Regular marked price: $34.95Discount Price: $23.07
Cost Savings: $11.88 (34%)Price fluctuation possible.
How soon does it ship: In stock soon. Order now to get in line. First come, very first served.
Shipping? Absolutely FREE if you qualify for Super Saver Shipping.
Type of bind: Hardcover
Brand: Wizards of the Coast
Dewey Decimal Number: 793.93
EAN num: 9780786939206
ISBN number: 0786939206
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 224
Printing Date: July 11, 2006
Publishing house: Wizards of the Coast
Release Date: July 11, 2006
Sale Popularity Level: 18617
Studio: Wizards of the Coast
Other books you might be interested in perusing:
Editor's Notes and Comments:
Product Description:
Monster Manual IV is the most recent volume in the best-selling Monster Manual line. Sure to be popular with both Dungeonmasters and players, this supplement to the D&D® game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms® or Eberron® campaign. This product is tied to 2006’s Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.
User popularity level:

Rated by buyers
-
I purchased this book thinking I'd get a modest addition to the variety of monsters available to throw at my parties, perhaps spark some ideas.
I was woefully disappointed when I received it. Dozens upon dozens of write-ups of leveled-up and templated creatures (Drow, etc.) from the Monster Manual and elsewhere.
The new (?) creatures included were simply bizarre, and not in the good way. More the "Huh, that's.. strange... I can't ever imagine using that" sort of way.
My suggestion - go to used bookstore, pick it up, peruse it. If you find a group of monsters that you are *already using* (or about to use) fleshed out nicely, go for it. Otherwise... well, up to you.
Rated by buyers
-
I've been a DM for about 15 years, and can see why many think that this book was not on par with previous editions. on the positive, for new dm's, or those without large amounts of time to plan can appreciate the monsters with class levels in the base 4 archtypes. i will admit, there have been plenty of times that i've had to do a shoddy mismatch of humanoid and class levels in a pinch. having it pre-planned gives a little more spark. weigh that against new monsters, its like apples and oranges. with the monsters in the other manuals, add to those from other publishers, it isn't going to kill the creature catalog to loose a few pages to the class levels, maps, and organizations within the book. Nit-pick for me was having the templates within the manual and not at the end of the book (my anal-retentiveness for remembering what books have what templates) Over all, liked the clockworks (more smaller ones needed, that's the jules vernian fascination in me tho), for me, the time saving beats the pages lost. Will i ever use half the monsters, no, but thats the same with most of the other books, i go theme based, over hit list any day of the game.
my 2 copper
Rated by buyers
-
Of the additional MM supplements, this one is by far my favorite. As a DM who enjoys immersing my players into the eternal struggle between the evils of the dragon goddess Tiamat and those of the Good Dragon King Bahamut, the spawn of Tiamat are a frequently encountered enemy in my adventures. For those who are used to the format of previous editions, the monster statistics block had a slight change, but not to worry! Everything you need to know is still there. It took me some getting used to, but I think most DMs will find it convenient. Take advantage of the myriad creatures within, but be warned, there may be more monsters than your adventurers can cleave.
Rated by buyers
-
Although it has some interesting critters, I found the inclusion of so many NPCs a waste of space. NPCs like those presented here should be doled out on the web. The book should be all about new monsters, not modifications of existing monsters. It's not the worst book I've seen from Wizards of the Coast, but it's definately one of the worst.
Rated by buyers
-
In the beginning, after my original read of the MMIV, I had the same thoughts as many of the other reviews. The new stat blocks, being not like the old stat blocks, were a nusience to read. The extended information on ecology, encounters, knowledge, treasure, and whatnot, while kind of useful, sucked up space where more monsters could have been. And the endless inclusion of well-known monsters with class levels was just a waste of space. I mean, what DM worth their salt couldn't throw a few class levels on an orc or drow when they needed them?
And then there I was, ten minutes to my subsequent session with a burning need to have a pair of lizardfolk barbarians fight my players. Yeah, I could have added some attack bonuses and whatnot on the fly, but then I realized, "Wait! I have the MMIV! That has more lizardfolk types than I could possibly need! And they're statistically correct!" Thusly, my game was saved.
Yes, any DM worth their salt can add a few class levels to monsters... if they have the time. For us more harried DMs, having pre-generated leveled monsters is a boon beyond reckoning. And the maps can be used over and over again. Certainly I've used a cavern map of mine at least four times with my current group. Each time it was the lair or corridor or ambush site of totally different creatures, and the group thought it cool each time. The geode caverns of the gnoll tribes could be used for any wilderness encounter, and etc.
The various encounter suggestions are excellent as well, as they occasionally provide ideas and adventure seeds. As I also play in the Realms and Eberron, suggestions for how monsters tie in to both places works on multiple levels, or can give people ideas on how monsters can fit into their own worlds.
As for the monsters themselves, I have to say I like 'em! I haven't had a chance to use a lot of them, because I have over a dozen monster books, and there's only so much death you can throw at your players in a single session. However, there were some excellent constructs, fey, and plants, always favorites of mine, in addition to some nasty oozes, elementals, and aberrations. I don't often use demons, devils, and various outsiders that often, so I can only say they look suitibly evil/good/neutral.
The reason this book gets three stars instead of higher, is that there are less monsters for the buck, even though what is there is perhaps more useful. Also, switching the format for the stat blocks makes me sad, as I have to constantly search for the information I used to be able to find in a snap. Yes, perhaps I will eventually get used to the new format, but right now it just drives me up the wall.
Find other books like this one: