Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Monster Manual 3.5 errata released
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="frankthedm" data-source="post: 1596521" data-attributes="member: 1164"><p><strong>full text of the judicial legislation</strong></p><p></p><p>Monster Manual v.3.5 Errata 6/7/04 Version 062004</p><p>Page 1</p><p>Monster Manual v.3.5 Errata</p><p>Errata Rule: Primary Sources</p><p>When you find a disagreement between two D&D</p><p>rules sources, unless an official errata file says</p><p>otherwise, the primary source is correct. One</p><p>example of a primary/secondary source is text</p><p>taking precedence over a table entry. An individual</p><p>spell description takes precedence when the short</p><p>description in the beginning of the spells chapter</p><p>disagrees. A monster.s statistics block supersedes</p><p>the descriptive text.</p><p>Another example of primary vs. secondary sources</p><p>involves book and topic precedence. The Player.s</p><p>Handbook, for example, gives all the rules for</p><p>playing the game, for PC races, and the base class</p><p>descriptions. If you find something on one of those</p><p>topics from the Dungeon Master.s Guide or the</p><p>Monster Manual that disagrees with the Player.s</p><p>Handbook, you should assume the Player.s</p><p>Handbook is the primary source. The Dungeon</p><p>Master.s Guide is the primary source for topics</p><p>such as magic item descriptions, special material</p><p>construction rules, and so on. The Monster Manual</p><p>is the primary source for monster descriptions,</p><p>templates, and supernatural, extraordinary, and</p><p>spell-like abilities.</p><p>General Changes</p><p>These changes are global and apply to an</p><p>assortment of creatures.</p><p>Damage Reduction</p><p>Damage Reduction is either extraordinary (Ex) or</p><p>supernatural (Su). Use the following guidelines if it</p><p>is not specified.</p><p>• DR X/slashing, piercing, or bludgeoning</p><p>should be (Ex)</p><p>• DR X/adamantine should be (Ex)</p><p>• DR X/-- should be (Ex)</p><p>• DR X/silver or cold iron should be (Su)</p><p>• DR X/magic should be (Su)</p><p>• DR X/chaotic, lawful, holy, or unholy</p><p>should be (Su)</p><p>Improved Natural Attack Feat</p><p>You can take this feat multiple times, but each time</p><p>it applies to a different natural attack.</p><p>Rend</p><p>Sometimes two values are listed for rend: one on</p><p>the special attacks line and one in the paragraph</p><p>describing rend. The correct value is listed on the</p><p>special attacks line.</p><p>Weapon Finesse Feat</p><p>Some creatures that have this feat lack the +1 base</p><p>attack bonus prerequisite. Since bonus feats do not</p><p>require the creature to fulfill any feat prerequisites</p><p>(see page 301 in the Monster Manual), make the</p><p>Weapon Finesse feat a bonus feat and add an</p><p>additional feat (see the table below).</p><p>Creatures</p><p>Most creatures remain the same. Some only have</p><p>minor errata. Four creatures underwent significant</p><p>change: Deinoychus (dinosaur), megaraptor</p><p>(dinosaur), gelatinous cube, and gibbering mouther.</p><p>The following text amends the existing entries.</p><p>Weapon Finesse Bonus Feat Changes</p><p>Creature Feat Change</p><p>Pseudodragon Alertness +2 on Listen and Spot checks</p><p>Sprite, Grig Stealthy +2 on Hide and Move Silently checks</p><p>Sprite, Nixie Alertness +2 on Listen and Spot checks</p><p>Sprite, Pixie Alertness +2 on Listen and Spot checks</p><p>Swarm, Rat Stealthy +2 on Hide and Move Silently checks</p><p>Vargouille Stealthy +2 on Hide and Move Silently checks</p><p>Animals</p><p>Badger Agile +2 on Balance and Escape Artist checks</p><p>Cat Stealthy +2 on Hide and Move Silently checks</p><p>Eagle Alertness +2 on Listen and Spot