1 out of 5 stars How to make a better Monster Manual.......2003-07-18

A: Include all monsters from the previous edition's manual
B: Introduce a few new and interesting monsters (10-40 would suffice)
C: Make the layout flip-friendly for rushing GMs
D: Make sure the monsters go beyond combat statistics (as in their habitats are listed, form of society, mating and etc. Like a National Geographic Mag.)

I think if at least one of these is followed, it's worth the same as the original. If all are followed, it's a goldmine. I have the great annoyance to tell you that none of these were followed.

There are 1/3 the number monsters in the new manual as the old one (I hear that if you add this manual, 2, and the Monsters of Faerun books together you get almost as many as the old 2nd edition MM.) I believe that the creators argued "The original MM only had 40 monsters in it!" My answer to this is simple: the first edition didn't have 25+ years of books and two editions in front of it to help.

The new monsters (which ended up drowning out old favorites) are way too underpowered or overpowered, lack depth, and generally seem a little too sci-fi (remember, this is a fantasy game)

The layout definately sucks, it took me an hour to find anything. One monster a page is definately a better road to travel.

Last but not least, the monsters BARELY go beyond the numbers. I suggest you either buy all three of the above mentioned "Monster Manuals" (have fun shuffling books!) or just play 2nd edition AD&D.

4 out of 5 stars Tons of Monsters...Yet Lacking.......2003-06-07

The Third Edition (3E) Monster Manual is a great purchase for any DM. It has a good amount of monsters, pretty descriptive stats, yet...it seems one caliber less than the 2E Monster Manual.

On one hand, the 3E Monster Manual delivers over 200 monsters to terrorize your campaign setting. They have some awesome new monsters. My personal favorite, is a devil, and is known as a Kyton. He is demonic humanoid with hundreds of chains drooping from his body, and his mode of attack is flailing those chains. Pretty hardcore.

On the other hand, the 3E Monster Manual doesn't seem to give enough. Some of the monsters just plain [are bad], and they aren't unique in any way. Also, the amount of creatures do not come near the amount that were in the 2E monster manual, which is frustrating.

On the FINAL hand, It is a must for any DM playing 3E. It isn't a bad book at all...it just seems lacking. The monster stats are good...the amount of monsters are good...but don't expect much more. (If they had 3.5 stars I would give this book 3.5)

2 out of 5 stars Content: Meh... Book Quality: HORRIBLE.......2003-02-04

Being someone new to the Dungeons and Dragons scene, I had great hope and joy when I opened my amazon.com package containing the Player's Handbook (PHB) and the Monster Manual (MM).

First note: all the D&D books are quite hard to understand without playing first. That would be why you buy the "Adventure Game" using the same ruleset. The MM is the shortest of the D&D books, which makes sense, as it mostly talks only about monsters. The content is hard to understand first hand, however it is quite detailed.

Now, we go onto the quality of the book. Both the DM Guide and the PHB have a hard cover binding and high-quality full-colored pages. The MM has this too, but in my recent experiences, the binding at the spine (the binding that is holding the pages together) is quite loose. So loose that in fact, one player of mine has all the pages completely out of the binding. True, out of 12 NEW MM's that I have seen, all of them had an extremely loose binding, especially with the pages in the back. You can see the rope that is holding the pages together there. Just note: a lot of the pages in this book will fall out with heavy use. something not too normal with hardcover books.

My suggestion, since you are looking at this, is to wait until July 2003, where a new, revised MM will be avaliable. That MM will have 108 more pages, and hopefully a better binding with that many pages. All the D&D core rulebooks are being revised and released in July 2003 (at the end of the month). If you want the D&D books right now, then I suggest the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual II. The MM II will not be revised, and was released recently, so it will be easier to understand. If there is one rulebook that you should not buy, it would be this one. Wait for July 2003 and reap the rewards.

3 out of 5 stars Least of the Three.......2003-01-08

The Monster Manual is labelled a core rulebook, and it truly is. Without the description and rules within, a DM would be hard-pressed to create the creatures necessary to challenge her players at various levels. The book is beautiful and well-laid-out, as you would expect from the other core books. The rules section in the front is short and concise, as most of the rules have been explained in the previous two books.

Therein, actually, is my biggest complaint about the book. I feel that, unlike the DMG, far too little explanation is given in the MM about how to create new monsters and balance them against each other. Even sketchy guidelines like the magic item creation rules in the DMG would have been a wonderful addition to the book. As it is, you can only create a monster, then compare it to all the other monsters of a comparable skill level, and guess whether yours is about right. It's a good metric, but it's cumbersome.

The third core book, I feel, has too much in the way of tables and not enough in terms of flavor text and rules explanation. While still a great resource for what it is, I think it is lacking the flare that made the first two core books a pleasure to own.

