Title: D&D MORDENKAINEN'S TOME OF FOES (Dungeons & Dragons) Pdf
Wizards D&D Team
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.
Good book, bad shipping packaging. Good book, thorough lore and fun new enemies and character options.Needs substantially better packaging. The first book came with a heavily dented cover and torn pages. Even the replacement has mashed corners. Find this book in a hobby store if you want your book to look like new.A Great Tool for DMs, Not as Great for Players I got my copy of Mordenkainen's Tome of Foes a tad early, and as a DM, I couldn't be happier. This book is a look at extraplanar existence in 5E, focusing on many great places (such as the Nine Hells) and interesting races (such as the Gith and the Eladrin) to add flavor to different places in a lot of campaigns. That said, this book might not be for everyone, particularly players, so I've decided to supply a rundown of what this book is and what it isn't.So, without further ado:WHAT THE BOOK IS:1 - A Tome of Terrifying Foes: A treasure trove of high CR monsters, providing loads of new, high CR monsters as well as republishing some particularly juicy enemies, such as Demogorgon from the Out of the Abyss module. Many of these creatures do not call the Material Plane their home, and are plentiful on other planes. The Feywild now has the Eladrin, the Shadowfell now has creatures based on negative emotions, Zariel the Archdevil makes an appearance, strange creatures known as Star Spawn, beings oft associated with Elder Evils or Great Old Ones, are also present, and many others are to be found. Any DMs who are running or intend to run high level campaigns, one shots, or content in places other than the Material Plane will definitely love the creatures this book provides.2 - A Tome of Lore: Mordenkainen's also expands upon lore elements present within 5E, such as the origins of elves, the inscrutable Raven Queen, the Blood War between Fiends, and other noteworthy pieces of 5E's lore. These bits of information and lore can easily serve as the basis for new campaigns, ways to add flavors to Devils, Fey and other creatures, and even grant perspective into elements previously established in other 5E Supplements.WHAT THE BOOK IS NOT:1 - A Player Resource: While the Tome of Foes grants so many tools and plot devices for DMs, it provides exceedingly little for players. In fact, the only new content designed with the players specifically in mind in this book are the new races/subraces. There are no new classes or archetypes, no new feats or rules that the players might want to use. There are wonderful bonds and background ideas for many types of adventurers, such as drow and duergar, but in my experience, many players will often gloss over written suggestions in favor of their own, though your own mileage with these new ideas will vary. While the new races/subraces are cool and interesting, if you are a player hoping to use this in a way similar to Xanathar's Guide to Everything, you will almost certainly be disappointed.2 - A Focused Book: Covering topics that span a multitude of planes, Mordenkainen's Tome of Foes does seem a little... all over the place. Yes, it provides much for extraplanar adventures, but there is no broad story to be told, no specific species expanded upon in the way that Volo's Guide to Monsters expanded on Beholders, Giants and so on. It expands more on racial and planar history rather than creature personalities, which some might find disappointing.FINAL THOUGHTS:As a DM myself in the midst of creating my own homebrew world, I love this book. It adds a lot of interesting lore to already interesting races/places, and expands upon a few that haven't really gotten much limelight in 5E. If I had been a person not interested in DMing, however? The five star rating I gave this book would have probably dropped to a 3. There just isn't much here for players, something that previous supplements all had. This is probably the first book since the Dungeon Master's Guide that is very, very heavily tailored to one side of the D&D player spectrum, in this case the DMs. If you're a DM looking for a new expansion on lore and high CR creatures, I recommend this book wholeheartedly. If you're a player, you'll probably want to skip over this one. The races/subraces aren't enough to justify a $30-$50 price tag.WotC is just knocking it out of the park recently This is the best 5e supplement yet released, hands down. The care and attention to detail and overall presentation is exceptional. Given that the scope is for higher-level adventuring, it'll be a while before I can use most of the stuff within, but it's so well presented that it is inspirational for even stuff leading up to being able to use it. Plus, the lore about the playable races is peerless. Players and GMs both will benefit greatly from the first half of the book, and GMs who need high level ideas or new ways to challenge players will benefit greatly from the latter half. It seems to be greatly implying that a rerelease of Planescape or Spelljammer is forthcoming as well so we can look forward to even more material along these lines in the future
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