Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

DriveThruRPG Affiliate

I am proud to announce that I am now a DriveThruRPG affiliate, anyone going to DriveThruRPG.com by clicking to a link here on my site will be tagged as visiting via my link. If they make a purchase anywhere on that site within 15 days of coming to DriveThruRPG via my link, I’ll receive a small percent of that purchase (excluding gift certificates) credited to my account.

If you sometimes purchase things from DriveThruRPG and would like to help me out, it will cost you nothing to use this link to go to that site.

https://www.drivethrurpg.com/browse.php?affiliate_id=349969

Check it out, and let me know what you think.

Bold Against Monsters – Core Rule Book – free PDF download

Let me introduce Bold Against Monsters. (You can call it BAM.). This is a new D&D 5E compatible rules-light Role Playing Game that I – the Old Dungeon Master – just finished writing.

Download your free 74 page PDF copy of the BAM Core Rule Book HERE.
An updated version is available for free (or pay what you want) on DriveThruRPG. Here is the link:
https://olddungeonmaster.com/2025/10/31/bold-against-monsters-free-pdf-of-published-version/

I started with the 2014 versions of Dungeons and Dragons (5E). Then, based on my 40+ years of DMing, I eliminated or changed things I thought could be improved, added things I prefer from the 2024 versions of Dungeons and Dragons (5.5) and Tales of the Valiant (ToV), and used some of the concepts found in ShadowDark RPG (SD), modified for a more 5E compatible campaign. To all of this, I added some of my favorite house rules to come up with the Table Top Role Playing Game – Bold Against Monstrers. This is the game I like best. Give it a try, I think you will like it too.

This Core Rule Book contains everything you need to play the game (except for the dice). It is compatible for use with any published 5E adventure for characters up to level 10. It can serve as an introduction to 5E role playing for new players or anyone looking for a game with familiar characters you can easily create and quickly play. Character creation, level advancement, inventory tracking, proficiencies, spellcasting, combat, and more have been simplified without moving too far from the basics I love about the 5E game system.

This was made possible through the use of the D&D 5E and D&D 5.5 rules as published under Creative Commons License in SRD_CC_v5.1 and SRD_CC_v5.2 respectively, the ToV rules published as “Black Flag Roleplaying” under the ORC license, and the “Shadowdark RPG Third-Party License V1.1”. No AI was used in creating this. All artwork was found on-line with commercial licenses, or created by the author.

Update #1: 6/24/2025 (BAM Rules_v2.pdf) Minor changes
Removed the “Lifting and Carrying” and the “Push, Drag, or Lift” sections. They were in conflict with “Gear Slots”. I renumbered the pages (and updated the Table of Contents) so now when going to a page in the PDF, the number on the page will match the page number of the PDF file. Corrected misspellings (thanks to the comment from larrymannplays). Made a couple of cosmetic and formatting changes.

I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on this new RPG. Let me know what you think in the comments below. I am especially interested in your opinion on which rules you like or would have done differently.

Download your free form-fillable PDF BAM character sheet HERE.

The BAM Core Rule Book includes a character sheet on the back cover, but I also created this form-fillable version.

You will need to enter your ability modifiers and character level before the calculations for Weapons and Armor Class can be made. You can select Ancestry, Background, Class, Deity, and Weapons from drop-down lists, or enter any text in the box. For selected text, the features and other information below will fill in. For Ancestry, Background, Class, or Weapons text you typed in, you can enter any information below as you would like. To change the information below a selection you made, just change the name (adding a space behind the name will do). Clearing the text in the box, or making a different selection from the drop-down, will delete all the text below it.

Selecting your armor and shield from the drop-downs will calculate and display your Armor Class (AC).

Refer to the BAM Core Rule Book for information regarding Gear Slots. All the Weapons, Armor, Tools, and other equipment listed in that book can be selected from drop-downs, or you can type any text you want into the boxes.

There are now free Class Reference Sheets available to download HERE.

D&D 5.5 – Combat Tracker

Download free Combat Tracker sheet (PDF) here.


I posted a 5E version of this some time back. (My friend Nicholas sent me this excellent combat tracker. If anyone knows who created it, please let me know so I can give credit to him or her.)
Erichthegree commented on that post today that it needs to be updated to the new D&D 5.5 conditions, so that is what this is.
One complaint I have with the new Player’s Handbook is that the conditions are not presented all together in one place. This can be used for that, but I did have to abbreviate them a lot in order to get them to all fit in a single column.

