Mythic Menagerie: Rise of the Goblinoids (PFRPG) PDF (based on
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Super Genius Games
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Welcome to the Rise of the Goblinoids, the fourth in our line of Mythic Menagerie monster books. Each volume in this line presents a small set of monsters tied to a single theme, but spread over a range of CRs. For Rise of the Goblinoids, that theme is goblins and all the strange things descended from one of the most prolific of monstrous species. In addition to goblins who have taken to the trees, or who patrol the oceans, we have goblinoids that have mixed with genies, demons, and the forces of nature.
This collection can be helpful to GMs in many different ways. Goblins form the backbone of many of a campaign’s early adventures, but after a CR 2 bugbear is no longer a threat (or at least after 12 of them aren’t), most groups move on to dragons and giants, leaving goblinoids behind. Not only is this unfortunate from a stylistic point of view, it’s annoying for rangers who take humanoid (goblinoid) as a favored enemy, wizards who craft goblin-bane weapons, and any character who has a hatred of goblins as part of a character background. With the goblinoids in this book, a GM can extend the goblin-bashing phase of a game well into the upper levels.
Additionally, the book can help create a campaign arc: a literal rise of the goblinoids. Perhaps many of the new races presented here are being seen for the first time, and their evils big and small are now spreading across the known world. Why are oni in goblin forms banding together? What has driven hidden goblin subraces out of their islands, forests, and underground caves? Whatever is causing it, the heroes had better put an end to it before the rising tide of goblinoids washes civilization off the face of the world!
However you choose to terrorize your players, we’re hopeful you’ll find something useful in our fourth Mythic Menagerie. Now, ready yourself for the front wave of the Rise; the pucks are hammering out weapons for an átahsaia’s new army, ponaturi are screaming war chants on the beach, and the ophidiyarr have unearthed devices mortals were never meant to find!
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The fourth installment of the Mythic Menagerie-line is 11 pages long, 1 page front cover, 1 page SRD/editorial, leaving 9 pages of content for more goblinoid threats, so let's check them out!
The basic premise, as explained by the introduction of this pdf, is that it seeks to provide mid-to-high-level goblinoids for rangers etc. to combat the relative lack of high-level goblinoid threats. While I'd reply that adding class-levels to the green menace is a very simple operation, I get the approach and desire to add monsters to the category - let's hope we don't get "Environment X+ name of the base-race"-variants. I hate those.
The first critter does not fall into this category, as the CR 16 Áthasaia is a huge, giant-like oni-hobgoblin monstrosity with shapechanging abilities. A nice idea, though not one I consider particularly interesting. In the end this creature is a giant-style heavy-hitter with shapechanging and lacks any truly unique abilities.
The next goblin variant, though, remedies that: "Wer reitet so spät durch Nachrt und Wind?" are the first line of the famous poem that features the next creature: The CR 10 Erlking is a bog-inhabiting goblinoid subrace that has characteristics of plants, including the ability to regenerate and resprout from total annihilation. While I consider the name unfortunate (The Erlking being a more fey creature in my opinion), this is a truly awesome addition to the goblinoid roster.
Next is the CR 12 Majnun, a hobgoblin variant that has adapted to a mockery of the efreeti culture of their erstwhile overlords, awaiting the impending conquest of masters who have long since abandoned them. Neat!
The CR 12 Ophidiyarr who enjoy eldritch secrets and forbidden lore look rather like serpentine, poison-using Yuan-ti or similar snake-like beings and didn't feel goblinoid to me. While I like the creature per se, I don't consider it to be a fitting addition to the goblinoid roster.
The tribal CR 6 seafaring Ponaturi have dreaded war-dances and feel somewhat Polynesian in their cultural style - which is neat, as I consider these lesser-utilized mythologies cool. However, their signature weapon, the Terbutje deals a rather mysterious d9 damage - I gather that's supposed to be d8.
The CR 2 Puck is pure filler, at least to me - the goblinoids clock in at the CR-range that is already abundantly covered and offers no cool ability - essentially they are xenophobic, often enslaved goblins with human eyes and a knack for crafting and resisting manipulation. A prime example of a critter no one needs.
The arboreal Tree Grims (CR 4) use slings and are wholly adapted to their native environment. Once again, though, they lack truly imaginative abilities and clock in an already covered CR-range and fit the cliché of "slap environmental adaption" on race X to get racial variant Y.
The final creature is the CR 8 Vinayaka, a winged goblinoid with twin tails and demonic countenance - and a cool signature ability: The mischievous Vinayaka can dip its twin-tails into any kind of energy to charge its attacks with said energy-type - cool idea and the write-up adds to the appeal of the creature.
Conclusion:
Editing and formatting are ok - there are some glitches like aforementioned d9 and relics. Layout adheres to the 2-column standard and the b/w-artworks are neat. The pdf has no bookmarks.
The creatures have no lore-sections and no information on favored classes and the like is given.
The quality of the new monsters, unfortunately, is rather inconsistent: While Erlkings, Majnuns and Vinayaka are absolutely gorgeous, I maintain that Ophidiyarr are not especially goblinoid. Furthermore, Puck and Tree Grims feel like filler, which is a pity, as author Sam Hing demonstrated with his Ponaturi that he can do better - while they are environmental subraces, they have a cultural angle, a signature ability and a unique weapon - all absent from Tree Grims and Pucks. The Áthasaia falls a bit short of its excellent potential.
While the price is fair and the 3 creatures that are original, are cool indeed, the editing mistakes and the filler creatures prevent me from giving this pdf a higher rating. My final verdict will be 3 stars.
Mythic Menagerie: Rise of the Gobliniods by Super Genius Games
This product is 11 pages long. It starts with a cover, and forward. (2 pages)
The forward explains why the book was made.
It is a collection of new gobliniods to use against your players. Each one has a full page write up about them and a full stat block. (8 pages)
Atahsaia – CR16, giant, outsider gobliniod.
Erlking – CR10, gobliniods that lived in swamps that for what ever reason had a source of mystical or magical power in it. That twisted and transformed them.
Majnun – CR12, outsider. Created by efreet, they captured and transformed bugbears into new creatures to be their foot soldiers.
Ophidiyarr – CR14, mutated gobliniods of a group of goblins that long ago worshiped a snake god, these things are the remnants of that. Part snake, part gobliniod.
Ponaturi – CR6, a semi aquatic offshoot of bugbears.
Puck – CR2, small non evil gobliniods that almost seem more fey than goblin.
Tree Grim – CR4, a hobgoblin and bugbear mixed breed that took to living among and in the tree's, evolving into a new race.
Vinayaka – CR8, winged gobliniods, that are believed to be corrupted by demon blood.
It ends with a OGL. (1 page)
Closing Thoughts. I think this is easily the best of the series so far. It is a mini monster book, that focuses on varies types of gobliniods. I honestly liked all of the monsters in this book. The art work is good black and white. I didn't notice any obvious errors, spelling or in the stat blocks. For the price this is a good pick up, if you want more gobliniods or just some more monsters to spring on your players. I recommend picking it up. So what's my rating? Well I am giving it a 4.5. It is very good, I would have liked to have seen a few more base gobliniods types like Tree Grim, but that is just personal preference.
Ok, I've just finished reading all of "Rise of the Goblinoids" and I love it. The art is amazing and the writeups provide great backgrounds on the creatures without over-shadowing the crunch. The creatures are interesting to downright creepy (the Ophidiyarr...yeesh), and provide challenges at all levels of play. I really, really recommend this supplement.
This is my first Mythic Menagerie purchase, and if the others are on par with Rise of the Goblinoids, Imma gonna come back for more!