Review copy courtesy of
Wizards of the Coast.
Pros:
Lots more of full
colour art. I've been saying this throughout this iteration of D&D,
but it's been consistently good and plentiful. My favourite
illustrations continue to be the more photorealistic style
environment shots.
New monsters are
provided for Dungeon Masters. About half the book is basically a
Monster Manual. Many of them
are generally useful demons, devils, humanoids and undead.
New player options
are provided here in the form of subraces, and one new race. These get a fair amount of detail. Treat these as a bonus though as this is a rather Dungeon Master focused book.
Well written
exploration of the Blood War (yes please, one of my favourites),
gith, dwarves, gnomes and elves.
The limited edition
covers have looked consistently good and the option being present is
nice. I also like this limited edition cover.
At 256 pages, this
book is about 60 pages fatter than Xanathar's Guide to
Everything, which I felt
was getting too light. Great to see the page count go back to
roughly 250.
A nice breakdown of
monster by environment, and challenge rating. Not too impressive
page count wise but so very useful.
Could Go Either Way:
Topics such as the
Blood War, gnomes and elves are well covered in previous editions.
This reduces the value of the book for those that already read about
these things in previous editions and aren't curious about the
changes made for this one.
A more even
distribution of challenge ratings compared to the Monster Manual. About 2/3rds of the
creatures are challenge rating 7 or higher.
Cons:
My copy had quality
issues. Both of my books had improperly cut pages that were folded
into the book. Now, this doesn't make the book impossible to use but
I'd recommend taking a careful look when picking the book out at the
store. If you see a section with folded corners, there's a good
chance it'll have this issue. Look below for pictures.
The demon princes are
taken from the existing adventure Out of the Abyss.
If you don't have that adventure you won't notice but for those of
us who do, the usable page count of the book decreases.
No PDF*
* Denotes nitpicking.
|
The standard cover (left) and deluxe cover (right). Not bad, right? I prefer the deluxe one myself. |
Introduction
It's
been rather quiet this year on the D&D book front, however the
silence has now been broken. Having a full release on May 29, Mordenkeinen's
Tome of Foes
bring new subrace player options (which also nicely double as things we DMs
can use), monsters, and more to help build worlds and adventures. The
Blood War is back. Gnomes and elves are getting attention. If I had
to describe it in one sentence I'd say it's a rather good book
that's a sprinkle of Player's
Handbook
and mainly Monster
Manual,
which should have been expected from a name like Mordenkeinen's
Tome of Foes.
And with that description, let's jump into the meat of the book.
New Player Options
The new player options
here are in the form of new subraces (8 tiefling, 3 elf, 1 dwarf, and
1 gnome) for established races and a new race for gith. They also
come with flaws, bonds, and other roleplay goodies. As always, this
also can double to aid the creative Dungeon Master in creating NPCs.
If you were looking for a lot of mechanics and crunch to help create
new characters, there is some but you might be left wanting more. The
majority of this first section is instead chronicles what these
groups look like from a society and history stand point. Naturally
this is interesting to both Dungeon Masters and player. It also
includes ideal, flaw, bond, and some organization tables such as what
a traveling group of dwarves looks like. It's a good read, but as
always with this sort of thing it may be lost on you if you are
running your own campaign where dwarves, tieflings and elves are
drastically different from their published versions.
New Monsters
First
thing's first, there are some repeats from previous books. In
particular the demon lords from Out
of the Abyss
return along with their art. If you missed that book you'll probably
like it, but if you have Out
of the Abyss
this does reduce the useful page count a bit.
The monsters themselves span a very impressive range. Earlier books,
such as the Monster Manual, tended to have a clustering of low
level monsters and then a sprinkling of higher level ones. This book,
on the other hand, has a more even distribution of creatures. Roughly
2/3rd of the creatures are challenge rating 7 or higher.
The basic rules, SRD and Monster Manual provide a good basis
for low level campaigns so an emphasis on higher challenge ratings is
what I think we needed.
Quite a few of the monsters here have a gimmick. Chokers can
suffocate players on a critical, for example. Again, this is what I
like to see since it prevents combat from devolving into hitting a
hit point pinata and instead allows for interesting things to happen.
And outside of combat, there are many monsters that just beg for an
adventure to be written about them. I'm glad to see the boneclaw
back, and vampiric mist seems like a fun one to run too. Since the
Blood War is a focus of this book, there are a lot of fiends. There's
also a lot of humanoids as you'd expect with chapters on drow,
gnomes, and dwarves. There's also a smaller number of undead,
constructs, monstrosities and aberrations. If you are planning to run
a devil centred campaign, this will come in very handy. Humanoids,
demons and devils are very common in campaigns so I wouldn't call
these creatures niche either. High level creatures are less general
purpose but challenge rating 20 creatures and higher tend to be
unique.
