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Monster Manual II: Dungeons & Dragons Accessory [Hardcover]

Jeff Grubb , Rich Redman , Steve Winter , Edward Bonny
3.9 out of 5 stars  See all reviews (22 customer reviews)
Price: CDN$ 46.95 & this item ships for FREE with Super Saver Shipping. Details
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Book Description

Sep 1 2002 D&D Supplement
An indispensable resource containing more than 100 new monsters for any Dungeons & Dragons game.

This supplement provides descriptions for a vast array of new creatures. Several design changes have been implemented from previous monster titles due to fan feedback. Each monster will now be illustrated, and each entry will now begin at the top of its own page. Both of these changed are meant to facilitate faster gameplay.

There will also be details on how to include any creature in a Forgotten Realms or Ebberon campaign.


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About the Author

JEFF GRUBB is an award-winning game designer whose recent credits include the D&D accessory Manual of the Planes and the three Ice Age Cycle novels, set in the Magic: The Gathering® world. He lives in Washington State.

RICH REDMAN has written the Dark¥MatterTM Arms & Equipment Guide and the D&D guidebook Defenders of the Faith. He lives in Washington State.

STEVE WINTER has worked on numerous products as editor, designer, developer, and manager. He lives in Washington State.

ED BONNY has had many articles published in Dragon® magazine, including his well-received AD&D® Planescape® and Skills & Powers articles. He lives in New Jersey.


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This book contains entries for more than 250 creatures, both hostile and benign, for use in DUNGEONS & DRAGONS adventures. Read the first page
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Customer Reviews

Most helpful customer reviews
2.0 out of 5 stars Time for an update... Aug 17 2005
Format:Hardcover
Some interesting new entries in the D20 universe such as the infamous gem dragons :) but the format is still 3.0e and starting to show its age, very difficult to use any of the LA's PC possible entries...

Save this purchase for last for the completisits out there after you have the MM, MMIII, and fiend folio in your collection. Actually after that I would probably recomend others still before the MMII, notably the advanced bestiary from green ronin which contains more interesting and up to date material than the aged MMII here.

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4.0 out of 5 stars By the Numbers... Mar 18 2004
By A Customer
Format:Hardcover
*Monster Manual 2* has 224 pages, 262 creatures, and 9 templates.

Its CR values: mean ~8.5, mode 5, median 8, low 1/4, high 28.

CR values of *MM1 3E* for comparison: mean ~5.4, mode 3, median 5, low 1/10, high 26.

It retials for $29.95, which is an average of $0.13 per page.

Overall, this text rounds out the D&D ecosystem fairly well, and its CR values are closer to the *Fiend Folio* than to *MM1*. The introduction features advancement rules and ability explanations that are superior to those found in *MM1 3E*. Unlike the *Fiend Folio*, there is no obvious focus in this collection; however, it is definitely not a book for games that attempt to develop humanoid cultures and conflicts--indeed, there are no "humanoid" types in the text at all, besides one template (there are, of course, a dozen "monstrous humanoid" types, and several outsiders that are essentially extraplanar monstrous humanoids).

Other developments include a good smattering of terrain-based creatures--more desert and swamp inhabitants (fans of the old Dark Sun setting will be pleased to see the return of the "braxat," the "dune stalker," the "sun giant," the "nightmare beast," the "thri-kreen," and the "rampager.") Also, a higher percentage of Colossal creatures and of Aquatic ones than in *MM1*.

The templates are generally good--standouts include the "Death Knight," the "Half-Golem," and the "Tauric" creature (a centaur-thing made of various humanoid and animal bits--very nice). The "Spellstitched" template is decent, though it conjures images of fireball-tossing skeletors from *Diablo*.

Noteworthy creatures--

1) Constructs--lot of good ones here: the "automatons," the "chain golem," the "clockwork horrors," the "juggurnaut," the "nimblewright," the "rogue eidolon," and the "runic guardian" are all first-rate. The "raggamoffyns" are an especially nice touch. and the golems proper are superb.

2) Undead--the best undead in the game are in this text: the "banshee," the "bone naga," the "corpse gatherer," the "crimson death," the "deathbringer," the "effigy," the "famine spirit," the "gravecrawler," the "jahi," the "ragewind," and the "spawn of kyuss"--that's the whole list, and they're all first rate--some tough CR, too.

3) Dragons--4 items here, all very very cool: the "gem dragons," the "fell drakes," the "linnorms," and the uber-badass "hellfire wyrm." These entries are probably worth the cover price by themselves.

