Inner Sea Bestiary Errata


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Lashunta p. 25

incorrect XP for given CR
XP CR: Computed: 200 Stat Block: 400

Dark Archive

Oronci p. 36

Has the Special Ability Undersized Weapons so it should have a corresponding entry in SQ also, just like the Centaur does.


There is no RP cost for the Lashunta's knowledgeable racial trait.

There is no RP cost for the racial mods for the Syrinx.


The Psychopomps do not have DR/adamantine plus two of them are mising some of there racial immunities granted by the Psychopomp subtype.

The Spellscar Fex does not say if glass weapons bypass it's DR.

There is nothing in the robot's entry that says if electricity bybasses there hardness wich it should.


Dragon78 wrote:
There is no RP cost for the Lashunta's knowledgeable racial trait.

That's just Skill Bonus (2 RP; +2 bonus to any single skill- in this case a choice of a Knowledge skill). That makes their breakdown:

Humanoid (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Array (0 RP)
Linguist (1 RP- they can choose from any language they want as bonuses)
Lashunta Magic (5 RP)
Knowledgeable/Skill Bonus (2 RP)
Limited Telepathy (3 RP)

Total: 11 RP

Liberty's Edge

Fungus Queen, P. 12
The Create Spawn ability say:
"Fungoid creatures are under the control of the fungus creature that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page)."
but the facing page has no information on how the infestation can be cured.


The syrinx is incorrectly listed as monstrous humaniod in the monster by type list.

Yeah but you would think that the ability to choose wich knowledge to get a +2 bonus too would be a little higher on the RP cost.

Also a +2 to one stat and -2 to one was never listed in APG as an option yet two races have these kinda of modifiers, the Strix(+2Dex -2Cha and Syrinx(+2Wis -Dex).

Paizo Employee Creative Director

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Diego Rossi wrote:

Fungus Queen, P. 12

The Create Spawn ability say:
"Fungoid creatures are under the control of the fungus creature that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page)."
but the facing page has no information on how the infestation can be cured.

Huh. Wonder if that information got cut for space...

In any event, curing someone who has been turned into a fungoid creature can be done with a wish or a miracle, but also by simply killing them before bringing them back to life. The template can also be removed by heal.


Dragon78 wrote:
Yeah but you would think that the ability to choose wich knowledge to get a +2 bonus too would be a little higher on the RP cost.

Why would it be? The Skill Bonus trait assigns a +2 bonus to a single skill, generally chosen by the GM when the race is created, but whether it is pre-selected or selected by the option of the PC, the end result is still the same; a +2 bonus to a single skill.

Arguably, given that it's a Knowledge skill, it might even be considered less useful than being able to select from any skill, period.


Also wasn't there an erata that the spwan of Rovagug were suposed to be immune to ability drain as well?

Paizo Employee Creative Director

Dragon78 wrote:
Also wasn't there an erata that the spwan of Rovagug were suposed to be immune to ability drain as well?

Yeah... but that didn't make it into print in the Bestiary yet, which means it's not in print for Inner Sea Bestiary, alas...


The Psychopomp, Shoki(page40) does not have his cold resistance of 10 listed in his defense section.

Sovereign Court

The monkey goblin has a speed of 30 and fast movement in its stat block, but it has a speed of 20 and slow movement in the Monkey Goblin Character part.

Zelishkar has Resist cold 30 AND Vulnerable to cold... which is just strange! And its natural weapons are considered lawful, and worshippers of Zelishkar car have the Law Domain, which is strange once again for a NE creature... I'm starting to think that this creature has some kind of chaotic nature xD


The monkey goblin is a barbarian so that is why his base movement is 30 instead of 20 Darkorin.

I also noticed that the Annhilater has resistance 30 to electricity and vulnerabilty to electricity.


Annihilator is that big scorpion-like robot from the front page? Vulnerability to electricity is part of robot subtype. Nothing in vulnerability description prevents having resistance to it.

Dark Archive

Lashunta p. 25

with 1d6+2 for HD there is no way you can get to 11 hp as stated in the SB

Dark Archive

Syrinx p. 51

Wis bonus gives +1 to 1st not 0th
Spell Count-Adept Level 0: Computed: 3 Stat Block: 4
Spell Count-Adept Level 1: Computed: 2 Stat Block: 1

The Exchange RPG Superstar 2008 Top 6, Contributor

Drejk wrote:
Annihilator is that big scorpion-like robot from the front page? Vulnerability to electricity is part of robot subtype. Nothing in vulnerability description prevents having resistance to it.