checks</p><p>Hawk Alertness +2 on Listen and Spot checks</p><p>Lizard Stealthy +2 on Hide and Move Silently checks</p><p>Monkey Agile +2 on Balance and Escape Artist checks</p><p>Owl Alertness +2 on Listen and Spot checks</p><p>Rat Stealthy +2 on Hide and Move Silently checks</p><p>Raven Alertness +2 on Listen and Spot checks</p><p>Snake Improved Initiative +4 on Initiative checks</p><p>Weasel Agile +2 on Balance and Escape Artist checks</p><p>Angel, Solar Monster Manual, page 12</p><p>Monster Manual v.3.5 Errata 6/7/04 Version 062004</p><p>Page 2</p><p>Problem: Power word stun was listed in spell-like</p><p>abilities as both at will and 1/day.</p><p>Solution: It can use power word stun 1/day.</p><p>Beholder and Gauth</p><p>Monster Manual, page 26</p><p>The eye ray attack is a free action. Increase its bite</p><p>attacks by +5.</p><p>Dinosaur, Deinonychus</p><p>Monster Manual, page 60</p><p>Medium Animal</p><p>Hit Dice: 4d8+16 (34 hp)</p><p>Initiative: +2</p><p>Speed: 60 ft. (12 squares)</p><p>Armor Class: 17 (+2 Dex, +5 natural), touch 12,</p><p>flat-footed 15</p><p>Base Attack/Grapple: +3/+7</p><p>Attack: Talons +7 melee (1d8+4)</p><p>Full Attack: Talons +7 melee (1d8+4) and 2</p><p>foreclaws +2 melee (1d3+2) and bite +2 melee</p><p>(2d4+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Pounce</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +8, Ref +6, Will +2</p><p>Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12,</p><p>Cha 10</p><p>Skills: Hide +12, Jump +26, Listen +10, Spot +10,</p><p>Survival +10</p><p>Feats: Run, Track</p><p>Environment: Warm forests</p><p>Organization: Solitary, pair, or pack (3.6)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5.8 HD (Medium)</p><p>Level Adjustment: .</p><p>Dinosaur, Megaraptor</p><p>Monster Manual, page 60</p><p>Large Animal</p><p>Hit Dice: 8d8+43 (79 hp)</p><p>Initiative: +2</p><p>Speed: 60 ft. (12 squares)</p><p>Armor Class: 17 (.1 size, +2 Dex, +6 natural),</p><p>touch 11, flat-footed 15</p><p>Base Attack/Grapple: +6/+15</p><p>Attack: Talons +10 melee (2d6+5)</p><p>Full Attack: Talons +10 melee (2d6+5) and 2</p><p>foreclaws +5 melee (1d4+2) and bite +5 melee</p><p>(1d8+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Pounce</p><p>Special Qualities: Low-light vision, scent</p><p>Saves: Fort +10, Ref +8, Will +4</p><p>Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15,</p><p>Cha 10</p><p>Skills: Hide +9, Jump +27, Listen +12, Spot +12,</p><p>Survival +12</p><p>Feats: Run, Toughness, Track</p><p>Environment: Warm forests</p><p>Organization: Solitary, pair, or pack (3.6)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9.16 HD (Large); 17.24 HD</p><p>(Huge)</p><p>Level Adjustment: .</p><p>Dragon, Red</p><p>Monster Manual, page 77</p><p>The sample very old red dragon.s typical sorcerer</p><p>spells known lists emotion. Replace it with the</p><p>confusion spell.</p><p>Gibbering Mouther</p><p>Monster Manual, page 126</p><p>The engulf ability needs additional clarification.</p><p>Replace it with the following information.</p><p>Improved Grab (Ex): To use this ability, a</p><p>gibbering mouther must hit a Medium or smaller</p><p>foe with a bite attack. It can then attempt to start a</p><p>grapple as a free action without provoking an attack</p><p>of opportunity. </p><p>Swallow Whole (Ex): The gibbering mouther can</p><p>attempt to swallow a grappled opponent of Medium</p><p>or smaller size by making a successful grapple</p><p>check. (The gibbering mouther doesn.t actually</p><p>.swallow. the opponent.it engulfs it within its</p><p>amorphous form.but the effect is essentially the</p><p>same.) Once inside, the gibbering mouther can use</p><p>its blood drain ability. A swallowed creature can</p><p>cut its way out by dealing 5 points of damage to the</p><p>gibbering mouther (same AC).