Showing posts with label Monster Manual II. Show all posts
Showing posts with label Monster Manual II. Show all posts

Tuesday, July 4, 2023

The Monster Manual II -- Mark Taormino's Maximum Mayhem Dungeons #0 Village of the Borderlands Kickstarter & The Hyperborea rpg

 The Monster Manual II remains a favorite of mine for a couple of reasons. Let's get the obvious history lesson out of the way first;" Monster Manual II (1983), largely by Gary Gygax, is TSR's sixth hardcover for the AD&D game, and its third book of monsters. Though Gygax prepared at least an initial version of the manuscript in September 1982, Monster Manual II wasn't published until GenCon XVI (1983), breaking the pattern of a new AD&D hardcover appearing every year, as had been the case from 1977 through 1981." 
Now this is from the Advanced Dungeons & Dragons Monster Manual II Drivethrurpg entry but it's actually the MMI  Wiki entry that has the meat of today's research.

Here's the meat of the MMII wiki entry; "The book included random encounter tables for dungeon and wilderness settings built from the Monster ManualFiend Folio, and Monster Manual II,[1] and a dozen new devils that had been first published in the pages of Dragon magazine. Like the Fiend Folio before it, the monsters in Monster Manual II listed the experience point value for each monster within the entry. The Monster Manual II along with the First Edition Unearthed Arcana book featured quite a number of monsters, races, and places from Gary Gygax's Greyhawk Campaign world. The book featured interior illustrations by Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore." 
Between the experience lists, the random encounter tables for dungeon and wilderness, and the expanded monsters, races, and places for Greyhawk make this an excellent resource for our Borderlands campaign. 

"Open Box: Dungeon Modules". White Dwarf  (January 1984) review of the Monster Manual II by Megan C Evens goes deeper into the relievant areas for game play and according to the Wiki entry; "Monster Manual II garnered positive reviews, receiving a score of 7 out of 10 in a review in White Dwarf magazine.[3] The reviewer praised the book's standard of clear presentation, and felt that the artwork was of a higher quality than that in the previous monster books. However, the reviewer felt that there were too many high level and overly deadly monsters, and that most of the monsters in the book were inimical to adventures. The reviewer did make note of the fact that there were "many interesting ideas and several well-developed tribes and hierarchies", and felt that, overall, the book is "a good, well presented addition to the AD&D series, with some very useful creatures". The reviewer recommended the book to anyone who likes a wide range of monsters in the game."
For our own Borderlands campaign the Monster Manual II's take on humanoids, expanded races, etc. make this a no brainer to add to the mix. 

The Borderlands is a place under the purview of Chaos & evil. The MMII and it's monsters are not that well known today by the modern player. So this is a feature for us and not a bug. 
For our purposes the humanoids of B2 The Keep on the Borderlands could easily slide into the random tables of the Monster Manual II. And these tables can easily be used with the Hyperborea rpg. 
And this goes back into the fact that Advanced Dungeons & Dragons first edition monster books inspire as much as supplement  for our homebrew campaigns. 
There's something about the way that the humanoid monster races of the Monster Manual II align with the Pulpy sensibilities of the Hyperborea rpg to mind mind at least. 
Maybe it's the draw of evil that lurks within 
  Mark Taormino's Maximum Mayhem Dungeons #0 Village of the Borderlands's dungeons & ruins that give me that spin for this campaign. And this goes back to the sort of set up we've talked about," The village is another point take the campaign. These modules could be about a series of forts build along the edge of a fertile series of valleys that were carved or engineered out of volcanos to act as a sort of artificial paradise." 
The village of Hommlet is another part of this puzzle that has it's own secrets. Tunnels connecting to both the Village of the Borderlands & the Caves of Chaos. Could there be other forces of Chaos lurking just below the surface of this campaign that directly come from the Monster Manual II? The short answer is a resounding yes! 





Friday, June 16, 2023

Affairs of Shade & Shadow - Bringing The Shade Back Into Old School & OSR Campaigns

 Once again I turn my attention to Advanced Dungeons & Dragon's planes & other worlds for a bit of fun. Maybe its time to cast a bit of 'Shade' into your game campaign with a bit of a NPC villain role. Sure the plane of Shadows has become 'Shadowfell'. But these bargainers of the direst of pacts have all been almost forgotten.


