This gargantuan tome of monsters clocks in at a massive 433 pages, 1 page front cover, 1 page inside of front cover, 2 pages of editorial/thanks, 2 pages of ToC, 1 page SRD, 2 pages of advertisement, leaving us with a mind-boggling 424 pages of content, so let's take a look! This review is based on the second version of the book and was moved up in my review queue at the request of numerous readers. Well, wait...before we do, please bear with me as I embark on a little tangent. As I'm typing this, D&D 5e is a relatively young system, a phenomenon I like to call "B1BS" - Bland 1st Bestiary Syndrome. I have seen A LOT of first bestiaries for various editions and they, obviously, have to cover the classic basics. Unfortunately, that also means that they tend to bore the hell out of me. Yes, I need my dragons, devils, etc. in a new gaming system and these books cover exactly that...but still. Call me monster-hipster or discerning connoisseur, but ultimately, it is the second, the third bestiary I'm looking more forward to...or the 3pp bestiaries. Here, you can usually find the uncommon, the strange and the weird. It is hence I look forward to the first big 3pp-bestiaries with a mix of anticipation and trepidation. Traditionally, there is one downside to big 3pp-bestiaries: Budget. 3pps usually don't have the budget for a ton of expensive artworks or, if they want to get a book of these proportions done close to the system's infancy, lack the time for making all the critters utterly unique in abilities and tricks. there are exceptions to this rule, obviously, but particularly in a system's infancy, separating the wheat from the chaff is pretty difficult. Well, the first thing you'll note when flipping open this book would be that Kobold Press obviously did have the budget thanks to the KS that powered this: The Tome of Beast is chock-full with a gigantic array of absolutely stunning full-color artwork, making it frankly one of the most beautiful bestiaries I have read by any publisher. Yes, I actually consider this book to be more aesthetically pleasing than Pathfinder's first bestiary or the 5e Monster Manual. The second problem mentioned, at least concept-wise, is a non-entity of an issue as well: You see, Kobold Press has years upon years of evocative critters released for 3.5, 4th edition, Pathfinder, 13th Age...add to that the rich lore of the various Midgard supplements and you have a gigantic panorama of mythologies and concepts to build upon...and at least as far as I'm concerned, context has always made it easier to design critters for me. So the ideas already are there, just awaiting their mechanical representation. That is not to say that this book contains only previously released critters, mind you - quite the contrary is the fact, actually! There are a ton of creatures contained in this massive book that have not been seen before. There is a reason for this scope: The massive mythology established for the Midgard campaign setting is defined partially by the gigantic assortment of creatures one can encounter there. Once again, this does not mean that the book is in any way tied to the system: While numerous little boxes and side-bars elaborate upon and contextualize the respective adversaries, this book can be considered to be very much campaign setting agnostic, although Midgard's themes obviously do influence the type of creatures you can find within these pages. The relative prominence of fey, to name a creature type, is a direct result of the canon established for the setting. Even beyond the confines of the setting, this canon can be considered to be an inspiration for the GM - when e.g. fey lords and ladies begin their entries by first establishing a massive array of fluff regarding their positions, including obvious adventure hooks, the book does shine. Speaking of which: From the challenge 8 Bear Lord to the legendary Lord of the Hunt to the Queen of Night and Magic or the River King, these beings not only are beautifully portrayed, they also make excellent use of several of 5e's peculiarities: Legendary actions, lair actions and the like supplement these powerful entities...and the book also features regional effects: The areas in the vicinity of the fey lords start behaving in unique ways: The region containing the river king, for example, provides abundant fishing, but also makes streams strong and erratic as well as increasing the chance of rain and thunderstorms. The powerful entity thus makes his presence felt, merely by...well, being present. This is as great a time as any to speak about one crucial feat that this book manages: Beyond being a massive collection of creatures, the book actually manages to unlock several of the absolutely legendary modules from Kobold Press' catalog for D&D 5e. While conversion into the system is pretty easy, it is ultimately classes and monsters that are hardest to adapt; GMs seeking to convert some of the ever-green gems released for other systems thus have a crucial work load taken off their shoulders...and, considering the absolutely stunning artworks suffusing this book, they also get the bonus of having a great visual representation of the iconic foes. (5e GMs: Seriously consider getting "Courts of the Shadow Fey" - it's frankly one of the most unique, amazing modules I know and with this book, conversion is dead simple for experienced GMs). That only as an aside. And yes, the Snow Queen is in this book. Told you there are a ton of new creatures inside! Now another issue bestiaries of this size face would be that different people expect different things from bestiaries and striking the right balance between those needs can be challenging. Let's face it, we gamers are an opinionated bunch: Take e.g. the owlbear or flumph - ask 10 gamers what they think about these classics and you'll get vastly diverging opinions. Two of my players absolutely love these two, while 2 others immediately start groaning whenever I use these foes. As such, opinions will diverge when faced with e.g. an oozasis/mockmire - gargantuan, intelligent ooze that sports the option to implant compulsions in those that partake from its waters or fruits, a thing that can actually emit vapors that manipulate the emotional status of creatures nearby. The serpent/leopard hybrid serpopard would be an actually cool magical hybrid creature that I can see becoming a classic. So beyond the fey and such creatures, one aspect I always loved about Midgard (and Southlands) is that the books manage to quote real world mythology and add this distinct, Midgardian spin to everything, generating an internally concise mythology of a fantastic earth-like environment that kinda could have been...if the world was steeped in magic, flat, and surrounded by the world-serpent...but you get my drift. The adaption of such themes also does not take the usual, Tolkienesque/Anglo-Saxon focus you can usually find in RPG-bestiaries, instead drinking deeply from the wells of Germanic, Slavic and Norse mythologies as well as from sources beyond the ken of many a designer. You know, before Tolkien pretty much defined the basic assumptions we have for the type of fantasy we play in, the world did not sit idle and research can unearth a vast panorama of fantastic sources from far before the time of the venerable professor. Christian medieval mythology, for example, still features the accounts of Prester John, fabled ruler of the Nestorian nation, a legend sprung from the missionary endeavors of Thomas the Apostle, who supposedly ruled over a land of immortal and wondrous creatures. Back then, this realm was considered to be possible...and while we now know that the realm as depicted in the sources does not exist, the mythology it created, with for example the blemmyes, who have no head and wear their face on their breasts, still resonates to this date. To the uninformed, they may constitute a nice, if a bit weird adversary; to those in the know, they