devincutler
Explorer
In going over the stat blocks for NPCs in the Monster Manual and Volos' Guide to Monsters, I noticed a lot of niggling errors. Here is my list of those found and the corrections involved.
Sure wish WOTC would do a better job of proofing their stuff. It got really bad in 3.5 and I was hoping since 5e was simpler it'd be better.
The following are errata for the human NPCs presented in the Monster Manual and Volo’s Guide to Monsters.
ACOLYTE:
Change passive Perception from 10 to 12.
The Acolyte has a Wisdom of 14, which is a +2 bonus to Perception.
ASSASSIN:
Change Dex save to +6 and Int save to +4.
Change Acrobatics to +6, Deception to +3, Perception to +3, and Stealth to +9,
Change passive Perception from 14 to 13.
Change shortsword to +6 to hit.
Change light crossbow to +6 to hit.
All of the proficiency bonuses are 1 too high. A CR 8 creature has a proficiency bonus of +3.
BLACKGUARD:
Change shortbow damage to 3 (1d6) piercing damage.
The Blackguard has a Dexterity of 11 and adds no bonus to the base shortbow damage.
CHAMPION:
Change light crossbow to longbow.
The description under Multiattack says it gets 3 attacks with its shortbow, but the only ranged weapon it has is a light crossbow. I suggest changing this to a longbow, since that keeps the same damage and the only difference is the range (which has little bearing on the difficulty of opposing the NPC).
CULT FANATIC:
Change passive Perception to 11.
The cult fanatic has a Wisdom of 13, which is a +1 bonus to Perception.
DRUID:
The quarterstaff does 6 (1d8+2) bludgeoning damage with shillelagh instead of 4 (1d8) bludgeoning damage.
The shillelagh cantrip adds the spellcaster’s spellcasting bonus to damage as well as to hit rolls.
GUARD:
Spear should include the option to do 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
Even though the guard has a shield, it can still choose to use the spear two handed. Additionally, the Gladiator has a shield, yet its spear entry includes the two handed option.
PRIEST:
Change Religion from +4 to +5.
The Priest has an Intelligence of 13. Therefore, its Religion is normally a +3. However, given its double proficiency in Medicine, it is not unreasonable to assume it also has a double proficiency in Religion.
VETERAN:
Change heavy crossbow damage to 6 (1d10+1).
The Veteran has a 13 Dexterity, which gives it a +1 to damage with the crossbow.
WARLOCK OF THE ARCHFEY:
Change the save DC for its innate spellcasting from 15 to 14.
Change the damage for its dagger to 3 (1d4+1).
The Warlock has a Charisma of 18 and a proficiency bonus of 2, giving it a total bonus of +6. Therefore, the save DC is 8 + 6 =14.
Its Dexterity is 13, giving it a +1 bonus to its dagger damage.
Sure wish WOTC would do a better job of proofing their stuff. It got really bad in 3.5 and I was hoping since 5e was simpler it'd be better.
The following are errata for the human NPCs presented in the Monster Manual and Volo’s Guide to Monsters.
ACOLYTE:
Change passive Perception from 10 to 12.
The Acolyte has a Wisdom of 14, which is a +2 bonus to Perception.
ASSASSIN:
Change Dex save to +6 and Int save to +4.
Change Acrobatics to +6, Deception to +3, Perception to +3, and Stealth to +9,
Change passive Perception from 14 to 13.
Change shortsword to +6 to hit.
Change light crossbow to +6 to hit.
All of the proficiency bonuses are 1 too high. A CR 8 creature has a proficiency bonus of +3.
BLACKGUARD:
Change shortbow damage to 3 (1d6) piercing damage.
The Blackguard has a Dexterity of 11 and adds no bonus to the base shortbow damage.
CHAMPION:
Change light crossbow to longbow.
The description under Multiattack says it gets 3 attacks with its shortbow, but the only ranged weapon it has is a light crossbow. I suggest changing this to a longbow, since that keeps the same damage and the only difference is the range (which has little bearing on the difficulty of opposing the NPC).
CULT FANATIC:
Change passive Perception to 11.
The cult fanatic has a Wisdom of 13, which is a +1 bonus to Perception.
DRUID:
The quarterstaff does 6 (1d8+2) bludgeoning damage with shillelagh instead of 4 (1d8) bludgeoning damage.
The shillelagh cantrip adds the spellcaster’s spellcasting bonus to damage as well as to hit rolls.
GUARD:
Spear should include the option to do 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
Even though the guard has a shield, it can still choose to use the spear two handed. Additionally, the Gladiator has a shield, yet its spear entry includes the two handed option.
PRIEST:
Change Religion from +4 to +5.
The Priest has an Intelligence of 13. Therefore, its Religion is normally a +3. However, given its double proficiency in Medicine, it is not unreasonable to assume it also has a double proficiency in Religion.
VETERAN:
Change heavy crossbow damage to 6 (1d10+1).
The Veteran has a 13 Dexterity, which gives it a +1 to damage with the crossbow.
WARLOCK OF THE ARCHFEY:
Change the save DC for its innate spellcasting from 15 to 14.
Change the damage for its dagger to 3 (1d4+1).
The Warlock has a Charisma of 18 and a proficiency bonus of 2, giving it a total bonus of +6. Therefore, the save DC is 8 + 6 =14.
Its Dexterity is 13, giving it a +1 bonus to its dagger damage.