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Wednesday, 25 December 2019

Christmas and New Year's Sale!

All products are 50% off until the 1st of January 2020 when added to your OneBookShelf cart using the special discount button(s) on this post! This is important: OBS special discounts are resolved as links which add an item directly to your cart. The product page links are therefore solely for the purpose of previewing a product's contents. Come back here to add a product you want to your cart!

The Spilled Ale Studios Character Bundle!

Contains: Awesome Options: Signature PowersDraconomicon: DragonboundHeroes of SongThe Awakened ItemThe ExplorerThe Explorer 2

Please note that the character bundle has been reduced by only 25.05%. However, this means the bundle's total discount including the reduction already included equals 50%. The discount is therefore the same as buying the products separately, choose the bundle for convenience if planning to pick up all its contents anyway.







Ashes of Evensong







Awesome Options: Signature Powers






Draconomicon: Dragonbound







Draconomicon: Gem Dragons







Elminster's Eldritch Esoterica: Power of Blood







Fantastic Familiars







Ghostwalker: Eidolon







Heroes of Song







Monstrous Monograph: Humanoids Volume 1







Monstrous Monograph: Monstrosities Volume 1







Races of Gallian: The Dremund







Races of Gallian: The Hobben







The Awakened Item







The Explorer







The Explorer 2







The Shepherd







Wasteland Wanderers







Wasteland Wares






Sunday, 15 December 2019

D&D review! Eberronicon, A Pocket Guide to the World.

A very interesting product has crossed my metaphorical desk: Eberronicon, A Pocket Guide to the World. Project lead Laura Hirsbrunner asked if I'd like to review it and clearly my answer was "yes"!

My interest is partly curiosity: Eberron sort of passed me by. I did own the campaign setting, which was released at a time when I picked up pretty much every D&D book published. Yet the world just didn't grab me. Truthfully I don't know how much of that was incompatibility between myself and the setting and how much was the fact that, for me, D&D 3.5 was on the way out. It wasn't long after Eberron released that I started to feel very tired of the edition and stopped playing it, never to pick it up again. I didn't buy anything Eberron related until the Wayfinder's Guide to Eberron a, which I bought for new game content rather than lore. Likewise, my chief interest in Rising from the Last War was additional character options, magic items, creatures, and so on. I could read the lore sections of either book to try and see if I grock Eberron better these days, but that'd be a lot of reading. A "pocket guide" is an attractive alternative! I'll be reading through Eberronicon with interest to see just how much information is packed into its 54 pages. What I'm most curious about going in is whether I would feel comfortable running a game set in Eberron just using information gleaned from this guide, or whether it's more useful as a supplemental resource.

Laura is also Editor-in-Chief at Across Eberron, a community project that published Convergence Manifestoa 13-strong adventure path. Many of the writers for this book are also authors of one or more adventures in Convergence Manifesto, and those adventures were executive produced by Keith Baker, creator of the Eberron setting! Keith is also given a special thanks in the credits of Eberronicon for "lending his insight". We can therefore be quite confident that this team know what they're about, and that the lore in this book ought to be accurate! Hopefully it'll serve as an excellent primer for me to refresh myself on the setting.

Before I begin, the usual disclaimer: I was provided a copy in order that I could write this review, but that won't bias my thoughts on its content.


Eberronicon, A Pocket Guide to the Word.


Value

Eberronicon, a Pocket Guide to the World is $12.99 for 55 pages (54 excluding the cover). I'll obviously talk more about production values in the next section, but I need to briefly mention them in terms of impact on the product's value. Suffice it to say that the quality standard of the book is very high. But there's also a text only version for more efficient printing, which is a useful addition.

I've seen larger DMsGuild products with a smaller price tag, but those are invariably undercharging. That's what happens when indie creatives try to feel out their price points amidst a market for which there is little clear guidance and is frankly hostile to the idea of creatives being fairly paid for their efforts. $12.99 is a reasonable asking price for the amount of content and professional quality standard. I did do some napkin math on this and while I won't bore you with the details of my working, all things considered Eberronicon is about on par with the value of a WotC release. If you consider that WotC benefit from economies of scale which simply don't apply to indie publishers, it's easy to realise that this product really couldn't be much cheaper than it already is and still pay its contributors. If the price seems like a lot to you, consider how many times you'll refer to this book as you plan your campaign, how many hours of play it will help facilitate. I could spend more on a cinema ticket!


SCORE OUT OF 4:

Quality

Eberronicon is beautifully presented with an attractive layout, and it makes excellent use of art from DMsGuild creator packs and other artists. The overall impression of quality is very high. If you had a print version, it wouldn't look out of place among the other source books on your shelf.

If you thought that the so-called Pocket Guide to the World would actually fit in a pocket (if in print), you'd be wrong. The page size is actually typical of a product of this kind: US Letter (8.5 x 11inches). I was slightly disappointed by this since I'd thought it would be a nice quirk, and I know pocket-sized RPG books are possible. I have fond memories of the 3.5 era's Mongoose Pocket Player's Handbook!

Considering the book isn't pocket sized after all, the body font is smaller than I'd expect: it's size 10, and bear in mind that a font's size attribute is also relative to the scale of the font itself. For a point of reference that's easily grasped, the scale of Crimson Text is about half that of Arial at the same font size. If I used Arial in my products (I don't, I use Merriweather, but it's almost exactly the same scale as Arial) I wouldn't go lower than font size 10.5 for body text. This means that the size 10 Crimson Text used in Eberronicon is less than half the size I'm comfortable using for body text in my own products. So when I say the font is small, I mean it! It is legible, particularly if the pdf is opened in a full screen window. I wouldn't recommend a window much smaller: I usually like my pdf windows to occupy the right half of my 1920x1080 monitor while I make notes in my word processor on the left side. I couldn't do that with Eberronicon. While the text was still legible to me when scaled down into that window, I found myself straining to read it more than I liked. I didn't test the pdf on a mobile device but it is probably a bit of a pain there too.

On the other hand, there's a positive side to the font size: it means there's much more information squeezed into each page than you'd think, and therefore you're getting better value for money! Honestly though, I'm not sure why it needs to be squeezed in. Why not just use a larger font and have a higher page count?

The writing is excellent and well edited. There are a scant few places which could do with another editorial pass, but nothing I noticed during my read-through is serious enough to be considered a significant detractor in quality.


SCORE OUT OF 6:


Content

Eberronicon is a different kind of product to those I've previously reviewed on this blog: it's all lore, no "crunch". That means this section will be comparatively short as there is no mechanical analysis to undertake.

One thing to note up front: due to the lore heavy nature of this book, it's useful regardless of your preferred edition of D&D (or even if you intend to run a game set in Eberron using another system entirely).

The book is broken up into 7 sections, as follows:


Welcome to Eberron

This short section summarises the defining characteristics of the setting and explains the purpose of the book. In a few short pages it does a very good job of capturing Eberron's essence, and therefore is a good resource if you need to pitch the world to your players (or to your DM!). This section also explains how the rest of the book will include cross-references to existing Eberron material: each subsection includes a "Learn more" entry that lists a source and page number for further reading. I cannot overstate how stupendously useful this is! Particularly for a DM who already owns lots of Eberron books but intends to use the Eberronicon as a quick reference.


Chapter 1: Races


Chapter 1: Races (sample spread)

The book's first true chapter briefly introduces each of the playable races, and up to 6 subsections with interesting lore and plot hooks that would help a DM create campaign elements or a player quickly flesh out their character. To take just one example, the section on Changelings includes 5 subsections:

  • The principality of Gray Tide, a changeling homeland founded by a privateer.
  • An acknowledgement that changelings are heavily recruited by intelligence agencies, and a list of organisations that would seek to employ them. 
  • Lost, a city populated by doppelgangers and changelings and formed of living, shape changing buildings... (that sounds like house hunters to me!) 
  • How the people of Riedra consider a changeling's mutable form worthy of reverence, and believe that a good human will reincarnate into a changeling in their next life. 
  • An all changeling criminal organisation known as the Tyrants, one of three groups that dominates the underworld of Sharn.

The races described in this chapter are: changelings, dragonborn, drow (which for soem reason get their own section separate from elves, though eladrin do not), dwarves, elves, gnolls, gnomes, goblinoids, half-elves, half-orcs,halflings, kalashtar (psionically gifted humanoids unique to Eberron), kobolds, lizardfolk, orcs, planetouched (aasimar, genasi, tieflings, etc.), shifters (pseudo-werefolk unique to Eberron), and warforged (living constructs unique to Eberron). Some races are given a great deal more attention than others, though that likely owes more to the amount of lore available than any bias on the part of the authors.

The chapter also includes an extremely useful "Other Races" page which provides ideas for how a DM might incorporate other playable races that exist in D&D 5e into Eberron's world. 


Chapter 2: Places


Chapter 2: Places (sample spread)

This chapter is all about important locations: continents, nations, cities, and even planes.
The first part of the chapter lists the world's continents, as well as particularly important locations within those continents. As with Chapter 1, there is significant disparity in how much information is given in each section. Still, it certainly makes sense that Khorvaire has the most detail, given it's the primary continent in terms of Eberron's published literature and where most campaigns are expected to occur. There's a very useful table at the end of this part of the chapter which tells you how to refer to a person hailing from a particular place, as well as how to refer to objects (such as a traditional food) that originate from that place.

The second half of the chapter is an exploration of Eberron's planar cosmology. I'm a sucker for an interesting cosmology so I enjoyed reading this part particularly. Eberron's planes seem to be distinct, separate places (as opposed to the Great Wheel, where travel directly between bordering planes is possible; however, as is the case with most D&D settings, all are connected through the Astral plane. An unusual quirk of this cosmology is that each plane moves, coming near and far from the material plane. As they come nearer, their aspect can influence the material, with the strength of that influence waxing and waning. The effects of that influence are noted in each plane's subsection. Another interesting aspect of Eberron's cosmology is the lack of a fiendish realm. Instead, we learn that fiends are actually native to the deep realm of Khyber, Eberron's equivalent to the Underdark.


Chapter 3: Factions

As you'd expect from the title this chapter details significant organisations that exist in the setting, from established adventuring guilds, to hag covens, warforged supremacy movements, and Rakshasa-led fiendish cults. The chapter also lists well known newspapers as well as scholarships to educational establishments. Naturally, the twelve dragonmarked houses which are so central to Eberron's lore are also described in brief here. There's a lot of story hooks here for DMs and players writing character backgrounds alike!


