This pdf is 36 pages, 1 page front cover, 1 blank page inside of the front cover, 1 page editorial, 1 page ToC/Monsters by CR, 1 page back cover, 1 blank page inside the back cover, 1 page SRD, 1 page advertisements.
That leaves 28 pages of monsters.
-Addanc (CR7): A cross between a crocodile and a beaver, this could be goofy, but actually works. Death Roll (Ex) is a cool ability.
-Autumn Death (CR 8): A deadly undead creature with autumnal abilities. Has two cool signature abilities.
-Avowed Reaver (CR 5):Touched by elemental powers, this is a set of 4 CR+2 templates in one.
-Bog Scum (CR13): Aquatic, climbing deadly ooze.
-Fly Trap, Giant + Dire (CR 2 and CR 6): Cool plants, but lack a way to enthrall their victims.
-Forest Giant (CR 12): A Giant with some spell-like abilities to escape and polymorph others.
-Frost Mite Swarm (CR 10): Terrible insects of icy cold, these critters are quite creepy.
-Garmunchi (CR 6): Ugly, strong, slug-eating Ogre-like Humanoids.
-Hatethrall Demon (CR 6): Flame-clad skull-demons that shoot fiery rays.
-Hydrus (CR ½): A poisonous aquatic lizard that invades others to eat them from the inside. Great critter!
-Lemkin (CR 9): Creepy blow-gun using fey.
-Nightcaller (CR 1): Deadly Raven-like birds that can mimic voices.
-Piranha, mature and Piranha Swarm (CR 1 + CR 2): Iconic fish. Lacking in lethality, though.
-River Dragon (2 pages, two sample dragons provided, CR 7 + CR16): Aquatic dragon with boiling-abilities – want your adventurers medium?
-Riverswell Spirit (CR 7): Drowned spirit with drowning touch.
-Shrine Stone, Animated (CR 7): Guardian golem of Druids and Fey.
-Silver Bell (CR 3): Supremely creepy and cool plant creature.
-Skate Spider, Giant (CR 5) and Skate Spider Swarm (CR 6): Spiders that can walk on water.
-Snapping Turtle (CR 2) + Snapping Turtle,Dire (CR 8): Cool, but I would have expected an expanded threat range.
-Stumble Fish (CR 1): Jumping fish.
The first Appendix features Humanoid Encounters:
-Cursed Brethren (CR 3)and their Bandit King (CR 6) (2 pages): Cursed bandits that share their pain and thus are deadly when acting in concert. Cool ideas!
-Grammy Beshic (CR 9) (2 pages): A Gnome Sorceress including her new “Rings of Rebellion” magic item.
Appendix 2 features 2 new gambling games and a new drug. (1 page)
Appendix 3 presents 6 new haunts (1 page):
Blinding Bushes (CR 6), Chamber of Screams (CR 3), Ensnaring Weeds (CR3), Ice Forge (CR 2), Pool of Betrayal (CR 9) and River Fog (CR 4). They are all cool and feature at least one interesting component to make them stand apart.
The final page contains the last two appendices, containing 5 new mini-templates and 8 new diseases.
The b/w-artwork is mostly ok and has a nice old-school kind of flair, the editing and formatting are top-notch and wording as well as prose are concise and well-written. The monsters themselves presented herein are great additions to any campaign – most have a signature ability or two, an interesting hook or are just iconic animals and plants. While I personally didn’t care too much for e.g. the Garmunchi, that’s a personal preference. E.g. the Silver Bell is an idea dripping awesomeness and win and there are several of this caliber herein. The new gambling games, drug, haunts, NPCs etc. are great additions (the haunts e.g. singlehandedly surpass any haunts from a haunt-pdf I recently reviewed)to this great book and I can honestly say that this is a no-filler-book and worth every cent. If all monster-books were like that, I’d buy more. My final verdict is 5 stars.
And then we also have THE definite bestiary for the Shadow Plane,
The first of the supplements for the upcoming Shadowsfall-prodcuts centered on the shadow plane, the latest Book of Beasts (the predecessor made it on my top-10-2011-list) is 52 pages long, 1 page front cover, 1 page blank inside the front cover, 1 page editorial/SRD, 1 page ToC, 1 page containing suitable monsters from the core-books (nice support for the DM!), 1 page advertisement, 1 page blank inside back cover, 1 page back cover, leaving 44 pages of content, so let’s check this out!
After the lists in the beginning, we are introduced to the first new beast, and glorious it is: The Black Worm (CR 18) is essentially the shadow plane-version of a purple worm, just…well…worse – add negative energy breath weapons, insane SR etc and you’re in for a good example of what to expect from this book: While the beasts herein are thematically linked and shadow-plane-themed, they do feature massively different abilities from their prime material counterparts, if such exist. Also, each entry features a descriptive fluff of the beast and some text by one of the survivors or other players of the setting. The CR 7 Centaur Raav is an undead centaur with scyth-blades at the arms and bone-spikes protruding from their skeletal frames. While cool, the semi-incorporeal Clawed Kaidan (CR 9) features an aura of lethargy and feature not only a disturbing artwork, but also abilities to match and a neat weakness.
