Wizards of the Coast gets an “A” for effort
Review by Art Schmidt
So let’s cut to the chase, shall we? Your time is valuable and so are your hard-earned gold pieces, unless you are a thief, in which case let’s face it, it’s not really your gold no matter how hard you “worked” to pick that fat merchant’s belt pouch (c’mon, be honest, we both know it’s true). The 5th Edition Monster Manual from Wizards of the Coast (or WotC, for short), which goes on sale on the 30th of this month, is a well put-together book, with tons of classic monsters in it, and is really a must-have for anyone looking to run a homebrew 5th Edition game, or looking to convert any of their existing modules/adventures to 5th Edition. Go out and buy it, though please do not pay the $49.99 suggested retail price. Most game stores and online retailers will have it for around $30, including Amazon.
Okay, so… if you are still reading this then I will assume that: (A) you don’t fit the Dungeon Master description I used above, (B) need some more convincing, or (C) you have some time to kill right now. Either way, cool.
The book itself is nicely bound with thick high-quality covers which are a must for a book that’s primarily going to be hauled around from game session to game session in a book bag, backpack, plastic tote or other means. So, it’s going to see a lot of handling and miles (unless you are nice enough to be hosting the game, in which case, Huzzah to you!!!), and it should take the abuse quite well.
“Knock, knock.” “Who is it?” “Land shark.”
The pages are also high quality, thick glossy paper stock and the book is lively and colorful throughout. I was not a huge fan of the background on every page which was introduced in 3.0, but in this series of books (the Players Handbook and Monster Manual so far, anyway) WotC is not placing thick borders on every page which in previous versions squeezed the content and gave it a skimpier feel (lots of artwork, less content). The Monster Manual is chock-full of good information and continues their current trend of combining good humor and retro-elements into the content, as was done in the Starter Set and the Player’s Handbook. The references to the Temple of Elemental Evil, Emirkol the Chaotic and the Demi-Lich Acererak are nice touches and an appreciated wink to both older gamers and the previous creators and contributors who have helped keep the game going for so many years. I especially like the disclaimers at the beginning of each book so far, which are quite humorous and show that while the WotC Team took its work seriously, they didn’t fall prey to taking themselves so.
You will find nearly every classic monster you could ask for in the book. And while at 350 pages it is a hefty brick of a book, its usefulness to the Dungeon Master can’t be denied. From the mandatory entries of giants, dragons, fiends, elementals, constructs, undead and humanoids of all flavors, to the more exotic modrons, yuan-ti, the warring githyanki and githzerai, and the ever-present but rarely used axe beak, the book has a ton of monsters across the spectrum of challenge ratings. (Seriously, how many times have you encountered an axe beak in all of your adventures?)