Monsters of the Mind

JoeGKushner

Adventurer
Monsters of the Mind is a very specific monster book. It deals with psionic monsters that tie into the Mindshadows setting. The good news is that even if you don't plan on buying that setting book by Green Ronin, the monsters can be used with almost any setting. The bad news is that there are no magic variants or notes and it does require the Psionics Handbook published by Wizards of the Coast, and getting updated in '04.

The book starts off with the standard credits but also includes the challenge rating listing. A quick glance shows two creatures clocking in at CR of 21 and a wide vareity of creatures from the lowly Scorn at 2, to the Lunar Celestial at 16. The next page, for some reason, is the cover of Mindshadows. Not that it's a bad picture or anything, but it's not particularly necessary in a monster book. Of more importance is the third page with the introduction to the book and the overview of Naraninan, the new settings in Mindshadows.

The monsters are listed by name, type, stat block, description, history, combat, and use in Naranjan. These In sections are relatively small, taking up only a paragraph or two and don't impact the overall flow of the text much. One block to keep a careful eye on is the Psionics as it provides the DC to overcome the powers as well as the number of times per day these abilities are useful. An interesting twist using a number of times per day as it avoids conflict with say using the higher point levels in Malhavok's Mindscapes books. It does use standard attack and defense modes, but these are easy to file off for use with Mindscapes.

There are a lot of aberrations in this book ranging from the Amankar, a “arboreal squid” that uses acid on its tentacles to dig into it's prey to the Thazjin, an entity often times worshipped by the Mind Flayers for its great powers and evil nature. Of course the water isn't safe with with such creatures as the juhivais, aka water fiends, that use their tendrils to grab pray and swallow their enemies whole to the even bigger kalavij or crawling deaths.

The illustrations lend the book a unique feel, almost like Talislanta with insect monsters and one eyed creatures. The range of artists here reads like a who's who with Toren Atkinson, Drew Baker, Kent Burles, Kevin Crossley, Dennis Detwiller, Todd Lockwood and James Ryman giving the creatures here a personality hard to match. Kevin Crossley's work is very detialed and rich while I've always found Kent Burles to be on another level since the days when I played MERP. Toren and Todd are no doubt familiar to many fans so everyone should know that the art on this project is top notch.

One of the biggest sections is on the thoughtforms. These creatures have multiple uses from replacing astral constructs by psions to fighting against the party with their own goals and ambitions. They have four variants based on size, small, medium, large, huge, and two on status, greater and elder. This allows a GM to throw them up against a low level party and a party that's reached the teens in power level. These creatures represent the six disciplines so we have Ego, Nomad, Savant, Seer, Shaper, and Telepath.

The one thing I didn't like was the standard versions of monsters with the Naraniani descriptor. The Couatl, and Aboleth for example, are almost 100% the same monsters save for their psionic powers. This is one case where the Kenzer book, Denizens of Darkness, did the right thing by putting an variant section in the book. The CR's are unchanged, the Level Adjustment, when appropriate are unchanged. The only major change is the psionic replacement of magic power.

The stats look relatively good, but like the Kalamar book, I'd check the damage reduction. For instance, the Lunar, a powerful celestial, has a DR of 20/magic, which is better than a balor's 15 with numerous methods of overcoming it. Not saying that this is wrong but it bears watching since even the angel Solar has a 15 DR. The Dorie Golem looks like another troublemaker with it's 15/adamantine, beating out the more powerful greater stone golem's 10/adamantine but in line with the iron golem's.

The book doesn't follow enough of the 3.5 changes. For example, where are the round by round tactics? Where are the racial traits? The Ravarakin has a note that it's favored class is cleric, but where are the stats? Even the less powerufl Tindali, with a level adjustment of +2, have no racial traits.

The book's art, layout, near uniqueness in factor (only Malhavok at this point has a bestiary devoted to psionic monsters) and low price help sneak this in at a four but to get the five, we'd need those racial traits, tactics for at least some of the monsters and an index for quick reference. The CR table is on the very first page so if you're looking at the traditional place, the rear, flip to the front page. Note that the thoughforms all have the same CR for their various stages so the reference to them is generic like Thoughtform (small).

This book is aimed at a specific audience, those who like psionics. If you're looking to pick up the Mythic Vistas book Mindshadows then this book is perfect for you.
 

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"... For example, where are the round by round tactics? ..."

