Born of myth, legend, and even modern film and literature, monsters such as the mummy, vampire, werewolf, and zombie are the stuff of nightmares—and frequent foes of heroic adventurers! Along with flesh golems, gargoyles, ghosts, ghouls, hags, and the mysterious derro, these ten monsters are staples of horror fiction and the bane of countless would-be heroes.
This 64-page book explores the origin of these creatures (in both the game world and real-world history), as well as their creation, habitat, society, motivations, and role in a campaign. Each creature also includes information on new and deadly creature variants, such as nosferatu vampires, corpse chill mummies, gemstone gargoyles, host corpse zombies, and phantasmagoric ghosts. What’s more, each chapter provides several new and notable examples of each creature, as well as a fully statted and ready-to-run sample monster, whether it’s a flesh golem barbarian, a derro magister, a ghoul necromancer, a hag water-witch, or a lycanthrope-hunting werewolf.
Whether your campaign is a standard fantasy monster hunt, a gothic romance, or an exercise in terror, Classic Horrors Revisited provides both historical insight and fresh new spins on these traditional icons of fear!
by James Jacobs, Rob McCreary, and F. Wesley Schneider
ISBN-13: 978-1-60125-202-9
Other Resources: This product is also available on the following platforms:
The idea behind Classic Horrors Revisited is to take ten classic "horror" monsters from D&D's past and expand and update them for Pathfinder. This is the sort of book that could be a bit "blah" in lesser hands, but Paizo put their A-list writing talent on the project: James Jacobs, Rob McCreary, and Wes Scheider. The result is a really good book that adds depth and detail to these monsters while sticking fairly closely to the common understanding of how they operate. In other words, this book isn't a crazy-cool re-imagining of the monsters, but a well-written, cohesive elaboration.
Classic Horrors Revisited is a 64-page, full colour book. I would label the interior artwork as "okay". Better than most other companies', but not as good as Paizo has done in other books. The interior front cover lists books and films that can serve as inspiration for using each of the monsters, while the interior back cover is a reprint of the front cover art (which is a bit too-obviously Dracula to interest me).
The ten monsters covered are: Derro, Flesh Golems, Gargoyles, Ghosts, Ghouls, Hags, Mummies, Vampires, "Walking Dead" (zombies and skeletons), and Werewolves. Each monster receives six pages of coverage, and each entry is broken down into a "flavour" page (a half-page illustration and a half-page in-universe bit of prose), a couple of pages of overview and ecology/society, a few paragraphs on their role in a campaign (which I really liked), a paragraph on two or three known monsters of that kind in Golarion, and then a named NPC example with full stat block and picture. Most monster entries also contain at least a little rules-option "crunch," such as variants, new feats, etc. Here's a little more info about each of the entries:
1. Derro: I really love the Pathfinder approach to Derro--they are creepy, malevolent, and almost alien abductors of people on the surface so that they can perform strange experiments and then return them with no or fragmented memory of what happened. This book introduces four new Derro weapons (Aklys, Crystal Chakram, Fauchard, and Injection Spear) and a new poison (Cytillesh Extract). The sample is Evehxa, a derro magister (enclave leader) and 6th-level sorcerer.
2. Flesh Golem: This will sound stupid, but I never really made the connection between flesh golems and Frankenstein's monster before reading this book! The section has a good discussion of different types of flesh golems, and the writing and world lore is superb. Rules are provided for awakened (sentient) flesh golems, as well as for electrified and unholy variants. The sample is the Beast of Lepidstadt, an awakened flesh golem that haunts Ustalav (written up with 6 levels of barbarian).
3. Gargoyle: I've never found anything particularly interesting about gargoyles in the past, but this book has changed my mind. It's made them scary! Their love of sadism and perverse games gives them an interesting role as capable of inflicting both physical and mental pain. Six variant gargoyles are discussed (arctic, forest, gemstone, obsidian, sandstone, and waterspout), making them useful in far more than just urban environments. The sample is "Ajekrith, the Nightwing Snatcher", a gargoyle with 4 levels of rogue who preys on lone wanderers in Magnimar's Underbridge District.
