Monster Stat Blocks

Bhut

The skills seem to be slightly wrong (66 skill points available). Max ranks exceeded on Intimidate by 2 pts and over spent by 4 pts. I'm thinking about dropping the 2 pts spent on Diplomacy and dropping points spent on Intimidate to 11 instead of 13.
Code:
Skill		Type	Points	Ranks	Ability	Other	Total	Max Rank
Bluff		Class	11	11	+5	0	+16	11
Diplomacy	Class	0	0	+5	0	+5	11
Disguise	Class	11	11	+5	0	+16	11
Intimidate	Class	11	11	+5	0	+16	11
Listen		Class	11	11	-1	0	+10	11
Spot		Class	11	11	-1	0	+10	11
Survival	Class	11	11	-1	0	+10	11
Bhut (CR 9)
35E.FFO.20
Always NE Medium Undead (Incorporeal)
Init +4 Senses Listen +10, Spot +10
Aura Dreadful appearance 30 ft. (DC 19/Fort)
Languages Any languages known in life
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AC 19 (+4 Dex, +5 deflection), touch 19, flat-footed 15
HD 8d12 (52 hp)
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 Earth vulnerability; 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 +2 Ref +6 Will +5
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Speed Fly 50 ft. (10 squares) (perfect)
Melee Incorporeal bite +8 melee (1d12/19-20/x3)
Space 5 ft. Reach 5 ft.
Base Attack +4 Grapple -
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Abilities Str - (-) Dex 19 (+4) Con - (-) Int 14 (+2) Wis 9 (-1) Cha 20 (+5)
Feats Dodge, Mobility, Spring Attack, Track (B)
Skills Bluff +16, Diplomacy +7, Disguise +16 (+18 acting), Intimidate +18, Listen +10, Spot +10, Survival +10
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Augmented Critical (Ex): An bhut’s bite attack threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a bite, the bhut deals triple damage.

Dreadful Appearance (Su): Anyone within 30 feet of a bhut must make a Fortitude save (DC 19) or take 1d6 points of Strength damage. A victim can be affected only once by a specific bhut’s dreadful appearance, but the effects of failing to save against multiple bhuts are cumulative.

Poison (Su): A bhut delivers its poison (Fort DC 14 negates) with each successful bite attack. Initial and secondary damage are the same (2d6 Wis). Anyone reduced to 0 Wisdom by bhut poison lapses into a coma and dies in 1d4 hours unless the poison is neutralized. A humanoid creature slain in this manner rises as a bhut with the next sunset.

Corpsetheft (Su): As a full-round action, a bhut can possess a dead humanoid body of any size. The body animates immediately and is under the bhut’s full control; treat it as a zombie of the appropriate size with several exceptions: First of all, the animated body retains the bhut’s Intelligence, Wisdom, and Charisma scores, as well as the bhut’s alignment, base attack bonus, hit points, base saving throws, and level and class (if any). Additionally, the animated body is not limited to single actions. Also, the animated body’s bite attack can deliver the bhut’s poison, but the bite is not itself a natural attack (–4 penalty on attack rolls). It deals only 1d3 points of damage, and it provokes an attack of opportunity. As long as the bhut inhabits the body, it is not affected by its earth vulnerability, nor does it gain the benefits of its augmented critical or dreadful appearance abilities. Bhuts make excellent use of their Bluff and Disguise skills in this state to make the animated body appear to be alive. If the animated body is reduced to 0 hit points, the bhut must exit the body and return to its incorporeal form; any damage done to the animated body is not transferred to the bhut’s incorporeal form.

Earth Vulnerability (Su): A bhut cannot abide contact with earth or stone when in its incorporeal state, and it cannot pass through such matter without taking 3d6 points of damage per round. Stone and earth weapons deal an additional 1d6 points of damage when they strike an incorporeal bhut, and they do not have a miss chance.
 

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Bonedrinker

Bonedrinker (CR 6)
35E.MM3.18
Always CE Medium Undead
Init +3 Senses Darkvsion 60 ft., scent, Listen +13, Spot +13
Languages Common, Goblin or any language known in life
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AC 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
HD 11d12+22 (93 hp) DR 5/silver and good
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.
Resist cold 10, fire 10, sonic 10
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 +3 Ref +6 Will +9
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Speed 30 ft. (6 squares)
Melee 2 tentacles +10 melee (1d10+5) and 2 claws +5 melee (1d8+2)
Space 5 ft. Reach 5 ft.
Base Attack +5 Grapple +14
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Abilities Str 21 (+5) Dex 16 (+3) Con - (-) Int 8 (-1) Wis 14 (+2) Cha 15 (+2)
Feats Cleave, Combat Reflexes, Improved Natural Attack (claws), Power Attack
Skills Hide +13, Listen +13, Move Silently +13, Spot +13
Advancement 12-15 HD (Medium); 16-33 HD (Large)
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Bonedrink (Su): Once a bonedrinker has successfully grappled an opponent, it can begin to drink its bones. To do this, the bonedrinker must make a successful grapple check. If it pins its foe, it fastens onto the creature with its horrendous fangs. It then secretes a painful toxin into the victim that deals 1d6 points of Constitution damage. Creatures reduced to 0 Constitution die, as the majority of their bones become too brittle to support their bodies and they collapse into a sack of loose flesh.

Creatures without bones or Constitution scores are immune to the Constitution-damaging effects of the bone-drink ability.

