Monster Stat Blocks

AWizardInDallas

First Post
I'm in the process of converting a bunch of monsters to a block format similar to the latter-3.5 format. I would like to know where I can post my blocks for a sanity check on the finished block or where I can hook up with someone over e-mail in the case where it's not an SRD critter. I just want to catch any obvious mistakes? Anyone?
 

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Small Viper

Okay, starting with an easy one. The following skills seem to be wrong and should be: Climb +6, Hide +7 (4 skill points spent on Listen and Spot).

Small Viper (CR 1/2)
35E.MM1.280 (35E.SRD.ANI)
Always N Small Animal
Init +3 Senses Low-light vision, scent, Listen +7, Spot +7
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AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
HD 1d8 (4 hp)
Fort +2 Ref +5 Will +1
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Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Melee Bite +4 melee (1d2-2 plus poison)
Space 5 ft. Reach 5 ft.
Base Attack +0 Grapple -6
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Abilities Str 6 (-2) Dex 17 (+3) Con 11 (0) Int 1 (-5) Wis 12 (+1) Cha 2 (-4)
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
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Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con (DC 10).
 

Medium Viper

Again, climb and hide seem to be wrong: recommending Climb +9 (2 pts), Hide +10 (3 pts); 5 skill points available.

Medium Viper (CR 1)
35E.MM1.280 (35E.SRD.ANI)
Always N Medium Animal
Init +3 Senses Low-light vision, scent, Listen +5, Spot +5
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AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
HD 2d8 (9 hp)
Fort +3 Ref +6 Will +1
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Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Melee Bite +4 melee (1d4-1 plus poison)
Space 5 ft. Reach 5 ft.
Base Attack +1 Grapple +0
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Abilities Str 8 (-1) Dex 17 (+3) Con 11 (0) Int 1 (-5) Wis 12 (+1) Cha 2 (-4)
Feats Weapon Finesse
Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
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Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con (DC 11).
 

Bonebat

This one's a little harder since it's a 3.0 conversion. I've included what I think the skill calculations are (14 skill points available):

Code:
Skill		Type	Points	Ranks	Ability	Other	Total	Max Rank
Hide		Class	6	6	+1	0	+7	7
Listen		Class	4	4	0	+2	+6	7
Move Silently	Class	0	0	+1	+8	+9	7
Spot		Class	4	4	0	+2	+6	7
Bonebat (CR 2)
30E.MOF.19
Usually NE Medium Undead
Init +1 Senses Darkvision 120 ft., see invisibility, Listen +6, Spot +6
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AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
HD 4d12 (26 hp) DR 5/bludgeoning
Immune Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and moral effects); immunity to poison, sleep effects paralysis, polymorph and stunning; not subject to critical hits, non-lethal damage, ability drain, or energy drain; immune to damage to its physical ability scores (Strength, Dexterity, Constitution) as well as to fatigue and exhaustion effects; not at risk of death from massive damage; not affected by raise dead and reincarnate spells; immunity to cold
Weakness Cannot heal damage on its own, although it can be healed by negative energy; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); when reduced to 0 hit points or less, is immediately destroyed
Fort +1 Ref +2 Will +4
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Speed 10 ft. (2 squares), fly 50 ft. (average)
Melee Bite +3 melee (1d6+1 plus paralysis), 2 claws -4 melee (1d4)
Space 5 ft. Reach 5 ft.
Base Attack +2 Grapple +3
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Abilities Str 12 (+1) Dex 13 (+1) Con - (-) Int 6 (-2) Wis 10 (0) Cha 14 (+2)
Feats Alertness, Flyby Attack
Skills Hide +7, Listen +6, Move Silently +9 (+8 racial bonus), Spot +6
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Paralysis (Su): The bite of a bonebat paralyzes all living creatures (except elves) unless the victim succeeds at a Fortitude save (DC 14). A paralyzed character is unable to move for 1d6+2 minutes.

Weapon Immunities (Ex): Because bonebats lack flesh or internal organs, they take half damage from piercing or slashing weapons.

See Invisibility (Su): Bonebats can see invisible creatures and objects within 60 feet.
 

Night Hunter Bat

Night Hunter Bat (CR 1)
30E.MOF.19
Always NE Medium Magical Beast
Init +3 Senses Darkvision 60 ft., low-light vision, Listen +3, Spot+3
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AC 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
HD 2d10+2 (13 hp)
Fort +4 Ref +6 Will +0
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Speed 10 ft. (2 squares), fly 50 ft. (perfect)
Melee Tail stab +2 (1d6), bite -3 (1d6), claw -3 (1d4)
Space 5 ft. Reach 5 ft.
Base Attack +2 Grapple +2
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Abilities Str 10 (0) Dex 16 (+3) Con 13 (+1) Int 11 (0) Wis 11 (0) Cha 10 (0)
Feats Multiattack
Skills Hide +5, Listen +3, Move Silently +5, Spot +3
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Frightful Presence (Ex): Night hunters emit eerie screams in combat that unnerve weak opponents. Creatures with less than 2 HD who are within 30 feet of a screaming night hunter must make a Will save (DC 11) or be shaken for 5d6 rounds. Characters who are shaken suffer a -2 morale penalty on attack rolls, checks, and saving throws.
 

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