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Volo’s guide to monsters is one of the best books you could have to yourself, especially if you love dungeons and dragons. If you are one of those fans who are looking to add depth to common villains which the heroes will face, then this is a great supplement for you. Not only that, but with this book, you can also expand the DMs choice of having more monsters, all unique, which will help you spice the game up and make it better for you.
The book is written from Volo’s perspective and it is one of the most detailed books you will see. Bolo is a traveling wizard who hails from the Forgotten Realms setting. Volo thinks of himself very highly, almost having a narcissistic personality and he is also prone to conflation. However, the annotations from Elminster are present which counter every word that comes out of Volo’s mouth, making it a fun and an amusing read for you.
Volo’s guide to monsters was an important and necessary guide for Dungeons and Dragons. The monsters which are currently available are older ones and have been there ever since the game came into existence. With the addition of new characters every now and then, and new monsters, it keeps the players interested in the game for as long as possible and gives the players a more enchanting experience.
One of the best things about this book is the chief conceit of the design. Throughout the book, you will come across various comments of the archmage Elminster Aumar and the Volothamp Geddarm. With these side notes you come across every now and then while reading the book, you get a much better experience of reading the book and it also adds a flavour to the book.
Volo’s Guide to Monsters PDF Information
Size: 65 MB
A brief look at Volo’s Guide to Monsters
Here, we will discuss what the book is about in detail. The first part, Part 1, of the book has a deep dive into some of the most notable characters of Dungeons and Dragons such as Mind Flayers, Giants, Beholders, and many others.
The second part of Volo’s guide to monsters consists of new racial options for all the players. Some of these were introduced in other books, but this one has all of them at one place. The remaining part of the book consists of some “Plug and Play” NPCs, as well as bestiary of the newer creatures, great and small.
There are three sections in which the body of Volo’s guide to monsters is divided, which are:
In the first section of the body, you will see that the book deals with various groups opposing the players. This section becomes more interesting with the Beholders, gnolls, orcs and a few other villains. The book has tables which make the creation easier to use.
In the second section of the book, you will see that the book has introduced new playable races which the player can use. With this, the players get more choices for the races. The players can play outlandish characters with these new characters.
However, you need to be warned about the powers gamers who could exploit them by finding imbalances. Thus, trimming some race abilities down should not come off as a surprise to you. Here, you will see the stats for playing races which are basically fodder for the party like kobolds or orcs.
In the final section of the book, you will see the expansion of the monster manual. Here, you will see more variation of a few monsters which are included in the first section. You will also see some new creatures. You will also see some new sets of various monsters which you can use to create fun interactions and new ones. A few of the characters are brought from the grayhawk era of Dungeons and Dragons.
Also Read: Xanathar’s Guide to Everything
Volo’s Guide to Monsters Races PDF Review
The book has some of the best stuff for the DM and also has a lot of new stuff for the players. The focus is mainly on three things which are new monsters, new playable character races and Monster Lore including new variants and lairs.