Chapter 4: Faiths


Chapter 4: Faiths (sample spread)

The introduction to this chapter notes that Eberron's deities are not reachable, and cannot be proven to exist (or not exist): belief in their existence is a matter of faith, and a divine spellcaster's power is derived primarily from their faith rather than the target of that faith. The chapter describes Khorvaire's primary three religions, although it's really two religions. The Dark Six pantheon are former members of the Sovereign Host pantheon, so belief in one set of deities implies belief in the other. Pantheistic worship is the norm for the Sovereign Host, which I appreciate. It's never made sense to me that just because a character worships one god in a fantasy pantheon, they would fail to give due reverence to other deities in the context of their specific domains: even if I happen to be a cleric of the harvest deity, you can bet when I'm at risk of drowning in a shipwreck I'm offering my prayers to a god of the sea! The last of the core religions is the Silver Flame, which is worship of an "eternal force of goodness". Sounds like an ideal source of power for paladin types.

There is also a lengthy section of "Other Religions" which includes a variety of other cultural and racial belief systems, druidic sects, and cults. There's even a subsection on atheism, which is a much more viable approach in a setting where power comes from the act of faith rather than the gods themselves than it is in a world where the existence of the divine is unquestionable.

A great sidebar near the end of this chapter is aimed at D&D 5e DMs: it talks about the reincarnate spell in the context of Eberron and provides a comprehensive alternative reincarnation table. This might actually be a useful resource even for DMs of other settings, as it incorporates other non-Eberron races that have been published after the Player's Handbook. At the very least it could serve as a model for designing your own alternative table for the spell appropriate to your own setting.


Appendix A: Secrets

I'm not going to dwell much on this appendix because, after all, its contents are secret! This is where DMs should look to learn about truths of the setting that should not necessarily be apparent to characters in the world, or (ideally) their players. This is therefore a very useful reference when figuring out what your campaign is going to be about!


Appendix B: Further Reading

This appendix is an impressively curated list of additional resources. Neatly organised tables identify Eberron sourcebooks and adventures from previous editions, and provide an abbreviation for each sourcebook (which you'll find useful when following the "Learn More" notes interspersed throughout the rest of the book). In addition to published sourcebooks and adventures, lists of other sources are provided: Dragon and Dungeon magazine articles, web articles, organized play seasons, novels, and "Kanon" sources ("Kanon" means not technically official, but derived from Keith Baker's writings about his personal version of Eberron).

This appendix is extremely comprehensive! it's a really impressive effort and I can see it being extremely useful both for DMs wanting an easy starting point for their deep dive into lore as well as new Eberron DMs wondering what sources might be their next best investment.



SCORE OUT OF 10:


Final Thoughts and Rating


FINAL SCORE OUT OF 20:
++=   
19 out of 20! A champion's hit!


This is an excellent exploration of the Eberron setting which manages to squeeze an impressive amount of key information into a fairly short book. I wondered early in this review whether a DM could confidently run an Eberron game using only the Eberronicon and I think the answer is yes, to a point. With the brief summaries here you could flesh out your own take on Eberron which captures the same key themes, but without more detail you wouldn't be able to run a version of the world experienced Eberron players would feel at home in. But if you want to flesh out the world in more canonical detail, then this book is also a great boon to you: I'm in awe of the excellent referencing in the Eberronicon which will help any Eberron DM immensely as they plan their campaigns.

There is almost nothing negative to say about Eberronicon, A Pocket Guide to the World. My only real complaint is with the font size of the body text.  As I noted, I found it too small to have the PDF side by side with my notes for this review on my monitor without having to zoom in resulting in significantly more scrolling around as I read than usual. DMs referring to it at their computer while planning their game may have similar difficulties, depending on their monitor size and set up, and I can only assume that it will also be more inconvenient than many other PDFs for mobile devices.

The final word: if you are or intend to be an Eberron DM, this is an astounding resource which you won't regret adding to your collection. It's pretty useful as a player reference, too, just don't sneak a peak at Appendix A! Eberronicon, A Pocket Guide to the World is available on DMsGuild now.


If you're curious whether I've become an Eberron convert based on my reading of this book: I'm probably no more likely to run an Eberron campaign than I was before, since I generally prefer to homebrew my worlds. But I have a new appreciation for the lore of the setting, and I can see better why other DMs and players enjoy the world. While I might not use want to use Eberron as a whole, I'm definitely more likely to take inspiration from it! I'd be more likely to want to play in the world, too.

Monday, 25 November 2019

5e: Amarune's Almanac Volume 1 - Forests of the Reams, a review.

Today I’m reviewing an upcoming DMsGuild product from a team of DMsGuild creators led by Steve Fidler (author of Prism: Light & Magic, among others; and also a contributor to Infamous Adversaries, which I recently reviewed) The product in question is the inaugural volume of Amarune’s Almanac, a series of books exploring the various biomes of the Forgotten Realms. Amarune’s Almanac Volume 1 is subtitled Forests of the Realms, so we have a pretty clear idea going in what sort of information we’re going to find here!

For the remainder of this review, I’m going to use the acronym AA:FotR as a shorthand for Amarune’s Almanac: Forests of the Realms.

Steve provided me a complimentary copy for the purposes of review so here’s the usual disclaimer: My reviews are honest and unbiased, otherwise what would be the point of them? Free copy or not you can trust me to tell it as I see it.

Please also note that because I received my review copy several weeks before release, it is possible that some of the issues I might note during my review may actually be resolved by the time of release. This review may therefore be updated to reflect any feedback to that effect by the authors.

Amarune's Almanac: Forests of the Realms

Value 

As noted, I received an advance copy for the purpose of this review: AA:FotR is not yet available for sale. If you like what you read here you’ll be able to pick up your copy on Monday, December 2nd. Your purchase will only set you back $9.95 which is a very fair price for 48 pages of content (excluding cover pages, which make it up to 50). As well as useful lore, your purchase price gets you a considerable amount of new game content including player options, a new downtime activity, creature statblocks, and magic items. The production values of the book are of a very high standard. Overall, I consider it to be excellent value.

Furthermore, I’ve been informed that purchase includes a code that will enable you to get future volumes of Amarune’s Almanac for only $7.50.


SCORE OUT OF 4:

Quality

As mentioned, the standard of AA:FotR is very high. Graphic designer Nathanaël Roux (who also designed the recently reviewed Infamous Adversaries) has done a great job here. The background and borders are attractive, the book is neatly laid out in a two-column format, and supplementary tables are presented in an effective way. The bulk of the text is in a very legible font, while notes from the book’s fictional author and editor mimic handwriting. This is expected, but may be less clear to readers with dyslexia or other issues with font legibility. It should still be readable with some patience. If there is one genuine misstep, I personally think the font used for headings is a poor choice: attractive as cursive may be, it’s often hard to read and that’s the last thing you want in a heading (or in a contents page, where the font also appears). For example, lower case “r” doesn’t really look like very much like an “r”. Where only one appears, the letters around it make the sense of the word clear. But where two “r”s are next to each other,  they resemble a “v”. “Darkberry” could easily be read “Darkbevy”. A similar thing happens with “ir”, and if you’re speed reading it’s possible to miss the dot of the “i”. Thus, “Abeirwood” becomes “Abevwood”.

Art in the book is a mix of high quality colour art and sketches of the kind that might appear in a traveler’s journal, which is an economic choice that works excellent in this book’s format. 

I have little to say on spelling and grammar. The book is excellently written and clearly very well edited. If I have one complaint it’s a minor, perhaps even petty one: the words “As it turns out” appear far too often for my taste. It’s no big deal, I just consider it an unnecessary writing tic. However, it’s possible it’s not a habit of the actual writer but instead part of the “voice” they’ve created for fictional author Amarune! If the latter, then fair enough! But I personally  wish her fictional editor Arclath would have been stricter.


SCORE OUT OF 6:


Content

A surprisingly small amount of this book is dedicated to describing actual forests (around 12 pages), while the rest is game content. That’s great news if, like me, your main criteria for whether to purchase a supplement is what new resources it offers DMs and players. But if your first concern is Realms lore, what do you actually get? Let's take a look.

Amarune (art by Dante Ezio Cifaldi)


The lore sections are supposedly written by Amarune Whitewave, Elminster’s great-great granddaughter. A few seconds worth of research on my part demonstrates that she is an actual character from Realms lore (created by Ed Greenwood, no less, for one of his novels). As is her lover-slash-editor, Arclath. The series conceit is that Amarune and Arclath are travelling the world so that Amarune can try and untangle her memories from those of Elminster, whose mind shared her body for a brief period. During their journey, Amarune has decided to try her hand at travel writing. A chance meeting with Volothamp Geddarm in Port Nyanzaru led to the series finding a wealthy patron willing to publish. Naturally, the author of the Volo’s Guide series couldn’t resist providing an introduction to the almanac.

What I consider to be lore sections includes:

  • The introduction. Amarune uses this chapter to introduce herself, try to define what a forest is, explain the inclusion of jungles in this volume, and talk about the relationship between the Weave (magic) and forests.
  • Locations, which includes descriptions of five forest areas from around the Forgotten Realms: the Adhe Wood, the Jungles of Chult, the High Forest, the Tangled Trees, and the Yuirwood. 

Presenting the lore in this book in the format of travel writing allows its real-world authors to describe the geography they’re detailing as a series of evocative stories, showing the wonder of such places rather than simply listing facts. This is good for inspiring you as you read, but it has its downside. When facts are actually provided they are buried in the text. This means it is not a good reference book at the table, or indeed if you need to keep checking back during planning. The bit of information you want to check could be anywhere in two pages (four columns) worth of lore with no subheadings or any other means of breaking up the content into more manageable chunks. I suggest you read the lore in this book early in the planning stages of whatever session or arc you need the information for, and take notes as you go.

If we consider the Introduction to be chapter 1, then Locations is chapter 3. In between them are the Player Options. Then there is a chapter 4, Between Adventures. Finally, a single appendix split into two section: Beasts and Monsters and Magic Items. To be honest, I find this order a little peculiar. The Player Options and Between Adventures sections are written differently from the rest of the book: in these sections, the actual authors of AA:FotR are talking to you, the actual reader, to communicate new games rules. Elsewhere in the book, Amarune is the voice, communicating lore. I think it’s weird to break up the flow of Amarune’s journal with content that clearly doesn’t belong in it. Frankly, I think all the game content belongs in the almanac’s appendices, thus making a clear distinction between the two types of content.

