Possible Bestiary 4 Errata


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Grand Lodge

Pg. 288 - Advanced Creature simple template

This hasn't had the errata update Bestiary 1 got when it went to its third printing. Under rebuild rules, for ability scores, it should be changed to "+4 to all ability scores (except Int scores of 2 or less)".

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Strife2002 wrote:
What I'm asking is, could there be fast zombie lords or plague zombie lords? There's nothing conflicting that would prevent it. Fast zombie lords don't have stagger to begin with to lose, but they do have DR 5/slashing they'd lose.

I suppose this is possible... but it's kind of against the flavor of the template in question. The template itself is meant to be a zombie-master type boss zombie that "scratches a different itch" than the juju zombie, after all, not just a variant zombie type.

Grand Lodge

Pg. 291 - Change Shape

This hasn't had the errata update Bestiary 1 got applied. After the third sentence of this paragraph, add the following:

"Unless otherwise stated, it can remain in an alternate form indefinitely."

Grand Lodge

Pg. 292 - Disease

First paragraph of Disease, last sentence, "remove disease" should be italicized.

Grand Lodge

Thanks, James. I'll make a note.

Pg. 294 Omission of Flight

Couldn't help but notice that the Flight universal monster rule is missing this time around. If this was intentional, then I think I can understand why (listing it as an ability itself was a little awkward). I always thought, though, that the update it got in Bestiary 2 was the best way of handling it, saying if the creature had wings it was extraordinary, and either supernatural or spell-like if it didn't.

Grand Lodge

Pg. 295 - Grab

Looks like this version of grab is the pre-errata version from Bestiary 1. B2, B3, and later printings of B1 fixed this already. In the first paragraph, delete the second sentence (the one that starts with "Unless otherwise noted,"). After the second paragraph, add the following new paragraph:

"Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line."

Also change the Location information from "individual attacks" to "individual attacks and special attacks."

Grand Lodge

Pg. 299 - Spell-Like Abilities

This doesn't have the update the errata made to it in Bestiary 1. In the second paragraph, change the second sentence to read as follows:

"A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself."

Grand Lodge

Pg. 296 - Keen Scent

Minor typo. In the format information, change "keen senses" to "keen scent".

Grand Lodge

Pgs. 292 & 292 - Damage Reduction

Now that Mythic Adventures is out and we have a new way to break through DR/epic (using weapons whose total enhancement bonuses combined with their special properties equal +6 or greater), the DR rules in this book's glossary maybe should be updated? Just a suggestion, though I know space is a hot commodity and that would be quite the addendum. I just thought since this book contains mythic monsters it warranted something.

Grand Lodge

Strife2002 wrote:

Thanks, James. I'll make a note.

Pg. 294 Omission of Flight

Couldn't help but notice that the Flight universal monster rule is missing this time around. If this was intentional, then I think I can understand why (listing it as an ability itself was a little awkward). I always thought, though, that the update it got in Bestiary 2 was the best way of handling it, saying if the creature had wings it was extraordinary, and either supernatural or spell-like if it didn't.

Well I guess really there's several things not mentioned in this glossary that appeared in previous bestiaries' glossaries, probably just because there weren't any monsters featured in it that used those abilities. For example, the Split ability isn't mentioned.

Grand Lodge

Pgs. 309 & 310 - Empower Spell-Like Ability and Quickened Spell-Like Ability.

The prerequisites for these feats require the caster be CL 6th and 10th, respectively. According to the table on page 310, though, this doesn't match up with casters being able to empower 0-level spells, which they could do at 4th- and 8th-level, respectively.

Grand Lodge

Pg. 309 - Improved Natural Attack

Missing the Special paragraph that was added in Bestiary 1 post errata:

"Special: This feat can be taken multiple times. Each time it is taken, it applies to a different natural attack."

Grand Lodge

1 person marked this as FAQ candidate.

Pgs. 271 & 312 - Walrus and walrus animal companions

Is this stat block for the walrus meant to replace the stat block for the walrus in Player Companion: Animal Archive? The walrus in that book was a higher CR, more Hit Dice, a faster speed, better ability scores (except Wis), had a different melee attack (gore instead of bite), different feat selection, and a special ability that basically gave its gore attack Improved Critical. The animal companion stats were also different, and the ones in Animal Archive were better all across the board except for the B4 version having +1 higher natural armor bonus for the starting stats.

