Book Review: Bestiary 2
It’s been a bit, but we’re finally back to these book reviews, and we’re finally talking about the next bestiary book!
Last time we focused on a bestiary, it was the first one, which established a lot of the vibes for the system as an inheritor of D&D 3.5, but at this point, the system had been out for a few years, more time was given to ironing out some of the major setting concepts, a whole new book of classes was now out, and the system was ready to start establishing it’s own identity, and one of the best ways to do that is with some iconic monster designs.
When we did the first bestiary, I alluded that each bestiary book has it’s own selection of themes. In the case of the first, it was mostly converting 3.5 over along with a heaping helping of monsters unique to the world of Pathfinder.
As we’ll soon see, this time we’re looking at a lot of cleanup from 3.5, others converted from other OGL-compliant sources, a heaping helping of folklore and fiction critters, some delightfully expanded established Pathfinder critters and also filling out some notable missing gaps in the cosmology.
Much like it’s predecessor, this book is pretty well organized and clean, what with individual monster entries taking up one or two pages at the most.
While the first bestiary covered a lot of the stuff they were legally able take from the 3.5 Monster Manual, they didn’t get all of it. Most of the newer conversions of those monsters are found in this book, rounding things out. Everything from Blink Dogs to the Bodak (which has a frankly stellar and spooky illustration. Sure hope they remember how good that looks in 10 years and don’t replace it with a frankly boring visual design), Destrachans, Frost Worms, and so on. Much like last time, these creatures have retained a lot of their character from the 3.5 days, but with new illustrations giving them a very different visual vibe and with their stats balanced for what they were meant to be and the system they were in.
However, they didn’t just borrow from Monster Manual, but also from the other, lesser-known OGL product, the Epic Level Handbook, drawing upon creatures like the Neh-Thalggu and Winterwights. Admittedly these monsters have been considerably toned down compared to their original intent as creatures to be faced beyond the confines of level 20. We even get to see a return of the Worm that Walks, for you Age of Worms lovers out there.
Going beyond the limits of 3.5, however, the are a lot of monsters in this book that draw upon the full history of D&D, not just the parts that Wizards of the Coast have the legal rights to. This surge of old school monsters was helped along by the heavy use of taking monsters from the Tome of Horrors by Frog God Games, which was a bunch of 3.5 conversions of 1st and 2nd edition monsters that WoTC never bothered to do anything with. It happened so often that Tome of Horrors released a PDF-only Revisted compilation of all three books updated for use in Pathfinder! And so, Pathfinder in turn launched their own “official” versions of some of those monsters, leaving the more original ones alone. Creatures like Crypt Fiends, Forlarren, Gloomwings/Tenebrous Worms, Hangman Trees, Skulks, Slurks, and more.
Of course, the book also has it’s fair share of new faces too. Some horrifying and/or tragic, like Attic Whisperers and Totenmaskes, some drawn directly from Adventure Paths like Pathfinder’s take on the Bunyip, or from scifi and fantasy fiction, like the Carnivorous Blob, and some straight out of mythology, like Scylla and Charybdis!
We even get a full set of five new dragons in the form of the elemental-bound Primal Dragons (the Cloud Dragon of which I have a special affinity for). Lesser draconic threats in the form of drakes are also present, as well as new beings like the D’ziriak and also our first introduction to whole new playable ancestries like the elemental planar scions, dhampir, and so on.
Speaking of dragons, the book also gives us Pathfinder’s own answer to the dracolich in the “powerful undead dragon” department in the form of the Ravener, which plays very differently than just “lich, but it’s also a dragon”.
We also get new giants and golems that are more interesting than just “giant but they live here” or “golem but made of this material” (I mean yes, that’s technically what they are, but their abilities and characterization have more nuance.) And gremlins! Originally seen in the Legacy of Fire AP, now we have an entire menagerie of horrible little fey miscreants.
Additionally, the book also has several creatures straight out of the Cthulhu Mythos, thanks to the Call of Cthulhu game creators being cool about the otherwise public domain horrors used in their system.
We also get plenty of expansions to the lore with the likes of the Jabberwock joining two other original “Tane” monsters, which are equally weird, as well as new entities like jyoti and scaenduinar, and the like of mothmen making the world of the setting that much weirder (Still would have preferred the spooky giant glowing eyes version over monster bugman, but we can’t have everything)
Perhaps the last big example to note, however, is how they handled the new outsiders. The first bestiary converted a lot of stuff from the 3.5 monster manual, but not all of it. Among the previously established stuff, we finally got guardinals (renamed to be called agathions), as well as inevitables, both of which also got some new, Pathfinder-unique additions along with the previously-established outsider types from book one.
However, we also got completely new (and relatively new) critters as well. Aeons appeared as the new true neutral outsider as the agents of pure balance (before they were sidelined by psychopomps being legitimately more interesting), as well as proteans, the completely new serpentine outsiders that outright replaced the slaad of 3.5, and were frankly just more interesting. Let’s face it, aside from power sets they were literally all just frog men that reproduce literally like a disease and didn’t really actually serve chaos in any meaningful way.
Less new, however, were daemons, which were basically taken from the Tome of Horrors interpretation of old school D&D yugoloths, but now with a new vibe of being representative of different ways to die horribly as the agents of total cosmic death.
Truly, I could go on with the monsters of this book all day, but let’s move on.
The art in this book is pretty stellar. Once again, the cover features three (actually five in this case) monsters that do a good job of giving you an idea of the power levels and theme of the monsters in the book, with a mighty jabberwock burbling menacingly alongside a keketar protean and jinkin, pugwampi, and vexgit gremlin. Meanwhile, inside the art for each creature helps establish a clear vibe for all of these iconic monsters that would come to become staples of the game. And nobody would come along a decade later and replace them with vastly inferior designs. (*hugs the bodak, derghodaemon, and nightshades protectively*).
Overall, if Advanced Player’s Guide was the book that started making the player-oriented side of Pathfinder feel like Pathfinder, then his book is much the same for the monster side of things. Sure, it had a lot of monsters taken from D&D and other gaming sources, but it also introduced us to a lot of new concepts and critters that would go on to establish the product identity of the game. This is also the book where we first start seeing a lot more monsters that take actual inspiration from folklore instead of just taking a name from an encyclopedia of mythology and designing a monster based on vibes like what D&D tends to do with anything outside of western civilization folklore and whatever media was the new hotness at the time of writing.
There isn’t a lot I can say bad about the book, on the other side, though if you find yourself uncomfortable with monsters that are basically naked women, there is some art of that in this book too, but less so than the previous bestiary. I’m not personally bothered, but I understand some might be. I think the only thing that really bothers me is how some of these great visual designs for monsters were left by the wayside when the successor books in 2e came out, but that’s not an issue with the original book itself.












