Special Edition Monster Manual

John Cooper

Explorer
SPECIAL EDITION MONSTER MANUAL
Wizards of the Coast product number 953907200
320-page leatherbound hardcover, $75.00

Well, this is going to be a rather unusual review, even for me. I was given a review copy of the leatherbound Special Edition Monster Manual along with the other Wizards of the Coast products in my most recent review package, and I saved it for last. This review is going to stray a bit from my normal review format, because much of what I normally talk about in my reviews is somewhat redundant with this product, given that it's in the exact same format, with the exact same artwork, as the 3.5 Monster Manual, with the exceptions of its leatherbound cover, a built-in ribbon bookmark, and the errata already incorporated into the creature stats. And let's face it, anyone checking out my review of this book is probably only worried about one thing: did they fix up all of the stat block errors?

Let's start with the new stuff. The cover is very nicely done, in black leather with embossing, and silver highlighting covering the "Dungeons & Dragons" logo, the title, the "Core Rulebook III v.3.5" plate on the bottom, and the eyeball emblem in the middle. (On the back cover, only the eyeball emblem is in silver.) It manages to incorporate all of the important aspects of the original cover while "upgrading" it to black leather. And speaking of upgrades, the outer edges of the pages were sprayed in silver as well, so they have the look of some of your fancier Bibles. (They also are stuck together somewhat, but once you open a page it doesn't restick back to its neighbors, so that's not really a problem.)

The ribbon bookmark is nice, too. It came in especially handy as I was flipping back and forth between entries, like when I was reviewing the stats of the creatures that had had templates applied to them.

And then there are the stats thelselves.

Where to begin? Let's start with the errata list that's been available for download from the Wizards site for several years now. (They've updated the errata list as they added things to it; as of this review, the most recent errata list is dated February 17, 2006, incorporating the changes to the polymorph spell.) The whole point of this "deluxe edition" leatherbound tome was to make it a fancy version suitable for collectors, while incorporating all of the errata that had been gathered at that point, so that the "stat block purists" would have a version of Core Rulebook III that they could use as-is from the book without having to worry about checking the stats against the errata file. The current version of the errata is all of six pages long - and yet, not all of the errata from these 6 scant pages made it into this "deluxe edition!" That's a bit of a puzzler to me. I can understand the decision to just apply the errata sheets to the book without going through and rechecking each of the stats, as presumably that was done at some point to derive the errata list in the first place. However, I can't imagine how whoever was in charge of applying the errata to the book managed not to get all of it in.