5 out of 5 stars great.......2002-10-01

i dont accutully want to rite a revew, just to rate it
Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • EXCELLENT SERVICE!!!
  • Fun Nerdom
  • Fine Book
  • VERY GOOD
  • nice rework of the classic
Monster Manual: Core Rulebook III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 078692893X
Release Date: 2003-07-01

Book Description

Fearsome and formidable foes lurk within. Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.

Over 200 creeps, critters, and creatures keep players on their toes. From aboleths to zombies, the revised Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. The revised Monster Manual now contains an adjusted layout that makes monster statistics easier to understand and use. It has 31 new illustrations and a new index, and contains expanded information on monster classes and playing monsters as heroes, along with information on how to take full advantage of the tie-in D&D miniatures line planned for the fall of 2003 from Wizards of the Coast, Inc.

Customer Reviews:

5 out of 5 stars EXCELLENT SERVICE!!!.......2007-06-15

Everything was here faster than all other orders and in great shape!!!

5 out of 5 stars Fun Nerdom.......2007-05-25

If you like D&D this book will be plain old nerdy fun. For the best monsters to fight and funtastic battles this is a good one.

I bought this book for my boyfriend's 25th birthday. He wants to try his hand at DM-ing a game this summer and of course you'll need a monster manual. Ah, the memories.

4 out of 5 stars Fine Book.......2007-05-10

This book is a work of art, and that's just looking at the text. The monsters are much easier to use, with details like their flatfooted AC and their grappling bonus included in their stats. The only thing bad I can say about this book is they removed the two pieces of Elmore art. Maybe they thought it made the other art look bad by comparison.

5 out of 5 stars VERY GOOD.......2007-01-27

this book offers many creative monsters and also a lot of new monster rules too.

4 out of 5 stars nice rework of the classic.......2007-01-12

This is a nice rework for the 3.5 rules. The classic monster manual is an essential for D20 gaming, not much they could do to ruin it. My only complaint is that the binding could have been done better, why make a reference manual that can't stand up to the page flipping a reference book will be subjected to? If you go to your local used book store you'll find monster manuals from 15 years ago that have a better binding than the current ones being produced, that's just cheap and lame of WOTC.
Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 3 out of 5 stars
  • More monsters than your adventurers can cleave...
  • Too much wasted space
  • I thought it was bad, but then it was invaluable!
  • Monster Manual 4
  • Lackluster monsters, poor layout
Monster Manual IV (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Gwendolyn F.M. Kestrel
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786939206
Release Date: 2006-07-11

Book Description

Monster Manual IV is the most recent volume in the best-selling Monster Manual line. Sure to be popular with both Dungeonmasters and players, this supplement to the D&D® game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms® or Eberron® campaign. This product is tied to 2006’s Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.

Customer Reviews:

4 out of 5 stars More monsters than your adventurers can cleave..........2007-09-26

Of the additional MM supplements, this one is by far my favorite. As a DM who enjoys immersing my players into the eternal struggle between the evils of the dragon goddess Tiamat and those of the Good Dragon King Bahamut, the spawn of Tiamat are a frequently encountered enemy in my adventures. For those who are used to the format of previous editions, the monster statistics block had a slight change, but not to worry! Everything you need to know is still there. It took me some getting used to, but I think most DMs will find it convenient. Take advantage of the myriad creatures within, but be warned, there may be more monsters than your adventurers can cleave.

2 out of 5 stars Too much wasted space.......2007-08-23

Although it has some interesting critters, I found the inclusion of so many NPCs a waste of space. NPCs like those presented here should be doled out on the web. The book should be all about new monsters, not modifications of existing monsters. It's not the worst book I've seen from Wizards of the Coast, but it's definately one of the worst.

3 out of 5 stars I thought it was bad, but then it was invaluable!.......2007-07-18

In the beginning, after my original read of the MMIV, I had the same thoughts as many of the other reviews. The new stat blocks, being not like the old stat blocks, were a nusience to read. The extended information on ecology, encounters, knowledge, treasure, and whatnot, while kind of useful, sucked up space where more monsters could have been. And the endless inclusion of well-known monsters with class levels was just a waste of space. I mean, what DM worth their salt couldn't throw a few class levels on an orc or drow when they needed them?

And then there I was, ten minutes to my next session with a burning need to have a pair of lizardfolk barbarians fight my players. Yeah, I could have added some attack bonuses and whatnot on the fly, but then I realized, "Wait! I have the MMIV! That has more lizardfolk types than I could possibly need! And they're statistically correct!" Thusly, my game was saved.

