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Intellect Devourer

Cat-thulhu's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Campaign Setting, Cards, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 772 posts. 35 reviews. 1 list. No wishlists.

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Devilishly good collection of evil

****( )

Legendary games have done it again. The 11th in the line and yet another great example of how to raise your monsters to a mythic standard. As always this product is almost entirely crunch. 13 devils (including the entirely new and very nice rendered temptation devil) ranging from CR3 to 25, and MR1-10. This one feels thinner than previous editions, around 4 pages , and has a 4 page story that didn't really do much for me. It has two fantastic pieces of art, the new devil- a serpentine fallen angel, and a truly great rendition of a contract devil ( repeated later in a wider format that's not quite as good). It's up to the usual high standards of legendary games. Well presented, hyperlinked to the SRD for easy reference and practically free of errors. Well I only found 1, but them as I've always said I'm not the best judge of this. The barbed devil is referred to as a hamata devil rather than a hamatula in its title.

As I've said before the real proof with this type of book is the mythic abilities, those things that set the mythic version apart from its mundane(?) counterpart. As I've come to expect this entry once again adds mythic abilities that both complement and enhance, creating memorable creatures your players won't soon forget. Some of my favourites:

Barbed Devil: CR13 foe that can now use its barbs as deadly projectiles, or an even deadlier bloody defence. They can even create terrible blights that bring forth eruptions of the same deadly barbs from the ground, to harrass and sicken those no good do-gooders.

Bearded devil: these glaive wielding brutes can now enter a terrible hell fury, increasing there combat effectiveness but also granting the the ability to retaliate against those who strike them. Even worse their glaives can now parry attacks, and not just the ones directed at them but also those destined to strike adjacent allies as well. Add to this the ability to attacks any foes within their threat range, toppling them from their feet and potentially staggering them and you have a brutal encounter, especially given the CR 6 this monstrous foe represents.

Pit Fiend: wow! Now they can cremate their foes, reducing the to lifeless ash, or call forth massive conflagration from 1000's of feet away. They burn with hellfire, scorching their foes with tooth and claw and spewing forth burning blood when struck. So what? I hear you say, I'll just protect myself from fire. Sadly they can also strip any such resistance you may have with little move than a wave of their hand, leaving you fully exposed to a fiery and inevitable death. Pure genius.

As for the new guy? Well the Lissifer is a fallen angel twisted into a serpentine form. A devil with a silver tongue that can take any form, that spews forth profane poison and devours the corpses of the fallen. Sure it can grant you great power but are you willing to pay the price?

All in all I liked nearly every dvil contained here in. I wasn't as impressed by the imp or accuser devil. These didn't seem to get a great deal to separate them from there mundane associates, both are only MR1 though, so that doesn't really surprise me. You can take a mythic imp as a familiar though!

Once again legendary games set a benchmark for what it means to be a mythic monster. 13 well though out and well crafted deadly foes, familiar enough but subtely so much deadlier as befits those tempters of mortal man. I can heartily give this one 4 1/2 stars, rounded to 4 since pathfinder does do things in half measures. If you are a fan of the new mythic rules, or a DM simply In need of memorable foes this little gem is worth your time and money.

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90% perfect, 100% worth buying

****( )

Saw this in my brick and mortar store and had to buy it. This means once my order ships here I'll have two of each so does that matter? No way, I may even push for a third if my pre painted plastic allowance can afford it. These are fantastic minis and if this is the start of a line of huge figures I have real hopes it will continue. Lets look at each.

Frost worm: The detail on this is beautiful, right up top the ice clinging to its body as it bursts from the ground. Mine is extremely well painted with good clean edges and detailing - perfect no, there are spots were the paint is applied a little haphazardly, the mouth is perhaps the weakest point, the teeth could be more clearly defined and the mouth is an odd red pit. Overall this is a great miniature with beautiful detail and a good paint job.