Order of presentation aside, let’s talk about that game content, because there’s a lot of it:


Player Options

I’m a sucker for new character options, and AA:FotR doesn’t disappoint in this area.

The chapter presents two new archetypes, the Circle of the Grove (a Druid archetype) and the Sylvan Sentinel (a Ranger archetype). Exactly what you’d expect from a book on biomes. So much so, in fact, that their presence feels like a checked box to meet reader expectations of the book and hints that every volume in the almanac will also have the same: Desert biome? Desert druid and desert ranger. Check. The fact is that not all biomes really need new druid and ranger subclass support, particularly in the case of the druid. Existing druid circles cover a lot of the possible themes already. I don’t particularly want to see new archetypes treading old conceptual ground. You know what would be interesting to see in future volumes? Biome-themed archetypes for classes other than the druid and ranger. Off the top of my head: how about a flaying winds fighter (Desert), a shark totem barbarian (Oceans), a frost bloodline Sorcerer descended from Yuki-Onna or other cold-themed fey (Tundra), or a fen stalker rogue (Swamp)? 


The Circle of the Grove


The Circle of the Grove doesn’t sell itself to me on concept alone. I noted already that most if not all biomes already have the Circle of the Land to represent their druidic defenders. Forests are doubly served already: they’ve got the Circle of the Shepherd as well! So conceptually this archetype just isn’t necessary. Let’s see if the mechanics can wow me enough to overlook that.

  • 2nd level features:
    • A list of Circle Spells is provided, but the actual description of the feature is missing. Remember, not all druid circles actually get Circle Spells, so it is a feature that is normally spelled out on a per archetype basis. The absence isn’t too terrible, as you can get the necessary wording from other archetypes, but it ought to be fixed. You shouldn’t need to look anywhere other than your own archetype for all the information you need to play it. Three of the spells on the Circle Spells list are new in this book: sticks to snakes, grasping trees, and soothing stone. All five other Circle Spells are identical to Circle Spells for the Circle of the Land (Forest) which doesn’t really help make the case for the archetype’s separate existence.
    • Grove Beast Forms (or “Grove Beast Fauns”, by my first reading. Sorry to keep harping on about the cursive font, and I’ll stop now, but legibility is important!) lets the druid transform into more powerful beasts. This is a weaker version of the Moon Druid’s Circle Forms. You must choose a beast that dwells in the forest, your max CR is ½, and the max CR scales more slowly. Considering Circle Forms is more powerful and the Moon Druid gets to wild shape at a bonus action at the same level, the Grove Druid’s next 2nd level feature is going to have to be a heavy hitter to compare.
    • Land Transmutation: Grove. You can spend a Wild Shape as an action to immediately grow a magical grove of trees (half your druid level + your Wisdom) which lasts for a few hours (half your druid level).  It’s certainly cool! And in certain contexts, it could be incredibly useful. But considering it costs a precious wild shape and its situational usefulness, it feels relatively weak. I’d like this feature to be of more practical use in combat, such as creating some difficult terrain.
  • 6th level feature:
    • Take Root lets the druid take root in the ground and draw nourishment from the soil. Very cool, very thematic. Long-time readers may remember I gave a similar feature to the Wilderheart Warlock: the 14th level feature Life Thrives implemented the concept as 1/short rest personal healing. The implementation here is different, granting half the druid’s level in temporary hit points continuously for every turn as long as they continue not to move. This is quite powerful, but severely limits the druid’s tactics. Overall I think it’s a fine addition.
  • 10th level feature:
    • Ward of Thorns is another case of great minds thinking alike, having some conceptual crossover with my warlock archetype’s Wilderheart’s Ward! Not that surprising really, there are only so many ways you can express powers over nature, especially if you’re required to give the archetype combat-oriented features. Ward of Thorns grants a nasty reaction to melee attacks, dealing 2d6 piercing damage and reducing the attacker’s speed to 0 for their next turn. They can ignore that effect by willingly taking an additional 2d6 damage, so let’s call it a 3d6 on average, then. This is really quite strong and is more likely to trigger than a regular opportunity attack. If we were in any doubt about an optimal combat style for a Circle of the Grove druid, it’s cleared up now: they’ll be a beast if specced for melee combat casting. They can wade into melee, Take Root, and then punish an aggressor with their Ward of Thorns.
  • 14th level feature:
    • Ally of the Grove lets you animate a tree as a treant as an action, lasting an hour, once per long rest. That’s one hell of a partner for the melee-focused Grove Druid! A treant might seem too powerful a “summon”, but remember that the Circle of the Shepherd’s Faithful Summons can conjure 4 CR 2 Beasts (with approximately the same amount of hit points and more overall damage between them than the treant). Of course, the Shepherd can only do that if reduced to 0 hit points or incapacitated, but on the other hand the Grove Druid needs to actually have access to a tree. It probably balances out, but don’t play a Grove Druid in a campaign where you won’t see many trees!
  • Overall, this seems to be a very strong archetype, though not necessarily overpowered in comparison to some official archetypes. My feeling is that the 2nd level features are comparatively weak but the power difference is made up for by later features. Be prepared to wait a while to really get into the swing of things with this Circle. You’re probably best off building for melee from the start, or else you might find your tactics changing significantly mid-way through your career to suit the strong melee focus of the later features. Note that as written all of the archetype’s features can be used even while you’re in wild shape. I think that’s pretty cool for Take Root and Ward of Thorns, but in my opinion Land Transmutation: Grove and Ally of the Grove too closely resemble complex spells/rituals and should have wording to prevent them being used while in beast form. I haven’t been convinced of the need for this archetype. Still, it looks fun to play and there’s no harm in allowing it as a third option for forest-themed druids, or perhaps using the Grove druid but disallowing one or both of the other options.

A sylvan sentinel (art by Bob Greyvenstein)


Sylvan Sentinel

This is a ranger that has sworn allegiance to fey creatures. That’s a distinct, extremely class-appropriate and so far unexplored concept, at least as far as the Ranger class goes: the Paladin gets something with a similar theme in the Oath of the Ancients. I have a minor quibble here: the Sylvan Sentinel doesn’t actually say it’s a ranger archetype until several paragraphs in (the last few words of its first feature is the first time the word “ranger” shows up in the text). Sure, the introduction to this chapter does explain it. But people skip introductions to get to the good stuff. This needs to be made explicit early. To be honest it wouldn’t be a bad idea to put the intended class for both archetypes in brackets within their subtitles, or have eg. “Ranger archetype” as a subheading. Anyway, the theme of this archetype is great and in hindsight a glaring omission in the ranger’s arsenal of subtypes! I like the idea. Let’s see how it’s executed.

  • 3rd level features:
    • Sylvan Sentinel Magic: as is typical for some but not all ranger archetypes, you’re going to get a list of one new spell known per spell level to help sell the archetype’s theme. It’s a good and on-brand selection: faerie fire, misty step, plant growth*, conjure woodland beings*, and modify memory. Misty Step in particular ought to be great for a ranger! The two spells marked with an asterisk (*) are already on the ranger’s spell list. From what I can tell official archetypes tend to stray away from doing this and instead offer spells strictly from other class lists. It’s still useful to get these spells for free since it saves you precious spells known, but it might be less useful/fun than getting a spell you’d otherwise never have had access to. Illusion spells from the bard list might make great alternatives: perhaps major image and hallucinatory terrain.
    • Fey Friend: You can speak, read, and write Sylvan. Animals understand you when you speak Sylvan. Fine - but “animal” isn’t a creature type in D&D. I assume it just means beasts, but maybe it also includes monstrosities? This needs to be clarified. Also, you have advantage on Persuasion and Insight when it comes to Fey who are not Evil, but that flips to disadvantage if you ever harm such a creature without first being provoked until you can atone. I think what constitutes being provoked could be clarified here, as a lot is currently left up to DM discretion.
    • Gossamer Strikes: when you have advantage on a melee weapon attack ,you can make one extra attack as part of your Attack action, and you gain a temporary +20 ft. movement until the end of your turn. This feature has unusual reset conditions: short or long rest, but also whenever you roll initiative at the start of combat, or whenever you score a critical hit. The rest conditions are redundant: since the feature can only be used in combat, it’s enough to know it resets when initiative is rolled. I like this feature: it is roughly comparable to the Gloom Stalker’s Dread Ambusher, except it does not do extra damage, it isn’t guaranteed (you must have advantage which could cost you effort or a resource - now you know why you get faerie fire!), and if you’re super lucky you may get to use it more than once per combat.
  • 7th level feature:
    • Glimmering Misdirection: You can spend your reaction to make an attack against you be rolled with disadvantage, then move 10 feet without provoking. This is hugely useful: I’m thinking too huge to be allowed every turn with no limitations on use. It’s roughly equivalent to a +3 to AC once per turn, plus the potential to stop the attacker’s entire Attack action cold if they have too little movement remaining to catch the ranger after they flee. This is quite possible, since a ranger has methods to go faster (longstrider) and to choose or set up their battlefield to slow down their enemies (for instance, see the 8th level feature Land’s Stride, which would allow the Sylvan Sentinel to move freely through difficult terrain, thorny plants, and even dare to risk leading a foe through an entangle spell).
  • 11th level feature:
    • Shimmerdance: Once per turn you can add 1d6 to an attack roll, though you must decide to do so before the DM tells you if you hit or miss. Later in a combat that qualifier becomes pretty moot though as you’ll have figured out the target’s AC (and many DMs tell their players AC anyway). My first instinct was that it was another strong feature but we can again compare to the Gloom Stalker, which can use Stalker’s Flurry to make a whole new attack once per turn if they miss. Compared to that +3.5 to hit seems fine.
  • 15th level feature:
    • Gift of the Faerie: you get fairy wings which you can manifest or dismiss as a bonus action. Fly speed equal to your movement speed so typically 30 feet. This is fine, if anything a little modest for a 15th level feature and archetype capstone.
  • I really like this archetype. It has a clear theme which is interesting, new, and is conveyed well by its features. For the most part I consider it balanced, but I’m concerned that Glimmering Misdirection might be too potent.


Additional Rules

This section presents a couple of rules variants.

A variant to the Druid’s Spellcasting feature lets the druid swap a spell they have prepared once per short rest by spending 1 minute per spell level in meditation. The new spell must have an “Environment component” that matches the biome the druid is currently in. To understand the concept of Environment components, we have to read ahead to the Spells section on the next page. Environment is a new type of spellcasting component presented in Amarune’s Almanac: “some spells require the caster to be in a specific biome or surrounded by specific terrain”. Got it. What this means is that if you introduce this variant, you’ll only be able to swap in spells that are from this book and others in the series (unless other DMsGuild creators decide to adopt the system too). For now then, you’ll only be able to do it in forests and jungles. I like the idea a lot, though obviously it needs further support to become especially useful.