TTRPG – Fillable Spell Cards – Free PDF

Blank Fillable Spell Cards

If you are one of us who are adapting to the 2024 version of D&D (D&D 5.5), Tales of the Valiant, or some other RPG you are finding that your old spell cards need to be updated. I made these without any symbols so you can use different colored cards for different classes, or school of magic, or any way that makes sense for the game you are playing.

These cards are 2 1/2″ x 3 1/2″, 10 cards on an 8 1/2″ x 11″ sheet. Each PDF file has 2 pages. The first page has 10 cards you can fill in with the spell info, and the second page has the 10 colored backs.

There is one PDF for each color. Here they are: Black, Blue, Brown, Green 1, Green 2, Orange, Pink, Purple, Silver, Yellow.

Tales of the Valiant (ToV) – DM Screen

Tales of the Valiant (ToV) – DM Screen

Yes, I know that ToV calls you a Game Master (GM) but to me, you will always be a Dungeon Master.

Download your free PDF here.

They are 8 1/2″ x 11″ so they are easy to print and to find backings or plastic sleeves to fit them in.
I oriented them with the long dimension horizontally to make it easier for the DM to see over.
I only listed information that might be needed during play – so no player creation or dungeon creation information.

Update #1: 4/27/2025 Enlarged the text size in “Weapon Options.”

Let me know what you think about this new ToV DM Screen in the comments below.

ShadowDark Combat Reference Sheet

I’m preparing to run a ShadowDark adventure for a group and some of the players are new to Table Top Role Playing Games. Since my copy of the rule book will be the only one at the table, I thought a combat reference sheet for each of the players would be handy, so I created this one.
You can download your own free copy of the PDF file HERE.

The Old DM’s House Rules for D&D 5.5

There are a lot of things that I like about the new 2024 rules for Dungeons and Dragons (D&D 5.5) but there are several things that I don’t care for. Before I run a D&D 5.5 game, here are the house rules I will be using to address some of these issues. I am sure that I will be updating this list from time to time as I run across other problems. These are in addition to, and in some cases may replace, my existing 5E house rules that I posted here: D&D 5E – My House Rules.

House rules I will use when running a D&D 5.5 campaign

1) I will be using the new (2024) rules exclusively. Players may not use spells, races, classes, subclasses, etc. from any earlier publications.
2) I will be using the house rules I posted here: The Old DM’s House Rules on Hiding and;
3) You cannot attack an ally. This includes opportunity attacks.
4) You can swap weapons (sheath one weapon and draw another one) once, and only once, on your turn.
5) I will have to nerf many spells, Conjure Minor Elementals for example. (I may provide details in a future post.)
6) Most on-going spells end when their caster dies and you can end any spell you have cast (no action required) if you aren’t incapacitated.
7) No crafting of magic items.
8) Background. Create your own. Just make up any background you want. Then, based on that background;

  • Ability Scores. Increase three ability scores by 1, or one by 2 and one by 1, to a maximum score of 20.
  • Skill Proficiencies. Select any two skills to be proficient in.
  • Tool Proficiency. Select one tool to be proficient in.
  • Equipment. Select any equipment pack, or 50 GP.

9) House rules to prevent weapon mastery abuse.

  • You can’t use the weapon mastery feature of a weapon if you use it as an improvised weapon. An example would be throwing a melee weapon that doesn’t have the thrown property or making a melee attack with a ranged weapon.
  • Save: For mastery features that allow a save to avoid the effect, it will be either a DEX or STR saving throw and the DC is 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus. You should always have that number calculated and ready to give to the DM when needed.
  • Cleave: A single attack roll is used against both targets. The two targets must be within 5 feet of each other, within your weapons reach, and positioned so that they could be hit with a single swing of your weapon.
  • Graze: A poison weapon does no poison damage on a miss. A roll of a natural 1 does not graze.
  • Nick: Reword this to “When you make an attack action with this weapon you can make a second attack with it. You can make this extra attack only once per turn.”
  • Push: Must be horizontally (not up into the air). The target can save to resist being pushed. If the creature is hit more than once by weapons that have this property, the distance they are pushed doesn’t exceed 10 feet.
  • Sap: The target can save to resist the Sap.
  • Slow: If the creature is hit more than once by weapons that have this property, or they are (or have been) affected by the use of the Slasher Feat, their total Speed reduction never exceeds 10 feet.
  • Topple: If the creature is hit more than once by weapons that have this property, they automatically save.
  • Vex: Reword this to “If you hit a creature with this weapon and deal damage to the creature, you have Advantage with the same weapon on your next attack roll against that creature before the end of your next turn.”

