---
product_id: 6337687
title: "D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)"
price: "€ 22.91"
currency: EUR
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reviews_count: 13
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# vivid, immersive illustrations 150+ iconic monsters 400+ detailed stat blocks D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)

**Price:** € 22.91
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## Summary

> 🐲 Unleash legendary battles with every page turn!

## Quick Answers

- **What is this?** D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)
- **How much does it cost?** € 22.91 with free shipping
- **Is it available?** Currently out of stock
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## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Core 5e Essential:** One of the three must-have D&D 5th Edition core rulebooks, perfect for every Dungeon Master.
- • **Visual Storytelling:** Beautiful, full-color illustrations bring every beast and villain to life on your gaming table.
- • **Epic Monster Arsenal:** Over 150 ready-to-play creatures to fuel your campaigns and keep players on their toes.
- • **Comprehensive Stat Blocks:** 400+ detailed stats ensure smooth, immersive encounters without breaking your flow.
- • **Endless Adventure Potential:** From goblins to dragons, challenge your players with a diverse bestiary that sparks creativity.

## Overview

The D&D 2014 Monster Manual is a hardcover core rulebook for Dungeons & Dragons 5th Edition, featuring over 150 classic monsters and 400+ detailed stat blocks. Designed for Dungeon Masters aged 14 and up, it combines vivid illustrations with comprehensive game mechanics to elevate tabletop roleplaying adventures.

## Description

A menagerie of deadly monsters for the world's greatest roleplaying game. The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures. The monsters contained herein are culled from the D&D game's illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.

## Features

- Fill your Dungeons & Dragons games with pesky goblins and mighty dragons for players to battle or beguile, outwit or outrun
- Over 150 ready-to-play D&D monsters
- Over 400 stat blocks—with all the info a Dungeon Master needs to run encounters
- Detailed descriptions and beautiful illustrations
- 1 of 3 D&D Core Rulebooks for 5th edition—the Player’s Handbook (rules for playing the game), the Dungeon Master’s Guide (how to run the game), and Monster Manual (creatures to encounter in your game)

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Age Range Description | Age Range:12 Years & Up |
| Asin | 0786965614 |
| Best Sellers Rank | #190,114 in Toys & Games (See Top 100 in Toys & Games) #882 in Game Pieces |
| Brand Name | Dungeons & Dragons |
| Color | Black |
| Customer Reviews | 4.9 4.9 out of 5 stars (30,105) 4.9 out of 5 stars |
| Edition | 5th |
| Global Trade Identification Number | 09780786965618 |
| Grenre | GAMES & ACTIVITIES, REFERENCE, Reference, Role Playing |
| Included Components | HC Book |
| Item Dimensions | 8.54 x 0.86 x 11.14 inches |
| Item Part Number | WOCA9218 |
| Item Type Name | Tabletop Game |
| Item Weight | 1.2 g |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Part Number | A92180000 |
| Manufacturer Recommended Age | 14 years and up |
| Material Type | Paper |
| Model Name | MM |
| Model Number | A92180000 |
| Number Of Items | 1 |
| Number Of Players | 2-5 |
| Package Quantity | 1 |
| Product Style | Physical Book |
| Theme | Games |
| Unit Count | 1 Count |

## Images

![D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook) - Image 1](https://m.media-amazon.com/images/I/818Bc9VG4TL.jpg)
![D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook) - Image 2](https://m.media-amazon.com/images/I/910mte35xKL.jpg)
![D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook) - Image 3](https://m.media-amazon.com/images/I/81mJHYldJKL.jpg)
![D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook) - Image 4](https://m.media-amazon.com/images/I/81jO8O2zrWL.jpg)
![D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook) - Image 5](https://m.media-amazon.com/images/I/81iIybhe-iL.jpg)

## Available Options

This product comes in different **Edition** options.

## Customer Reviews

### ⭐⭐⭐⭐⭐ A great-looking tome of dangerous (and fun!) monsters for all levels of play.
*by  on Reviewed in the United States May 26, 2016*