Grand Lodge

JoelF847 wrote:
p. 94 Erkling - His attack with his bow should be keen from his ironwood mastery, and therefore have a crit range of 19-20. Also, the attack name should be +3 cold iron keen longbow, similar to how his melee attack is a +3 cold iron keen longsword.

Unfortunately the keen weapon property can't be applied to ranged weapons. This is different from the keen edge spell which can. I've asked the devs in the past about this discrepancy and they assured me that this was intentional. Also it wouldn't matter so much to note the bow is cold iron in his hands, since it wouldn't transfer the property to the arrows. It WOULD matter though if he decided to use his bow as an improvised melee weapon, which I'd say would be treated as a quarterstaff.

Grand Lodge

Sc8rpi8n_mjd wrote:

Cernunnos- Gore attack should be treated as secondary, since he is using a manufactured weapon (-5 to attack, half strength to damage). The club has wrong critical range, should be 20. He has Improved Critical (scimitar), but wields a club. If you apply the feat to the club, threat range becomes 19-20.

...

Great old one, Hastur- quickened suggestion is missing the save DC

As far as Cernunnos is concerned, his damage value for his gore is incorrect, but reducing what's listed in the stat block by half wouldn't be right since it's more way off than that. Right now he's got the same damage bonus as his +5 weapon. The actual damage of his gore when used with his weapon would be "(2d8+4)". Also, I'd change every instance of "club" to "scimitar" and make his weapon a scimitar instead. This would include the melee line, the Weapon Focus feat, and the treasure line.

And as for Hastur, I think you meant quickened feeblemind, and yes the DC would be 28.

Grand Lodge

chopswil wrote:

Boilborn p. 22

not using new dex skills rule for tiny on climb and swim

Disease DC-: Computed: 14 Stat Block: 12
10 + HD/2 + ConMod10 + (2 / 2) + 3

space/reach should be before special attacks

I wonder...if the rule applies to those rare Tiny or smaller creatures that have higher Str and Dex scores... After all, if a character had the Weapon Finesse feat, and suffered some serious Dex damage, they could always "ignore" that feat and use Str like normal characters. Same concept here. Tiny creatures I maybe feel have the OPTION to use Dex for Climb and Swim because it's usually more convenient and makes sense for their light frames to have to rely less on Strength, but nothing would logically stop them from using their muscle to attempt moving about like everyone else. This is all speculation, obviously.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Strife2002 wrote:
JoelF847 wrote:
p. 94 Erkling - His attack with his bow should be keen from his ironwood mastery, and therefore have a crit range of 19-20. Also, the attack name should be +3 cold iron keen longbow, similar to how his melee attack is a +3 cold iron keen longsword.
Unfortunately the keen weapon property can't be applied to ranged weapons. This is different from the keen edge spell which can. I've asked the devs in the past about this discrepancy and they assured me that this was intentional. Also it wouldn't matter so much to note the bow is cold iron in his hands, since it wouldn't transfer the property to the arrows. It WOULD matter though if he decided to use his bow as an improvised melee weapon, which I'd say would be treated as a quarterstaff.

While true, the Ironwood Mastery power of the erkling says "any ironwood weapon it wield is treated as a +3 cold iron keen weapon." This is a conflict where the specific rule of ironwood mastery would trump the general rule of the keen weapon property. Either that or the ironwood mastery power should be errattaed so it reads any slashing weapon, or something to that effect.

Dark Archive

Apocalypse Locust p. 12

either they forgot size mod or Mythic Weapon Focus
Melee Attack Bonus-Pincers: Computed: 8 Stat Block: 7
6 BAB +6 AbilityBonus -1 SizeMod -5 Secondary +1 Weapon Focus +1 Mythic
Weapon Focus

Dark Archive

Argus p. 13

i see no power/ability that gives +4 insight to AC

Rock throwing is supposed to do 1.5xStrMod to damage. It is only using straight StrMod.