There are times when bits & pieces of the Jeff Grubbs Advanced Dungeons & Dragons book The Manual of the Planes starts to ooze into my brain like last night. Especially the section on the Negative plane & vile reflection the plane of Shadow. But when we really got a taste of the darkness of the plane of Shadow was in, "Ed Bonny (January 1995). “The Demiplane of Shadow” &  In Kim Mohan ed. Dragon #213 (TSR, Inc.), pp. 22–29."



We got plunged into darkness long  before this in the Advanced Dungeons & Dragons first edition Monster Manual II by Gary Gygax. We got a taste of the plane of Shadows in the form of one of its darkest inhabitants, the Shades. These bastards of the occult have given their souls & bodies to the plane of Shadow in return for power well beyond the kin of normal men.  These are things that should not be & during the Halloween season its perfect time to reintroduce these monsterous NPC's of the plane of Shadow.





"SHADE
FREQUENCY: Very rare (rare)
NO. APPEARING: Typically 1-2
ARMOR CLASS: MOVE: As original creature
HIT DICE: As original class
% IN LAIR: Variable
 TREASURE TYPE: Variable
 NO. OF ATACKS: As original class and level
DAMAGE/ATTACKS: By weapon type
SPECIALATACKS: See below
 SPECIAL DEFENSES:
MAGIC RESISTANCE: Variable
 INTELLIGENCE: Low to genius
ALIGNMENT: Any(except good)
SIZE: As original creature
PSIONICS: As original creature
Attack/Defense Modes: As original creature
 LEVEL/X.P. VALUE: Variable
 All knowledgeable authorities agree that shades are, or were, normal humans who through arcane magic or dark sciences have traded their souls or spirits for the essence of shadowstuff. While still retaining the shape and abilities of their original species, they havegrown in power by joining with thisshadowstuff. The true native shade is unknown, and no one knows if shades are connected with the shadow (q.v.) or some power or substance from the Plane of Shadow. The method of transmutation from living being to unliving shade life has been lost. Any humanor demihuman, if the formula is rediscovered, can becomea shade. Dwarves, elves, gnomes, half-elves, halflings, humans, and an occasional half-orc, are known to have forsaken goodness for the dark lure of shadowstuff. Becoming a shade does not alter species limitations of ability, class, or level (except as noted hereafter). The stuff of shadow most certainly prolongs the life of shades, for unless they meet with an accident or are killed, they are undying. Disease has no effect on them once they enter shadow, and they may regrow body parts lost in combat (savethe head) in 1-4 weeks. This unnaturalvitalityalso manifests itself in the regeneration of hit points, allowing them to regain them at 1 hit point per turn. Because of changing light on the Prime Material Plane, shades live in the Plane of Shadow whenever possible (where they are rare). They do not leave that plane unless sufficiently motivated, such as by treasure, enforced servitude, revenge, etc. Shades wield great power in shadows, but as shadows diminish, whether from increase in light or darkness, so too wanes the power of these shadow-beings. The exact power of a shade in varying light conditions is detailed below. As original creature and level See below (see below) Light Conditions Bright light; sunlight Average light Twilight Shadowy light Night/dark Complete darkness Ability Scores -2 -1 Normal +2 +I Normal Magic Resistance Standard; saves at -4 5%/level 5%/level 5%/level 5%/level Standard Hit Points -2/die -1 /die Normal +1 /die Normal Normal Special Abilities None None Shadow-walk Shadow-walk; shadow images Shadow-walk None Type Bright light Average Light Twilight Shadowy light Underground torchlight Night/dark Total darkness Occurences Bright sunlight on a clear day Center of continual light spell Light without shadows (as from several sources around the shade) Normal daylight with shade or clouds Center of a light spell Outline of a faerie fire spell Sunset Average indoor light Edges of light and continual light spells Dimly-lit room or forest Normal illumination on Plane of Shadow A room with windows at night A moonless or cloudy night sky Pitch black, overcast night sky Unlit, interior room or cavern A darkness spell Ability Scores: Light affects the ability statistics of the shade. Bonuses will exceed normal species maximums with the exception of strength. Each +I adds 10% to 18 strength, and strength scores over 18/00 are treated as a 19 strength. Penalties lower strength by a full point (an 18/00 strength drops to 17 at -1 and 16 at -2). MagicResistance:Checkthe basicabilityofthe shadeto resist spellsvs. the light conditions. Magic resistance for a shadewill never exceed 60% (a 13th-levelshadefighter intwilightwill havea 60%magicresistance, not 65%). Note that a shade in bright light hasstandard magic resistance and all savesare made at -4 on the die because of the shade'sweakness. Hit Points: Penalties and bonuses are per hit die. No hit die may be less than 1 point. Special Abilities: All shades have the following special spell-like abilties, depending on local light conditions. Shadow-walk-This is the abilityto gather shadows around itself and use them to transport itself to the Plane of Shadow. The transport requires 1 full round. Shadow images - This is the ability to form exact duplicates of itself out of shadow and cause the duplicates to act as if they were living entities. A shade can create 2-5 shadow images and can control their actions as long as they remain within 30 feet of their creator. They may only be dispelled by altering the lighting conditions around the shade. Note that shadow images have no material substance (so they do no damage in their attacks), and that the shade must draw from surrounding shadow to create them. OtherAbilities: All shades may hide in shadows in conditions of twilight, shadowy light, and night/dark. They hide as a thief of the same level. Shades with thieving ability gain 2% per level in shadowy conditions, and 5% per level in night/dark conditions. As mentioned before, becoming a shade does not change the basic characteristics of the individual. Those having psionic abilities may have those powers enhanced, but psionic abilitymay not be gained by becoming a shade. Shades with psionic ability will lose all mastery in the disciplines of invisibility and etherealness but will gain 2 levels in dimension walking when in shadows. Shades with psionic abilities usually gain the ability of shape alteration (10% chance per year as a shade), if they do not already have this power. The psionic strength of gifted shadeswill alter upon attaining shadehood because ability scores will be changed. New power and discipline gained by such a shade will operate only on the Plane of Shadow. Finally, it is nearly impossibletodetect a shade, for its appearance does not differ areatlv from its mortal form. A shade's eves show no white, Light Conditions: A shade's power varies according to the amount of shadow available: They are most vulnerable in cases of total light and total darkness. however, rust a'dark grey or purple iris and pupii. and its skin tone becomes dusky and grey. They prefer garb of grey or black andwill rarely wear brightly-colored clothes. The transformation to shade has some evil in it, for the shade becomes gloomy and brooding. They are generally solitary due to this fact, as they cannot trust other shades, nor can they deal with normal creatures without dominating or exploiting them. "

