Minions of The Shadow

JoeGKushner

Adventurer
Minions of the Shadow features monsters both new and adapted for the Midnight setting utilizing the 3.5 rules. This is one of the smaller source books at 64 pages and at $14.95, is priced competitively.

The material is broken up into Five Chapters with two appendices. The chapters are Demons of the Aruun, Creatures of Eredane, Spirits and Allies, Animals of Eredane, and Agents of Shadow while the appendices cover an updated Midnight Spell List and Errata for both Midnight and Against the Shadow. Most of the book, including the names of the monsters (with some restrictions), as well as the game statistics, mechanics and rules, are OGC. Backgrounds and descriptions, as well as art, graphics, and specific names, are closed.

The book is laid out in alphabetical order with templates thrown into the mix. Rules incorporate 3.5 in that they now have number of squares after Speed, the Base Attack and Grapple, as well as Full Attack, description for new GMs, and the DR of many of these creatures doesn't go too high.

Some of the creatures are going to be able to challenge near epic characters like the Noble Demon, monsters 'that haunt the ruins of Ibon-sul' who've taken plants and animals and made them into a new whole. The illustration looks like some weird manticore made of various creatures and shows it's massive size in comparison to a normal human. Another powerful creature spans back through tens of thousands of years, the Degenerate Darghuul, beings so dangerous that even Izrador doesn't triffle with them. These beasts clock in at a CR of 20.

One thing I enjoyed reading was how the sundering changed some core creatures. Imagine the glory and uncorrupted power of say, a blink dog or a unicorn. Now imagine them cut off from their outer planar sources of power and you get the gloom hound and the splinter steed. Another useful section isn't about the horrors of the world but about the more normal creatures, the Animals of Eredane. Sure, some of them could be dangerous like the River Eel or the Sea Dragon, but most of them are there to give life to the ecosystem and provide some variety to standard animals.

One animal that I thought humorous was the Carrion Stag. These creatures feast on the Fell, finding them an on the go type of meal. I thought this a fine example of how something like the Fell would impact the setting. On the other hand, the horrid Forsaken are undead created from a fetus that dies early. The thing keeps growing but isn't alive anymore, instead tearing it's way out at birth time and looking to feast. This brings the horror of the setting to life in a way that few other standard monsters could.

For those who want more specific foes, the Agents of Shadow may be for you. While some may not want specific NPCs, I find that in a changed setting like Midnight, they come in handy as role models not only in terms of background and motivation, but also assumed power levels and equipment owned. Some of these beings are hidden form plain sight either by possessing others, like the demon Asale and his victim, the female Miransil Ceelian, a diver who sought treasures but found possession, and the unassuming gnome Purlan Marrick. Others are much more in your face like Shealgruf, a one armed warrior whose presence is pretty much going to mean death for low level characters.

Because of the change to 3.5, there have been some changes to spells and Midnight is a bit different than the standard setting to begin with. That's why I'm thankful that there is an updated Midnight Spell List broken down by school and level. This makes looking up anything from Necromancy to Lesser Conjuration a snap. The errata takes up less than half a page but is good to have.

As per standard from Fantasy Flight, the art is top notch, the editing clear and the layout, two column standard. I do wish that they were able to use the interior covers and get rid of the one page ad, but at the cost, I'm not going to complain too much as several companies have recently kicked up their products a dollar or two.

For GMs interested in maximizing their options to utilize against their players in the Midnight setting, and getting the errata and updated spell list, this is a great buy. GMs of other settings won't get the full effect as they'll find no need for the specifics of the NPCs and other Midnight specific goodies but should be able to use most of the monsters with little difficulty.
 

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In the Aruun Jungle, children turn against their parents and the plants and bodiless spirits haunt ancient ruins.

In the havens of the Miransil and the clanholds of the dwarves, not all are as they seem.

In the barren Northlands, the earth and sky alike hunger for human blood.

And in the strongholds of the Shadow, new and terrible foes are bred from foul rituals and dark magics.

Welcome to Eredane, a land under Shadow. The creatures herein fill many roles, from the natural animals of Eredane’s ecosystem to the most vicious hunters under Izrador’s command. They range from minor annoyances and tricksters to powerful beings that even the Night Kings fear. Also included are stat blocks and backgrounds for several of Izrador’s most notorious servants: Grial the Fey Killer, Zebrim the Slayer, Darshod of the Dead Mother Tribe, and more. Whether you need more creatures to pit against your heroes on Aryth, or you want to bring the taste of Midnight to another campaign, Minions of the Shadow are ready to serve.
 

By Steve Creech, Exec. Chairman d20 Magazine Rack

Initiative Round
Minions of the Shadow is a 64-page collection of creatures and notable NPCs designed for use in the Midnight campaign setting. The book retails for $14.95 and is written by Jeffrey Barber, Shannon Kalvar, Lysle Kapp, and Sam Witt with Rob Vaughn serving as Lead Developer. It is published by Fantasy Flight Games.

