Chapter 3: Bestiary provides game statistics and lore for nearly one hundred monsters suitable for any D&D campaign. Gain access to rules and story for dozens of monsters new to fifth edition Dungeons & Dragons, such as the froghemoth, the neogi, and the vargouille.

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Volo 39;s Guide To Monsters Pdf Download


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I've been looking on building a volo guide to monsters deck for a while now, but I've been seeing some people who build him complain that he's not as fun as he looks as he's a targeted removal magnet and there's a tendency to be hated off the board before they can actually do anything. I'm on budget with around 100 dollars to build him which means I don't afford cards like deflecting swat. This leads me to my question; how's your experience with him? Do you get to play or just get hated off the board?

The digital edition on D&D Beyond is scheduled to be delisted on May 17, 2022, which corresponds with the digital release of Mordenkainen Presents: Monsters of the Multiverse (2022). Monsters of the Multiverse contains revised versions of the player races and monsters originally published in Volo's Guide to Monsters and Mordenkainen's Tome of Foes (2018).[9][10] In May 2022, D&D Beyond stated that users will retain access to previously purchased copies of Volo's Guide to Monsters and Mordenkainen's Tome of Foes.[11] Christian Hoffer, for ComicBook.com in May 2022, commented that "one major concern about the delisting is access to the chapters of lores contained in Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Both books contained dozens of pages of lore about the D&D multiverse that don't appear in Monsters of the Multiverse. [...] D&D Beyond has not said whether the various expanded lore chapters will be available to D&D Beyond players moving forward, or if they'll be delisted and essentially removed from access by new players moving forward. Of course, D&D players can still read the lore in Volo's Guide to Monsters and Mordenkainen's Tome of Foes by purchasing physical copies of the books, which will still be available even after Monsters of the Multiverse is released next week".[9]

The monsters in the back end of the book are also great; some are nightmarish, some are grotesque, some are hilarious. The art here is, as with all the Wizards 5e publications, stellar, invoking the right sense of seriousness or comedy that each entry requires.

The majority the of content here is great! I just wish there were more. Give me dragons, give me fiends, give me undead. Alas, we have to wait. If you are planning on running a homebrew campaign and are interested in using any of the above mentioned monsters as main villains in your game, this section will be very useful for you.

Finally, we get to the meat and potatoes: more monsters! As I stated above, there are over 120 new monsters featured here and there are quite a few gems to be found. A good chunk of the menagerie is made up of variants to existing monsters, such as the Stone Giant Dreamwalker or the Hobgoblin Iron Shadow. There are a few specific monster categories that get a whole series of new entries. These include: Demons, Beholders, Dinosaurs, Giants, Kobolds, and Mindflayers. The rest of the monsters are mostly original or stand alone. The art is fantastic here and the added lore next to each entry is equally as interesting.

I can tell you that if all you want is a simple expansion to the Monster Manual (ie. just a crap ton of new monsters), there are not nearly enough for you to be satisfied. On the other hand, if you love reading lore and are genuinely interested in things like what beholders use their eye rays for outside of combat, how mindflayers reproduce, and how a typical yuan-ti temple might be laid out, the book might be worth it to you. The quality is good, the quantity is lacking. 

Ultimately, what you have is a guide book. When travelling with a guide book, no one has memorized the contents - but the contents are there for searching if one has the time and knowledge to try and find it.

The stats are the player's way of understanding the threat the monsters represent in-game. They know their own stats and that allows them to understand what their PC can do - knowing the monster's stats is no different. In any case, they would know this stuff after their first combat encounter anyway.

Blurb from the publisher: 'Contains 81 durable, laminated cards for a range of rare and deadly monsters. With game statistics on one side and evocative art on the other, they are the perfect tool to help Dungeon Masters manage and reference their menagerie during play.'

