Possible Bestiary 4 Errata

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Grand Lodge

chopswil wrote:

Tyrant Jelly p. 266

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

I went through other CR 9/MR 3 monsters (and also just plain ol' CR 9 monsters). All of them have ACs ranging from 20 to 26. AC 33 is nuts, so likely what happened was AC 23 was the desired value for it to have and someone began filling in blanks and forgot to account for the base 10 AC.

Grand Lodge

1 person marked this as FAQ candidate.
chopswil wrote:

Leanan Sidhe p. 180

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.

For what it's worth, here's Owen's take on it..

Aoandon, page 11

chopswil wrote:

Aoandon p. 11

incorporeal gives the use of Dex mod to melee attacks so why does it have Weapon Finesse?

More on this: I don't see how would its touch attack bonus be 19...

+16 BAB, +7 Dex = +23 total.

Apocalypse Locust, page 12

chopswil wrote:

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

Also, for some reason the pincers, which are secondary attacks, were listed before the sting, which is primary. Not that this is a true error, but I don't recall any precedent in all other bestiaries (also, stinger may easily be its favourite weapon when making a single attack action, as it has higher attack bonus, higher minimum and maximum damage, and may inflict that nasty poison, while listing it behind seems to suggest it would commonly use a pincer for a single attack).

Argus, page 13

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

About that, I think it's something it just has, although it's not mentioned as a special ability of sort.

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

Also, the dice damage for the rock should be twice its slam damage; well, it has claws instead of slams, but the dice are still the same 3d6. (For anyone not knowing, this is actually an old issue of the universal monster rule saying that thing about doubling, while 90% if not more of the creatures with this ability don't follow such rule.)

One more issue:

Concentration bonus is listed as +20, but should be +14. I don't see where the Argus could take that missing +6 (maybe who wrote it had their mind slip to the old 3.X rule of Concentration being based on Constitution... that would explain it).

Grand Lodge

Astral Wanderer wrote:

Aoandon, page 11

chopswil wrote:

Aoandon p. 11

incorporeal gives the use of Dex mod to melee attacks so why does it have Weapon Finesse?

More on this: I don't see how would its touch attack bonus be 19...

+16 BAB, +7 Dex = +23 total.

+24. Don't forget Weapon Focus (touch).

Thanks, I missed that Weapon Focus entirely.

Astral Leviathan, page 14

1) Intimidate and Survival are both listed with a +22 bonus (+20 ranks, +2 Cha and Wis respectively). Since the creature is an Outsider and has all four of its bonus class skills open for choosing, they should both be considered as class skills and reach +25.

2) This is more a question, since I don't know it should be considered an error: in the Languages entry, it only has telepathy listed. The universal monster rule for telepathy says: "The creature can mentally communicate with any other creature within a certain range (specified in the creature's entry, usually 100 feet) that has a language."
Now, doesn't the telepathic creature need to have a language too?

Bakekujira, page 15

Not an error, as much as a little space that can be saved: it's redundant to specify how the DC of Channel Energy is calculated in the Undead Parasites special ability, since it's the same as the normal rule.

That saved space, instead, could be used to specify the now undefined kind of damage the ability deals. As it tells about storming undead birds and fish, I'd suppose it could be either 1/3 of each of the three physical types (slashing from claws and sharp bones, piercing from beaks and bites, and bludgeoning from they merely hitting a victim with their body, in their chaotic pattern of movement) or just rolling 1d3 to see which of the three (or could be more elaborate, if space is enough).

Barometz, page 16

Special Attacks: Powerful Charge's damage info is missing the critical range "/19-20".

Beheaded, page 17

1) Typo(?): in the second paragraph of the Beheaded's description, first sentence, it says: "Beheaded also guard grim crypts, abattoirs, and hideouts of murders who like to keep reminders of their past sins close at hand."
Wasn't it meant to be "murderers"?

2) Maybe it'd be worth noting (and writing in the stat block) that it has a +10 Stealth bonus (+2 Dex, +8 size).

3) This regards the PRD, but since I'm at it... in the Flaming variant Beheaded ability, the PRD lacks the reference to page 444 of the Core Rulebook.

Bhole, page 18

Minor: in the Special Attacks entry, trample only list the DC, but not the damage. Not a problem, since by merely following the universal monster rule, we know it's the same as the slam damage, but usually it's listed.

Blood Hag, page 19

1) Fiery Form's description says it can be dispelled, but doesn't specify the CL for that ability, and as such the dispel DC. It may be assumed to be 12th, as the CL for the Hag's spell-like abilities, but since it's a supernatural ability, and in various occurrencies such abilities have different CLs than a creature's spell-like abilities, you can never be too sure...

2) Typo(?): description, second paragraph, second sentence: "When a blood hag finds a particularly choice victim..."
English isn't my native language, so I don't know if things like this are just expressions I've never encountered, but if it's an error as it sounds to me, maybe it should read "particularly chosen" or "particular choice", or just "suitable", or something else...

Grand Lodge

Astral Wanderer, you could have fooled me that you're not a native speaker! In any case, the text in question is, in fact, grammatically true. The word "choice" can be used as an adjective to describe something of relatively good quality (typically food).

Ex: "Ameiko would head to the Sandpoint Meat Market every Oathday to purchase several choice cuts of beef."

Alright, I'm familiar with that kind of use (it's the same as in most if not all western-european-derived languages, I think); it's the "particularly" that makes it sound odd to me, but well...

Bodythief, page 20

Other than already reported issues...

Absorb Essence is lacking "The save DC is Constitution-based."

Pod-Spawned Creature, pages 20-21

1) Not an error at all, but no need to list the "/x2" critical info for the crossbow.

2) Type entry lacks mentioning that the type changes to plant (augmented).

Strife2002 wrote:
Maybe it's because I'm tired, but something seems off here to me. The example pod-spawned creature is a pod-spawned guard captain, specifically a human with 9 levels of fighter. A normal human fighter 9 has a CR of 8. The pod-spawned version of this character also seems to have a CR of 8. According to the rules of pod-spawned creatures, their CR remains the same if the base creature has no class levels or only NPC class levels, -1 CR if they have PC class levels, and -2 CR if they had a large amount of spells or spell-like abilities. According to these rules, the pod-spawned guard captain should have had a CR of 7, not 8.

In this specific case, I think it's alright with the CR 8; the sample Fighter only lost 4 points of Cha (which it has little use for, as far as its fighting abilities go), while gaining low-light vision.

