Creature Collection III:Savage Bestiary

Inhabitants of a Savage Land
The realm of fantasy is rife with creatures both monstrous and
awe-inspiring. Strange beasts may be found in trackless jungles,
invincible mountain ranges, mighty rivers and frigid wastes.
Unusual races — charduni dwarves, forsaken elves and species
even more mysterious — pose enormous challenges to those
heroes who brave the lands of adventure.
More Monsters Revealed!
This latest volume of the wildly popular Creature Collection™
series presents a host of new creatures for use in your 3rd Edition
d20 fantasy campaign. Creature Collection III contains
bizarre monsters of Termana, amazing new humanoid races,
and much more!
 

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Creature Collection III, Savage Bestiary, follows both the successful and unfortunately, unsuccessful material from previous books in the series.

Lets get the bad stuff out of the way. First off, this is White Wolf and they have some of the best artists in the industry. Some of those artists are here too mind you. For example, RJT, who I'm assuming is Richard Thomas. His illustrations are always sharp and detailed and remind me of old Talislanta art. Others fail to hit the mark. No, I'm not an artists. No, I don't have the skills. But some of the art in here is just mediocre. The Ashcloud, Bitterfly, and Drought Demon, to name a few, do nothing for me.

The next thing bad is ads. I don't need three pages of ads in any role playing book I buy. Nonetheless, they're here. Another minor thing, CR listing. Where is the master CR listing? Interior covers aren't used and there is a separate credits page and preface, not to mention the ads, so there is indeed room. A last mechanical complaint is that for certain races, material to play them as characters is missing. Take the Shark-Folk who have character notes but no racial traits.

There is a lot of information on how these creatures fit into the Scarred Lands setting under Description. Sometimes that's good as it provides a few paragraphs of detailed history. As someone who uses a lot of settings, I can sacrifice a little room to see how this fits into another setting I use off and on. Sometimes it's bad as it provides over half a page of detail in a monster book. Sometimes it's really bad as the details go into history and read almost like fiction. When I want fiction, I'll pick up the novels. The thing that I noticed most is that sometimes the read aloud description is repeated with different text but the same meaning, under the description.

All creatures have name, type, stat block, physical description, to be read aloud, description, combat, skills, and other notes. One thing missing, but not really taken up by any publisher, including Wizards of the Coast, is round by round tactics, an interesting idea that seems to have died stillborn.

The good news is that it provides a wide range of creatures. For some reason, the outer planes seem to be in focus. It starts at the very beginning of the book with information on the various types of angels in the Scarred Lands ranging from Madriel's angels and Corean's Custodians, to Daemons, Demons and Devils. Other divine creatures like Intercessors, creatures who serve Hedrada to the numerous species of phoenix that live in the Scarred Lands, are also covered in general terms and specific entries in the book.

Why is this good? For me, the previous Creature Collections had such a focus on evil creatures, that I found I couldn't always use them as I felt that the players often needed allies of a different sort. This book provides those allies with Sun Angels and Pearl Cheetahs. Important things not in terms of a book being balanced, but in finding use outside of “And this weeks' special guest star monster is X!” It provides the book more long term utility and fleshes out the campaign's planar scope.

I'm also always interested in new types of creatures. This book introduces a few variants. Spontaneous Golems are probably my favorite. There are creatures without a creator who are crafted usually by events. The gallows goelm is a creature that is crafted by the hatred of a crowd and it hunts down those the crowd hates. Bad news as in the old days public executions were family entertainment and this could probably be an excellent foil for a player who escapes his just deserts.

Other different elements include the various Swarms. These range from the Glutton Locus Swarms to Wasp Swarms. The nice thing about a swarm is it doesn't need to roll to hit. If you're in it's area, it automatically hits you and inflicts damage. Some of them have poison, others special abilities that make them truly dangerous to fight. Because they're a swarm, they have a single unit of hit points, almost like an army. Good stuff for those wishing to simulate such creatures.

Those looking for more natural creatures to add to their settings will find many options. This ranges from the Horned Boar, a relatively peaceful creature that goes into a blood fury when damage or when it smells blood, to background creatures like Monkey Lizards and Stormwings.

One of the things I enjoyed about the layout is that the templates are separated from the main body of the text. Samples are included as well as information on what each template grants the creature. These ranged from Blessed Theocrats to Werevipers to Soulless.