 

Additional house rules I may implement, depending on the adventure

1) No flying characters.
2) Player characters may not have an evil alignment.
3) No Multiclassing. (Multiclassing is no longer listed as an optional rule as it was in 5E.)
4) No Firearms.
5) No bastions.
6) I LIKE opposed checks.
7) My “rule of cool”: If I think it is cool I MAY allow it ONCE.

Call to action.

I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on these house rules. Let me know what you think in the comments below.

The Old DM’s House Rules on Hiding

sneaky

The Old DM’s House Rules on Hiding

D&D 5E’s rules for hiding are a mess. I previously posted my thoughts on this in my post D&D 5E – Stealth and Hiding. In a similar vein I posted D&D 5E – House Rule – Pop-up Archer. I was hoping that the 2014 update would improve on the hiding rules, but I was disappointed. Also, I am a fan of Tales of the Valiant, but they left the hiding rules pretty much unchanged.  So I decided to replace the rules on hiding in 5E with my own house rules and here they are.
This replaces everything I said on those previous posts.

In the house rules below, every rule applies equally to PCs and other creatures.
The first thing I did was create a new condition called “Hidden.”

The Hidden Condition

Hidden: The creature or creatures that you are hiding from are unaware of your location.

Clarification:

  1. The terms “you are hiding” and “you are hidden” or “you have the Hidden condition” are synonymous.
  2. Being “stealthy” is trying to remain undetected which is the same as trying to hide.
  3. You are hidden if the creature you are hiding from is unable to determine your location by sight, hearing, smell or any other sense it possesses.
    • This is the most common situation. The Creature is trying to determine where you are.
    • It may be wanting to attack you, but it can’t see or hear you.
    • An example could be when you are invisible (it can’t see you) and you are being very quiet (it can’t hear you).
    • Another example would be when you move to a position behind total cover, such as behind a tree or a barrel and try to remain unseen and unheard.
  4. You are hidden if the creature you are hiding from doesn’t notice you.
    • This is typically when a creature you are trying to sneak up on is currently unaware of your presence. They may be distracted or simply looking the other way. You attempt to both quickly and silently sneak up from behind.
    • Another example might be if you are attending a royal party and attempt to pick the pocket of a noble. You try to avoid attracting his attention while you get close enough to pick his pocket without being noticed.
    • A third example would be if you transformed into a small spider and are simply there to gather information while observing from the ceiling in the corner of the room.
  5. You are hidden if the creature you are hiding from can’t distinguish you from others.
    • In this case they can see you and they may know that you are near and a possible threat, but you are among others and it doesn’t know which one you are.
    • You may be trying to blend in with the crowd, or you might be attempting to hide while disguised as (or transformed into) a sheep in a flock of sheep.

Benefits to Being Hidden

  • If you are hidden from all your opponents before the first round of combat you will surprise them and get a free round to attack them before they can react. (You are no longer hidden after you attack.)
  • On all targeted attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. The attack is made with disadvantage, even if you are not in the targeted area, and the DM simply tells the attacker if his attack missed.
  • If you are hidden you make attacks with advantage if you can see the target. However, you will no longer be hidden if the attack hits or misses.

When can you hide?

During combat, hiding is an action.
In combat or not, you can’t hide from a creature that can perceive your location.

Clarification:

  1. The DM determines when conditions are right for making a hide check, including in the following examples.
  2. You can attempt to hide from one or more creatures if they do not currently see you clearly or perceive your location by any special senses they might have such as darkvision, blindsight, tremorsense, or truesight.
  3. Another situation where you can attempt to hide is when the creature you are trying to hide from is distracted or looking away from your location.

How do you hide?

You make a Hide check [a Dexterity (Stealth) check].
Make a note of the results of that check to be used later.
Unless you indicate one or more specific creatures that you are attempting to hide from, it will be assumed that you are attempting to hide from your foes and not from your allies.

When are you no longer hidden?

  1. Until you are discovered or you stop hiding, the hide check you made is contested by the Wisdom (Perception) check of any creature that might notice you or that actively searches for signs of your presence. You are discovered and no longer hidden from creatures that win the contest. The DM may choose to use the creature’s Passive Perception score rather than making a Perception check.
  2. You are no longer hidden from a creature that can hear you if you make noise.
  3. You are no longer hidden from a creature that can hear you if you speak louder than a whisper or cast a spell with a verbal component.
  4. You are no longer hidden if you make an attack of any kind if it hits or misses.

Difference between hidden and invisible

Invisible: Being invisible means you can’t be seen by normal sight or darkvision but creatures might still locate you by sounds you make, tracks you leave, your smell, the way the air or plants move around you, or some other way.
Hidden: If a creature can’t perceive your location by seeing you, or by any special senses, you can attempt to hide from it. So if a creature is dependent on sight alone to perceive your location, you can attempt to hide from it if you are invisible.

