Possible Monster Codex Errata


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Dark Archive

GNOLL RAVAGER p. 97

HD Modifier Computed:
48 = + 48 (4 ability mod * 12 HD)
SB says 46

Cruelty PreReqs: cruelty nauseated needs sickened as prereq.

Dark Archive

CHOSEN OF LAMASHTU p. 98

"Melee +1 falchion +15/+10 (2d4+7/18–20), +1 spear +14/+9 (1d8+5/×3)"
there's a comma between the falchion and spear. This usually means "and" and would seem to mean two-weapon fighting. But Idon't think you can do this with a falchion and spear and the stats don't support this.
Should be an "or"

enlarge person is not marked as a domain spell

confusion isn't a cleric spell nor a domain spell, how does she get this?

I can't understand the +10 armour bonus. Chain mail is 6, and it is enchanted +2. It can't be the magic vestment spell, as a) its +2 enhancement should just overlap with the existing enhancement and b) it said she cast it on an ally, not herself.

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GOBLIN CHIEF p. 108

missing prereqs for Greater Trip and Tripping Strike

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HOBGOBLIN FORERUNNER p. 119

since he isn't using a shield or dual wielding, there is absolutely no reason to take the Exotic Weapon Proficiency in bastard sword, nor should he voluntarily hold it one handed. As written, he has spent a feat for the "privilege" of reducing his damage by 1.

Dark Archive

HOBGOBLIN PARAGON p. 122

Feat Count: Computed: 12 Stat Block: 11
6 classes +6 Hit Dice +0 Race

amulet of mighty fists should specifically say enhancement bonus

Dark Archive

KOBOLD MONSTER WRANGLER p. 132

Skill Over HD Max:Handle Animal: Computed: 5 HD: 2

Skill:Ride: Computed: -1 Stat Block: 4

Skill Points Exceeded : -1
ACP -4 = -4 scale mail +1 masterwork (scale mail) -2 heavy steel shield
+1 masterwork (heavy steel shield)
Favored Class Points Devoted to HP: 2
Skills Ranks: 6 = 6 class skills
Total Ranks Used 7
-------------------------
Craft (trapmaking) +1 = +0 ranks, -1 Int +2 racial mod
Handle Animal +9 = +5 ranks, +1 Cha, +3 class skill
Intimidate +6 = +2 ranks, +1 Cha, +3 class skill
Perception +2 = +0 ranks, +0 Wis +2 racial mod
Profession (miner) +2 = +0 ranks, +0 Wis +2 racial mod
Ride -1 = +0 ranks, +3 Dex, -4 Armor Check Penalty

Dark Archive

LIZARDFOLK VANGUARD p. 142

whole bunch of bite and claws not adding up
specifically: bestiary lizardfolk has a d4 bite die, and bestiary lizardfolk doesn't treat bite as secondary during a purely natural attack sequence.

examples

Melee Attack Damage- bite: Computed: 1d4+2 Stat Block: 1d6+2
+2 Str Bonus Used

Melee Attack Bonus- bite: Computed: 2 Stat Block: 5
2 BAB +5 AbilityBonus +0 SizeMod -5 bite

Melee Attack Bonus-Claw: Computed: 5 Stat Block: 7
2 BAB +5 AbilityBonus 0 SizeMod -2 Multiattack -2 Secondary

Dark Archive

LIZARDFOLK BERSERKER p. 142

Feat Pre Req: Cleave is missing prereq feat Power Attack

Melee Attack Bonus-mwk morningstar: Computed: 13 Stat Block: 12
5 BAB +6 AbilityBonus +0 SizeMod +1 Weapon Focus +1 masterwork

wrong dice used
Melee Attack Damage- bite: Computed: 1d4+3 Stat Block: 1d6+3
+3 Str Bonus Used

Dark Archive

LIZARDFOLK SWAMP LURKER p. 143

He's only got 7 FC points, and I had to assign 4 to skill points. That left only 3 to assign to hp, which only comes to +30.
HD Modifier Computed: Computed: 30 Stat Block: 40
27 = + 27 (3 ability mod * 9 HD) + 3

Why does he list a +6 natural armour bonus? He doesn't have a Before Combat sequence, and I wonder if there are some potion drinkings missed because of that.
AC Value: Computed: 20 (+4 armor, +1 Dex, +5 natural) Stat Block: 21
AC = 10 +4 Armor +0 Shield +1 Dex Used +5 Other Bonuses +0 Rage
Other Bonuses = +5 Natural 0 SizeMod

The same bite problem as the other lizardfolk...