On a general overview, however, maybe it should be specified that the reduced CR due to having PC class levels only comes if a creature really loses something significant by gaining the template (like a Barbarian losing Rage due to alignment shift, which, besides, could be a -2 CR by itself, for a medium/high-level Barbarian). Also, maybe the reduction in CR should be wider than a max of -2, depending on the situation; a Sorcerer gaining this template would become much, much weaker than a mere -2 CR.

Grand Lodge

Oh I see. Well, maybe I could be wrong, but not having the -ly at the end sounds odd to me. Maybe it's a regional dialect thing? Particularly is being used in this case as an adverb that is modifying the adjective "choice".

Boilborn , page 22

Other than already reported issues...


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

I think in this regard there may be a situation of RAW vs. RAI, where the RAW (though still in a FAQ form that tricked its fate of being carved in a rulebook) simply states that Tiny or smaller creatures use Dex, while the RAI could be that they do so only in case they don't have a better Str modifier. I may suppose this detail hasn't been specified due to the fact that Tiny or smaller creatures rarely have greater Str than Dex (the Boilborn could even be the first such case I've seen; at present I don't recall any other).

Well, long story short, if the rules intended to say that these creatures only use Dex when Str is lower, then those Climb and Swim bonuses are listed correctly.

The exact same question is posed by the equivalent rule for CMB. In contrast to Climb and Swim, the Boilborn's stat-block lists CMB as -6, using Dex in place of Str. Yet, if the RAI for the CMB too is to use the higher of the two, then the total would be +0 (+1 BAB, +1 Str, -2 size).

2) Death Throes is lacking "The save DC is Constitution-based."
(While Disease, as already reported by chopswil, has its DC listed both times* 2 points lower than it should, despite the clear mention to the save being Constitution-based.

*By the way, it's redundant to mention the save DC in the Death Throes abilities, with Disease having its own entry right below that.)

Brethedan, page 23

1) Not an error, but it has land speed listed as 0 ft., while other creatures that only have a flight speed (or swim, or whatever) don't have land speed listed at all.

2) The last option for the Adaptation ability says "Its reach increases to 20 feet."
Maybe it'd be better to say "Its reach doubles.", in case someone wants to build a Giant Brethedan or something else that has greater size.

Broken Soul, pages 24-25

1) About the Evil subtype issue that Strife2002 brought up, I concour the Lillend should retain the Good subtype. Beyond the fact that template rules don't include subtype shifts, even thematically it isn't something that change the basic substance of a being; I mean, sure torture reaches down to spiritual level, and that is reflected by alignment change, but it's not like the victim's essence is reforged anew.

On a side note, this matter made me notice that the Celestial/Fiendish/Resolute/Entropic simple templates don't mention adding the corresponding alignment subtypes, despite them being made specifically for creatures born from aligned planes, who should thus have those subtypes.

2) Questions about the Torturous touch:
A) Regarding "and causes the touched creature to fall prone in a fit of convulsions and be dazed for 1d4 rounds"; say the 1d4 rolls a 3, does it mean that the victim must stay prone for all 3 rounds, suffering from the convulsions (or that, even if she stands up, she'll fall again on the next round), or that it falls at the beginning and then is just dazed for 3 rounds?
B) "A successful Fortitude save negates the Dexterity damage and the convulsive fit." What is included in the "convulsive fit", just falling prone or being dazed too?

3) Outsider's 4 bonus class skills are occupied only by Perform, leaving 3 more open for selection. So, Knowledge (nature) and Survival (the only remaining that are non-standard Outsider class skill and have ranks in them) are eligigible and should both include the +3 bonus, bringing them to Knowledge (nature) +12 and Survival +13.

4) This one regards the normal Lillend in the first Bestiary as well. The Bardic Performance ability lists the aspects of Bardic Performance a Lillend can use, but it doesn't include Distraction (gained at 1st level for a Bard). Is this purposeful, like the Lillend's ability being slightly less powerful than a true Bard's, or just a simple oversight?
Or maybe it wasn't listed because it requires the use of Perform (act, comedy, dance, or oratory), where the Lillend only has Perform (string)? If that was the case, it'd be an error, since untrained Perform checks can be made.

Buggane, page 26

Dragon78 wrote:
The Buggane says it is blind but has the light blindness weakness.

The last paragraph of the description says: "Their useless, mole-like eyes react painfully to bright light."

So, apparently, when exposed to bright light they still take the penalties of the blinded and dazzled conditions, although, fluff-wise, not exactly from blindness. Roughly, it's the same principle as the Distraction ability of swarms that someone from the staff (can't remember who) explained time ago here in the boards: fluff-wise it isn't really nausea, it's a mess among which a victim gets too distracted, and rule-wise she takes the same penalties as the nauseated condition; rather than writing down a new condition that would have been identical to another, they just used that existing one with a different fluff in mind.

Cephalophore, page 27

1) Both Dazing Gaze's and Dazing Strike's DCs are listed 1 point lower than they should.
10 + (12 HD / 2) + 1 Wis = 17
(Also, why is it called Dazing Gaze and not Stunning Gaze, since it stuns? Or is the stun effect an error and it should have been daze, thus acting exactly like the Dazing Strike?)

2) Shatter Weapon special ability states that "A weapon that takes damage in excess of its hardness gains the broken condition."
Does it really mean that if a weapon takes even just a single point of effective damage from this ability it automatically becomes broken, or is it an error in what wanted to be a reminder that weapons become broken when they lose half of their hp?
Considering that Shatter Weapon isn't a magical ability of sort, but rather an effect of the material forming the creature (as description says: "Cephalophores are made of solid marble, which makes attacking them with standard weaponry inefficient at best."), it's already odd enough that they damage attacking weapons, so maybe even making them broken with a minimum amount of damage is too far, and that's another thing that make me think that may have been an error.
Also, if they're so hard as to damage weapons, unarmed and natural attacks users should take damage too.

Chaneque, page 28

1) Spell-like abilities: Fear DC listed as 13 brings up the old issue of creatures having spell-like abilities but not Charisma high enough to cast them (14, for Fear), and the question if the DC of such spell-like abilities should be treated as done for magic items, considering the bonus of the minimum score to cast them rather than the creature's real modifier. In that case the DC would be 16 (10, +4 spell level, +2 from the minimum required Cha of 14).