Clarification:

  1. If you are invisible and hidden, when a creature locates you, you will no longer be hidden from it but you will still be invisible.
  2. If a creature can’t be detected by using any of your senses then you can only guess at its location.
    • If you can notice some clue as to its location you must succeed in a Perception check to locate it.
    • You can make this check with advantage if you use the Search action.
    • If it has attempted to hide, your Perception check will be against its hide check.

Advantage and Disadvantage

Here is a summary of situations where your character might have advantage or disadvantage based on hidden or invisible conditions.

  • Attacks you make against a creature you can’t see are made with disadvantage.
  • If you are hidden or invisible, attacks you make against a creature you can see are made with advantage.
  • If you attack a creature that is hidden from you, you must guess at its location (identify the square you think it is in) before you make the attack and the attack is made with disadvantage. The DM will tell you if the attack hit or missed. If it missed you will not know if the creature was in that square or not.
  • If you attack a creature that is invisible but not hidden, you may first make a perception check to see if you can notice some indication of where it is located. If you determine the creature’s location, your attack is made with disadvantage. Failing the perception check, proceed as you would if it were hidden.

Handling Total Cover

Have you ever had a player that wanted to stay behind total cover during combat and just step out and fire his arrow on his turn and then step back? I don’t like this. It doesn’t make for cinematic, or heroic combat. Here are a couple of house rules I have implemented to address this and other similar situations.

  1. If you are behind total cover and hidden, if you move out from behind that cover, you are no longer hidden to creatures who can see you. However, the first attack you make the round you come out from cover is made with advantage.
    • This is to reward you for being stealthy.
  2. If you are behind total cover but are not hidden and cannot see your target, if you move out from behind total cover and attack, the first attack you make that round is made with disadvantage.
    • This is because you will have to locate your target visually and do not have time to take careful aim.
  3. If, during your turn, you move from an exposed location to a location behind total cover, one creature that can see you can take a reaction to make an attack with disadvantage against you with a ranged weapon it is holding.
    • This assumes of course that the attacker hasn’t used its reaction this round and meets any other requirements for making the attack. For example, if it has a longbow in hand, it must have the other hand free and access to an arrow it can draw and fire.
    • The attack will necessarily be rushed. That is why it is made with disadvantage.
    • The attack is made when you are in the last exposed 5 foot space that the creature can see before you enter total cover.
    • The limit of one creature taking the reaction is imposed to prevent a deluge of arrow attacks against a character seeking refuge.
    • Remember that you can now only attempt to hide this round by taking the hide action. If you have already taken an action (to attack for example) you might not have another action available.
  4. If, during combat, you move from an exposed location to a location behind total cover it is assumed that your opponents are taking note of where you are hiding. Therefore, if you then take the hide action, unless you move at least 15 feet while remaining behind total cover before moving out into the open, the Wisdom (Perception) check of any creature that might notice you is made with advantage.
    • Note that this will typically mean that they will have advantage on noticing when you re-appear if you have stepped behind a tree or barrel for example and can’t move 15 feet or more before leaving an area of total cover.
    • If they succeed in their perception check, you are not hidden from them so your first attack after revealing yourself is made with disadvantage instead of with advantage (refer to the Advantage Disadvantage section above).

ToV Monster Vault Review

Comparing the Tales of the Valiant Monster Vault to the Dungeons and Dragons (2014 and 2025) Monster Manuals.

This is an overview of the Tales of the Valiant Monster Vault. Refer to my post 5.5 Monster Manual Review for a more in-depth review of the new D&D Monster Manual. Tales of the Valiant is a roleplaying game (RPG) published in 2024 by Kobold Press. It includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International and is is compatible with the fifth edition of Dungeons & Dragons. Both the new D&D Monster Manual and the Tales of the Valiant Monster Vault were published as upgrades to the D&D Monster Manual that was published in 2014. They are both intended to be compatible with D&D 5E which was published in 2014. The Monster Manual was published as one of the three core rulebooks that were upgraded in 2014; the Players Handbook, the Dungeon Master’s Guide and the Monster Manual.

Using Monsters

2014 Monster Manual (5E MM)

     The 5E MM has an 8 page Introduction explaining what a monster is, where they live and how to read the stat block.

2025 Monster Manual (5.5 MM)

     The 5.5 MM has 5 pages mainly explaining how to read the stat block.