These are not 'good' creatures in any sense of the word, & should never be available as PC's.  Instead these are mere spilt inky reflections of their former selves. No place is this more evident then in "The Ecology of the Shade."  by Dan Salas from the famous issue of Dragon #126 (TSR
, 1987). We get the process, the background, & the ecology of these self serving sorcerous horrors of darkness. 


What we learn is that the 'Shade' is a monster akin to the alien life form of the Shadow of B/X & OD&D. A monster hungry for the lifeforce & soul of humanity with a void that can't be filled by mere food stuffs anymore. Those willing to take the occult steps necessary to become a 'shade' have left their humanity far behind!
"A childhood tale drifted up from memory.
 A shade? Yes. Once a man, but now a creature of darkness. A shade is a person who has traded his soul to gain a permanent connection to the Plane of Shadow. There, the Positive and Negative Material Planes meet in the shadow of the Prime Material Plane. Do you understand what I mean? Carissa nodded, fascinated. She was a scholar as well as a noble, and her interest in the metasciences was drawn out by the mysterious intruder. A shade receives effects from the Positive and Negative Planes:’ he continued. From the Positive, he receives immunity from aging and disease, as well as powers of healing. To the Negative Plane, he loses his soul. His appearance becomes dark as night, and his personality becomes even darker."

From Dragon Magazine "The Ecology of the Shade."  by Dan Salas from the famous issue of Dragon #126 (TSR, 1987).

Shades make the perfect antagonists for player's PC's who have gotten far too used to the various undead of old school & OSR Dragons & Dragons. They 'live' to be the most patient of advesaries for a party & can become some of the most henious of foes dogging parties of adventurers who have seen one too many orc lords,witches, Ravenloft foes  or other vampiric varients. Never ever count the 'Shade' as being gone or destroryed! 

Sunday, November 21, 2021

The Darkest Side of Law - The Cult of the Bull Headed Devil God For Your Old School Campaigns

 Leviticus 18:21: “And thou shalt not let any of thy seed pass through the fire to Molech, neither shalt thou profane the name of they God: I am the LORD.”

