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Hi all! I'm using the Beginner Box to play through the Dragon's Demand module. For most part, I didn't have much trouble using the simple rules to run the module, and I find that I can use the CRB/Bestiary and the Game Master's Guide interchangeably.
However, in the course of using the BB rules and the CRB/Bestiary, I discovered two things:
1. The skeleton in the Bestiary has broken scimitar +0 (1d6) and claw -3 (1d4+1) while the one in the GMG has scimitar +2 (1d6+2) and claw +2 (1d4+2)! I would have thought the GMG would have the weaker version, but clearly not. They have the same CR (1/3); how could this be?
2. Scent monster ability is included in some monster stats in the GMG, but there are no rules associated with it? Hmmm...

CrystalSeas |

Hi all! I'm using the Beginner Box to play through the Dragon's Demand module. For most part, I didn't have much trouble using the simple rules to run the module, and I find that I can use the CRB/Bestiary and the Game Master's Guide interchangeably.
However, in the course of using the BB rules and the CRB/Bestiary, I discovered two things:
1. The skeleton in the Bestiary has broken scimitar +0 (1d6) and claw -3 (1d4+1) while the one in the GMG has scimitar +2 (1d6+2) and claw +2 (1d4+2)! I would have thought the GMG would have the weaker version, but clearly not. They have the same CR (1/3); how could this be?
2. Scent monster ability is included in some monster stats in the GMG, but there are no rules associated with it? Hmmm...
Welcome to Pathfinder.
How can this be?
Well, not all monsters are identical. The basic monster in the Bestiary is not used in a cookie-cutter fashion in modules. So there's nothing unusual about the stats being different in the module.
If you feel like the damage would be too much for your party to handle, feel free to adjust the stats to be closer to (or even identical to) the stats in the Bestiary entry.
For scent characteristics, check page 60 in the Game Master Guide. There's a paragraph that spells out how each "Sense" works.