D&D 3E/3.5 Monster Manual 3.5 errata released

This errata also ignores quite a few errors in skill listings for various monsters.

For example, the Owlbear, a 5 hit-dice Magical Beast with an Int of 2 and a Wis of 12, has the skill listings of Listen +8 and Spot +8.

Given that it has Alertness, and its Wisdom modifier is +1, that means that its ranks in those two skills is +5 each, for a total of ten skill point spent. Having only 5 hit dice though, and only receiving 1 skill point per die (first one quadrupled) due to its Int penalty, that's 2 more skill points than it should have. The correct listings, after all modifiers, should be Listen +7 and Spot +7.
 

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Humanophile said:
I stopped by here specifically to see if any comment about errata on errata had been made. :)

From the Errata file:
"Four creatures underwent significant change: Deinoychus [sic] (dinosaur), megaraptor (dinosaur)..."

Yeah.... maybe we should *spellcheck* the errata file--or at *least* look at it closely. I mean, seriously, how much confidence can we really have in this document?

From the Errata file:
"Weapon Finesse Feat
Some creatures that have this feat lack the +1 base attack bonus prerequisite. Since bonus feats do not require the creature to fulfill any feat prerequisites (see page 301 in the Monster Manual), make the Weapon Finesse feat a bonus feat and add an additional feat (see the table below)." [Then there's a table with (count 'em) 17 :confused: creatures, of which fully 16 require changing not one but two skill check bonus values.]

Heavy sigh. Can't we do better than this? Wouldn't it just be easier to do away with the prereq or... something?