Yes, any DM worth their salt can add a few class levels to monsters... if they have the time. For us more harried DMs, having pre-generated leveled monsters is a boon beyond reckoning. And the maps can be used over and over again. Certainly I've used a cavern map of mine at least four times with my current group. Each time it was the lair or corridor or ambush site of totally different creatures, and the group thought it cool each time. The geode caverns of the gnoll tribes could be used for any wilderness encounter, and etc.

The various encounter suggestions are excellent as well, as they occasionally provide ideas and adventure seeds. As I also play in the Realms and Eberron, suggestions for how monsters tie in to both places works on multiple levels, or can give people ideas on how monsters can fit into their own worlds.

As for the monsters themselves, I have to say I like 'em! I haven't had a chance to use a lot of them, because I have over a dozen monster books, and there's only so much death you can throw at your players in a single session. However, there were some excellent constructs, fey, and plants, always favorites of mine, in addition to some nasty oozes, elementals, and aberrations. I don't often use demons, devils, and various outsiders that often, so I can only say they look suitibly evil/good/neutral.

The reason this book gets three stars instead of higher, is that there are less monsters for the buck, even though what is there is perhaps more useful. Also, switching the format for the stat blocks makes me sad, as I have to constantly search for the information I used to be able to find in a snap. Yes, perhaps I will eventually get used to the new format, but right now it just drives me up the wall.

5 out of 5 stars Monster Manual 4.......2007-05-13

This is the latest installment in the Monster Manual series. It is filled with new creatures and monsters and some that are revamped from earlier versions. Easy to use, nicely illustrated this book is worth the money spent. Having been a gamer for over twenty years, I have come to appreciate the way the newer books are laid out and illustrated. This book is a def. add to any gamers collection.

2 out of 5 stars Lackluster monsters, poor layout.......2007-03-28

The 4th monster manual showcases Wizards' new 'encounter format' for monsters, and reflects a new philosophy on what a monster manual should contain. While some of the changes are helpful, the majority just pad what is otherwise a very thin and lackluster book. Here's the breakdown:

The good: Lore sections, so you know how difficult it is for your players to know something about the monsters. More robust ecology and society sections. A few gems like the joystealer, justice archon, and spawn of tiamat. As with all Wizards products, excellent artwork throughout.

The bad: It's 221 pages long, but only 145 of those actually contain new monsters. The rest are canned lairs (pretty, but otherwise useless) or rehashes of existing monsters with class levels (already done for you in the Dungeon Master's Guide). And even the new monsters are padded with large block quotes (distracting, not at all useful), large headlines and paragraphs for what should be single lines of text (the alignment and treasure entries) and descriptions on how the monsters fit with the Forgotten Realms and Eberron settings (which should be left to the respective setting books).

The new presentation for the actual monster statistics isn't my cup of tea, but that could just be a lack of familiarity - while the new layout is more compact (the only part of the book concerned with saving space) and breaking down statistics by use in the combat round seems like a good idea, the layout works better in published adventure stat blocks than as a stand-alone manual. Monster descriptions (what they actually look like) gets broken up into two sections, often on different pages, and listing things like damage reduction and resistances separate from special abilities makes it difficult to tell what makes a monster cool and different at a glance. Plus when you do figure out what the monsters do, they're often rather unimpressive, or of dubious balance.

The 2nd edition Monstrous Manual fit statistics, habitat, society, and ecology information, plus an illustration, all on a page or two. That was 14 years ago. In the Monster Manual IV the same information takes three or four pages. There are better ways to spend your money.
Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Average customer rating: 4 out of 5 stars
  • An enjoyable reference...
  • Useful if your careful
  • With this and the MM you are good to go.
  • DnD MM3
  • GREAT BOOK
Monster Manual III (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Wizards Of The Coast
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786934301
Release Date: 2004-09-23

Book Description

An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons© game.
This supplement to the D&D game provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changes are meant to facilitate faster gameplay. There will also be details on how to include any creature in a Forgotten Realms© or Eberron campaign.

Customer Reviews:

4 out of 5 stars An enjoyable reference..........2007-09-26

I found the Monster Manual III to be a useful tool in my D&D book collection. Many new monsters, friend and foe alike, can be found within the 224 pages. However, a great deal of the monsters that grace the material are of the outsider/demon/devil types, or are undead. There are quite a few more creepy crawlers too. Any DM who is tired of the same old encounter will find Monster Manual III to be an enjoyable reference.

3 out of 5 stars Useful if your careful.......2007-03-23

There are many imaginative creatures within the MMIII and I have enjoyed using the new Lizardfolk and Voidminded Creatures. Having more creatures for your adventures is always helpful to keep your players challenged but this book suffers from one major problem. The creatures tend to be under rated and therefore can be extremely deadly if you use the CR ratings in the book to balance your fights. Easily overcomed if you take the time to review the creatures you are using to make sure they fit what you have planned.