Truly disturbing and one of my favorites in this book is the (blandly named) CR 6 Darkling – Troll-like fey with an aura of silence, the ability to spray deadly snow and wicked stone axes – awesome creatures supplemented by a stellar b/w-artwork. The CR 17 Deathhands, hunters of Charon seeking to kill people who cheated death also make for a neat take on the Grim Reaper-trope. The Quake Dragons (3 sample stats) are also a neat new creature and actually a kind of dragon that does add something to the draconic family. Dread Gargoyles, essentially CR 10 more badasss gargoyles, are the first creature that somewhat fell short for me personally, in spite of its disturbing ability to form the stone of their own body. Then, there are the Dull Mites (CR 2), shadow plane versions of the mites that can steal your colors! Of course, we also get shadow elementals, rather tricky customers (6 statblocks) and while there’s nothing bad about them, they fall terribly short of the…
GREAT DODO (CR 7)! Yep, you read right, there are still giant dods on the plane of shadows and they subconsciously know that your ancestors have hunted them to extinction on the prime material, thus making them even more ferocious and fueling their rage of extinction. Fast, deadly, cool and a little bit silly, the Great Dodo is a prime example of stellar monster design. For those discerning liches who are truly equal-opportunity, we get 2 stats for hunchbacked skeletons and then there are the Helblar (3 statblocks) – these undead guardians of the graveyards adhere to special ethics and woe to any who disturb their chosen fields….
On the iconic and truly disturbing side of things, we get two new kinds of Kytons -the CR 11 Dermestide (who skins foes alive and wears the straps like a mummy) and the CR 1 Noxil Kyton, who wears a spiked head mask and a heavy pendulum blade attached to it, forever suffering under its weight – very cool idea and features a unique fighting style – especially awesome for a CR 1 creature – they feel wholly distinct from any regular creatures of the same CR. Kudos!
The shadowplane is not Oz, yet there are Monkeybats (CR 1/4) as well and the filth is both a carrier for diseases and a great component for wizards. Not so great for wizards (or any other living being) is the new Nightstalker (CR 12), a lion-like Nightshade of black flames that heals via inducing fear while it leads its undead armies. The Onyx ooze (CR 8)on the other hand is a rudimentary intelligent predator that will make your PCs double-check any source of water.
The Phantasm Swarm, a conglomerate of dissolved souls forever barred from the afterlife (CR 12) seeks to wreck its vengeance on any priests and pietous characters (and comes as an undead swarm with an awesome artwork). The new Memitim Psychopomp (CR 14, I still can’t get over the creature class-name – not the fault of this book, though) is a kind of reaper-angel that tries to escort powerful beings into the afterlife. When compared with this array of awesome beings, the CR 3 Shade Aurans, amphibious frog-like humanoids fall somewhat short, but this is offset a bit by two new statblocks on spectres and information on legendary spectres of the Shadowsfall.
Grognards like yours truly get a nice blast from the past/homage in the form of the Spiderbear, a CR 9 magical beast that had me remember Mishka and his dread demons. The CR 19 Starak is not even a bit cute – a class of legendary beasts, their control of the earth itself makes them for dragon-strength foes below the surface – very cool. The Unquiet Giant (CR 13) has a nice twist on the trope of the undead giant: They rhyme while squishing foes! While the idea is cool, I have some problems with this creature: a) I think it should have been a template. b) Been there, done that – x times. c) with exactly that (admittedly gorgeous) artwork – I’ve seen it 5 (!!!) times in different publications – we need a new undead giant artwork out there! The final creature of the pdf is the vampiric tree, an iconic CR 10 blood draining, voracious part of the flora that ensures that going to the deep dark forest is nothing to laugh about – they stun you via bark darts and then pummel you into submission to ram their blood-draining, fang-like roots into your body – ouch!
The appendices provide ample additional undead for your campaign, i.e. 5 different shadows (including a titan centipede shadow!), 6 sample skeletons, 6 sample zombies, the darkened template (CR +1), 4 sample creatures and for your convenience’s sake, reprint some universal monster rules and monster feats as well as the rules for the shadow subtypes and a list of creatures by CR.
Editing and formatting are top-notch, I didn’t notice any glitches, which is quite a feat over so many pages. Layout adheres to a printer-friendly 2-column b/w-standard that features awesome artworks – kudos to the participating artists. The pdf is extensively bookmarked, adding to the usability of the book and the overall organization of the content is awesome. The bits and pieces of information on the settings, specific individuals/advanced creatures etc. made me anticipate more books from the line and the overall standard of the critters, their signature abilities and sheer iconic qualities has baffled me – while there were 3 creatures that felt like falling a bit short of the standard of the book, said standard is so high that this was to be anticipated. In fact, I was rather baffled that this book turned out not to be another selection of easily exchangeable undead/dark creatures, but rather contains a wealth of cool creatures and ideas. If I had to voice one gripe I have with this book, then it would be that it does not include hazards and sample NPCs like its predecessor, but I gather that’s because of the other books in the line. Thus, I look forward to seeing more supplements for the plane of shadows and, taking the more than fair price into account, remain with a final verdict of 5 stars and a definite recommendation for this excellent bestiary.
All right, that’s it for now! As always, thank you for reading my ramblings,