A neuronphaser.com review.CONTENT (4/5)With 153 entries, and many featuring multiple statblocks per entry (goblins have the Goblin and the Goblin Boss; Dragons have all of the chromatic and metallic dragons at four different ages) you get an awful lot of monsters in this book. I’m not great at the mathz (English major and all) but I count something like 432 individual stablocks. That’s like 1/10 of the number of times I’ve played D&D, probably, but that’s still significant.Outside of statblocks, most monsters take up multiple pages, which means you get a pretty in-depth look at how the creature exists in the D&D world (always pretty setting-agnostic, but occasionally with a slipped-in reference to the Forgotten Realms), as well as story hooks and lair information. That’s a lot of content.Monster EcologiesTaking a deeper-dive into the information, one finds that there’s a few traits that don’t show up in the statblocks: these are the more “story-oriented” details, and there’s nothing in the statblocks that sum up any organizational ecology notes like in the Monster Manuals and Monstrous Manuals and Monster Compendiums of yesteryear. While I could complain about nostalgia and all that, take a look at the HackMaster: Hacklopedia of Beasts (2011). Not only is it gorgeous, but you also get:*A picture of the creature’s tracks,*It’s typical homelands/ranging grounds,*A size comparison to humans (i.e. adventurers A.K.A. prey) and*Not one but TWO ecology-type blocks of info.The Yield is especially cool for a monster-hunting campaign. Just sayin’.All that info can be way too specific for some people, but when you have the legacy of D&D behind you, it’s not like this information hasn’t already been detailed somewhere before (raise your hands if you read one of the thirty-thousand Monster Ecology articles in DRAGON/DUNGEON mags or on the D&D website over the past 30-odd years), requires zero rules-mechanics updates or conversion work, and can be formatted to fit in a small area of the page if you do some layout wizardry. Compare to a typical Monster Manual entry:Don’t get the wrong impression here: the monster entries look great! The concept art tells you volumes about the creature through art. The statblock is tight and contained. The descriptive text, though short, is both concise and frankly GOOD; it makes you want to go find one of these suckers and see if you can murder it and take its stuff! I’m just saying that they could’ve done a little more with some of that white-space and added a little extra world-building at little cost.Building MonstersOkay, so there’s a teensy-eensy missing, but overall the thing looks great. End of review? Hardly. Let’s actually look at some monster stats, and compare them to the rules in the Dungeon Master’s Guide to see how things stack up if you want to build monsters that fit with the designer’s own rules and regulations.The Goblin is a Challenge 1/4 creature. Doing out the math from the DMG (p. 274-ish), I came up with Defensive Challenge of 1: 7 hit points, but bumped up due to a higher-than-average AC of 15, and then another two bumps from the Nimble Escape ability, or so the table on p. 280 would have me believe. Goblins have an Offensive Challenge of 1 as well, since they deal out the lowly amount of 5 damage on average, but receive two bumps from Nimble Escape, again. Well, that averages out to a Challenge of 1, not 1/4. Not 1/2, but 1. Hmmm.What’s the Earth Elemental got going on? Well, he gets a Defensive Challenge boost from multiple Damage Resistances (bludgeoning, piercing, and slashing from nonmagical attacks), so you multiply hit points by 1.5 (assuming a target Challenge of 5) and you get an effective Defensive Challenge of 8. His Offensive Challenge is strictly made up of his attacks, so that’s a rating of 5. Do the math and you get 6.5, but the Earth Elemental has a Challenge rating of 5. Hmmm, again.Fine, let’s go ultimate-whackadoodle, as I like to say, and check out the Tarrasque, one of the scariest French-looking words I know. He’s got a ridiculous amount of immunities, Legendary Resistance, Magic Resistance…by my calculations, the Tarrasque operates at an effective 935 hit points and AC 27. That’s WAAAY off the charts, by nearly 100 hit points and 8 points of Armor Class. Offensively, we’re looking at a Challenge of 28 (deals about 224 damage/round if you use Swallow in place of Bite, and the +19 to hit bumps it up from 25 to 28). So I guess Challenge 30 makes sense (you’d get 29 mathematically, but considering how far past the charts for Challenge 30 the Tarrasque is in terms of defense, I think 30’s fair).On the one hand, we aren’t quite meeting expectations with the Challenge rating calculations in the DMG. But on the other hand, we’re not exactly far off on any of these: goblins are worse by 2, earth elementals are worse by 1, and the Tarrasque is about as close to dead-on as we can expect. The DMG tells us that this is as much art as science, and when you look at just how low a goblin’s hit points are, that seems fine, and the earth elemental is — if nothing else — a little bland in terms of combat, and extremely stupid.Let’s just say the stats are like a B+: they admitted the faults inherent in this system, and while it can be easily broken to a horrible degree, you’d have to pretty much intend to abuse the advice and ignore all existing monsters in order to muck things up too badly.D&D’s New SexinessThe new sexy in this edition of the game comes in the form of three things that you absolutely need to keep your eyes on and revisit time and time again as a reminder of how to make 5th edition D&D more tactical, more set-piece battle-ready, more “fantastical” in terms of environments and situations, and generally, just the best of all previous editions. Here they are.The IntroductionThe intro to the book does a fantastic job of providing excellent story hooks and encounter locations for monsters. It’s such a short section, but literally every sentence in there is jam-packed with “Hey DM! D&D may have a legacy so long it seems like ‘generic fantasy’ but here’s a bazillion ideas on what makes D&D adventure-ready, mysterious, and most of all, fun!” You get locales, lairs, and some very evocative ideas.Lair ActionsSeveral creatures known for being territorial and carving out nasty lairs get a set of actions called Lair Actions. These show up in the descriptive part of the monster’s entry, because they are made up of three parts:A description of the types of places that the creature lairs in, usually with enough ideas to develop your own maps.A set of Lair Actions that occur on initiative count 20 (losing ties) and don’t eat into the creature’s normal actions. The Lair Actions are crazy terrain-based effects, or additional magical abilities that the creature can access due to how their nature suffuses the location of the lair.A set of Regional Effects that usually cause far-ranging, thematically pertinent changes to the natural terrain and landscape surrounding the creature’s lair.Aboleths, beholders, dragons, kraken, liches, vampires and more all get lair write-ups, Lair Actions, and Regional Effects. That’s a lot of world-building material that immediately turns into adventuring possibilities, and whether you plan out your campaigns or settings long in advance, or if you go week-to-week, it’s not hard to use this information to really show off the mood and feel of certain powerful creatures. Moreover, you can use these sorts of ideas to beef up individualized NPCs or custom monsters, giving them that extra oomph.Legendary ActionsMany of the most powerful creatures gain Legendary Actions, which is usually three extra actions the creature can take at the end of another character’s round, and they regenerate each round. It’s kind of like extra reactions, but they are usually more devastating than an opportunity attack, or involve additional means for the creature to gain a significant tactical benefit before taking their turn. For example, a vampire can make a move, or perform a couple different types of attacks (biting is one, and kinda makes a lot of sense for a dude with long canine teeth, I’d say).In every case, the creature’s Legendary Actions have to be mixed up; you can’t use the same Legendary Action twice in a row. This forces the DM to mix things up and use the variety of actions — not all of which are going to be damaging attacks — to create more tactical combat encounters and feature more movement across the battlefield.And then there's Buffagoat.What?A short sidebar on page 317 explains how to re-skin statistics to represent a variety of new monsters. It’s great advice, but one of the examples is getting buffalo by way of using the stats for a Giant Goat. Yeah, a Giant Goat. Awesome.FORM (5/5)5th Edition hit the deck running with some lovely hardcover books that are filled to the brim with artwork, and has some seriously professional binding. The Monster Manual is the biggest of the three core rulebooks (at least, I’m fairly certain it is), and looks great. Layout and all that is clean, it’s easy to find stuff at a glance — which is hugely important with monster statblocks — and the individual pieces of artwork themselves are phenomenal.One of my biggest complaints about most RPGs is the lack of “pictures for everything,” and that complaint is absolutely NOT here: there’s a picture for everything. Every monster gets its main profile pic in full, glorious color, and there’s always neat concept-style artwork, plus there’s the occasional half-page or 3/4 page set-piece showing monsters in weird settings, or a kuo-toa summoning what looks like a a dapperly dressed Cthulhu, and so on.I could go on and on — there’s silly sketches, awesome little “here’s how this thing moves” sketches — but the point is that D&D came back with a crazy art budget, slapped it all together in a gorgeous format, and matched it with ideas and rules that scream ADVENTURE! and FUN! when it comes to building evocative, dangerous monster encounters.