4. Ghost: There's an insightful discussion here about the differences between ghosts and other undead: not only are they usually bound to a fixed location, but they exist for a particular purpose. I've panned the artwork in this book, but the picture on page 22 of a ghost carrying its own head is fantastic. This entry provides new abilities for ghosts depending on why they're materializing; it's a great way to better tie a ghost's powers to its story, and I highly recommend using it. The sample ghost is Maven Mosslight, a ghost with 9 levels of sorcerer who seeks her lost love in the Boarwood in Galt.
5. Ghouls: I've been running an adventure path that happens to features ghouls quite prominently in one chapter, so I've had a lot of time to think about them. This entry offers some surprisingly deep insights into them. And, I managed to incorporate the symptoms of ghoul fever into the game when a PC got infected. So . . . bonus! This entry includes rules for making ghouls of larger and smaller races, as well as specific mention of what happens if other creatures (like lycanthropes or fire giants) get transformed. Three new feats are added for ghouls, but they have *really* high prerequisites and only exceptional ghouls would be able to qualify. Still, I like them in the abstract: one gives a ghoul bonuses for eating brains, one allows ghouls to pass as humans (and ghasts to suppress their stench), and one gives a ghoul a burrow speed. The sample ghoul is Ehrimun, a 14th level necromancer exiled from the ghoul city of Nemret Noktoria.
6. Hags: I've never really used these in a game, but the entry does provide a useful discussion of the relationship between the three most common types of hags (Annis, green, and sea hags) as well as night hags. There's some discussion of the powers that hag covens (as opposed to individual hags) could possess. The sample is Ulla Jarnrygg, a formidable hag with 9 levels of sorcerer and ice giant ancestry.
7. Mummies: There's an excellent discussion here of the role of mummies in a campaign: as (un)living transmitters and reminders of the game world's history. Mummies are often focussed on recreating the society and time period from when they died, and this allows GMs to incorporate otherwise dry historical information as an important part of a story arc. The entry gives four different ways to re-flavour mummy rot, and the sample mummy is very cool: Shielseis, Queen of Asps in Osirion. The artwork for her is great.
8. Vampires: I'm one of those annoying people who think vampires have been overused in pop culture, and frankly there wasn't anything in this entry that I found new or exciting. The entry offers five new variant vampire abilities, including everything from changing into a swarm to being able to survive longer in daylight. The sample vampire is Audbrey Aldamori, a pretend "aristocratic fop" who travels the Inner Sea feasting on those of noble blood.
9. Walking Dead: We're talking zombies and skeletons here, and Pathfinder sticks with the traditional concept of them being mindless, low-level threats. The artwork in this entry is pretty bad. There's 13 variants, however, which really spice things up. Throw some "Exploding Skeletons" or "Gasburst Zombies" at your players and watch them recoil in surprise! The sample is a "Gillamoor Plague Zombie", which (unlike all the other samples in the book) is not a named NPC.
10. Werewolves: This entry has a good, clear summary of what it means to be a werewolf in Pathfinder (different forms, means of transmission, etc.). I was intrigued by a passing mention of good werewolves inspired by the dead god Curchanus. The sample NPC is Ruxandra Katranjiev, a werewolf with levels in ranger who is also a cleric of the goddess Jezelda and wants to purge the Varisian town of Wolf's Ear of all non-werewolf lycanthropes.
Classic Horrors Revisited is an older book (2009), and some of the monsters here have also been revisited in more recent Pathfinder products (such as ghouls and vampires in the Monster Codex and derro in the Inner Sea Monster Codex). That being said, there's great value for the money here if a GM is hoping to gain better understanding of these monsters and to add more depth to running them in a storyline. Bestiaries can give a basic stat block, but usually don't have room for much description, making books like this one quite useful. As I said at the beginning, the writing is top-notch even if the artwork is of varying quality. I'd definitely recommend this one for a GM who is interested in any of the monsters covered.
These books are brilliant. They give you the flavour that you wish they could fit into the one page creature descriptions which you just know they cannot.