Minions of the Shadow is broken down into five chapters with each addressing a specific set of creatures: Demons of the Aruun, Creatures of Eredane, Spirits and Allies, Animals of Eredane, and Agents of Shadow. All statistics are presented in 3.5 revised edition mechanics and rules. Here’s a breakdown of what you can expect to see:

Demons of the Aruun
* Crawler (CR 6): Ape-like creatures who hunt in packs and possess a disorienting howl.
* Dark Walker (CR 10): An incorporeal manifestation of a demon that serves the Shadow.
* Flesh-clad Spirit (CR 4): An incorporeal outsider that wraps the warm, bleeding flesh of its victims around itself.
* Grenghost (CR 1): An incorporeal outsider that will possess plants and form a vine beast (template).
* Husbanded Creature (template): men who have bartered their purity and humanity in exchange for favors and powers.
* Noble Demon (CR 17): These outsiders are a combination of the beasts and plants they have forcefully possessed and absorbed.
* Reality Sink (CR 7): An amorphous outsider that can eradicate solid objects with a touch.
* Tuk (CR ¼): Typically found in packs of 6-10, these tiny outsiders have an ingrained lust for destroying children.

Creatures of Eredane
* Bitterwind (CR 6): The murderous, decaying remains of air elementals that have been trapped on Aryth since the Sundering.
* Blight Ogre (CR 8): Hideous ogres transformed by shamans into servants of Izrador.
* Carrion Stag (CR 3): Massive stags that prey upon the Fell.
* Degenerate Darghuul (CR 20): An aberration that even Izrador wants nothing to do with.
* Earthback (CR 5): A demonic earth elemental that absorbs their victim’s blood.
* Forsaker (template): A template that is applied only to newborn humanoids – quite hideous!
* Ogre Damen (CR 5): An ancient breed of ogre that are beautiful in their own way.
* Otherworlders (template): A series of templates for those who are not from Aryth.
* Puppeteer (CR 9): An aberration that can infect and control its victims.
* Razor (CR 13): A man-like demon with talons that are razor-sharp.
* Sundered Beasts: Creatures that once were good but have been corrupted since the Sundering.

Spirits and Allies
* Craft Current (CR 6): An incorporeal creature that manufacturers objects for others.
* Guardian Grove: A magical area of elven homeland with plant guardians.
* Guardian Spirit (CR 8): An incorporeal outsider that serves as a protector.
* Heepa-Heepa (CR 1/2): A bodiless fey spirit who watches over young creatures.
* Highland Imp (CR ½): Small fey that have avoided Izrador. Well, mostly…
* Leaper (CR 1/4): A squirrel-like magical beast that may be a valuable companion.
* Lore Pool (CR 1): Outsiders that are very knowledgeable. If you can convince them to help…
* Seedra (CR 2): Aquatic fey whose chaotic nature can make them friend or foe.
* Vassal Spirit (CR 1): An outsider trapped by the Sundering.

Animals of Eredane
* Boro (CR 2): A large, tusked herd animal.
* Grass Cat (CR 1): A medium-size predatory feline.
* Ort (CR 1): A medium-size rodent-like creature that hunts in packs.
* Plains Leopard (CR 3): A large predatory cat.
* River Eel (CR 2): A large and aggressive reptile that can reach 20 ft. in length and weigh over 2000 lbs.
* Sea Dragon (CR 8): A huge aquatic animal that likes to swallow its victims whole.

Agents of Shadow is the title of the final chapter. Here you are given the stats and decriptions for seven NPCs that reside in Midnight. Each has a colorful backstory that are not your run-of-the-mill stories. They are of significance in some manner to Izrador. The chapter also includes sample statistics for various legates and orcs for quick use.

Critical Hit
There are some good, strong points to this book that begin with original creatures. One of the more common problems with monster books today is many are retreads of existing monsters with new names. That is not the case with this book. You really get an excellent feel as to how much Izrador has corrupted everything.

A second strength is evident in the game mechanics. A quick check through several showed no glaring mathematical errors. The stats are solid. Finally, the appendix includes the 3.5 edition revised spell list for Midnight along with official errata from the first two Midnight books.

Critical Fumble
Honestly, there is little to grumble about with this book. It does lack a table that designates the monsters by Challenge Rating for easy reference, which is a strike against it. With only 47 pages of actual monsters, it does weigh in as a bit pricey. Lastly, not every creature has an illustration for easy reference. New monsters should always have an illustration for those of us who can’t always accurately describe monsters to their players.

Coup de Grace
Minions of the Shadow is certainly an essential book for those who play in the Midnight setting. It continues to capture the flavor that makes Midnight unique. But what if you don’t play in Midnight; is the book still useful? Somewhat, yes. GMs who run Ravenloft or horror-driven campaigns will be able to make use of the book quite well. Despite the price vs. page content ratio being a little on the steep side, this is a book that offers good utility and is a recommended buy for “darker” campaigns.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

One shouldn't put too much faith into the "updated spell list" (which is also available as a PDF download from the FFG website). It contains several errors (e.g., spells at the wrong level, references to v3.0 spells that no longer exist in v3.5; the most glaring error is that it <i>still</i> omits the <i>Purify Food and Drink</i> spell that's listed in the <b>Midnight</b> errata on the very same page!
 

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