Denizens of Avadnu

Within these pages lurk Avadnu’s most malevolent spawn. From insidious vylar to rampaging haklaa, from mighty automentals to nightmarish xxyth, the denizens of Avadnu are as unique as they are deadly. This tome presents more than 100 new creatures, templates, and monstrous prestige classes, 30 original skills and feats, and over a dozen weapons, spells, and magic items. Each creature is illustrated with lavish full-color artwork, supplemented with adventure ideas, and designed for easy integration into any d20 System game. Separate entries elaborate on how creatures fit into Avadnu’s history and ecology, providing depth to Violet Dawn campaigns.

Requires the use of the Dungeons & Dragons(R) Player’s Handbook, Third Edition, published by Wizards of the Coast, Inc.
 

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When looking at a book like this, I realize that I don't say enough in my reviews that I like hardcovers in full color. Having said that, I really like Denizens of Avadnu. It's got personality that reminds me of the offbeat and strange looking creatures from settings like Talislanta and Tribe 8 and to a lesser extent, Liber Bestiarus and Monsternomicon.

When I first saw the previews in Gaming Frontiers, back when that periodical was in color, I was worried that the tones were too dark to reveal any of the great detail hidden in the images. Thankfully they've fixed that problem. The only piece of art that really suffers from being too dark is the cover where you can't quite make out what's going on but know that a party of adventurers are getting their heads handed to them.

In terms of 3.5 compatibility, I'm not the game mechanic expert others are, but here's what I see. Things like movement include number of squares. Armor Class shows the math, and include touch and flat-footed information. Base attack and grappled information is followed by full attack details. Feat progression, one every three levels plus one at first, seems dead on in most cases. When bonus feats are present, they have a small b at the upper end of the word. A quick check of base attack bonus on creatures that have equal to warrior (1 per 1 hit die), shows that BA is correct.

Some of the things I thought initially might be errors are not. For example, the Automental is a large construct. When looking it over, I'm just thinking of the basic feat math (1+(1 every 3 HD)) and not that it's a construct. I notice that it doesn't have any skills or feats but a quick look at the monster manual shows me that none of the golems or shield guardians do either.

The monsters have standard statistics. One bonus feature is a challenge rating displayed on the margin of the page. This lets you take a look through the book at random and quickly see what CR's are in the book. Another useful tidbit is the section on Adventure Ideas. These are usually a paragraph or two that show GMs how they might use the creature. Since this is part of a new setting, the Violent Dawn, there is information on how these creatures interact on their home setting of Avadnu. At over 140 creatures, there are bound to be a few for almost any game. In terms of power rating, there is nothing here to challenge your 21st level party, but templates can be applied to get the ball rolling. In addition, they use a T to indicate that the creature you're looking at is a template as opposed to an actual CR number.

There are two things I like to see in a monster book. The first is templates that have examples. The book fails in that category. There are fourteen new templates and not a one of them have example creatures. One thing that they do have though is a challenge rating and a level adjustment. A nice change of pace. There are way too many templates I've seen that just have a challenge rating adjustment leading too many players begging to take the +2 CR modifier at a level adjustment.

The second thing I like to see are racial traits. While I appreciate seeing a 1st level warrior given full details, I'd rather have the information for the racial traits so that I can make my own NPCs without having to worry about level adjustments and other issues that often crop up. We've got several races here. About the only thing I wish that they would've done is use a R for the indicator instead of the CR number. It would make finding all the races quicker. Many of these new races are perfect for starting characters having a level adjustment of 0 with no racial hit dice. These sections include information on society and sometimes new weapons.

This includes the aquatic arageld, a race unlike your standard underwater humanoid but not completely monstrous. For instance, they have talongs and spines running down their back but are often neutral and are truly amphibious, able to adapt to land of water. A more standard race, the skarren, are nomad warriors dedicated to two things. Honoring nature and honing their combat skills. They have overall penalties to their traits (+2 Strength, -2 Intelligence, -2 Charisma), but they have better healing, immunity to diseases, better poison resistance and the good old head butt attack due to some bone crest they have on their skull. This is another case where they show different weapons and personality of the creature by including three martial weapons and two exotic weapons. Another race I'll mention is the sulwynarii, “a race of master craftsmen, scholars, and warriors.... few of their kind remain in the world.” Sounds a lot like the old elves and that's good because these are the forefathers of elves.