Skill Over HD Max:Sense Motive: Computed: 16 HD: 13

I suspect they gave it sense motive as a class skill.
Skill Points Exceeded : -3
Skills Ranks: 65 = 0 class skills +65 race skills
Total Ranks Used 68
-------------------------------------------

Climb +24 = +7 ranks, +14 Str, +3 class skill
Handle Animal +6 = +6 ranks, +0 Cha
Intimidate +30 = +13 ranks, +0 Cha, +3 class skill +14 Intimidating
Prowess
Knowledge (history) +10 = +6 ranks, +1 Int, +3 class skill
Perception +29 = +13 ranks, +1 Wis, +3 class skill +2 Alertness +2
Mythic Alertness +3 SkillFocus+3 SkillFocus-Perception 10 ranks +2
Alertness 10 ranks
Sense Motive +23 = +16 ranks, +1 Wis +2 Alertness +2 Mythic Alertness
+2 Alertness 10 ranks
Swim +24 = +7 ranks, +14 Str, +3 class skill

Dark Archive

Colossus, Iron p. 36

CMD: Computed: 60 Stat Block: 62
10 +23 BAB +20 StrModUsed +-1 DexMod +8 SizeMod

Dark Archive

Colossus, Stone p. 37

Feat Pre Req: Deadly Aim needs min Dex of 13, but has Dex of 11

SLA DC-wall of stone: Computed: 13 Stat Block: 16
10 +5 Spell.SLA_Level +-2 AbilityBonus

SLA DC-repulsion: Computed: 14 Stat Block: 17
10 +6 Spell.SLA_Level +-2 AbilityBonus

CMD: Computed: 58 Stat Block: 60
10 +21 BAB +19 StrModUsed +0 DexMod +8 SizeMod

Skill Points Exceeded : -3
Skills Ranks: 21 = 0 class skills +21 race skills
Total Ranks Used 24
-------------------
Intimidate +11 = +13 ranks, -2 Cha
Perception +11 = +11 ranks, +0 Wis

Dark Archive

Graeae p. 134

a bunch of spell DCs are off
Numerically, it appears that she's using her IntMod for her SLA DCs, as well as for that concentration. Double checked against the other hag type creatures in other bestiaries, and they all clearly are using ChaMod (the concentration check to SLAs didn't appear until Bestiary 2, so I can only verify that against one of the hag types)

SLA DC-ill omen: Computed: 10 Stat Block: 17
10 +1 Spell.SLA_Level +-1 AbilityBonus

SLA DC-enthrall: Computed: 11 Stat Block: 18
10 +2 Spell.SLA_Level +-1 AbilityBonus

SLA DC-feast of ashes: Computed: 11 Stat Block: 18
10 +2 Spell.SLA_Level +-1 AbilityBonus

SLA DC-ray of exhaustion: Computed: 12 Stat Block: 19
10 +3 Spell.SLA_Level +-1 AbilityBonus

Skill Points Unused : 4
Skills Ranks: 60 = 0 class skills +60 race skills
Total Ranks Used 56
-----------------------------------------
Bluff +5 = +6 ranks, -1 Cha
Craft (alchemy) +15 = +6 ranks, +6 Int, +3 class skill
Fly +15 = +2 ranks, +3 Dex, +3 class skill +0 Medium +4 good + 3 fly
spell(CL /2)
Intimidate +8 = +6 ranks, -1 Cha, +3 class skill
Knowledge (arcana) +12 = +6 ranks, +6 Int
Perception +10 = +6 ranks, +1 Wis, +3 class skill
Spellcraft +12 = +6 ranks, +6 Int
Stealth +12 = +6 ranks, +3 Dex, +3 class skill +0 Medium
Survival +10 = +6 ranks, +1 Wis, +3 class skill
Use Magic Device +5 = +6 ranks, -1 Cha

Dark Archive

Great Old One, Cthulhu p.138

CMD: Computed: 95 Stat Block: 97
10 +27 BAB +23 StrModUsed +5 DexMod +8 SizeMod +22 ACBonus

trample damage low. Should be 1.5*StrMod=1.5*(23)=+34. Not sure how it wound up at +30.

