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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)

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Book Description

Sept. 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
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... March 18 2004
By A Customer
*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*.
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3.0 out of 5 stars An average quality book Dec 26 2003
By A Customer
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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4.0 out of 5 stars A book that can be better Sept. 1 2003
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 has minor mistakes in their description. (Am I too picky?)
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4.0 out of 5 stars A nice companion to the MM July 3 2003
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 of the monsters stats slightly and added in stats for the creatures AC when flat footed and for the ranged touch attack (serious players will note this as a time saver).
Also nice were the templates that could be applied to many creatures to vary the challenge.
Still missing is a good explantion on setting CRs and some of the crs are alittle off
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2.0 out of 5 stars Tentacles AHOY!! May 20 2003
Practicly every creature in this book has tentacles, and those that don't can easily be linked to other monsters. It seems that the fundamental design for these beasts was to take a standard monster, add tentacles, give it a name, and draw a [feeble] picture of it. When will creativity and innovation return to the RPG world of monsters? I would reccommend a cool book like the Fiend Folio instead of this <hee hee> Monstrosity.
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5.0 out of 5 stars Another great Monster Manual March 9 2003
I don't see how anyone could hate this book. It brought back some old faves like the fomorian, firbolg, and myconid. I found out the the myconid was in Dragon issue 292, and I was afraid I would never see them again. However, D&D was kind enough to print my favorite creature in the book. I was looking forward to the grippli, but it was not included. The hook horror was a great creature to bring back too. I enjoyed the new creatures too. Tarrasques seem so wimpy compared to a phoenix, corpse tearer, or fiendworm. My one problem with the fiendworm is that it could ruin a campaign, since it will not stop. I suppose a fiendworm could be magically trapped and accidentally released, but they can really change a kingdom.
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