Others do have racial hit dice and this makes them a little more tricky to determine their power level. For example, the agraukith, a insect humanoid, has 2 hit dice and a level adjustment of 2 for a total ECL of 4. They have high racial bonuses, natural armor class bonus, weapon proficiencies, color spray some other little special abilities and the ability to fly. Is a +2 level adjustment enough? It's hard to say without a lot of playtesting because in my groups, I've found that while special abilities make the character more useful and perhaps even more powerful in non-combat abilities, if the ECL is too high, they get wiped out.

Okay, enough about what the book is constructed of and how its laid out. What's in it? A majority of the creatures fall below CR 18 with only two at 15, two at 15, and three at 14. A large majority are at the good old 2, 3, 4, 5, 6, and 7. Perfect for those mid level ranges. Those looking for higher levels will want to carefully look at the Xxyth, These outsiders are spawns of chaos and have many different forms. They remind me in some ways of the hoardlings from old editions of Dungeons and Dragons but with several illustrations that showcase how impressive their variety can be. These individuals have different ranks and different sizes so you can have lesser, greater and arch, and then different sizes like medium, large, and huge. The greater and arch can even be gargantuan.

Another outsider, the beasthound is a creature crafted to honor the god of death and at a CR of 12, does it's job well. Not only can it breath acid and tear up opponents with it's terrible bite (which also comes with improved grab), but it has the death knell ability.

Not every creature needs to challenge great heroes though. After seeing a movie like Dawn of the Dead, you want something that 'maintain their existence through a diet of mortal flesh.' which is where the carcaetan, a CR 2 undead comes in. These are good old undead with various states of decomposition like a good zombie and like a really good zombie, unless they are destroyed by positive energy, they come back, even if burnt to ash.

Sometimes you need something a little different though. How about the darlith? This is a medium sized aberration that is made up of tentacles and a bulbous mouth that drip strong adhesive that they use to surround themselves with dirt and rock. They then use this near boulder like protection to roll over their foes and crush them even as they pull their victims into the rock.

Another strange creature, the doomweaver is a carrion eater that turns their enemies into rotting flesh though use of a decaying mist even as the pack hunting grethell, a creature with numerous tentacles and arms that end in scythes, tears you apart. Yeah, there are a lot of aberrations here.

Another creature that reminds me of the old hoardings is the qeh'thral. They are of all shapes and sizes and provide the GM with the perfect range of abilities for those quick hordes of shapeless and nameless chaos that lower level players can fight against. The illustration is particularly creepy, reminding me of the old Green Lantern comic where they explored the Empire of Tears ruled over by some truly vile looking creatures.

Is the book perfect? No. Having an easy way to spot all of the races, having examples of the templates, and a few more high powered creatures would help push this book towards that perfect book. The full color art is top notch. The glossy paper, although a little thin for my taste, is holding up nicely. The variety in creatures is a pleasant change of pace with it's focus on outsiders, aberrants and magical beasts.

Those who aren't going to want this book are people satisfied with the core or standard monsters. Those who would think that strange creatures aren't always appropriate for their setting. If you're looking for new creatures to bring to life different types of terror in your game, Denizens of Avadnu is for you.


Reviewer's Note:

Some are going to look at this and my review of the Book of Fiends and go why one five and not the other?

1.Denizens is almost the same page count and price and is in full color.
2.Denizens is full of (almost) all new material.
3.Denizens includes new summoning tables that update the spell lists with the monsters.
4.Denizens is specific to Avandnu but like the Monsternomicon, useable with all d20 fantasy settings or in standard terms, has more creatures applicable for many types of campaign as opposed to one focusing on outsiders.
 


By Steven Creech, Exec. Chairman d20 Magazine Rack

Initiative Round

Nearly four years in the making, Denizens of Avadnu is a monster supplement for the yet to be published Violet Dawn: The Time of the Unravelling campaign setting. Coming in at 224 pages and retailing for $39.95, this full color hardcover is the first offering by Inner Circle Games.

The book boasts over 140 new creatures, templates, and monstrous prestige classes along with 30 original skills and feats, and over a dozen weapons, spells, and magic items. Each monster entry comes complete with 3.5 edition stats and sections on adventure ideas and Avadnu specific campaigns. Interlaced among the entries are new game materials that include the spells, magic items, weapons, etc.

Before you get to the creature entries however, there is a chapter devoted to Building a Creature. Here you find the explanations behind the creation of new subtypes (Voidspawn), skills (Autoheal, Focus Essential Energy, Perfect Recall, Scent, Sculpt Self, and Sense Supernatural), and feats (Channel Essential Energy, Controlled Breathing, Crushing Blow, Wide Eyes and many other too numerous to include here). Most of these appear to be created out of necessity for the Violet Dawn setting. Contrary to the title of the chapter, this new information is all that is contained. You find nothing more regarding creature construction as one might surmise.

