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<blockquote data-quote="devincutler" data-source="post: 6999562" data-attributes="member: 6684551"><p>In going over the stat blocks for NPCs in the <em>Monster Manual</em> and <em>Volos' Guide to Monsters</em>, I noticed a lot of niggling errors. Here is my list of those found and the corrections involved.</p><p></p><p>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.</p><p></p><p>The following are errata for the human NPCs presented in the <em>Monster Manual</em> and <em>Volo’s Guide to Monsters</em>.</p><p> </p><p><strong>ACOLYTE:</strong></p><p> </p><p>Change passive Perception from 10 to 12.</p><p> </p><p>The Acolyte has a Wisdom of 14, which is a +2 bonus to Perception.</p><p></p><p> </p><p><strong> ASSASSIN:</strong></p><p> </p><p>Change Dex save to +6 and Int save to +4.</p><p> </p><p>Change Acrobatics to +6, Deception to +3, Perception to +3, and Stealth to +9,</p><p> </p><p>Change passive Perception from 14 to 13.</p><p> </p><p>Change <strong><em>shortsword</em></strong> to +6 to hit.</p><p> </p><p>Change <strong><em>light crossbow</em></strong> to +6 to hit.</p><p> </p><p>All of the proficiency bonuses are 1 too high. A CR 8 creature has a proficiency bonus of +3.</p><p></p><p> </p><p><strong>BLACKGUARD:</strong></p><p> </p><p>Change <strong><em>shortbow</em></strong> damage to 3 (1d6) piercing damage.</p><p> </p><p>The Blackguard has a Dexterity of 11 and adds no bonus to the base shortbow damage.</p><p></p><p> </p><p><strong>CHAMPION:</strong></p><p> </p><p>Change <strong><em>light crossbow</em></strong> to <strong><em>longbow</em></strong>.</p><p> </p><p>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).</p><p></p><p> </p><p><strong>CULT FANATIC:</strong></p><p> </p><p>Change passive Perception to 11.</p><p> </p><p>The cult fanatic has a Wisdom of 13, which is a +1 bonus to Perception.</p><p></p><p> </p><p><strong>DRUID:</strong></p><p> </p><p>The <strong><em>quarterstaff</em> </strong>does 6 (1d8+2) bludgeoning damage with <em>shillelagh</em> instead of 4 (1d8) bludgeoning damage.</p><p> </p><p>The <em>shillelagh</em> cantrip adds the spellcaster’s spellcasting bonus to damage as well as to hit rolls. </p><p></p><p> </p><p><strong>GUARD:</strong></p><p> </p><p><strong><em>Spear</em></strong> should include the option to do 5 (1d8+1) piercing damage if used with two hands to make a melee attack.</p><p> </p><p>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.</p><p></p><p> </p><p><strong>PRIEST:</strong></p><p> </p><p>Change Religion from +4 to +5.</p><p> </p><p>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.</p><p></p><p> </p><p><strong>VETERAN:</strong></p><p> </p><p>Change <strong><em>heavy crossbow </em></strong>damage to 6 (1d10+1).</p><p> </p><p>The Veteran has a 13 Dexterity, which gives it a +1 to damage with the crossbow.</p><p></p><p> </p><p><strong>WARLOCK OF THE ARCHFEY:</strong></p><p> </p><p>Change the save DC for its <strong><em>innate spellcasting</em></strong> from 15 to 14.</p><p> </p><p>Change the damage for its <strong><em>dagger</em></strong> to 3 (1d4+1).</p><p> </p><p>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.</p><p></p><p>Its Dexterity is 13, giving it a +1 bonus to its dagger damage.</p></blockquote><p></p>
[QUOTE="devincutler, post: 6999562, member: 6684551"] In going over the stat blocks for NPCs in the [I]Monster Manual[/I] and [I]Volos' Guide to Monsters[/I], 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 [I]Monster Manual[/I] and [I]Volo’s Guide to Monsters[/I]. [B]ACOLYTE:[/B] Change passive Perception from 10 to 12. The Acolyte has a Wisdom of 14, which is a +2 bonus to Perception. [B] ASSASSIN:[/B] 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 [B][I]shortsword[/I][/B] to +6 to hit. Change [B][I]light crossbow[/I][/B] to +6 to hit. All of the proficiency bonuses are 1 too high. A CR 8 creature has a proficiency bonus of +3. [B]BLACKGUARD:[/B] Change [B][I]shortbow[/I][/B] damage to 3 (1d6) piercing damage. The Blackguard has a Dexterity of 11 and adds no bonus to the base shortbow damage. [B]CHAMPION:[/B] Change [B][I]light crossbow[/I][/B] to [B][I]longbow[/I][/B]. 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). [B]CULT FANATIC:[/B] Change passive Perception to 11. The cult fanatic has a Wisdom of 13, which is a +1 bonus to Perception. [B]DRUID:[/B] The [B][I]quarterstaff[/I] [/B]does 6 (1d8+2) bludgeoning damage with [I]shillelagh[/I] instead of 4 (1d8) bludgeoning damage. The [I]shillelagh[/I] cantrip adds the spellcaster’s spellcasting bonus to damage as well as to hit rolls. [B]GUARD:[/B] [B][I]Spear[/I][/B] 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. [B]PRIEST:[/B] 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. [B]VETERAN:[/B] Change [B][I]heavy crossbow [/I][/B]damage to 6 (1d10+1). The Veteran has a 13 Dexterity, which gives it a +1 to damage with the crossbow. [B]WARLOCK OF THE ARCHFEY:[/B] Change the save DC for its [B][I]innate spellcasting[/I][/B] from 15 to 14. Change the damage for its [B][I]dagger[/I][/B] 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. [/QUOTE]
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