The Tales of the Valiant Monster Vault (ToV MV)

     Chapter 1: Using Monsters is 10 pages with lots of information on building challenging encounters based on the party’s level and the monsters Challenge rating. With several tables based on the number of PCs and their level. And lots of information on customizing combat and modifying monsters.
     Chapter 2: Understanding Monster Statistics adds another 10 pages expounding on the monster’s stat block.
     Chapter 3: Understanding Terrain and Creature Types is 21 pages filled with tables and descriptions.

Number & Location of Stat Blocks

NOTE: the following counts are my own. I apologize in advance for any inaccuracies.

5.5 MM

Contains 504 stat blocks.
The Main Section 
The main section contains 408 creature stat blocks.
     On page 374 of the 5.5 MM there is a Stat Block Conversion table that lists 69 creatures whose stat blocks were in the 5E MM and don’t appear in the 5.5 MM. These are all creatures that either had their name changed or have been removed. For each, a different monster with the same CR is listed that could be used in place of the older monster.
     Creatures in 5E MM that are not in 5.5 MM: Deep Gnome, Drow, Drow Elite  Warrior, Drow Mage, Drow Priestess of Lolth, Duergar, Green Blue Indigo and Violet Faerie Dragons,  Lizardfolk, Orc, Orc Eye of Gruumsh, Orc War Chief, Orog, Half-Elves, and Half-Dragons.
     They changed some other creatures from humanoid to a different creature type, specifically:  Aarakocra, Goblins, Hobgoblins, Bugbears, Bullywugs, Githyanki, Githzerai, Grimlocks, Kuo-toa, Gnolls, Jackalwere, Kenku, Kobolds, and Lizardfolk.
     There are 55 others where the name was changed. Some examples: The Androsphinx was renamed Sphinx of Valor. The Gynosphinx was changed to Sphinx of Lore. The Half-Ogre (Ogrillon) was renamed Ogrillon Ogre. The Poisonous  Snake was renamed Venomous Snake. And the Quipper was renamed Piranha.
Appendix A: Animals
     Contains 96 stat blocks for animals including and fantastic variants of animals. Note that dinosaurs have been moved out of the main section of the book and into this appendix where they are listed alphabetically, mixed in with the other animals.
Appendix B: Nonplayer Characters
     This appendix was in the 5E MM but has been removed from the 5.5 MM. Each of the 35 NPC stat blocks are now listed, grouped by type and those groups sorted alphabetically, in the main section of the book. It has all the NPCs that are in the 5E MM and has added Pirates: Pirate, Pirate Captain, and Pirate Admiral. It also added Performers:  Performer, Performer Maestro, and Performer Legend. To Berserker it added Berserker Commander. To Cultist it added Cultist Hierophant, Aberrant Cultist, Death Cultist, Elemental Cultist, and Fiend Cultist. To Guard it added Guard Captain. To Knight it added Questing Knight. To Noble it added Noble Prodigy. To Priest it added Priest Acolyte and Archpriest. To Scout it added Scout Captain. To Spy it added Spy Master. To Thug it added Tough Boss. It changed the name of Wild Warrior to Warrior Infantry and added Warrior Veteran, and Warrior Commander.

