Σκληρό εξώφυλλο Kobold Press Tome of Beasts (5E).

Brand:Kobold Press

3.9/5

85.94

Σηκώστε το Tome of Beasts και δώστε στους παίκτες σας μια συνάντηση που δεν θα ξεχάσουν σύντομα!. Δ.Μ.: Μια συλλογή από εκατοντάδες μάτια επιπλέει στο διάδρομο προς το μέρος σας, παρασύροντας γάγγλια και στάζει καυστικό υγρό που τσιτσιρίζει όταν χτυπά στο έδαφος. Τι κάνεις? ΠΑΙΚΤΗΣ: Αποσύρομαι και γίνομαι αγρότης. Χρησιμοποιήστε τα στο αγαπημένο σας δημοσιευμένο περιβάλλον ή συμπληρώστε τα μπουντρούμια σε έναν κόσμο δικής σας δημιουργίας. Συμβατό με την 5η Έκδοση του πρώτου παιχνιδιού ρόλων στον κόσμο!. Το Tome of Beasts περιλαμβάνει τέρατα από ολόκληρη την ιστορία του Kobold Press, με μακροχρόνια αγαπημένα πλάσματα, όπως κουρδιστά πλάσματα, δράκους και δράκους, διαβόλους και αψιδωτούς διαβόλους, επικίνδυνες γεύσεις φέι, νεκρούς και πολλά άλλα!. Εδώ είναι περισσότεροι από 400 νέοι εχθροί για το παιχνίδι σας στην 5η Έκδοση—τα πάντα, από μικροσκοπικά drakes και περίεργες αράχνες, μέχρι δαίμονες και αρχαίους δράκους. Είτε χρειάζεστε παράσιτα του μπουντρούμι είτε μια προσωποποίηση του κακού που συγκλονίζει τον κόσμο, το Tome of Beasts το έχει. A Horde of New 5th Edition Monsters!.

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Σηκώστε το Tome of Beasts και δώστε στους παίκτες σας μια συνάντηση που δεν θα ξεχάσουν σύντομα!. Δ.Μ.: Μια συλλογή από εκατοντάδες μάτια επιπλέει στο διάδρομο προς το μέρος σας, παρασύροντας γάγγλια και στάζει καυστικό υγρό που τσιτσιρίζει όταν χτυπά στο έδαφος. Τι κάνεις? ΠΑΙΚΤΗΣ: Αποσύρομαι και γίνομαι αγρότης. Χρησιμοποιήστε τα στο αγαπημένο σας δημοσιευμένο περιβάλλον ή συμπληρώστε τα μπουντρούμια σε έναν κόσμο δικής σας δημιουργίας. Συμβατό με την 5η Έκδοση του πρώτου παιχνιδιού ρόλων στον κόσμο!. Το Tome of Beasts περιλαμβάνει τέρατα από ολόκληρη την ιστορία του Kobold Press, με μακροχρόνια αγαπημένα πλάσματα, όπως κουρδιστά πλάσματα, δράκους και δράκους, διαβόλους και αψιδωτούς διαβόλους, επικίνδυνες γεύσεις φέι, νεκρούς και πολλά άλλα!. Εδώ είναι περισσότεροι από 400 νέοι εχθροί για το παιχνίδι σας στην 5η Έκδοση—τα πάντα, από μικροσκοπικά drakes και περίεργες αράχνες, μέχρι δαίμονες και αρχαίους δράκους. Είτε χρειάζεστε παράσιτα του μπουντρούμι είτε μια προσωποποίηση του κακού που συγκλονίζει τον κόσμο, το Tome of Beasts το έχει. A Horde of New 5th Edition Monsters!.
Country of Origin China
Customer Reviews 4.8 4.8 out of 5 stars 1,221 ratings 4.8 out of 5 stars
Item Weight 3.27 pounds
Language English
Manufacturer Paizo Inc.
Manufacturer recommended age 14 years and up
Product Dimensions 11.5 x 8.25 x 1.25 inches
Release date January 1, 2020