</p><p>The gibbering mouther.s body can hold 1 Medium,</p><p>2 Small, 8 Tiny, 32 Diminutive, or 128 Fine</p><p>creatures.</p><p>Blood Drain (Ex): A swallowed opponent</p><p>automatically takes 1d4 points of Constitution</p><p>damage each round.</p><p>Golem, Stone</p><p>Monster Manual, page 137</p><p>Problem: Prerequisite spells for constructing a</p><p>stone golem or greater stone golem given on page</p><p>137 of the Monster Manual don.t match those</p><p>given for the stone golem manual and greater stone</p><p>golem manual on page 258 of the Dungeon</p><p>Master.s Guide.</p><p>Solution: The Dungeon Master.s Guide is correct.</p><p>Add the slow spell to the prerequisites for each of</p><p>these golems in the Monster Manual.</p><p>Monster Manual v.3.5 Errata 6/7/04 Version 062004</p><p>Page 3</p><p>Lammasu</p><p>Monster Manual, page 165</p><p>Delete the paragraph describing a breath weapon.</p><p>Mind Flayer</p><p>Monster Manual, page 186.188</p><p>Add telepathy as a special quality.</p><p>Telepathy (Su): A mind flayer can communicate</p><p>telepathically with any other creature within 100 ft.</p><p>that has a language.</p><p>Swarms</p><p>Monster Manual, pages 237.240</p><p>The bat swarm and spider swarm are immune to</p><p>weapon damage.</p><p>Hellwasp swarm has good maneuverability for its</p><p>fly speed.</p><p>Zombie</p><p>Monster Manual, page 266</p><p>All zombies have damage reduction 5/slashing. The</p><p>template should have the following text under</p><p>Special Qualities.</p><p>Damage Reduction 5/Slashing: Zombies are</p><p>lumbering masses of flesh.</p><p>Monstrous Deities</p><p>Some creature entries, such as aquatic elves and</p><p>kobolds, make reference to deities not found in the</p><p>Player.s Handbook.</p><p>Favored Weapon</p><p>Annam (giants): unarmed attack</p><p>Blibdoolpoolp (kuo-toa): pincer staff</p><p>Callarduran Smoothhands (svirfneblin): battleaxe</p><p>Deep Sashelas (aquatic elves): trident</p><p>Diirinka (derro): dagger</p><p>Eadro (locathahs, merfolk): shortspear</p><p>Grolantor (hill giants, ettins, ogres): club</p><p>Hiatea (giants, especially females): shortspear</p><p>Hruggek (bugbears): morningstar</p><p>Iallanis (good giants): unarmed attack</p><p>Iuz: greatsword</p><p>Kaelthiere (evil fire creatures): spear</p><p>Kurtulmak (kobolds): spear</p><p>Laduguer (duergar): warhammer</p><p>Laogzed (troglodytes): javelin</p><p>Lolth (driders, drow): whip</p><p>Maglubiyet (goblins, hobgoblins): battleaxe</p><p>Memnor (evil cloud giants): morningstar</p><p>Merrshaulk (yuan-ti): longsword</p><p>Panzuriel (evil sea creatures): quarterstaff</p><p>Sekolah (sahuagin): trident</p><p>Semuanya (lizardfolk): greatclub</p><p>Sixin (xill): short sword</p><p>Skerrit (centaurs): shortspear</p><p>Skoraeus Stonebones (stone giants): warhammer</p><p>Stronmaus (storm and cloud giants): warhammer</p><p>Surtr (fire giants): greatsword</p><p>Thrym (frost giants): greataxe</p><p>Vaprak (ogres): greatclub</p><p>Table A.1: Monstrous Deities</p><p>Deity Alignment Domains Typical Worshipers</p><p>Blibdoolpoolp Chaotic evil Destruction, Evil, Water Kuo-toa</p><p>Callarduran Smoothhands Neutral Earth, Good, Healing, Protection Svirfneblin</p><p>Deep Sashelas Chaotic good Chaos, Good, Protection, Water Aquatic elves</p><p>Diirinka Chaotic evil Chaos, Evil, Magic, Trickery Derro</p><p>Eadro Neutral Animal, Protection, Water Locathahs, merfolk</p><p>Great Mother Chaotic evil Chaos, Death, Evil, Strength Beholders</p><p>Gruumsh Chaotic evil Chaos, Evil, Strength, War Orcs</p><p>Hruggek Chaotic evil Chaos, Evil, Trickery, War Bugbears</p><p>Kaelthiere Neutral evil Destruction, Evil, Fire, War (spear) Evil fire creatures</p><p>Kurtulmak Lawful evil Evil, Law, Luck, Trickery Kobolds</p><p>Laduguer Lawful evil Earth, Evil, Law, War