4) Outsiders--plenty to go around:

--the "bladelings," to fill out Acheron's poltics a bit more

--2 more Celestials, both of the "guardinal" type, low CR

--8 more Demons (4 Tanar'ri), some with low CR

--3 more Devils (all Ba'atezu)

--3 more yugoloths (higher CR generally than those in *MotP* or *FF*)

--tons of "elemental" types (yeah, technically not "outsiders," but, hell, they are, really)

--and others, such as: 2 basic planetouched types ("zenythri" and "chaond"), much needed; the "rukarazyll," a bizarre aberration-thing; a few ethereal-things; and the "vaporighu," a brute from Gehenna.

5) some decent oozes (the "flesh jelly" rules), fey, plants (myconids! but the "orcwort" is good too), and so on.

6) a bizarre ape-fetish here. We have the "blood ape" (CR 6), the "cloaked ape" (CR 2), the "gambol" (CR 5), the "julajimus" (CR 12), and the "legendary ape" (CR 7). Why all the friggin' monkey-things? Don't we already have the "ape" proper, the "dire ape," and the "girallon" in *MM1*?

Ultimately, this is an all-around useful text, provided one wants to develop a game that is less humanoid-laden.

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3.0 out of 5 stars An average quality book Dec 26 2003
By A Customer
Format:Hardcover
This book deserves three stars tops, anything more than that is too generous. Roughly about 1/3 of this book consists of 1st and 2nd edition monster conversions, some really good ones like the Hook Horror, the Grell and the Jermalaine... and some not very good at all (like the Loxo and the Raggamoffyn). Some of the new monsters are likewise very interesting and well done (the Automatons spring to mind) But, some of the new monsters are also junk (take the moon rat for example... a parody of Pinky and the Brain perhaps) Still, there is enough good stuff here to make the book worth having. My other problem is that the artwork is really hit and miss... more miss than hit. The picture of the Jermalaine is particularly bad as is several others. There are a dozen or so templates that are mostly good too but nothing someone couldn't do on their own with time. I'm still glad I bought this book but I can't help thinking it could have been so much more.
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Most recent customer reviews
4.0 out of 5 stars A book that can be better
Give more varieties to the monster we can choose for a DM who want to be innnovative. But i think the authors can do more work to verify the details, as some monsters from Orient... Read more
Published on Sep 1 2003 by Chiu Ka Chun Tom
4.0 out of 5 stars A nice companion to the MM
This provides many creatures that I remebered from second edition and felt were unfairly left out of the monster manual, of intrest is that for this edition they changed the layout... Read more
Published on July 3 2003 by Nate Finch
2.0 out of 5 stars Tentacles AHOY!!
Practicly every creature in this book has tentacles, and those that don't can easily be linked to other monsters. Read more
Published on May 20 2003 by austin haws
5.0 out of 5 stars Another great Monster Manual
I don't see how anyone could hate this book. It brought back some old faves like the fomorian, firbolg, and myconid. Read more
Published on Mar 9 2003 by "gryphon1144"
5.0 out of 5 stars Nice
I like this addition to the D&D game...lots of useful stuff...
Published on Feb 4 2003 by Logan Spencer
3.0 out of 5 stars Pretty Good
This manual is pretty good, though it is not the best thing I've seen come from WOTC. The monsters were interesting (especially the Legendary Monster Template). Read more
Published on Jan 7 2003 by Preston Halcomb
4.0 out of 5 stars Must have if you want to add variety to your games
I really enjoyed this manual. When 3rd edition rolled around and replaced AD&D, I was a little disappointed with the monster manual. Read more
Published on Dec 16 2002 by Lisa Brown
4.0 out of 5 stars Passable content, excellent templates
If you already own the Monster Manual or some other book of that type, you can live without the Monster Manual II. Read more
Published on Nov 5 2002 by Robert Nephew
4.0 out of 5 stars Good, could have been great
I was pleasantly surprised by this book.
Pluses:
- Nice cover, good presentation.
- They really tried to include a picture of every monster, and (for the most part)... Read more
Published on Oct 23 2002
5.0 out of 5 stars Another D&D masterpiece!
The Monster Manual II is a quality book that matches the excellence of the other core rulebooks in the 3rd Edition D&D game (unlike the disappointing and overpriced softcover... Read more
Published on Oct 16 2002 by Rhian G. Hunt
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