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<blockquote data-quote="Celebrim" data-source="post: 5848075" data-attributes="member: 4937"><p>A lot of people don't believe my assertions about my experience, so I thought I'd back them up.</p><p></p><p>These are typical 3e stat blocks for me as I use in my prep:</p><p></p><p>Ghoul (0-16): CR 1; Medium-Size Undead; HD 2d12+16; hp 29; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d6+1 and paralysis), 2 claws +0 melee (1d3 and paralysis); SA Paralysis, create spawn; SQ Undead, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite).</p><p></p><p>Shambling Swarm (CR 4): Size/Type: Diminutive Vermin (Swarm); Hit Dice: 9d8-7 (33 hp); Init: +4 Speed: 20 ft. (4 squares), climb 20 ft.; Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +6/—; Attack: Swarm +10 melee touch attack (2d6 plus poison); Space/Reach: 5 ft./0 ft.; SA: Swarming touch, fearsome presence, distraction, poison; SQ: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits; Saves: Fort +5, Ref +7, Will +3; Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2; Skills: Climb +12, Spot +4; Feats: Weapon Finesse (touch)</p><p>Fearsome Presence (Su): Any creature viewing the shambling swarm must make a DC 10 fear check.</p><p>Swarming Touch (Ex): Any creature touched by the shambling swarm is treated as if it was in its space until it succeeds in a DC 18 reflex save, or is subject to an area attack doing at least 5 damage.</p><p>Distraction (Ex): Any living creature that begins its turn with a shambling swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p>Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. </p><p></p><p>Barochun’s Oozing Mummy: CR 6; Unique Medium-Size Undead; HD 8d12+19; hp 71; Init -1 (Dex); Spd 20 ft.; AC 19 (-1 Dex, +10 natural); Atk Slam +10 melee (1d6+11 and green slime); SA Despair, green slime; SQ Undead, resistant to blows, damage reduction 5/+1, fire vulnerability; AL LE; SV Fort +2, Ref +1, Will +7; Str 24, Dex 8, Con -, Int 6, Wis 14, Cha 15. Skills and Feats: Hide +8, Listen +9 Move Silently +8, Spot +9; Alertness, Great Fortitude, Toughness.</p><p>Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 21 Horror save. If the save is successful, the target is not effected by the despair power of a mummy for a period of 24 hours. However, they are still subject to base DC 16 Fear checks as is normal for encountering a creature with fearsome presence. </p><p>Green Slime (Su): Supernatural disease—slam, Fortitude DC 12, incubation period 1 round; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, the green slime continues until the victim reaches Constitution 0 (and dies) or is cured as described below. The green slime is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate the green slime, it must be burned off of the aflicted character by doing at least 1d6 damage + 1 damage for each round the slime has progressed. An afflicted creature who dies of green slime turns into a pool of green slime as the ordinary hazard. </p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p>Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.</p><p>Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.</p><p></p><p>For monsters without a lot of powers, stat blocks tend to be nearly as compact as in 1e. For monster with a lot of unique powers, the stat blocks are larger but they are much more information rich than a comparable 1e stat block, and I'll have less need to reference a Monster Manual to remember what, for example a Dragonne's roar does or how Phycomid spores work.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5848075, member: 4937"] A lot of people don't believe my assertions about my experience, so I thought I'd back them up. These are typical 3e stat blocks for me as I use in my prep: Ghoul (0-16): CR 1; Medium-Size Undead; HD 2d12+16; hp 29; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +3 melee (1d6+1 and paralysis), 2 claws +0 melee (1d3 and paralysis); SA Paralysis, create spawn; SQ Undead, +2 turn resistance; AL CE; SV Fort +0, Ref +2, Will +5; Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16. Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7; Multiattack, Weapon Finesse (bite). Shambling Swarm (CR 4): Size/Type: Diminutive Vermin (Swarm); Hit Dice: 9d8-7 (33 hp); Init: +4 Speed: 20 ft. (4 squares), climb 20 ft.; Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +6/—; Attack: Swarm +10 melee touch attack (2d6 plus poison); Space/Reach: 5 ft./0 ft.; SA: Swarming touch, fearsome presence, distraction, poison; SQ: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits; Saves: Fort +5, Ref +7, Will +3; Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2; Skills: Climb +12, Spot +4; Feats: Weapon Finesse (touch) Fearsome Presence (Su): Any creature viewing the shambling swarm must make a DC 10 fear check. Swarming Touch (Ex): Any creature touched by the shambling swarm is treated as if it was in its space until it succeeds in a DC 18 reflex save, or is subject to an area attack doing at least 5 damage. Distraction (Ex): Any living creature that begins its turn with a shambling swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Barochun’s Oozing Mummy: CR 6; Unique Medium-Size Undead; HD 8d12+19; hp 71; Init -1 (Dex); Spd 20 ft.; AC 19 (-1 Dex, +10 natural); Atk Slam +10 melee (1d6+11 and green slime); SA Despair, green slime; SQ Undead, resistant to blows, damage reduction 5/+1, fire vulnerability; AL LE; SV Fort +2, Ref +1, Will +7; Str 24, Dex 8, Con -, Int 6, Wis 14, Cha 15. Skills and Feats: Hide +8, Listen +9 Move Silently +8, Spot +9; Alertness, Great Fortitude, Toughness. Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 21 Horror save. If the save is successful, the target is not effected by the despair power of a mummy for a period of 24 hours. However, they are still subject to base DC 16 Fear checks as is normal for encountering a creature with fearsome presence. Green Slime (Su): Supernatural disease—slam, Fortitude DC 12, incubation period 1 round; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, the green slime continues until the victim reaches Constitution 0 (and dies) or is cured as described below. The green slime is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate the green slime, it must be burned off of the aflicted character by doing at least 1d6 damage + 1 damage for each round the slime has progressed. An afflicted creature who dies of green slime turns into a pool of green slime as the ordinary hazard. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction. Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it. For monsters without a lot of powers, stat blocks tend to be nearly as compact as in 1e. For monster with a lot of unique powers, the stat blocks are larger but they are much more information rich than a comparable 1e stat block, and I'll have less need to reference a Monster Manual to remember what, for example a Dragonne's roar does or how Phycomid spores work. [/QUOTE]
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