ToV MV

Contains 419 stat blocks.
The Main Section
     Contains 302 creature stat blocks. 229 of these creatures are also in the 5E MM. Some of the creature names have changed, and the stats have all been revised, some more heavily than others. Similar to 5E MM, they are arranged alphabetically by creature type, so all Dragons are listed together, all Dinosaurs are listed together, etc. Notably, the creatures listed under “Oozes” in the 5E MM are listed separately in the ToV MV.
     There are 95 creatures that were in the main section of the 5E MM but are not in the ToV MV.  This is primarily because they were left out of the SRD and are considered exclusive property of Wizards of the Coast. They are: Aarakocra, Banshee, Beholder, Death Tyrant, Spector, Needle blight, Twig blight, Vign blight, Bullywug, Cambion, Carrion Crawler, Crawling Claw, Cyclops, Demilich, Barlgura Demon, Chasme Demon, Goristro Demon, Manes Demon, Shadow Demon, Yochlol, Spined Devil, Allosaurus, Pteranondon, Displacer Beast, Dracolitch, Shadow Dragon, Drow Elite Warrior, Drow Mage, Drow Priestess of Loth, Empyrean, Faerie Dragon, Flameskull, Flump, Fungi, Gas Spore, Galeb Duhr, Dao, Marid, Fomorian, Githyanki Warrior, Githyanki Knight, Githzerai Monk, Githzerai Zerth, Gnoll Pack Lord, Gnoll Fang of Yeenoghu, Hobgoblin Warlord, Grell, Half-Dragon, Helmad Horror, Hook Horror, Intellect Devourer, Jackalwere, Kenku, Winged Kobold, Kuo-Toa, Kuo-Toa Archpriest, Kuo-Toa Whip, Pentadrone, Mud Mephit, Smoke Mephit, Mind Flayer, Mycolid Sprout, Mycolid, Quaddoth Spore Servant, Nagam Bone, Nothic, Half-Ogre, Orc Eye of Gruumsh, Orog, Peryton, Piercer, Pixie, Quaggoth, Young Remorhaz, Revenat, Fire Snake, Scarecrow, Slaad Tadpole, Slaad Red, Slaad Blue, Slaad Green, Slaad Grey, Slaad Death, Thri-Kreen, Troglodyte, Umber Hulk, Water Weird, Yeti, Adominable Yeti, Tuan-Ti Abomination, Tuan-Ti Malison, Tuan-Ti Pureblood, Arcanaloth, Mezzoloth, Nyaloth, Ultroloth, and Beholder Zombie.
     The main section of the ToV MV contains 64 new (unique) creatures. They are: Astral Destroyer, Balara, Chol, Uulgol,  Icthol, Trillipol, Crimson Jelly, Deathless, Golmana Demon, Husk Demon, Mire Fiend, Unska Demon, Wrack Demon, Derro, Void Eater Derro, Velociraptor, Void Dragon Wyrmling, Young Void Dragon, Adult Void Dragon, Ancient Void Dragon, Yellow Dragon Wyrmling, Young Yellow Dragon, Adult Yellow Dragon, Ancient Yellow Dragon, Scorch Drake, Feral Hunter, Fey Guardian, Flinderbeast, Hinn (Genie), Sila (Genie), Necrophage Ghast, Dirgesinger Giant, Hobgoblin Conjurer, Morlock, Ambush Hag, Hippocampus, Hivebound, Infernal Champion, Insatiable Brood, Swiftblade Kobold, Tinkerer Kobold, Witch Kobold, Lantern Hagfish, Virtuoso Lich, Living Colossus, Moon Knight, Mordovermis, Nimbostratus Spirit, Robot Drone, Robot Warden, Satarre, Satarre Destroyer, Selang, Void Piper Selang, Selkie, Skullbloom Sporeborn, Bloatblossom Sporeborn, Star Crow, Vampire Thrall, Voidling, Lesser Voidling, Wickerbeast, Wood Herald, and Wyrdling.
Appendix: Animals
     This contains 91 stat blocks. The 5 dinosaurs are under “Dinosaurs” in the main section. It contains all the animals in Appendix A: Miscellaneous Creatures of the 5E MM. It changed the name of the Giant Toad to Giant Poisonous Frog and added a Seal.
Appendix: NPCs
     This contains 26 stat blocks. This includes all the NPCs that were in the 5E MM and adds: Archdruid, Bard, and Mechanist (a new ToV character class).

What’s New?

5.5 MM

     Monster Tables Many of the monsters include a table for inspiration on why the creature might be there or what it may be doing.
     Stat Block Conversions: Lists every monster that was in the 5E MM that isn’t in the 5.5 MM. Even if it was just a name change, this list tells you the name of the monster in this book you can substitute for the old one.
     Monster by Habitat: The habitats are: Any, Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, and Urban.
     Monsters by Creature Type: The creature types are: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead,
     Monsters by Group: The groups are: Angles, Beholders, Demons, Devils, Dinosaurs, Dragons (Chromatic), Dragons (Metallic), Genies, Goblinoids, Lycanthropes, Titans, and Yugoloths.
     Monsters by Challenge Rating: List all the monsters sorted by CR.

ToV MV

     Chapter 1: Using Monsters is 10 pages with lots of information on building challenging encounters based on the party’s level and the monsters Challenge rating. With several tables based on the number of PCs and their level. And lots of information on customizing combat and modifying monsters.
     Chapter 2: Understanding Monster Statistics adds another 10 pages expounding on the monster’s stat block.
     Appendix: Creatures by Challenge List all the monsters sorted by CR.
     Appendix: Creatures by Tag (called Group in 5.5) Creatures tags are: Animal, Golem, Outsider, Outsider (Angel), Outsider (Demon), Outsider (Devil), Shapechanger, or Shapechanger (Lycanthrope).
     Appendix: Creatures by Terrain (called Habitat in 5.5) Terrain types are: Any, Arctic, Badlands, Coastal, Desert, Farmland, Forest, Grassland, Hills, Mountain, Planar, Swamp, Underground, Underwater, and Urban.

