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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.

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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.

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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."

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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."

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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.

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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.

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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.

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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.

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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.

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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.

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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) + 3space/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.

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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.

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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

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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

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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

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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

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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).

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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

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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.

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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.

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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.

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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.

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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.

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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 profaneSLA DC-charm person: Computed: 16 Stat Block: 18
10 +1 Spell.SLA_Level +5 AbilityBonusSLA DC-charm person: Computed: 16 Stat Block: 18
10 +1 Spell.SLA_Level +5 AbilityBonusprofane 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.

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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

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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.

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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.

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Nycar p. 207
Dex used for tiny or smaller in skill-Swim
Skill:Swim: Computed: 11 Stat Block: 13Skill 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:
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).

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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.)

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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 SizeModHas 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.