Chapter two is the meat of the book and consists of the individual monster entries. The creatures show a wide range of Challenge Ratings (from ¼ to 20) with the majority between CR 5 and CR 9. Creature types are also varied accordingly with a significant number of aberrations, outsiders and magical beasts. Creatures that stood out for my gaming tastes include the blood ooze, eri, kei-ehri, madrir, nightbeast, and the skarren. The solar creature template is also very interesting, but it would have been nice to include an example creature with the entry.

Chapter three is a short four page treatise on how to use monsters from the Monster Manual in the world of Avadnu. Chapter four is an updated summoning table and also an index of creatures by Challenge Rating, type and subtype.

Critical Hit
All to often, monster supplements are primarily comprised of nothing more than existing variations of other creatures. That is far from the case here. Most creatures are almost entirely alien in nature compared to what one normally sees. The originality really shines in creatures such as dread spire, goldencrest, nightbeast, planar grimalkin, straga, and teo-selerai.

The decision to print in full color with this book is also a solid hit. It really adds a missing element to the book when combined with the strong artistic qualities. Add this to the web support that Inner Circle promises and you have a strong argument for owning the book.

Critical Fumble
Despite being billed as suitable for fantasy campaigns, most of the creatures really come across as ‘too alien’ for fantasy (with the exception of Dark Sun). Another fault lies with the game balance regarding certain skills or feats. For example, Scent is now a skill and not a special ability. Additionally, some of the feats presented, such as Controlled Breathing, already exist in other sources under a different name. In this case, see Breath Weapon Burst in the Monster’s Handbook (from Fantasy Flight Games).

Unfortunately, there seems to be binding issues with the book. After very little use, the binding is already becoming loose and is threatening to crack. Hopefully this is an isolated incident and not the norm for this book. Regardless, it makes the desire to use the book on a regular basis less attractive.

Coup de Grace
Denizens of Avadnu is a refreshing change of pace from the run-of-the-mill monster books. While not for everyone, it fills a niche that has been lacking for gamers who want to run a non-fantasy d20 game like Dragonstar, Babylon 5, or even d20 Modern if you go with the X-Files type of campaign. That’s not to say that the book has no place in a fantasy setting. Certainly, those who play in Oathbound, Dark Sun or Planescape will find greater use over those who play in more traditional settings like Greyhawk or Forgotten Realms. Like Eden’s Liber Bestarius, this one caters to the gamer with more diverse tastes in his monster fare. For a first effort, Inner Circle has delivered a quality product.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

I realized something while thumbing through Denizens of Avadnu: (outside of Mutants and Masterminds products) I rarely make any mention of the art contained in a product.

Denizens made me take note of that little oversight pretty much immediately. I will start this review by saying that the art that the good folks at Inner Circle assembled for this wonderful piece of gaming goodness is absolutely top notch. Straight across the board the quality is high; but the broad variety of to the pieces included (sepia line drawings, full color oils, colored-pencil sketches, moody watercolors, etc) really keep the visual excitement level high.

Despite my love for the art contained here, I would consider the volume an abject failure if it contained truly crappy mechanics, and would likely give it a 2 or 3 star rating if contained passable mechanics. As luck would have it gentle reader, neither of these is the case.

Someone in Inner Circle’s inner circle (hah!) did the work, and I mean they really did it. I took a random sampling of the creatures and turned their stat blocks over to my resident anal-retentive math thug and he—after going over them for the better part of a week—assures me that the stat blocks are spot-on compliant with the 3.5E Monster Construction rules, and that the CR’s are right where they are supposed to be.

There are even some interesting innovations to the standard stat blocks. Movement is listed in Squares/round as well as Feet. Touch and Flat-Footed AC are computed and listed as such right on the page. Full attack details are included.

I’ve never seen such complete stat blocks.

The templates presented are interesting, but I wish there were some examples of creatures with the templates applied to them. I’m not sure why. I understand the concept of templates and could do it myself without too much strain, but I like to see examples of mechanics in most supplements. I assure you though that this is a small gripe.

The races presented are interesting without being overpowered, though I will go to my grave wondering if the level adjustments for races are correct. I think it’s impossible to really standardize such things without really understanding the setting you are using. I’m never sure if level adjustments for magic-wielders or flyers are really high enough in my low magic games, but that’s where Denizens pretty much has me. These monster were designed specifically for their upcoming setting (Violet Dawn: The time of the Unravelling for the curious). So given that the rest of their mechanics are so sound, I feel reasonably sure that the level adjustments for the various races are likely to be appropriate to their setting.