We’re also presented a variant for the Ranger’s Natural Explorer. In addition to the normal effects of that feature, the ranger can cast up to 4 spells (which they gain at 2nd, 5th, 9th, and 13th levels) which are appropriate to their favoured terrain: in other words, spells from this book. The ranger gets the spells for their first favoured terrain automatically; when they get additional favoured terrains they can swap which set of terrain spells they have every long rest.  Each spell can be cast once per long rest. As written, the wording doesn’t say they are cast without expending one of your spell slots, but I assume that’s meant to be the case.  This is a really good idea but once again won’t become particularly practical until further volumes are released.


Spellcasting

This section introduces and explains the concept of an Environment component  and provides 11 new Forest Spells. There’s an excellent table which summarises the spells by level, school, class availability, and whether they can be cast as a ritual.

The actual list of Spells is ordered by spell level, which is not a great choice and I hope the editor reconsiders ordering them alphabetically. I’ll be writing about the spells in the order they currently appear, though I’ll only comment on ones that I think are either particularly cool or may have issues.

Druidic Practice (1st level, ritual) is an equivalent for the Cleric’s Ceremony spell. For a 1st level ritual spell it offers some powerful effects, but limits them in meaningful ways (once per year, once ever, etc.). I think the options are excellent and are pitched about right when compared to Ceremony. However, they may be too much of a mixed bag. See, like all spells Ceremony belongs to a school, which is Abjuration. All of its possible uses can be seen as protective: even the bonus to ability checks for the Coming of Age ritual could be seen as protecting the target from clumsiness and bad luck. Whereas, Druidic Practice is also given the Abjuration school but has a whole grab bag of effects that technically belong to other schools including Divination (Forosnai) and Enchantment (Imbue). The authors may wish to consider that, and either pick rituals that have a thematic thread between them or possibly split some of these effects out into additional spells. Inappropriateness for the school of magic aside I particularly love Forosnai, which can send a willing creature on a spiritual/dream journey. It would step on the toes of higher level divination spells, were it not for the fact that a creature may only take one such journey a year, which must occur in the season of their birth.

Forest Spirit (1st level, Ritual) can animate a small tree or shrub as a very, very weak creature (1 hit point, Strength of 2, and can’t attack). It can perform minor chores for you around the forest, like identifying edible fruits, marking trees, and tracking non-native creatures. It can be cast as a ritual but can’t be abused: since you control a forest spirit with a bonus action you could create as many as you like but you’d still only be able to control one at a time. The spell also ends if you move a forest spirit more than 60 feet away from you.

Woodland Step (1st level) is a strange one, to be honest. It states “you become one with the forest, allowing you to pass through its undergrowth with ease”. However, its effect doesn’t match its fiction or its forest theme. The actual mechanical benefit of the spell is to allow you to move without provoking and make a single melee attack. I would have expected something about ignoring difficult terrain, even when it's created by magic.

Bestial Reawakening (2nd level) is a resource cheap version of raise dead (1 action instead of 1 hour, 50 gp instead of 500 gp, 2nd level slot instead of 5th level slot). Basically: an easy method to bring back beloved pets. I don’t see why the casting time should be so much quicker than raise dead when it’s essentially the same spell though.

Sticks to Snakes (2nd level Ritual) is your jam if you like sticks but you love snakes, I guess. This was actually a spell in 1st and 2nd edition that has been converted, so perhaps that’s also the case with some of the other spells in this book? Anyway, you turn a stick into a giant constrictor snake for up to 10 minutes (concentration). At higher levels you can transform one additional stick per spell slot level. Sure. You can also cast the spell again to immediately turns snakes within 20 feet of you created by this spell back into sticks. It isn’t 100% clear to me whether this only works on your casting of the spell, or if this would work to undo the casting of another spellcaster. In my opinion this spell should not be a ritual. There’s a simple test for ritual spells: if it has combat application, it isn’t ritual appropriate. Giant poisonous snakes may only be CR ¼, but they can still do quite a lot of damage. I’d say if you take away the Ritual component from this spell it’s a better fit for 1st level.

Grasping Trees (3rd level). This one’s super cool. Each turn for a minute (concentration) you can have any tree you can see restrain a creature within 10 feet of the tree (The creature gets a Strength save to avoid/free itself). That’s your Action. As a Bonus Action, you can also have a tree you can see give a creature within 10 feet a good smacking. Naturally, you’d normally want this to be the same tree that restrained a creature, or another nearby tree, to benefit from the advantage on attack rolls caused by that condition. But I like that it doesn’t have to be, giving you more tactical options.

Heart of the Forest (4th level). You become one with the forest, meaning you are unable to get lost and you can’t be tracked. You also know roughly where every creature in the forest is but can’t determine creature types and though you get a rough sense of size large groups of creatures in a cluster may be mistaken for single larger creatures. I’m not a fan of this for the same reason I dislike the ranger’s Primeval Awareness class feature. Large scale detection features are a pain in the arse. Primeval Awareness has an area of up to 6 miles in radius. That’s so huge. This spell doesn’t even specify a range, it’s just “the forest”. Forests can be reaaaally big, y’all. An area of these magnitudes is going to be absolutely thronging with creatures, most of which are entirely unrelated to the events of the adventure. Does the DM think about what else lives in the forest in advance? That’s a lot of work. Do they make them up on the spot? That’s a lot of stress at the table. Either way, mentioning them may risk sending the players on a wild goose chase unrelated to their current adventure, which seems a poor reward for using a rare resource like a 4th-level spell slot. Should the DM just not mention any creature that isn’t plot relevant, and end up making the region seem oddly dead, not part of a living world? It’s a whole mess and I’d personally choose to excise all such features from the game, not add more. That aside, I just don’t think this spell is very good for a 4th level spell slot: you don’t really get any meaningful information unless you already know for a fact you’re looking for a big creature or large group, which shouldn’t be that hard to track anyway. I’m also not convinced it needs to be on the Ranger list as it’s of even less value to them. They’re already fairly unlikely to get lost, quite good at hiding their tracks, and they have Primeval Awareness for detecting most creatures worthy of note.

Soothing Stone (4th level Ritual). You can infuse a gemstone with healing energy, which restores 6d4 + 6 hit points. You can only have one at a time. I would normally be against giving healing away as a ritual, were it not for the fact that it’s sort of like buying and using a healing potion: in fact, I assume this was the designer’s thought process since infusing the gemstone costs exactly 3 times the price of a Potion of Healing, and cures exactly three times the hit points. However, that logic doesn’t quite cut it. With the stone, you can cure a creature with a single bonus action what would normally take 3 potions over the course of 3 actions. Plus you can create it yourself over an hour rather than having to go shopping. The gold consumed by this spell needs to be considerably higher to reflect the massive boost to convenience it represents.

Bulwark of Irritants (8th level). This is gonna squick some people out. You’re covered in a layer of insects (it says 100 but honestly, for complete coverage there ought to be far more crawling all over you...) granting you a buffer of 100 temporary hit points and immunity to poison and diseases. As you lose temporary hit points you start gaining increased cover. The spell doesn’t really explain why but my guess is what’s supposed to be happening in the fiction is clouds of insects buzzing up into the air, helping to obfuscate you. The ability to spend a reaction once per round to halve an attack that would deal 50+ damage seems unnecessary fiddly. -25 (or more) hit points is a super good value use of a reaction, so most rounds it’s almost a given it will be saved for use this way. I’d consider removing this bit, increasing the temporary hit points a bit more, and calling it good.


Between Adventures

It might not seem it since I’m not going to write a lot about this section compared to my deep analysis of the character options, but I want to make clear that it’s actually my favourite part of AA:FotR! There’s a new downtime activity: Gathering Plants Expedition. I believe this activity could easily be adapted to model other kinds of gathering. There is also a list of 20 flora including flowers, fruits, and trees useful for lumber. The flora are described and their special features explained, and tables show their sale values and in which regions of the Forgotten Realms each flora might be found. It’s a really well thought out and useful section!

The Regional Flora table



Appendix

The appendix is split into two sections: Beasts and Monsters, and Magic Items.


Beasts and Monsters

This section includes 10 new statblocks, most of which are beasts. There is also another extremely useful table (the table game is strong in this book) which shows which regions of the Realms each monster is native to.

New beasts in this book include:

  • The CR 2 cooshee (very stealthy forest-dwelling hounds bred by elves)
  • The CR 5 giant armadillo (exactly what you’d expect)
  • The CR 3 gore boar (particularly large and bloodthirsty examples of their kind)
  • the CR ½ ironwoodpecker (able to peck through ironwood - and armour - with ease)
  • The CR 5 kermode bear (a “spirit bear” which can phase between the material ethereal planes)
  • The CR 2 moss bear (has a symbiotic relationship with which gains temporary hit points in sunlight)
  • The CR 4 redwood crawler (a huge woodlouse-like creature)
  • The CR 3 silverback ape
  • All in all, this book is a massive boon to Circle of the Moon druids.

Other creatures include:

  • The CR 9 hangman tree, a subtropical plant creature which hauls creatures up into its boughs with noose-like vines and drops them into a central maw.
  • The CR 4 white stag, a celestial often set to guarding forests by nature deities.


A nice feature of this section is that the description of a creature includes a paragraph on valuable substances or materials which might be harvested from them.


Magic Items

There are 9 (edit: there are, in fact, 10) magic items which are all wondrous items except for one shield.  They are mostly rare and very rare, with a couple of uncommon items and a single legendary (the shield). I won’t explain what all the items do, but suffice it to say they are extremely cool and in my opinion the designers have pitched the rarity levels just right. I’m sure you’ll really enjoy adding any of the items here to your game.

Magic items (art by Shiah "Cinder" Irgangladen)


One small quibble over wording in this section: The Rootshape Gauntlets have an effect that triggers “on a critical failure with any weapon created this way”. “Critical failure” is not a term used in the D&D rules. This could cause some confusion, and should be changed to “If the d20 roll for an attack you make with this weapon is a 1”, which would be consistent with the wording under Making an Attack in the PHB.


Organisation

There is no index, but the contents page is thorough and includes all the specific spells, monsters, etc. that you might wish to find. There's no problem here.