GMs looking for unusual monsters will enjoy the creatures here. Those playing in the Scarred Lands using Asherak and Termana, will get the most use out of the book. Overall the book is a strong addition to any monster collection but misses the superb rating by factors that could've been taken care of.
 

Ahh, I love the smell of a new book. Particularly one in which I have an author's credit, even if my contribution was a small one (the forsaken spirit, for those curious to know what). For which I received two copies, which also puts me in a good mood. But, I'll try not to let any of that unduly influence my review.

The Creature Collection III: Savage Bestiary is the latest in Sword and Sorcery Studios line of Scarred Lands monster books, this time focusing on the settings continents of Termana and Asherak. However, even if you're not playing in the Scarred Lands setting, most of the monsters in this book can readily be made use of with little to no alterations. Which, while I do make use of the Scarred Lands setting, is definitely a plus. It reaches a good compromise between maintaining the flavor of the campaign setting while simultaneously remaining a useful monster book to DM's who could care less about the Scarred Lands.

Furthermore, even after three decades worth of D&D monsters and who knows how many monster books for 3rd edition alone, there's still a number of new, inventive beasties to be found within. Sometimes a bit silly, sometimes a bit bland, but there all the same. Take a group of about, oh...I'll guess...almost one hundred authors, and there's bound to be a few gems amongst all their numerous ideas. The large number of authors is probably the books greatest advantage. Conversely, it's also possibly the books greatest weakness, when you have such a mixed bag of goodies and inspiration. So let's get the bad out of the way first, and then go into what I liked about the book.

The Bad

I have to say that some of the naming conventions are rather simplistic at times. This isn't always such a bad thing - Keep It Simple Stupid is a good rule of thumb - but sometimes the names came off as fairly bland or tepid. At other times, I was strongly reminded of Magic cards. While Magic: the Gathering is a good game and all, I have little urge to role-play in the card games setting. The name which most stuck out as coming off like a Magic card was the Battle Angel, though the celestials and fiends in general gave me a sense of Magic. Perhaps it's just me, though. Then there are just those overly simplistic names like the "glassilisk." In either case, I'm not overly fond of them, and think a bit more creativity could have been used in naming some of the creatures found within. At least none of the creatures within have a name that starts with the word blood, unlike the second Creature Collection, which had 10 in total.

This is entirely my own flavor preference, and Savage Bestiary certainly isn't guilty of starting this trend, but I'm not particularly fond of petitioners or, for that matter, outsiders like celestials and fiends being crafted out of dead souls. While this has at least been the case since Planescape, if not before then, and has cropped up in other products, Savage Bestiary frequently refers to outsiders being crafted from the dead souls of the devout. I suppose this is just my being influenced by In Nomine and the real worlds take on angels and demons, but mortal souls regularly being crafted into such creatures does nothing to win me over.

Dark Triumvirates: This isn't a monster but instead a trio of a Lawful Evil, Neutral Evil and Chaotic Evil fiend working together, and the powers they gain from working together. While not necessarily a bad idea, the writing made the dark triumvirates, along with the settings gods of evil, come off like the Brotherhood of Evil Mutants or a group of cartoon super-villains.

The Slaver's Pet: This construct is essentially giant, robotic spider-car. Ahh...what the heck is it doing in here? Maybe it would work in the Iron Kingdoms, or even Eberron (not that I claim to know much about it), but I don't particularly like giant robot spider-cars in my fantasy settings and their books. I don't know many people who thought Wild Wild West was a good movie, either. If I want giant robot spider-cars, I won't be playing D&D. Easily the worst monster out of the bunch. But then there's also the...

Jungle Squid: A huge sized squid that lives not in the water, but instead, in the trees. What? That's just goofy. Bad goofy. They even talk. Well, so do krakens, but come on, really. Huge, talking, tree-dwelling squids? Huge, evil, talking, tree-dwelling squids? That I'm supposed to take seriously? Come on, not even the artist took that idea seriously; the picture really is amusing. The squid has this look of, "What the heck am I doing up here? In a tree?! Help!" I would ask the same about it being in the book.

Overseers: Psychic worgs. Evil, mind-reading wolves. Again. Silly.

Devil, Gladius: How subtle is a 10-foot tall lizard that talks, if it can't disguise the fact that it's a 10-foot tall talking devil-lizard? This monster is described as being subtle, yet is a large-sized devil that looks like a snake with legs and arms, and has no ability to alter its appearance. You can't have both. While it has a number of spells to charm people and can potentially access the Trickery domain, that's still not particularly subtle.