Improved Grab (Ex): To use this ability, a bonedrinker must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and deals automatic claw or tentacle damage to the grappled victim. It can deal automatic claw or tentacle damage in each subsequent round that it maintains the grapple, and a bonedrinker that has successfully pinned an opponent can begin to drink its bones (see Bonedrink, above). Bonedrinkers have a +4 racial bonus on grapple checks.

Pounce (Ex): If a bonedrinker charges, it can make a full attack in the same round.
 

Lesser Bonedrinker

Does the lesser bonedrinker get a +4 bonus to Hide too? Otherwise the amount spent exceeds max ranks. Here's what I think the skills should be:
Code:
Skill		Type	Points	Ranks	Ability	Other	Total	Max Rank
Hide		Class	7	7	+4	0	+11	10
Listen		Class	8	8	+1	0	+9	10
Move Silently	Class	7	7	+4	+4	+15	10
Spot		Class	8	8	+1	0	+9	10
Lesser Bonedrinker (CR 4)
35E.MM3.19
Always CE Small Undead
Init +4 Senses Darkvision 60 ft., Listen +9, Spot +9
Languages Common, Goblin or any language known in life
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AC 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
HD 7d12+14 (59 hp)
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.
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 +2 Ref +6 Will +6
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Speed 30 ft. (6 squares)
Melee 2 tenticles +6 melee (1d8+2) and claws +1 melee (1d6+1)
Space 5 ft. Reach 5 ft. (tentacles up to 10 ft.)
Base Attack +3 Grapple +1
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Abilities Str 15 (+2) Dex 18 (+4) Con - (-) Int 8 (-1) Wis 12 (+1) Cha 15 (+2)
Feats Combat Reflexes, Improved Natural Attack (claws), Power Attack
Skills Hide +15, Listen +9, Move Silently +15, Spot +9
Advancement 8-10 HD (Small)
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Bonedrink (Su): Once a bonedrinker has successfully grappled an opponent, it can begin to drink its bones. To do this, the bonedrinker must make a successful grapple check. If it pins its foe, it fastens onto the creature with its horrendous fangs. It then secretes a painful toxin into the victim that deals 1d6 points of Constitution damage. Creatures reduced to 0 Constitution die, as the majority of their bones become too brittle to support their bodies and they collapse into a sack of loose flesh.

Creatures without bones or Constitution scores are immune to the Constitution-damaging effects of the bone-drink ability.

Improved Grab (Ex): To use this ability, a bonedrinker must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and deals automatic claw or tentacle damage to the grappled victim. It can deal automatic claw or tentacle damage in each subsequent round that it maintains the grapple, and a bonedrinker that has successfully pinned an opponent can begin to drink its bones (see Bonedrink, above). Bonedrinkers have a +4 racial bonus on grapple checks.

Pounce (Ex): If a bonedrinker charges, it can make a full attack in the same round.
 

AWizardInDallas said:
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).

Nope, the skills are correct in the MM. Snakes get a +4 racial bonus on Hide, Listen, and Spot checks. In adiditoin, they receive a +8 racial bonus on Balance and Climb checks. They can also use either their Strength or Dexterity modifiers for Climb checks. So the skill array looks like this

Balance +11 (+8 racial, +3 Dex)
Climb +11 (+8 racial, +3 Dex)
Hide +11 (+4 size, +4 racial, +3 Dex)
Listen +7 (+4 racial, +2 ranks, +1 Wis)
Spot +7 (+4 racial, +2 ranks, +1 Wis)
Swim +6 (+8 swim speed, -2 Str)

BD
 

BLACKDIRGE said:
Nope, the skills are correct in the MM. Snakes get a +4 racial bonus on Hide, Listen, and Spot checks. In adiditoin, they receive a +8 racial bonus on Balance and Climb checks. They can also use either their Strength or Dexterity modifiers for Climb checks. So the skill array looks like this

Balance +11 (+8 racial, +3 Dex)
Climb +11 (+8 racial, +3 Dex)
Hide +11 (+4 size, +4 racial, +3 Dex)
Listen +7 (+4 racial, +2 ranks, +1 Wis)
Spot +7 (+4 racial, +2 ranks, +1 Wis)
Swim +6 (+8 swim speed, -2 Str)

BD

Right you are! Thanks! I think both snakes are done unless someone sees anything else wrong with them. :)
 


Probably people's eyes are glazing over with the skill ranks. ;) The format looks right by eyeball.

Also, regarding the Monsters of Faerun statblocks, you do know that the Players' Guide to Faerun web enhancement has the 3.5 skills for just about all the 3.0 FR monsters, right? That might save you some work.
 

freyar said:
Also, regarding the Monsters of Faerun statblocks, you do know that the Players' Guide to Faerun web enhancement has the 3.5 skills for just about all the 3.0 FR monsters, right? That might save you some work.
I have it but it wasn't hewn with true 3.5 love and is wrong in places, or so I have been told. Still, I'll have a look.
 

Well, if you're planning to convert monsters from the SRD, you won't have to. It's already been done for you. Here's a link.

While this is definately an excellent effort, no errata or corrections have been applied. Since I'm planning to stick with 3.5 ad infinitum I would like to have all monster stats corrected. So, I'm going to make corrections and post them to my site for myself and 3.5 community feedback. Anyway thanks for your help!
 
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I can't remember the poster's name (and my links no longer work :erm:) but there was a reviewer of new products on EN World who posted corrected stat block revisions for all the books he reviewed. Very useful.
 

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