Dark Archive

LIZARDFOLK SORCERER p. 146

CMD: Computed: 20 Stat Block: 27
10 +6 BAB +3 StrModUsed +0 DexMod +0 SizeMod +1 ACBonus

At this level, his bloodline should have increased his natural armour by +2, for a total of +8
AC Value: Computed: 23 (+4 armor, +1 deflection, +8 natural) Stat Block: 21
AC = 10 +4 Armor +0 Shield +0 Dex Used +9 Other Bonuses +0 Rage
Other Bonuses = +1 Deflection +8 Natural 0 SizeMod

the bloodline claws should be 1d6 sized dice. and, IF we allow for bite to be treated as a secondary weapon, it ought to be +4, not +5 to-hit.

Dark Archive

RATFOLK BRAVO p. 179

CMD: Computed: 16 Stat Block: 15
10 +3 BAB +0 StrModUsed +3 DexMod +-1 SizeMod +1 DodgeBonus

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RATFOLK EXPEDITION LEADER p. 180

Senses: Ratfolk supposed to have darkvision 60 ft., SB doesn't

Also, ratfolk have a base speed of 20 feet, and I don't see anything that would raise this guy to 30.

why is 1st two-bladed sword 1d3 while 2nd is 1d6?
Melee Attack Damage-+1 two-bladed sword: Computed: 1d6+3 Stat Block: 1d3+4
+2 Str Bonus Used +1 Enhancement Bonus

Melee Attack Bonus-+1 two-bladed sword: Computed: 11 Stat Block: 9
8 BAB +2 AbilityBonus +1 SizeMod +1 Weapon Focus -2 Two-Weapon Fighting
Feat-light +1 Enhancement Bonus

Dark Archive

RATFOLK CHEMIST p. 182

bomb to-hit is 1 low (as seems common with alchemists, neglected that the Throw Anything bonus explicitly ought to apply)
+6 BAB +5 DexMod +1 SizeMod +1 Throw Anything

Dark Archive

SAHUAGIN BRUTE p. 191

barbarian whose stat block does NOT show his raging statistics


page 36
Drow Priest

The +4 mwk flail should be -1 due to the 5ACP from the mwk full plate.

Clerics don't have Heavy Armour Proficiency from class, nor does this particular one have it listed on the feats taken.


P. 164

Horn Harness

This simple harness, basically just a leather lash, straps a
combatant’s arm to the tusk or horn of a Huge or larger animal
such as a gorthek
.

Huh... the gorthek is presented as a Large animal...

Was it supposed to be a Huge one though?


chopswil wrote:

FROST GIANT JARL p. 75

AC Value: Computed: 34 (+8 armor, +2 deflection, +4 Dex, +11 natural, -1
size) Stat Block: 35
AC = 10 +8 Armor +0 Shield +4 Dex Used +12 Other Bonuses +0 Rage
Other Bonuses = +2 Deflection +11 Natural -1 SizeMod

AC Value Flat-Footed : Computed: 30 (+8 armor, +2 deflection, +4 Dex,
+11 natural, -1 size) Stat Block: 31
AC = 10 +8 Armor +0 Shield +4 Dex Used +12 Other Bonuses +0 Rage
Other Bonuses = +2 Deflection +11 Natural -1 SizeMod

Being built around the Warhammer, throwing it , and having it return is a cool idea, but I don't think it's possible or practical. I think he would need to go down to Throwing Axes for the build to work. And even then there are errors.

I might be way off on this, but warhammer isn't a thrown weapon so it can't have returning special ability put onto it?

They have already included the -2 and -2 for two weapon fighting with two one handed weapons. So thats good.

You can throw a non thrown weapon, but you get a further -4 to attack, range increment of 10', threat range of 20, and critical only deals x2 damage (this is stated on page 141 of CRB). So the attack bonus needs another 4 penalty.

