A Complete Analysis of Volo’s Guide Monsters PDF

A Complete Analysis of Volo’s Guide Monsters PDF

July 30, 2021 0 By admin

Volo’s Guide to Monsters pdf was released a few years ago by Wizards of the Coast as the 2nd non-adventure book for D&D 5e.  The book costs $50 and has 224 numbers of pages of hardcover and glossy paper. It also releases in selected shops in 2016, later with a special edition having a unique design. The manuscript is chock-full of fantastic graphics, mechanics, maps, and mythology — a great deal of mythology. The underlying goal of this Volo’s Guide to Monsters pdf is to offer direct messages. It previously had run a few adventures a chance to dig a little further. The data blocks and profiles of nearly 119 new beasts take up less than 50% of the book. The remaining part of the book devotes to elaborating on the history of particular old D&D creatures and adding several new character species.

Overall, the book concentrates on mythology and detail far more than most of the Magician’s main rule books and adventures. While it has many data units and odd graphs, it focuses on creative inspiration rather than fundamentals. This might be a little thin for the cost. So not as helpful to your adventure as some other names in their collection. However, Wizards of the Coast has published an excellent and good-thought-out book. This book assists both veteran messages and players equally with Volo’s Guide to Monsters. Here we will go through the complete analysis of Volo’s Guide to monsters pdf; keep on reading to learn more.

Basic Concepts

The goal behind Volo’s Guide to Monsters pdf should be to offer DMs who have previously run a few adventures a chance to delve a little deeper. The stat blocks and details of nearly 120 new monsters of various kinds take up little just under half of its pages. The remaining half of the book is devoted to elaborating on the history of particular classic D&D creatures and adding several new player races. Overall, the book concentrates on mythology and description much more than any of Wizard’s main rule books or even adventures.

Though it has a lot of stat blocks as well as random tables, it focuses on abstract inspiration rather than mechanics. It may be a little thin for the price, maybe not as instantly helpful to your game as some other titles in their collection, but Wizards of the Coast has published a reasonable and well-thought-out supplemental that will assist both experienced DMs but also players alike with Volo’s Guide to Monsters pdf.

Whatever Volo’s Guide to Monsters pdf attempts to accomplish is a combination of many concepts? One-part fills with mythology, with just a little mechanics thrown in now and again. The following section provides a roof-to-roof data boxes with enough backstory to keep them in check. A tiny center portion connects the two halves and creates a mix of the two. This attempts to construct a backstory for the book that includes the main character, Volo, as well as Elminster. The novel, with some noteworthy exceptions, generally fulfills its promise.

Quality Wins Over Quantity

In the book, the text, graphics, geography, and other creative qualities are excellent. The book develops great new tales for its creatures while also expanding on the existing ones. Apart from a few instances, every unique mythology, either for old animals and new species, is highly detailed and comprehensive. In the right hands, it helps a DM to build far more intriguing and convincing enemies with complicated motivations and civilizations of theirs. The mind flayer isn’t any longer simply a stray creature at the base of some dungeon. You can create whole different societies and modes of lifestyle for your adversaries using the information given here.

When players find that their opponents have intellect and sophistication, they frighten and intrigue at a similar moment. For every one of the famous creatures, like the mind flayer population, ORC fortress, and Yuan-Ti palace, a model map provides. These may drop directly through your homemade adventure or utilizes as motivation for your scary encounter. Such items create with a lot of care and attention to detail, and it reflects. The creatures towards the novel’s conclusion are also fantastic; a few are terrifying, others are ugly, and some are funny. Like other Wizards 5th edition products, the visual is superb, evoking the appropriate feeling of gravity or humor for each chapter.

