Creature Collection II: Dark Menagerie

I Got my copy of CCII in the mail today and quickly unwrapped it, prepared to be amazed at the improvements over CC I. Darker, better, in fact, better than all the rest of the creature books out there, I believe the claim was in a press release somewhere. I turned to the first monster, the Abyssal Lamprey and.... it looked just like CC I in every way. The monster was like something I had just recently seen in one of their competitors on line free things (and I noticed that type of thing more than once through the book). It was not bad, just did not knock my socks off. Not to be discouraged I quickly jumped to the next creature, the Acid Shambler. I really liked the creature, though I think it should have been a "plant" creature instead of undead. My problem with it was the art. It was simple and only fair. The next monster restored my faith a little. The art was very good and the creature interesting.

So, my impression is much the same as the first book. You get a mixed bag of good creatures & poor art, average creatures and good art, some excellent creatures with great art. Some are very unique and some are absolutely not, As I said, a real mixed bag.

Its not a bad book at all, it is worth having in my collection due to the shear volume of creatures in it. I guess with the amount of creatures being pumped out for d20 related games there is bound to be some overlap and similarities in many monsters but some seemed a little (suspiciously so) too much like something I have seen on other d20 sites out there.

Maybe my expectations were set too high and hence, the let down, but I really wanted this book to be a superb product with lots of great nasty critters. There are some great creatures in it and some awesome art but over all it is still very much like the first one with a darker t heme (that the book did not give a great feel for as I thought it would).

In closing, It was a worthy buy but, as I said, I was not blown away like I thought I would be! I liked Legions of Hell and a few other monster books out there better.
 

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This is only my second review but I wanted to say that I an a long standing DM and I thought this book was awesome. It not only looks great on the shelf with the nicely done hard bound cover but it had, mostly, great monsters in it.

The Dark womb thingy will be in my game at some point. There are many others that will end up there too. The book was not cheap ( I bought a few that day) but I loved it all the way around and would by the next one in a heart beat even if it was more money. They need to go to color next, that would top it off I think.

I don't plan to ever play in their world but the monsters can be adapted easiliy.

If you want a great deal go for this book, It blows away the first one a milion times over. I have read other reviews that have gone into a lot of detail and I do not have the book in front of me now or I would explain more. At any rate, I loved it.

maximus
 

Creature Collection II: Dark Menagerie

Sword & Sorcery Studios is well known for having one of the first major D20 System products. It is also known for having one of the best D20 System products.

Note that when I say that, I am speaking of two different books.

S&SS gained a good degree of notoriety for releasing the Creature Collection (CC I) book before the D&D 3e Monster Manual came out. The book made did make quite a splash for its early appearance, and it provided many 3e DMs with some fresh takes on creature for their games. Still, the book’s rush to market was telling. It is still derided for some of its truly poor artwork. More importantly, due to its early release date and the designers’ attendant lack of mastery of the system, many of the book’s creatures had errors in their treatment under the D20 System.

S&SS is also well known for the Relics & Rituals (R&R) book. R&R is a magic sourcebook for both general use by D&D 3e players and for the Scarred Lands setting that S&SS is producing. A large portion of R&R was based on fan submissions. Despite this, R&R was of outstanding qualities. The book showed that the authors had learned a little since CC I, and had the editorial and D20 System expertise to synthesize a doubtlessly varied batch of fan submissions into a high quality D20 System sourcebook.

Given this, S&SS’s second creature book was awaited with much anticipation. Many who appreciated their earlier efforts were anxious to see if S&SS could effectively apply their newfound expertise to a creature book. Hopes are high. But are they too high?

A First Look

Creature Collection II: Dark Menagerie (CC II) is a 244 page hardbound book. Like WotC and many of its imitators, the book has a cover image made to resemble some ancient tome; in this case the book is made to appear as if made from the skin of some green scaly creature.

The interior is black and white and thoroughly illustrated with at least one image per creature. On the whole, the quality of the art is good, but seemed more illustrative than evocative. Few pictures had the effect of bringing a concept to life that (as an example from a recent work by WotC) Wayne Reynolds’ artwork in Tome & Blood did.