Also why do the thrown warhammers not get his strength bonus (p141 CRB)?

He would also need Quick draw to throw the hammers via his iterative attacks and like they show would only get two of them since he only has two returning warhammers (if you could put returning on them) and returning weapons don't return until the beginning of your next turn (and you can't move form that spot).

He could throw them as part of his Two Weapon Fighting feat, one from each hand, but would have another -4 penalty due to fighting with two weapons, would be down to +20 for each weapon.

The ranged Warhammer does have its attack corectly figured with regards to going from Str to Dex when throwing it.


Morval wrote:
chopswil wrote:

FROST GIANT JARL p. 75

AC Value: Computed: 34 (+8 armor, +2 deflection, +4 Dex, +11 natural, -1
size) Stat Block: 35
AC = 10 +8 Armor +0 Shield +4 Dex Used +12 Other Bonuses +0 Rage
Other Bonuses = +2 Deflection +11 Natural -1 SizeMod

AC Value Flat-Footed : Computed: 30 (+8 armor, +2 deflection, +4 Dex,
+11 natural, -1 size) Stat Block: 31
AC = 10 +8 Armor +0 Shield +4 Dex Used +12 Other Bonuses +0 Rage
Other Bonuses = +2 Deflection +11 Natural -1 SizeMod

Being built around the Warhammer, throwing it , and having it return is a cool idea, but I don't think it's possible or practical. I think he would need to go down to Throwing Axes for the build to work. And even then there are errors.

I might be way off on this, but warhammer isn't a thrown weapon so it can't have returning special ability put onto it?

They have already included the -2 and -2 for two weapon fighting with two one handed weapons. So thats good.

You can throw a non thrown weapon, but you get a further -4 to attack, range increment of 10', threat range of 20, and critical only deals x2 damage (this is stated on page 141 of CRB). So the attack bonus needs another 4 penalty.

Also why do the thrown warhammers not get his strength bonus (p141 CRB)?

He would also need Quick draw to throw the hammers via his iterative attacks and like they show would only get two of them since he only has two returning warhammers (if you could put returning on them) and returning weapons don't return until the beginning of your next turn (and you can't move form that spot).

He could throw them as part of his Two Weapon Fighting feat, one from each hand, but would have another -4 penalty due to fighting with two weapons, would be down to +20 for each weapon.

The ranged Warhammer does have its attack corectly figured with regards to going from Str to Dex when throwing it.

I reread the returning weapon, communal spell which I've never used before and I guess the last sentence allows you to put returning even on weapons that aren't thrown weapons? "This spell can be used as the prerequisite for the returning special ability"

Grand Lodge

Pg. 69 - Fog-cutting lenses

Change the slot for this item from "face" to "eyes".

Grand Lodge

Pg. 69 - Magic boulder spell

Was this spell not intended to also be a shaman spell? I know ACG was probably being developed the same time this was, but the magic stone spell was added to the shaman's repertoire, so it stands to reason maybe this spell should have also.

Grand Lodge

Pg. 80 - Bag of Bones feat

This feat says you gain a +5 competence bonus to Escape Artist checks. Then it says if you have 10 or more HD, this bonus increases to +4. Something's not right there.

Grand Lodge

Pg. 81 - Hungry earth spell

Maybe I'm wrong, but should hungry earth have gotten the earth descriptor?

Grand Lodge

Pg. 105 - Bouncy body spell

This spell is missing its saving throw and spell resistance information. Since it's not a personal spell with a target of "you" it still needs these.

Grand Lodge

Pg. 105 - Mud buddy spell

Like bouncy bodyp above, this spell is missing its saving throw and spell resistance information.

Grand Lodge

Pg. 153 - Vestigial Head

This feat is worded a little strangely. As written, the ogre doesn't get a choice to have this feat activate or instead just try to make the Will save, no matter how easy the Will save may be.

For example, say a typical bread-and-butter Bestiary 1 ogre with this feat gets targeted with a bard's daze cantrip. The bard has a 16 Charisma, and so his daze spell has a save DC of 13. With a Will save bonus of +3, the typical ogre would have a 50/50 shot of resisting its effects or being left action-less for 1 round. However, by the wording of this feat, the ogre wouldn't get ANY chance to make a save. Instead he ends up with a 25% chance to avoid its effects, and a 75% chance to end up sickened for 1d4 rounds, which is arguably MUCH worse.