Buy these books, as I have never struck a bad one yet :)
This is a great suppliment made to spark the fevered imagination of the most Jaded DM back to sadistic life! Check out my full review: Classic Horrors Revisited
I love horror, and I love pulp fantasy, so it's no surprise that I love this. It's a great collection of classic monsters, from immortals like vampires and werewolves through their lesser-known cousins like the ghoul and the hag, to newcomers like the derro and the flesh golem.
The monsters are brought to (un)life in classic style, and the NPC critters are very well done and nicely illustrated as well. There are new feats and tips to individualize any monsters of your own creation as well. This book is worth every penny I paid for it.
A solid product packed with suggestions on how to add a new twist on a number of gothic monsters. Tons of hooks and ideas to help spark a GM's imagination.
Absolutely worth picking up if you're planning on running a horror themed adventure, and are looking for something a little different to terrify your players with.
Well time once again for me to ask the question of if these have started to ship yet?
Nope. One of the subscription products for January was supposed to be here last week and is running late. Once it arrives, we will start shipping out. Stupid late delivery. :(
-Lisa
Uh does that mean the other items are available to be shipped? If so would it be possible to have them shipped separately? (I don't mind having to pay a little extra to get them.)
We've already finalized orders with the current configuration, and modifying them at this point could potentially cause problems for a lot of customers, including potential problems with regard to credit card authorizations—stuff that could cost a lot of people a lot of inconvenience, or even, in some circumstances, overdraft fees (if their bank does that for authorizations). And since many people want their stuff to ship together to save money, shipping some stuff to those who don't would mean the first group would get their PDFs later, and we'd have a lot more unhappiness than we do now. So no, all subscription orders will be fulfilled as grouped in the original confirmation e-mails—just a little later than we all expected.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Where are the Derro Magic and Derro Magister feats in the Example Derro detailed? I can't find them in the book itself, or in the Bestiary. It's fairly clear what Derro Magic does, but I'm at a loss for Magister.
Where are the Derro Magic and Derro Magister feats in the Example Derro detailed? I can't find them in the book itself, or in the Bestiary. It's fairly clear what Derro Magic does, but I'm at a loss for Magister.
Argh, we had to cut them for space, and I thought we caught all the references, including the changes to her stat block... but we left the feat names in her listing. :/
Here's what they're supposed to do:
DERRO MAGIC
You have developed additional spell-like abilities from your unusual reaction to brain mold.
Prerequisite: Derro Magister, derro, Cha 20.
Benefit: Your caster level for all your derro spell-like abilities is equal to your total HD. You gain the following spell-like abilities.
At will—levitate.
1/day—deeper slumber, modify memory.
DERRO MAGISTER
You are particularly affected by the consumption of brain mold, granting enhanced resistance to magic and an intuitive understanding of vivisection.
Prerequisite: Derro, Cha 20.
Benefit: Your spell resistance increases by 5. You gain a +4 racial bonus on all Heal checks.
Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Sean K Reynolds wrote:
Paul Watson wrote:
Where are the Derro Magic and Derro Magister feats in the Example Derro detailed? I can't find them in the book itself, or in the Bestiary. It's fairly clear what Derro Magic does, but I'm at a loss for Magister.
Argh, we had to cut them for space, and I thought we caught all the references, including the changes to her stat block... but we left the feat names in her listing. :/
Here's what they're supposed to do:
DERRO MAGIC
You have developed additional spell-like abilities from your unusual reaction to brain mold.
Prerequisite: Derro Magister, derro, Cha 20.
Benefit: Your caster level for all your derro spell-like abilities is equal to your total HD. You gain the following spell-like abilities.
At will—levitate.
1/day—deeper slumber, modify memory.
DERRO MAGISTER
You are particularly affected by the consumption of brain mold, granting enhanced resistance to magic and an intuitive understanding of vivisection.
Prerequisite: Derro, Cha 20.
Benefit: Your spell resistance increases by 5. You gain a +4 racial bonus on all Heal checks.
Hehe I'll take those errors if it gives us some new goodies ;).