Svatharim: Another triumph. This guy is really well detailed. The paint is applied really well on mine, and while the armour could have been lighter to separate it from he horses body more, the overall effect is still very good. The gold and silver need some shading. The biggest mistake I can see is the slight, and I mean slight, overpaint between face and beard (some blue on the beard). The face however is so expressive and detailed I can easily overlook this - that said I think the eyes could have been painted, they are large and clear enough. As it stands they are just the same blue as the face. I'm being very picky and the mini really has only one problem - the spear. Why do they insist on thin hafted polearms. The spear is so easily bent out of shape, and gravity quickly pulls it into a bowed shape. It upsetting to see a great mini holding a floppy spear! The Storm giant release with runelords has the same issue.

These are some truly nice minis and it will look very, very impressive the first time you put them down in front of your despondent players. As a start to what I hope is a long lived line I can happily give them 4.5 out of 5, but will round to 4 for the very minor issues and the thin spear. Buy it you won't be disappointed.

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Another triumph for the mythic masters


Legendary games line of Mythic Monster supplements continues to set the benchmark for mythic creatures with this latest addition to the line.
Again, like its predecessors, the PDF is 34 pages making it easy to navigate despite lacking bookmarks for true ease. It meets the high expectation I now have of Legendary Games material, easy to read; nice, if sparse artwork. As always I didn’t notice typos or significant errors, there probably will be, but that is no surprise since I may not be the best judge of such things. Abilities, skills, feats etc. are hyperlinked to the SRD so people without an encyclopaedic knowledge of the system can easily reference what these things do.

In this addition to the line we get 10 pages of ToC,OGL, introductions, credits ads etc. 2 pages of art (with the cover image repeated inside sans text).

We also get 4 pages on the planar code, a system of symbols used to navigate planar portals. One of the pages covers the rules, the other three contain images of symbols for various planar gates, things like destinations plane, conditions beyond the portal (nice place to rest, lethal temperatures beyond) and a few other specific planar ones (this portal leads to a place on the fire plane that’s cool enough to survive without spells).

It’s an OK system I’m just not sure I use it unless I was playing a particularly heavy plane hopping adventure. Since it doesn’t diminish the crunch (we still get 13 creatures here) I imagine it won’t bother anyone, whether they use it or not.

There's a nice page on the role of mythic genies and wishcraft. Well written and opens up a few cool ideas for using the mythic genies contained within.

That leaves 17 pages of mythic monster goodness, the real focus of the book.

As usual the creatures span a wide range of CR/MR and all present a reasonable challenge for their CR to my mind. Base stats and abilities are as you’d expect and Mythic feat selection is sensible adding to each creature’s ability with few, if any, sub-par choices. I’ve said in previous reviews what makes mythic creatures really shine for me are those unique mythic abilities it gets over the base creature. As I’ve come to expect the abilities are well thought and complement the theme of the creatures very well. Again I will highlight some of my favourites.

Genies: We get all 5: Janni, Djinni, Marid, Efreeti and Shaitan. Admittedly with only 1 evil member their use could be limited, but hey corruption and madness are just around the corner. Two examples - The master of the air, the noble Djinn gains some nice ranged bow abilities making it a very capable ranged attacker. Add to this their ability to bypass deflection bonuses to AC and I can a few surprised faces around the table.

As for the Efreeti, let’s just say I wish I had this when I ran Legacy of fire. He gains some nifty spell like abilities (fireball, a fiery version if ice storm and greater invisibility!) ending with an 'at will' blistering invective that can set foes alight and intimidate them into a state of fear rather than simply leaving them shaken. Our friendly Efreet also gains the ability to conflagrate (erupting into flames and burning anyone within 40’) or surround himself with a cloud of burning embers (damaging foes, blinding them and reducing STR and DEX!). Now that is an image of a mighty Efreet I can live with.

