Pathfinder and the Rise of the Runelords Adventure Path famously reimagined goblins, detailing their culture, mannerisms, and tactics in a way that made a boring old monster one of the most hotly discussed foes in fantasy roleplaying. Now, the minds that bring you Pathfinder have applied the same method to ten "classic" monsters, providing complete ecological discussions and adventure ideas involving orcs, ogres, goblins, hobgoblins, trolls, bugbears, and more in this lavishly illustrated, full-color 64-page overview that is both fun to read and fun to use at the gaming table.
Back in 2002, a group of former Wizards of the Coast employers formed Paizo Publishing and acquired the publishing rights for Dragon and Dungeon, the official magazines of Dungeons and Dragons. In 2007, with the advent of 4th Edition, Wizards of the Coast took back the magazines, giving Paizo no choice but to make their own products using the Open Gaming License (OGL), eventually working towards building their own system.
While the OGL allowed Paizo to use D&D rules, it did not include any of the "lore" or setting info and backstory behind these rules. So they had to make it up. This led to products like this one, in which Paizo set out to reimagine the classic D&D monsters by making their flavour tight, fresh, and grounded in the original mythology that inspired them. Its a good book, though, as with all edited volumes worked on by multiple authors, it is inconsistent. The new, at the time, takes on goblins, bugbears, and kobolds are particularly fantastic, while the rest are less interesting but generally have some good ideas.
I am solidly impressed with this book. I mean, really? Goblins? Bugbears? Most adventures are out of that zone by 2nd level, but this book adds some fascinating character to the goblinoid races. Also a good source of plot hooks.