5 out of 5 stars With this and the MM you are good to go........2007-03-11

This book covers the holes in the Monster Manual. With these two books you are set for a solid D&D game. It is heavy on the Eberron and Forgotten Realms stuff though. If you have a lot of Eberron books you will probably feel a little gypped at the reuse of material.

2 out of 5 stars DnD MM3.......2007-03-10

no monsters in there worth buying the book.
Stick with the first monster manual.

5 out of 5 stars GREAT BOOK.......2007-01-27

this book is very good. It has a lot of monsters ready 4 ur campain.good 4 the price.
Monster Manual V (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Average customer rating: 4 out of 5 stars
  • Well done volume of monsters
  • Some usefullness, but often a rehash
  • MM V
  • Pretty Good
  • A Good Buy, woth a smooth feel
Monster Manual V (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Wizards Team
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786941154
Release Date: 2007-07-17

Book Description

Who couldn't use a few new monsters in their game?

Monster Manual V is the most recent volume in the best-selling Monster Manual line. This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.

Customer Reviews:

4 out of 5 stars Well done volume of monsters.......2007-08-25

This is a very nicely done book of monsters - many of them are very strange and unusual. One of my favorites is the mockery bug, basically a disgusting bug-like creature that lives inside a host (the image of the creature bursting out its human shell through a persons head is one of the bloodiest, graphic pieces of art in a D&D book you'll find - well done!). Many of the monsters are very creative and interesting to read about - the undead fool is just creepy weird, hopefully your PC will never encounter him. The artwork in this book is top notch all the way, better than just about any other monster book I've seen in the 3rd edition line. I definitely recommend this book for anyone looking to populate their world and dungeons with interesting monsters.

3 out of 5 stars Some usefullness, but often a rehash.......2007-08-23

I bought this more to round out the collection than thinking it would have a lot of high-class monsters to use. I was right. Most of the monsters are either regular humanoids with levels and feats tacked onto them or very esoteric monsters that would have little impact on a regular game. That being said, the production values and artwork remain impressive, and I would reccommend it for the hard-core gamer. People on a budget could use their money better elsewhere.

4 out of 5 stars MM V.......2007-08-23

Well, I thought this book was very good, some new ideas and a nice format, and the monsters actually seem real, not a bunch of made up things just to fill a book. I really liked it until.......

Unfortunately I found out a few days ago at GenCon , that Wizards is putting out Dungeons and Dragons Version 4 in May 2008, so Version 3.5 will be retired. Be ware before you go gung ho on buying a lot more 3.5 stuff.

4 out of 5 stars Pretty Good.......2007-08-20

A decently good book. Unlike most Monster Manuals, they actually went to a lot of effort to give a good spread of CRs in the book, both overall, and within each category of monster. So if you're playing an Illithid campaign, they have a whole range of themed monsters for you to use as a DM. They also have a good number of high CR monsters, which is an area of D&D WOTC typically doesn't devote a lot of attention to.

On the downside, 4th Edition D&D will make this book obsolete in less than a year, and there's not a very good selection of monsters as playable races in the book.

4 out of 5 stars A Good Buy, woth a smooth feel.......2007-07-20

All in all this is a good book. It's not a great book, but it's a solid additional Monster Resource.

I'll hit you with the bad, first. There are three section devoted to already printed monsters with class levels: vampires, kuo-tao and hobgoblins. Now I can understand how this could be useful to some people, but it seems to me it should either be a web supplement or a separate book. Each of these sections takes up more room than a regular monster entry. That means you miss out on several new monsters for each one of these entries. Some of these spots include classes from some the other popular supplements, like the complete books. For me this is a positive because it makes them seem more unique, so I might use them. If you don't own the books the classes are from, they include enough information to still make them usable.

The other bad, was the two maps that were included. Each takes up about a page and were published separately on their website. Which means they simply take up room.

Now the good. Lot's of new monsters, most of which could easily appear on Material Plane. The range of difficulty is vast. They are fun ideas, that would probably not be apparent to players running into them, and seem very easy to run. Several have stats on how to make them familiars or mounts.

Two of the biggest fears were of the inclusion of Mind Flayers who follow Thoon and the Dragon Game. I actually have found these to be the two biggest positives in the book. The Thoon Mind Flayers are not, for the most part, Mind Flayers with Character levels. They're different types of Mind Flayers and Mind Flayer creations. They're all really fun, with varying CR. They're written as a separate sect, but they really don't have to be. There's even an Elder Brain with a CR of 15. This way you can have an elder brain battle before getting to Epics.

