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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 Comics Subscriber; Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 961 posts. 36 reviews. 1 list. No wishlists.

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Brain stealing awesomeness of the plastic kind


Wow, just wow. This is one of the best prepainted minis I have seen in a long time. Fantastic sculpt with some incredible detail, especially the tiny brains in every bubble on its back. Very well painted. This is what a prepainted miniature should be. If I had one criticism it would be that the clear post appears and feels quite fragile. I am yet to break one, and I am far from gentle with my minis, but it has that feel.

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It a little crowded down here where the dark things crawl


Once again I find myself confronting the menagerie of mythic madness that is the Mythic Monsters Line (that line seems a little odd to me.) And once again I sit here very impressed by the creativity involved and the grasp that Legendary Games has on the mythic rules.

This time we are treated to 40 pages 9 of which are covers, advertising, contents etc. As I’ve grown to expect the PDF is once again easy to navigate but again lacks bookmarks for true ease. I didn’t notice typos or significant errors. 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.

It is up to Legendary games usual high standard of presentation. The artwork is very sparse, with only 2 pieces; the cover art reprinted inside as full page image without intrusive text (and it is a very nice piece), and the new Qlippoth (also a really nice piece).

Before the 13 monsters we get 8 pages of fluff and crunch. The story in this one is a very entertaining key note style speech on the new Qlippoth while the crunch part concerns the conjuration of the Qlippoth (why would you do that?) . More specifically it introduces Qlippoth talismans – curious shards of stone that help in conjuring and controlling the ancient evils (Again, why would you do that?) as well as protecting you from their often debilitating horrific appearance. Great item for your evil nogoodniks and a fantastic little plot item.

Creatures: OK now for the real textural ingredients in the Abyssal salad of Doom. As usual these creatures span a wide range of CR (from 3 – 23) and MR (from 1-10) and all present what I think is a good challenge for their CR; menaing that base stats and abilities are as you’d expect; higher AC, HP, etc bringing them in line with the adjusted CRs. Mythic feat selection adds to each creatures ability with few, if any, sub-par choices. But as always it’s those unique mythic abilities that define the mythic creature and as I said in the introduction I think Legendary games has truly mastered the concept. Here we get 13 great creatures with abilities that really set them apart from their mundane counterparts. Some favourites:
Baregara: I have a soft spot for these ginger, ape-like denizens of the Abyss. Pathfinders vision and artwork for them is extraordinary and really captures the brutal alien nature of these terrors. Now we get a mythic upgrade. Their challenge now affects all opponents in 30’, demoralising or frightening them and enhancing their STR and DEX even more. Their huge arms they don’t even gain the grappled condition if they latch onto you, and even worse should you experience that loving cuddle the wee mouth in their chest can now behead the non-mythic – yeah that’s right they have a cool vorpal chest mouth!

Mythic Bebileth: As a DM I like these because of their armour rending ability. Well that now extends to natural armor. They have the ability to assess weaknesses in a foes natural armour and exploit these to bypass that natural armor all together! Oh, it also now has mythic pounce. Yeah get that image in your mind – a huge, barbed abyssal spider pouncing at you from the shadows, as an arachnophobic I find that hideously creepy and a little too close to how I picture all spiders in my phobia induced delirium.

Demodands: Thankfully all three of the established ones are here (sadly not the new stringy demodand though). Their mythic abilities are truly awesome. As befits their background these bitter enemies of all things divine gain a suite of powers aimed at countering and destroying those with divine power. Auras that prevent the use of channel energy, souls so blasphemous divine spells can barely touch then, and attacks that can actually prevent a creature from using its divine spells and spell-like abilities - shattering its faith and briefly severing it from the source of divine power. Players will want to deal with these bad boys fast, oh so very fast…

Kakuen-Taka A personal favourite, these walking hives are a very cool addition to the game. Massive fleshy homes to swarms of flesh eating fiends that spew forth flights of undead carrion birds. And now they are mythic. The carrion birds they spawn are far more ferocious and constantly molt decaying feathers to create an obscuring cloud of decay wherever they go. Worse still the mansion can now spew forth a pack of hunting hounds that range ahead looking for flesh for the hive to prey upon. Simply seeing the massive hive approach can render you insane, willing to claw out your own eyes to remove the image of awfulness that is the Kakuen-taka. The Kakuen-taka is one of the most memorable creatures I’ve seen in recent years and it’s mythic version is pure gold.

Qlippoth We also get 5 Qlippoth treated to the mythic upgrade including the new Yrylgoi. All are very well crafted but the newby takes the cake. The Yrylgoi is enormous hydra-like worm that seeks to destroy demons and infest their corpses with its young – eggs that hatch into ravenous Shoggti. It possesses a terrible aura that accelerates the course of disease and infestation and a myriad of awful sticky tongues that can draw opponents in or be severed to hold them in place. It is a truly awful, and thus delightfully grotesque, creation.

The creatures in this book are all well thought out and developed, with abilities that render each appropriately mythic and truly memorable. I cannot recommend this enough to anyone that is interested in using foes from the abyss. Your players will remember these encounters for a very long time, they may even lose a little sleep.

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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 lunge at 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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