2) Thrown skull damage is listed as 1d4+3, but that isn't a melee weapon, and shouldn't have Mythic Weapon Finesse applied to it.
Mythic Weapon Finesse says "When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls."
And Weapon Finesse says "With a light weapon (natural weapons are considered light weapons), rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls."
Thrown objects and weapons do not seem an eligible choice, so, in the end, the skull's damage should be 1d4-2.

3) Steal Soul has DC listed as 14, but it should be 13 (10 + [3 HD / 2] + 2 Wis = 10 + 1 + 2).

4) Steal Soul's control over the victim functions as Dominate Person, so the soul stealing supposedly works only against Humanoids (thus not against the other Fey that a Chaneque loves to harass, nor on animal companions, Outsider-type player races like Oread and the others, and everything else); was it really intended to be so, or should it be changed to Dominate Monster?

Changeling, page 29

1) All listed spells' DCs are 1 point higher than they should.
10 + 2 Int + spell level makes the DCs 12 and 13 for level 0 and level 1 spells respectively.

2) Minor: Treasure entry says "gear", while it is usually listed as "NPC gear".
Also, among her gear is listed a quarterstaff that is not listed among the available attacks.

Spider, Scarlet, page 252

Other than the already reported missing climb speed...

Strife2002 wrote:


Also in case anyone notices that the scarlet spider is missing this bonus [+2 racial to Poison DC] as well, it's not supposed to get this as the text in B1 says all giant spiders get this bonus. This is confirmed on that same page as the spider swarm doesn't get this bonus.

About this, it depends on what you define as a giant spider, because:

A) In the first Bestiary, the Scarlet Spider is listed as a species of giant spiders (while the Spider Swarm has its own different entry), even if it doesn't have "giant" in its species' name (or a giantlike name such as Ogre or Goliath).
B) Even not considering such placement, it's still a spider of Tiny size, which means it's as big as a cat or small dog... and for a spider that's quite a giant.

So, I think the +2 racial bonus to Poison DC should be added in the Scarlet Spider's stat block.

Clockwork Dragon, pages 30-31

1) Reach is listed as "15 ft. (15 ft. with bite)". Given the long neck, I suppose it was meant to be "(20 ft. with bite)", as for true Dragons.

2) Self-Destruction says the save DC is Charisma-based, but it should be Constitution-based, and in fact the DC is correctly listed as 22 (if it was really Charisma-based, the DC would be 17).

3) Again a linguistic expression that, as a non-native speaker) I don't recognize and think it might be an error. First sentence of the Infiltrator variant: "These clockwork dragons are more subtle and nimble than those of other clockwork dragons."
With "These clockwork dragons" being the sentence's subject, isn't "those of" an error to be removed?
In any case, there's also that repetition of "clockwork dragons" that doesn't sound too good.

4) Still in the Infiltrator variant: it says "its parts are coated with a black, noise-dampening resin, granting it a +8 racial bonus on Stealth checks (typically Stealth +0)."
If the "typically Stealth +0" refers to the bonus an Infiltrator with normal stats would have, it should be noted that a normal Clockwork Dragon would have a total Stealth of -4 (+4 Dex, -8 size); if we add the +8 racial, the total becomes +4, not +0.

5) Rust Breath variant: it's not specified what the actual effect of the breath would be on a failed save. Should it act as a Rust Monster's Rust ability (dealing the same damage to metal creatures too)?

Clockwork Steed, page 33

1) Trample bonus damage from Str is listed as +7, but as per Trample universal rules it should be +10.

2) The rules for how a Clockwork Charger uses its lance or enhances mounted charge attacks are a lot vague.

Colossus, all three, pages 35-37

Each of them has its melee entry listing "or stomp". Since the Stomp attack can be made as a swift action (as declared in Pinning Stomp), that shouldn't be an "or", which is commonly used to list attacks that can only be made as alternatives. There's nothing here, preventing a colossus from slam-slamming and then stomping.
(On a side note, perhaps it should be specified in Pinning Stomp that a pinned opponent can't be attacked by anyone, including the colossus, since the victim is supposedly blocked, covered and hidden under the Colossus' foot.)

Colossus, Flesh, page 35

Other than already reported issues...

1) Spell-like abilities: Circle of Death DC listed as 17 brings up the old issue of creatures having spell-like abilities but not Charisma high enough to cast them (16, for Circle of Death), and the question if the DC of such spell-like abilities should be treated as done for magic items, considering the bonus of the minimum score to cast them, rather than the creature's real modifier. In that case the DC would be 19 (10, +6 spell level, +3 from the minimum required Cha of 16).
(On a side note, even if that wasn't the case, I can't see which ability would that DC based upon, since none of this Colossus' ability scores has a +1 modifier.)

2) Alternate Form special ability mentions a "elctricity absorption"; with the Colossus possessing no such ability, I suppose it wanted to be "electricity immunity".

3) There are 3 ranks assigned in excess. With the Flesh Colossus having a total of 16 skill points (1 per HD, given its low Int), the assigned ones are:
Intimidate +11 (13 ranks, -2 Cha)
Perception +8 (8 ranks)
Total used: 13 + 8 = 21

Colossus, Iron, page 36

Other than already reported issues...

Delayed Blast Fireball DC, as #1 just above in this post, except the DC is listed as 19 and should be 20.

Colossus, Stone, page 37

Other than already reported issues...


chopswil wrote:

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

As this relates to issues I already mentioned in this post and others, I'm going to point out that if we use the "minimum ability score rule", the DCs are 17 for Wall of Stone and 19 for Repulsion.


chopswil wrote:

CMD: Computed: 58 Stat Block: 60

10 +21 BAB +19 StrModUsed +0 DexMod +8 SizeMod

Also, the CMD vs. sunder accordingly lowers to "(63 vs. sunder)".

3) Alternate Form says it takes the form of a small keep and cannot make melee attacks, but nothing is said about movement. Should it lose the ability to move as well (and in that case also be considered flat-footed), or does it become a castle with legs?

4) Ranged entry: the critical info for the ballista says "x3", but its true critical stats are 19-20/x2.

Colour Out of Space, page 38-39

Other than the already reported blindsense/blindsight issue...

1) Typo: description, second paragraph, third sentence: "The few who encounter one of these creatures and survive sometimes describe the radiance or portrayed it in art as..."

2) Being incorporeal, shouldn't it lack a land speed and only have flight? I don't recall any purely incorporeal creature possessing a land speed.