SCORE OUT OF 10:


Final Thoughts and Rating


FINAL SCORE OUT OF 20:
++=   
17 out of 20! A superb hit.


To summarise the biggest issues (in my opinion):
  • I think the chapters could be reordered more effectively to suit the format.
  • The lore sections, while excellent, would benefit from better organisation so that it’s easier to navigate to information you want to refer back to.
  • Some of the character options may need revisions for balance. This is not a major concern to me as it's a given for any publication - not even official releases by Wizards of the Coast are entirely without issue. One of the great things about PDFs is that it's a heck of a lot easier to implement any revisions than in print, a major strength of DMsGuild and OGL products compared to official releases that many consumers overlook.
  • I think the graphic designer should consider an alternative font for headings.
If these are the worst that can be said about this product then the creative team behind AA:FotR have done an excellent job, and they should be very proud of what they’ve put together. There is so much that’s good within the 50 pages of this book: well researched and evocatively presented lore, a bevy of mostly balanced and fun new character options, a great list of flora, some brilliant new creatures, and a selection of truly intriguing magic items. And great design: Nathanaël, if you’re reading this I know I keep giving you a hard time about fonts in my recent reviews. I want you to know that I see everything else you’re doing and it is solid work. Especially the tables. Oh lordy, the tables in this book. They’re chef’s kiss-level good (see the preview of the flora table earlier in this review!).

The final word: Amarune’s Almanac: Forests of the Realms is an excellent addition to any DM’s library, and based on what I’ve seen here I can’t wait to see where Amarune takes us next time! Pick up your own copy on DMsGuild from the 2nd of December.


Sunday, 24 November 2019

5e: Ghostwalker: Eidolon is now available on DMsGuild!

My latest product is out now on DMsGuild.com!

Ghostwalker: Eidolon revisits the concept of Eidolons, or corporeal ghosts, which first appeared in the D&D 3.5 campaign setting Ghostwalk. Ghostwalker: Eidolon converts the Eidolon and Eidoloncer classes to D&D 5e without relying on the lore of the Ghostwalk setting. Strictly setting neutral, you can use this product to create  the Forgotten Realms, Greyhawk, Ravnica, Eberron, or other setting of your choice. Furthermore, Ghostwalker: Eidolon introduces the concept of soul anchors, portable items that have the power to bind a soul to the material plane and allow the recently deceased to manifest corporeally. Unlike a manifest ward which has a similar effect in a limited geographical region, soul anchors can be carried with the eidolon and allow it to continue taking part in adventures!

In addition to the Ghostwalker class itself, this product also includes additional character options including feats and spells!

Ghostwalker: Eidolon cover
(incorporates stock art by https://www.shutterstock.com/g/WarmTail)


Preview pages from the interior of Ghostwalker Eidolon, featuring the art of Fabrizio Fioretti

Ghostwalker: Eidolon is a 30 page PDF which contains:

  • Rules for Eidolons (ghosts made corporeal, eidolons can still walk the material plane and interact with the living).
  • The Ghostwalker class. A unique trait of the class is that it gets few core features. Instead, you get to decide for yourself what sort of ghostly powers your character develops by selecting 3 paths from a choice of 7: Corruptor, Dominator, Eidoloncer, Haunt, Poltergeist, Shaper, and Traveller. You can choose your 3 paths in any order, meaning that even two Ghostwalkers with the same paths can have different class feature progressions and thus a very different play experience.  
  • 3 new feats.
  • 27 new magic spells.
  • Fantastic interior art by Fabrizio Fioretti.





Friday, 25 October 2019

5e: Infamous Adversaries - a review.

Today's post is a review is of Benjamin Huffman presents: Infamous Adversaries, an upcoming product for DMsGuild, which I will hereafter refer to as Infamous Adversaries or simply IA.

Players should stop reading immediately. This is a book for Dungeon Masters, and I'll be briefly summarising all the excellent adversaries that might tempt your DM into buying this book and incorporating its content into your campaign. You'll have a lot more fun if you encounter them for the first time in-game!

Benjamin is a best-selling DMsGuild creator whose previous credits include The Complete Martialist Handbook,  The Complete Devout Handbook, and The Pugilist, among others. The Pugilist is one of my favourite third-party classes, a fact I've previously mentioned on this blog. In Infamous Adversaries, Benjamin and a team of other creators have put together a collection of 40 unique monsters and villains to use in your D&D games.

I was provided a copy for review but like always I endeavour to remain neutral and honest even when I'm a fan of a creator's previous work, and I call things like I see them.


Infamous Adversaries 
The Infamous Adversaries Cover

If you've read any of my other reviews you know I generally like to go into some detail. If you've not got the time for that, never fret! You can skip straight to the final thoughts and rating to get an overview of my findings. If you want that extra level of detail exploring just where my thoughts on the product  come from, read on.

Value

IA has not yet been released to the public, and will be available for sale on the DMsGuild marketplace from Monday, October 28th with a retail price of $14.95. Excluding the cover page, credits, contents, and a blank page at the back IA comes in at a respectable 120 pages in the print friendly version. That's 12 and a half cents per page, which is great value! Especially considering the production values of the book (see quality, below). The colour version with art adds an additional 4 pages.


SCORE OUT OF 4:

Quality

IA will have both a full colour and a black and white print friendly version. The colour version includes art, some examples of which you can find interspersed throughout this review!

I don't want to dwell too much on the cover as it ultimately isn't important, but the art chosen is cool and evocative: I hope one of the monsters in this book is based on the creature on this cover! At the risk of being anal retentive it bothers me a little that the word "Adversaries" is neither centered or justified, since aligning it to the right doesn't feel like it matches the rest of the title. But it's a purely cosmetic quibble. As I said, the cover isn't really that important (though the outward appearance of the book might matter more if it is ever released in print). What matters is what's inside!

The interior has the standard two-column layout and the body text is clear. I'm less happy about the heading font, which is the same one used for the word "Infamous" on the cover. Big, bold, and all caps as it is on the cover it's perfectly clear; when it comes to reading the headings, it sometimes takes a moment to make sense of the letters. This is at its worst on the contents page.

Contents page font choice aside, the book's graphic design game is strong. Furthermore, it makes good use of art, though admittedly the art varies in quality and uses a combination of original art, stock art, and DMsGuild creator pack assets. This is normal for a DMsGuild product, however, and should be expected at the price point. Where existing art is used it's almost always fit for purpose, the sole exception in my opinion being the art chosen to illustrate the Auroc.

It's clear that the editor has approached the writing of the various contributors with a light touch that lets the voices of the authors shine through: throughout the book, the various adversaries are written up in a number of different styles. Whether this is a good thing or not is subjective. For me it was at times jarring to switch between styles when reading the text of multiple adversaries one after another, but not terribly so.

It's a rare product indeed that is entirely unscathed by grammatical and editorial issues. IA isn't immune and I encountered a few as I read through this book: chiefly grammar issues, such as a couple of particularly painful run-on sentences. On the other hand, it was remarkably free of typos: I only noticed a small number towards the end. I don't intend to go into nit-picky details about exactly what these errors are and where because it's not worth being overly concerned. There are really very few, your overall sense of the content isn't going to be critically impaired by them, and they don't make the book any less useful. Additionally, the beauty of a PDF product is the comparative ease with which the release version can be updated and disseminated to existing customers. For what it's worth, I offer proofreading services if fresh eyes are desired.

SCORE OUT OF 6:

Content

As noted previously, this book contains 40 unique monsters and villains at a wide range of CRs. Bear in mind that the introduction makes clear that each adversary is a "unique take on an existing monster from Dungeons & Dragons, with all the story hooks and statistics necessary to insert them in your game". This means that the majority of the adversaries are more powerful variants of monsters that already exist in D&D's lore, usually with interesting new powers, and of course with all the useful hints for how to best use them in your game. If your primary motivation for buying a bestiary is expanding the diversity of the peoples and creatures of your homebrew world, you won't find that here. In most cases, an adversary is given 2-5 pages, with an average per creature of around 3 pages. A monster's entry is broken up into the following sections:

The Hook, a ready to use plot hook to integrate the creature into your campaign and involve your player characters.

Next Moves describes what the adversary will get up to assuming the player characters don't get in its way.

Tactics gives you the necessary information to roleplay the creature in combat, while Traits tells you what you need to know about their ideals, bonds, and flaws to portray them in a broader sense.

The Statblock corresponds to the informational format you've come to expect from Fifth Edition Dungeons & Dragons.

Lastly, a Rewards section defines what player characters will gain from defeating the adversary, other than notoriety and personal satisfaction! Rewards include magic items, treasures, and even access to new spells.

In some cases a map of the creature's lair is included to help you run their encounter, or additional sections are provided to aid in incorporating the creature and its lore into your campaign.


Adversaries

In this section I'll summarise each of the 40 creatures in the book to give you an idea what to expect from each adversary. I'll also offer my thoughts on any highlights or perceived issues.

1. Abigarrada (CR 9 Celestial) is a couatl whose mind has been broken by arcane experimentation and wrongly perceives innocent humanoids as demons to purge. A unique feature is that Abigarrada's spells and unique powers are randomised every few rounds, reflecting the uncontrolled planar energies coursing through them. It is also immune to nonmagical damage unless the source of the damage corresponds to a particular trait defined by the couatl's current state, such as "flaming weapons", "wooden weapons", and "cursed weapons". This is pretty cool in theory, but in practice? Casters are fine either way. If non-casters have magical weapons, the immunities become a non-issue. But if not all of the party have magical weapons, then whoever doesn't can't meaningfully contribute to the encounter as they're not going to be carrying weapons that meet most of the criteria, and party spellcasters would almost certainly prefer to use their turn attacking than use it to help their fighter friend keep up for only the next two rounds. Combine this with Abigarrada's 90 ft. fly speed and non-casters are going to feel a bit useless in this encounter. I'm also not convinced Abigarrada should retain the couatl's change shape feature without at least a regular chance for it to fail: it doesn't really fit with the monster's story. If Abigarrada's mind is so chaotic they can't control their own natural form, how is it they can they maintain the form of another creature altogether?

2. Aethlin Adamar (CR 10 Monstrosity) is an elf who was reshaped by Lolth into a misshapen drider for daring to court a drow. He is driven by a thirst for vengeance but the target of his revenge has lost its specificity after a long time alone in the dark. He hunts elves and half-elves, particularly nobles. Aethlin is what happens when you combine a drider statblock with the features of a School of Bladesinging Wizard. He's also a legendary creaturethough he belongs to the subset of legendary creatures that lack lair mechanics. The tactics section recommends pairing him with phase spider allies, which on top of his spellcasting, Bladesong, and legendary actions is sure to make it a grueling encounter!