What you get: Your EUR 14 or USD 20 or GBP 13 will buy you the D&D Monster Cards - Volo's Guide to Monsters, a deck of cards with 81 monsters for your Dungeons and Dragons 5e game. As the name suggests, the item is an accessory to Volo's Guide to Monsters. The company behind it is Gale Force Nine, a license-holder from WotC that has produced a broad array of D&D 5e materials and accessories like miniatures, screens, cards, maps etc.

The 81 cards contain a selection of monsters from Volo's Guide to Monsters. Their challenge rating ranges from 1 to 16. Forty two of the entries (Appendix A: Assorted Beasts, Appendix B: Nonplayer Characters, as well as a few of the entries from the Bestiary chapter itself) are not reproduced in card format.

All the cards have strong red frames and a beigeish background. Most texts are black, written in an extremely small font. The text size throughout the cards remains consistent no matter how much blank space this creates. The front side of a card depicts the monster itself (the image is taken from Volo's Guide as expected) along with its name and the D&D logo. Out of the 81 monsters in the deck, 2 monsters do not have an image, while one set of monsters shares the same image. The back side of the card repeats the monster's name along with its stat block. The stat block is presented in an abridged manner, and includes the following: descriptors, alignment, stat modifiers (not the stats themselves though), its abilities, its actions, its challenge rating and XP value, along with the page reference where the monster can be found in Volo's Guide.

The strong points: I am a big fan of RPG accessories and materials that can facilitate play, so by definition I am well predisposed towards any approach that makes the DM's life easier and the game more engaging. The former can easily construct a deck for the monsters his players will encounter during the session, without the need to page-flip or to loose himself on notes upon notes. If you are into old-school sessions, the experience can be randomized. Just pick random cards from inside the deck and you are good to go. I enjoy describing to my players how they perceive a monster, showing however a monster greatly enhances a game... ...as long as you players won't flip the card over to look at the stats!

In contrast to its previous practice on the Spell Decks that we examined together, Gale Force Nine has finally included a page reference for every single monster depicted on a card. That wasn't so hard to do. I want to believe that this utterly needed step was dictated by common sense, and not by the fact that the monsters' stat blocks are abridged. The page reference makes an enormous difference towards the usefulness and immediate usability of the product during a session.

The product feels like good value for money. One can gain access to the majority of the monsters' stablocks of Volo's Guide without buying that book. For those who care mostly about the gamist aspect without the descriptions this isn't a bad deal.

I wouldn't like to be in Gale Force Nine's shoes when they get the rights to publish cards for monsters which are not depicted in the book. Two of the monsters in these cards are not shown at all; there is only an emblem where their image should have been. In another case (Grungs and Grung Elite Warriors) the same image is repeated. I don't know the licencing agreement between Wizards of the Coast and Gale Force Nine, yet this is a typical case where none of the parties rectifies an obvious omission and the customer is the one ultimately hurt. Either Wizards should have created new art for GF9 to use, or it should have allowed GF9 to create new art for the entries that didn't have any. This is the gentlemanly thing to do, not pretending that the issue doesn't exist.

Conclusion: Monster Cards - Volo's Guide to Monsters is the first deck of monster cards that I review for D&D and I am overall happy with them. The cards try their best to include the most information possible from the monsters' stat blocks, reference the rulebook every single time, and facilitate the DM into running his game. They have shortcomings (size difference, only a selection of monsters, not every entry has a visual identity), at the end of the day however I can live with them. More of a 3 / 3,5 to be fair, the product loses the goodwill of the half point due to not stating explicitly that it only cover a part of the book's entries.

If you are expecting a Monster Manual Part 2, this is not quite it. This is a combination of a Monster Manual and a lore book. A handful of classic D&D monsters get an in-depth lore expansion with history, new subspecies or monster kin, variant abilities, monster traits and flaws, treasure habits, lair maps, and battle tactics. The monsters that get this special treatment are:

All of these races and monsters look appealing to play. I am a little disappointed that there are no rules yet for were-characters. I would have loved to see some pure-blood lycanthrope rules, but maybe that will be in another publication. 006ab0faaa

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