Monsternomicon Volume I-Denizens of the Iron Kingdoms
Edited by Brett Huffman, J. Micahel Kilmartin, John Thompson
Published by Privateer Press
www.privateerpress.com
www.ironkingdoms.com
240 b & w pages
$29.95
This may turn out to be the year of the monster with so many monster books out. Liber Bestarius from Eden, Monster Manual II later this year for Wizards of the Coast, the Tome of Horrors from Necromancer, and of course, the Monsternomicon from Privateer Press.
This book has several strengths that are obvious right away. The first thing one notices is that many of the creatures, either due to design or sheer skill on the artists part, have a very exotic look, like monsters from say the old Talislanta Bestiary or Tribe 8. In addition, at the top of the page, by the name, a silhouette shows a comparison with the creature and a regular human. For those who love role-playing information and ideas on how best to utilize the creatures, there are two sections, Legends & Lore, and Hooks. The Legends & Lore is broken up into Common, Uncommon, Rare and Obscure details. The hooks provide quick ideas on how to use the monster in question. The art is usually broken up into two different illustrations, making each creature a minimum of two pages.
The monsters cover a nice range of challenge ratings. The lowly Thrall, an undead with different power levels starting from Risen, Slave, and Warrior, all less than a CR of 1, to Lieutenant, Bane and Skarlock Thrall, moving up to 1, 3 and 4. Those who have Epic Characters wandering over the lands making trouble for the world will marvel at the power of Dragons in the Iron Kingdoms. These unique beasts are named, Scaefang, Blighterghast, Halfaug, which doesn’t’ count the lord Toruk who rules his own island. The challenge rating on these mighty monsters? How about 60, 66, and 49?
The book also introduces several Iron Kingdom standard equivalents. Want to know what goblins are like in the IK? Look up Gobbers. Instead of Ogres, we have Ogrun, both regular and Black versions. The Black Ogrun are master crafters of weapons and armor and are sought out by many despite their evil nature. The standard Troll, is replaced with several unique types in the Iron Kingdom. First off, it gets rid of the stupid, savage troll. While that troll is part of D&D history, it’s never really been too accurate and some D&D books have tried to redeem this a little by changing some factors but now you don’t have to.
But what of the other types of Troll? Well, Dire Trolls are the biggest and toughest of the normal bunch, more giant than troll. On the other hand, we’ve got Whelps, which are severed limbs that take on a life of their own for a brief period of time. My favorite is probably the Pygmy Trolls, just for the difference. These short creatures are smart hunters and work in large numbers, which makes them a little more dangerous than merely encountering one or two. What’s worse is that they often work for trolls so it’s best not to create an enemy of something that may have some big back up.
The Black Troll is actually an undead troll and is like a creature of tar that drains blood. The most advanced of the trolls, Trollkin, is one with it’s own culture based on bloodlines. These individuals use weapons and wear armor and are actually suitable for player characters.
Outside of the monsters, all of which are superbly illustrated, there is a section on how to use the Legends & Lore classifications in the monster entries. It includes a new skill, Creature Lore, which we’ve seen in some other books, and new feats, Unearthed Arcana and Myth Dlver, and Tall Tales. The Creature Lore is pretty much a standard monster information roll with the DC dependent on the rank of monster knowledge: Common 10, Uncommon 15, Rare 20-23, Obscure 30+. The UA feat provides specific information on two creatures for every four ranks of Creature Lore you have. Myth Delver provides you Common knowledge of creatures types when they’re described. So you could take Undead, and if someone mentioned Thralls, know what they were talking about while Tall Tales provides you with common knowledge by making an intelligence check against DC 10 and Uncommon Knowledge if you hit a DC of 20 on your roll.
Other cool bits abound like Quickplates. These aren’t full blown templates but rather represent some aspect of a creature that makes it different than the rest of its fellows. Say you have a pack of wolves. Wouldn’t it be nice to have a leader? Give it the Alpha Hunter. How about that one orc whose more vicious than the rest of his fellows? Give him the Bloodthirsty quickplate.
Those looking for an NPC to throw into the works get Viktor Pendrake and information on his allies and enemies. While his deeds make him out to be very powerful or very lucky, he’s no Elminster and comes off a little more believable as a character. You’ll note that Viktor has a Prestige Class called the Adv Sch, and that’s the Adventuring Scholar, introduced in this book, along with the Bone Grinder, and the Monster Hunter.
