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Dungeon And Dragons Monster Manual PDF Free Download
How to Use This Book
The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that inhabit it.
You might read a monster’s entry and be spurred to create an adventure revolving around it, or you might have an awesome idea for a dungeon and need just the right monsters to populate it. That’s where the Monster Manual comes in handy.
The Monster Manual is one of three books that form the foundation of the Dungeons & Dragons game, the other two being the Player’s Handbook and the Dungeon Master’s Guide.
The Monster Manual, like the Dungeon Masters Guide, is a book for DMs. Use it to populate your D&D adventures with pesky goblins, stinky troglodytes, savage ores, mighty dragons, and a veritable horde of creepy crawlies.
Guidelines for creating encounters with monsters can be found in the Dungeon Master’s Guide.
That book also contains wandering monster tables and other goodies to help you use the monsters in this book in interesting ways, as well as advice for modifying monsters and creating your own.
If you’ve never run a D&D adventure before, we recommend that you pick up the Dungeons & Dragons Starter Set, which demonstrates how to take a bunch of monsters and build an exciting adventure around them.
Where Do Monsters Dwell?
If you are new to the D&D game, you might not be familiar with the weird and wondrous places where monsters can be found and fought.
When most people think of a dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word “dungeon” takes on a broader meaning to include any enclosed, monster-infested location.
Most dungeons are sprawling underground complexes.
Here are a few other examples:
- A ruined wizard’s tower atop a lonely hill riddled with goblin-infested tunnels
- A pharaoh’s pyramid filled with haunted crypts and secret treasure vaults
- A lost city in the jungle, overgrown with vines and overrun with demons and demon-worshiping cultists
- The icy tomb of a frost giant king
- A filthy, labyrinthine sewer system controlled by a gang of wererats The Underdark
- There is no greater dungeon than the Underdark, the underworld beneath the surface world. It is a vast subterranean realm where monsters accustomed to darkness dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the following:
- A mind flayer prison or asylum, filled with mindless thralls and raving lunatics
- A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered
- A fortified outpost bristling with armaments, guarding the way to a magnificent drow city. A subterranean rift filled with giant fungi and ruled by a megalomaniacal beholder or mad Fomorian king
What Monsters to Use?
Many monsters inhabit dungeons, while others live in deserts, forests, labyrinths, and other environments. Regardless of which environment a monster traditionally calls home, you can place it anywhere you want.
After all, “fish out of water” stories are memorable, and sometimes it’s fun to surprise players with gricks hiding under the desert sands or a dryad living in a giant mushroom in the Underdark.
Types of Monster
A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type.
For example, an arrow of dragon slaying deals extra damage not only to dragons but also to other creatures of the dragon type, such as dragon turtles and wyverns.
The game includes the following monster types, which have no rules of their own.
Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought.
Golems are iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.
Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals.
Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests.
In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes
|Author||Wizards of the Coast|
|No. of Pages||354|
|PDF Size||27.5 MB|
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Dungeon And Dragons Monster Manual PDF Free Download