Argh, we had to cut [the new Derro feats] for space, and I thought we caught all the references, including the changes to her stat block... but we left the feat names in her listing. :/
Here's what they're supposed to do ...
Snickety snick
(copies them and pastes them into his Feat Compendium)
I only ask because the "Blind Angels" in the gargoyle chapter is very reminiscent of "Blink" from season three of the new show.
Not that that is a bad thing. In fact, it's good. It's very good.
just reading this now. Yes, I litteraly went "They did not go there." Then had to explain to the roommate. This means if I get to run a game for Tony and the boys, I'll have to make sure they see that episode.
Liber Mortis was good although for some of us it more of a creature catalog for the undead. Not much in there for rangers who want to be undead hunters. But hopefully this will be out soon in print so I can start giving Amazon the Evil Eye.
Please tell me the Nosferatu have a template similar to their Denizens of Darkness Ravenloft counterparts (aka more beautiful than the standard "feral" vampire and derives power through moonlight).
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Berselius wrote:
Please tell me the Nosferatu have a template similar to their Denizens of Darkness Ravenloft counterparts (aka more beautiful than the standard "feral" vampire and derives power through moonlight).
There's only six pages total for the entire entry on each critter, so there isn't space for variant templates. The paragraph long notes on Nosferatu in Classic Horrors revisted refer the reader to the entry in Pathfinder #8: Seven Days to the Grave, which has a bestiary entry covering them.
Please tell me the Nosferatu have a template similar to their Denizens of Darkness Ravenloft counterparts (aka more beautiful than the standard "feral" vampire and derives power through moonlight).
The Nosferatu for Golarion are more like Count Orlok (from the movie Nosferatu) or Barlow (from 'Salem's Lot) than like Count Dracula. They're of the bald and ghoulish variety.
I was actually surprised when I read Denizens of Dread and the Nosferatu in it went the complete opposite direction on the vampire spectrum. I suspect the nosferatu of Denizens of Darkness(D&D3.0) and Denizens of Dread(D&D3.5) go the way they do to put them apart from the Nosferatu clan of Vampire: The Masquerade, which were more like Count Orlok and Barlow in appearance.
We went with the feral Nosferatu pretty much 100% because that's what they were in Murneau's movie "Nosferatu" and Herzog's remake "Nosferatu the Vampyre." Because the regular vampire is already the sexy one in Pathfinder.
I suspect the nosferatu of Denizens of Darkness(D&D3.0) and Denizens of Dread(D&D3.5) go the way they do to put them apart from the Nosferatu clan of Vampire: The Masquerade, which were more like Count Orlok and Barlow in appearance.
Actually, the real answer was pretty mundane; those nosferatu were a "grandfathered" element from second edition.
2E Ravenloft included a number of variant monsters which, although nicely atmospheric, were essentially identical to the "standard" monsters they replaced. (In 2E, the mechanical difference between a fire elemental and a pyre elemental, or a treant and an evil treant: none.)
The 2E nosferatu was one of these variants. Once the fluff is pushed aside, the 2E Ravenloft nosferatu is nothing more than a Monster Manual vampire without the energy drain ability. These nosferatu were tied into the RL setting (including at least one darklord), and thus I felt they should be preserved somehow, but for 3E purposes this was a distinction so minor it barely warranted a sidebar mention, much less a full monster entry.
To make bringing nosferatu into 3E worthwhile, they needed to become much more distinctive, and thus came the decision to model 3E nosferatu on the classic "Byronic" vampire that predominated before (and in way culminated in) Dracula.
Actual Nosferatu-inspired nosferatu didn't exist in 2E Ravenloft, but I've always liked the monstrous nature of actual vampire folklore, so the vrykolaka variant was created to stand alongside the "beautiful" nosferatu.
Tom Qadim
RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4
Aberzombie wrote:
I really enjoyed this book. Kudos to the writers.
+1
Yes, this book is full of great ideas. It's quite the page-turner too. The writing is top notch and very engaging, and it's full of useful info for any Pathfinder or D&D game. I want to start an Ulfen campaign just to use the iron hag Ulla Jarnrygg, and the info on awakened flesh golems is very cool.