3) The Amorphous defensive ability is redundant and should be removed, as its same benefits are already included in the Incorporeal subtype.

4) The Feed special ability says that growth points are gained by successfully feeding on a creature, with no mention to feeding on a region. Shouldn't a point be gained for that too?

Colour Out of Space, page 40

1) Reading the description of the creature and of Illuminating Flames, I wonder if it should have "(can't speak)" added in its Languages entry, since it seems to communicate only through emotions and mental images.

2) As #2 in the post above.

3) Skills: Diplomacy and Knowledge (nature) haven't been considered class skills while the Comozant Wyrd has all four its "outsider varied nature slots" open for the taking. So, the skill bonuses should be Diplomacy +10, Knowledge (nature) +6.

4) Ranged entry: Lightning Lash attack bonus is listed as +8, but should be +9 (+5 BAB, +3 Dex, +1 size).

Due to copy/pasting oversight, I put the above post under the wrong name, and noticed too late to edit; it was meant to be for the Comozant Wyrd.

Contemplative, page 41

1) Detect Magic should be listed in the Senses entry, as common for creatures with such constant spell-like abilities.

2) Languages entry only lists telepathy and Tongues, but the Contemplative should also have at least 12 normal languages (1 base minimum, +7 Int, +4 Linguistics ranks). Otherwise, as it is, he couldn't even read or write, which would be kind of ironic.
Tongues only works by voice/telepathy, not writings, and Read Magic only allows to read otherwise unintelligible magic writings (and one must still be able to read), not normal ones; but even if Read Magic was good for any kind of script, a creature lacking effective languages would still be unable to write.

Dark Dancer, page 43

Dark Curse: "This curse is permanent, but the victim of this curse can attempt a new saving throw each day."
Is such daily saving throw meant to end the curse altogether or was it intended to avoid suffering the penalties for that day while the curse still persists until removed?
Also, Dark Curse's text is missing "The save DC is Charisma-based."

Grand Lodge

Astral Wanderer wrote:

Broken Soul, pages 24-25


2) Questions about the Torturous touch:
A) Regarding "and causes the touched creature to fall prone in a fit of convulsions and be dazed for 1d4 rounds"; say the 1d4 rolls a 3, does it mean that the victim must stay prone for all 3 rounds, suffering from the convulsions (or that, even if she stands up, she'll fall again on the next round), or that it falls at the beginning and then is just dazed for 3 rounds?
B) "A successful Fortitude save negates the Dexterity damage and the convulsive fit." What is included in the "convulsive fit", just falling prone or being dazed too?

Actually I think because the creature is dazed, it is forced to remain prone. Being dazed basically means your turn is skipped, since the condition prevents you from taking any actions. Standing up from prone is a move action, which one couldn't do if they were dazed.

Grand Lodge

Astral Wanderer wrote:

Cephalophore, page 27

1) Both Dazing Gaze's and Dazing Strike's DCs are listed 1 point lower than they should.
10 + (12 HD / 2) + 1 Wis = 17
(Also, why is it called Dazing Gaze and not Stunning Gaze, since it stuns? Or is the stun effect an error and it should have been daze, thus acting exactly like the Dazing Strike?)

It was probably meant to stun, since the "consolation prize" for passing the save results in being sickened, which is arguably still a worse condition than simply having your turn skipped.

Strife2002 wrote:
Actually I think because the creature is dazed, it is forced to remain prone. Being dazed basically means your turn is skipped, since the condition prevents you from taking any actions. Standing up from prone is a move action, which one couldn't do if they were dazed.

Yep, but there are feats, spells and such that could prevent being dazed or end the effect beforehand, that's why I asked.

Demon Lord, Dagon, Kostchtchie and Pazuzu

1) For none of them feats have been marked with asterisks to indicate which ones they have the mythic version of, when within their realms.
Nor anything about this is mentioned in the common rules about Demon Lords in their realms.
Since it was done for spell-like abilities, I suppose it was going to be done with feats too, but got overlooked, unless it was purposeful and means that, despite gaining 10 mythic ranks, they only get the benefits listed in the Demon Lords page and nothing else.

2) Regeneration in Demon Lord Traits says that "Only epic and good damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts a demon lord's regeneration."
In each of the three Demon Lords, Regeneration is listed as being nullified by "deific or mythic".
Now, while there is little doubt about "deific" (damage from the above mentioned "creatures of equal or greater power"), the "mythic" part (assuming that "epic" is automatically translated into "mythic" [be it creatures, spells or items], although this dualism in mechanic terms is unpleasant) doesn't mention that, as reported above, it also requires "good".

Demon Lord, Dagon, pages 46-47

1) Description, second paragraph: "Dagon almost always uses Power Attack in combat, taking a -9 penalty on all attack rolls but gaining a +18 bonus on damage rolls".
Not fully an error, but incomplete and potentially misleading; +18 would be the bonus for the bite, but the tentacles would only get a +9.

2) CMB and CMD entries list increased values for/vs. disarm, but, unless I'm missing something, Dagon doesn't seem to have Improved Disarm or other feats or anything else granting such bonuses.

3) Still on CMD; it is listed as 87, but I get a total of 85 (10, +33 BAB, +17 Str, +7 Dex, +2 size, +4 deflection, +12 profane) and can't see where the last 2 points would come from.
Of course, the bonus against bull rush is 2 points lower as well.

4) Transformation: duration of the nauseated conditions isn't specified. Since it's something that happens at the start of each turn of the victim, I suppose the duration is only 1 round, but of course I can't be sure.

5) Still on Transformation: there is no mention of a transformed creature shifting to evil alignment (provided it isn't mindless) or anything else. Is it intentional?
With no alignment shift or any other restriction, any command against the creature's nature would cause a new save with +2 bonus, meaning that what should have been a minion could immediately turn into an empowered opponent for Dagon. Same thing with any mind-control-cancelling effect produced by the creature's allies (or even by itself, if she can do it, since technically nothing restricts such behavior). Also, assuming they survive the fight and free from Dagon's control, many PCs could be well glad to have free new powers with no forced change in personality or other restrictions, instead of wanting to remove the transformation.

EC: Ignore #5 about Dagon's Transformation in the above post. For some reason, I remembered the Half-Fiend template to allow non-evil alignment, while it doesn't, so the entire matter falls (well, technically a non-dominated creature can still turn against Dagon, even if it's evil, but that's a different thing).