If there's one dark lord of Law its got to be Moloch. This is one 'god' whose been there right in front of the original Dungeons & Dragons crowd going all of the way back to the beginning of Advanced Dungeons & Dragons. He's been a devil going back to the beginning of the Monster Manual II preview in Dragon magazine issue #75. His Advanced Dungeons & Dragons stats are nasty; "MOLOCH (Arch-devil) FREQUENCY: Unique (Very rare) NO. APPEARING: 1 ARMOR CLASS: -3 MOVE: 12 HIT DICE: 126 hit points % IN LAIR: 95% TREASURE TYPE: I, R, S, T, X NO. OF ATTACKS: 3 DAMAGE/ATTACK: 8-11/8-11/4-16 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: 70% INTELLIGENCE: Exceptional ALIGNMENT: Lawful Evil SIZE: L (14½" tall) PSIONIC ABILITY: 226 Attack/Defense Modes: All/all
Moloch is a Grand Duke, Viceroy of Baalzebul, and the lord of the Sixth Plane of the hells. He is as strong as a hill giant, and he attacks by grabbing and crushing or piercing a victim with his huge hands and taloned fingers, followed by the bite of his shark-toothed maw. Moloch carries, and at times may choose to employ, a six-tailed whip made of an unknown, pliable metal. This device delivers either 1, 2, or 4 points of damage per tail striking, depending on the number of charges he expends. The damage from this whip is electrical in nature, and so is greatly feared by less powerful devils.
Once per turn or melee round, as applicable, Moloch can, at will, use the following spell-like powers: affect normal fires, animate dead, beguile, burning hands (16 points of damage), detect invisibility, detect magic, fire charm, fly, geas, illusion, know alignment, polymorph self, produce fire, produce flame, pyrotechnics, raise dead, read languages, read magic, suggestion, teleport (no error), wall of fire, and (fulfill another"s limited) wish. Once per day Moloch is able to create a flame strike, use a symbol of stunning, and pronounce an unholy word. When Moloch chooses, he may breathe upon an individual, or up to 9 persons within 30". Those who fail a saving throw vs. breath weapon will be affected by fear such that they will drop their weapons and flee. Moloch can summon 1-3 horned devils (with an 80% chance of success).Great enmity exists between Moloch and Geryon. If it were not for Baalzebul, there would be open warfare between the two, much to Moloch's detriment and Mephistopheles's delight.
Description: Moloch is a great, square bodied creature with red-orange skin. He has short, thick arms and legs, and huge, square hands and feet. His feet and head are horned. His head is huge with slanting eyes and a gaping mouth."
Moeloch has been there since the beginning & clearly one of the most dangerous arch devils possibly to have active cults in a campaign. Why is this 'god' of Law so reviled?! Well according to the 'All Things Interesting' site article 'Meet Moloch' ;"Moloch’s name derives from the Hebrew word mlk, which usually stands for melek, or “king.” As this is vocalized as molek in the Masoretic text — the authoritative text for Rabbinic Judaism — the pronunciation has become its traditional name.

The Masoretic text dates to the Middle Ages but references to a Molock appear in Ancient Greek translations of old Judaic texts as well. The distinction dates back to the Second Temple period between 516 B.C. and 70 C.E. — when the Second Temple of Jerusalem stood prior to its destruction by the Romans.

Moloch’s anthropomorphized bull figure was typically pictured in Rabbinic Judaic texts as a bronze statue internally heated by a fire. It was inside this construct that priests or parents placed their children to be consumed by fire as a sacrificial offering." " 

So basically the part of adventurers on the front cover of 'The Advanced Dungeons & Dragons Player's Handbook' are breaking into & stealing from  a temple of Moeloch. And personally I don't see a problem with this. The arch devil most likely would hold power in arid lands in need of rain, & other favorable conditions. But his price for such conditions is beyond steep. 

Such cults of Law would be almost unknown in many worlds. But his agents would be more then able to spread his gospel to impoverished lands. 
But there's more going below the surface then simply child sacrifice. Not that its not enough of a black deed beyond the pale of sanity.
 




