Monsters
are a dime a dozen. Or so it can sometimes seem in fantasy
roleplaying games like Pathfinder. That’s not to say that new
monsters aren’t fun. I absolutely
enjoy opening up a new book of monsters and looking through at the
new and interesting options. I know full well that I’ll never use
most of them, but they’re fun to read about and a few of them will
be interesting enough that they’ll show up in some of my actual
games from time to time. Some I might even like enough to use
multiple times or even frequently. It can also be nice to throw
something brand new at the players (as
opposed to the characters) from
time to time. And that, I suppose, is what makes new monster books
worth it in the end.
Nevertheless,
I was actually quite happy that, last year, Paizo broke with the
pattern of releasing a new Bestiary
every fall by releasing the NPC Codex
instead. It was a welcome change from the usual and fulfilled a need
that the game has too often ignored. Still, it was inevitable that
Bestiary 4
would show up
eventually, and show up it has. So the question becomes, is it worth
it? And that’s a hard question to answer because it really depends
on how much you like or want new monsters (as nobody really needs
new monsters). However, regardless of the answer to this question,
it’s still a good book.
Bestiary
4 contains over 300 new monsters.
All the monster types are represented, although some more than
others. There are many of the standards found in every Bestiary—new
dinosaurs, devils, dragons—but also many unusual and bizarre
creatures. Perhaps the most notable new monsters, however, are the
mythic monsters. This year’s release of Mythic Adventures has created a
completely new category for monsters—one that needs filling up. As
I said in my review of Mythic Adventures,
I was actually rather disappointed in the monsters introduced in the
book. All of them were simply mythic versions of already-existing
monsters. While necessary, I was hoping to see some unique mythic
creatures as well, and Mythic Adventures
failed to deliver on that. Not so Bestiary 4.
None of the mythic monsters in this book are mythic versions of
non-mythic monsters (either new or old).
Admittedly,
the very nature of the mechanics for mythic monsters requires that
there be a non-mythic version to overlay the mythic mechanics on.
However, it’s still quite possible to say that the creature only
actually exists in its mythic version and that’s essentially the
way Bestiary 4 handles
it. At no point are we ever presented with non-mythic stats for any
of the mythic creatures within. They are simply presented as monsters
that happen to have mythic ranks and abilities, and I like this a
great deal.
The
book also takes full advantage of the wide range of power possible
with mythic creatures. There are extremely powerful mythic
creatures—such as the drakainia, which is CR 25/MR 10—but there
are also weaker mythic creatures that lower-level parties can easily
deal with. The chaneque is a CR 1 creature (with a mythic rank of 1).
While the majority of mythic monsters in the book have CRs over 10,
there is enough range and variance that GMs can easily find mythic
monsters to challenge just about any group of adventurers.
The
best part about the mythic monsters in Bestiary 4,
however, is that they’re imaginative and can be used to create some
extremely memorable encounters or villains. The aforementioned
chaneque is a fey that collects skulls and turns them into weapons
that steal souls. The colossi are like giant golems that literally
stand 60 to 80 feet tall and can level the countryside beneath their
massive feet. Elohim are strange outsiders who create and populate
miniature worlds.
While
they aren’t technically mythic creatures themselves, demon lords
and empyreal lords make their first appearance with stats in a
Pathfinder RPG rulebook, and their immense power requires the mythic
rules (and both demon and empyreal lords gain mythic abilities on
their home planes). The demon lords include Dagon, Kostchtchie, and
Pazuzu, while the empyreal lords include Cernunnos, Korada, and
Vildeis. Unfortunately, there are no archdevils or daemon horsemen in
the book (there’s only so much space, I suppose, and something
needs to be left over for Bestiary 5).
Along with these, there are also three Great Old Ones from the
stories of H. P. Lovecraft: Bokrug, Cthulhu, and Hastur. Cthulhu is
CR 30 and is utterly terrifying! Even a party of 20th-level/10th-tier
characters will have their work cut out for them defeating him.
Bestiary
4 is not all mythic monsters
though, and I don’t want to give the impression that it’s only
useful for people who use Mythic Adventures.
There’s a lot more in this book. There are new familiars, giants,
outer dragons (dragons from outer space), various clockwork
constructs, new lycanthropes, and more. There are a few creatures
that are reprinted from other sources (such as the huldra which
appeared in Lands of the Linnorm Kings),
but most are new. There are some old favourites that show up as well.
I was very excited to see the juggernaut (a vehicle-like construct
that originally appeared decades ago in the Dungeons and Dragons
module X4: Master of the Desert Nomads)
making its first appearance with Pathfinder stats.
Overall,
Bestiary 4 provides a
wealth of new monsters for the Pathfinder Roleplaying Game, and
there’s enough variety to suit many people’s needs. Of course,
there are a lot of monsters already out there and some people may
just not feel the desire for any more. I sometimes feel myself
reaching that point and I know that one day I probably will. However,
a slower release rate will likely stave that off somewhat (my
enjoyment of Bestiary 4 definitely
benefited from the extra year’s wait), and I hope that Paizo adopts
an alternating schedule for fall rulebook releases so that next years
sees NPC Codex 2 and
Bestiary 5 doesn’t
show up until 2015. Whatever the case, Bestiary 4
has provided me with lots of new options to throw at my players, and
that’s always a good thing.
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