Dark Archive

Grendel p. 145

AC Math: Computed: 38 Stat Block: 34
10 +25 natural +4 Dex +-1 size

AC Value: Computed: 38 (+4 Dex, +25 natural, -1 size) Stat Block: 34
AC = 10 +0 Armor +0 Shield +4 Dex Used +24 Other Bonuses +0 Rage
Other Bonuses = +25 Natural +-1 SizeMod

Racial Mods formatting: usually "+8 Perception (sound-based checks)" is formatted something like this "+8 Perception with sound-based checks"

Skills Ranks: 60 = 0 class skills +60 race skills
Total Ranks Used 65
Skill Points Exceeded : -5
-----------------
Acrobatics +19 = +15 ranks, +4 Dex
Intimidate +12 = +10 ranks, -1 Cha, +3 class skill
Perception +15 = +10 ranks, +2 Wis, +3 class skill
Stealth +24 = +15 ranks, +4 Dex, +3 class skill +3 SkillFocus -4 Large+3 SkillFocus-Stealth 10 ranks
Swim +31 = +15 ranks, +13 Str, +3 class skill

Dark Archive

Guardian Dragon p. 146

where does the +6 armor AC mod come from? should it be "natural armor"?

CMD: Computed: 55 Stat Block: 51
10 +26 BAB +14 StrModUsed +1 DexMod +4 SizeMod

Dark Archive

Julunggali p. 164

+2 insight from where?
AC Value: Computed: 36 (+1 Dex, +33 natural, -8 size) Stat Block: 38
AC = 10 +0 Armor +0 Shield +1 Dex Used +25 Other Bonuses +0 Rage
Other Bonuses = +33 Natural +-8 SizeMod

Has Weapon Focus (gore), but no gore attack. Numbers suggest that ought to be Weapon Focus (slam).

Dark Archive

Tyrant Jelly p. 266

forgot 10 AC base?
AC Math: Computed: 33 Stat Block: 23
10 +29 natural +-5 Dex +-1 size

Dark Archive

Leanan Sidhe p. 180

Init Mod: Computed: 10 Stat Block: +7
+3 Dex Mod +4 Improved Initiative +3 Mythic Improved Initiative

The SLA concentration is out of nowhere. With a CL of 10 and ChaMod of +5, it ought to be +15. Even is using IntMod or WisMod, there's no way to make it +12...

it appears that Spell Focus(enchantment) is being applied, but these are Spell-Like Abilities and there seems to be some argument as to whether this applies or not.
If it doesn't apply then the feat is being wasted, if it does apply then Spell Focus should be applied with other monsters.

SLA DC-calm emotions: Computed: 17 Stat Block: 18
10 +2 Spell.SLA_Level +5 AbilityBonus

SLA DC-crushing despair: Computed: 19 Stat Block: 20
10 +4 Spell.SLA_Level +5 AbilityBonus

SLA DC-animal trance: Computed: 17 Stat Block: 18
10 +2 Spell.SLA_Level +5 AbilityBonus

SLA DC-charm person: Computed: 16 Stat Block: 17
10 +1 Spell.SLA_Level +5 AbilityBonus

Dark Archive

Myrmecoleon p. 198

mandible to-hit is 2 low as well.
+16 = +10 BAB, +6StrMod, +1 Weapon Focus, +1 Mythic Weapon Focus, -2 Size

Feat Pre Req: Shatter Defenses is missing prereq feat Dazzling Display

CMD: Computed: 26 Stat Block: 24
10 +10 BAB +6 StrModUsed +-2 DexMod +2 SizeMod

Dark Archive

Titan, Fomorian p. 261

Melee Attack Bonus-Slam: Computed: 21 Stat Block: 26
18 BAB +16 AbilityBonus +-8 SizeMod +-5 Secondary

AC Value: Computed: 40 (+13 armor, +1 Dex, +24 natural, -8 size) Stat
Block: 41
AC = 10 +13 Armor +0 Shield +1 Dex Used +16 Other Bonuses +0 Rage
Other Bonuses = +24 Natural +-8 SizeMod

he lists having rock throwing in his Special Attacks, but there's no explicit ranged attack line indicating it.

Grand Lodge

JoelF847 wrote:
p. 153 Hyakume - Since the point of the eye probe is to spy on creatures and other areas, and it can be attacked, what is the size (Fine I'm guessing), and what is the Stealth bonus for the eyes, or the DC to spot them with Perception?

Good point. They may be Diminutive, since they come from a Large creature. Who can say.

Grand Lodge

JoelF847 wrote:
p. 208 Oceanid - For the Waveglide ability - since it can be used on vessels like ships, how to they make the DC 19 Will saving throw? Does the captain make it, the navigator, the person on the ship with the highest will save, or should the captain or navigator make a Profession (sailor) check instead (possibly at a higher DC since skill checks are easier than saving throws).