It probably meant to say something like this (bolded part is my change):

"Benefit: Anytime you attempt a Will save against a hostile effect and fail the save, there is a 25% chance [sic] that the effect targets your vestigial head instead. If this occurs, you are treated as if you had succeeded at your saving throw, and instead are sickened for 1d4 rounds or the duration of the effect (whichever is longer)."

Still not great that the ogre goes from action-less for 1 round to instead sickened for 1d4 rounds, but at least it's not automatic and bypasses the ability to make a Will save at all.

Grand Lodge

Pg. 160 - Troggle raider stat block

This creature has an amulet of mighty fists +1 that hasn't been factored into their melee attacks. Change their melee line to read as follows:

"Melee +1 bite +12 (1d6+8 plus trip), 2 +1 claws +13 (1d4+8)"

EDIT: Also, in gear, change "composite shortbow" to "composite shortbow [+7 Str]".

Grand Lodge

Pg. 165 - Gorthek masks

Gorthek masks come in pairs, one for the orc rider, the other for the gorthek itself. The item has an item slot of "none" but masks take up the head slot. The slot field should probably be changed to "head (see text)".

The reason for the "see text" part above is because the gorthek is a quadruped with feet (like the rhino its body is described as being like). According to Animal Archive which defined animal magic item slots, quadrupeds do not have access to the head slot. Therefore, there should be a sentence in the description similar to this:

"When worn by a gorthek, this item is essentially a slotless item."

Grand Lodge

Strife2002 wrote:

Pg. 153 - Vestigial Head

This feat is worded a little strangely. As written, the ogre doesn't get a choice to have this feat activate or instead just try to make the Will save, no matter how easy the Will save may be.

For example, say a typical bread-and-butter Bestiary 1 ogre with this feat gets targeted with a bard's daze cantrip. The bard has a 16 Charisma, and so his daze spell has a save DC of 13. With a Will save bonus of +3, the typical ogre would have a 50/50 shot of resisting its effects or being left action-less for 1 round. However, by the wording of this feat, the ogre wouldn't get ANY chance to make a save. Instead he ends up with a 25% chance to avoid its effects, and a 75% chance to end up sickened for 1d4 rounds, which is arguably MUCH worse.

It probably meant to say something like this (bolded part is my change):

"Benefit: Anytime you attempt a Will save against a hostile effect and fail the save, there is a 25% chance [sic] that the effect targets your vestigial head instead. If this occurs, you are treated as if you had succeeded at your saving throw, and instead are sickened for 1d4 rounds or the duration of the effect (whichever is longer)."

Still not great that the ogre goes from action-less for 1 round to instead sickened for 1d4 rounds, but at least it's not automatic and bypasses the ability to make a Will save at all.

My example above got a little muddled. What I should have said was "Instead he ends up with a 25% chance to avoid its effects but become sickened for 1d4 rounds, or else just gets his 50/50 shot at resisting it all together."

Basically I was trying to drive the point across that it's probably better to have an ogre attempt his Will save first, then if he fails, have it so that there's a 25% chance it still doesn't effect them but they become sickened instead.

Grand Lodge

Pg. 177 - Riding rat

{MAY NOT BE AN ERROR} Riding rats are just dire rats with the giant simple template, meaning they also carry filth fever. The animal companion version of them doesn't receive this, while the dire rat animal companion gets it at its 4th-level advancement.

This may not be an error, as the dire rat animal companion is a little out-classed by its riding-brethren, and maybe the disease was omitted from the riding rat's stats to keep it competitive.

EDIT: This is more speculative than anything, but I imagine the riding rat to be comparable in size to a riding dog. Therefore, should it also have gotten the bit in its description about a rider not suffering falling damage if they get unseated?