Moloch's agents often offer he offered knowledge of the multiverse, the stars, & other weather related phenomena along with favorable conditions for farming, animal herding, etc. in exchange for his worshiper's souls. But this isn't enough. There has to be the dark deed of child sacrifice as well. Why!? Because Moloch represents the dark side of Law the ever consuming arrow. And with such sacrifices there's also the accumulation of wealth as the god's greed knows no bounds. 
Moloch is reviled even among other devils & yet his cult still exists. Even in modern horror game settings the god's agents & clerics sew the seeds of murder & forbidden knowledge. Moloch offers knowledge of the multiverse through his lesser devil servants in exchange for more & more murderous deeds. Time & again there have been covens that have been uncovered by heroes who have thwarted the murderous intent of Moloch's cults. 





An eyeless eidolon awakened by thieves. 

Moloch in the modern age is a murderous god whose perfectly suited to the bloody handed 21 century offering promises of wealth, stability, fruitfulness, money, & dark knowledge in exchange for the old dangerous practices. His status & even smaller idols exist on the antiques black market some even dating back to the time of Atlantis. Where even those ancient priests & magi of the arcane condemned the bull headed devil god's dark magick practices of the darkest evil. 

Wednesday, September 30, 2020

Random OSR Thoughts & Commentary On The Monster Manual II By Gary Gygax

 

"the most complete alphabetical listing and description of the latest AD&D™ game creatures" A must for the serious AD&D™ game player. This manual contains all the new members, from Abishai to Zygom, including new creatures like the Deadly PuddingDevas, and Valley Elves. And you'll also have the advantage of the extended lists of lycanthropesgiants, and other beasts."

There are times when something drops outt of the memory bin & hits you square between the eyes. In this case its Gary Gygax's Monster Manual II. The reason is the inclusion of many of the iconic monsters & classic Gygax descriptions. But what draws one back to the classics?! 
The wiki entry on the Monster Manual II has some clues; "Monster Manual II was a 160-page hardcover book published in 1983, credited solely to Gary Gygax, which featured cover art by Jeff Easley.[1] The book was a supplement describing over 250 monsters, most with illustrations. Many of the monsters were drawn from scenario modules,[1] in particular from S4: Lost Caverns of Tsojcanth.[citation needed] The book included random encounter tables for dungeon and wilderness settings built from the Monster ManualFiend Folio, and Monster Manual II,[1] and a dozen new devils that had been first published in the pages of Dragon magazine." 

Its the inclusion of the classic Dragon magazine monsters that does it for me along with S4: Lost Caverns of Tsojcanth. Why?! Because of the very iconic nature of the Tourament module. The Monster Manual II enables the DM to continue the action of the module by expanding the wilderness of danger & horror beyond the dungeon itself. There tons of hooks that can be included into the mix with the weirdness of the Monster Manual II. 