The use of space is slightly above average. The margins are average in size, and illustrated with the same “cracked” pattern that adorns all Scarred Lands products. The white space is moderate. Most entries show little white space, but there is some on the trailing end of entries that don’t end on a page break.

The font size used varied from entry to entry. It seems as if ensuring that the entries used exactly 1 or 2 pages was a primary consideration. This probably wastes some space, but gives it a layout that is more comfortable to read and use than WotC’s 3e Monster Manual.

As with prior Scarred Lands D20 System / OGL products, each entry is split into description and combat sections which mark the dividing line between the copyrighted material and the open game content. Probably more importantly if you are not running a game in the Scarred Lands and you are not looking to make your own OGL products, this clearly divides the Scarred Lands specific material from the game mechanical content.

A Deeper Look: Breaking it down.

As befits the subject matter, the bulk of CC II consists of creatures for the D20 System. My quick count shows a total of 169 creatures and templates.

It’s hard to quickly sum up the creatures in a book like this, but alas I shall try. A quick breakdown of creature types is as follows.

Outsiders

There are many entries for outsiders in the book. A majority of these creatures are servants of the various deities of the scarred lands, and most of the ones depicted are evil (which are the ones you were most likely to use anyways, right?)

The same general alignment oriented demon / devil dichotomy that is used by the 3e MM (demons are chaotic evil and devils are lawful evil) is used here. However, as these creatures are primarily servants of the three major evil deities of the scarred lands, and there is one such deity for each evil alignment, the book resorts to using the archaic 1st edition title of “daemon” for neutral evil outsiders. The Planescape-inspired titles that are now part of the standard D&D conventions are not used here.

There are a number of outsiders that for one reason or another don’t fit into the standard “three D’s” convention. Some are just plan combatants or other servants of the various deities. Others fit a specific theme, such as three “dream creatures” that are servants of the demigod of dreams. There are oddities like the Slarecian Gatekeeper, a creature summoned specifically for its ability to provide instantaneous transportation. And alas, there are some creatures in this book that actually aren’t evil.

My picks from this category:

Daemon, Grisly Minstrel: The most fiendish seeming of the evil outsiders, the grisly minstrel is the upper body of a woman and the lower body of a giant cricket. It has a good background concept, set of abilities, and a creepy feel.

Daemon, Plague Angel: Probably the best of a batch of plague-themed creatures in the book.

Demon, Blood Horror: At the core of this creature’s concept is an interesting (to DMs) / frightening (to players) ability. Wounds from blood horrors resist being totally healed by any means short of a heal spell, and they continue to bleed each day. This ability is somewhat like the wounding magic weapon ability, but even more insidious.

Darkling Sentinel: A straightforward but interesting concept, the darkling sentinel is a crystalline creature. It is interesting in that when it can struck, it can voluntarily shatter and reform to avoid most of the damage from the blow.

Shackledeath: This skeleton-like creature has a number of shackles attached to it. It can attack with the shackles. The shackledeath can use spell-like abilities on creatures trapped by the shackles – the more shackles attached to the creature, the worse the ability it can use.

Constructs

There are many constructs in the book, most of them cast as instruments of terror during the titanswar. Many are truly odd but somehow fail to invite themselves into my game. Some make the cut though. My picks from the constructs are:

Golem, Serpent: There are a few golems in the book patterned after the fearsome magic-resistant golems from the 3e MM. This one is both odd enough to notice and good enough to used. The serpent golem is a mass of writhing snakes that acts as a single creature. The golem is only affected by certain spells that affect snakes and can be healed by summoning snakes and ordering them to join the mass.

Ioun Beholder: Another rather odd construct. I don’t know if I would use it in a game, but it sounds like an interesting concept but probably only a one-shot sort of thing. The ioun beholder masquerades as crystal ball but is actually more like a cursed crystal hypnosis ball. If it can get its owner to collect a number of ioun stones, it animates and takes control of the ioun stones, and can use them to project rays like a beholder.