1 person marked this as a favorite.

hire this man/woman/scarecrow, paizo

Grand Lodge

Secret Wizard wrote:
hire this man/woman/scarecrow, paizo

Hehe, I do work tech support at a major video game company, but it's seasonal work that ends in March...sooo coughJustSayin'cough

Pg. 177 - Riding rat (again)

{CLARIFICATION REQUESTED} Right before the Riding Rat Companions stats, the preceding paragraph ends with this sentence:

Monster Codex said wrote:
A ratfolk with the animal companion, mount, or similar class feature can select a riding rat as her mount.

Was the bit about the animal companion meant to include rangers, who have a specifically limited list? Pony's on the list, so I could see this. It's not like the Yzobu on page 124 that specifically calls out rangers.

EDIT: and while we're on the subject, does "or similar class features" include a paladin's divine bond class feature?

Grand Lodge

Pg. 189 - Air breathing spell

{NOT AN ERROR} I don't normally call these out, but I just wanted to point out how odd it is that this isn't a witch spell. It fits the theme well with the idea of a "sea witch" (not to mention the actual sea witch archetype from Ultimate Magic). Hopefully this was an oversight, and the decision to leave out the witch wasn't because it would have caused a line break and taken up space.

Grand Lodge

Pg. 213 - Amplify stench spell

Minor, but there's no reason to call this spell out as an oracle spell. Being a cleric spell covers that.

EDIT: Also, this spell should probably have gotten the poison descriptor, as stench is considered a poison effect. The ghoul touch spell from the Core Rulebook, for example, had the poison descriptor added to it specifically for the stench effect. I know this descriptor is usually applied to spells that directly deal poison damage in some way through their effects, but accelerate poison from Advanced Player's Guide also gets this descriptor and it is similar to this spell in that it "buffs" poisons.

Grand Lodge

Pg. 213 - Mark of the reptile god spell

Like amplify stench above, it doesn't require mentioning it's an oracle spell.

EDIT: Also, the curse descriptor should be in brackets, not in parenthesis (insinuating it's a subschool).

Grand Lodge

Pg 220 - Slaugrak stat block

This creature has both the extraplanar and native subtypes, which is contradictory. Going by its description, it looks like the extraplanar subtype needs to go.

Grand Lodge

Pg. 225 - Gauntlets of rending

{POSSIBLY NOT AN ERROR} This item requires Craft Magic Arms and Armor to construct. While gauntlets do indeed appear on the list of simple weapons, almost every single magical gauntlet requires Craft Wondrous Item, the only exception being the gauntlets of skill at arms from Advanced Race Guide, which actually required both feats until the errata for that book removed Craft Wondrous Item.

The reason this is important to note is because of how item sizes are handled. If these things are to be considered weapons, then fine, they can be Large gauntlets. If they're instead supposed to be wondrous items, however, then size doesn't matter as wondrous items resize to the wearer.

Grand Lodge

Dustin Ashe wrote:
All druid alignments should be Neutral Evil.

I think you just mean Neutral in some aspect. The lizardfolk clutch mother for example is fine as is being just Neutral.

EDIT: To elaborate on this, the following stat blocks need their alignment changed:

* Pg. 215 - Troglodyte Beast-Speaker: Change to NE.
* Pg. 217 - Troglodyte Chieftain: Change to CN. Since this creature is both a barbarian AND a druid, this is literally the only alignment he can be.
* Pg. 229 - Troll Fury: Change to NE

Grand Lodge

Pg. 248 - Druid creature template

Going off from the post above (which I see now has been addressed by several people already in this thread, sorry about that), this description needs something similar to what the barbarian creature, monk creature, and paladin creature templates got regarding alignment restrictions.

Basically, just add the following sentence to the end of the first paragraph, before the Quick Rules paragraph:

"A druid creature must be neutral in some regard, either lawful neutral, chaotic neutral, neutral, neutral good, or neutral evil."


Strife2002 wrote:
Dustin Ashe wrote:


* Pg. 217 - Troglodyte Chieftain: Change to CN. Since this creature is both a barbarian AND a druid, this is literally the only alignment he can be.

That's another point of contention. Why should a Babarian creature be always chaotic? There can be neutral Barbs.

Grand Lodge

You're absolutely right. Sorry I knew they had to be non-lawful, but I had a brainfart and translated that to "always chaotic".

Therefore, the Troglodyte Chieftain can absolutely be either CN, NE, or just N.