Where are the round by round tactics in the Monster Manual 3.5? :D
 

There are a few examples of round by round tactics in the Monster Manual and a ton of them in Dangerous Denizens. As when 3.0 came out, I expect 3rd party publishers to put the extra into the monsters as it leads to WoTC doing so eventually ala 3.5's superiority to 3.0 in monster layout, racial abilities, template balance, etc...
 

I don't see a problem with NOT doing round-by-round tactics for every monster. Too many people, novice players/DM's I guess, would make the new "battle cry" for the game: "You can't have the monster do that! That's not what the book says it does!"
 

I can agree with not doing every monster, "tactics for at least some of the monsters". Pretty clear eh?

As far as players telling the GM what to do, I'd have to bust out my special "Shut the hell up" glove, now with granite knuckles. The day a player tells me what a monster can do is the day that player gets to introduce himself to the curb. "Hello Mr. Curb. Haven't seen you before."
 

Asuras, dorje golems, makaras, thoughtforms, yali. These and many more exotic creatures await you in Monsters of the Mind. Developed by Arcana: Societies of Magic authors Kevin Brennan and James Maliszewski, this book presents more than 50 psionic creatures for use in any d20 fantasy campaign. In addition to accurate stats and evocative illustrations, each monster's entry includes notes on using it with Naranjan, the setting of the Mythic Vistas sourcebook Mindshadows. From the tiny Vinn Mohar to the gargantuan Many-Headed Beast of Ketasha, Monsters of the Mind has a challenge for every adventuring party.
 


I’ve come across Monsters of the Mind before I’ve read Mindshadows Mythic Vistas campaign setting from Green Ronin. I think that’s because, at the time of writing, Mindshadows hasn’t been released. By accident or by design this has served to turn Monsters of the Mind into a rather successful appetiser for Mindshadows. I know I’m looking forward to getting my hands on it. Given the full-page illustration of the Mindshadows cover on page 2 of Monsters of the Mind we might jump to the "by design" conclusion.

I’m a Lovecraft fan. I thought I’d mention that because I get Lovecraftian vibes from Monsters of the Mind. The illustrations are superb. Oh look; Toren Atkinson, fellow Cthulhu fan, gets lead credit for the interior artists. He’s in good company; Drew Baker, Kent Burles, Kevin Crossley, Dennis Detwiller, Todd Lockwood and James Ryman. My own art skills are so dreadful that the world of illustration is distant and alien to me, nevertheless, even I recognise names in that list. It’s not surprising the illustrations in Monsters of the Mind are a storming success.

Okay. There are illustrations and there are monsters too. That’s Monsters of the Mind in a concise summary. The supplement narrows down even more, well, already noted is the Mindshadows connection and so all monsters are native to the island of Naranjan. Naranjan is a large island, a month’s sail east from Freeport, and the setting for Mindshadows. Fear not, you don’t need Mindshadows (or even Freeport) to use Monsters of the Mind. You do need to be playing with psionics though. As the title of the book suggests, all these nasties are psionic horrors as well.

Occasionally the Naranjan and psionic shtick combination misfires and we’re left with a lazy monster. Fortunately, this doesn’t happen often. You have a good chance of spotting a lazy monster by looking for the Naranjani descriptor suffix. The risk here is that you’ve a standard monster (Monster Manual standard) that’s been morphed into a psionic version. Typically, other than the psionics, very little else has been changed and this leaves an "I could have done that" feeling. You’re still able to enjoy the top-notch picture for these creatures, as the book’s very first entry the "Aboleth, Naranjani" shows.

Most of the entries are good and original. The monsters have a standard format, their name in the especially curly font I expect we’ll see in Mindshadows, then a stat block, description, combat notes where special powers are described and an "In Naranjan" entry. The "In Naranjan" paragraph is never too long, just enough to do the business for people with Mindshadows and not annoy people without. The text size is nice and small too.

There’s a decent range of monsters. The very first page lists monsters by challenge rating. This list would have been twice as useful if it had included a page number reference for each. Challenge ratings range from a humble ¼ (of which there are two) and the scary 21 (also two). The term "monsters" is slightly misleading. In addition to neutral beasts there are good aligned outsiders like the Contemplative Deva and the Lunar.