3. The Alchemical Cube (CR 4 Ooze) is a gelatinous cube poluted by alchemical substances. This creature stands out as an oddity. Since it's an unintelligent ooze it has no "next moves", no "tactics", and no "traits". In other words, it doesn't feel like it belongs in this book: it feels like a generic monster that could belong in any bestiary. As you'll see going forward through this list, it won't be the last that could be described this way and I'll have more comments on that when I sum up. That said, the alchemical cube is at least a fun monster! It's full of alchemical sacs which burst when enough damage is dealt, spreading throughout the ooze and imbuing it with additional  strengthening properties. On a critical hit a sac sprays its content outward, splashing a player character the benefit of its alchemical properties.

4. Anhktepot (CR 25 Undead, or 26 in his lair) is a mummy lord who in life slaughtered thousands in his quest for immortality and cursed the gods when he failed. Ra cursed him with a twisted immortality, and his lands shared his twisted fate, becoming a demiplane of dread. This guy is oozing flavour, but takes a little more work to use as you can't just slip him into a location of your choice: characters have to come to him, not the other way around. Given his CR, this guy is probably either your campaign's primary antagonist, or the adversary you select when you finish your main campaign and realise you're not ready to say goodbye to the player characters just yet. Once you've figured out how to get the player characters to Anhktepot's Dread Domain of Har'Akir, the hard part is done. Actually planning adventures in the domain itself is considerable easier, since there are extra sections in his entry to flesh out the important characteristics of the domain as well as the adventuring site of Anhktepot's tomb. Anhktepot is a particularly powerful version of a mummy lord with a few unique capabilities, including the ability to grapple creatures with his linen wraps, conjure an eclipse, and summon a dragon ally via the gate spell. It should make for a pretty spectacular boss fight! 

5. Archibald Sinister (CR 3 Elemental) is an unusually intelligent gargoyle who guarded a Zhentarim college of wizards until it was attacked by agents of the Harpers. He is now on a quest for vengeance against that organisation which has taken him to Waterdeep. Sinister's statblock is only slightly different from a regular gargoyle, though he can summon mephits. What makes him special is that although he isn't a legendary creature, he has the unique ability to rapidly establish a lair wherever he is by making contact with cut and worked stone. This is a very cool mechanic that makes him a particularly dangerous hunter on the rooftops and in the alleys of Waterdeep. A missed opportunity here is that although Sinister's lore tells us he enjoys using wordplay to trick people, this characteristic is not reflected by a Deception skill nor a unique feature in his statblock. 


6. Ausroc (CR 13 Monstrosity) is an intelligent variant roc called the "faux-phoenix". It chooses to live in volcanic areas, where it can take advantage of magma flows to set fire to logs which it can drop on prey. There's not much more to say about this one: the ausroc's unusual intelligence and tactical savvy, along with burning log drop feature, are its unique selling points. 


7. Baxter Brundle (CR 5 Humanoid Shapechanger) is a classic self-experimenting mad scientist. His initially well-intentioned research on lycanthropy escalated to an obsession and has resulted in him becoming the world's first werestirge. With an arsenal that includes unique lycanthropic abilities, stirge allies, wizard spellcasting, as well as legendary and lair actions; Brundle is a formidable encounter for characters reaching the end of the heroic tier. This section includes an additional Swarm of Stirges statblock.



 
Baxter Brundle

8. Beast of the Eternal Blaze (CR 5 Fiend Shapechanger) is a unique fiendish wereboar. The Beast is a violent and sadistic killer, but is also looking for a soul evil and foolish enough to consume the Beast's heart, which is the method by which the fiend prolongs its stay on the Material Plane. Aside from the combat abilities you'd expect from a wereboar, the Beast is also able to hurl hellfire and use legendary actions. One of the latter is a fun ability called Number of the Beast, which deals 6d6 + 6 (get it?) fire damage and curses the target with disadvantage on its attacks.


9. Black Nightmare (CR 6 Monstrosity) is an extremely large displacer beast which becomes master of its pride and leads them on aggressive campaigns against blink dogs and humanoids near its territory. This is one of the less interesting monsters in the book, as it really is just a bigger, tougher version of the standard displacer beast. It does get legendary actions, but they're the default detect, move, and attack. 


10. Cheddar (CR 1/4 Beast) is a rat who was awakened by a druid and has since embarked on a life as crime, forming a thieves guild named the Cheesemongers. With the ability to call rat swarms with his legendary actions and summon bandits or trigger traps with his lair actions, Cheddar is a much nastier boss than his CR would suggest if he's played correctly. In theory Cheddar and his guild would be best suited for some comic relief in between more serious adventures, but owing to his low CR that might not be practical without buffing him. My suggestion is to build an adventure around him next time you need to run a one-shot! 


11. Chief Klanklack (CR 8 Humanoid) is a kobold who stumbled upon a workshop left by a modron which was once stranded on the material plane. After learning how to control some of the workshop's wonders, she used the automatons she reactivated to unite the kobolds in the region. Her minions are equipped with mechanical gadgetry that allows them to terrorise other humanoids in the area. Klanklack wears what is essentially magical power armour, complete with a beam (read: laser) cannon, a flamethrower, and a lightning whip! She also has some great lair actions involving reinforcements and mechanical traps. Klanklack and her tribe ought to be extremely fun for the DM to run: Tucker's Kobolds meets magipunk. 


12. Dione the Beautiful (CR 10 Giant) is a vain cloud giant who made a fiendish pact to eternally secure her beauty, only to be inflicted with a curse that turns creatures to stone. While she may not be wildly original, Dione serves as an excellent example of how to take two monsters (in this case, the Cloud Giant and the Medusa) and combine their statblocks together into something new. She also has legendary actions, which she can use to attack and cast spells.


13. Ebonbeak (CR 7 Monstrosity) is billed as the "original owlbear", a monstrosity fueled by its hatred of the wizardry and magic which created it. It has been hibernating since who knows how long, but its sleep has been disturbed and it is very, very angry: woe betide any arcane spellcaster caught in its path! Take an owlbear, make it bigger and tougher, give it extreme resilience towards magic (especially arcane magic), and add a handful of innate spells and a thunderous screech legendary action. That's Ebonbeak! He ought to be a fun little encounter, though might be frustrating for the party spellcasters (of course, that's the point). What I like best about him is the way he playfully expands on the lore of an iconic creature.  There's also a fun new spell here that combines two beasts into one creature, and a bonus statblock of one example: the Mulelion. As an aside, reader, I happen to sell a product that lets you create hybrid beasts like the owlbear. It would pair very nicely with adventures involving this particular adversary and the wizard who created it! And it happens to be reduced by 50% until the end of October! 


14. Enlightened Piercers (each a CR 1 Monstrosity) are crystalline piercer that resembles quartz and have unprecedented intelligence and cunning for their kind. Their numbers and intelligence are growing with each successive generation. Conceptually, these monsters rely on the notion that crystals have inherent psionic properties. If you're familiar with psionic lore from previous editions that's a given, but since we don't have official psionics support in Fifth Edition yet I think this connection could have been made clearer in the text for the benefit of newer DMs. Individually the enlightened piercers are quite weak. In fact, there's only a little in their statblock to separate them from a regular piercer. What makes them unique is the fact that they lair in groups called clutches, and each enlightened piercer in the clutch's lair can take advantage of a lair action each round, for 8 lair actions total. A combination of stun effects and hide bonuses in the lair actions could make this encounter a lot more threatening than it looks at first blush. There's also no reason you can't increase the immediate threat by increasing the size of the clutch the characters encounter, or the long term threat by spreading multiple clutches throughout the underdark.


15. The Eye of Frost (CR 14 Beholder, or 15 in its lair) is a variant beholder with ice-themed powers: its central eye emits a cone of cold energy rather than antimagic, and several of its eye rays replace a beholder's normal effects with icy alternatives. Eye of Frost can also take advantage of some great ice-themed lair actions that change the landscape of the battle.


16. The Giant Crawling Claw (CR 3 Undead) is the horrifying guardian of the island lair of a coven of three sea hags. Aside from its size what sets this creature apart from a standard crawling clear is its ability to leap large distances, which is a pretty horrifying image. To be honest, I think the designers should consider beefing it up a bit more if they ever revise the book. The three sea hags that made it are each worth CR 4 because they're part of a coven, which means a party capable of dealing with them will trivialise their supposed guardian. As it stands, I would either use more than one of these things or consider creative alternative lore. 


17. Grand Sabaar (CR 11 Plant) is a huge saguaros cactus that has been awakened through exposure to ambient magic. It has powerful physical attacks and an extremely nasty needle attack that deals d100 damage! It can also split into smaller creatures when damaged by slashing weapons, much like an ooze does. Grand Sabaar is the first of these adversaries to have a good alignment. Normally this is a tricky quality when designing a monster for publication because a full statblock for a creature that most parties are more likely to talk to than fight might be considered wasted space. In this case, the scenario hook sets events up so that the characters are likely to antagonise Grand Sabaar before they realise it's not a mere plant. They still might be able to apologise and talk their way out of any additional unnecessary aggression, but that depends on them. 


18. The Jabberkoth (CR 16 Undead, but with scaling guidance for CRs 13, 9, 6, or 4) is perhaps best described as a zombie dragon, the result of a dracolich ritual gone awry. There's a lot of story potential in this adversary, because the mind of the good dragon who was the victim of the Cult of the Dragon's ritual is still in there somewhere. Dealing with the Jabberkoth could involve as much a social interaction as combat encounter—probably at the same time! The Jabberkoth has a rotting breath that deals necrotic damage and can raise creatures it kills as undead. This breath weapon is all the more dangerous because it can be used again as a legendary action, and any targets close to the Jabberkoth become vulnerable to necrotic damage due to its aura of decay! A useful sidebar provides guidance on how to adjust the Jabberkoth to lower CRs. 


19. Kranklob'Obgund (CR 9 Monstrosity on her own, but usually part of an encounter equivalent to a CR 19 creature. Guidance is given for alternative encounters equivalent to CRs 13 or 21) is an oversized roper which migrates through the underdark carrying her smaller roper and piercer children. She has a hatred for drow and prefers to eat them. However, since she can't tell drow and other humanoids apart, her actual hunting is indiscriminate. Kranklob'Obgund is fundamentally just a much bigger and more dangerous version of the roper, but this does give her the ability to swallow creatures whole. Furthermore, one of her legendary actions allows her to hurl a piercer up to the ceiling, from where it will be able to make another attack. Encounters with her family are likely to be nasty affairs!


