Pathfinder
is a game with a lot of monsters. There's no doubting that. It’s
enough of a truth that I’ve actually used that opening sentence twice in a row now. I don’t have
an exact count, but there are around 1000 total in the Bestiary,
Bestiary 2, and Bestiary 3, and that doesn’t count the numerous other monsters
that have shown up in the Bestiary sections of Pathfinder
Adventure Path volumes, various other adventures, Campaign
Setting books, and more. This isn’t a bad thing. In many ways,
it’s a great thing. It allows for endless variety between different
campaigns, and it means that gamemasters can always find something
new to spring on their players.
But
let’s be honest, there are more monsters in the game than any one
gamemaster is ever likely to use in a lifetime. For this reason, I
was actually very glad when this past fall, Paizo didn’t release
Bestiary 4, but instead released the NPC Codex. As fun as new monsters are,
they aren’t really needed, but stats for generic NPCs were.
Nonetheless, at the same time they released the NPC
Codex, they also released the Inner Sea Bestiary to help sate
the appetite of those yearning for more monsters—but more than
that, to also provide a resource for Golarion-specific monsters,
something not previously available, and thus fulfilling a need
after all.
While
it’s true that there have been many Golarion-specific monsters
already published, these are spread out across a disparate number of
resources (such as the Pathfinder
Adventure Path volumes, Inner Sea World Guide, and others). It can
be difficult to keep track of them all and to remember which book a
particular favourite might have appeared in. Unfortunately, the Inner
Sea Bestiary won’t help with that
problem as the monsters here haven’t appeared in previous sources
(not stat write-ups at any rate; many of them have been mentioned in
other sources). However, the Inner
Sea Bestiary does provide an easily
accessible source of Golarion monsters, one that gamemasters can turn
to quickly and easily to find monsters for their games. (I should
point out that throughout this review, I am using the name Golarion
to refer to the entire campaign setting, even though it more properly
refers to only one planet within the setting, albeit the planet where
most of the action takes place. Some of the monsters in this book
come from other planets in the Golarion system or other planes, but
they are all part of the Pathfinder campaign setting. I use Golarion
more broadly for ease of use and convenience.)
By
being world-specific, the Inner Sea
Bestiary has a distinct advantage
over the generic hardcover bestiaries. It may be considerably shorter
and not have as many monsters, but it can add a flavour that the
hardcovers can’t. The hardcovers certainly provide lots of
interesting monsters and many of them have compelling abilities and
personalities, but the books have to leave out how these monsters fit
into, and interact with, the world around them. Individual GMs must
sort out for themselves how they work in their own game worlds. This
is a good thing as not everyone uses Golarion as their setting of
choice. But for those who do, it’s nice to know how monsters fit
into the world. The monsters within the Inner
Sea Bestiary are designed
specifically to slot right into Golarion. They are unique to the
campaign world and that gives them just a little more flavour.
I
use the word unique
and the back cover of the book says, “all invented specifically for
the Pathfinder campaign setting!” Yet the very first monster in the
book is the android. Some people might look at that and think that
that’s not very unique. Androids show up in all kinds of places.
Data from Star Trek: The Next
Generation is probably the most
famous, but he is far from unique. However, while the name and a
number of superficial qualities may be the same, this android is very
much for this specific campaign setting.
The
very first thing I noticed about the android is that its type is
humanoid. My initial reaction to this was, “Huh?” I had expected
it to be a construct with the robot subtype. After all, androids are
artificial creatures made of mechanical parts, which is exactly what
a construct is. But I was allowing my standard sci fi biases to cloud
my judgement. On closer look, the humanoid type starts to make more
sense. Although they aren’t flesh and blood, these androids are
meant to be the closest something mechanical can get to it. As such,
they kind of straddle the line between construct and humanoid. This
is reflected in the fact that they have a “constructed” trait
that gives them some construct-like qualities. Admittedly, this could
have also been achieved by making them constructs with a
“humanoid-like” quality, but making them humanoids also allows
them to be a playable race without encountering all the mechanical
difficulties that construct PC races have (instant immunity to tons
of spells, for instance). In the end, while androids remain similar
to androids from other worlds, these ones have a uniquely Golarion
style to them.