The layout is even nicely done, very readable despite the variety of images and content on each page.

I would love to outline the failings of this product, but all told there just don’t seem to be many in sight.

Denizens of Avadnu is a nicely laid out, full-color hardcover with stunning art, airtight mechanics and “fluff” of a high enough quality to pique my interest in their upcoming Campaign Setting.

It joins Monsternomicon and Tome of Horrors as my “go-to-guys” for all of my campaign’s monstrous needs.

They are in good company.
 

Denizens of Avadnu

Monsters, monsters everywhere and not a hero to kill. That’s how its feeling these days with so many good quality monsters books. This one though separates itself by its look and organization. I have never heard of Inner Circle Games before. This is the first book I have seen by them; though I did review a PDF of theirs that is basically an extension of these books (it covers mainly high level monsters). But after this one release I am now eagerly awaiting whatever else these guys do. This book will put them on the d20 radar; I just hope they can stay there.

Denizens of Avadnu is the monster book for the campaign world Avadnu of which I have not seen, I am not sure its out yet. The book is full color with glossy pages. It is over two hundred and twenty pages and is hardbound. I am very surprised they went this rout for their first product. It is a great way to get noticed and it worked. But it is a gamble that I hope works for them.

This book is filled with monsters, many of them strange and weird. The book was written with the understanding that many people will use this book for different campaign worlds. They separated the Avadnu information from the general information for this purpose. They also suggest that one slowly introduce creatures from here into other worlds because they are a bit different. I like that the authors are aware of it and make note of it in the introduction.

Before I get to the specifics of the monsters and other things in the book I really want to mention the art and layout. This is a good looking book. The pictures are very styled making the feel of the creatures and setting come alive. The stats are all in a black background with the monster information on the normal tan that they use. Next to each stat black the CR is listed in a bigger number on a red background so one can easily see the CR.

The book has some new ideas in it like the Voidspawn. This is a new subtype that is really evil. There is not a lot on where they come from but killing one will leave an aura of evil on the people who kill it. They can also make creatures summoned near them evil as well. There area few new skills like scent which is great as a skill. Another one I really like is perfect recall; it is for creatures with life spans of thousands of years so they can recall with perfect clarity anything they have experienced. Some of the new feats I am not so wild about though. They have what are basically met magic feats for spell like abilities. To balance them the abilities can take a few rounds to use when modified. Spending a few rounds for one ability even if it was maximized seems a little weak.

The monsters themselves can be a little strange, but they seem well balanced and interesting. There is the Blood Ooze, a creature borne from battlefields and places of mast slaughter. Then there are the flying Phylaerns. These ancient and good creatures are a sign of hope and are thought to be the servants of the gods. Then there is the Wispheri, a race of giants that get so bit they actually turn to mist and go to the Ethereal plane. There are many creative and strange creatures in this book. The level of creativity is very high and impressive.

All in all this is one of the better monster books on the market. The production value here is very high and the creativity is just flowing through the pages. It is one of the most impressive first products I’ve seen. Heck, its one of the most impressive products on the market.
 

I picked this up the moment it hit the distributor warehouse. I guess I expected too much from the great production value, but I was rather disappointed by it.

The creativity you speak of is missing from my point of view. While there are some really great monsters, a great deal of the monsters are quite bland. I can say this about many other monster books, but if I'm going to pay near $40 on a book, it should really shine.

I'd be happier spending another $5 on Penumbra, Fantasy Bestiary, and have a spare than purchase this book again.

I also thought that I might be too harsh and passed this book around my gaming group with several other D20 publishers and writers. Their assessment was the same as mine. There was still great interest, however, because the production value was very high.

History shows that the first few books from a publishers always has its hitches, but they learn and grow. This is a great starting point. Definitely not a 5 stars though, IMHO. Solid 3, maybe a 4 if I let the production value sway me.
 

Denizens of Avadnu
By C. D. Bennett, Alexander Marsh Freed, Robert J. Gallagher, Michael A. Mumich, Jason Rosenstock, and Jeffrey J. Visgaitis
Inner Circle Games product number INC 1000
224 pages, $39.95

A little over a month ago, I received an email from Jeffrey Visgaitis, asking me if I was interested in reviewing his company's monster book, Denizens of Avadnu (part of Inner Circle's "Violet Dawn" campaign setting). He wasn't deterred by my reputation as a stat-block nitpicker; quite the contrary, he was confident that his guys had put together a solid book of monsters, and wanted to put it through the "John Cooper road test." While some other projects have kept me from reviewing this product as quickly as I would have liked (mostly proofreading jobs from companies whose products I've reviewed in the past!), I finally finished up Denizens of Avadnu last night and am now ready to post my review.