Just so.


Annihilator robot, page 43

It has the improved critical (chain gun) feat but the benefit is applied to the claws

Liberty's Edge

Is the quantium golem's bonus hit points already factored into its HP?

RPG Superstar 2009 Top 32

How are the Monkey Goblin's attributes modifiers purchased?

It has a stat modifier of +4 Dex, -2 Wis, & -2 Chr

This is neither Greater Paragon (Members of this race gain a +4 bonus to one ability score, a –2 penalty to one physical ability score, and a –2 penalty to one mental ability score.) nor Paragon (Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.) as defined on page 219 of the Advanced Race Guide.

Paizo Employee Creative Director

Lord Fyre wrote:

How are the Monkey Goblin's attributes modifiers purchased?

It has a stat modifier of +4 Dex, -2 Wis, & -2 Chr

This is neither Greater Paragon (Members of this race gain a +4 bonus to one ability score, a –2 penalty to one physical ability score, and a –2 penalty to one mental ability score.) nor Paragon (Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.) as defined on page 219 of the Advanced Race Guide.

They were built with a baseline of 15, 14, 13, 12, 10, 8, then modified by +4 to the 14 and –2 to the 12 and the 8.

That's standard for building a creature with PC class levels, and does not utilize the rules from Advanced Race Guide at all—the stats are for a monster, not a PC, after all.

OH! WAIT! You meant how were the MODIFIERS purchased using the race builder guide. They did not follow the "Greater Paragon" or "Paragon" patterns—now and then we build a race with unusual stat modifiers like this, when those choices are simply "right" for the monster's flavor. It's a case of bending the rules, essentially—building new monsters is, after all, as much of an art as it is a science.

RPG Superstar 2009 Top 32

James Jacobs wrote:
OH! WAIT! You meant how were the MODIFIERS purchased using the race builder guide. They did not follow the "Greater Paragon" or "Paragon" patterns—now and then we build a race with unusual stat modifiers like this, when those choices are simply "right" for the monster's flavor. It's a case of bending the rules, essentially—building new monsters is, after all, as much of an art as it is a science.

That leads to the next problem. Page 16 of the Inner Sea Bestiary gives their "RP" total as 10. However ...

Type: Humanoid (Goblin) - +0 RP
Size: Small - +0 RP
Base Speed: Slow - -1 RP
Ability Score Modifier: Unusual - ?? RP
Language: Xenophobic - +0 RP

Defensive: Fearless - +1 RP
Skill and Feat: +2 Acrobatics & +2 Stealth - +4 RP Stealth skill on the example character does not make sense. Should be +14 (3+1+4+2+4).
Movement: Climb - +2 RP Note that the +8 racial is not properly factored into the example character's climb skill of +14. Should be +16 (3+1+4+8).
Senses: Low Light Vision - +1 RP
Other: Prehensile Tail - +2 RP

That would mean that the Monkey Goblin's Ability Modifiers were purchased as Paragon for one point. Thus it may be getting a better deal then Greater Paragon. Of course, buying the attribute modifiers as a Greater Paragon equivalent and changing its RP cost to "11", with is the same as a Dwarf, doesn't have a huge impact


You can get that ability modifier with Paragon and Advanced Intelligence, though that costs extra. Honestly, the ability score modifiers are one of the wonkier things in the race builder. That and the fact that I'm pretty sure the Merfolk are impossible to build...


Zelishkar of the Bitter Flame stats do not reflect Unholy Aura/

AC (in print) 39 (+11 armor, +3 dex, +1 dodge, +15 Natural, -1 size)

should be

AC 43 (+11 armor, +4 deflection, +3 dex, +1 dodge, +15 Natural, -1 size)

Saves should be 4 higher...

Fort (assuming bad save) +8 (24 HD Outsider), +11 Con, +4 aura = 23
Ref (assuming good save) +14 (24 HD Outsider), +5 Dex, +4 aura = 23
Will (assuming good save) +14 (24 HD Outsider), +6 Wis, +4 Aura = 24

Electricity resistance of Daemonic Harbingers is missing.