The Dragon Game, takes up a little too much room for my liking. There's a lot of fluff here. Dig through and you'll find a real gem. The template that can be applied takes away sorcerer levels form the dragons and replaces them with special abilities that are simple to use and make them seem more like dragons. It also gives you easy ways to make dragons a more intense and plot oriented part of your campaign world.
Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)
Average customer rating: 4 out of 5 stars
  • More Monsters, more challenge
  • god
  • I like it!
  • Time for an update...
  • MMII is not 3.5 Compliant
Monster Manual II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)
Ed Bonny , Skip Williams , Jeff Grubb , Rich Redman , and Steve Winter
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Hardcover

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ASIN: 0786928735
Release Date: 2002-09-01

Book Description

Even Greater Threats Await!

As heroes grow in power, they seek out more formidable adversaries. Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign.

This supplement for the D&D game unleashes a horde of monsters to confront characters at all levels of play, including several with Challenge Ratings of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures such as the bronze serpent, the effigy, and the fiendwurm. Along with updated and expanded monster creation rules, Monster Manual II provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives.

To use this supplement, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.

Customer Reviews:

4 out of 5 stars More Monsters, more challenge.......2007-03-23

As with most Monster Manuals, the larger more creatures you have at your finger tips, the easier it is to keep your players challenged and keep the game fun with a variety of opponents.

5 out of 5 stars god.......2007-01-27

this book is very god because it has creative monsters in it. And also a lot of templents. Well worth the price.

4 out of 5 stars I like it!.......2006-01-10

When I first got the book in the mail I was a TINY bit disappointed in the size, expecting a book the size of the Monster Manual 1, but when I looked through I was presently surprised. It has some very interesting new creatures (Dinosaurs, Gem Dragons, and Phoenix caught by eye when fist browsing over the Table of Contents) and the layout is great. A perfect amount of tables, neat spacing, and beautiful pictures make the book easy and fun to pick out monsters or look through when your bored. Though it does pull slightly away from the "old school" fantasy setting of goblins, orcs, knolls etcetera, it's a great book for DMs that want to make campaigns more interesting and for players intrigued by cool new monsters.

2 out of 5 stars Time for an update..........2005-08-18

Some interesting new entries in the D20 universe such as the infamous gem dragons :) but the format is still 3.0e and starting to show its age, very difficult to use any of the LA's PC possible entries...

Save this purchase for last for the completisits out there after you have the MM, MMIII, and fiend folio in your collection. Actually after that I would probably recomend others still before the MMII, notably the advanced bestiary from green ronin which contains more interesting and up to date material than the aged MMII here.

3 out of 5 stars MMII is not 3.5 Compliant.......2004-12-30

A good book for its time, but DMs should take note that this book is dated. Monster description blocks are not 3.5 compliant. This means that the monster's Base Attack Bonus is not clearly listed, nor is the Grapple bonus (although most Swallow Whole descriptions define this variable). Also, Damage Reduction has changed significantly, so be prepared to make some on-the-fly adjustments. Otherwise I would say that this book is very usable at all levels.
Monster Manual: Special Edition (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Core Rulebook III)
Average customer rating: 4.5 out of 5 stars
  • Black leather is better than the image supplied
  • Special Edition Monster Manual is great
  • Excellent Collectors Item
  • For die hard fans
  • THE BEAUTY OF IT ALL!
Monster Manual: Special Edition (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Core Rulebook III)
Skip Williams , Monte Cook , and Jonathan Tweet
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Leather Bound

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ASIN: 0786939435
Release Date: 2006-10-10

Book Description

A deluxe leatherbound edition of one of the three D&D core rulebooks.

This new, beautifully bound version of the Monster Manual joins the special editions of the Player’s Handbook and the Dungeon Master’s Guide to complete the premiere set of Dungeons & Dragons core rulebooks. Like the others, the title gets premium treatment in the form of a leather binding, emboss and foil treatment, gilt-edged paper, and an attached ribbon bookmark.

Customer Reviews:

5 out of 5 stars Black leather is better than the image supplied.......2007-07-27

I was happily surprized that the book did not match the image suppled by Amazon and other web sites! So glad it matched the other 2 leather bound books. I hope more are produced by wizards in the future.

The leather book is similar to the previous 2 supplied by Amazon and by far Amazon has the best price.

4 out of 5 stars Special Edition Monster Manual is great.......2007-02-05

For fans of the latest incarnation of Dungeons & Dragons, the special editions of the core rulebooks have been great. While the content is fundamentally identical to the standard versions of the books, these deluxe "leatheresque" covers enhance the fantasy feel that goes with the game. The latest release, the Monster Manual, lives up to the quality standard set by the two previous releases. The only reason I didn't give this book a 5 instead of a 4 is that strictly speaking the much less expensive, standard version of the book is just as good as far as the game goes and the little "hope you like it/thanks for buying" note from WotC slipped inside isn't actually a bound-in page (same problem as two other books). If you're a casual player, especially if you don't run games as a DM, this version of the Monster Manual is a bit pricy. But if you're a die hard fan who collects all of the D&D products this book, and its predecessors, must be on your list. This is also a great book for anyone who appreciates quality book construction with an interesting layout and page after page of great fantasy art.