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Scritto da: Endzeitgeist
An [...] review
This gargantuan tome of monsters clocks in at a massive 433 pages, 1 page front cover, 1 page inside of front cover, 2 pages of editorial/thanks, 2 pages of ToC, 1 page SRD, 2 pages of advertisement, leaving us with a mind-boggling 424 pages of content, so let's take a look! This review is based on the second version of the book and was moved up in my review queue at the request of numerous readers. Well, wait...before we do, please bear with me as I embark on a little tangent. As I'm typing this, D&D 5e is a relatively young system, a phenomenon I like to call "B1BS" - Bland 1st Bestiary Syndrome. I have seen A LOT of first bestiaries for various editions and they, obviously, have to cover the classic basics. Unfortunately, that also means that they tend to bore the hell out of me. Yes, I need my dragons, devils, etc. in a new gaming system and these books cover exactly that...but still. Call me monster-hipster or discerning connoisseur, but ultimately, it is the second, the third bestiary I'm looking more forward to...or the 3pp bestiaries. Here, you can usually find the uncommon, the strange and the weird. It is hence I look forward to the first big 3pp-bestiaries with a mix of anticipation and trepidation. Traditionally, there is one downside to big 3pp-bestiaries: Budget. 3pps usually don't have the budget for a ton of expensive artworks or, if they want to get a book of these proportions done close to the system's infancy, lack the time for making all the critters utterly unique in abilities and tricks. there are exceptions to this rule, obviously, but particularly in a system's infancy, separating the wheat from the chaff is pretty difficult. Well, the first thing you'll note when flipping open this book would be that Kobold Press obviously did have the budget thanks to the KS that powered this: The Tome of Beast is chock-full with a gigantic array of absolutely stunning full-color artwork, making it frankly one of the most beautiful bestiaries I have read by any publisher. Yes, I actually consider this book to be more aesthetically pleasing than Pathfinder's first bestiary or the 5e Monster Manual. The second problem mentioned, at least concept-wise, is a non-entity of an issue as well: You see, Kobold Press has years upon years of evocative critters released for 3.5, 4th edition, Pathfinder, 13th Age...add to that the rich lore of the various Midgard supplements and you have a gigantic panorama of mythologies and concepts to build upon...and at least as far as I'm concerned, context has always made it easier to design critters for me. So the ideas already are there, just awaiting their mechanical representation. That is not to say that this book contains only previously released critters, mind you - quite the contrary is the fact, actually! There are a ton of creatures contained in this massive book that have not been seen before. There is a reason for this scope: The massive mythology established for the Midgard campaign setting is defined partially by the gigantic assortment of creatures one can encounter there. Once again, this does not mean that the book is in any way tied to the system: While numerous little boxes and side-bars elaborate upon and contextualize the respective adversaries, this book can be considered to be very much campaign setting agnostic, although Midgard's themes obviously do influence the type of creatures you can find within these pages. The relative prominence of fey, to name a creature type, is a direct result of the canon established for the setting. Even beyond the confines of the setting, this canon can be considered to be an inspiration for the GM - when e.g. fey lords and ladies begin their entries by first establishing a massive array of fluff regarding their positions, including obvious adventure hooks, the book does shine. Speaking of which: From the challenge 8 Bear Lord to the legendary Lord of the Hunt to the Queen of Night and Magic or the River King, these beings not only are beautifully portrayed, they also make excellent use of several of 5e's peculiarities: Legendary actions, lair actions and the like supplement these powerful entities...and the book also features regional effects: The areas in the vicinity of the fey lords start behaving in unique ways: The region containing the river king, for example, provides abundant fishing, but also makes streams strong and erratic as well as increasing the chance of rain and thunderstorms. The powerful entity thus makes his presence felt, merely by...well, being present. This is as great a time as any to speak about one crucial feat that this book manages: Beyond being a massive collection of creatures, the book actually manages to unlock several of the absolutely legendary modules from Kobold Press' catalog for D&D 5e. While conversion into the system is pretty easy, it is ultimately classes and monsters that are hardest to adapt; GMs seeking to convert some of the ever-green gems released for other systems thus have a crucial work load taken off their shoulders...and, considering the absolutely stunning artworks suffusing