Undead

As CC II is focused at dark and creepy creatures, this is one of the biggest categories along with outsiders and aberrations. Some of the undead ideas we have seen before elsewhere, such as burned ones (a flaming skeleton variant, which has been done in 3e in both the Diablo II books and in Return to the Temple of Elemental Evil). Some are fresh, interesting, and campaign portable. Here are my picks from the undead:

Skull king: The skull king is a skeletal figure with 2-4 skulls floating above the remainder of its body. It is depicted as sort of a behind the scenes puppeteer and can cast multiple spells each round. It casts spells as a sorcerer, but I think to make the “puppeteer” image complete I would allow it levels of the mindbender prestige class from Tome & Blood.

Shadowlord: Actually, I didn’t care for it but I know many people will like it and find it useful. The shadowlord is sort of a super-shadow with spell like abilities largely related to shadows.

Abberations

In many ways, this is the catch all category, and you would think that it would get used a fair bit amidst all of the titan-spawn that we were promised and odd creatures we expect in this book. There are a few, and they have all the bizarreness and unkind nature you might expect, from the blade handed blood reaper to the gory bloodman. (Did I mention that a blood theme gets a lot of use in this book?)

Arcane Symbiote: A creature that can attach itself to a spellcaster and allow the character to use its abilities… for a price. Also comes in a parasitic variant for less kind DMs.

Sundered Mage: Strange concept with a strange picture. The sundered mage were a titan-spawn race that another one of the titans experimented with. Basically, the creature has two faces, and can even split into two less powerful creatures.

Humanoids, Monstrous Humanoids, and Giants:

There are a variety of these, mostly new races that crawl the face of the Scarred lands, plus new variants of races you saw the last time around – hags and ratmen. Many of the races are creations of the titans or the gods who struggled against them.

Some of my picks – and one pan:

Piscean: A new aquatic race with a variety of subraces. You may already have enough sea-dwelling creatures if you use sahaugin, merfolk, etc. But the pisceans would fill the role of larger ogre-type humanoids.

Skin Weaver: A very cool concept for an NPC race with an interesting ability, skin weavers are a race with the ability to make items from other creatures. These items grant them a random ability of the creature to the skinweaver.

Face Stealer: This one’s pretty hideous. And it does just what it says – removes a creatures face, leaving it with no face other than nostrils. Victims are blind, deaf, and soon die from starvation unless the condition is cured. (Did anyone else have flashbacks to the ST:TOS issue Charlie X?)

Carnival Krewe: Though I’m not a big fan of the Carnival Krewe creatures, I understand that many people like the ones appearing in CC I. Three new Carnival Krewe members appear in CC II. Of these, my favorite is the Dark Harlequinn.

Haglings: The concept is good enough – some hags retain maternal instincts and decide to steal children and subject them to the same transformation they went through. However, the artwork makes them seem to cutesy and really killed the concept for me. They looked like trick-or-treaters!

Fey

There are a few fey in here, and they are used well to display the corrupted nature of the land in the Scarred Lands setting. The best example and my pick from this section is:

Sundered Woman: This is sort of a creepy creature. It is a dryad like entity whose forest home was corrupted or destroyed during the titanswar. Not only are they driven to madness, their condition gives them a hideous appearance of continually opening and resealing wounds on their body, which they seem oblivious too. This one would be bound to elicit some sort of response from the players.

Beasts, Magical Beasts, and Vermin

There are a variety of these, and these are possibly the most campaign portable creatures.

Blade Beast: This unusual magical beast can actually absorb bladed weapons into its body when struck, and then reuse them as its own body parts / attacks.

Fleshstrippers: These unsettling rodents have a bite that anesthetizes the victim. Their victim may not even notice that they are being eaten alive.

Shadowcat: A naturally invisible great cat, the shadowcat is cloaked in invisibility that cannot be purged or dispelled. The only indication is that in bright light, it casts a shadow.

