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Confirmation Monsters.pdf

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  • I think the stat block for the young hippogriff (page 3) is wrong.
    * The AC is still 15 but not because of the +2 natural bonus. Young decreases that by 2 but the Dex increase goes up by 2.
    * Fort save should be +3 not +5 it looses the Con bonus.
    * CMB should be +3 not +6. It looses all the Str and size bonus.
    * Bite attack should be 1d3 (Young reduces this by 1 step)
    * Claw attack should be 1d2 (Same as bite)


    This large, brown, horse-like creature has a hawk's wings, talons, and hooked beak.
    --------------------
    Young Hippogriff CR 1
    N Medium magical beast
    Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +9
    --------------------
    Defense
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    AC 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge)
    hp 16 (3d10)
    Fort +3, Ref +7, Will +2
    --------------------
    Offense
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    Speed 40 ft., fly 100 ft. (average)
    Melee bite +3 (1d3), 2 claws +3 (1d2)
    --------------------
    Statistics
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    Str 11, Dex 19, Con 10, Int 2, Wis 12, Cha 9
    Base Atk +3; CMB +3; CMD 18 (22 vs. trip)
    Feats Dodge, Wingover
    Skills Fly +9, Perception +9; Racial Modifiers +4 Perception
    --------------------
    Ecology
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    Environment temperate hills or plains
    Organization solitary, pair, or flight (7-12)
    Treasure none
    --------------------
    Special Abilities
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    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Flight (100 feet, Average) You can fly!
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.
     

  • I think the stat block for the young gelatinous cube (page 8) is wrong.
    * Initiative is wrong, should be -3
    * Str should be 6 (base is 10 and -4 for young)
    * Dex should be 5 (base is 1 and +4 for young)
    * CMB/CMD wrong strength used
    * Slam attack takes a -2 damage penalty from lack of strength, attack bonus is only +1
    * Engulf is DC10
    * AC is 7

    Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.
    --------------------
    Young Gelatinous Cube CR 2
    N Medium ooze
    Init -3; Senses blindsight 60 ft.; Perception -5
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    Defense
    --------------------
    AC 7, touch 7, flat-footed 7 (-3 Dex)
    hp 42 (4d8+24)
    Fort +7, Ref -2, Will -4
    Immune electricity, ooze traits
    --------------------
    Offense
    --------------------
    Speed 15 ft.
    Melee slam +1 (1d4-2 plus 1d6 acid)
    --------------------
    Statistics
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    Str 6, Dex 5, Con 22, Int —, Wis 1, Cha 1
    Base Atk +3; CMB +1; CMD 8 (can't be tripped)
    SQ acid, engulf, paralysis, transparent
    --------------------
    Special Abilities
    --------------------
    Acid (Ex) A gelatinous cube's acid does not harm metal or stone.
    Blindsight (60 feet) Sense things and creatures without seeing them.
    Engulf (DC 10) (Ex) Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 10 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
    Paralysis (DC 18) (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
    Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.
     

  • The snake swarm for Subtier 1 is wrong. It should be 5 hp, not 9. That's the standard.
     

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