But what's actually in the Monster Manual II?! The following creatures are listed according to the Forgotten Realms Monster Manual II wiki entry; "Abishai • Aboleth • Afanc • Agathion • Alu-demon • Ankisaurus • Annis • Ant lion • Arcanadaemon • Ascomoid • Aspis • Astral deva • Atomie • Aurumvorax • Azer • Babau • Baku • Banderlog • Barghest • Barkburr • Bar-lgura • Basidirond • Basilisk, greater • Bat • Bat, fire • Bear, northern • Bee, giant • Behemoth • Behir • Bloodthorn • Boalisk • Bodak • Boggart • Boggle • Boobrie • Bookworm • Bowler • Brown pudding • Buckawn • Bumblebee • Cambion • Camptosaurus • Cat • Catfish, giant • Cave cricket • Cave fisher • Cave moray • Chaggrin • Charonadaemon • Chasme • Cheetah • Choke creeper • Cloaker • Cloud dragon • Compsognathus • Constrictor snake • Cooshee • Crane, giant • Crysmal • Crystal ooze • Cyclopskin • Dacentrurus • Dao • Death, crimson • Death watch beetle • Decaton • Deinonychus • Demilich • Derghodaemon • Derro • Diakk • Dilophosaurus • Dimetrodon • Dracolisk • Dragonfly, giant • Dragon horse • Dragonnel • Drelb • Dretch • Drider • Duergar • Dun pudding • Duodrone • Dustdigger • Eagle • Eblis • Eel, electric • Elfin cat • Euparkeria • Executioner's hood • Faerie dragon • Falcon • Farastu • Firbolg • Firefriend • Fly, giant • Fomorian giant • Foo dog • Foo lion • Forester's bane • Formian • Foxwoman • Froghemoth • Galeb duhr • Giant black squirrel • Giant pedipalp • Giant raven • Giant vulture • Gibbering mouther • Gloomwing • Goat • Gorgimera • Greenhag • Grig • Grim • Grippli • Grugach • Hangman tree • Harginn • Haunt • Hexton • Hollyphant • Hordling • Huge centipede • Huge pedipalp • Huge raven • Huge scorpion • Hybsil • Hydrodaemon • Ice para-elemental • Ildriss • Jann • Jelly, mustard • Kampfult • Kech • Kelubar • Kentrosaurus • Korred • Kraken • Lammasu, greater • Lamprey, land • Large pedipalp • Large scorpion • Lightning quasi-elemental • Luck eater • Magman • Magma para-elemental • Mammechisaurus • Mandragora • Mantis, giant • Mantrap • Margoyle • Marid • Massopondylus • Mastiff, shadow • Megalo-centipede • Mihstu • Miner • Minimal • Mist dragon • Mobat • Mold, russet • Monadic deva • Mongrelman • Monodrone • Moon dog • Movanic deva • Muckdweller • Mud-man • Myconid • Nabassu • Narwhale • Nereid • Nonaton • Nothosaurus • Nupperibo • Obliviax • Octon • Ogre, aquatic • Oinodaemon • Oliphant • Ooze para-elemental • Ophidian • Opinicus • Ornitholestes • Otter • Owl • Pech • Pentadrone • Phantom • Phoenix • Phororhacos • Phycomid • Piscodaemon • Planetar • Podokesaurus • Poisonous snake • Pseudo-undead • Pterosaur, giant • Pyrolisk • Quadrone • Quarton • Quickling • Quickwood • Quinton • Ram • Rat • Raven • Retch plant • Rock reptile • Rutterkin • Sandling • Scum creeper • Seawolf (greater) • Seawolf (lesser) • Secundus • Selkie • Septon • Shade • Shadow dragon • Shator • Shedu, greater • Sirine • Skeleton, animal • Skunk • Slicer beetle • Slime creature • Slime, olive • Smoke para-elemental • Solar • Solifugid • Spectator • Spider, giant marine • Spined devil • Spriggan • Squealer • Squirrel • Squirrel, carnivorous flying • Stegocentipede • Stench kow • Stone guardian • Storoper • Struthiomimus • Sundew, giant • Swan • Swanmay • Swordfish • Taer • Tanystropheus • Tarrasque • Tasloi • Tenebrous worm • Tennodontosaurus • Termite, giant harvester • Tertian • Thessalhydra • Thri-kreen • Thunderbeast • Thunderherder • Time elemental • Transposer • Tridrone • Tri-flower frond • Troll, marine • Tunnel worm • Twilight bloom • Ultrodaemon • Urchin, land • Ustilagor • Vagabond • Valley elf • Vapor rat • Vargouille • Varrdig • Vegepygmy • Verbeeg • Verme • Vilstrak • Vulchling • Vulture • Weasel • Webbird • Wemic • Wereshark • White pudding • Willow, black • Wolf-in-sheep's-clothing • Wolfwere • Xag-ya • Xeg-yi • Xaren • Yagnodaemon • Yeth hound • Yochlol • Yuan ti • Zombie, juju • Zombie, monster • Zorbo • Zygom"

This gives an over arching overview of the direction that Advanced Dungeons & Dragons would take in the coming years. The ideas, thoughts, & weirdness of the Monster Manual II is a credit to Gygax's vision. He was ousted from TSR later after the Monster Manual II came out but we get a clear vision of his tone & masterful use of the Monster Manual II. The Amazon reviewer C.Jackson notes in the MMII review; 
"There are a good number of critters within, however, that you might only be tempted to use if you were attempting a very authentic early 80s AD&D experience, or if you are heavily invested in the complexities of early D&D demonology. As with the Fiend Folio (and the Basic Creature Catalog) there are a decent number of "gotcha!" monsters with unusual or surprising qualities that would likely only be entertaining once."
And while this is true it should be noted that the monster ecology found within the MMII is used & referenced extensively not only in Greyhawk but also the Forgotten Realms. The Fiend Folio would also have this same distinctision in early Advanced Dungeons & Dragons. 
My own love for the Monster Manual II is over shadowed by my love for the Fiend Folio. The relation ship between the two books is tenious at best & 
adversarial at worst but that's a blog entry for another time.