20. Leda Altmar (CR 5 Fiend) is a courtesan with fiendish powers owing to a heretofore unknown diabolic heritage (she thinks she is a tiefling, but is actually a cambion). Leda is a classic manipulator villain, pulling strings and ensnaring the player characters in her machinations from a distance for as long as possible. Her statblock resembles that of a typical cambion with a few changes, the most significant of which is a feature which allows her to charm creatures for an extended period of time if they have already fallen prey to the fiendish charm action multiple times previously. Obviously it's up to you to decide what NPCs are already victim to this extended charm effect, but it could be a genuine threat to player characters too if they fall victim to her tricks enough times over the course of a campaign!


21. The Leechking (CR 6 Monstrosity) is a nightmare made flesh: check your players won't be triggered by this wriggling horror! Technically, the leechking is a swarm of leeches that have mutated and formed a hive mind, but they can wriggle together into a larger form made from the swarm collective. The design of this creature is handled sensibly, as it's  got the same challenge rating and posesses legendary actions in both its swarm and "golem" forms. Its hit points carry over when it transitions between forms. I prefer the swarm form since the devour and envelop actions are so scary, but the size of its golem form grows as the leeches are fed (ie. when they reduce a creature to 0 hit points), which introduces a fun mechanic. Small quibble: in my opinion the rules for this growth really ought to be described in a within both statblocks, not the Tactics section. I would argue that I only want to read the Tactics section in advance of the fight, and if I need to look anything mechanical during the fight it should all be in one place.  


22. Liu Shui (CR 8 Undead) is a revenant who seeks revenge on the couple that drowned her, but is thwarted by their magical protections. Driven mad, she has taken to attacking innocents who venture too near the site of her drowning. The hook provided suggests that the party be hired to kill Liu Shui, so whether they ever find out the true story will depend very much on the party! Whether they learn that they've been duped or not, they'll attain excellent rewards for resolving the matter.  Liu Shui has some unique features for a revenant themed around her connection to water: she can teleport to bodies of water, and has an action to drown a creature and take its body for her own. 


23. Madadh (CR 5 Fiend, but with scaling guidance - note that the CRs of the scaled versions are not given) is a powerful three-headed hellhound who was bred to guard a portal from the Nine Hell to the Material Plane, but has slipped his leash and is causing havoc across the countryside. The hook provided has the adventurers approached and hired by an imp named Beag who is responsible for Madadh. They can either kill the hellhound or return it through the gateway, with different rewards associated with each approach.


24. Madcap Mraz (CR 6 Humanoid) is a goblin who accidentally consumed fungi that had absorbed nutrients from an ooze. He began seeing visions from Ghaunadaur, god of mad abominations. He now leads a monstrous army to spread ruin and madness in his master's name! Mraz combines the features of a goblin and a cleric, and he is equipped with a magical staff that shares the property of a gray ooze to dissolve armour. If encountered in his mushroom-overgrown throne room he has oozes and goblins at his command, and has lair actions to cause mushrooms to explode in a cloud of blinding spores, as well summon goblin fanatics (a statblock is provided for this creature).



 
Madcap Mraz

25. Margrim (CR 7 Monstrosity) is a legendary version of the bulette, with some nasty multiple target options on its legendary action menu. Burrowing Assault in particular has a cool visual, with Margrim burrowing underground and attacking a line as it passes.


26. The Mirrorborn (CR 5 Monstrosity Shapechanger) are a cautionary tale against spending too long in front of a mirror. They're variant doppelgangers that dwell within mirrors and become obsessed with a particular person whose life they attempt to claim. They can only shapechange into the form of their obsession. They can walk through mirrors (pair them with a hall of mirrors to increase their tactical options!) and as a legendary action use abilities and attacks that belong to the subject of their obsession.


27. Neith-Arach (CR 4 Monstrosity) is shudder-some if you're an arachnophobe. A deadly giant spider created by drow Lolth worshippers, she has many arachnid minions and the ability to charm her prey into walking straight to their doom. In my opinion she should be an excellent and memorable encounter, but I think there's a missed opportunity here by not including a web-themed set of lair actions. Might be something you'd want to whip up for your own game!


28. Nocri Dragonwing (CR 4 Dragon, or 5 if she has laid her egg) is a unique draconid somewhere between drake and true dragon, born out of mysterious circumstances unknown even to her. Her kobold minions grow bolder as they gather treasures for her hoard along with other, stranger items to satisfy Nocri's increasingly erratic cravings. Unbeknownst to Nocri, she is about to lay an egg. Nocri's most unique feature as a leader of monsters is her protective instincts, which allow her to protect her allies. She can also fly into a Barbarian-like rage if her egg is harmed.


29. Ondual (CR 18 Celestial) is a Planetar angel who fell to corruption and has embarked on a personal quest to quash the forces of evil among mortalkind, no matter what unseemly actions it must itself take to achieve its ends. After taking control of a fort on the Sword Coast, Ondual intends to expand his influence across Toril and take charge of mortalkind to save them from themselves. To me, Ondual is one of the stand-out villains of IA, his good intentions twisted by millennia of ceaseless and thankless toils against the forces of opposing alignments and the foolish fickleness of mortals. His unique powers are themed around oppression and tyranny, which means events in play might be triggering for some players. Handle him with care, and he ought to be one of the most memorable villains of your campaign. 


30. Reijla (CR 5 Fiend Hag) is a night hag who has made a pact with Dendar the Night Serpent, a primordial whose portfolio is nightmares. Dendar featured in the last campaign I DMed and a recent campaign I played in, so I have a soft spot for her which immediately elevates Reijla to among my favourite adversaries in this book. It helps that his backstory is creative and his scheme grand and terrible: he uses sand from the Demiplane of Nightmares to corrupt mortals dreams and kill them in their sleep.  This feeds Dendar but also allowing him to lay claim to their souls when they arrive in the Nine Hells, empowering both of them. Reijla is based on the night hag statblock, but he can summon chain devil mercenaries and cause nightmares. If you move his killing spree to Baldur's Gate Reijla would be a good side-quest for characters in the Descent into Avernus campaign: you could have them stumble into his schemes before they leave Baldur's Gate. If not dealt with at the time, they might get a second chance when they encounter Reijla directly in Avernus.      


31. Scarlet Stone-Eater (CR 2 Monstrosity) is bigger than your average cockatrice, and her name suggests she's developed the extraordinary ability to eat stone. That naturally pairs very well with a cockatrice's natural capacity to turn a creature to stone, which has become the Scarlet Stone-Eater's hunting strategy as opposed to merely a defensive mechanism. Her geovore ability ("consumer of stone", if like me you're not up on your latin) does double damage against stone which means Scarlet Stone-Eater is a sort of hyper-specialised Siege Monster. In my mind's eye I see an encounter where a low level party are barricaded into a cottage and she starts tearing through the wall. The Scarlet Stone-Eater also gains a screech ability. Interestingly enough, instead of thunder damage (the usual choice for sonic attacks) this deals psychic damage and disadvantage on saving throws vs petrification). A magical screech, then!


32. The Sea-Ambling Mound (CR 5 Plant) is a shambling mound that has adapted to hunting underwater, and plagues the boats of fisherfolk! Its preferred hunting ground means it has the option of drowning a creature it engulfs, and its long survival and experience of fighting humanoids has taught it to disarm creatures it engulfs to make them more vulnerable should they escape its grasp. 


33. The Spell Eater (CR 2 Monstrosity) is a rust monster which has become warped by consuming a vein of iron ore contaminated by the magic of a decaying mythal. It has grown to unusual size and gained the capacity to feed on magic itself. This monster is conceptually very cool, and its mechanics are strong: when it "eats" magic it does so by functionally casting dispel magic and gaining temporary hit points. It can un-attune magic items by draining their magic through contact. All well and good, and a nasty encounter to be sure! Even so I'm left slightly disappointed that despite the implication that this monster is very dangerous to magic users, they actually suffer less than martial characters. Why is that? Well, it's still a rust monster so nonmagical weapons and armour can still suffer the normal rusting effects of a rust monster. On top of this, a martial character's magic weapons have a 50% chance of being un-attuned every time they attack. For martial characters, weapons and armour are an essential part of their function and penalties to their use are painful. I had hoped that this monster would be similarly punishing for spellcasters, but they get off comparatively lightly since whatever equipment they lose they still have unfettered access to their magic. Yes, that magic might be dispelled, but having it dispelled after you cast it has no long-term effects on core functionality the way losing equipment can for a warrior. Maybe it should go after spell focuses and component pouches?  


34. Tenser's Experimental Armor (CR 20 Construct) is what happens when an archmage's experimental spells go horribly wrong. There's some real fun lore attached to this one, illustrating the possible consequences when a mage even of Tenser's caliber tries to create a new spell. The armour is a sentient magic item which is treated as a construct. It is worn by an unwilling dwarf who the armour has been forcing to learn wizardry with the ultimate goal of recreating the conditions in which it were made and thus forming an army! The armour is animated so capable of fighting on even without a wearer, but figuring out a way to help the dwarf escape would take away its access to spellcasting and vastly simplify things.


35. Varesso Isaro (CR 5 Undead) is a wight, I believe (it's not spelled out in the text, but contextually it seems appropriate). I really like his background, which is that of a naive officer who conquered on behalf of a corrupt authority, then was executed for war crimes after a regime change. Glowing flowers bloom where he walks, a magical echo of the flowers he planted in the wake of his conquests while alive. Though Varesso and his gathered undead conquer indiscriminately now, he recognises settlements that have architecture resembling his former homeland as allies and will even come to their protection, giving you plenty of scope for interesting engagements. I think Varesso would make a great antagonist for a short arc, except for one thing: there's a gotcha here that might catch out inexperienced Dungeon Masters. Namely that as written, his honour won't allow him to escape from battle: tactically retreat to another location to set up an ambush yes, but not escape the battle altogether in order to survive and fight another day. This is a characteristic that means you should expect the player characters to defeat Varesso shortly after encountering him in battle, if not right then and there. At best I wouldn't expect him to survive the adventuring day. If you'd like to have him recur for a while you'll either need to get creative or remove this particular trait. 