There's also a distinctive lack of humanoids and fey. This might not be a big deal to some, but I like my monsters to be capable of more than killing and dying. Not that other monster types can't do that, but humanoids and fey are generally geared towards being a bit more three-dimensional than many monsters.

Notably, there's also no table listing the monsters by Challenge Rating. I find one of the most helpful things to have on hand when my player's are traveling a good distance, and I'm trying to spice up the encounter for them, or even just to plan one out ahead of time, is a break down of monsters by Challenge Rating. Being able to quickly flip to all the CR 5 or 15 or whatever monsters is invaluable and lacking in here.

The Good

While those not interested in the Scarred Lands might care less about the first few pages of this book, to those who use the setting, they're rather nice to have. The book starts off by going into just how a number of different monster types fit into the Scarred Lands, and how they relate to the various gods and titans. It gives setting details on a few pre-existing monster types, such as angels, demons and devils, and goes into the new types of creatures which show up in the book, such as the lawful neutral outsiders, the intercessors. Some of these descriptions are rather brief - the part detailing how devils fit into the Scarred Lands is all of seven lines long - but for those who run games in the setting, it's a nice little addition to the book.

Although I haven't given the monsters in the book a good spin yet, from just my read through, they also seem fairly balanced. This is notable due to the first Creature Collection, which was just done abysmally, and even the Creature Collection Revised, where a severe lack of understanding about Level Adjustment was apparent. The CR's all seem about right, and the Level Adjustments seem to be taking into account monster Hit Die (even if a break down of the monsters as PC's is lacking).

Bees! Bees! All right, perhaps I'm getting unduly excited over bees, but there's a mundane bee swarm detailed within. All of a Challenge Rating of one, and perhaps something most people would scoff at, but I personally like to use mundane, real world monsters. I think it helps to make the more magical ones appear all that much more magical, and provides a good contrast. While I believe it's the only truly mundane monster in the book (there's also the dire hyena, which vaguely is, and possibly one or two other creatures that, while not real, are close to it), I rather do like the bee’s presence within Savage Bestiary.

Spontaneous Golems: While none of the golems themselves necessarily excited me, the concept of self-animating golems, without the need of a spellcaster, does catch my interest. Created when strong emotions attract the attention of the elemental spirits that normally animate golems, they're formed when those spirits willfully take residence in an item or items (be it gallows or a treasure hoard) that were the focus of those emotions.

Phoenixes: Three new phoenixes pop up in here, the autumn phoenix, the black phoenix and the storm phoenix. The first two in particular attracted my attention. The autumn phoenixes were once tied to all the seasons, but have since remained tied to the fall after the god of the high elves died. I for one am usually all for monsters tied to the Scarred Lands forsaken elves, particularly ones with a sense of tragedy to them - I'm an angst factory and you'll all feel my, ahh…wrath? Right. Then there's the black phoenix, a curious, and powerful, creature, which acts as a dark reflection to the normal phoenix. In the wake of the black phoenix rise the dead, animated by the presence of the mighty bird. These undead ceaselessly follow after the black phoenix, waiting for it to finally roost, at which point, they fall upon it and kill the bird. Once another bird dies where the black phoenix had, that bird rises up as the next black phoenix, and the cycle begins anew. Deliciously evil, if you ask me.

The Piper: I personally think the further away from traditional mythology and fairy tales one gets, and the more different and bizarre folk try to make their monsters, the worse they get. No, it's those creatures and characters that at least loosely stick to the good old archetypes and legends, but add their own twist, which most catch my interest. In this case, the Piper is a fey Pied Piper, evil, child stealing, and powerful beyond compare. Not that he goes around using that power like a club; no, he comes into villages in need, and makes a deal, offering to do some near-impossible deed for them, and asking some near-impossible to meet price in return for having it done. The villages, in need, almost always agree, and the Piper nearly always succeeds, potent as he is. When this happens, the villages inevitably find that they can't meet the Piper's price, having namely agreed to the bargain mainly because they figured the Piper couldn't possibly do what they needed done. When the village can't meet his demands, well, off the children go, taken by the Piper...

The point still stands, though: Putting a new spin on old archetypes and creatures is generally the best way to go, in my opinion, and for doing that with the Piper, Savage Bestiary gets a thumbs up from me. He's also more three-dimensional than many of the monsters in here which, as I already said, is what I look for.