The Stat Blocks

Example 5E MM Stat Block

This is the Unicorn stat block from the 5E MM. If you have been playing fifth edition D&D you are probably familiar with this stat block format. I picked this as a typical stat block of a monster that is in all three Monster Books, the 2014 Monster Manual (5E MM), 2025 Monster Manual (5.5 MM), and the Tales of the Valiant Monster Vault (ToV MV).

Example 5.5 MM Stat Block

This is the Unicorn stat block from the 5.5 MM. The stat blocks have all been gone over and changes were made. For the most part, the monster names and CR have remained the same, but all of the monster stats were modified as needed to make all monsters of a CR do similar amounts of damage and be about the same when it comes to how hard they are to defeat. The descriptions were made shorter and easier for the DM to use during combat. For example, in the Unicorn stat block the description for the action Hooves has been changed from:
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.”
to
Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.”
     The 5.5 stat block is laid out in basically the same format as the 5E stat block, but you will notice some differences.
     First, beside the AC there is “Initiative +8 (18).” This is the monster’s Initiative modifier followed by the monster’s Initiative score in parentheses. You can add the modifier to your monsters roll for the monsters initiative, or you can just use the number in parentheses.
      The most obvious change is in the ability score block. In the 5.5 stat block, for each ability it lists the modifier and its saving throw modifier. In the 5E stat block it simply lists each ability score and it’s modifier. In the 5E stat block if the monster has any saving throw modifiers that are different from the abilities modifier there is a separate list of those below the abilities block. For example, in the Shadow Demon stat block it says “Saving Throws: Dex +5, Cha +4.”
     Resistances, Vulnerabilities and Immunities lists have been simplified. For example, in the Unicorn stat block you can see that instead of Damage Immunities and Condition Immunities, the 5.5 stat block just lists “Immunities Poison; Charmed, Paralyzed, Poisoned.” Note the semicolon separating the Damage Immunities from the Condition Immunities.
     The Proficiency Bonus (PB) is shown after the XP.
     The following section is now labeled “Traits.”
     The list of traits are often changed.
     “Innate Spellcasting” has been moved into the “Actions” section and renamed “Spellcasting.” In most of the stat blocks the list of spells has been shortened and/or the list has changed somewhat. This is typically how spellcasting is handled.
     Here are some of the other changes in this example: “Charge” and “Magic Weapons” was removed from Traits, and “Legendary Resistance (3/Day)” was added. The “Horn” action was replaced with the “Radiant Horn” action that does a little more damage of a different type (radiant instead of piercing). “Teleport (1/Day)” was removed. The action “Healing Touch (3/Day)” was replaced by the bonus action “Unicorn’s Blessing (3/Day).” The legendary actions “Hooves” and “Heal Self (cost 3 Actions)” were removed. The legendary action “Charging Horn” was removed. The legendary action “Shimmering Shied (Cost 2 Actions)” changed to “Shimmering Shield” and it now gives temporary hit points in addition to adding 2 to the targets AC.

Example ToV MV Stat Block

This is the Unicorn stat block from the ToV MV. Like in the 5.5 MM, the stat blocks for monsters that are in the 5E MM, the monster names and CR have remained the same but the monster stats are modified as needed to make all monsters of a CR do similar amounts of damage and be about the same when it comes to how hard they are to defeat.
     Challenge Rating (CR). This has been moved to the top. To the right of the monster’s name.
     Experience Points (XP). The ToV MM stat block does not list the monster’s XP. The book does have a table showing Experience Points by Challenge Rating.
     Alignment.  The ToV game doesn’t use Alignment at all, so the monster’s stat bocks do not include the monster’s alignment.
     Armor Class (AC).  The AC is calculated using this formula: AC = 10 + DEX modifier + any additional bonuses (from equipment, natural armor, or special traits). Note that the AC is calculated before the PB is added to the ability modifiers (refer to abilities below).
     Hit Points. Most (possibly all?) monster’s hit points have been revised to more closely align with their CR. In this example they were increased from 67 to 92.
     Perception. ToV adds this to the stat block. It is calculated using this formula: Perception Value = 10 + WIS modifier. To successfully hide from this monster, the PC’s DEX (Stealth) check must be equal to or higher than this value.
     Stealth. ToV adds this to the stat block. It is calculated using this formula: Stealth Value = 10 + DEX modifier + some creatures add their PB or double their PB. When a creature attempts to hide, it doesn’t make a hide check, instead it used its stealth value. When trying to detect signs of a creature, the PC’s WIS (Perception) check must be equal to or higher than the creature’s stealth score. For example: A PC’s WIS (Perception) check result must be a 12 or better to detect the Unicorn when it is trying to hide from the PC.
     Abilities. The ToV stat block shows the ability modifier and doesn’t show the ability score. Unlike 5E, or 5.5, the Proficiency Bonus (PB), which is based on the monster’s CR, is already included in this modifier so you use the ability modifier that is shown when making an ability check or save. In the example stat block shown here, the PB has been added to the WIS and CHA modifiers.
     Vulnerable, Resistant, and Immune. As in the new 5.5 MM, these lists have been simplified.
     Spellcasting. For creatures that have the spellcasting ability, this has been moved to be listed as an action and the lists has been shortened to list only the spells most likely to be used during combat. In some cases some (or all) the spells have been removed and replaced with magical actions. On the Unicorn example: detect evil and good has been replaced with the Sense the Unnatural trait, pass without trace has been replaced with the Woodland Walk trait, druidcraft has been moved into the Unicorn Magic action which also adds the dancing lights cantrip, the other spells (calm emotions, dispel evil and good, and entangle) have been removed.
     Here are some of the other changes in this example: The Charge trait was removed. The Celestial Resilience, and the Speak with Beasts and Plants traits were added. The Hooves action was removed. The damage was increased on the Horn action. The Horn Bolt action was added (this gives the Unicorn a ranged attack). The Teleport (1/Day) action was removed.  Shimmering Shield was removed as a legendary action and became a reaction. The legendary action Hooves was removed. The legendary actions Canter and Radiant Stomp were added.

