If you are playing an elf, dwarf, halfling or gnome, there is some really grat backstory information in terms of their deities and gods, how their societies exist and how to play into those, and from those, we also get some playable races, including 3 elven variations and a dwarven and a gnome variation. Most intresting is the addition of the Gith; their story of seeking to escape oppression from the mindflayers that ruled them and how their traits come out of that struggle are very intresting to me and I love that you can play either a Githyanki, who have been focusing on battle and strength or a githzerai who have been focused on developing their minds.
A treasure trove of high CR Monsters, providing loads of new, high CR Monster as well as republishing some particular juicy enemies, such as Demogorgon from the out of the Abyss Module. Many of these creatures do not call the Material Plane their home, and are plentiful on other planes. Any DMs who are runnings or intend to run high level campaigns, one shots, or contents in place other than the Material Plane will definitely love the creatures this book provides.
Thses bites of information and lore can easily serve ad the basis for new campaigns, ways to add flavors to Devils, Fey and other creatures, and even grant perspective into elements previously established in other 5e supplements. Good book, thorough lore and fun new ememies and characters option. The Tome of Foes is broken down into six chapters. The first five chapters covering lore and the last chapter providing a bestiary with over monsters. Lore takes up just under half of the book.
This battle of the demons of the Abyss against the devils of the Nine Hells for supremacy of the cosmos is called the Blood War. This chapter provides a history of the conflict and then details on each side. For devils, we learn about the rulers of each layer of the Nine Hells and the diabolical cults who follow them. The many fans of tieflings will be happy to see subraces to match up to each of the Nine Hells and its leader.
For demons, details are provided for each of the demon lords and demonic boons to provide to their followers. This chapter looks at the long history and eventual split. Each of the gods of the elven pantheon outlined with about half a page each. Finally, each type of elf is gets a thorough look and subraces are provided for Eladrin for all four seasons , sea elves, and the Shadar-Kai and some tables to roll details about elves from.
Another of the ancient wars involves the dwarves and tragic clan duergar who were enslaved by mind flayers. This chapter looks at that conflict and details the people who make up each of its sides. For dwarves we find out what makes them tick looking at their clans, strongholds, gods, enemies and pursuit of perfection. The duergar are a dark reflection of the dwarves and we get a deep look at their society too and reprinted stats for playing a duergar.
Finally, we get and some tables to roll details about both dwarves and duergar. It has six chapters, full of unique and adventurous stories and missions. This addition helps a Dungeons and Dragons player. It also provides a wide range of realism and detail to the Dungeons and Dragons multiverse in different campaigns and stories. The stories related to a specific race and their struggle to survive is indeed intriguing. The flexibility in the book provides the reader to expand the storyline.
However, he likes and wants it to be. It provides its reader with detailed information for the creations of creatures for a specific race. The primary purpose is to provide its readers with detailed information about different races of creatures in Dungeons and Dragons for a better experience. The data for the monsters and how they can be created and used is fantastic.
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