this book, they also get the bonus of having a great visual representation of the iconic foes. (5e GMs: Seriously consider getting "Courts of the Shadow Fey" - it's frankly one of the most unique, amazing modules I know and with this book, conversion is dead simple for experienced GMs). That only as an aside. And yes, the Snow Queen is in this book. Told you there are a ton of new creatures inside! Now another issue bestiaries of this size face would be that different people expect different things from bestiaries and striking the right balance between those needs can be challenging. Let's face it, we gamers are an opinionated bunch: Take e.g. the owlbear or flumph - ask 10 gamers what they think about these classics and you'll get vastly diverging opinions. Two of my players absolutely love these two, while 2 others immediately start groaning whenever I use these foes. As such, opinions will diverge when faced with e.g. an oozasis/mockmire - gargantuan, intelligent ooze that sports the option to implant compulsions in those that partake from its waters or fruits, a thing that can actually emit vapors that manipulate the emotional status of creatures nearby. The serpent/leopard hybrid serpopard would be an actually cool magical hybrid creature that I can see becoming a classic. So beyond the fey and such creatures, one aspect I always loved about Midgard (and Southlands) is that the books manage to quote real world mythology and add this distinct, Midgardian spin to everything, generating an internally concise mythology of a fantastic earth-like environment that kinda could have been...if the world was steeped in magic, flat, and surrounded by the world-serpent...but you get my drift. The adaption of such themes also does not take the usual, Tolkienesque/Anglo-Saxon focus you can usually find in RPG-bestiaries, instead drinking deeply from the wells of Germanic, Slavic and Norse mythologies as well as from sources beyond the ken of many a designer. You know, before Tolkien pretty much defined the basic assumptions we have for the type of fantasy we play in, the world did not sit idle and research can unearth a vast panorama of fantastic sources from far before the time of the venerable professor. Christian medieval mythology, for example, still features the accounts of Prester John, fabled ruler of the Nestorian nation, a legend sprung from the missionary endeavors of Thomas the Apostle, who supposedly ruled over a land of immortal and wondrous creatures. Back then, this realm was considered to be possible...and while we now know that the realm as depicted in the sources does not exist, the mythology it created, with for example the blemmyes, who have no head and wear their face on their breasts, still resonates to this date. To the uninformed, they may constitute a nice, if a bit weird adversary; to those in the know, they
Scritto da: Slight Confusion
A Great Guidebook of Goons
Kobold Press puts it well on the back of the book: "Here are more than 400 new foes for your 5th Edition game - everything from tiny drakes and peculiar spiders, to demon lords and ancient dragons." For a game master that has a tough time letting dozens of dollars fly from my wallet for these books, the Tome of Beasts is a phenomenal bestiary with so many options to throw at players that it can get overwhelming. As a result, some of the entries among the Morphoi and Flab Giants can feel a bit uninspired (I'm looking at you, Ice Maiden). But for every lady out in the cold for too long, there's an Oozasis and a Mi-Go who more than make up for some derivative work. On top of that, each monster has some piece of information valuable not only to a game master, but to a regular player. Find a distressingly beautiful woman lounging in the dunes beyond an oasis? Perhaps the sand that's turned to glass around her means you should stay away. Living as an artificer on the wrong side of the law? Maybe ask your GM about creating a Spider Thief to aid in your capers. For those that feel the worldbuilding or lore around monsters in the official 5e sourcebooks are lacking, Tome of Beasts does a serviceable job to build a lair around that shambling humanoid hulk made of vines across the river. If I could criticize anything on the Tome of Beasts, the organization feels pretty weak. There IS a well-resourced appendix - listing by Challenge Rating no less! - but some collections of creatures have small forwards like the Fey Lords and Ladies, while entire species like Drakes and Golems have no such blurbs. It's a minor detail, but I feel having something to encompass all these new giants and ghouls would be nice (especially for creatures like Demons, where something like the Sap Demon is nowhere near their demonic brethren because it's listed as a "Sap Demon" instead of "Demon, Sap". While the creature is listed as an Ooze instead of a Demon, the decision confuses me nonetheless). With Kobold Press also publishing the Midgard campaign setting - one I have not had the pleasure to play/run myself - many of the monsters feel inspired or intended for their other written works. In fact, many monsters have small blurbs that detail how a particular beast lives or dies in Midgard. If you've already purchased any material from that setting, this is an even better purchase. As I review this, the Tome of Beasts is being offered for $50 without a sale and around $38 while on-sale. Either are grand prices for this weighty and satisfying tome.