### ⭐⭐⭐⭐⭐ An Essential Resource for Every Dungeon Master!
*by  on Reviewed in the United States July 18, 2024*

The D&D Monster Manual is an indispensable core rulebook that earns a full five stars for its comprehensive content, detailed illustrations, and invaluable utility in any campaign.Comprehensive Content:The Monster Manual is packed with a vast array of creatures, from classic monsters like dragons and beholders to lesser-known entities and unique new creations. Each monster entry is rich with lore, abilities, and stats, providing Dungeon Masters with endless possibilities for encounters.Detailed Illustrations:The artwork in the Monster Manual is stunning. Each creature is vividly brought to life with detailed illustrations that spark the imagination and add depth to the descriptions. The visuals alone are enough to inspire countless adventure ideas.Utility in Campaigns:This book is an essential tool for Dungeon Masters. It provides ready-to-use stat blocks, making it easy to drop monsters into any campaign. The detailed descriptions offer insights into each creature's behavior, habitat, and tactics, allowing for more immersive and dynamic encounters.Inspiration and Creativity:Beyond its practical use, the Monster Manual serves as a wellspring of inspiration. The rich lore and diverse creatures encourage creativity, helping DMs to craft unique stories and challenging scenarios that keep players engaged and excited.Well-Organized and Accessible:The layout of the Monster Manual is user-friendly, with creatures organized alphabetically for quick reference. The book includes helpful appendices and an index, making it easy to find specific monsters or categories of creatures. This organization streamlines the game preparation process.Versatility:Whether running a high-fantasy epic or a gritty, dark campaign, the Monster Manual has something for every style of play. The range of monsters ensures that Dungeon Masters can tailor encounters to suit the theme and tone of their game.Enduring Value:The Monster Manual is a timeless resource that remains relevant across multiple editions of Dungeons & Dragons. Its enduring value lies in its ability to enhance gameplay and storytelling, making it a worthy investment for any D&D enthusiast.Conclusion:The D&D Monster Manual is a cornerstone of the Dungeons & Dragons experience. Its comprehensive content, detailed illustrations, practical utility, and inspiration make it an essential resource for any Dungeon Master. This book truly elevates the quality of any campaign, earning it a well-deserved five stars!

### ⭐⭐⭐⭐⭐ Worked well
*by  on Reviewed in the United States August 16, 2026*

Exactly as described. Quick turnaround on transaction.

## Frequently Bought Together

- D&D 2014 Monster Manual (Dungeons & Dragons Core Rulebook)
- D&D 2014 Dungeon Master's Guide (Dungeons & Dragons Core Rulebook)
- D&D 2014 Player's Handbook (Dungeons & Dragons Core Rulebook)

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*Last updated: 2026-10-06*