Kudos and thanks, Paizo! Please continue the 'Revisited' line!
Thanks John for explaining the "Ravenloft" Nosferatu. The 3E one was really an enjoyable villain in SEVERAL of my party's campaigns (as the GM I wanted to try out something kinda Castlevaniaish ^_~). Question though, has anyone considered revising the "Ravenloft" Nosferatu to Pathfinder rules?
It's available? Did Amazon get it's discount? I only want to know so I can give them a boot in the a$$ to send me a copy that I preordered with a gift card from Christmas from my sister. I definitely want to read this.
I just read through my copy and noticed all the Variant Vampiric Abilities all have a CR adjustment of +0 is this correct. some of these abilities seem like they should change the CR. thank you in advance.
Agreed wholeheartedly. The variant creature entries are always great (wereleopards and wereravens got the mind going, as did all the skeleton and zombie variants)
I just read through my copy and noticed all the Variant Vampiric Abilities all have a CR adjustment of +0 is this correct. some of these abilities seem like they should change the CR. thank you in advance.
That kind of depends on the situation. And furthermore... vampires are weird; they're tough, but everyone knows about their disadvantages. If your PCs know they'll be facing vampires, you can bet they'll stock up on garlic and silver and sun spells and wooden stakes and everything else they need, and then will likely only confront the vampire during the daylight. Giving a vampire these new variant abilities actually kind of just shores up the fact that they've got a lot more disadvantages than do most undead.
That said... the benefits granted by the variant vampire abilities are good, but the thing is that they're not good enough in and of themselves to flat-out increase a vampire's CR. The game doesn't really handle fractional increases in power well, alas. It probably would have been better to develop these into simple templates with a bit more oomph to each... but at the time the book was being written the simple template concept was still kinda brewing.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Solrenevermead wrote:
I just read through my copy and noticed all the Variant Vampiric Abilities all have a CR adjustment of +0 is this correct. some of these abilities seem like they should change the CR. thank you in advance.
My best friend and I wondered about that as well. And then I noticed in Pathfinder Adventure Path #29 "Mother of Flies" (Council of Thieves part 5 of 6) that the main villain has one of the variant abilities and loses one of the "standard" abilities. I actually like that, and I'll likely use that 'method' when I make some unique vampire villains to plague my PCs with. (I think that would have been a good sidebar to have in the vampire section).
But I have really enjoyed Classic Horrors Revisited, with the sections on the Derro and the Hag being among my top favorites, followed by the vampire (of course) and the mummy.
But I have really enjoyed Classic Horrors Revisited, with the sections on the Derro and the Hag being among my top favorites, followed by the vampire (of course) and the mummy.
An Awesome Job! Well Done James, Wes, and Rob!
Dean (TMW)
Have to agree this book is top-notch. My players went discovered a ghoul braineater last night, much to their dismay. Only the tendency to "Reenact" the lives of those he munched on allowed them to catch him. It was downright morbid and creepifying, just like it should be. Great book.
Wow, truly sounds like my kind of book... the more I hear about ghoul braineaters and variant campire abilities, the more excited I grow as I'm waiting for my copy to arrive!
In the Gargoyles chapter, four armed gargoyles are mentioned, but they are not in the variants section.
Are these stated somewhere, in another supplement ?
I was pleased to be able to find a copy of this at my FLGS yesterday. It looks pretty good and I appreciate some of the notes offering ideas on the variant versions of the classics.
Also, I think the expanded take on the Derro is wonderful and really helps fill them out. I really appreciated the authors making even a passing note of the part Amazing Stories and the 'Shaver Mystery' played in bringing the Derro into the public imagination.
Now, maybe I missed it in my initial flip-through, but I would have liked a bit more ecology and a note on where these creatures fit into Golarion. Again, I may find more to adders this upon a closer look.
Now we just need that source book on Ustalav, complete with loads of fluff, some nice crunch and a megaton of ideas/suggestions on how to run a nice horror-themed game, in the vain of ye olde Ravenloft.