"Monster Manual Expanded has plenty that should spark a player's imagination. From enormous mimics to mind flayer assassins to succubi with bardic abilities, there's plenty of monsters to add to a DM's arsenal and turn a good encounter into an instantly memorable one. Best of all, none of the monsters feel overpowered or unbalanced, so DMs can toss these creatures into their campaigns instantly with minimal prep involved." - Comicbook.com
"The creativity and attention to detail that went into this already makes it must have companion to your MM... you should buy this book and watch your player's jaws drop when monsters they thought they knew prove capable of so much more!" - DnD Character Lab
"Monster Manual Expanded does a fantastic job of lovingly recreating monsters that were sadly missing from 5e... Whether you're looking to populate your homebrew world or just looking to make that 10th playthrough of Lost Mines of Phandelver a little more interesting, Monster Manual Expanded should be one of your go to resources." -Nerdimmersion
Monster Manual Expanded, the current #1 hottest DMG title, is a 321-page source of content that supplements the Monster Manual. It aims to provide Dungeon Masters more options and flexibility in designing adventures and dressing up their dungeons with a wider variety of creatures and characters that are based on the Monster Manual. Finally, it also adds variants that provide a nostalgic and classic feel that DMs experienced with the older editions are probably familiar with.
In total, there are over 470 creature stat blocks in this book at the Dungeon Master's disposal!
Just fought an Ancient Banshee in a session, and it definitely feels like it should have been playtested more. While the numbers matched the CR/expected difficulty, the conditions were definitely overtuned and therefore not fun to play against, with an accidental TPK just waiting to happen.
Corrupting Touch should only Frighten at first, and Paralyze if the target is already Frightened when being hit with it. Paralyzing straight away is not fun.
Also, Deathly Wail should have a HP threshold for reducing you to 0, just like all other features like that in the game do. Again, knocking players from full to 0 after just one failed save is a TPK waiting to happen.
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DMG Link: Monster Manual Expanded
"Monster Manual Expanded has plenty that should spark a player's imagination. From enormous mimics to mind flayer assassins to succubi with bardic abilities, there's plenty of monsters to add to a DM's arsenal and turn a good encounter into an instantly memorable one. Best of all, none of the monsters feel overpowered or unbalanced, so DMs can toss these creatures into their campaigns instantly with minimal prep involved." - Comicbook.com
"The creativity and attention to detail that went into this already makes it must have companion to your MM... you should buy this book and watch your player's jaws drop when monsters they thought they knew prove capable of so much more!" - DnD Character Lab
"Monster Manual Expanded does a fantastic job of lovingly recreating monsters that were sadly missing from 5e... Whether you're looking to populate your homebrew world or just looking to make that 10th playthrough of Lost Mines of Phandelver a little more interesting, Monster Manual Expanded should be one of your go to resources." - Nerdimmersion
Monster Manual Expanded, the current #1 hottest DMG title, is a 321-page source of content that supplements the Monster Manual. It aims to provide Dungeon Masters more options and flexibility in designing adventures and dressing up their dungeons with a wider variety of creatures and characters that are based on the Monster Manual. Finally, it also adds variants that provide a nostalgic and classic feel that DMs experienced with the older editions are probably familiar with.
In total, there are over 470 creature stat blocks in this book at the Dungeon Master's disposal!
You can check out a youtube review:
Just fought an Ancient Banshee in a session, and it definitely feels like it should have been playtested more. While the numbers matched the CR/expected difficulty, the conditions were definitely overtuned and therefore not fun to play against, with an accidental TPK just waiting to happen.
Corrupting Touch should only Frighten at first, and Paralyze if the target is already Frightened when being hit with it. Paralyzing straight away is not fun.
Also, Deathly Wail should have a HP threshold for reducing you to 0, just like all other features like that in the game do. Again, knocking players from full to 0 after just one failed save is a TPK waiting to happen.