The PrCs include information on how to use them in the Iron Kingdoms, as well as NPCs to help set the tone. The Adventuring Scholar in some ways seems to be another take on the old Indiana Jones bit as this is a man with a thirst for knowledge who won’t let a little thing like a trapped temple stop him. The free exotic weapon proficiency also seems to be a wink in that direction. The Bone Grinder is a bit different than other PrCs in that it’s a spellcaster who doesn’t embrace normal alchemical formula, but instead, uses body parts from creatures to craft their wares. While they have reduced spellcasting ability, only one level of spell casting every other level, they gain feats to craft their unique magic items, and a higher hit die and base attack bonus than standard mages. The Monster Hunter, well, he’s a monster hunter whose special abilities focus on killing monsters with such things as a penetrating blow, which does extra damage to a monster taken as a favored type.
One of the best things about the PrCs is the detail. Not only are the standards included, i.e. what the PrC is, what special abilities it gets, but also lots of examples to help move you along. The Adventuring Scholar has a list of scholarly works, the Bone Grinder, example Spell Enchancers and Tokens, the Monster Hunter, Gear and Traps. These things make it very easy to start using the information here right away.
One section I wasn’t sure belonged in this book is the Cosmology & Infernals. While it’s important to note that the Infernals fill a role similar to demons & devils in other settings, this is pretty setting specific goods and probably should’ve been in another book devoted to the Iron Kingdoms. Still, those who want to use the Infernals in their own setting will find that there are many differences between these outsiders and other fiends and the information here, such as why Infernals want souls, and what the hierarchy of Infernals are, will find this section handy.
The section on Playable Races suffers a similar problem. This isn’t a setting sourcebook so why is information on elves and dwarves listed? I fully appreciate having character stats and information for the new races presented here, including the Gobbers, Trollkin, Ogrun, and Nyss, but don’t need to know about elves, dwarves, and the races not standard in an Iron Kingdoms setting. That’s not the purpose of this book. This is a monster book. That space could’ve been used for background feats for the Gobbers and Trollkins for example.
There are a few weaknesses in the book though. For one thing, I find it amazing that a book that focuses on the Iron Kingdoms, a setting where one of the logos is a Steam Jack, doesn’t have stats for them. The next weakness is the lack of a table that breaks down monsters by CR. Having no table for something important like that insures that there is no table for different areas to encounter creatures or subtables like Liber Bestarius included. Lastly, I was a little leery that racial traits aren’t included for all monsters that advance by class level. While the Skorne have racial traits, the Bog Trog, Dregg, Farrow and Gatorman do not.
In terms of layout, when it works, it works. The storytelling system of having most monsters introduced through fiction is a time-honored tradition but the monster stats themselves seem to take up a lot of space and the handwritten text is sometimes difficult to read. In addition, while its great to see a comparison of sizes where the creature is standing next to a human, why is the opposite page on the same lower level? That eats into the text a bit. The flow of the book is easy on the eyes though and the normal text is easy to read due to good white space use.
What I don’t consider a weakness though, is the ‘Steampunk’ setting that some have mentioned. When looking through the book, I see very few creatures that rely on it. Someone might open the first page and go, “What about the Animatons?” I’d say that in a standard setting, they could just as easily exist in a Construct makers halls or in the places that use guns like Freeport. What about the Cephalyx? Well, that’s not really Steampunk, more like arcane machine work that relies not on the setting, but on the Cephalyx itself. Kinda reminds me of some of the old Magic creatures. The Galvanite Sentinel? It’s a suit of armor that uses electricity. That’s not steam, that’s magic. The Iron Maiden? Solidly on the side of a normal construct. How about the Pistol Wraith? Well, once again, if you have guns in your campaign, ala Forgotten Realms, Freeport, or another source, not a problem.
Pure Steam? I’ll give the Deathjack a nod. It’s meant to be a very bad monster with specific ties to the various Jacks of the setting. A GM could always rule though, that it’s a Gnome invention gone mad. I’ll grant that the Iron Lich is also pretty much right in the realm of SteamPunk as well. Throw in the Mechagargoyle as well because this steel sentry is another mechanical monstrositiy. The Mechanithrall, an undead humanoid with mechanical parts, also fits into this definition.
So if you’re running the Forgotten Realms or another setting that uses Guns, doesn’t have gnomes who are tinkerers, you’ve got maybe four creatures that would be difficult to use. Four.
The Monsternomicon is a good monster book and if it falls short in some categories, comes out strong in many others. It is currently the best-illustrated monster book. It provides lots of information for role playing purposes. It provides several Prestige Classes that study, hunt, or use monsters. It’s not going to provide the most monsters, and a few of the creatures may be difficult to work into your campaign but overall, the Monsternomicon deserves to be on every GMs bookshelf just so that when his players are getting all complacent in their 21st level status, he can whip out an Gorgandur and have them still running for their lives.