Objections in Style

The book begins with a prologue authored by Volo, followed by a set of hilariously appropriate remedial and insulting comments by Elminster. Thus, along with the volume promoted, it would lead to the assumption it’d publish in an untrustworthy speaker style, with similar sections personality and knowledge. We, at one, we thrill regarding the prospect of hearing Volo and Elminster face off. Unfortunately, that’s not the situation. The book nearly publishes to previous Wizards books, as well as the plot involving Elminster and Volo limits to several one-liners scattered in the book. Allow me to state unequivocally that there is nothing problem with the style in which the book present. That’s the same approach Wizards employee in history, so it works well for them so far. It simply does not appear to be what it claims.

Storm King’s Thunder

A similar occurrence occurred with another one of Wizard’s earlier books, Storm King’s Thunder, which promised interesting narrative aspects such as leveraging the might of rune sorcery and killing monsters by growing big. We mentioned in our evaluation of the item how such features seemed undeveloped and added-on. We were very forgiving in that rating than we would be now since Storm King’s Thunder proved an extremely excellent item in virtually every single way. Volo’s Guide to Monsters pdf, on the other hand, attacks two. We believe that part of the promotion for Volo’s Guide to Monsters pdf was deceptive, at least in terms of the literary style. They could have included several solid sentences of Volo’s amusing comments on different monsters. These might’ve been subpages with lengthy passages from the “actual” Volo’s Guide to Monsters pdf.

Review: Volo's Guide to Monsters - Bell of Lost Souls

However, this is not the case. We received a few one-line quotes now and again. A few of them are nearly indistinct from the standard text in terms of design. Strangely, they’d even use Volo’s title in the headline since 99 percent of the volume interests in what he needs to say. His presence seems like just another empty marketing ploy. That’s a design problem, not a fault with the volume on its own. The book’s writing style is excellent. It’s fantastic. We don’t like getting misleading assumptions when we study it.

To its part, Wizards was indeed very helpful in providing sample content for the book previously to its publication, and it might claim that this proved the aesthetic appearance. Unfortunately, not each client could ask to look up most of this information to be specific, mainly whenever the original designation on their site appears to be conveying a particular message.

Is There Enough Information?

Is it worthwhile? When matched to other items within the 5th edition line-up, it appears to be fewer worth for cash. The Monster Manual, for example, has 352 numbers page, which is 128 pages longer than Volo’s. How is it possible to justify charging the same amount for each of these items? It would be best if you judged whether it values it for you. However, it is believed that the book might have gone on sale for about $35, likely $40 at most. Sword Shore Adventurer’s Manual cost $40, and we believe it was expensive for the level of information is included. We don’t hold a business career.  This base on the assumption that we understand they might have achieved more, a lot more, particularly considering what promises regarding the interaction between Volo and Elminster.

The book notably lacks mythology chapters on a few of D&D’s more iconic creatures, like dragons, fiends, and the undead. Wizards are aware of this, and they even added a line stating, we plan to tackle other creatures in future items over the period. My question is, why? Why not use dragons? Why not use goblins? They have plenty of page space to add extra information, and we are paying a big dollar for this item. Isn’t this meant to be monster’s manual? And there aren’t any dragons or fiends to be found? Is it for grain? This does not make sense from a story standpoint. When Volo’s goal is to create a complete manual for creatures, why should he leave out the essential ones?

Stat Blocks for The Strange Occurrences That Happen in The Middle of The Night

One of my favorite experiences is picking up a whole new Dungeons & Dragons book. Opening this for the first book, the spine breaking slightly, the pages resisting turning — it all adds up to a strangely physical sensation that most readers look forward to every time. The Monster Manual series of books always seem to be my favorite to read, particularly the Fifth Edition. Each monster comes with accompanying stat blocks that make them relevant in your adventures. Still, it’s the narrative hooks that really get to me, allowing me to conjure up half-formed ideas for worlds and situations to pull my players into. Volo’s Guide to Monsters, the newest book from Wizards of the Coast, mixes the complicated nature of numbers with even more story, and it’s all the nicer for it.

