A compilation by numerous creators on the Dungeon Masters Guild, this product includes over 100 monsters... and most of them are just adequate. About 2/3 are from other Dungeon Masters Guild products... not a problem per se, but something about the way they did it makes this feel like a promotional item. (A few, custom-made for specific adventures, also seem odd outside of that context.) Furthermore, a significant number of the monsters are not original creations, but modifications of existing monsters; many come off a bit like filler, not far beyond what a mildly experienced DM could create on their own. Another handful are conversions of older-edition monsters (which isn't good or bad, really, but also a little odd and filler-y). On top of all this, the work also has some minor design hiccups and typos - none really being deal-breakers, but they give the work an amateurish feel (especially since the errors are still there, on a digital-first product, two years after they were pointed out by commenters).
Still, Monsters of the Guild does offer a large number of monsters, and there's something to be said for quantity. It also isn't without highlights, including:
- Cackling zombies
- The chart attack, which teleports the unwary to random locations
- The ooze dragon, a straightforward but fun hybrid concept
- Arcane and habilis oozes, both trouble for wizards
- The Potato Sack Man, which is basically also a self-contained adventure
- The tomb spider and its web mummy hosts
- The yantra, straddling the line between golem and robot
Overall, though, I was disappointed in this product. It's not terrible, but I expected a lot more. Glad I didn't spring for the print edition. (Originally posted on Goodreads)
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