36. The Venus Hydrap (CR 10 Plant) is a legendary carnivorous plant monster created by a non-traditional mad scientist type: a gardener! Its creation was meant to be the solution to a gopher infestation, but it's out of control. The Venus Hydrap has two heads and can grow more when the existing ones are cut off (Venus Flytrap + Hydra, get it?).


37. The Vorpal Flying Sword (CR 8 Construct) is exactly what it sounds like: an animated vorpal longsword. In this case, the sword is imbued with a bloodthirsty intelligence. Be wary of this monster: players have fun when they get to instantly behead a monster; they're likely to have a lot less fun when it happens to them. It's equivalent to the Save or Die effects from 3rd edition which Wizards of the Coast have been careful not to replicate in 5th. For this reason I'm not sure I'd personally use the Vorpal Flying Sword and question the sense of its inclusion. If I'm wrong and there are groups that might enjoy this monster, then in my opinion it should at least be re-balanced to a higher CR because its current rating is likely to cause more drama at the table. CR 8 looks like a monster characters might face at around 5th or 6th level, but I would only consider this monster somewhat safe to use if my players had access to raise dead, which becomes available at 9th character level at the earliest). If you choose to use the Vorpal Flying Sword, consider referring to the monster creation guidelines in the Dungeon Master's Guide and buffing it to around CR 11 or 12.


38. Wyrmslayer (CR 16 Monstrosity) is unusually cunning and mighty manticore which has developed potent abilities for fighting and slaying dragons. Her children, wyrmslayer spawn, inherit many of these characteristics. Compared to some of the other monstrosities in this book I really like Wyrmslayer as she is an intelligent entity capable of short-term strategy and long-term goals. While the provided hook positions her as an enemy (the characters are requested to aid a silver dragon), there's potential there for more complex relations: after all, she's killing chromatic dragons, too. 


39. Zuphrezask (CR 14 Aberration) is a unique mind flayer. Traditionally, the illithids can only create more of their kind by transplant one of their tadpoles into the brain of a humanoid creature. Clearly a group of illithid have been experimenting, as they've created a unique mind flayer ogre. Zuprezask leads a heretic cult of Thoon and attacks other illithids. It might seem wise to just leave him to it, but surviving mind flayers and their servants are dispersing out through the underdark, creating a ripple effect of disruption and displacement that even reaches the surface. Plus, he believes by consuming "quintessence" from brains he can become a god: what happens when he runs out of mind flayers and moves on to other peoples? And what happens if he's right?



 
Zuphrezask

40. Zyldrohar (CR 30 Construct) is the last adversary in the book, and fittingly its most powerful. I mentioned earlier that I hoped one of the adversaries would actually reflect the monster on the cover: well, this is that adversary! Don't expect any swarm-like abilities from all those ravens seen in the art though. There are no mechanics related to these birds, they're simply a part of the monster's lore and aesthetic: They're constantly swarming around it, pecking at its flesh. Zyldrohar is end of the end-game, apocalyptic level dangerous, and indeed that's the hook that goes along with this monster: powerful, trusted oracles are predicting that all life comes to an abrupt end within a year. Depending on how quickly you like characters to level in the context of in-game time, you can build your entire campaign or at least a good chunk of it around the coming of Zyldrohar. In combat, Zyldrohar is extremely nasty as you'd expect from a CR monster. It's harmful just to stand in its vicinity, its an extremely potent spellcaster, it becomes twice as tough after being reduced to half hit points and when it hits zero hit points... well, let's just say one turn of sheer insanity happens before Zyldrohar is truly defeated. Even in claiming victory for the world, the player characters and anyone else fighting with them may find themselves suffering personal defeat. Those are damned epic stakes, but the likely mixed outcome may leave some players feeling cold so you may wish to give them the opportunity to learn about Zyldrohar's powers over oblivion and make preparations to lessen the effects on themselves and their allies. 


Phew! That's a lot of adversaries. As you can see there are a lot of fun monsters in IA. Even if you only find a use for one or two in your current campaign, apply that expectation across all your future Fifth Edition campaigns and it becomes clear just how much value you can get out of this content. 



Rewards

The rewards for defeating a given adversary are a real highlight of this book: they are fun and are in many cases very creative. I'm not going to summarise every rewards the same way I summarised the adversaries because there would be so much to write: there are generally multiple rewards associated with each adversary. The types of rewards are wildly varied and are thematic to the adversary with which they're associated: there are magic items of course, but also alchemical concoctions, cooking ingredients, crafting materials, access to new lairs, and more. I particularly love the optional thematic spells! Rather than learning these from scrolls in a monster's treasure hoard, these are presented as boons that the DM can award to any spellcasting player characters who participated in an adversary's defeat! It's a real fun concept. 



Organisation


Infamous Adversaries has a contents page which does its job perfectly well (though as I've previously noted, I'd prefer a more legible font). The last page of the book is also a thorough index. Relying on the contents page to tell you where each adversary's description begins, this index focuses entirely on the crunch content: new spells, rewards, and stat blocks. Accordingly it's broken up into three sections, one for each type, which makes it even easier to use.  




Analysis 

Now I want to do a tiny bit of analysis. I wouldn't necessarily do this for a larger bestiary, but 40 creatures is a manageable amount so it isn't too difficult to tally up the numbers.

First, let's look at the distribution of creature types in this book:   



Almost every creature type is represented, except one: fey. I'm really genuinely surprised by this. The tricky, scheme loving fey are practically adversarial to their very core and would have been perfect for this collection. Even leaving that aside, it feels like a missed opportunity not to include at least one fey and give each monster type representation. 


Monstrosities are over-represented, with 13 (or 33%) of the adversaries in this book belonging to the monstrosity type. I'm personally inclined to the opinion that most of the monstrosities, plants, and oozes in this book are ill-fit for the book's premise—it's not that they're monstrosities, strictly speaking. It's that they typically lack intelligence and therefore can't take full advantage of the book's format: their Tactics, Traits, and Next Moves sections don't particularly inspire. Additionally the lore doesn't always sell you on the notion that the creature is truly unique, and it may have only one or two new abilities compared to a normal creature of its type: when this happens you could imagine it appearing as a mere variant in any old monster collection, not helping to justify its inclusion among other more compelling adversaries. There are notable exceptions, such as Aethlin Adamar and Wyrmslayer, and these are the ones I'd personally have chosen to keep. In place of the others I would have liked to have seen a few more aberrations, giants, humanoids, and yes: fey. Possibly a true dragon wouldn't have gone amiss, either.

The fact that I think some of the monsters don't suit the collection should not leave you with the impression I dislike said monsters. As I've said, I'd simply see them fitting in better as part of a different bestiary.


I also want to take a look at the CR distribution of IA's adversaries. In the chart below, blue reflects the base CR of all 40 adversaries. Red reflects alternative CRs offered for any reason: be it a CR that applies when a circumstance changes (eg. when Nocri Dragonwing lays her egg), when scaled down variants are provided (eg. The Jabberkoth), or when the adversary is presented in one or more encounter configurations which are measured by CR (eg. Kranklob'Obgund).




What we learn here is that the project lead has done a solid job of ensuring that all tiers of play are reflected and that there is an adversary for most CRs. The distribution skews very heavily to the low end of play, with CR 5 being extremely well-represented. This is actually reasonable, since research by WotC shows that most play is actually at lower levels, and CR 5-6 is appropriate for a boss for adventures in the late heroic tier (levels 1-4). This is a book designed for the play experience most groups actually have, rather than the aspiration of a longer campaign that may never come to pass.


SCORE OUT OF 10:

Final Thoughts and Rating


FINAL SCORE OUT OF 20:
++=   
16 out of 20! A superb hit.


This book is stuffed full of great monsters, hooks, and treasures!

That said, going into a book called Infamous Adversaries I had some expectations for the type of opponent that would feature which weren't always delivered. Your expectations may be differentindeed they should be different now you've read this review! To me, a giant version of an existing unintelligent monstrosity with a motivation as simple as terrorising the countryside doesn't cut it. It's not true of all the monstrosities, but in general I found them the least interesting adversaries in the book. Their Tactics sections often boil down to "they're animals so they act like animals do". A similar complaint can be levied against the Alchemical Cube and plants such as the Sea-Ambling Mound and Venus Hydrap, with the added issue that these creatures aren't even considered intelligent enough to have any traits listed in the Traits section. So many of the monsters in this book failing to take advantage of the collection's choice of format seems a great shame to me. In many of these cases the adversary often doesn't feel as unique as I'd have expected based on the premise, since there could easily be more than one of their kind in the world.

To sum up: some of these monsters feel more like fodder than adversaries, as well as generic enough they could belong in any bestiary rather than this themed collection. Considering they make up a little over a third of the included adversaries, that's a shame.

However, please note: I might quibble over whether some of the monsters within truly belong in this particular book, and I might wish that other more unique adversaries had been in their place. But I'm definitely not saying that any of these creatures are a waste of ink. I'm ultimately here to judge the product on its usefulness to you, and all these monsters are still potentially useful. For that reason the impact on my contents score was minor.

The adversaries in this book that I really loved were those that were intelligent foes with complex machinations. These properly take advantage of the format with compelling Tactics, Traits and Next Moves. Fortunately, there are a healthy collection of this type in the book too. I do wish there had been even one Fey adversary. After Fiends, Fey are probably the best suited creature type to a long-term adversarial relationship with player characters, and their absence is conspicuous. There's really fertile ground here left untouched.

I highly appreciate that some of the adversaries have scaling guidance as it makes them even more useful to more groups, but it's a shame that the approach is inconsistent. For instance the guidelines for the Jabberkoth give the adjusted CR, while the guidelines for Madadh do not. Similarly, giving an "encounter CR" for Kranklob'Obgund may be useful, but this kind of approach to factoring in minions isn't used elsewhere in the book. Similar inconsistencies occur in the handling of minion monsters: some adversaries include extra statblocks for their minions, while others simply list the necessary modifications to an existing statblocks.

I may not have spent as much time on the rewards for defeating adversaries as I did the adversaries themselves, but I really appreciated them as much as the monsters themselves. There are so many: in many cases, three or four per adversary. There is such a wide and creative variety. Some of the most fun are raw materials that can be harvested from the creature as well as spells that characters can learn through the creature's defeat.

Infamous Adversaries may not be perfect (but what is?). It is, however, excellent. At $14.95 for all this great content, it's an extremely worthy addition to any Dungeon Master's toolkit. If you want to pick it up you'll find it on DMsGuild starting next Monday, October 28th!