As always, I'll start with the cover. Denizens of Avadnu sports a full-color painting by Jason Rosenstock (one of the book's authors!), depicting a large, dragonlike monster shooting flames at a band of adventurers. You might be forgiven to think at first (as I did) that this was some sort of mutated black dragon - the coloration is about the same, and the creature sports a pair of forward-curving horns reminiscent of those of black dragons - but the monster's five eyes and multiple spikes/spines would make this quite a mutant indeed! (Having now read the book cover to cover, I can state pretty confidently that the monster is in fact a "xxyth," one of the more important (in terms of history) creatures in Avadnu's pantheon of outer planes creatures.) At first, I was a bit put off by the painting's overall darkness - not in tone, mind you, but in actual hues - but the xxyth entry actually makes a point of the creature's chaotic shape; it's often difficult to tell just where a xxyth's body begins and ends. So, while I might have preferred a bit more light on the subject (if nothing else, so we could see more detail on the xxyth and the people fighting it), I have to give Jason credit for adhering to the creature's written description, something that really appeals to me (and ticks me off to no end when artists get it wrong). Also, the bright yellow of the xxyth's breath weapon makes a nice contrast to the overall darkness of the piece, and one that draws the viewer's eyes smack-dab to the xxyth's head, where its weird eye setup stands out and attracts notice: these "Denizens of Avadnu" are not your run-of-the-mill monsters!

The interior illustrations consist of 8 artists providing 119 full-color illustrations and 28 monochrome illustrations. These run the gamut from a few that didn't particularly excite me (the rather bland-looking, three-horned, goatlike ubu on page 169; the rather silly-looking "umber hulk/hooked horror crossbreed, with leg-spikes and hooves" haklaa on page 64) to several pieces that would have made excellent cover paintings in and of themselves (the "tasked" [one of the templates in the book] human riding a spined styracosauruslike beast on page 156, with burning skies behind him; the bald, tattooed skarren sharpening his blades as he stands astride a partial skeleton in the desert on page 137; the zeidian ranger with his parallel-bladed swords in each hand on page 215). All in all, I'd have to rate the artwork as a whole as much, much better than average - even the monochromatic pieces have a nice, unified feel to them: they look like sketches from a naturalist's sketchbook, complete with notes in a fantasy language (that was an excellent touch, by the way!). Best of all, nearly every creature got its own illustration (most of the few exceptions were when a pair of related monsters - usually an advanced version of a standard creature - had to share a single illustration among themselves, as with the Duogoth and Duogoth Nest Guardian). I also noticed at least one instance where the illustration for a monster whose stats were on an odd-numbered page was on the even-numbered page preceding it, but since that helped fill out the even-numbered page and left enough room for all of the relevant information on the odd-numbered page, everything worked out well with maximum use of space. (For those interested, it was the crystal reflector on pages 36 and 37.) And while there were a few instances where the illustration did not exactly match the description of the monster in question (the darlith was missing the tentacles it should have around its mouth; the karg's claws should be black; both narga illustrations show it with antlers, not the "single, twisted horn" in its description; air swarm creatures should have feathered wings, not batlike wings), the vast majority of the illustrations were very close to the descriptions. The vast number of full-color paintings was a bit of a surprise to me, especially coming from a company I admit to never having heard of before! Well done job, guys!

Before moving on from the artwork, I also wanted to point out the fact that the first and last (blank) pages of the book, as well as the inside front and back covers, are purple. This was a clever touch for a book detailing creatures from the Violet Dawn campaign world.

As for the book's layout, there's a credits page, a table of contents (including an alphabetical listing of all the various sidebars of new spells, magic items, and such scattered throughout the book, a helpful addition), a one-page introduction, five pages of creature background material (the Voidspawn subtype, 6 new skills, and 21 new feats), 208 pages of new monsters, a 4-page section on various changes that were made to some of the Monster Manual monsters for their Avadnu equivalents (purple worms, for instance, are called "underworms" on Avadnu, and are segmented, light beige in color, and entranced by singing), and closes with new summon monster and summon nature's ally tables, a list of creatures by type and subtype, and a list of creatures by challenge rating. While reading through some of the new skills, I realized I had seen some of them before, which threw me for a loop until I realized that I had seen them in monster entries in Expeditious Retreat Press' Monster Geographica: Underground. (There was at least one monster in there with ranks in the "Autoheal" skill, which was first presented in Denizens of Avadnu in 2003. So that clears that up for me at last.) The new skills and feats all seem pretty well thought out, and there are a few monsters in the book taking full advantage of many of them, which was nice to see. I think I can figure out the origins of at least one of the new feats, too: "Earthmoving Blow" reminds me of many a scene in an Incredible Hulk comic book (in the old "Hulk smash puny humans!" days), where the Hulk would pound his fist on the ground and send soldiers flying in all directions.