Plants and Hazards

Surprisingly, there are some of these. There are a few of the “carnivorous tree / vine” variety, but some fresh takes as well:

Spectral Plant: These are undead plants that existed in regions plagues by demons or fallen afoul of necromantic rites. They are normally incorporeal and normally invisible, but if anyone walk through them, the flicker briefly and have the effect of an energy drain on the unfortunate person walking through.

Shapechangers

There are a few in the book. My favorite is a category of creatures called vermin hosts. They are mostly former worshippers of Vangal who have been infested by vermin. Now they can change form be become a swarm of vermin. As interesting (and creepy) as the concept sounds, I think it would have worked better as a template so you could make any creature like this.

Templates

CC II has a good selection of templates. Here are a few of my favorites:

Belsameth Spiders: An odd (okay, hideous) version of undead, Belsameth spiders appear as a head mounted on spidery legs. They can spread their horrific condition by killing creatures with their poisonous bite.

Conundrum Creature: Creatures cursed by the powerful unique sphinx Athentia, creatures with the conundrum creature template become constructs, living puzzles. They can speak no words except for the one riddle that can return them to their original state. Their curse can be lifted if all of the pieces are assembled and their riddle is correctly answered. The template is a bizarre but compelling concept, and the possibilities of how these creatures are used and abuses are well explored in the text.

Appendices

Finally, the book has some appendices. First is a list of all creatures in the MM, CC I, and CC II by CR. Second, and more welcome, are revised monster summoning tables that include new creatures presented in the book as options for use with summoning spells.

Conclusions

Overall, I found this to be a fairly good book. My expectations were perhaps a little higher than the mark, but I still find the art quality up to snuff this time and didn’t notice the same type of inexperienced rules gaffs that cropped up with such great frequency as CC I. The creatures are largely campaign portable, and you should be able to fish out some odd new denizens for your campaign here.

Edit: After extensive experience playing with this book, I have decided to up its score to a 5. CCII is one of the few monster books I use that has a wide variety of neat ideas for creatures that contribute to the adventure-building process without coming off goofy or trite. Definitely one of the best monster supplements.
 

updated on 22-NOV-02

First -- please read Psion's excellent review of this product. As he has covered nearly everything I would care to say, I do not want to repeat him. Read it; you will not be disappointed. HE does a great job with all of his reviews.

Next, I originally rated this book a 5; I now rate it a 4. I saw it as a 5 due to the fact that it accomplished everything that they wanted it to accomplish. It created some very interesting creatures, followed the rules more closely than last time and managed to include things like a listing of all creatures by CR. I drop it to a 4, as the book is not to be rated based upon the previous books in the line, but in the light of the whole of the d20 system.
 

I received my copies in the mail last week and after reading through it I have the same feelings about this one as I did the first one. It reminds me of the 1e Fiend Folio; a lot of really strange and unique creatures that will make you say "What the hell were they smokin'?" :)

Overall though, the book is great. The monsters are unique and refreshing and seem to fit right in with the setting of the Scarred Lands, though they can easily be inserted into any campaign without anything more than ignoring the background flavor of text (just like the Monsters of Faerun can be inserted into any non-Realms world by ignoring the In the Realms text).

I really enjoed the first Creature Collection (yes it reminds me of the FF as well), but this one is stronger, more organized and better presented. The artwork is up and down, great in places, but bad in others (though I am not really a fan of the stuff in the new Monster Manual either, so YMMV).

The creatures, as I said, are unique and very well designed and thought out. The ones that stand out the most for me are:

Blade Beast: a panther-like creature that absorbs any bladed weapon into its body and then fire it back at the attacker as a missile weapon.

Daemons: three new daemons from the Lower Planes.

Gallows Eye: a very weird aberration with a death touch and enervation gaze.

Touch Corruptor: humanoid whose touch putrefies flesh.

Conundrum Creature (template): Cursed by the great sphinx Athentia, conundrum creatures are animated puzzles of stone (any corporeal creature can become one, the sample creature is a manticore). They retain all special abilities, and must get their opponents to answer their riddle to free them of their curse.


There are a ton of other great monsters in the book (demons, the iron devil, the Siege Undead, and of course Carnival Krewe). Overall, the book is awesome and I would recommend it to anyone looking for something a little different.