I don't know... I think I'll lay down now. :(
 


full text of the judicial legislation

Monster Manual v.3.5 Errata 6/7/04 Version 062004
Page 1
Monster Manual v.3.5 Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One
example of a primary/secondary source is text
taking precedence over a table entry. An individual
spell description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster.s statistics block supersedes
the descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player.s
Handbook, for example, gives all the rules for
playing the game, for PC races, and the base class
descriptions. If you find something on one of those
topics from the Dungeon Master.s Guide or the
Monster Manual that disagrees with the Player.s
Handbook, you should assume the Player.s
Handbook is the primary source. The Dungeon
Master.s Guide is the primary source for topics
such as magic item descriptions, special material
construction rules, and so on. The Monster Manual
is the primary source for monster descriptions,
templates, and supernatural, extraordinary, and
spell-like abilities.
General Changes
These changes are global and apply to an
assortment of creatures.
Damage Reduction
Damage Reduction is either extraordinary (Ex) or
supernatural (Su). Use the following guidelines if it
is not specified.
• DR X/slashing, piercing, or bludgeoning
should be (Ex)
• DR X/adamantine should be (Ex)
• DR X/-- should be (Ex)
• DR X/silver or cold iron should be (Su)
• DR X/magic should be (Su)
• DR X/chaotic, lawful, holy, or unholy
should be (Su)
Improved Natural Attack Feat
You can take this feat multiple times, but each time
it applies to a different natural attack.
Rend
Sometimes two values are listed for rend: one on
the special attacks line and one in the paragraph
describing rend. The correct value is listed on the
special attacks line.
Weapon Finesse Feat
Some creatures that have this feat lack the +1 base
attack bonus prerequisite. Since bonus feats do not
require the creature to fulfill any feat prerequisites
(see page 301 in the Monster Manual), make the
Weapon Finesse feat a bonus feat and add an
additional feat (see the table below).
Creatures
Most creatures remain the same. Some only have
minor errata. Four creatures underwent significant
change: Deinoychus (dinosaur), megaraptor
(dinosaur), gelatinous cube, and gibbering mouther.
The following text amends the existing entries.
Weapon Finesse Bonus Feat Changes
Creature Feat Change
Pseudodragon Alertness +2 on Listen and Spot checks
Sprite, Grig Stealthy +2 on Hide and Move Silently checks
Sprite, Nixie Alertness +2 on Listen and Spot checks
Sprite, Pixie Alertness +2 on Listen and Spot checks
Swarm, Rat Stealthy +2 on Hide and Move Silently checks
Vargouille Stealthy +2 on Hide and Move Silently checks
Animals
Badger Agile +2 on Balance and Escape Artist checks
Cat Stealthy +2 on Hide and Move Silently checks
Eagle Alertness +2 on Listen and Spot checks
Hawk Alertness +2 on Listen and Spot checks
Lizard Stealthy +2 on Hide and Move Silently checks
Monkey Agile +2 on Balance and Escape Artist checks
Owl Alertness +2 on Listen and Spot checks
Rat Stealthy +2 on Hide and Move Silently checks
Raven Alertness +2 on Listen and Spot checks
Snake Improved Initiative +4 on Initiative checks
Weasel Agile +2 on Balance and Escape Artist checks
Angel, Solar Monster Manual, page 12
Monster Manual v.3.5 Errata 6/7/04 Version 062004
Page 2
Problem: Power word stun was listed in spell-like
abilities as both at will and 1/day.
Solution: It can use power word stun 1/day.
Beholder and Gauth
Monster Manual, page 26
The eye ray attack is a free action. Increase its bite
attacks by +5.
Dinosaur, Deinonychus
Monster Manual, page 60
Medium Animal
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12,
flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Talons +7 melee (1d8+4)
Full Attack: Talons +7 melee (1d8+4) and 2
foreclaws +2 melee (1d3+2) and bite +2 melee
(2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12,
Cha 10
Skills: Hide +12, Jump +26, Listen +10, Spot +10,
Survival +10
Feats: Run, Track
Environment: Warm forests
Organization: Solitary, pair, or pack (3.6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5.8 HD (Medium)
Level Adjustment: .
Dinosaur, Megaraptor
Monster Manual, page 60
Large Animal
Hit Dice: 8d8+43 (79 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 17 (.1 size, +2 Dex, +6 natural),
touch 11, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and 2
foreclaws +5 melee (1d4+2) and bite +5 melee
(1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15,
Cha 10
Skills: Hide +9, Jump +27, Listen +12, Spot +12,
Survival +12
Feats: Run, Toughness, Track
Environment: Warm forests
Organization: Solitary, pair, or pack (3.6)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9.16 HD (Large); 17.24 HD
(Huge)
Level Adjustment: .
Dragon, Red
Monster Manual, page 77
The sample very old red dragon.s typical sorcerer
spells known lists emotion. Replace it with the
confusion spell.
Gibbering Mouther
Monster Manual, page 126
The engulf ability needs additional clarification.
Replace it with the following information.
Improved Grab (Ex): To use this ability, a
gibbering mouther must hit a Medium or smaller
foe with a bite attack. It can then attempt to start a
grapple as a free action without provoking an attack
of opportunity.
Swallow Whole (Ex): The gibbering mouther can
attempt to swallow a grappled opponent of Medium
or smaller size by making a successful grapple
check. (The gibbering mouther doesn.t actually
.swallow. the opponent.it engulfs it within its
amorphous form.but the effect is essentially the
same.) Once inside, the gibbering mouther can use
its blood drain ability. A swallowed creature can
cut its way out by dealing 5 points of damage to the
gibbering mouther (same AC).
The gibbering mouther.s body can hold 1 Medium,
2 Small, 8 Tiny, 32 Diminutive, or 128 Fine
creatures.
Blood Drain (Ex): A swallowed opponent
automatically takes 1d4 points of Constitution
damage each round.
Golem, Stone
Monster Manual, page 137
Problem: Prerequisite spells for constructing a
stone golem or greater stone golem given on page
137 of the Monster Manual don.t match those
given for the stone golem manual and greater stone
golem manual on page 258 of the Dungeon
Master.s Guide.
Solution: The Dungeon Master.s Guide is correct.
Add the slow spell to the prerequisites for each of
these golems in the Monster Manual.
Monster Manual v.3.5 Errata 6/7/04 Version 062004
Page 3
Lammasu
Monster Manual, page 165
Delete the paragraph describing a breath weapon.
Mind Flayer
Monster Manual, page 186.188
Add telepathy as a special quality.
Telepathy (Su): A mind flayer can communicate
telepathically with any other creature within 100 ft.
that has a language.
Swarms
Monster Manual, pages 237.240
The bat swarm and spider swarm are immune to
weapon damage.
Hellwasp swarm has good maneuverability for its
fly speed.
Zombie
Monster Manual, page 266
All zombies have damage reduction 5/slashing. The
template should have the following text under
Special Qualities.
Damage Reduction 5/Slashing: Zombies are
lumbering masses of flesh.
Monstrous Deities
Some creature entries, such as aquatic elves and
kobolds, make reference to deities not found in the
Player.s Handbook.
Favored Weapon
Annam (giants): unarmed attack
Blibdoolpoolp (kuo-toa): pincer staff
Callarduran Smoothhands (svirfneblin): battleaxe
Deep Sashelas (aquatic elves): trident
Diirinka (derro): dagger
Eadro (locathahs, merfolk): shortspear
Grolantor (hill giants, ettins, ogres): club
Hiatea (giants, especially females): shortspear
Hruggek (bugbears): morningstar
Iallanis (good giants): unarmed attack
Iuz: greatsword
Kaelthiere (evil fire creatures): spear
Kurtulmak (kobolds): spear
Laduguer (duergar): warhammer
Laogzed (troglodytes): javelin
Lolth (driders, drow): whip
Maglubiyet (goblins, hobgoblins): battleaxe
Memnor (evil cloud giants): morningstar
Merrshaulk (yuan-ti): longsword
Panzuriel (evil sea creatures): quarterstaff
Sekolah (sahuagin): trident
Semuanya (lizardfolk): greatclub
Sixin (xill): short sword
Skerrit (centaurs): shortspear
Skoraeus Stonebones (stone giants): warhammer
Stronmaus (storm and cloud giants): warhammer
Surtr (fire giants): greatsword
Thrym (frost giants): greataxe
Vaprak (ogres): greatclub
Table A.1: Monstrous Deities
Deity Alignment Domains Typical Worshipers
Blibdoolpoolp Chaotic evil Destruction, Evil, Water Kuo-toa
Callarduran Smoothhands Neutral Earth, Good, Healing, Protection Svirfneblin
Deep Sashelas Chaotic good Chaos, Good, Protection, Water Aquatic elves
Diirinka Chaotic evil Chaos, Evil, Magic, Trickery Derro
Eadro Neutral Animal, Protection, Water Locathahs, merfolk
Great Mother Chaotic evil Chaos, Death, Evil, Strength Beholders
Gruumsh Chaotic evil Chaos, Evil, Strength, War Orcs
Hruggek Chaotic evil Chaos, Evil, Trickery, War Bugbears
Kaelthiere Neutral evil Destruction, Evil, Fire, War (spear) Evil fire creatures
Kurtulmak Lawful evil Evil, Law, Luck, Trickery Kobolds
Laduguer Lawful evil Earth, Evil, Law, War Duergar
Laogzed Chaotic evil Chaos, Death, Destruction, Evil Troglodytes
Lolth Chaotic evil Chaos, Destruction, Evil, Trickery Driders, drow (elves)
Maglubiyet Neutral evil Chaos, Destruction, Evil, Trickery Goblins, hobgoblins
Merrshaulk Chaotic evil Chaos, Destruction, Evil, Plant Yuan-ti
Panzuriel Neutral evil Destruction, Evil, War, Water Evil aquatic creatures
Sekolah Lawful evil Evil, Law, Strength, War Sahuagin
Semuanya Neutral Animal, Plant, Water Lizardfolk
Shekinester Neutral Destruction, Knowledge, Magic, Protection Nagas
Sixin Lawful evil Evil, Law, Strength, Travel Xill
Skerrit Neutral good Animal, Healing, Plant, Sun Centaur
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