As for the layout of the monster pages, I was going to say that Inner Circle took a page from Monster Manual III and used sidebars detailing where each monster can be found in the game world (in this case on Avadnu, naturally), to ensure that each monster's write-up finishes up at the end of a page - but then I realized how stupid that would be for me to say, as Denizens of Avadnu came out a year before WotC released Monster Manual III, so it looks like it was the other way around! In any case, I'm really fond of this decision, as it ensures that each monster begins at the start of a new page, making it that much easier for the DM to use. Of course, it would have been nice if there was a map of Avadnu somewhere in the book, as without it, none of the "On Avadnu" sections are all that useful. (I suppose it would help if you had more than just Denizens of Avadnu from the "Violet Dawn" series, but that's all I have to go from, and not knowing where all of these places are kind of bugged me.) Oddly enough, each creature's actual stats are in white print on a black background, despite the fact that the rest of the text is black text on a splotchy tan background. There's nothing wrong with this; it just struck me as odd. (Perhaps it's an anti-Xeroxing step, so you won't want to eat up all your ink if you try photocopying pages. I honestly don't know.) I also noticed that whenever there was a stat block entry that wasn't being used - say, a vermin's "Feats" or the "Special Attacks" line for a monster with no special attacks - they just deleted the whole line rather than just put in a "-" like is customary. While I suppose the argument could be made that this saves some space, I much prefer that the line remain; I'd rather know for sure that the creature doesn't have the item in question than wonder if this was an oversight on the part of the authors. (This is especially true with Skills; I can tell from reading a monster's description whether there should have been a "Special Attacks" or "Special Qualities" line in the stat block, but that's not always the case with Skills, and even with those creature types that don't often get skills - oozes, plants, constructs - there are always exceptions. (Treants, for example, get skills as if they were fey.)) In any case, this pretty much boils down to personal preference, and I won't ding Inner Circle for each time they left out a "Level Adjustment" or anything. It was a nice touch to put each creature's Challenge Rating number in a stylized shield display off on the side of the page (and templates got a "T" instead of a number), but I found it odd that none of the templates in Denizens of Avadnu have a sample templated creature. That's pretty much an industry standard, and it seemed an unusual (and disappointing) omission. (Okay, technically, there's one sample templated creature, but that's just because the advanced version of the tulgorth is a normal tulgorth with more Hit Dice than normal and the "aszevara" template applied to it.) It also might have helped to have the creature's name in the header (along the outer edge) or perhaps sideways on the outer edges of the page, to help the reader when he's flipping through the book to find a particular monster. Finally, it might have been a good idea to separate the different adventure ideas with bullets; as written, each paragraph is a different adventure hook, although that's not obvious at first.

