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Monster Manual 3: A 4th Edition D&D Core Rulebook (Dungeons & Dragons 4th Edition)

Monster Manual 3: A 4th Edition D&D Core Rulebook (Dungeons & Dragons 4th Edition)
Authors: Mike Mearls, Greg Bilsland, Robert J. Schwalb
Brand: Wizards of the Coast
Category: Book

List Price: $34.95
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Rating: 5.0 out of 5 stars 8 reviews
Sales Rank: 15897

Media: Hardcover
Pages: 224
Number Of Items: 1
Shipping Weight (lbs): 1.9
Dimensions (in): 11.2 x 8.5 x 0.8

MPN: 25384
ISBN: 0786954906
Dewey Decimal Number: 793
EAN: 9780786954902
ASIN: 0786954906

Publication Date: June 15, 2010
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  » Monster Manual 3 Core Rule Book Dungeon and Dragons RPG by Wizards of The Coast

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Product Description
WOC25384 Monster Manual 3 Core Rule Book Dungeon and Dragons RPG by Wizards of The Coast

This core rulebook packs in over 200 new monsters to menace Dungeon and Dragons player characters. Classic monsters such as the derro, the mimic, and Lolth (Demon Queen of Spiders) make their first appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic dragons!

Monster Manual 3 introduces a new monster format that offers more background and story material to inspire Dungeon Masters.



Customer Reviews:
Showing reviews 1-5 of 8



5 out of 5 stars The Best MM released!   August 26, 2010
J. Burgos (West Hollywood, CA United States)
1 out of 1 found this review helpful

What a formidable book of monsters. Im new to 4th ed but I am a veteran of D&D since first edition. I picked this up after reading many reviews online. I love the new monster block layout and how easy it is to use. Best yet is that all these critters are also downloadable through DDI (Dungeon's & Dragons Insider). The artwork is spectacular and the big boss is Lolth, Demon Queen of Spiders. It offers multiple aspects of this big baddie along with other notoriously famous demons and devils from 1st edition. If you are not into 4th edition this book is not for you. If you have made the switch, or are new to D&D altogether then you'll find this book particularly useful (if you are your gaming groups Dungeon Master).


5 out of 5 stars The best of the Monster Manuals   August 20, 2010
William M. Wilson (Illinois)
2 out of 2 found this review helpful

Monster Manual 3 breaks with the previous Monster Manuals in a few pretty big ways.

As the other reviewers have mentioned, the stat block format has been revised. It's a bit easier to use, now, and makes it easier to keep track of various special effects that overworked DMs might otherwise overlook.

Also, and more importantly, it looks like the designers have finally hit their stride when it comes to monster design. There are several major departures here, all of which came about after the designers saw how monsters work in play. MM2 had some minor improvements - like solo HPs, adjustments to solo and elite defenses, and so on. MM3 goes even further. In fact, these monsters are so much more usable and so much beefier than the ones in MM1 and MM2, your players might look at you in shock. "What do you mean, that guy does 3d12+16 damage?!"

Here's a rundown. You can get more details in the July 2010 Updates from WotC's site, including a new damage expression chart.

* Brutes are no longer inaccurate. Like every other monster, they attack at Level+5 vs AC, or Level +3 vs F/R/W. This means you don't need to feel like brutes of levels lower than the party are just eating up useless XP in your encounter budget.
* Soldiers are no longer accurate. They had everything going for them already.
* Pretty much every Elite has a way to attack more than one enemy per round, either as burst/blast, or as a double attack mechanic. They count for two monsters, so they should do the damage of two monsters.
* Most importantly, the damage expressions are overhauled. On normal attacks, most monsters will deal 1/2 their level in additional damage. Brutes do even more - about 25% above and beyond the normal damage expressions.

What does all this mean? Well, most 4e DMs know that, by Paragon level, Level+0 encounters no longer pose a major threat to even a minimally tweaked party. You need to use Level+2 or Level+3 encounters, instead. This means the monsters' defenses and their HPs are significantly higher, and it can lead to long, dragging fights.

With these tweaks, encounters go back to normal. Level -1 is a decent challenge, and Level +0 becomes the norm. Level +2 or Level +3 become quite difficult, suitable for more climactic battles.

It's a good change, and a welcome one. It will mean that MM1 and MM2 monsters will no longer seem so shiny, but they're easy enough to before a session. Hopefully the upcoming Monster Vault will retool a few of our favorites.



5 out of 5 stars Wonderous Improvement!   August 18, 2010
Ace Thomas (Houston, TX USA)
I'm not going to go into much detail since everyone seems to be on the same page here. The MM3 it literally a monster manual, and not a, "how to play your monster's manual." I'm vastly impressed by the lore and specificity on the demons and devils -- which was perfect for me since my players at the moment are playing in a post-apocalyptic hell-world that's parallel to the Nine Hells, so the demons, devils and evil creatures made it vastly easier to get a hang of creating malicious creatures. Ogremoch is a notable name, I very much enjoyed everything about this guy and I suggest you go buy this book and read about him as well.


5 out of 5 stars Big improvements   July 25, 2010
Eric Christian Berg (Williamsville, NY USA)
4 out of 4 found this review helpful

The latest in the Monster Manual line for Dungeons & Dragons introduces two changes. The new stat block is much easier to use in play, organizing actions by their type (standard, minor, triggered) and including relevant information about traits in the block itself, so you don't have to look them up in the glossary. Further, there is more flavor text for each entry, giving descriptions, background, and even stories about the creature. This latter was something that was sorely lacking in the 4th edition Monster Manuals and I'm glad to see its return. The Lore entries simply weren't sufficient in many cases to get a good feel for a monster. As for the selection of monsters, there is a fine variety with a slight emphasis on the Epic tier. Many new varieties of already established monsters are here (Drow, Dragons, Elementals, Giants) as well as creative 4th edition updates of old classics (Catoblepas, Mimic, Thri-kreen, Cloakers) and entirely new creations like Apocalypse Spells, sentient remnants of powerful ancient spells. As with all of the monster books in 4th edition, there is also the stats for a god (Lolth, in this case) and several creatures of god-like power (two of the old Princes of Elemental Evil: Imix and Ogremoch) for upper Epic-level campaigns. Overall, it is an excellent entry into the line.


5 out of 5 stars Great addition   July 25, 2010
Brandon J
This is a fantastic addition to any 4th edition campaign a good deal of new monsters as well as some new types of previous monster. Gone are the old encounter groups and instead we are given suggestions of what to pair them with base off of monster lore. Admittingly some of the monsters are a bit over the top such Allabar, Opener of the way who is a giant Sentient planet from the Astral Sea, Very cool but had to find a use for it. A few other grips is with some of the new templates of old monsters for example they gave us 3 new types of Beholder again cool but we already have so many.

The format of the monster stat boxes has gotten an over haul for the better, everything is now clearly listed as Move, Minor, Standard, and Trait. No more of the "Oh and by the way it does this too".

All in all I think its a fantastic book that would have a place in any Dungeon Master Bag of Holding.


Showing reviews 1-5 of 8


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