![]() ![]() Some are used for races in the book, such as "Travelers in Time" for the mind flayers, but others, such as the "Otherwhens", are unused in the book, and are simply there to spark imagination. The chapter describes a tale of where much of the known information about aberrations comes from, including a number of origins stories for different races. They are as varied as humanoids or animals. Unlike other monster types that have their own books, such as dragons and undead, aberrations do not have a unifying theme. ![]() The first chapter of the book covers the topic of aberrations in general. The book also has a relatively beefy chapter full of new monsters, and a chapter on how players can build characters that either fight with or learn secrets from the aberrations. Each one of these race's chapters ends with a brief adventure to detail the monster's place. Fortunately, all non-core races are fully statted out in the beginning of their chapters. The last race, the tsochari, is completely new to the book. Two, the neogi and the grell, were published in other non-core sources prior to this book. Three of these are core monsters: the aboleths, the beholders, and the mind flayers. Lords of Madness: The Book of Aberrations delves into the societies, magic, languages, customs, anatomies, and other aspects of six aberration races. Among their ranks are what, in my mind, are the most iconic monsters in D&D, only below dragons, orcs, trolls, and staples in fantasy literature. Ever since I first cracked open my copy of the 3e Monster Manual, aberrations have been my favorite monster type. ![]()
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