I'm guessing that unless it's a magical ship, an object fails the save automatically. I like you're thought process though, that someone with a high enough Profession (sailor) check could maybe overcome this ability.

Grand Lodge

JoelF847 wrote:
p. 267 Udaeus - shortspear attack bonus should be +8 (+3 BAB, +3 Str, +1 magic, and +1 weapon focus)

+2 from Weapon Focus, because it's the mythic version.

Grand Lodge

chopswil wrote:

Giant, River p. 128

...

Feat Pre Req: Improved Bull Rush is missing prereq feat Power Attack

...

Easy fix for this. One of its feats is Martial Weapon Proficiency (spear). This is a problem because:

1) Spears are simple weapons, not martial weapons.
2) All humanoids with racial HD (like giants) are automatically proficient with all simple weapons, as per rules for humanoids.

So we just change Martial Weapon Proficiency (spear) to Power Attack.

Grand Lodge

Pg. 188 - Werebat

Most of us are aware that many of the lycanthropes from all books rebel against the rules set for them on page 196 of the Bestiary. This is yet another case of this. The rules say the creature is supposed to gain attacks like that of the base animal while in hybrid form. The werebat has a bite and two claw attacks, but the base creature only has a bite.

Grand Lodge

chopswil wrote:

Immortal Ichor p. 156

+28 profane AC mod from where? usually some SA for this

forgot the base 10 to AC
AC Math: Computed: 42 Stat Block: 32
10 +1 dodge +3 Dex +28 profane

SLA DC-charm person: Computed: 16 Stat Block: 18
10 +1 Spell.SLA_Level +5 AbilityBonus

SLA DC-charm person: Computed: 16 Stat Block: 18
10 +1 Spell.SLA_Level +5 AbilityBonus

profane ac mod applies to CMD
CMD: Computed: 62 Stat Block: 34
10 +15 BAB +5 StrModUsed +3 DexMod +0 SizeMod +1 DodgeBonus +28 ACBonus

What if, when designing this creature, they started with an AC that was comparable to other creatures at CR 17 and worked their way back? 42 is pretty nuts for a CR 17 creature, hell it's more than the Tarrasque. So what if the +28 Profane (wherever it's coming from) accidentally included the base 10? That would also drop the CMD correction to a more manageable 52.

Grand Lodge

Oh yeah, and chop one thing I forgot to mention above is that the charm person spell-like ability is at 18 because it has the Ability Focus (charm person) feat.

Dark Archive

Strife2002 wrote:
Oh yeah, and chop one thing I forgot to mention above is that the charm person spell-like ability is at 18 because it has the Ability Focus (charm person) feat.

Ability Focus on SLA?

and out of left field, my screen name of chopswil is chops(an old nick name) plus wil (the start of my last name) not chop swill

Grand Lodge

LOL, ok noted. Yeah I scratched my head on Ability Focus on SLA, too, but I can't see anywhere in the rules why this wouldn't be allowed. It's supposed to increase an ability's DC, and I think your ability to cast a spell-like ability counts as that? I dunno. By that logic I could see someone arguing that spells in your spellcasting repertoire could count for this, too, so who knows.

Grand Lodge

chopswil wrote:

Manitou p. 192

where does the +12 deflection ac mod come from? no source in text

Hmm, did you mean +3 deflection? Either way I agree, I don't see the source.

Grand Lodge

chopswil wrote:

Nependis p.

formatting: usually when racial mod applies to only special circumstances it is formatted like this: "+8 Acrobatics when jumping" not this

"Racial Modifiers +8 Acrobatics (when jumping)"

Further, it will already have a bonus of +4 to Acrobatics checks made to jump due to it's high speed. Is it a racial bonus of only +4 to Acrobatics when jumping, or do the racial +8 and the speed +4 combine, meaning that it ought to have an Acrobatics check when jumping of +15?

I'm guessing that it does include it (although I think this is a mistake to write it like this). Mainly because usually when a creature's speed is 40 or higher, their Acrobatics skill will list the bonus when jumping.