In the same vein as the Piper, there's also the Dread Child, a type of Daemon that is exceptionally similar to Samara from The Ring. While some might believe taking inspiration from a movie to be rather uncreative, there's bound to be a number of DM's who see a movie like The Ring and want to run a game that integrates it into it. For those looking for a Samara-like figure, well, look no further than the third Creature Collection.

The Amusing

The Grillin: Thieving little monkeys with a fascination for magic items, I mainly note them for their picture, that of a monkey with a wand. It gave me a grin. That, and the thought of a group of PC's being jumped by a pack of wand of sleep wielding monkeys who want to do nothing more than loot them of their magic items before running off into the jungle.

The Forge Beast: It's a frog. It's an anvil. It's a frog-anvil. The description of the monster itself says that it looks rather comical. It's a mobile anvil. Unlike the jungle squid, the entire thing seems slightly tongue in cheek. So I don't mind it so much, and it really is amusing. Urbit.

Anyway, with all that said, time to wrap it up.

The artwork I found was fairly good. All black and white mind you, but I've never found that to be too big of a deal. There are a few poorly done pictures, such as the Unbegotten, or the Soulless, but for the most part, I think it's above average. The Living Bog has a dark kind of beauty to it, and the Hellfire Bloodshark is just a frightening sight. Good stuff, for the most part.

One thing that, while I suppose I understand, yet is still worth mentioning, is that this book is about twenty pages shorter than the last Creature Collection, and five dollars more. Even if you discount the fact that the last Creature Collection's extra twenty or so pages were primarily tables and lists, which Savage Bestiary could have probably used anyway, it's still five dollars more for the same number of pages. While definitely a superior buy to the Creature Collection, I'm not so sure that applies to the Creature Collection Revised, which is as near to a core monster book that the Scarred Lands has, or the Creature Collection II: Dark Menagerie, which also has a few of the settings iconic monsters (the Sutak, most notably). For those who could give a hoot about the Scarred Lands...well, Savage Bestiary is written for 3.5, as opposed to just 3rd edition, like Dark Menagerie was. So there's that.

All told, I find the third Creature Collection, Savage Bestiary, to be a worthwhile book, with a number of monsters in it that I'll likely use or at least think about using, but nothing too spectacular. It's not the best monster book out there, but it's a fine addition to any Scarred Lands collection, or D&D monster books in general.
 

I won't disagree with your last statement but I guess I take exception to how you view outsiders. Obviously I think it's your chaotic nature to enjoy things that stand outside the box, but for me I THOROUGHLY enjoyed the Dark Tiruminvate. Won't comment on the lack of shape changing for the Gladius, but it is a good point I'll grant you. The lack of humaniods and fey I felt were fine since we already have most of that in Termana and most of Asherak is pretty much the same way. As for the LA and ELC issue from CC Revised, I guess that's just another thing we'll split on.

Overall I'll will agree with "There should have been a CR listing" as in CC 2. That was useful. Price wise, yeah it's steeper but look at the rest of the market. Times and prices change my friend. And yes Jungle Squids WERE silly, but then they didn't take all the ones I felt were good. (Mostly mine of course, other than Infernal Sentinel.) Otherwise it's a 50/50 split on agreeing with you Trick. But then isn't that how it always goes with us?

Overall
 

As I said about the Dark Triumvirate, the concept is fine, it's the writing that I felt could use some brushing up. As is, it inspired within me the image of three fiends sitting around a table, curling up their pencil-thin moustaches with an evil cackle as they decided "What shall we do to good today? Mwahahaha."

And in regards to the LA/ECL from Creature Collection Revised, hey, most are screwed up. Really no getting around that. Or do you honestly think the Sandmasker is equivalent to a 27th level character? Or that the common ratman with levels is weaker than a tiefling with levels?

As for the lack of humanoids and fey, I already said that won't matter to some.

And there's that bragging of yours again.

In either case, as I said. Decent book and I'm sure that what I might see as flaws, others will see as advantages to the book, like with the small amount of humanoids and fey. Or what I liked, others may not, like the bees perhaps.
 



The Jungle Squid is probably tongue-in-cheek too.

I mean, you know about the famous "tree octopus" joke, do you? Look at http://zapatopi.net/treeoctopus.html if you don't.

