In
2012, Paizo broke the pattern they had established the previous few
years of releasing a new Bestiary
each fall. Instead, they released the NPC Codex, a book I raved
about at the time (and still do). It
quickly became one of the most useful, time-saving devices in my
games. Since its release, I've been eagerly hoping for an NPC
Codex 2 to cover classes outside
the Core Rulebook.
In 2013, however, Paizo
returned to monsters with Bestiary 4,
possibly indicating a new pattern of alternating years between
Bestiaries and something else. That seems to have held up with last
year's release of the Monster Codex.
While not the NPC Codex 2
I originally hoped for, this book has quickly become something even
better.
I
really cannot praise the Monster Codex
enough. In the year since its
release, it has become one of the most used resources at my game
table. It's like a Bestiary,
the NPC Codex, and the
Advanced Race Guide
all rolled into one! The
Monster Codex covers
20 of the most common monster races and provides a selection of NPCs
for each, as
well as several new rules options,
and still more. It gives GMs
a chance to take these classic monsters and add huge variety to them.
Like
the NPC Codex, the
Monster Codex's
greatest utility is
as a time saver. As with any NPC, creating a monster with class
levels can be a time-consuming process, and time is something a lot
of GMs find in short supply. The Monster Codex
allows GMs to pull out ready-made characters in an instant, cutting
out significant amounts of preparation time. Of course, it's
impossible for the book to contain everything GMs could ever need,
but it does include a wide variety of options, which should cover a
significant chunk of those needs. I've found the book particularly
useful for updating monsters from old 3rd Edition adventures. I just
find the entry in the Monster Codex
that is closest to the creature in the original adventure and go with
that!
The
book is divided into 20 chapters (one for each monster race) and 4
appendices. The monster races are in alphabetical order (and the fire
and frost giant chapters are alphabetized by fire
and frost, not giant
as in the Bestiary).
Each chapter opens with a couple pages of background information on
the monster in question. This covers things like life cycle and
society. The information is setting-neutral, so GMs can easily
transplant it to any campaign
setting or even ignore it if their chosen settings have different
information. GMs using the Pathfinder Campaign Setting world of
Golarion will find this information fits perfectly alongside what's
been published for that setting.
After
this initial information, each chapter contains a section on new
rules. Similar to the race entries in the Advanced Race
Guide, this section contains a
variety of options specific to the monster in question. These include
things like alternate racial traits and favoured class options; new
feats, spells, and magic items; new archetypes and sorcerer
bloodlines; and much more. Although each monster only gets two pages
of these new rules, there is a remarkable amount of variety, and
every new ability and item of equipment has been carefully tailored
to work well with the monster. Drow get two new alchemist discoveries
and some new alchemical items, fitting with their penchant for using
poison and other alchemical devices. Ghouls get some creepy new feats
like Bag of Bones, which lets the ghoul count as one size category
smaller for the purposes of squeezing through tight spaces and a
bonus to Escape Artist checks (although
there appears to be a misprint here as the bonus apparently starts at
+5 and increases to +4 if the ghoul has 10 or more Hit Dice; given
other skill boosting feats, the bonus should probably start at +2).
The feat creates the wonderfully chilling image of a creature that
can dislocate its limbs and bend in all sorts of disturbing ways to
fit through small spaces and continue chasing its prey.
Following
the new rules, each monster race then gets a selection of NPC
examples with class levels,
laid out in a manner similar to the NPC Codex.
The entries are in order of increasing CR, although two similar
entries will be grouped together even if it takes one of them out of
the CR order. For example, the kobold monster wrangler (CR 1) and
kobold battle master (CR 6) both come under the header of “Kobold
Riders” and are listed together before the next entry of “Kobold
Tricksters”, which starts with the CR 1 kobold bomber. At first,
this way of organizing the entries may seem a little confusing, but
I've found that in actual use, it's incredibly efficient. I never
have any trouble finding what I need. The exact number of classed
characters each monster gets varies depending on the lengths of the
stat blocks (with either one or two entries per page), but every
monster gets six pages of entries.
Although
the amount of space limits the amount of variety possible, there is
still a remarkable breadth of variety present for
each monster. From combat-oriented characters to spellcasters, there
is a wide variety of classes for each monster. Of course, it's not
possible to include an example of every class for every monster, but
there is enough to cover many different situations and
needs. Also, unlike the NPC Codex,
the Monster Codex
includes character classes from more than just the Core
Rulebook, meaning there are
examples of classes like cavalier and oracle. The drow poisoner (a
12th-level alchemist) is a fun one.
After
the NPC examples, each chapter also contains a new monster associated
with that chapter's focus monster. Sometimes,
this is a variant version of the monster, such as the flind in the
gnoll chapter. Flinds were part of earlier editions of Dungeons &
Dragons, but have been absent from Pathfinder Bestiaries. The vampire
chapter contains a more detailed vampire spawn template. The Bestiary
mentions vampire spawn in its vampire entry, but instructs GMs to use
a modified wight for stats. This template greatly expands GMs'
options for creating vampire spawn. Other chapters include animals or
creatures associated with the monsters of those chapters. The gorthek
in the orc chapter, for example, is a vicious animal that orcs raise
to use during warfare. The duergar chapter contains the dark spitter
beetle and juggernaut beetle, giant vermin that duergar capture and
ride.
The
final page of each chapter contains a list of suggested encounters.
These encounters provide ways that GMs can combine the various NPCs
in the chapter into groups of opponents for PCs. It's a useful way
for GMs to put together enemy parties quickly.
To
round out the book, the Monster Codex has
four appendices. The last three are different kinds of indexes
(ability index, rules index, and a list of monsters by CR). The first
appendix, however, is particularly useful. It contains a collection
of simple class templates, one for each class in the Core
Rulebook. Like
other simple templates, the purpose of these is to allow GMs to
modify existing monsters quickly. Each has quick rules for modifying
monsters on the fly, and rebuild rules for when GMs have a little bit
more time (but still not a lot). These templates are excellent for
those situations when the detailed NPCs in the book don't cover your
needs, but you still need something fast. They allow for huge
variability in encounter options.
While
there are several criteria to evaluate an RPG book with (ease of
reading, unique and interesting content, balance, etc.), perhaps the
most important is utility. For a book aimed at gamemasters, that
utility is whether it makes the game easier to run. The Monster
Codex goes way beyond
expectations in this regard. Few books other than the Core
Rulebook see such constant use
in my games. Like the NPC Codex,
it is a book that I wish existed long before it did, and it is a book
that I will continue to gain use out of for years to come.
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