Grand Lodge

chopswil wrote:

Nycar p. 207

Dex used for tiny or smaller in skill-Swim
Skill:Swim: Computed: 11 Stat Block: 13

Skill Points Unused : 1
Skills Ranks: 9 = 0 class skills +9 race skills
Total Ranks Used 8
----------------------
Escape Artist +13 = +2 ranks, +3 Dex +8 racial mod
Fly +11 = +1 ranks, +3 Dex, +3 class skill +4 Tiny
Perception +5 = +2 ranks, +0 Wis, +3 class skill
Stealth +20 = +3 ranks, +3 Dex, +3 class skill +3 SkillFocus +8 Tiny
Swim +11 = +0 ranks, +3 Dex +8 swim speed

There's another issue here. To begin with, it looks like your program did that thing where it changed a skill's bonus because it ran out of skill points. Swim is actually +13, so we have the following:

Escape Artist +13 = 2 ranks + 3 Dex + 8 racial
Fly +11 = PROBLEM; SEE BELOW
Perception +5 = 2 ranks + 0 Wis + 3 class skill
Stealth +20 = 3 ranks + 3 Dex + 3 class skill + 3 feat + 8 size
Swim +13 = 8 swim speed + 3 Dex + ?????

So we have two issues - Fly and Swim. The reason why I didn't even calculate Fly is because this creature is ineligible to put ranks into it:

Fly skill wrote:
You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).

This little guy can't even take ranks in Fly, no matter if it's a class skill for dragons. He has no fly speed, no constant fly spell-like ability, not even any wings. Fly should be eliminated entirely from this guy's skills.

This leaves Swim as our other problem. According to the skills above, I have two points remaining to spend, but if I do the +3 class skill bonus kicks in and puts us over-budget. My recommendation is to delete Fly, reduce Swim to +11 like you had above with no ranks, and put the extra points in Escape Artist and Perception since there's room (or just increase Swim to +16).


1 person marked this as FAQ candidate.

Drakainia: Claws crit 16-20...should be 17-20 as per razor claws.

Also, she has dim door as an at will and a 3/day...which is it?

Grand Lodge

Pg. 216 - Pooka

In the pooka's Special Qualities, it says one of the shapes it can transform into using change shape is a rabbit, which then says in brackets to use the stats for a raccoon. For those who appreciate reference information, the raccoon is found on page 113 of Bestiary 3.

However, page 84 of Ultimate Equipment says that rabbits use the stats of a rat (although probably no filth fever, but to each their own). I compared the two stat blocks to one another and from the point of view of someone who used to work with small rabbits everyday, I'm inclined to agree with Ultimate Equipment (unless we're talking those monstrous Flemish Giants).

(BTW while looking at the raccoon's stats, I just noticed how ridiculously strong they are for a Tiny animal. They have the same Strength as that of your average Halfling or Gnome.)

Grand Lodge

chopswil wrote:

Sea Cat p. 233

Looks like it got a 2 point Strength bump at the last second, and the rest of the SB didn't get the message.

...

Don't forget to also increase damage, including the rend damage.

Grand Lodge

Pg. 36 - Iron Colossus

CMB has a +8 bonus to sunder, when by my math it should only have a +6 to sunder (+2 [Improved Sunder], +4 [Improved Sunder {Mythic}]). Change "(+59 sunder)" to "(+57 sunder)".

Grand Lodge

Pg. 35 - Flesh Colossus

Concentration bonus on spell-like abilities seems wrong. Should be "+11".

13 (CL) + -2 (Cha)

Grand Lodge

Pg. 37 - Stone Colossus

Just like the Flesh Colossus, concentration bonus on spell-like abilities seems wrong. Should be "+13".

15 (CL) + -2 (Cha)

Grand Lodge

Pg. 134 - Graeae

This creature's flight is a little weird. It has a 60 ft. fly speed with good maneuverability (exactly like that of a fly spell), but it's fly spell-like ability is listed as being at will, not constant. This breaks the norm for how stat blocks list this.

Grand Lodge

chopswil wrote:

Julunggali p. 164

+2 insight from where?
AC Value: Computed: 36 (+1 Dex, +33 natural, -8 size) Stat Block: 38
AC = 10 +0 Armor +0 Shield +1 Dex Used +25 Other Bonuses +0 Rage
Other Bonuses = +33 Natural +-8 SizeMod

Has Weapon Focus (gore), but no gore attack. Numbers suggest that ought to be Weapon Focus (slam).

AC is fine. +2 insight bonus to AC comes from constant foresight spell-like ability.

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