Scott Greene
Visit the Creature Catalogue
http://www.rpgplanet.com/dnd3e/creaturecatalog/
 

Without looking inside the handbook I bought it as soon as I saw it. Once again, as with the first part of this collection, it was a mistake. Why?
IMO you have to compare products like this one to the MM of WotC. The price is nearly the same as is the presentation as a hardcover. So I do compare them to one another. And I must say that even though it surprises me WotC is still ahead of it's competitioners.
I don't think that it's too difficult to come up with ideas for some monsters (at least this is my experience as a DM) so for compendiums like this the editorial stuff is much more important than in other roleplaying handbooks. Okay, compared to part I it's a mayor advancement but it still lacks alot of information. Just one example. I liked the ratman race but still I ain't got a feeling for it, because there is no text describing the race from a cultural point of view. After two Creature Collection I have the stats of seven (if I remember right) different subraces of them but still no overview of the whole race is provided. That's totaly unsatisfying.
It's just too expensive to be worth the price. It's too much stats and much too few ecology. I had this feeling with the MM, too, but I got it even more so with the CC's.
I would have given a score of 2, but it's at least 2 points ahead of part I. Mh... perhaps sometimes 1-5 is not enough.
 

I give this book a 6. Yes, that's right a SIX!

I agree with Cyric that this book deserves a score 2 higher than CC1. Since I gave CC1 a 4, this book gets a 6. Because of this book I have to adjust my entire rating scale because it is off the charts.

This book will again be compared to Monsters of Faerun

Hardcover vs Soft Cover (Winner CC2, hardcover is a must for monster books)

Artwork (Winner CC2, I thought all the art was good to excellent and everyone gets a picture)

200+ pages vs 96 pages (Winner CC2, MoF wastes a few pages reprinting the introduction from MM, I would normally consider the monster list by CR in CC2 a waste of space but boy does this come in handy. It includes the monsters from MM and CC1.

Layout (Winner CC2, I've actually grown to like the one monster per page thing since April)

This book is better than CC1 in every way. There are no more errors and the book fully utilizes the rules, we even get templates! I think the worst monster in this book is as good as the best from CC1.

This is currently my favorite d20 book as of 7/30/01.
 

If you want all the races and creatures put in context for you, then buy the game setting. That's what it is there for. I don't want my monster book full of ecology and fluff. I want my monster stats in there and the rest in another book that I don't have to drag to every session.
 

First of all I think I'll take exception to the fact WoTC has done surpassed it's competition.

Death in Freeport, for example, is a MUCH better module than the starter, Sunless Citadel. More interesting characters, more plot, more development, not mention the fact it's EASIER to make genertic than some dungeon crawl.

Secondly, with respect to MM, while it's a good product, I don't see how it can be considered superior as it was just bland for the most part. Yes the templates were nice, yes the creatures were good. But compare that to a 2nd edition Monstrous Compendium, and I'm sure I'll get at least 10 guys that will like it better.

With respect to CC2, it is a superior product. What it has is stuff your usual PCs would NEVER suspect being what they are. Haglings for example, while silly looking, make sure to keep a normal party off balance. "Oh just some tricker or treaters! Ouch! Hey that kid just ripped of Jozan face! :)" That's what I like about CC2. Never sure what to expect.

Finally, the lack of information about the Scarred Land in general, shouldn't detract from the fact they these monsters CAN and should be use anywhere, BESIDES you run of the mill Scarred Lands campaign. While I support the setting, that doesn't mean I shouldn't go around not using them else where. I mean if I was running an old 2nd edition Ravenloft campaign, shouldn't I be able to use something like a deepspawn?

The point is, you kind of missing the boat about what these collections are about. However, that's just my opinion.
 

I've never seen anything like an Abyssal lamprey and I thought it was a great creature. Acid Shambler is definitely undead. From the description I don't see how it should be plant at all. Its an elemental zombie variant (like Fire Zombies from Deadfire.)

Where did you see the Abyssal Lamprey earlier?
 

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