This pdf was move up in my review-queue as a prioritized review at the request of my patreons.
So, this pdf begins with a handy and easy to comprehend “How to Use” – basically, these abilities may increase the CR of the respective adversary to which they are added and creatures with CRs of less than 1/2 similarly halve their impact on the respective critter’s modification. If in doubt, a save is based on DC = 8 + proficiency bonus + relevant Ability modifier. The abilities themselves are categorized in 3 groups – passive abilities, active abilities and reactions. Easy, right?
Well, let’s look at the passive abilities, shall we? These range from CR +0 to CR +2 and a total of 10 are included. At CR 0, we have, for example, the temper tantrum, which imposes disadvantage on all Charisma checks made to reason with the creature while it’s under the effects of rage. Gaining temporary hit points equal to the damage dealt with bites would be a CR +1 example. There is also an option to crit in particularly bloody manner; on a failed Con-save, allies of the victim nearby must save or be poisoned and take minor psychic damage. The combo of psychic + poisoned is slightly odd to me, but honestly, I’m nitpicking here. The CR +2 modification allows for vorpal slashes – and actually has two different mechanics: One old-school and unforgiving, one that is kinder on the players. Kudos for featuring both!
A total of 8 active abilities are included; these range in CR modification from CR +1/2 to CR +2, with some having fitting refresh conditions – e.g. the temporary hit points granting and disadvantage imposing battle cry. Minor complaint here: The battle cry should have a proper range. An ability to ripout and eat the heart of recently deceased foes is similarly nice and is prevented from being cheesed by the opponents (so why didn’t he carry a bag of kittens around?) by actually having a nice caveat to prevent such a logic book. Big kudos! Somewhat weird due to its nomenclature: The legbreaker-ability allows the creature using it to force a saving throw when hitting foes with a bludgeoning weapon, reducing movement to 0 on a failed save…but this handicap can be overcome on subsequent rounds…which does not sound like breaking to me. Similarly, I think that having flying or swimming speeds should probably still allow for movement. Yes, I am nitpicking here, though these are a bit more serious. Bonus damage in exchange for suffering attacks with advantage on subsequent rounds can be an interesting boss-fight engine tweak.
The pdf also features two reactions at CR +1/2 and CR +1, with a frightened-inducing reactive stare and the option to add proficiency bonus to a non-proficient save if below 1/2 maximum hit points.
Big plus: The pdf is considerate and reproduces the Proficeincy bonus by CR and XP by Cr tables on its last page. Nice one.
Editing and formatting are very good on a formal level, good, bordering on very good on a rules-language level. Layout adheres to a two-column standard and is pretty printer-friendly, with a nice stock image in full color thrown in for good measure. The pdf has no bookmarks, but needs none at this length.
Kelly & Ken Pawlik’s latest collection of advantageous abilities is a welcome, inexpensive little customization toolkit for GMs looking to add some unique tricks to their adversaries. The abilities generally are solid and can make for some nasty surprises. What more can you ask of such a little pdf? Well, there are a few hiccups in the intricate details here, but none are truly glaring. Hence, I feel completely justified in rounding up from my final verdict of 4.5 stars. For the more than fair price, this is definitely worth getting.