Lunars are actually Contemplative Devas who’ve "gained an even deeper understanding of goodness" and have evolved. Whereas I’m incapable of not poking fun at the idea that understanding goodness seems to result in even greater butt-kicking abilities I think the idea of having a ‘monster’ that learns, grows and evolves is to be encouraged. I don’t really mean evolve in the sense that the Spotted Naga matures into the Elder Spotted Naga either, but I do appreciate their contribution to the book.

Text size, the 64-paged count, the one-for-one illustration to monster ratio and a price of US$14.95 ensures that Monsters of the Mind is a value for money book. It’s a good book, a rare sample of a bestiary that can inspire rather than simply serve as a reference book with more of the same.

* This Monsters of the Mind review was first published at GameWyrd.
 

This is not a playtest review.

Monsters Of The Mind is a creature collection from Green Ronin dedicated to monsters that use psionics. It is designed to tie in with the Mindshadows psionic campaign setting based on the island of Naranjan, inspired by the cultures of Southeast Asia and India, but can be used for other psionic campaign settings. It is suitable for use with 3.5 (bearing in mind the expected future release of a 3.5 Psionics Handbook).

Monsters Of The Mind is a 64-page mono softcover product costing $14.95. Space is used well with a small font for the main text (though the subheading text is quite large and breaks things up well), average margins and no chunks of white space. Creatures are not kept to their own pages and new creature titles often begin mid-page. Each of the creatures is illustrated and the quality of art is mainly high - of particular note is a full-page Todd Lockwood piece showing an Asian-looking female assassin-type looking brilliantly supercilious. The cover piece showing an anonymous-looking monster doesn't have quite the impact that some of the interior illustrations do, though it is well rendered. Writing style is concise and workmanlike. Editing is good.

As with most creature collections, CRs tend towards the lower end of the scale, so although the CRs range from 1/4 to 21 for the 50 or so monsters presented, about 2/3 of the monsters presented fall between CRs 1 to 10. There is no index of the monsters, nor any listing by terrain or type. The majority of creatures presented fall into the Outsider, Aberration, Magical Beast and Monstrous Humanoid types, but there is a good range overall.

The book begins with a brief overview of the setting of Naranjan, and each of the creatures has a small section dedicated to outlining the creature's role in the Naranjan setting (of course, these snippets can be used to inspire ideas for use in other campaign settings).

Monsters are a bit like art - it depends on your taste. Here's a brief selection of the good and the bad in my own opinion:

Creatures I enjoyed:
I tended to appreciate those monsters specifically designed for psionic use, such as Thoughtforms, which are outsiders from the Astral Plane based on the six psionic disciplines, the dorje ooze and dorje golem, the psionic celestials (psions who have transcended to deva or lunar status) and the damned thought, husk and demi-husk created when a psion is slain whilst he is being possessed by a psionic Asura Demon. I also liked the Makara dragon, which consumes its victims memories as well as its body.

Creatures I didn't:
The Naranjan variants of standard monsters (aboleth, couatl, yuan-ti) are probably great to add flavour to a Naranjan campaign but have limited appeal outside this use. The Yali, a cross between an elephant and a lion on an amoral quest for knowledge, seemed a bit ridiculous to me, as did the Kalavij, a gargantuan aberration that lurks beneath its illusion of a ship projected to the surface of the ocean waiting to feed on those who come to investigate.

Conclusion:
This collection provides a good selection of psionic monsters for use in any campaign where psionics are being used. Stats seem sound, though buyers should note that although level adjustments and notes on favoured classes may be provided, racial traits and tactics on a round-by-round basis are not. Monsters of the Mind provides an excellent addition to the collection for those interested in GR's Mindshadows campaign, but is a strong release for all those who want to use psionic monsters.
 

Monsters of the Mind

Monsters of the Mind is a topical creature sourcebook by Green Ronin, featuring creatures with psionic powers. The book is written by Kevin Brennan, James Malizewski, Morgan Peer, and Tracy Peer.

A First Look

Format: 64 page perfect-bound softcover book. $14.95.

Art: Cover art has a sepia-toned illustration of a fleshy creature by Todd Lockwood. The interior is black and white and features art by Toren "MacBin" Atkinson (got ‘im this time!), Drew Baker, Kent Burles, Kevin Crossley, Dennis Detwiller, Todd Lockwood, and James Ryman. The cover illustration from Mindshadows is herein, and a nice addition. The illustrations are very good and help capture the unusual nature of some creatures. In particular, Burles, Ryman, and Atkinson have some interesting and well done pieces.