Invisible Stalker: It has a death attack, yep that’s right the assassin class ability. Now you can tremble in fear any time the air shifts mysteriously somewhere near you. OF course should it choose to activate its electric field and supercharge the air around it (it is an air outsider after all) you may just be content with electrical damage that simply bypasses non mythic protection, oh it just loves those heavily armoured types in their metal shells don’t you know.

Salamander: Fire seems to get all the love. Confirmed criticals erupt into punishing fiery blasts, and trace a winding 'snaking path of fiery doom' from their target (well a fire snake spell really but I prefer snaking path of fiery doom), punishment for their foe and his allies! Add to that the fact that these mythic creatures have regeneration that can only be overcome by the weapons that they forge (or mythic cold :), but don't tell anyone that) and the often disappointing CR 6 creature becomes a deadly CR 8 source of fiery death.

Luminal Hound: This is the new guy on the inner burbs. It’s a curious cross of construct and outsider. It’s a fearsome hunting animal that has construct immunities and is damned hard to escape. Once it has you in its grapply* jaws it can elect to travel with you if you try to escape using the old teleport or plane shift, it can even expend mythic power to do this when it’s just standing next to you. I can see some very upset players in my games. “Well that’s OK I’ll just go ethereal, astral or incorporeal” I hear you say. Ah, nope it can see and freely attack these creatures without penalty! To round it off you even get the rules for making full plate from their hides. Neato.

The others included are mythic versions of: Ghuls, Mercans, Tojanida, Xills, and Xorns. Each has what amounts to a well thought out and developed set of abilities that render each appropriately mythic and reinforce their essential theme.

Legendary games continues to impress with the design of its mythic creatures. I look forward to even more in the future and have my fingers crossed for a mythic monsters print collection. Another sterling 5/5 for the collection, even if it includes some obscure beasties I may never use, I’m certain I can pillage their abilities for my own nefarious uses.

* this IS a word. It is clearly written in my dictionary. The fact that this writing is in pen, and my handwriting, does not devalue my use of this perfectly valid word.

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Mythos madness of the best kind


Before I start let me begin by saying I am a big fan of all things lovecraftian and eldritch. This means this particular volume had a leg up when it came to appeal but also a higher than normal expectation before I even opened the covers. So lets begin…

At 34 pages the PDF is easy to navigate but lacks bookmarks for true ease. It is well presented and easy to read but many, many creatures spill over several pages and occupy pages with other creatures. I didn’t notice typos or significant errors, there probably will be, but that is no surprise since I may not be the best judge of such things. If there is an error or issue a quick look at the discussion will show you how fast Jason etc reply to queries, So in essence you could say there is good customer support.
Abilities, skills, feats etc. are hyperlinked to the SRD so people without an encyclopaedic knowledge of the system can easily reference what these things do.

The artwork is very sparse, no surprise to those who follow the line, with the cover art reprinted inside as full page images without intrusive text. The image on the cover is quite nice but the image of the byakhee is not quite as good in my opinion.

[Mythos] Subtype: The book suggests and uses the mythos subtype. I haven’t seen this before but it’s essentially a descriptor to lump the creatures and spells together into a more focused group that will allow players and DM’s to focus abilities specifically at these creatures – ranger favoured enemies for example, or the new path abilities (see below). A list of 40 odd monsters from the bestiaries that qualify for this subtype is included, so it doesn’t feel like a particularly limited set of creatures.

The new mythic path abilities and items: Alien alchemy is OK and it’s nice to see a path aimed squarely at alchemists. Mechanically its a save penalty and damage boost for alchemical items (including bombs) against creatures of the [mythos] subtype. The second – Elder signs (which you can see on Legendary games website) - is great. A move action power that boosts abilities to deal with [mythos] creatures – reducing concealment, improving chances of summoning or banishing such creatures for example. In a mythos heavy campaign I can see this being a popular choice.