I've made an Excel spreadsheet of the monsters from a PDF found here: http://www.ruemere.linart.pl/scarredlands/contributions/greyline02.htm

The spreadsheet is here: http://www.enworld.org/forums/attachment.php?attachmentid=11774
 

Hehe. All right, perhaps it is. But outside of the picture, I had no sense that it was meant to be meant as humorous. Outside of the fact that it's an evil, talking squid in a tree. Conceptually, goofy, yes, but the write-up itself didn't seem to be going for that angle. Though I suppose that could have been intentional.
 

The third opus in the Creature Collection serie (fourth if you count the revision of the first) introduces some changes. Most notably, it introduces short italic descriptive texts for each creature (to follow the format adopted in the revised Monster Manual), and the layout break away from the one-creature-per-page format. Like CC Revised, it is updated to the "3.5" edition of the D&D rules, something which demanded extra work as the submissions sent to answer Sword&Sorcery Studio's Open Call were made for the "3.0" rules.

The book is 224-page long. The last fourth are occupied by legal information (the Open Game and d20 System Trademark licenses) and advertising for other Scarred Lands products. Similarly to the previous CC, only the creature's statblock and Combat entry are OGC, the creatures' name and Description paragraph being product identity. The fact that names are PI is somewhat frustrating, as it hampers the capacity of other publishers to refer to these creatures in other books, although they can merely reprint them, with a new name and paraphrased description... Furthermore, a good number of these names are rather bland, like "Battle Angel" or "Bee Swarm". Claiming "bee swarm" as product identity seems somewhat bold, in my opinion. And by the way, they could update their STL, Nystul and Bigsby no longer appear in the d20 SRD.

The presentation is similar to the previous tomes of the serie: one page for the credits, a double page for the Table of Content, and a preface at page 4. Following this are 6 pages of informations about certain categories of monsters, and how they vary from the MM norm in the Scarred Lands setting. Those are outsiders (NG angels, LG custodians, NE daemons, CE demons, LE devils, and LN intercessors), spontaneous golems, and phoenix. The celestials subgrouping of D&D are modified there, discarding the angel/ archon/ guardinal/ eladrin classification. Intercessors will probably be found more appropriate as Lawful equivalent of the fiends and celestials than the clockwork modrons or insectoid formians. Equally presented here is a quasi-template for fiends, called Dark Triumvirates. It correspond to trio of fiends, from each evil alignment, working together. The concept is a little odd, especially in a setting where the baddies don't especially need to be united for survival.

Spontaneous golems are an interesting idea, elemental spirits animating materials or objects by themselves when influenced by tragic evenements or extreme emotions -- such genesis are usually used for undead. In my opinion, it is an excellent idea, and one that could fit well with my spirit-heavy homebrew cosmology. The phoenix looked like an attempt to give importance to another mythical creature beside dragons. Three kinds of phoenix are described later in the book.

