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Showing posts with label Monster Manual. Show all posts
Showing posts with label Monster Manual. Show all posts

Friday, November 7, 2014

Review: D&D Next Monster Manual: Finally Got Mine


Normally I get the Monster Manual or any version of a monster book without too much thought.  A book of monsters, I'm in.  I took my time getting the 5E version.  Probably because I've been attempting to clean out some of my gaming stuff, but seem to be collecting more.  Armed with a coupon at B&N last night I decided to grab a copy.  It's nice to see my local B&N looks to be getting more gaming books. 

One of the first things I do when I get a monster manual is I flip through it to see how it's laid out.  I think the 5E MM has done a great job.  Although I am puzzled why they would dedicate an entire page to a picture of myconids.  There are much cooler critters I would rather see featured with full-page art. 

It is nearly 50 pages longer than its 4E step-brother version.  The 4E version boasts having nearly 500 monsters in between its covers.  Because of this, the stat blocks dominated the page and the art was crammed into the corners where they could find space.  The 5E MM does fewer monsters, more space and a better product.  While the art in both are great, I get to see it and enjoy it more in the 5E version.  The stat blocks for each creature is easy to find and read, they don't take up the majority of the space, allowing for more details.  I like that.

The other habit I have when getting a new critter book is to look for the critters I use a lot.  I use a lot of the trope monsters such as goblins, bugbears, orcs and pretty much all the undead.  I check my standard monsters to see if there is anything new, any change that might spark my interest.  I like to see what someone else may have come up with to add to a certain creature's legacy.

The first example is the goblin.  With their stealth ability, which increases their chance of surprise make them no joke.  In my experience with 5E so far, surprise has become a huge factor on how a battle may go.  A handful of goblins armed with bows and surprise can whittle a party down quickly. 

Second example, fricking zombies and their undead fortitude.  A DM with hot dice can make a small group of zombies nasty.  Again, I've already had experience with this.  This is another example of how taking a normally innocuous encounter and with a simple tweak, these creature needs to be handled with care (and lots of fire!).  And they give a stat block for a beholder zombie.  How can you not like that?

A big thumbs up here at the Manor for the latest iteration of the Monster Manual.  I'm looking forward to building some adventures with the 5E system.  While the stat blocks are not conducive to my micro adventures I might try to slip one. 


Wednesday, November 2, 2011

My Stack of Monsters


Not sure why just thought I would take a picture of all the 'Monster Manuals' I have.  I didn't include the rule books with monsters in them, slayer guides or other specialty books. And this doesn't include the several PDFs of critters I have.  Just plain old, big ass, books filled with monsters!  

From the top to the bottom we have the Castles & Crusades Monster & Treasure, the Monster Vault for 4th edition D&D (this is on top because its a box and I didn't want it crushed.  The best thing about this box set is the tokens you get for all of you out there who can't dedicate a room to miniatures.)  GURPS Fantasy Bestiary is next.  I know it says GURPS Fantasy and that's because I pulled out the wrong book and I didn't feel like re shooting.  I admit it, I am a lazy photog.  Next layer is the   the eight volumes of Hacklopedia of Beasts, Malevolent and the Benign which I think is a under appreciated book, Monsters of Myth, the classic Fiend Folio, then the gigantic volume of The Tome of Horrors, Pathfinder's Bestiary 1 &2, Monster Manual 2, then the one that started it all for me the Monster Manual, Monster Manual 4th edition D&D, Monster Manual 3rd edition, and way down there on the bottom is the beautiful new Hacklopedia of Beasts for Basic HackMaster.  One book that isn't included and definately one of my favorite because of its simplicity is the S&W Monster Book.  Love those stat blocks.

Tuesday, May 5, 2009

A Kinda New Look at Mr. Doppelganger

Ah, the doppelganger, one of my favorite critters in the Monster Manual. A nasty enemy who can create gobs of paranoia within the party. I took the time to flesh out their abilities and psychology for an adventure Dwayne and I wrote. There is nothing earth shattering or reinventing going on here, just my extrapolation on well known abilities and then I throw in a little of my own flavor to make it a more unique experience when my players encounter them. That was my intent at least. And maybe there will be something you can use in your campaign. The stats are arbitrary numbers and I used a system neutral approach to present the rules.

Doppelgangers are a feared race because they can alter their form to match any humanoid creature within 50% of their mass. Their transformation power is nearly instantaneous. Coupled with their frightening ability to read minds makes them a threat to every civilized race. Doppelgangers can send information, both verbal and images, instantly. Their range limit for full communication is 500 yards, but can deliver pieces of non-verbal information up to 1000 yards. Doppelgangers cannot be contacted while sleeping or critically injured.

A person needs to be in sight for a doppelganger to read their mind. When a doppelganger attempts to read the mind of a player, a contest between the player’s intelligence (and any bonuses or penalties that the DM sees fit) vs. the doppelgangers skill level should be rolled. If the player wins he will know someone is prying into his thoughts and can make a resist roll. A resist roll is the same as above. Detecting the attempt will not give the player insight into who tried to read his mind unless a critical success is rolled.

In combat doppelgangers use their mind reading to their advantage. They can anticipate attacks and coordinate with other doppelgangers. This gives them a bonus +2 to hit and defense.

Doppelgangers prefer to stalk their victim before killing. They gather as much information as they can before taking the place of their target. They work in small groups to assist one another and to minimize detection. All doppelgangers are skilled at digging and camouflaging the graves of their victims. Doppelgangers feel no remorse when they kill. They kill to survive, as a hunter kills a deer.

Alcohol cripples a doppelganger’s mind reading and shape shifting ability. It acts as a poison in their system, causing extreme pain. In such a state they are unable to focus on the form they have taken and shift between their original form and other forms taken in the past. Alcohol blocks their mind reading and sending ability. Even after the alcohol has left their system they are disoriented for a few days. Because of this weakness and the need to blend into communities doppelgangers have become experts in pretending to drink and be drunk. A player that actively observes the behavior of a doppelganger can make an intelligence roll to detect its deception.

Doppelgangers work together to improve the situation of the group. They travel in groups of twelve or less fearing more would make them easier to detect. And all doppelgangers are aware that if they are discovered they would be slaughtered.