Broken Soul, pages 24-25

I wanted to point this out in the previous post about the Broken Soul I wrote, but ended up thinking it wasn't worth mentioning. Since this gave me nightmares as if my life was threatened by the evil spirits of perfectio-nazis, though, now I'm going to say it.
It regards the sample Lillend, rather than the template itself: said that a Lillend is free to choose her personal known Bard spells as she pleases, with no restrictions, it's quite clear that the Broken Soul Lillend's spells have been revamped to reflect the "pain" theme. How much is it likely that a normal Lillend would have chosen those same spells, and that exactly that Lillend was turned into a Broken Soul?
So, the point is: although not mechanically incorrect, the sample Lillend's spells shouldn't be that much geared towards the pain theme, with template rules making no mention about changing known spells.
I don't know if I explained this well, and it's not even that important, but whatever...

Demon Lord, Kostchtchie, pages 48-49

1) Clutch Foe special ability says Kostchtchie takes a -20 on the grapple check to grab roll, but it's not clear if such penalty is to be applied for all the following related maneuver rolls (maintain the grapple, constrict, etc.) or if it is applied only on the initial roll.
As it is written ("he takes a -20 penalty on the grapple check"), I'd assume it's only the first one, but I can't be sure.
Also, this is personal, but I really don't understand the reason of that -20. I would have understood a bonus of +20, but the penalty, and so high too, really leaves me scratching my head.

2) Favored Enemy special ability: when Kostchtchie uses it to designate any one creature, does it switch to +8 if it is female?

3) Kostchtchie has both vulnerability to fire (from Cold subtype) and fire resistance 30 (from Demon Lord traits). This is an issue the Brijidine had too (although inversed), and maybe someone else that I can't remember.
Is it correct/possible to have both things? And if so, which is applied first, when calculating damage?

4) CMD is listed as "86 (88 vs. bull rush, 88 vs. sunder)", but should be "84 (86 vs. bull rush, 86 vs. sunder)".
(10, +31 BAB, +19 Str, +6 Dex, +2 size, +4 deflection, +12 profane)

5) Ranged entry: Rock damage is listed as 2d6+19, while as per universal monster rule it should be 2d8+28 (twice slam's base damage + 1-1/2 Str).
Also, attack bonuses are listed as +37/+32/+27/+22, but should be +36/+31/+26/+21 (+31 BAB, +6 Dex, -2 size, +1 from Rock Throwing ability).

6) Vengeful Strike: as it is not specified which weapons or attacks are eligible for this attack, it's unclear wether the Vengeful Strike can be made only with the warhammer (as apparently implied by "Against female targets, the vengeful strike is also a crushing blow", since Crushing Blow functions only with the hammer, but this doesn't really set the thing clear), or if slams would be good too (in which case, it's also unclear if a Crushing Blow can be applied to such attack of opportunity or not).


Thanks for adding Kostchtchie's pronounce, it was one of the greatest mysteries of Golarion (although pronouncing it at my game table will trigger a save-less casting of Extended Mass Hideous Laughter).

Grand Lodge

Astral Wanderer wrote:

Clockwork Dragon, pages 30-31

3) Again a linguistic expression that, as a non-native speaker) I don't recognize and think it might be an error. First sentence of the Infiltrator variant: "These clockwork dragons are more subtle and nimble than those of other clockwork dragons."
With "These clockwork dragons" being the sentence's subject, isn't "those of" an error to be removed?
In any case, there's also that repetition of "clockwork dragons" that doesn't sound too good.

You are correct here, looks like a typo to me. I'd remove "those of" entirely.

Demon Lord, Pazuzu, pages 50-51

Other than already reported issues (especially remarking that all his natural attacks have been treated as primary both in attack bonus and Str bonus to damage, despite all of them being used with the sword, and also reminding that he has Multiattack, so they get -2, not -5 to attack)...

1) Pazuzu is listed as having both immunity to cold and cold resistance 30.
Now, I'd suppose the immunity is the one to be removed, since it may be a leftover from copy/pasting from any of the other two Demon Lords, who both have it (Kostchtchie sure for good reason, having the Cold subtype; Dagon may have it due to the association with water, including the Water subtype), and then being overlooked while a desired resistance was intead listed.
Or, well, the immunity might be the correct one because he's airborne, and up in the sky it's cold, but I lean more towards the other hypothesis.

2) Pazuzu too has his CMD listed two points higher: "92 (94 vs. sunder)", while it should be "CMD 90 (92 vs. sunder)".
(10, +35 BAB, +15 Str, +9 Dex, +1 size, +4 deflection, +16 profane)

3) Universal monster rule for Frightful Presence gives a duration of 5d6 rounds (average = 17 rounds); Pazuzu has the duration set to exactly 10 rounds, while the other two Demon Lords, having no duration listed, use the universal rule. Is it on purpose that Pazuzu has this less powerful version, or is it an error? Or maybe the other two Demon Lords were supposed to have a non-standard duration too?
(Noting that Pazuzu is also the only one of the three to have a different, higher range than the other two.)

4) Avian Mastery: it's not entirely clear wether this ability is triggered only by an actually flying creature or also by one that can fly but is currently on the ground.
Also, since this is an effect requiring a Will save, isn't it a mind-affecting, compulsion effect? I mean, it's not something like "while in the air, Pazuzu is so skilled that he can avoid attacks". It looks a lot more like it's on the lines of "being a king of the skies, Pazuzu exerts a commanding influence over airborne creatures, thus they need great willpower to attack him" (in this case, I'd say the ability triggers against airborne creatures even if they're on the ground, and it's a mind-affecting, compulsion effect).

5) Poison doesn't specify the duration of the nauseated condition.
1 round, I suppose?

6) Both Possession and Profane Wishcraft have their DCs listed as 43, but they should be 40 (10, +17 for half HD, +13 Cha).

Grand Lodge

Pg. 36 - Iron colossus

The iron colossus has some weird stuff going on with its attacks:

1) First of all, the other two colossi have 2 slam attacks - one for each arm. The iron colossus, however, just has the one flail attack. Looking at the picture, it has another arm, and could easily have a slam attack to go along with the flail.