Layout: Dense body font text, close line spacing, but double spaced paragraphs. Only a single column is used. There is no special attention paid to ending or beginning monster entries on a page, and a few stat blocks straddle pages, which is unfortunate.

A Deeper Look

The pages of Monsters of the Mind are almost entirely filled creature descriptions, with the exception of a short CR table (stuck at the bottom of the title page), and an introduction page that discusses the approach of the book and provides a brief introduction to the Mindshadow setting.

The general approach of Monsters of the Mind is not dissimilar from that of Wizards of the Coast's Monsters of Faerun. Much in the same way that [/i]Monsters of Faerun[/i] has statistics for general use and supplements it with campaign specific notes for Faerun, the creature descriptions in Monsters of the Mind has general statistics section followed by a section of specific notes on use of the creature in Naranjan (the land of the Mindshadows setting.) As such, it should be suitable either in or outside of Mindshadows.

Monsters of the Mind include most creature types, with the exception being humanoids. There are many abberations, monstrous humanoids, magical beasts, and outsiders, but there are also creatures like giants, dragons, plants, fey, vermin, undead, and even an animal. However, I question the classification of that animal (the gandabherunda or "terror bird") as the description of animal states they have no magical abilities; psionics are in essence spell-like (or magical) abilities.

A few psionic creatures from the core books see new "Naranjani" versions here: the coatal, aboleth, and yuan ti. These creatures are perfectly usable in normal campaigns; they are basically versions of the core creatures slightly rewritten to take into account the 3e psionics system, such as having defined combat modes and defining their psionics in terms of powers instead of spells.

Some of the more intriguing entries include:
-Bhuta: These are blind giants who navigate and by means of their evolved psionic powers.
-Bodhisattva: These are characters who have transcended mortality by contemplating the mysteries of the universe and have become outsiders. I was a little surprised that they chose to come so close to a real world religious concept from Buddhism, but then I guess it could be considered analogous to angels (which are pretty much used with impunity.) I also thought a template may have been a more interesting (if more labor intensive) way to handle the concept.
-Psionic Celestials: The contemplative deva and the lunar are essentially new types of angels (though they didn't use that term as introduced in the revised Monster Manual.) I thought they were nice parallels to the traditional celestials, and liked that their "contemplative" aspect was emphasized, highlighting the role of psionic creatures in a fantasy setting.
-Destroyed: A destroyed is basically an undead created when a psion's mind is sundered from its body at death. This actually creates two undead creatures, the incorporeal damned thought and the physical husk. It is possible for these two creatures to re-unite and form a greater form of undead called the demihusk, which is sort of a revenant type of zombie with the ability to flawlessly track its killer.
-Fire Nymph: These creatures have no apparent relation to the fire nymph that appeared in the Tome of Horrors, and is a much stronger creature. Fire nymphs dwell in volcanoes and similar locales, and special abilities and psionics related to fire.
-Thoughtforms: Thoughtforms are outsiders similar to elementals or astral constructs. There are six major types of throughtforms, each corresponding to the six psionic disciplines, and each type comes in six power levels similar to elementals. Thoughtforms can manifest a number of powers from there corresponding discipline.
-Tindali: No, this has no relation to a similarly named creature from the works of H.P. Lovecraft. The tindali are the closest thing to a playable PC race in this book, with only a +2 level adjustment and 2 HD. They appear humanoid at first glance, but someone who gets a closer look will notice the eyes randomly embedded in their flesh. As you might guess, this grants them advantages related to their vision, and some of their psionic abilities play off this theme as well.

Conclusion

Though generally suitable for any campaign with psionics, many of the creatures have a definite Indian and east Asian feel to it, emphasizing the contemplative nature of many psionic creatures. This is a feature that I rather liked, as since the publication of the psionics handbook, I have felt the addition of physical statistics to psionics took it a step closer to eastern mysticism (and in doing so, enhanced the fantasy feel).

The problem I find with some other third party psionic creatures is that they play off the "alien" feel associated with mind flayers too much. This book avoided that, which in my view makes it more suitable for use in a campaign with psionics but a predominantly classical fantasy feel.

Unlike my esteemed colleagues, I did not miss having round-by-round tactics breakouts for creatures. Ultimately, I believe that they are often a waste of space, as most GMs can figure them out, and actual tactics used would vary depending on the situation and the personality of the particular creature.

Overall Grade: B+

-Alan D. Kohler
 

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