This wouldn't be a John Cooper review if I didn't point out the mistakes that I came across in the monster stats and write-ups during my one-time read-through. With the standard disclaimers that I in no way guarantee that this is a complete list of errors, I recommend making the following changes:
  • p. 13, Alaihar: Bite attacks should be at +16 melee, not +15 (+12 BAB, +1 size, +3 Str). In the Full Attack line, claw attacks should be at +11 melee, not +10 (+12 BAB, +1 size, +3 Str, -5 for secondary attack). (Also, and this isn't a stat block problem, the creature's illustration doesn't match its description - the tail should be 5 times the length of the body!)
  • p. 15, Arageld: There should be an Open Lock listing under Skills, as the creature gets a +2 racial bonus to this skill. I admit that I didn't break down the skill points spent, but I'd be willing to guess that this should have been just an "Open Locks +2" (+2 for the racial bonus, no modifier for a Dex 11, no skill points put towards the skill).
  • p. 38, Culkma: The Combat section says that these creatures attack with their tails first, yet the stats show the tail sting as a secondary attack. Which is correct? If the Combat section is correct, swap out the bite and tail sting attacks in both the Attack and Full Attack lines.
  • p. 48, Droth'yar, Shard: With HD 3d8+12, average hit points should be 25, not 29. AC should be 21, not 19 (+5 Dex, not +3). Touch AC should be 14, not 12 (for the same reason).
  • p. 50, Duogoth, Nest Guardian: With HD 12d8+72, average hit points should be 126, not 129. Also, and this is admittedly very nitpicky, "Diehard" should come before "Endurance" in the alphabetical listing of Feats.
  • p. 56, Flame Soul: With HD 8d12 plus 5d8+3, average hit points should be 77, not 83 (or 81 if you give a maximum 1d8 for the creature's first level as a monk). Grapple should be at +15, not +11 (+7 BAB, +4 Str, +4 Improved Grapple feat).
  • p. 62, Grimvole, Grim Master: With HD 14d10+98, average hit points should be 175, not 179.
  • p. 67, Hertiza: These creatures are described as insects, yet they have "dozens of tiny double-jointed legs." That would make them arthropods, but not insects - insects, by definition, only have six legs. Also, a hertiza can use Improved Grab on a Large or smaller creature, and this must occur before it can use its symbiosis special attack, which transforms the hertiza and victim into a kenzasa. However, the kenzasa template says it can be added onto creatures of size Small and larger. Which is it? "Damage" has ratings listed for kenzasa of up to Colossal size, but a hertiza can't even use Improved Grab on a Colossal creature. Technically, as written, the only possible kenasa would be those from Small to Large size, no matter what the Damage ratings say. I don't think enough thought was put into this particular mechanic!
  • p. 119, Oozecrawler: Bite damage should be 1d8+5, not 1d8+7 (it isn't its sole attack, so it doesn't get the 1.5 times Strength bonus).
  • p. 124, Planar Grimalkin: Flat-footed AC should be 20, not 16 (it retains its +4 Dex bonus when flat-footed due to Uncanny Dodge).
  • p. 158, Threneghul: Flat-footed AC should be 26, not 24 (it retains its +2 Dex bonus when flat-footed due to Uncanny Dodge).
  • p. 213, Zeidian: Weapon Focus (longsword) should be annotated as a bonus feat.
That's 12 monsters with at least one error in their stat blocks and/or stat blocks contradicting their write-ups, out of a total of 130 monsters with stat blocks given (ignoring the templates for now), or a less than 10% rate - not terrific, but much better than the average monster book (or at least those that I've seen lately). Fortunately, as you can see by the list above, in many cases the sole error was just a few hit points off for the racial average, something that wouldn't affect play very much at all, so for the most part Jeffrey Visgaitis was right to feel so confident in his monster stats and write-ups.

I am going to ding him on a couple of other points, though; while not actually stat-block errors or mechanical errors in the monsters' write-ups, there were a few factual errors presented in the descriptions. For example:
  • The darnu (on page 43) is described as an albino, yet it has dark blue eyes! True albinos have no such pigmentation, even in their eyes; it's normal for an albino to have pink eyes.
  • If a doomweaver reproduces asexually only once in its lifetime, and only lays one egg, then the doomweaver population can never grow in number - and you have to wonder how there was ever more than one in the world to begin with!
  • The finest beastmasters take years to train a mokara, yet "training a mokara takes six weeks of work" - which is it?
  • The Head-Butt feat on page 136 (under the Skarren entry) mentions that only skarren and skareth can normally take the feat, yet the book doesn't get around to mentioning what a skareth is until page 214, when we learn that skareth are a subrace of the zeidian. That might have been worth mentioning sooner!
  • I didn't count this as an actual stat-block error, but why is the "Skills" line in the Wretchling entry above the "Saves" line instead of below the "Abilities" line?
  • If, as the subtype states, zha'lari are reptilian, then they don't have "exoskeletons" - reptiles have vertebrae, while creatures with exoskeletons have no internal skeletal system. You either have one or the other, not both!
As for the proofreading, I was overall impressed, although there were a few mistakes that got past Jeffrey (in his role as "layout and typesetting" guy - he sure wore a lot of hats in the production of this book, as he's also listed as the project manager/art director, one of the authors, one of the artists, "conceptual art," and the creator of the "Violet Dawn" logo!). Among them are a few instances where a space broke a word into two ("th e," "amas sed"), missing words ("they thought would" should have been "they thought they would"), doubled words ("can can" instead of just "can"), one really weird sentence that's surely missing more than just a word or two ("Unaccustomed to the many strange species in the jungle-began collecting specimens"), wrong words ("It creature cannot..." instead of A creature cannot..." and "fey" used when "humanoid" should have been used), several instances of incorrect possessiveness (specifically, if a word ends in an "s," you add just the apostrophe at the end, without an "s" immediately afterward), at least one instance where a spell name was not italicized, and an extra word ("half") showing up unneeded. Still, given that this is a 224-page book, I'm impressed that that's all I found, as I have seen a similar number of errors in d20 books of 64 and even 32 pages!