Scritto da: D. Bailey
Minor Production Issues
A decent collection of monsters for D&D 5th edition. Some minor production issues -- a few typos that snuck through editing, some blurred text in places, and paper that's lower quality than what's used in official D&D books. Worth having, though, as it'll be great for expanding your campaign.
Scritto da: Jack Gray
A Must Have For All You Gods Out There
This is by far a must have for aspiring DMs and players who want more interesting and fun encounters. Jam packed with lore, these creatures further expand the lore and worlds of Dungeons and Dragons, mixing real life mythology and twisting it ever so slightly in a way which is just perfect. One of my favourite enemies in this book are the clockwork creatures, which were absolutely perfect for a dnd game I was currently doing at the time. This book contains challenging and terrifying monsters, and over 400 to be exact! Furthermore, they are all unique and excellent for roleplay. I especially love the dragons, of which the incredible Cosmic(?) dragon is my favourite. There are also a huge selection of completely unique and new demon lords, arch devils and Fey Lords/Ladies to integrate into plots and storylines. However there aren't any eldritch patreons of mass power to take inspiration from, but there are Old One enemies. There is one issue, however, but this can easily be fixed by a dm: Some of the stats seem... confusing. Some 'tiny' and 'small' enemies, for example, have large pools of health for their apparent size. Now if the creature was magical or powerful I wouldn't mind, but most of these creatures are simple animals or beasts. However, this odd choice is easily fixed, if you see a problem with it, by simply editing the health. I personally lowered the health of these tiny creatures but gave them higher armour class to reference their harder to hit nature, due to being so small. However, this is, in my opinion, the only relevant issue. If you're looking for a book which has twice the monsters and twice the lore, with art equal to, if greater than the official dnd monster books, then the Tome of Beasts is the book to buy.
Scritto da: Dr H.
Simply Exceptional
This book is huge. The description of the number of monsters for your players simply doesn't prepare you for quite how many options you get within this literal Tome. Not only that, but the monsters are interesting. Each has an interesting and evocative description along with some combat-based abilities that stop every encounter feeling like "I roll to attack my players, I hit, they take damage". Instead, you will find creatures with spells that they can cast a certain number of times per day (easier than keeping track of spell slots), defensive abilities and other unusual capabilities that will make every encounter feel fresh for your players. I couldn't recommend this book enough.
Scritto da: Richie Littleton
Absolutely Essential for the GM/DM
Absolutely brilliant book. Its hardback, very well laid out, wonderful print quality, this is going to become your singular most important resource in 5e. The expansion of monsters is IMMENSE, and fills in some utterly huge gaping holes in the original offerings of the Monster Manual and Volos Guide. I cannot stress this enough - THIS IS ABSOLUTELY ESSENTIAL.
Scritto da: Mr Kieran McPhail
A new and terrifying sight for the players at the DM's fingertips
Arrived promptly and on time. The book is a spectacular addition and as a DM, allows me to throw a curve ball with some new and unknown to my players creature of immense size and multiple dangerous abilities at the end of one of their delves, they now proceed through every adventure with a new caution and swords drawn as the Tome of Beasts lies on the table, markers littering it's 400 odd pages with menacing intent. All in all, for new DM's and players, I'd still say the WotC basic Monster Manual is a solid starter, but for those battle hardened warriors and well learned wizards, this literal tome is a new and terrifying step into a bewildering amount of monsters!
Scritto da: Mark Turton
Herald of Blood that throws exhaustion stacks like crazy? Check That same Herald can make Blood ...
Really well made, I had the pdf version but my phone does 5 jobs during sessions so wanted to take some strain away from it. Now I just weep for my back, carrying all these books around. This one is hefty, roughly as large as the DM guide book and players handbook combined, but the monsters inside are very varied and have some newer ideas for things to throw at your parties. Herald of Blood that throws exhaustion stacks like crazy? Check That same Herald can make Blood Hags that rip off your pc's faces to disguise themselves? Check Kobold Trapsmith to confound lower level dungeons? Absolutely The Monster Manual and Volo's Guide are useful, this book adds and more.

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