Indeed,
this level of originality extends through almost all the monsters in
this book. There are creatures whose very existence relies on aspects
of the campaign world. Apostasy wraiths, for example, are spirits of
former worshippers of Razmir who, upon death, learn that their god is
false and now only wish to avenge themselves upon those who fooled
them in life. Petrified maidens are the undead remnants of a specific
army that tried to invade the nation of Geb. Psychopomps are an
entire class of outsiders who serve the goddess Pharasma in the
Boneyard. They preside over the flow of life and help to guide the
souls of the dead to their final destinations in the planes.
Then,
of course, there are the spawn of Rovagug, immense children of the
god of destruction. The spawn have been mentioned in many Golarion
sources, but only a few have so far had stats. The Inner
Sea Bestiary provides complete stats
for two more of them: Chemnosit, the Monarch Worm and Volnagur, the
End-Singer. These ultra-powerful creatures can form the basis of
entire campaigns (much like Xotani, one of the other spawn of
Rovagug, forms the basis of the Legacy
of Fire adventure path).
The
book also contains long-awaited stats for lashunta, one of the native
races of the planet Castrovel. The lashunta are discussed a great
deal in Distant Worlds,
but there are no stats in that book. There are robots from Numeria,
several creatures native to the Mana Wastes (such as the Mana Waste
mutant template and the spellscar fext), star monarchs (magical
emissaries of Desna), and umbral shepherds (entities devoted to
Zon-Kuthon). There are also several unique fiends: Lorthact, the
Unraveler (a devil); Moxix, the Drinker of Human Hope (a demon);
Nightripper (a demon); and Zelishkar of the Bitter Flame (a daemon).
One
of my favourite creatures in the book is the termagant, a new kind of
kyton. I’ve always liked that the Pathfinder game took kytons (or
chain devils) out of the devil category and made them their own class
of creature. Bestiary 3
introduced several new types of kytons, and now the Inner
Sea Bestiary has added one more. It
is one of the more powerful kyton varieties, and a true terror to
behold. I’ve already included one in my home game, although the
party only learned of it and saw its effects rather than actually
encountering it (they’re not high enough level to face such a
horror yet).
Of
course, not every monster in the book is necessarily going to appeal
to everyone. It may not be as long as a hardcover, but it still has a
substantial number of creatures in it and some people are going to
find some more interesting than others. The giant scarab beetles are
much less interesting to me and seem strangely generic for a book
that is otherwise so intricately tied to the setting. Osirion is
mentioned in the description of the scarab beetles, but there’s
nothing that really makes them stand out. I could easily imagine an
identical scarab beetle in a generic monster book and that’s a bit
of a shame. Still, I’m sure they fill the needs of somebody out
there!
For
people looking for new player character races, there are several
suitable monsters in the book: androids, ghorans (human-shaped,
intelligent plants from Geb), monkey goblins, lashunta, and syrinx
(owl-like humanoids). Each of these five creatures contain race
write-ups, including the number of racial points (RP) needed to
design the race for people using the race building rules from the
Advanced Race Guide.
Even for people not using that book, the number of RP is a useful
guide to the relative power of the race. It should be noted that
some, like the syrinx, are a little more powerful than standard PC
races.
Of
course, there are lots of people out there who don’t use the
Pathfinder campaign setting and have little interest in Golarion,
people who use their own home-brewed settings or other published
settings like the Forgotten Realms. Those people may find less of
interest in the Inner Sea Bestiary,
as it is very clearly part of the Pathfinder
Campaign Setting line of books.
However, for those who miss the annual hardcover bestiary and long
for more monsters in their games, it is still possible to use this
book. It is very easy and takes no effort to strip the monsters of
their fluff descriptions and use just the base stats as you would a
monster from a generic hardcover book.
The
Inner Sea Bestiary
is really an excellent book, one that manages to add yet more
monsters to the game but still fill a niche for the Golarion setting.
The monsters are full of a flavour that can’t quite be achieved in
a generic monster book. I know that I’m certainly more likely to
use monsters from this book in my own games than many of the monsters
from the hardcover bestiaries (such as the zoog, an obscure monster
from Bestiary 3
that I just chose randomly). I highly recommend it to all GMs who use
the Golarion setting, and even to those who don’t, but still want
some new and interesting monsters!
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