the attempt to remove engulf is wholey unnesasary. It is an appropriate ability for soft globby monsters that need not make large efforts to 'engulf' foes.


original giggering mouther
GIBBERING MOUTHER
Medium Aberration
Hit Dice: 4d8+24 (42 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)
Full Attack: 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation
Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills: Listen +4, Spot +9, Swim +8
Feats: Lightning Reflexes, Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5–12 HD (Large)
Level Adjustment: —
A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.
Gibbering mouthers can speak Common, but seldom say anything other than gibberish.
COMBAT
A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.
Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Blood Drain (Ex): On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 12 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points).
A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.
Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths.
The opponent must succeed on a DC 14 Reflex save or fall and be engulfed. In the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.
Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.
Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.
A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

I agree that wholesale changes to animal skill bonuses, or the gibbering mouther's engulf ability, seems like unnecessary tinkering. Like somehow the "engulf" ability was accidentally designed into the 3.0 and 3.5 rulesets? Similar stuff happened with the 3.0 errata when a slew of Beasts had their intelligence and skill points dropped for technical reasons.

Ah, well, it will make for sales pitch with 4.0 when they incorporate this stuff into the core rulebooks.
 
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If a Gibbering Mouther is a medium creature, then (according to the SRD) it should not be able to use Improved Grab against other medium creatures. It looks like the monster description is rewriting the general ability. Is this just a mistake, or and intentional (though unmentioned) exception to the rule?

It's anybody's guess...
 

Ki Ryn said:
If a Gibbering Mouther is a medium creature, then (according to the SRD) it should not be able to use Improved Grab against other medium creatures. It looks like the monster description is rewriting the general ability. Is this just a mistake, or and intentional (though unmentioned) exception to the rule?

It's anybody's guess...

I think many monsters ignore the default sizing constraints on Improved Grab -- doesn't the choker, for example?
 

CRGreathouse said:
I think many monsters ignore the default sizing constraints on Improved Grab -- doesn't the choker, for example?
Most monsters don't, only a couple make an exception (the choker and darkmantle are the only ones I'm aware of: they are Small, but can grab Large creatures). Of course, most creatures with Improved Grab are Larger or bigger.
 
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