4 out of 5 stars Excellent Collectors Item.......2007-01-17

If you are a fan of D&D like I am, this book is a wonderful addition to your collection of books. The pages are in vibrant colors and they have fixed some of the errors from the first printing of the Monster Manual. I've found the book is good to use in a game just like the normal ones. My only complaint is that when you first get it, alot of the pages are stuck together and have to be turned carefully to peel them apart or you can tear a page. Other than this, its a great product.

3 out of 5 stars For die hard fans.......2007-01-09

I had the standard monster manual and ordered the special edition one, since I already had DMG and PHB special edition. Since Im a big D&D fan, I loved this special edition. But the book is exactly like the standard edition, except for cover, page marker and most recent errata.

So, if you're buying this looking for new content, forget it. If you want the most recent print with errata corrections or just want to celebrate the 30 year old edition, go for it.

5 out of 5 stars THE BEAUTY OF IT ALL!.......2006-11-12

Well this is going to be a bit of a short review because, after all, it's the Monster Manual. We all know it, we all love it, and we've all used it for years. It's obviously one of the core books to D&D. Part of the Holy Trinity you might call it. Back in the early days of AD&D this trilogy was all you needed, and quite frankly, all we really had. Younger gamers are used to seeing Wizards of the Coast coming out with two or three new hardcover books each month. Such was not the case 25 plus years ago. It was a few years before we got a new hardcover and even then it was the crappy Fiend Folio. Heck, you've got it made today!

Anyway this is obviously the final book in WOC's Special Edition series of the core titles and it's another gorgeous book. Leather bound with gold gilt pages, it's the kind of tome that book lovers like myself go ga-ga over. The main worry is that it's just too nice to risk getting pizza, Dorito, and beer stains on. For me the book is a collectible pure and simple like the other two are. It's something to put on the book shelf and just admire. Yes there is some new material inside that formerly could be found only on the Wizards website and so if you are a completist then I suppose you'll want to use it. Or, you could make Wizards very happy by buying two copies, one to use and one to save. Whatever the case may be it makes a classic book even better. A truly gorgeous product!

Reviewed by Tim Janson
Monster Manual (Advanced Dungeons and Dragons)
Average customer rating: 5 out of 5 stars
  • Lots Of Great Memories
  • The brilliant component that made D&D happen
  • AHH Nostalgia!
  • Kolbolds laying the smackdown
  • AWWWWW YEAH now that's what I'm talking about
Monster Manual (Advanced Dungeons and Dragons)
Gary Gygax
Manufacturer: Tsr Inc
ProductGroup: Book
Binding: Hardcover

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ASIN: 0935696008

Customer Reviews:

5 out of 5 stars Lots Of Great Memories.......2007-07-09

This book harkens back to the "good old days" when playing the paper and pencil D&D used to be new and fun. There have been several reincarnations of this manual and I've thumbed through them but they just don't hold a candle to the original, despite the fancier artwork. All the good monsters were there from the Umber Hulks to the Neo Oytughs. I am not at all happy with the direction TSR took after Mr. Gygax was booted out (or left, can't remember which) and one big loss was the original rule manuals. They are now up to version 3 something of the rules but I do not even know what they are because I just play computer games now. All I know about the new rules is that multi-class characters are easier to work with. It was an exciting time, a different era. I still have this manual and will always treasure it. If you can find one, pick it up just to see how things used to be done. Highly recommended.

5 out of 5 stars The brilliant component that made D&D happen.......2005-03-24

More than the Dungeon Master's Guide, more than the Player's Handbook, this book is what made D&D the gaming force that it was for over a decade.

A complete listing of monsters for use in the game, the book ensured that every DM could craft an adventure that had new and exciting monsters to be vanquished, and the special powers peculiar to some creatures suggested story lines that were ripe for the picking.

This also set up for the first time a way to rate the strengths of various mythological creatures against each other. Can a Troll kill an Orc? Can a Dragon defeat a Water Elemental? How many Goblins does it take to make a fair fight against a Pegasus? Gygax carefully considered these questions and gave us a version of familiar fantasy figures that was grounded in concrete numbers.

The drawings are admittedly horrible, with many of them looking like study hall doodlings instead of the legitimate artwork that came to characterize later editions.

But the value of this book can't be overrated by a would-be fantasy gamer. The encyclopedic format opened the world of fantasy gaming to a world that was vast enough to include a universe of varied creatures, but cohesive enough to be thought of as a single reality.