Final Thoughts

When I started writing this review I was expecting to unconditionally recommend the Tales of the Valiant Monster Vault (ToV MV) over the 2025 version of the Dungeons and Dragons Monster Manual (5.5 MM).  However, after a closer look at both of them it’s not that easy.
     First, let me say that if you are currently using the 2014 Monster Manual (5E MM) and are wondering if switching to one of these would be an improvement, the answer in my opinion is yes. Even though they differ in many specific details they have both done a good job in making the Difficulty Class (DC) for the monsters avoid most of the wild fluctuations they have in the 5E MM, making the creation of balanced encounters an easier task for the DM.

5.5 MM

By my count, the 5.5 MM has 85 more stat blocks than the ToV MV. So if you are looking for the most number of monsters you can’t go wrong with the 5.5 MM. It doesn’t have monster stats for Orcs, Drow or Duerger but you can still use your old Monster Manual for those. The other creatures that were humanoid in the 5E MM have changed to a different creature type. Refer to my post 5.5 Monster Manual Review for more of my thoughts on the 5.5 MM.


ToV MV

ToV MV suffers from not being able to use any of Wizards of the Coast’s proprietary monsters, so you will need to continue using your 5.5 MM for those. But it does have a much larger number of new monsters to surprise your players with. Kobold Press has been publishing great monsters for several years and they are very good at it. I think you will love these new monsters. Also, I personally think that they did a better job in the changes they made to the existing monsters.
     ToV MV does a good job explaining how to create a balanced encounter. It even has a table that shows, for each creature, its common allies. This is a great tool for coming up with a boss monster and its minions. It also has a lot of small things that are useful, such as a pronunciation guide for every creature.
     ToV MV has not changed the creature type of the humanoid creatures.
     I prefer the organization of the ToV MV to the 5.5 MM. For instance, I like having all the dragons together.

If you are staying with the 2014 version of D&D there is no reason you couldn’t just stick with the 2014 Monster Manual. But adding either the 5.5 MM or the ToV MV (or both) would not be a mistake. They both offer improvements to the old stat blocks and many new monsters.

If you are switching to the 2024 version of D&D you don’t have to switch monster books. The 2014 Monster manual still works just fine with D&D 5.5. If you decide to switch to the 5.5 MM I recommend that you keep your old MM handy, you may want to still use some of the older monster stats. You could just as easily add the ToV MV for its new monsters and updates to most of the monsters found in the 5E MM.

If you are switching to Tales of the Valiant you will probably want the ToV MV, but you can use the 5E MM if you already have that. It will work seamlessly with ToV. If you do get the ToV MV you might be tempted to also get the new 5.5 MM for updated stats for the WotC proprietary monsters but it’s probably not worth it for just that, especially if you already have access to the 5E MM.

Dungeons & Dragons—5th Edition, 2024 version (D&D 5.5 ?)

Let’s call it D&D 5.5

Mike Mearls, one of the lead designers of D&D 5E and later its Creative Director, was laid off from WotC in 2023. He is now Executive Producer of roleplaying games at Chaosium, the publisher of Call of Chulhu. He is calling the 2024 version “D&D 5.5 and that’s good enough for me.