2) That missing slam attack would help figuring out just how much damage that stomp is supposed to do. Pinning stomp is supposed to deal 2x slam damage, but with no slam attack to base it off of, the iron colossus randomly has its flail damage duplicated, not even doubled. What's crazier is when you consider the iron colossus is supposed to be the strongest of the 3 colossi listed in this book, but it uses d6s for its stomp damage. Meanwhile the stone colossus is rocking 6d10 for its stomp - double its slam. I feel like the iron colossus' stomp damage should at least use the same dice as the stone colossus, since they're the same size (the flesh colossus is only Gargantuan, but even its stomp deals 4d12).

Suggested Fix/House Rule: Change the Iron Colossus' Melee line to read as follows:

"Melee flail +35/+30/+25/+20 (6d6+20/19-20), slam +30 (3d10+10) or stomp +35 (6d10+30 plus pinning stomp)"

NOTE: One could also argue that since the flail is part of the iron colossus' body, it's kind of a natural attack in a way (going strictly by the art for the creature). Therefore, it'd be reasonable to give it an ability that basically states that its slam doesn't take penalties for being used with a manufactured weapon (attack increases to +35, damage increases to 3d10+20) and for its CMD line to change to: "CMD 60* (66 vs. sunder; flail can't be disarmed)"

*Taking into account a previous error mentioned already.

EDIT: One could argue that if there was supposed to be a slam attack, it deals 4d8 rather than 3d10, based off the creature's trample damage when in alternate form. This would change stomp to 8d8.

I agree that it makes little to no sense for The Iron Colossus to not have a slam attack, although I may suppose it was left out to keep its damage output balanced... make an attack of its flail with Power Attack and Mythic (Greater) Vital Strike, and look at the crazy damage, not even considering a possible critical.

Anyway, note that the stomp is not necessarily an "or" in the Melee entry; it requires a swift action, so it can be made together with the other attacks (which further increases damage output). However, in the description for Pinning Stomp, I'd add a line saying that a Colossus can't use its attack on creatures who have been pinned by the stomp, since they're supposedly under its feet.

Devil, Host, page 53

Spell-like Abilities: Summon has "CL 3rd" listed in place of what should be "level 3".

Devil, Nemesis, pages 54-55

Sc8rpi8n_mjd wrote:

Devil, Nemesis- slams should primary attacks, they are treated as secondary on the statblock.

That could be a non-error; while the universal monster rules gives a standard, single creatures may (and in many cases do) vary depending on their nature or physical conformation.

In the Advodaza's case, the description also says that each one of them is different: some have hooves and whatnot, hinting to a variety of physical conformations. So, here I could see the presented Advodaza being more used/capable/better-shaped to attack with its front quadruped legs (claws) and less with fists (slam).
That said, it could still be an actual error.

1) Spell-like Abilities: Greater Scrying has its DC listed as 21 (as if it was just Scrying); it should be 24.

2) Spell-like Abilities: Summon ability lacks the number of Horned Devils that can be summoned. Of course, the use of the singular "Horned Devil" hints at just one, but usually the number is listed anyway.

3) Skills entry presents an "Acrobatic +25 (+29 when jumping)" and a racial modifier of "+4 Acrobatics when jumping".
Now, since the Advodaza has a base speed of 40 ft., he already gets a +4 bonus to jump (special rules in the description of Acrobatics skill); if the bonus listed in the racial modifier is an addition to that, it should be noted and also the final result would be "Acrobatic +25 (+33 when jumping)". If that racial modifier, instead, was meant to be exaclty that +4 from base land speed, then the racial modifiers part has to be removed entirely, as for any other creature with that kind of bonus.
Also, minor error: in the skill list, it has been written "Acrobatic", rather than "Acrobatics".

Devilbound Creature, pages 56-57

1) Sorcer spells per day are listed for 1st and 4th level as 7/day and 6/day respectively; they should be 1 higher: 8/day and 7/day.

2) HP are listed as "121 (13d6+73)", which includes +13 hp from favored class bonuses and +8 hp from the Wand of False Life (CL 3rd).
Since 121 is not the real maximum, but the maximum plus the 8 temporary hp, it would be better listed as was done for the Lich in the first Bestiary, becoming "121 (13d6+65 plus 8 false life)".

3) Devilbound Spell-Like Abilities entry: the Summon ability lacks the listing of 1 Bone Devil (as per the table given by the template).

4) Personal thoughts, not an error: shouldn't Contract Bound's description include some words about a time limit for resurrecting a creature whose soul is in a Devil's possession, even with Miracle or Wish? After the soul has been collected for a certain time (be it 1d10 days, 1d6 months or 1d2 years or whatever), Hell lore says it should be rebuilt into a Lemure (or some higher Devil), at which point resurrection should be beyond the reach of even Miracle and Wish, unless a Deity kicks in.

Dinosaur, Dimorphodon, page 58

Typo in description, first sentence: "The dimorphodon's jaws contain two separate rows teeth". Should be "rows of teeth" or "teeth rows".

Dinosaur, Velociraptor, page 59

1) Melee entry: damage for the talons lists a critical range of 19-20 that it shouldn't have, since the Velociraptor has no feats or anything granting it.
If it was meant to be due to a special ability, that ability hasn't been included.

2) Skills: the Racial Modifiers entry lists a (+16 when jumping); while not technically an error, it can be somewhat confusing, since it includes the +12 from the high base speed which isn't usually listed in that entry.

In the PRD, the last paragraph of the Divine Guardian's description lacks the references to the Bestiary. If they were left out to change them into a link, that link wasn't added.

Dorvae, page 62

Skills: of the 4 available class skills due to Outsiders' varied nature, only 3 were assigned (or else 3 skill points haven't been spent).
Other than the skills that are always class skills for Outsiders (plus Fly, for flying creatures), the Dorvae has ranks in Acrobatics, Diplomacy, Intimidate, Knowledge (religion), which are exactly 4 and can all be assigned as class skills (actually, the listed bonuses for Acrobatics and Knowledge indicate that they already have max ranks and are class skills, so the non-assigned one is either Diplomacy or Intimidate).

Dragons, all

(The following applies to Bestiary 3 too, I don't remember if it was mentioned before.)
While one could still look at Bestiary 1 or 2 to clear the doubts, in the book (and PRD) there is no actual mention of the fact that listed spell-like abilities in each Dragon type's table can be used at will (except when they specify differently, such as 3/day).
In Bestiary 1 and 2, all spell-like abilities and their times per day were listed among each Dragon type's special abilities.
(I know, space issue.)

Lunar Dragon, pages 66-67

- Adult

1) Spells per day aren't correct for either spell level (except, of course, level 0). They should be:
3rd (5/day)
2nd (7/day)
1st (8/day)

2) Spell-like Abilities: Moonstruck lacks "(DC 19)".

