While
reading Occult Adventures,
some people may be surprised that it doesn't contain any new
monsters. Roleplaying books
of this sort will often contain a selection of new monsters that
serve both to
illustrate how the new rules are used and to provide GMs with some
ready-made opponents for PCs built with the new rules. Mythic Adventures, for
example, has a small
selection of mythic monsters for just these purposes, yet Occult
Adventures has none.
The
introduction to Occult Bestiary
reveals that the original plan was to have a few monsters in Occult
Adventures, but the limits of
space meant that it just couldn't be. To have included the monsters
would have meant leaving out something else. As nice as new monsters
can be, it's a decision I'm glad they made as there is so much
flavourful material in Occult Adventures,
that there's very little I could imagine leaving out. Nevertheless,
the new rules cry out for monsters that use them, and Occult
Bestiary answers that
cry.
Occult
Bestiary contains all the
monsters originally planned for Occult Adventures,
plus dozens more. Now, the
book is part of the Pathfinder Campaign Setting
line, which means that the monsters within are tied to Golarion,
whereas Occult Adventures
is setting-neutral and thus any monsters that had appeared there
would have been setting-neutral as well. However, it makes little
difference in the end. While Occult Bestiary
does use a few Golarion terms and locations, all the monsters within
are easily divorced from the setting. Indeed, most of them make no
explicit reference to Golarion at all. As such, this book is easily
used with any campaign setting.
The
book begins with a few new universal monster rules before starting
into the monsters themselves. Chief amongst these is psychic magic,
which is essentially a new way of handling spell-like abilities for
psychic spells. This is the only thing in Occult Bestiary
that I don't particularly like as it adds a completely unneeded
subsystem. Psychic magic lets monsters use psychic spells by spending
“psychic energy” (PE), in contrast to the uses per day that
spell-like abilities normally have. The stat blocks of monsters that
use psychic energy list the number of PE the monsters have per day
(refreshed over night) and the PE cost for each of the psychic
spells.
I
really don't see the need for this. While psychic spells are meant to
have a different feel to them, they are still just a third type of
spells. Many psychic spells can also be cast as arcane or divine
spells. Separating them here seems more like hearkening back to old
psionic power point systems that Occult Adventures has
deliberately moved
away from. It's further confounded by the fact that numerous monsters
have spell-like abilities that include psychic spells in
the list. Why should some use
psychic energy and others have uses per day?
It's
not a difficult system and it's easy enough to use. However, it does
create an extra thing for GMs to deal with in combat when
they already have a lot to keep track of.
It's further exacerbated
by the monsters in the book that have both
psychic magic and spell-like abilities—and there are quite a few of
those. It can be difficult
enough at the best of times to keep track of what abilities a
monsters has used and what it hasn't. To track some via uses per day
and others via psychic energy just adds to the headache
(and while there aren't any examples in this
book, I can just imagine the even
greater headache of a
creature that has psychic magic, spell-like abilities, and
can cast spells normally, too). Having
the two systems also seems to have created some confusion on where to
list them in the stat blocks. Of the monsters that have both psychic
magic and spell-like abilities, some list psychic magic first and
others
list spell-like abilities first. I honestly think psychic magic
should have just been handled as spell-like abilities. It doesn't
need a separate subsystem.
But
oddities of rules subsystems aside, I love the monsters in this book.
There's a large variety in
monster type (pretty much every type except animal and vermin are
represented), alignment, role, and general feel. Challenge ratings
range from ½ (the reborn samsaran) to 23 (Tychilarius, a unique
creature from outer space, sometimes called the Drowned God). Most of
the monsters get one page for stats and description, although some
get two pages. It would be nice if every creature could get two
pages, as those that do, get more descriptive text and as a result,
tend to be the ones absolutely oozing with flavour. However, there is
strong flavour with all the monsters, even the unfortunate ones that
end up with only a single paragraph of descriptive text.
It
would be impossible for me to comment on every monster in the book
individually (I'd have to practically rewrite the book to do that),
but I would like to comment on a few that particularly caught my
interest. The mnemor devil can alter people's memories, but as with
all devils, does so at a price, providing new memories that may be
worse than the ones the subjects were originally trying to get rid
of. Sometimes, mnemor devils will also make people forget that they
sought a deal in the first place, meaning they'll keep going back to
the devil to change their memories.
A
prana ghost is similar to a
regular ghost except that it has a good alignment... and it's not
undead. It is the spirit of a dead person, but it's made of “vital
life essence” (prana) and not powered by the negative energy that
powers undead. It does come across as a bit of a work-around to avoid
having a good undead, but I do like the fact that undead that feed on
life energy are drawn to prana ghosts to feed on them.
The
prism dragon is the epitome of the chaotic neutral alignment. Prism
dragons like to concoct extremely complicated schemes—not because
they are overconfident, but because they know the added complexity
makes it more likely the schemes will go wrong and thus, they can
test their ability to improvise and compensate. They still don't like
it when they lose though.
Several
creatures have abilities that affect people's dreams, such as baku
dreamweavers (who get simply the cutest artwork in the book),
dreamthief hags, and dream nagas. Each of these creatures affects
dreams in a different way. Dreamthief hags actually capture and
imprison dreaming minds, while dream nagas simply enter people's
dreams to interact with them in ways that the dreamers generally
don't understand. Baku dreamweavers feed on dreams like standard
bakus (from Bestiary 3),
but also have the ability to change and manipulate
people's dreams.
Although
I don't tend to comment a lot about artwork in my reviews, no book of
monsters is complete without the art, so it would be remiss of me not
to mention it here. Occult Bestiary
has some very evocative art
to accompany the monster descriptions. The dream naga is one of my
favourite pictures in the book, but there are numerous other great
pictures as well. Only a couple don't work as effectively as they
could. The picture of the yithian elder with its entry inside the
book looks rather cartoonish and comical, which is a huge contrast to
the cover picture which evokes a much more terrifying creature. I
much prefer the cover picture in this case (the yithian elder is the
multi-eyed creature with spindly, almost
tentacle-like appendages and
large claws).
Monsters
enjoy an interesting privilege in roleplaying games. It seems that no
matter how many there are, there are never too many. There are a
lot of monsters in Pathfinder
and there's a very good chance that many of the ones in Occult
Bestiary will never see use in
any of my games. But I like having them nevertheless. And some will
see use. Maybe a lot of use.
Overall, Occult Bestiary
is a great addition to any GM's bookshelf.
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