5 out of 5 stars AHH Nostalgia!.......2004-10-06

Just surfing and had to say I love this book. I still have the dog-eared copy I bought in 1979 safely tucked away, 7th grade scribbles and all. I saved my paltry allowance for a month to buy this baby. This is one of those books that always has a place in your heart. Not really useful anymore though for the new gamer, go pick up the updated one (MM 3.5 edition version), but for us vets, back in the day it was all about this bad boy.

5 out of 5 stars Kolbolds laying the smackdown.......2004-07-14

This book is the ultimate Monsters Manual, the first is the best. It gives you specific details on monsters. Being that I only have 2 hit points, I have to pick my monsters carefully. Once, while at Burgermaster, a kolbold threw a burger at me with his sling. He rolled a 20, a critical hit, and the burger did 2x the normal damage, knocking me out for 2 hp! As I lay unconcious, a gelatinous cube slowly slimed my burger and fries up. When I came to, I saw him slowly digesting my burger and fries and I exclaimed "How rude!" But the Gelatinous cube just rumbled his gelationous bulbous stomach at me. I would have kicked it's ass, but luckily the Monster Manual told me that would've been a bad idea to use my hands. So instead I used my bic lighter and he apologized for eating my combo#1.

5 out of 5 stars AWWWWW YEAH now that's what I'm talking about.......2004-07-10

The Monster Manual is one of the best books ever made. Buy it! Awwwww Yeahhhhhh this book rules.
Advanced Dungeons and Dragons Monster Manual II
Average customer rating: 5 out of 5 stars
  • The Last Of The Original Set
  • Modrons Rule
  • Still an Essential Product
  • The best book for demons, devils, and interesting creatures
  • Worth Getting
Advanced Dungeons and Dragons Monster Manual II
Gary Gygax
Manufacturer: TSR
ProductGroup: Book
Binding: Hardcover

Role Playing & FantasyRole Playing & Fantasy | Puzzles & Games | Entertainment | Subjects | Books | Changeling | Dungeons & Dragons | General | Mage | Military Strategy Games | Strategy | Vampire | Werewolf
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ASIN: 0880380314

Customer Reviews:

5 out of 5 stars The Last Of The Original Set.......2007-07-09

This book harkens back to the "good old days" when playing the paper and pencil D&D used to be new and fun. It is also the last of the original manuals we purchased to play the game. There have been several reincarnations of this manual and I've thumbed through them but they just don't hold a candle to the original, despite the fancier artwork and rule changes. There are lots of new monsters to supplement the original manual and they were all done in the same style as Monster Manual 1 with black and white line drawings. I am not at all happy with the direction TSR took after Mr. Gygax was booted out (or left, can't remember which) and one big loss was the original manuals. They are now up to version 3 something of the rules but I do not even know what they are because I just play computer games now. All I know about the new rules is that multi-class characters are easier to work with. It was an exciting time, a different era. I still have this manual and will always treasure it. If you can find one, pick it up just to see how things used to be done. Highly recommended.


5 out of 5 stars Modrons Rule.......2006-08-24

This is the final piece of the 1st Edition AD&D monster puzzle. Despite its age, the book still offers up several monsters that never found their way into the 3rd Edition of the game. My favorites are the Modrons from the plane of Nirvana. They are some the silliest monsters ever created, but lend a lighthearted feel that 3rd edition lacks.

Back on the serious side, the Random Encounter Tables are terrific. The tables not only list the monsters in this book, but also those in the original MM and Fiend Folio. They even have note next to each monster that indicates which book it can be found in. Very nice.

5 out of 5 stars Still an Essential Product.......2000-07-08

This book has a lot of creatures that can be found no where else as well as a good look at demons and devils. While all the creatures in the first monster manual can be found in the newer versions this book is truely unique. If you ever get a chance to buy one, do so even if you already have the new monster manual.

5 out of 5 stars The best book for demons, devils, and interesting creatures.......2000-05-02

Here's the most valuable compendium of advanced and extra-planar monsters in existence for AD&D. Gary Gygax's last major contribution to the menagerie includes many old favorites, most of which were expurgated or "toned down" in the later, politically correct version of the game. You get dozens upon dozens of demons, devils, undead, demodands, daemons, dragons, giants, and more; if it's evil, and fun to kill, it's here! Lots of classic illustrations, too, far superior to the later Monstrous Manual (bleah!). Find out why it's an eternal DM favorite!

