A little flawed, but for some GMs utterly necessary.
If you really want to make Stars Without Number dungeons and dragons in space, your combat encounters will likely get boring and easy fast. SWN's xenobestiary, such as it exists, is simple to a fault. This makes statting out a random alien creature doable in 30 seconds for when the party goes where you aren't expecting it to, but it doesn't make that interesting boss encounter when you want to pull out all the stops. This book fixes that problem, easily. And honestly for a great price. It fills a niche as the "Stars Without Number Monster Manual." Many of these aliens are actually very strong, which is a welcome addition to the game. SWN revised doesn't usually offer a lot of good combat challenges for high level PCs. Many of the monsters are also quite creative in their strengths and weakness, like a scorpion automaton that has powerful weapons and beefy hit points, but cannot make conscious tactical decisions, and rolls 1d6 every round to determine what its action will be. Or a plant that lets off a psionic field that does all kinds of nasty things.
Only two issues I will point out: First, some of these monsters really are just D&D-expies. That's s a little disappointing because I could theoeretically adapt those myself. Maybe I wouldn't do it in the same way. The second is that the book has frequent typos. At first I accepted them on the basis of self-published writing, but when I started seeing how common the errors were (one every 1-3 sentences in some of the alien entries) I started to wonder if this was written by an english-second-language writer. So far, none of it has prevented me from understanding what the writer is trying to say, but I haven't read it cover to cover, and I can imagine it being an issue if there is an unclear enough sentence.
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