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Monsters from Elsewhere

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One stumbling block larger than any other for content creators and authors of roleplaying games is getting ahold of the right art.  You can come up with brilliant concepts all day, but if you can’t find a piece of art for it, that’s a problem.  If you’re intent on making races or monsters, folks will expect at least one piece of art to represent the creature in question.

That brings us to this book, the spiritual successor to Spells from Elsewhere.  With a “Eureka!” moment, I realized I didn’t have to match art to an existing monster: I could create the monster based on the available art.  That changed everything.  Time periods, genres, technology levels, and the very foundations of the cosmic structure are all called into question and shuffled together within this tome.  Yet for every jaunt into cyberpunk, modern times, cosmic horror, or space opera, it all cycles back to the high fantasy roots of D&D.  Whether you are world-building, setting up one-of encounters, playing a rollicking game of genre-hopping calamity, or just finding new options for a traditional high fantasy game, there are plenty of options spread across this book for every type of game.

WHAT YOU GET :

  • 56 Monster Stat Blocks.  Every creature type appears at least once, every CR from 1/8th up to CR 20 appears at least once, plus CRs 23, 25, 29, and 30 make appearances.
  • Support for Your Wildest Dreams.  Options abound for the planes, horror, space, modern times, even cyberpunk and courtly romance!  It all comes back to high fantasy though, and that's still what beats at the heart of this book.
  • Orange, Purple, and Yellow Dragons.  You heard right!  Tiamat, eat your heart out... or grow three new heads.
  • Nonstandard Drow.  The drow are getting some love, but Lolth is not.  Meet 4 new drow, only 1 of which could fit into Menzoberranzan.
  • SPACE AND SPELLJAMMER!  Did I mention space and Spelljammer?  From existential comedy to space opera to horror to rollicking fun, find some monsters to populate your Spelljammer games with.  Some of them might be released as playable races later as pay-what-you-want PDFs.  There's an enormous sidebar on different currencies - I'm not kidding.  Don't forget your towel.
  • 13 Magic Items with Drawbacks.  Players will be incentivized to find a way to use them, because they're each interesting and powerful.
  • The Cult of the Great Eye.  A group of eccentric human cultists that manage to avoid legal trouble while being terribly weird and suspicious.  It's up to the DM what the "Great Eye" is.  They have some interesting spells though...
  • 26 Spells.  These spells are reprinted in the appendix from across a wide array of my spellbooks, to aid in making the spellcasting monsters memorable and easy to reference.
  • Much More.  Yes, more.  Injury truth serum, alluded magic items, combat tactics, setting advice, construct creation, detailed societal descriptions, rich backstory, just... much more.

Now feed some blackwave to the serpentine conduit, and let's fly!

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Pages
115
Format
Original electronic Click for more information
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These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
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File Last Updated:
June 28, 2022
This title was added to our catalog on June 28, 2022.