Volo’s guide to monsters pdf has an in-the-book rather than a collection containing beasties ready to be plucked and dropped into a game. Volothamp Geddarm, a wandering scholar renowned for just not being entirely correct in his works, has written a book on monsters. Elminster, legendary Sage of Shadowdale, is skeptical that Volo has done everything correctly. As a result, there is the D&D version of post-it notes throughout the novel, with Elminster’s notes contradicting what Volo does have to say. Unlike the Sword Coast Adventurer’s Guide, the emphasis is still on information to help you better your game, but the narrative blurbs give so much character only to book and make it a far more enjoyable read.

Power Score: Dungeons & Dragons - Volo's Guide to Monsters Review


Volo’s guide to monsters pdf is organized into three sections: monster knowledge, character races, as well as a bestiary. The monster lore chapter delves into some of the most famous D&D creatures. Instead of the few pages inside the Monster Manual that beholders had, they now have thirteen. This enables for a more in-depth examination of how eye-beasts breed, interact with minions, battle, and go about their everyday lives. Also, there are rolling tables where you may create a beholder here on the fly (traits like skin color, texture, eyestalk form, and so on), as well as an example map of another of their lairs.

Every chapter is summarized here, along with some additional comments on everyone.

Chapter 1: Loreflail-snail the Monster

Monster Lore, the very first 100 pages of said book, is precisely what most readers anticipated. However, there is some crunch where most readers expected fluff for the lives of Beholders, Giants, Gnolls, Mind flayers, Goblinoids, Hags, Kobolds, Orcs, and Yuan-Ti. Beholder charts showing size, form, and texture, as well as a fantastic random name generator, with strategies, various eyestalk powers, minions, treasure, and a lair map, are examples of excellent features that may comprise crunch. History, mentality, and biological function are all covered in detail, which, as far as most readers know, has never been done in literature before, giving the GM a better understanding of this favorite of monsters.

The subsequent chapters feature asymmetrical in the sense that they do not follow a predictable pattern. More information on giants’ origins, habitat, and personality characteristics may be found in the Giants chapter. Gnolls contain information on tactics, random elements, and features, including tables to assist in forming a Gnolls Warband. Mind Flayers have a few magic artifacts that are unique to their civilization. Yuan-ti have a number of charts that describe their varying physiology. Each species described includes a map of their usual lair, which provides some excellent instances where the race’s trappings would otherwise be somewhat obscure.

Part of History at The Start of Book

The book begins with a part devoted to the extensive history, mythology, and physics of nine traditional D&D monster varieties. Beholders, Giants, Gnolls, Goblinoids, Hags, Kobolds, Mind Flayers, Orcs, and Yuan-ti, are among them. Everyone is jam-packed with excellent material on a broad range of topics, such as anatomy, strategies, lairs, loot, culture, and history. The parts weren’t all arranged precisely but are individually suited to their particular creatures. The viewer part, for example, emphasizes physical features, lair design, and strategies.

In contrast, the giant’s role emphasizes heritage, communication, and rank. Apart from Giants and Gnolls, every chapter has a whole-page example castle map for Mods to utilize or be influenced by. There are a lot of new creature kinds here, as well as odd tables spread around. The material is most helpful, although a few parts appear to wander or are overly dramatic. Nearly the whole Mind Flayer chapter, for instance, is exciting and jam-packed with excellent ideas.

In contrast, the Gnoll part is a little too easy. There are not enough fascinating things happening to justify the extra space it occupies. Although it is a personal preference, you would most likely like this if you’re a genuine Gnoll lover.

The Page of Generic Charts

Moreover, do we seriously want a whole page of generic charts for beholder physical characteristics? Do we seriously want to dice for physique radius as well as eye shape? These parts feel like they might be helpful rarely in a lifetime experience, so don’t offer anything we couldn’t pop up with our own in just thirty seconds. The bulk of the information on this page is excellent! We only hope there are more of them. Bring us fiends, undead, and dragons. We must, however, endure. Suppose you’re designing a homemade session and want to employ any of the creatures listed here as the primary antagonists in your play. In that case, this part will come in handy.