3) Not actually an error, but if a continuity is to be kept among a Dragon's three sample entries, as if it was the exact same Dragon at three different ages (as was apparently done for all Dragons till now), note that the Young Lunar Dragon has the Step Up feat, while the Adult one doesn't (same for the Ancient).

- Ancient

1) Spell-like Abilities: Scrying, Moonstruck and quickened Moonstruck lack "(DC 21)".

2) Missing one language; it has 6 + Draconic, but should have 7 + Draconic.

3) Spells known: Level 0 lists "detect magic, light, read magic, 4 more", which makes a total of 7, while it should have 9.

Dragons, Lunar and Solar

I think the Absolute Cold and Primal Fire abilities should specify that they don't affect creatures with those same abilities. Taking Primal Fire as an example for both, if it is capable of damaging even fire-immune creatures due to the hyper-extreme heat, then the Dragon producing it is supposedly immune to such heat (or else it would hurt itself everytime it uses its breath), and other Dragons of the same kind should be immune to thak kind of fire as well, as should any other creature with a similar nature (for ease: with the same ability).

Solar Dragon, pages 68-69

Other than already reported issues...

1) Channel Radiation doesn't specify what ability the save DC is based on; supposedly Cha, as per a Cleric's Channel Energy, although Con would make sense too, considering also that this save is on Fortitude and not Will like the actual Channel Energy.
Also, it's unclear wether this save should use the normal formula of "10 + half HD + ability modifier" or if the half HD should be half of the Dragon's Cleric levels, as mentioned in the Channel Life ability (note that in this case the save DC would be quite lower, basically as if using 1/4 HD instead of 1/2).

2) Beam of Light makes no mention about provoking attacks of opportunity. While it's more than reasonable to assume that the movement doesn't provoke, the transformation itself, instead, may or may not. Neither is specified, anyway.

- All three sample Dragons

Format: with Channel Life being a variant of Channel Energy, and Channel Energy being usually listed in stat blocks with "(X/day, Yd6)" (it also includes save DC, but this variant doesn't need it), the entries should include the associated numbers of d6; respectively for Young, Adult and Ancient: 3d6, 4d6 and 6d6.

- Young and Adult

CL and Concentration bonus for spell-like abilities are all 10 points lower than they should.

- Adult and Ancient (maybe Young too)

Not technically an error, but not a single rank on Spellcraft for such creatures is quite odd, especially when the creature seems to be more geared towards magic than others (Solar Dragon has way more spell-related feats than Lunar).

- Adult

Spell-like abilities: Cup of Dust doesn't list the save DC (DC 18).

- Ancient

Spell-like abilities: missing save DCs (22 for Blight, 20 for Cup of Dust).

Dark Archive

JoelF847 wrote:
p. 160 Jack-O'-Lantern - it's listed as a plant type creature, but has the icon for monstrous humanoid.

Additionally, the fear aura range is described as 20' in the stat block, 30' in the special ability description.

1 person marked this as a favorite.

The example format for Fear Aura (in universal monster rules) presents a standard of 30 ft., so 30 might be the correct one. Since it's in the example and not actually given as the standard range, it's not 100% reliable to determine this case, but at least it points in a direction.

Time Dragon, pages 70-71

Other than already reported issues...

Format: special abilities aren't listed alphabetically as for all other dragons, but in the order a Time Dragon gets them with age. (Heh... maybe right because it's a Time Dragon...)

- Adult and Ancient

They have Feather Fall among their spells; while it surely isn't nonsense, it's quite useless, since they can fly, at least compared to the wider use they could have for a different spell.

- Young

Spell-like abilities: CL, and consequently Concentration bonus too, are 2 points lower. They should be "CL 13th; concentration +15".

- Adult

1) Spell-like Abilities: missing DC for Share Memory.

2) CMB lists a "(+33 sunder)", but the Dragon doesn't seem to have anything justifying that.

3) CMD is listed as "44 (48 vs. trip)", but should be "42 (46 vs. trip)".
(10, +19 BAB, +10 Str, +1 Dex, +2 size = 42)

- Ancient

CMD is listed as 57, but should be 55 (57 vs. sunder, 59 vs. trip).
(10, +27 BAB, +14 Str, +0 Dex, +4 size = 55)

1 person marked this as FAQ candidate.

Void Dragon, pages 72-73

Other than already reported issues...

I think there is a big issue with Suffocating Breath.
Its text says that a victim who failed her save suffocates for a number of rounds equal to the Void Dragon's age category. Problem is that I don't see how that interacts with the rules Core Rulebook's suffocation rules referenced in the text.

"A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates."

Now, let's take a Great Wyrm. It would cause a suffocation of 12 rounds, which means any creature with 10 Con could act normally for 11 rounds, and would be at risk only at the 12th round IF she still uses a standard/full-round action, AND she would need to roll a 1 on the d20 to actually incur in any effect.
it goes without saying that any creature with 11 Con or above, would be basically "immune" to this ability. And all this would make the Suffocating Breath pretty much a pointless ability.

A different take would be if it ignores completely the victim's ability to hold breath, as if she already exhausted her rounds and failed a Constitution check. At this point, it would be irrelevant to state that the suffocation has a duration equal to the Dragon's age category, because it would only need to last a minimum of 2 rounds: in the first one, a victim falls to 0 hp, and in the second she drops to -1 and starts dying, with the suffocation itself having no additional negative effects.

(I won't take into consideration the slow suffocation rules at all, since taking 1d6 nonlethal damage every 15 minutes would be ridiculous with a duration of 12 rounds at best.)

The only applications I could see a sense for, are these two, but both still bear problems:
A) Ignoring the rounds where a creature can hold breath automatically thanks to her Con, and go straight to making Constitution checks. For a Great Wyrm Void Dragon, this would bring the DC of the Constitution checks up to 21 in the last round (10 in the first round, plus another 11 rounds). Problem with this is that after using that breath, a Dragon should wait a lot of rounds to see an effect, and even the highest possible DC is still low enough that most creatures won't ever suffer anything. A victim with 10 Con would just need to roll 11 or above, and for a creature with CR higher than 20 that means a useless ability.
B) Duration stacks with multiple uses of the Suffocating Breath (so far, it isn't mentioned that duration stacks). This way, the Dragon could make the effect last enough for a victim to exhaust her rounds of breath-holding and make the DC of Constitution checks raise indefinitely. This one has three problems. One is that if the Dragon feels safe enough that it can afford to wait all those rounds, it would have most probably been able to kill the victims faster with any other method, making the ability once again useless. The second one is that if the Dragon can't afford to wait that long, there is no point in using this ability (getting ridicuolous, at this point). The third one is not strictly mechanical, but in fluff: to have the duration stack it'd mean that the Suffocating Breath takes away air directly from the lungs of a victim, but if the void-effect was that strong, it should cause actual physical damage, as the victim's internal organs would be pulled out of her orifices.