5 out of 5 stars Worth Getting.......1999-08-29

I have been playing AD&D for well nigh 12 years now, being in possesion of MMII since it was first published. MonsterManualII has many very interesting and usefull monsters that I coulden't imagine not using in my campaigns. Contact me at Kiaz@bellatlantic.net if you want to further discuss MonsterManualII!
A Field Guide to Monsters: This Book Could Save Your Life
Average customer rating: 3.5 out of 5 stars
  • Research?
  • From Zombos Closet:
  • Good idea- lackluster execution.
  • Kong, Frankenstein's Monster, Norman Bates and Shrek
  • Another mistake the book makes
A Field Guide to Monsters: This Book Could Save Your Life
Dave Elliott , CJ Henderson , and Rick Leider
Manufacturer: Hylas Publishing
ProductGroup: Book
Binding: Paperback

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ASIN: 1592580882

Book Description

A Field Guide to Monsters, a hysterical spoof on field guides, compiles the world’s scariest and most popular monsters, including Godzilla, Wolf Man, Mr. Hyde, and many others. Filled with fun monster facts, including size comparisons, habitats, and what they eat, this field guide also describes their call, their migration habits, and most importantly, how to protect yourself against them (or, in extreme cases, kill them). This book makes a perfect gift for the casual monster watcher or the more serious monster hunter.

Customer Reviews:

2 out of 5 stars Research?.......2006-11-27

Although a monster field guide is a cute idea for a fun stocking stuffer or coffee-table book, this book makes it painfully obvious that the writer fell short in their research. I'm sure there are more inaccuracies but, just by flipping through the book I noticed a few major ones just involving the Buffy universe.

1. The entry labeled The Master, actually, uses a picture of The Gentlemen from the Buffy episode "Hush".

2. The entry for Spike from "Buffy the Vampire Slayer" states that Spike has been turned into a human so he is no longer a vampire, which is not true. The author must have mistaked Spike getting his soul back with becoming human.(Very very different!)

3. The entry for Angel from "Buffy and "Angel" states that Angel can "morph" and fly. Angel can do neither and neither do any vampires in the Buffy universe except Dracula.

It is pretty clear that the author has never watched more than one episode of Angel or Buffy or even attempted to research the characters. I know this is just a novelty book but that does not mean research is not necessary and it is amazing to me that this book would get published with so many major factual mistakes.

4 out of 5 stars From Zombos Closet:.......2005-12-07

It is certainly a clever take on the survival-styled guide, using movie monsters, and writing with tongue firmly in cheek. The only drawback I can see is that the authors have erroneously left out Cthulhu and his brethren. How odd. Perhaps they are merely waiting for a proper film adaptation to come along, instead of the tired and inane dreck that occasionally pops up like a three-month old bloated corpse in the water. I must note that the Lethality and Weaknesses sections for each monster are informative and lively, but I would question the inclusion of such innocuous creatures as the Little Vampire and Grandpa Munster, as they are hardly the stuff of nightmares.

Oh, and there appears to be at least one error: a photo of those dastardly and evil Gentlemen from the Hush episode of Buffy the Vampire Slayer graces the monster entry for the Master. Oops. The Monster Size Comparison Chart included in the book is clever, but I sincerely doubt the Stay Puft Marshmallow Man could take Godzilla, no matter how much bigger he is. Smores anyone?

3 out of 5 stars Good idea- lackluster execution........2005-08-06

I was thrilled to see this book at the local Hastings, being a monster geek and all. However, I think it could have been better:

1. Several entries were inaccurate- they claim the first Frankenstein movie was the James Whale version, which is not true. If I recall correctly, their was a silent version that was made at the very dawn of motion photography.

2. Some were redundant- there's different entries for "Living Dead" and "Zombies", along with the Gorgon and Medusa. In the, er, "real world" (as far as you can say brain-eating, walking corpses apply to it) there might be a difference, but not so much in the "reel world". (Before anyone throws a fit, let me say taht I am aware of the real-life voodoo "zombies". I just think that in movies "zombies" is practically reserved for the brain-eating type, and the Serpent and the Rainbow types should be designated some other way. Voodoo Zombies?)

3. While many obscure movie monsters were covered (Frogs? Vampire Circus? Ape from George of the Jungle?) many notables were excluded. Where's the Xenomorphs from Aliens? The Predator? E.T.? Graboids?

4. The last one might be anal of me, but there were tons of typos.

I would recommend this books for monster movie geeks (duh) but I wouldn't do so heartily.

5 out of 5 stars Kong, Frankenstein's Monster, Norman Bates and Shrek.......2005-07-21

For 100 years of movies and TV, monsters have been apart of the imagination of many geniuses; from monster animals, to monster men, to manufactured monsters and many more kinds of monsters. King Kong, Frankenstein's Monster, Shrek, the Munsters, Tarantula, Norman Bates, Dracula and Many more. For any one who loves monsters this is the book for you.

2 out of 5 stars Another mistake the book makes.......2005-03-07

It claims that Eddie was Grandpa Munster's nephew. Huh? Eddie was Grandpa's grandson.

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