A massive monster bestiary for Trail of Cthulhu is currently available for preorder from Pelgrane Press. Hideous Creatures: A Bestiary of the Cthulhu Mythos will include thirty-one different entries for a variety of ghastly entities drawn from the world of H.P. Lovecraft. With authors such as Kenneth Hite and Gareth Ryder-Hanrahan on board this is certainly a release which should be on every Lovecraftian GM’s radar. Currently the 352 page hardcover of Hideous Creatures, including the PDF, can be preordered for $49.95. I don’t have a release date yet but I’d at least expect the PDF to be arriving sometime before the end of the year.
From Pelgrane:
Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote, his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving signals that the world is horrible and wrong.
In Hideous Creatures: A Bestiary of the Cthulhu Mythos, we present a comprehensive look at Lovecraft’s hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the uncanny: the recognition of something familiar as something weird. As in the “Gods and Titans” section of the Trail of Cthulhu core book, this book deliberately contradicts itself, blurring boundaries and erasing certainties in the name of the uncanny. In your campaign, these variant truths might be misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false sense of familiarity.
Hideous Creatures: A Bestiary of the Cthulhu Mythos is the Trail of Cthulhu bestiary written by Mythos giant Kenneth Hite and fellow experts Gareth Ryder-Hanrahan, Becky Annison, Helen Gould and Ruth Tillman, in the tradition of the award-winning Book of Unremitting Horror and the 13th Age Bestiary. Creatures are not just antagonists to fight or flee from; they are entire adventures by themselves, leaving physical traces, occult clues and madness in their eldritch wake.