In addition, such a suffocation effect is odd. If it takes air out of a creature for the duration, it should, as said, also cause severe damage. If instead it takes air away from around the victims, then this would mean either one of two things:
A) After 1 round, air refills the affected area and creatures can breathe again (unless we want to add some unnecessarily complicated rule to see how long it takes), making the age-category duration pointless.
B) The affected area stays airless for the age-duration, meaning that's an area effect and if creatures move out of it, they don't suffer anything.

So, with all these issues, I have no idea how the Suffocating Breath was intended to be used and how to fix it.

Void Dragon, pages 72-73

- Adult and Ancient

Spells: Touch of Idiocy has a DC listed, but it doesn't allow any save.

- Young

Spells: Hypnotism DC is listed as 15, but should be 14.

Vortex Dragon, pages 74-75

Other than already reported issues...

Collapsing Breath special ability defines a Dragon's interior as having the fixed values of 30 hp and AC 26. Shouldn't it better state something on the lines of "The AC and hp of the dragon's interior are calculated as per a normal swallow whole special ability."?
Otherwise Ancient, Wyrm and Great Wyrm Vortex Dragons will all have the same stats about that, while this attack really looks like it should work like a normal Swallow Whole (except for the initial sucking effect). The 26 AC seems to be calculated exactly on an Ancient Vortex Dragon's stats (10, +16 from half its natural armor).
Also, the range for the effect is not specified, although I suppose it's as far as the cone of the normal breath would reach.
Not sure if damage too should increase with age and/or it should include some Str bonus.

- Young

Languages: should have four languages (Draconic +3 from Int), but has five listed.

Drakainia, pages 76-77

Other than already reported issues...

1) Typo in descriptive text before the stat-block: "writing tentacles" should be "withing tentalces". Unless the Drakainia is an adept writer...

2) XP value is listed as 1,638,400, but should be 1,640,000 as per the Monster Creation table.


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

Since her Invert Birth ability mentions losing daily uses, it seems the 3/day is the correct one, although it does seem strange that she doesn't lose an use for choosing the farthest distance option.

4) Impregnate Surrogate doesn't specify what ability the Fortitude save is based one, and lists a DC of 38.
The relevant ability is supposedly Constitution, but that would make a total DC of 40 (10, +12 for half HD, +18 Con); no ability modifier would make a total of 38.
Also, the same DC should apply for the Remove Disease check (since Remove Disease goes against the disease/effect's save DC) and the Heal check (since it seems to be using the same DC as the save).
Finally, I think a spawn bursting out of the victim's body should leave her with the same effects of a failed Heal check to remove the embryo (it makes little sense that a medic trying to help you can cause bleeding wounds and a monster breaking you from within doesn't).

5) Typo in Well of Life's text: "A drakainia can unleash the primal life energy within in her body".

6) Poison Glands mutation says "Poison: Contact—injury"; I suppose it was meant to be "contact or injury", although just "contact" would automatically include injuries.

7) Birth Spawn doesn't specify that the spawn must be a living corporeal creature. Is it purposeful? It would mean she can spawn Undead and Constructs too (non-Native Outsiders and Oozes are also weird).
In addition, maybe it should also specify that she can create only non-mythic creatures (since her spawns get a mutation, and the best possible mutation itself grants a mythic rank... unless that one rank could go in addition to the ones a spawn could be born with).
Also, I suppose this kind of ability should provoke attacks of opportunity.

8) Quick Channel feat requires 5 ranks in Knowledge (Religion), but the Drakainia doesn't have them.

9) One Knowledge skill should be elected as a class skill and thus gain a +3.

10) Spell-like Abilities: Contagion DC is listed as 28, but should be 29 (it should use the Wiz/Sor spell level over the Cleric one).


Sc8rpi8n_mjd wrote:
Drakainia- full attack has wrong bonuses for claws and gore. They should be: claws +32, gore +30 (4d6+14)

Agreed on the claws, but can't be sure about the gore; while it's normally a primary attack, for this particular creature it may be a secondary one (happened with a lot of creatures that normally-primary were treated as secondary or vice-versa due to the nature or shape of the specific creature).

Note also that the damage bonus too is 1/2 Str for the gore; if it was primary, it'd be full Str.
May still be an error, but some developer's word would be needed to confirm either case.

12) Gestation Aura acts weirdly, because, as written, it makes most poisons less effective (or better, it slows them) and, on the other hand, greatly empowers diseases (since they usually have much longer onsets and frequencies). I'd suppose this wasn't the intent, so, if the real intent was instead that of boosting the growth of external organisms inside a creature's body (or near-external, in case of a child), the text should feature something along the lines of "unless those effects already have shorter onsets or frequencies" (or the opposite -longer- if the intent was that of enriching the immunitary functions and the bodily workings that make a child gestate).

13) Favored Spawn mutation is listed as "(Su)". Unless this was done on purpose, thinking of the following situation (but I'd think not), it would better be unlabeled, otherwise it'd mean that inside an antimagic field (such as one cast by the mother Drakainia herself) the creature would lose all its benefits, including the Mythic Rank.

14) Unsure about SR. For most creatures, SR is equal to 11 + CR. If a Drakainia follows the same rule (as she probably does), SR 31 would be the value for a non-mythic Drakainia (11 + CR 20). To that, the Mythic Rank should be applied (from Mythic subtype rules), bringing the total to 41.

Drake, Shadow, page 80

1) Skills: the bonus/penalty to Acrobatics from high/low base speed isn't usually mentioned among the racial modifiers. Here it is.

2) Unlike the other Drakes, this one also have Common listed in its languages, despite not having enough Int to gain a bonus language.
Although the base languages are almost arbitrary for each kind of creature, and thus the Shadow Drake might just start out with both Common and Draconic, this may still be an error nonetheless.

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