Dark Archive

andriod

Skill Over HD Max:Disable Device: Computed: 2 HD: 1

ACP 0 = 0 leather
Favored Class Points Devoted to HP: 1
Skills Ranks: 10 = 10 class skills
Total Ranks Used 10

Acrobatics +7 = +1 ranks, +3 Dex, +3 class skill
Climb +5 = +1 ranks, +1 Str, +3 class skill
Disable Device +7 = +2 ranks, +3 Dex, +3 class skill -2 no thieves' tools + (1/2= 0 ) Rogue Disable Device (Level /2)
Escape Artist +7 = +1 ranks, +3 Dex, +3 class skill
Knowledge (engineering) +3 = +1 ranks, +2 Int
Knowledge (local) +6 = +1 ranks, +2 Int, +3 class skill
Perception +6 = +1 ranks, +0 Wis, +3 class skill +2 Race Mod
Sense Motive +0 = +1 ranks, +0 Wis, +3 class skill -4 Race Mod
Sleight of Hand +7 = +1 ranks, +3 Dex, +3 class skill
Stealth +3 = +0 ranks, +3 Dex +0 Medium

Liberty's Edge

Trapfinding offers a minimum of +1 even at first level; pretty sure they didn't bother penalizing the statblock for the lack of thieves' tools (which would be folded into the "other treasure" part of her NPC gear anyway). Also, the android rogue as a Stealth bonus of +7, which is where the other skill point went.

Paizo Employee Creative Director

Shisumo wrote:
Trapfinding offers a minimum of +1 even at first level; pretty sure they didn't bother penalizing the statblock for the lack of thieves' tools (which would be folded into the "other treasure" part of her NPC gear anyway). Also, the android rogue as a Stealth bonus of +7, which is where the other skill point went.

Correct.

When we stat up a NPC, and that NPC generally needs specific tools to do its job (be it a holy symbol or a spell book or, in this case, thieves' tools), we generally don't list those assumed items of equipment and instead lump them all together under the "other treasure" category in order to prevent the treasure line from being 2 or more lines long.


Dragon78 wrote:
The Psychopomp, Shoki(page40) does not have his cold resistance of 10 listed in his defense section.

It has cold immunity.


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According to the breakdown, the Andorid costs 16 RP to build. It can't possibly cost more than 10 RP unless the Constructed trait costs 10 RP rather than 2.

Grand Lodge

Darkorin wrote:
Zelishkar has Resist cold 30 AND Vulnerable to cold... which is just strange! And its natural weapons are considered lawful, and worshippers of Zelishkar car have the Law Domain, which is strange once again for a NE creature... I'm starting to think that this creature has some kind of chaotic nature xD

Sorry for the necro, but I found this thread by searching for it to update my copy of the book, and figured I may not be the only one who stumbles across it. This was explained in the product thread for this book. Zelishkar's daemonic harbinger stats had some copy-paste errors from Lorthact, the infernal duke in this book. His natural weapons should only be considered evil, not also lawful. He also should grant access to the Animal, Evil, Fire, and War domains, and his favored weapon is actually a ranseur. These corrected bits are also found in Inner Sea Gods.

Grand Lodge

Pg. 51 - Syrinx

Incorrect hp. NPC classes do not receive full hp for their first HD. Change "5" to "3".

Grand Lodge

Pg. 8 - Cayhound

Cayhounds are outsiders, but they're missing their outsider subtypes that all outsiders need to have. For one, they should have the extraplanar subtype, and probably the chaotic and good subtypes as well.

Grand Lodge

Pg. 53 - Umbral Shepherd

This creature is also missing its outsider subtype (incorporeal doesn't count*). For one, it should have the extraplanar subtype probably (which also doesn't count* when it comes to outsider subtypes), and possibly the evil subtype.

*When I say "counts" I'm referring to the subtype it would require that would allow rangers to select it as a favored enemy, like "outsider (evil)".

Grand Lodge

Pg. 6 - Blighted fey satyr stat block

The original satyr stat block from the first Bestiary had an issue we brought up in that errata thread where the Weapon Finesse feat was wasted on them, considering their Strength and Dexterity bonuses were equal to one another. Now more than ever, with the blighted fey template increasing the Strength score, Weapon Finesse is more useless than before for this stat block here.

This template and example creature made their core debut as of Bestiary 6, and this issue has been mentioned in that book's errata/FAQ thread.

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