What’s a Sphinx without a riddle, or a Minotaur without a labyrinth? What’s a Dragon without a hoard, or a Peasant without a grievance?
The Monster Overhaul is a massive Role Playing Game bestiary designed for at-table utility. Monsters are presented alongside useful tools, ready for immediate use in any scenario.
This book aims to provide a GM with the tools they need, as they need them, without slowing down a session. In the middle of a game, a GM doesn’t need to be told that Bears live in caves or that Ghosts haunt graveyards. They know that. What they need are interesting prompts that are difficult to invent under pressure; names, details, motivations, secrets, riddles, maps, twists, etc.
Numbers are calibrated around old-school fantasy adventure game principles. This book should be compatible with, and has been tested against, the most popular and enduring old-school systems.
This book aims to provide a GM with the tools they need, as they need them, without slowing down a session. In the middle of a game, a GM doesn’t need to be told that Bears live in caves or that Ghosts haunt graveyards. They know that. What they need are interesting prompts that are difficult to invent under pressure; names, details, motivations, secrets, riddles, maps, twists, etc.
Numbers are calibrated around old-school fantasy adventure game principles. This book should be compatible with, and has been tested against, the most popular and enduring old-school systems. Check out the example below.
If your system of choice doesn’t use those numbers, the vast majority of The Monster Overhaul will still be useful, and can supplement your other books of monsters. This book is not designed to tell you what to think. This book is designed to give you space to think.
The 200+ monsters in this book are designed to be thematically and mechanically unique. The entries are a mix of classic, well-loved monsters and new creatures, designed to cover as much ground as possible. Many entries also cover a number of related monsters, or invent entirely new variants, twists, and complications. There is no padding.
It’s a ludicrous amount of high-quality art. A diverse team of talented artists worked tirelessly over the past three years to bring these monsters to life. The 160+ figure does not include minor decorations, icons, or maps.
Useful mini-dungeons are strategically placed in the book, to help a GM improvise or cover situations that are difficult to anticipate.
Each chapter starts with 30+ flavourful random encounters. Gone are the days of “2d6 rats” with no other information.
The entire book can also serve as a random encounter table. Roll 1d20 for chapter and 1d10 for a monster. Alternatively, pick a handful of chapters and use them as the basis of a setting.
This book aims to provide a GM with the tools they need, as they need them, without slowing down a session. In the middle of a game, a GM doesn’t need to be told that Bears live in caves or that Ghosts haunt graveyards. They know that. What they need are interesting prompts that are difficult to invent under pressure; names, details, motivations, secrets, riddles, maps, twists, etc.
Numbers are calibrated around old-school fantasy adventure game principles. This book should be compatible with, and has been tested against, the most popular and enduring old-school systems. Check out the example below.
If your system of choice doesn’t use those numbers, the vast majority of The Monster Overhaul will still be useful, and can supplement your other books of monsters. This book is not designed to tell you what to think. This book is designed to give you space to think.
The 200+ monsters in this book are designed to be thematically and mechanically unique. The entries are a mix of classic, well-loved monsters and new creatures, designed to cover as much ground as possible. Many entries also cover a number of related monsters, or invent entirely new variants, twists, and complications. There is no padding.
It’s a ludicrous amount of high-quality art. A diverse team of talented artists worked tirelessly over the past three years to bring these monsters to life. The 160+ figure does not include minor decorations, icons, or maps.
Useful mini-dungeons are strategically placed in the book, to help a GM improvise or cover situations that are difficult to anticipate.
Each chapter starts with 30+ flavourful random encounters. Gone are the days of “2d6 rats” with no other information.
The entire book can also serve as a random encounter table. Roll 1d20 for chapter and 1d10 for a monster. Alternatively, pick a handful of chapters and use them as the basis of a setting.
This 336 page book contains:
By Skerples, the author of the CoinsandScrolls blog, Tomb of the Serpent Kings, Kidnap the Archpriest, Epochrypha, Magical Murder Mansion, and Magical Industrial Revolution.
Editing by Dai Shugars.
Art by Lucas Roussel, Robin Carpenter, Iguanamouth, Logan Stahl, Ash Rudolph, Nadhir Nor, Crim_Reaper, Naf, Luka Rejec, Erin Kubo, Conor Nolan, Frenden, Scott Wegener, and Dyson Logos.