Okay, so far I've focused a lot on the negative. You'll be pleased that that's it - I'm all out of negative! I'd like to spend the rest of this review emphasizing some of the many fine points about Denizens of Avadnu. First of all, despite this being the only "Violet Dawn" book I've ever seen, I feel like I have a pretty good grasp on the overall "feel" of the game world. If I had to compare it to another campaign setting, I'd say it struck me as bearing some strong resemblances to the "Dark Sun" campaign. Seriously, both worlds seem to be rugged lands where survival isn't always easy (or guaranteed), where there are a ton of powerful creatures roaming around out there. Many of the individual creatures even give off a very strong "Dark Sun vibe," from many of the undead unique to the campaign world in question, to there being a super-powerful, one-of-a-kind creature at the very top of the power scheme (in "Dark Sun" it was the Dragon; on Avadnu it's Tzorda, "the Beast"). There's also the fact that most of the "animal" creature types presented never existed in the real world, which is a departure from most fantasy campaigns. Even many of the naming schemes seem similar, with apostrophes thrown in abundantly for an "alien" feel. (For that matter, you might suppose that a "violet dawn" could be caused by having a rather "dark sun," right?) Also, while there are plenty of "descriptive" monster names like the beasthound, dark wanderer, and soultrapper, there are many more with "local" names that don't mean anything particular (at least not in our language!), like the carcaetan, ossecap, teo-selarai, and xiir. I also noticed a preponderance of creatures whose names are the same in both singular and plural form: one grethell, two grethell; one xashuul, two xashuul. This goes a long way towards giving a unified feel that this particular clump of monsters all developed on the same world.

Then, of course, there's indisputably one of the most important things about any given monster book - are the monsters interesting? I'd say there are plenty of great ideas in Denizens of Avadnu, and I envy the DM who springs some of these creatures on their unsuspecting players just to see the expressions on their faces. The very first monster in the book is an 8-foot-tall giant with a swarm of maggotlike vermin that live in tiny holes scattered throughout its coral-like exoskeleton. There are seething, hyper-intelligent oozes (the blackwater sloughs), and knowledge-obsessed undead who absorb words from all books and scrolls within 15 feet directly onto their skin, then rip off their skin when it gets "full" and lug around these homemade "books" of knowledge. I also really like the enigmatic time walkers, who exist simultaneously throughout all spans of time, and who are charged with preventing (or undoing) changes to the natural timeline; and the warding visage (a construct in the shape of a face built into a wall or door, tasked with keeping out intruders) is something any campaign world can use (it reminds me more than a little of the "grandfather plaque" from AD&D 2nd Edition). Finally, they picked a winner in having the enigmatic xxyth be the apparently "main bad guy monster race" in the campaign world (although I have to admit I groan a bit at the name). In all, Inner Circle gets high marks for the creativity behind most of the monsters in Denizens of Avadnu.

Finally, while the inspiration might well have been merely to fill up a page and to avoid excessive white space, I was impressed with all of the little bonuses thrown in, from new spells to exotic weapons to magic items and strange, new diseases. I also liked seeing the various uses for monster parts once the monster in question has been slain. None of these seem like just filler material; they all blend in seamlessly with the monsters they relate to. I also liked most of the material that showed up before the monster listings even began: the new skills and feats are all pretty interesting, and I could see most of them being useful to just about any fantasy campaign.

I rate Denizens of Avadnu somewhere in the range of a very high "4 (Good)" to a low-to-mid "5 (Superb)." Despite my disappointment in the lack of templated creature examples - not only is that an "industry standard," but it's helpful to envision how exactly the template spices up a base creature by actually seeing one modified - and the few stat block problems, I was impressed enough by Denizens of Avadnu to put it into the "5" range. (Since I haven't gone into much detail about them up to this point, I'll point out here that I really liked many of the templates as well, especially the solar creature, lunar creature, tasked, and half-xxyth (and I usually get bored rather quickly with "half-" templates)). I look forward to seeing more in the "Violet Dawn" line; Denizens of Avadnu has made me curious as to what else these Inner Circle guys can do. Based on this book, I'd say we can expect some great material from them in the future.
 



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