Chapter 2: Racesfirebolg

In this section, we provide a good range of new avatar types for Computers to utilize. The majority of them are unique. However, a few are terrible. Goliath, Kenku, Aasimar, Tabaxi, Tritons, Firbolg, and Lizardfolk are the hero type. A few are entirely new, whereas others are simply copying of previously published Uncovered Arcana material. Each item provides a decent, thorough summary of the history, character playing rules, and features. In reality, the approach is similar to that of the species described throughout the Player’s Guide. Several of these non-creatures’ species might be too hideous or weird for several DMs to accept in their realm. However, they do provide a variety of fascinating viewpoints and roleplaying possibilities. For instance, Lizardfolk’s distinct physique and mentality might offer some fantastic opportunities for teams prepared to let them.

The following monster races feature in a short final section: Hobgoblin, Bugbear, Goblin, Kobold, Yuan-ti, and Orc. They are provided with just the bare minimum of mechanics, encouraging you to study their flavor text somewhere else within the volume. Despite its brief length, it might be the least approachable and immediately helpful chapter.

Chapter 3: Bestiary

Eventually, we come to the good stuff: extra monsters! As previously mentioned, there are around 119 new species included here, as well as several gemstones to discover. A significant portion of the zoo comprises variations of known monsters, like the Stone Giant Dream walker and the Hobgoblin Iron Shadow. There are some monster groups, which get a slew of new entrants. Dinosaurs, Beholders, Demons, Mind flayers, Kobolds, and Giants are among them. The remainder of the creatures is either unique or stand-alone. The artwork is fantastic, and the history provided beside each piece is as intriguing.

Section A: Strange Beasts

That’s a little section with a few odd animals. If anybody out there wished for a dolphin to appear in their promotion, their wishes have granted.

Section B: NPC (Non-Player Characters)

This is a massive group of NPCs with different CRs. Most of these developments’ bases on Player’s Guide spell casters. Bard, Archer, Archdruid, Martial Arts Adept, Blackguard, War Priest, as well as Master Thief are among them. There are also NPC wizards to every sorcery style, like the Necromancer, Illusionist, and Abjurer. Warlocks have been given a similar approach, with various statistic blocks depending on patronage, like the Archfey Warlock, Fiend Warlock, and Great Old One Warlock. This area allows you to see what a specific character type might seem like in an NPC stat block.

Section C: List of Monsters

This is a collection of monsters categorized by monster kind, difficulty rating, and habitat.

Faith Reviews: Volo's Guide to Monsters Part 1 – Pitfalls and Pixies


Volo’s Guide to Monsters has a wealth of information. They introduce fantastic new creatures, extend knowledge on old monsters in exciting ways, but do so in a good-organized and wonderfully drawn manner. If you’re on edge about purchasing this item, ask yourself these queries: Would you receive enough benefit out of every lengthy paragraph of history, context, and flavor message? Would you believe the book is valuable at the expense, considering its brevity? You have the proper answer.

We could inform you that there aren’t reasonably sufficient to satisfy you when all you need is an essential addition to the Monster Book. Enjoy studying literature and are truly curious about what beasties utilize their eye beams when outside of battle, how brain flayers breed, and how Yuan-Ti sets his shrine every day. The book may be worth your time. The quality is excellent, but the quantity is insufficient.

Volo’s Guide to Monsters pdf gives ongoing D&D players a more profound look – a deeper roster again for DM, broader insight into familiar enemies, and a more extensive selection choice for players who wish to go far beyond (admittedly very vast) character choices in the PHB. This is mainly a DM-focused book in terms of functionality. There is fascinating reading to be obtained, but (except the rare goblinoid but rather orc PC), it’s also reading that the DM utilizes not so much the players when the dice strike the table. Volo’s guide to monsters pdf fills that function nicely, providing some great extra flavor for common monsters as well as new choices, making it a worthwhile supplement to a D&D 5E game.