Demonic
Boons
Since we have demons, and cults, there are boons provided here. These
boons are granted to cultists from their patron and enhance them in
some way. I really like these. It allows for easy customization of
cultists, and makes a whole lot of sense. They provide stat bonuses,
and special abilities to cult member and cult leaders. And of course,
you can use them as templates for making your own. Or disregard them
because you have a better idea for one of your cults.
World
Building
There is quite a bit of emphasis on world building here. From the
Blood War to the gith, to the Raven Queen, many different aspects get
focus. A common theme through this book is that the knowledge
presented isn't the be all and end all. For the Raven Queen, for
example, is mysterious and the text provided details doesn't sound
definitive. This is really nice from a Dungeon Master perspective
because it gives us leeway and leaves a lot in our hands. I like this
aspect of this edition in general.
It's interesting and well written. The Blood War in particular was a
bit overdue for this edition so it's really nice to see it here. Many
a campaign had the Blood War as a backdrop including one of my
earliest. The other sections (gith, dwarves, deurgar, halflings,
gnomes, and elves) are also well written. I may be a bit biased
towards the Blood War though. There are also a good number of tables to help you customize these groups. This is very useful and I love this addition. The only big problems I could foresee here is
people not liking some of what is done in this edition with things
they already knew from previous editions, and that it would be
familiar to D&D veterans. If D&D 5th edition is
your first, I think you'll have a pleasant read.
|
Gith image from Mordenkainen's Tome of Foes. Rather typical example of the art style in this book. |
The Art
If
you've bought any books in this edition you know what to expect. Art
is plentiful and maintains the same style found in the previous
books. Typically this means stylized depictions of monsters, people
and places with the occasional water painting like location. The
water painting style was always my favourite of the bunch and the
rest didn't appeal to me in the same way. I've also included the
cover images for both. I think I prefer the deluxe version again.
Unfortunately, the art for the demon lords is reused from Out
of the Abyss.
It's not bad, and the two page spread of Zuggtmoy
still
looks great to me, but it would have been nice to have some new art
too. In the original Monster
Manual
I really liked the depiction of the wraith. In this one, image I've included below was one of my favourites.
This style is an outlier in this book though. Other monsters deserving a shoutout are the boneclaw, astral
dreadnought, and leviathan.
|
One of my favourite images from this book. The environment art continues to be great. More of this please. |
Book Build Quality
The
overall design of the book, the quality of the pages and the cover
are all things we've seen before. Put this book on a shelf with
another book from this edition and they'll look like they belong
together. However, both of my books had some quality issues. It looks
like the pages were improperly cut and folded into the book. It's
easier if you just look at my example picture. This occurred on both
my deluxe and standard edition so I'd suggest that if you are picking
up the book from your local game store, take a quick peek for any
folded corners.
|
Keep an eye out for this when picking out your book. The pages weren't properly cut. |
Price
Nothing new here. MSRP is
$50 USD for both the standard and limited editions, and you can get
it for cheaper by looking online and going used. If the quality
issues I mentioned above concern you, the extra cost of getting the
book in person may very well be worth it.
What I felt was Missing
This is a solid book.
However, I would have liked to see more maps and lairs in the same
vein as Volo's Guide to Monsters.
This book is heavier on the crunch for new monsters, but maps are
always a big help for Dungeon Masters looking to run them. We also
have a lot of monsters included here and I would have liked to see
some encounter groups included in Dragon+ and linked on book page on
the Wizards of the Coast
website. We
got the stats for some archdevils but it would have been nice to have
all of the archdevils defined here as well. As it is now, you read
through the section on the current archdevils, and are disappointed
when your favourite doesn't have stats.
Free Stuff
These
later books have not been as consistent for free stuff as some of the
older ones. Indeed, this book doesn't lend itself to it as well as
the adventurers where the introduction section like
Death House
could be given out for free. Actually, I think we got more stuff in
the form of free maps from previous adventures leading up to this
edition (I'd recommend taking a look for those here).
The adventure there, The Risen Mists,
is also of interest in that edition. It's a bit odd that the free things don't
directly advertise the new book, but I guess that what keeps people
playing helps in the long run. You can see some art from the book. That's mostly it. So unfortunately, not much free material for this
particular book.
Summary
Overall,
I enjoyed this book but by far enjoyed the Blood War, githzerai and
githyanki, and monster sections the most. This easily takes up more
than half the book, so I'd say it's an interesting book for Dungeon
Masters wanting to throw more creatures at their players. It's well written, and the subject matter is widely applicable to campaigns thanks to the focus on common creatures like devils, demons, undead, and humanoids. These
creatures are also more spread out than previous books, and many
monsters are meant to challenge higher level characters. It'll be a harder sell to veteran players who already know these topics, but the second half being a mini Monster Manual will still make it tempting. Just keep an eye out for the defect I mentioned.