Great Monster Book
A few months ago, I found myself on an IRON HEROES kick. After picking up the main book, my head was filled with scenes of general combat carnage. Naturally, the first chance I got, I picked up the other Iron Heroes supplement at mway gaming store, which happened to be the bestiary.
Skimming through it on the busride home, I was mostly unimpressed. To be honest, the bestiary seemed a complete crock to me. However, this had nothing to do with the monsters themselves, but with a misconception I had with the Iron Heroes setting. Namely, that Iron Heroes is not a low-magic setting, but a setting in which magic does not infuse every PC's actions.
For some reason, I had figured IH was a low-magic game... once I realized that it was not, I gave the bestiary a second read, and I was thrilled by what I discovered.
The bestiary is a perfect example of just what Iron Heroes is - a vehicle for excellent, cinematic battle scenes.
Almost every monster in this book has been written with a scene in mind, from the great Shellback (with an AC of 36, PCs will have to take advantage of various weak areas of the creature, including climbing upon its back or running underneath and dodging the critter's feet, if they want to hit), to the flesh flayer (A creature with chain attacks that drag and throw the PCs about). There are monsters like the Grey Troll, an incredibly-tough brute that is more or less a mindless savage; except for startling moments of clarity in between meals in which the PCs can grill it for information.
The book also takes advantage of the Action Zone rules presented in Mastering Iron Heroes, with several monsters (like the already-mentioned shellback) being accompanied with Action Zone write-ups. My personal favourite is the Cliff Ogre, a CR 4 giant that can trigger stone avalanches upon the PCs. These write-ups are also very easy to use; I used the Cliff Ogres against my players and fully utilized their action zone ability, even though I had no access to Mastering Iron Heroes.
Many of the monster action zones remind me of "Boss Fights" in various video games, a trick or secret that comes up when fighting this creature. While I can imagine they would get old after a while (everytime you fight a shellback, you'll be running underneath it or targeting chinks in it's shell in the same manner; fun the first time, but boring by the tenth). In fact, many of these monsters seem like they would only be enjoyable as occasional foes; I can see re-using a single creature as a campaign's major villain, but I cannot really imagine the PCs fighting Glitterwings or Gossamer Wyrms moe than once or twice in their entire career.
The book is geared for Iron Heroes play, although I cannot see anything wrong with using it in a typical D&D setting. Adjusting a monster's CR in a D&D game may be a smart idea, however. Since many monsters rely on action zones (which tend to focus around skill use; something Iron Heroes PCs have in abundance), typical D&D character might run into difficulty when trying to function in an action zone. I don't know for sure how well these monsters would work in typical D&D, but I have a feeling they'd be safe.
The book also presents Villain Classes - more or less templates that can be applied to quick-make an NPC. The book offers three - The Champion, Demonic Minion, and Demon Knight. Of these, the Demonic Minion is my favourite, since it allows DMs to put their fiendish imaginations to use. Since each template is written with a broad range of abilities, each class could be used to represent numerous creatures - the Demonic Minion could be an imp, a half-man/half-raven, or an oozing abomination. I really enjoyed the feel of these classes; they more or less say "Here are the rules and abilities for this class, and a few ideas on what it might look like - however, there's a lot more it could be". Unfortunately, I never got to run the Demonic Minion. I did include a Champion NPC in my Iron Heroes game, although it was very quickly destroyed by concentrated Archer/Arcanist fire. These classes are great for the GM who needs a villain quickly; I was able to create my 3rd level champion in less than five minutes.
My biggest problems with the book are it's size and with a few rules issues.
The book is rather small, being only 94 pages long and having only 33 monsters. I paid roughly 25$ cdn for this book; by comparison, Necromancer Games' Mesopotamia (an adventure book), had 28 monsters, and the price was only slightly higher. A small issue, I suppose, and not really the fault of the publisher. . .
More importantly, the book rarely uses the Iron Heroes feats rules. I found it puzzling that a book of Iron Heroes monsters more or less settled on using feats taken from the Player's Handbook. While I suppose this would make the book easier for non Iron Heroes GMs to use, I felt a little bit cheated that the monsters were not using the feats to their best advantage. There are a few monter feats in the book that follow the IH feat format, and I found those quite interesting, although it seems as if they were not used by many of the monsters in the book. There are exceptions to this; The bizarre Kuhl'ani uses many Iron Heroes mastery feats, for example. However, it seems like many of the monsters' feat choices were spent on mastery 1 (mechanically similar to their PHB equivalent) feats like power attack, or skill focus and toughness. I would have been much happier if the monsters used IH feats exclusively, and a page was provided near the end allowing for a conversion to standard D&D rules (in fact, this would have been excellent in any case).
In all, the book is GREAT for Iron Heroes GMs, and I'd highly recommend it (almost to the point of saying it is a necessity) for anyone interested in the setting. It is also an excellent bestiary/monster book for GMs who are hoping to include some cinematic monsters into their regular games.