Also...

Grand Lodge

Pg. 246 - Barbarian creature template

In the first paragraph, change the last sentence to read as follows:

"A barbarian creature must be non-lawful."

Grand Lodge

chopswil wrote:

Bogwiggle p. 16

CMB: Computed: -1 Stat Block: +2
-1 BAB -1 SizeMod +1 Strength AbilityMod

CMB looks good to me at +2, not sure where you're getting a -1 BAB, which is impossible.

+2 (BAB) -1 (size) +1 (Str) = +2

Grand Lodge

Pg. 25 - Bugbear shadow sneak stat block

This creature has too high a natural armor bonus at +5. Should be:
+3 (base) + 1 (amulet of natural armor +1) = +4 natural bonus

Therefore, change the AC line to read as follows:

"AC 24, touch 16, flat-footed 19 (+4 armor, +1 deflection, +4 Dex, +1 dodge, +4 natural)"

Dark Archive

1 person marked this as FAQ candidate.

p. 244 Vampire Spawn

several things

1) the example stat block doesn't list the new template "vampire spawn" on the race line "Human rogue 2"

2) how are you supposed to tell the difference between this vampire spawn on the original Bestiary one from a stat block prospective? you named this the same thing as a Bestiary entry.

3) does this one superseded the Bestiary Vampire Spawn?

the Bestiary was kinda a separate monster not a template, you took a wight and changed some stuff


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TROLL RIPPER p. 228

Str 25, Dex 16, Con 27, Int 4, Wis 11, Cha 6

Skill Points Unused :3
ACP -2 = +1 armor training -3 hide (not relevant for the listed skills)
Skills Ranks: 9 = 3 class skills +6 race skills (+3 Favored class are used for hp)
Total Ranks Used 6
------------------------------------------
Intimidate +5 = +4 ranks, -2 Cha, +3 class skill (for fighter class and giant subtype)
Perception +5 = +2 ranks, +0 Wis, +3 class skill (for giant subtype)

If this is true other trolls of the book presents skill points unused.

Grand Lodge

Pg. 237 - Vampiric Companion feat

This feat is a reprint from Player Companion: Blood of the Night. In that book, a 4th vampire type is mentioned in the Benefits section, but was cut here. You can add the following after the Nosferatu paragraph:

"Vetala: The creature may use malevolence and possession as if it were a vetala, but by touch and only affecting creatures or corpses that are the same type of creature as the animal companion or familiar (such as bear, horse, or snake). If reduced to 0 hit points in combat, the creature is helpless and its fast healing ceases to function for 1 hour (additional damage or desecration has no effect); after 1 hour it regains 1 hit point and is no longer helpless, and its fast healing resumes. It can be permanently destroyed as if it were a vetala."


BOGGARD BRUTE p. 10

Stealth should be +1 (+9 in swamps).

Skill:Stealth: Computed: 1 Stat Block: 0
Dex 13
ACP +0 = +0 leather armor
-------------------------
Stealth +1 = +0 ranks, +1 Dex, +0 Armor Check Penalty
(+8 racial bonus when in swamps)

Grand Lodge

Pg. 10 - Boggard Brute

Likewise with the brute, change his bonus to Acrobatics checks made to jump from +20 to +16. While it's true that Boggards get a +16 racial bonus to Acrobatics checks made to jump, they also take a -4 penalty for having a speed of 20 feet. The Boggard stat block in the first Bestiary confirms this.


BOGGARDS pp. 10-15

Piggybacking off the above, all the boggards except the barbarians with speeds of 30 (Boggard Savage and Boggard Scarred One on page 12) should have their Acrobatics checks to jump adjusted down by 4.


Page 94 - GNOLL RAGEBORN & GNOLL PACKLORD

Two things:

1) Both barbarians list fast movement in their SQs. However, both have speeds of 30 ft. I believe they should both be at 40 ft since barbarians can use fast movement in medium armor and both are wearing breastplates (which is medium). This will also affect their Acrobatics to jump.

2) In the (pack rager) archetype, Raging Tactician says that it replaces the barbarian's damage reduction class feature. Based on that, the packlord's DR 1/- should be deleted.

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