Duergar</p><p>Laogzed Chaotic evil Chaos, Death, Destruction, Evil Troglodytes</p><p>Lolth Chaotic evil Chaos, Destruction, Evil, Trickery Driders, drow (elves)</p><p>Maglubiyet Neutral evil Chaos, Destruction, Evil, Trickery Goblins, hobgoblins</p><p>Merrshaulk Chaotic evil Chaos, Destruction, Evil, Plant Yuan-ti</p><p>Panzuriel Neutral evil Destruction, Evil, War, Water Evil aquatic creatures</p><p>Sekolah Lawful evil Evil, Law, Strength, War Sahuagin</p><p>Semuanya Neutral Animal, Plant, Water Lizardfolk</p><p>Shekinester Neutral Destruction, Knowledge, Magic, Protection Nagas</p><p>Sixin Lawful evil Evil, Law, Strength, Travel Xill</p><p>Skerrit Neutral good Animal, Healing, Plant, Sun Centaur</p><p>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</p><p></p><p>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.</p><p></p><p></p><p><strong> original giggering mouther</strong></p><p><strong>GIBBERING MOUTHER</strong></p><p><strong> Medium Aberration</strong></p><p><strong>Hit Dice: 4d8+24 (42 hp)</strong></p><p><strong>Initiative: +1</strong></p><p><strong>Speed: 10 ft. (2 squares), swim 20 ft.</strong></p><p><strong>Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18</strong></p><p><strong>Base Attack/Grapple: +3/+3</strong></p><p><strong>Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)</strong></p><p><strong>Full Attack: 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)</strong></p><p><strong>Space/Reach: 5 ft./5 ft.</strong></p><p><strong>Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation</strong></p><p><strong>Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.</strong></p><p><strong>Saves: Fort +7, Ref +4, Will +5</strong></p><p><strong>Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13</strong></p><p><strong>Skills: Listen +4, Spot +9, Swim +8</strong></p><p><strong>Feats: Lightning Reflexes, Weapon Finesse</strong></p><p><strong>Environment: Underground</strong></p><p><strong>Organization: Solitary</strong></p><p><strong>Challenge Rating: 5</strong></p><p><strong>Treasure: None</strong></p><p><strong>Alignment: Usually neutral</strong></p><p><strong>Advancement: 5–12 HD (Large)</strong></p><p><strong>Level Adjustment: —</strong></p><p><strong>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.</strong></p><p><strong>A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.</strong></p><p><strong>Gibbering mouthers can speak Common, but seldom say anything other than gibberish.</strong></p><p><strong>COMBAT</strong></p><p><strong>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.</strong></p><p><strong>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.</strong></p><p><strong>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.</strong></p><p><strong>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. </strong></p><p><strong>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). </strong></p><p><strong>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.</strong></p><p><strong>Engulf (Ex): A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. </strong></p><p><strong>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. </strong></p><p><strong>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).</strong></p><p><strong>Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.</strong></p><p><strong>Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.</strong></p><p><strong>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.</strong></p><p><strong></strong></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1596521, member: 1164"] [b]full text of the judicial legislation[/b] 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. [b] 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. [/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Monster Manual 3.5 errata released
Top