The 4 items we get certainly fit perfectly into creating a mythos feel. Incense to enthral [mythos] creatures, powder to reveal such creatures hidden to the sight, a mead that suppresses the need to breathe and a unguent that offers you the classic dream visions (with the obligatory chances of misdirection and failure that accompanies such dubious alchemy).

Creatures: The real focus of the book. The creatures span a wide range of CR/MR and all present a good challenge for their CR in my mind. Base stats and abilities are as you’d expect; higher AC, HP, etc bringing them in line with the higher CRs, so no real comment is needed here I feel. Mythic feat selection is sensible adding to each creatures ability with few, if any, sub-par choices. Let’s face it though what makes mythic creatures really shine are those unique mythic abilities it gets over the base creature. In this instance the mythic abilities are well thought out, creative and extremely creepy or stomach churning as befits the theme. By necessity the wall of text presented here is quite vast. Each of the abilities, old or new, is described in detail and a few entail effects that need to be tracked. Overall the design is very solid and the abilities develop the ideas and themes of each creature, they don’t give the impression of being added on simply to mythic up the creatures. There are 13 creatures contained within so I won’t go into each, but to give you an idea of this creativity:

Denizen of Leng: Now with very creepy circulation. Blood lost by the denizen returns to their body by circulating and flowing through the air around them, what’s more it acts as a potent poison to those that harm the creature. They also gain the ability to dominate their foes as befits these inter-dimensional slavers.

Mythic Gug and Gug Savant: Gugs are fearsome enough so how does a mythic version compound that issue. Well now they can glide through the earth to strike without warning from any direction. The savant can even warp your spells, turning them back against the caster. However it is rend that wins in the disgusting stakes, you see their ability to rend is upgraded. More damage? Sure, added CON damage not HP, but that’s not particularly disgusting I hear you say. Well then let’s look at the reason for that Con damage; the rend eviscerates the opponent spilling out their internal organs and entangling them within the bloody intestinal mess. Yup you become entangles in your own guts! A word of warning about the gugs – they also have mythic power attack, this means 5 attacks, +18 ATT, average damage per attack ~20 without considering the rend. They have a low initiative but at CR12 they have the ability to annihilate an average PC.

Hound of Tindalos: Offers a great take on the dual initiative ability. The hound can split itself into two entities, itself and a future self. They have a common set of HP etc. but act as two separate entities with two separate actions for the round. The hound also gets a host of other cool abilities – probability shift, temporal retribution and warped entry upgrade. What are these? Check them out you won’t be disappointed – but let’s just say one of them means your long suffering PC’s will be rolling actions twice and taking the worst result – hell yeah, a pugwampi eldritch style!

Shoggoth: The granddaddy of the book. At CR 24 the shoggoth is the most challenging creature in the book. So does it live up to the high CR? I think so. Its abilities are nasty. Simply attacking it can leave you paralysed! It has an ability allowing it any number of free AoO against those that dare attack it! It can move freely in all directions including up through empty air (try to imagine that, then try to get that out of your mind once you have), its wisdom drain is horrendous as befits a mind shattering master of the mythos (try saying that 5 times). Oh and lastly it can birth non-mythic shoggoth!

The other 8 creatures are just as good if not better. Each has what amounts to a well thought out and developed set of abilities that render each appropriately mythic. If I had one criticism it would be the same one I have for the other books in this series – I need more. I want the other 27 creatures mentioned to get the legendary games mythic treatment. This is a fantastic book that evokes both the mythic and mythos feel perfectly. Personally I think it’s the best in the line yet, but as I stated in my opening I’m biased. I recommend this for anyone, not just the mythos fans out there.

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A great battle map and an island?

***( )( )

Have to agree with the reviewer below. I think the shoreline map in this one is simply brilliant. There is just enough of both land and sea to run an effective encounter using both terrains. The other side doesn't look like a battle map, without the small hut to indicate that it is designed for miniatures use you could be excused for thinking it was a scale map of a much larger island.

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