Some creatures of note:
  • Allerghorai-horai (death worm): This creature is the second d20 version of the cryptozoologic celebrity, the Allghoi khorkhoi, or Mongolian death worm. Cryptozoology link. Another death worm is found in the Tome of Horrors,
  • Ashcloud: This monster is especially noticeable because it gave me the two free copies from which I can write this review. It was my contribution to the book.
  • Bleak crow: This scavenger seems harmless enough, and is not much of a danger by itself, but its capacity to capture souls of recently departed creature and raise the corpses as zombies make it valuable for organizing traps, or for soul-freeing plot hooks.
  • Charduni battle ram: An entry I found a bit weird. Despotic dwarves that were turned into rams to provide mounts for their comrades-in-arms, and that have become a central part of the Charduni culture, and a picture of a nazghul-looking warrior on a bighorn ram.
  • Dallisad: A simple animal. A deer whose horns are useful to make antitoxins. This is an example of another emphasis of the book: Like CC1, it has several relatively mundane creatures, that are not evil, threatening, or supernatural.
  • Gate Worm: The weirdest transportation animal ever, they have an organ that teleport into one of their kin's gullet. When their gizzard is full, they don't stop eating but start sending food in this magical organ. If you know where is the "exit worm" and are not afraid to willingly step into the mouth of a gargantuan annelid to then crawl your way outside of another, you can take advantage of these creatures. Alternatively, they could be used by a devious DM wanting to move the PC away from their current location with a mere wandering monster.
  • Hive golems: It's not the first "monster carrier" idea, but these one are rather elegant. I don't especially see the need to give the fiendish template to the swarms, though, since the construct itself is neutral. I would gleefully swap it for equivalent templates, depending on the creators -- celestial, axiomatic, anarchic, or pseudonatural, for example... Incidentally, the hive theme was popular in the book, since there are also hiveskins and hive devils.
  • Grim Puppeteer: Giant spiders who use their silk strands to move corpses like tethered puppets.
  • Jungle Squid: It seems someone was inspired by the Tree Octopus joke, as this is a tree-dwelling kraken.
  • Living bog: This bog is actually an ooze. Like the Patient Doom (a flat arachnid whose legs are disguised as trees) or the Sand Trapper (that hids beneath sand dunes), this monster turns landscape elements into dangerous traps. In the same category, several carnivorous plants are included.
  • Marble sentinels: A variety of intelligent constructs used in armies. Like both previous CCs, Savage Bestiary has a large number of golems and other constructs, which all (except, of course, the spontaneous golems) have their construction prerequisites detailed.
  • Phase Mass: The creature that seemed the most out-of-place. Large cones of flesh, with a tentacle, a mouth, and a ring of eyes, that cast spells, can shift into the ethereal plane, want to dominate the world, and come from another dimension. They feel much more like pulp sci-fi than like heroic-fantasy, in my opinion.
  • Silver Puma: Cat-lovers will like the book, for it contains three species of magical feline that can become pets, the Jin-Sat jaguars, the Pearl Cheetah, and this one. All have spell-like abilities (silver pumas have psionic powers), and all are cute and fluffy.
  • Swarm of Perahnikyit: People are now familiar with swarms: creeping hordes of little ugly pests, like rats, oozes, or vermin. Well, this swarm is as dangerous as others, but is made of cute, brightly colored birds. There's also a swarm of butterflies with a touch poison on their wings.

The creatures are thus not all mere monsters -- a number of them, from angels to constructs to potential cohorts or familiars can be allies. This makes this book as useful for players as it is for GMs, especially to spellcasters (who can summon outsiders, create constructs, and befriend creatures as animals or companions).

However, giving the book to players would reduce a bit its value, as it would spoil the creatures that are good sources of plot hooks and interactions, like the bayou witches and the Piper of the Carnival of Shadow; or these constructs created by forsaken elves to keep memory of their fallen civilization, the Remembrances. Some creatures tie-in nicely with creatures from previous CCs; for example, if you used a "false lover" unhallowed (CC1) in a previous plot, then the love-scorned soul could allow you to spawn a new plot from a finished adventure.

The art is comparable to the Grotesque Menagerie (CC2), for it contains good and bad, and a rather low quantity of ugly/lazy. Much better than CC1 (unrevised).

An annoying trait is the frequent references to other sources. Typical spell lists contain spells from Scarred Lands setting book (not merely Relics & Rituals), the description of the Seraphic template says that creatures with this template result from "the god's catastrophic experiments with the Seraphic Engine" and you are left wondering what is this Seraphic Engine -- I don't even know in which book it is mentionned, by the way. It seems a close concept to Monte Cook's Chaositech, otherwordly alien, chaotic, evil, inducing madness and mutations. These dependencies are slight enough to be ignored, but are frustrating nonetheless. You'll need CCR, CC2, to take full advantage of creatures that, like the Carnival of Shadows, are part of organizations spread on several books. All spell list will include a reference to RR1 or RR2. And even with all that, you'll still miss out stuff -- for example, the terali are often mentionned, and they are only described in the Termana Gazeteer. (For those who don't have it, they are panther-like catfolks.)

I would have preferred they cut a bit on some flavor text (notably the spontaneous golems, which have each an example of specific background, it's a bit longish) to reprint more of the necessary information, so as to reduce the dependence on other sourcebooks. I guess most buyers of the CC and RR series don't use them especially for Scarn. And I'm not sure this behavior is more effective in making people buy the other books, or in making them discard the line altogether.

Overall, I find this compendium really good -- more diverse and useful than CC2, with solid, up-to-date rules, I would recommend it to people who already have the previous collections. For those who haven't, the Creature Collection Revised is maybe more interesting, because of its reduced dependencies on material (unless they took advantage of this revision to fill it with references to Relics & Rituals, CC2, and half a dozen setting books). If it wasn't for these gripes, I would gladly have given it a Superb rating.
 

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