Of course, if that was the only problem with the book, I'd be (relatively) happy with it. However, there are quite a few errors in the stats that did not make it onto the "official errata" sheet in the first place, and thus weren't fixed in this version, so anybody thinking it might just be worth the $75.00 to have a Monster Manual with perfect stat blocks might want to think again. (I'm starting to think "perfect stat blocks" are nothing more than a mythical ideal in any case.) So, with the normal provisos that this is what I found during my one-time read through the book, that I don't by any means guarantee that I caught all of the potential errors in the book, and that while I hope I haven't made any mistakes myself during my compilation (and trust that if you find any errors or oversights on my part that you'll let me know so I can correct my list) I'm just one guy doing this on the sidelines in his free time, here is my "unofficial errata" list for the Special Edition Monster Manual:
  • p. 9, Aboleth: Swim should be +16, not +8 [0 ranks, +8 Str, +8 racial].
  • p. 9, Aboleth Mage, 10th-Level Wizard: With HD 8d8+56 plus 10d4+70, average hit points should be 187, not 177. Fort should be +14, not +15 (+2 as an 8-HD aberration, +3 as Wiz10, +7 Con, +2 Great Fortitude). Will should be +16, not +15 (+6 as an 8-HD aberration, +7 as Wiz10, +3 Wis). Swim should be +17, not +8 [0 ranks, +9 Str, +8 racial].
  • p. 11, Astral Deva: Flat-footed AC should be 29, not 25, due to uncanny dodge.
  • p. 11, Planetar: Skills should include Survival +6 (+8 following tracks) [0 ranks, +6 Wis, +2 synergy bonus from Search].
  • p. 12, Solar: He spent too many skill points, so drop one of his Craft/Knowledge skills (so he has a total of four, not five), and they should all be at +31, not +33 [25 ranks, +6 Int].
  • p. 17, Hound Archon Hero, 11th-Level Paladin: With HD 6d8+18 plus 11d10+33, average hit points should be 138, not 143. (It looks like they gave him maximum hit points for his first paladin level, but at that point he'd already had 6 HD as an outsider, so he wouldn't get the full hit points - that rule is only for the first level of a character class for races that have 1 or less HD that get "traded in" for their class levels.)
  • p. 21, Athach: Spent 25 of 17 skill points. I recommend dropping Jump to +12 and Listen and Spot down to +6 each, but there's never a "correct" way to allocate skill points, so do as you see fit.
  • p. 21, Azer: Skills should include Survival +1 (+3 following tracks) [0 ranks, +1 Wis, +2 synergy bonus from Search].
  • p. 24, Abyssal Greater Basilisk: Bite damage should be 3d6+10, not 2d8+10 (the Medium basilisk does a base 1d8 with its bite attack, which is increased to 2d6 when it increases to Large size, and then to 3d6 due to the Improved Natural Attack feat). Since this looks to be a fiendish [as per the template] basilisk increased by one size category, it should remain a magical beast, not become an outsider with the augmented subtype.
  • p. 42, Bebelith: Yes, I realize it's incredibly picky of me, but "Improved Grapple" comes alphabetically before "Improved Initiative."
  • p. 46, Quasit: Skills should include Survival +1 (+3 following tracks) [0 ranks, +1 Wis, +2 synergy bonus from Search].
  • p. 52, Bearded Devil (Barbazu): Special Qualities entry is missing "spell-like abilities."
  • p. 53, Chain Devil (Kyton): Skills should include Appraise -2 (+0 blacksmithed items) [0 ranks, -2 Int, +2 synergy bonus from Craft (blacksmithing)].
  • p. 57, Pit Fiend: Special Attacks is missing "disease."
  • p. 60, Megaraptor: Fort should be +11, not +10 (+6 as an 8-HD animal, +5 Con).
  • p. 64, Dire Shark: With 18 HD, he should have 7 feats, not just 6. Rather than waste it on another Toughness feat, how about Improved Critical (bite)?
  • p. 66, Displacer Beast Pack Lord: HD should be 18d10+93, not 18d10+192. (That was probably just a typo that nobody noticed.) Average hit points should be 192, not 203. He spent 23 of 21 skill points; I recommend dropping Spot down to +8.
  • p. 72, Young Adult Black Dragon: AC should be 25, not 24 (-1 size, +16 natural due to the Improved Natural Armor feat). Flat-footed AC should be 25, not 24. Since Bluff, Climb, and Speak Language are cross-class skills, he spent 159 of 133 skill points (and spent 32 points on Climb, which is well beyond his 19-point limit on any one skill). One solution is to drop Bluff down to +7, Climb down to +12, and Speak Languages down to 3. In any case, you'll also need to add Survival +1 (+3 following tracks) [0 ranks, +1 Wis, +2 synergy bonus from Search].
  • p. 73, Mature Adult Blue Dragon: Spent 251 of 243 skill points (and that's calculating its skill point total as if it had a +3 Int throughout its entire life; if you judge from the Int bonuses at the standard age categories, it should only have 189 skill points). In any case, Skills should include Survival +3 (+5 following tracks and in aboveground natural environments) [0 ranks, +3 Wis, +2 synergy bonuses from Search and Knowledge (nature)]. Ventriloquism save DC should be 14, not DC 14 + spell level (10 + Cha modifier + spell level = 10 + 3 + 1 = 14).
  • p. 75, Adult Green Dragon: Since Spellcraft is a cross-class skill, it can't have 20 ranks in it (at a cost of 40 skill points) - its maximum is 23 skill points spent on any one skill. Also, it spent 219 of 207 (maximum) or 156 (varying Int bonuses throughout its age categories) skill points.
  • p. 77, Very Old Red Dragon: Spell Resistance should be 26, not 25. Spent 467 of 408 (maximum) or 264 (varying Int) skill points. Since Spellcraft is a cross-class skill, it can't have spent 62 skill points on it - its maximum is 34 skill points on any one skill. Spellcraft can only be as high as +25, and it should have a "(+27 scrolls)" rider due to a +2 synergy bonus from Use Magic Device. As written, Skills should include Diplomacy +10 [0 ranks, +6 Cha, +2 synergy bonuses from Bluff and Sense Motive], Gather Information+8 [0 ranks, +6 Cha, +2 synergy bonus from Knowledge (local)], Survival +6 (+8 following tracks) [0 ranks, +6 Wis, +2 synergy bonus from Search], although that could change depending upon where you start removing skill points to get the dragon back to its legal allotment. "Use Magic Device +22" should be followed by "(+24 scrolls)" due to a +2 synergy bonus from Spellcraft. "Appraise +31" should be followed by "(+33 traps)" due to a +2 synergy bonus from Craft (trapmaking). Frightful presence Will save should be DC 31, not DC 29.
  • p. 78, Young White Dragon: Search should be +10, not +12 [12 ranks, -2 Int]. Skills should include Survival +0 (+2 following tracks) [0 ranks, +0 Wis, +2 synergy bonus from Search].
  • p. 80, Wyrmling Brass Dragon: Spent 35 of 42 skill points. Hide should be +8, not +7 [0 ranks, +0 Dex, +8 size]. After that, I'd bump each skill up by one point (and Knowledge (nature) up by 2), resulting in Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Listen +7, Search +7, and Spot +7. Then, add the following: Gather Information +2 [0 ranks, +0 Cha, +2 synergy bonus from Knowledge (local)] and Survival +0 (+2 following tracks and in aboveground natural environments) [0 ranks, +0 Wis, +2 synergy bonuses from Search and Knowledge (nature)].
  • p. 82, Juvenile Bronze Dragon: Disguise should be +21 (+23 acting). Spent 219 of 180 (maximum) or 149 (varying Int bonuses) skill points. Skills should include Gather Information +6 [0 ranks, +4 Cha, +2 synergy bonus from Knowledge (local)]. "Survival +4" should be followed by "(+6 following tracks and in aboveground natural environments)" due to +2 synergy bonuses from Search and Knowledge (nature). Since Spellcraft is a cross-class skill, the maximum it could attain is +15, not +23 [18 cross-class ranks = +9, +4 Int, +2 synergy bonus from Knowledge (arcana)].
  • pp. 83-84, Young Copper Dragon: Since Perform (oratory) and Spellcraft are cross-class skills, it can't have 18 and 22 skills points in them, respectively. Skills should include Survival +2 (+4 following tracks, in aboveground natural environments, and to avoid hazards and getting lost) [0 ranks, +2 Wis, +2 synergy bonuses from Search, Knowledge (nature), and Knowledge (geography)]. Spellcraft should include a +2 synergy bonus from Use Magic Device that only applies to scrolls, and Use Magic Device should include a +2 synergy bonus from Spellcraft that only applies to scrolls.
  • pp. 85-86, Adult Gold Dragon: "Disguise +28" should be followed by "(+30 acting)" due to a +2 conditional synergy bonus from Bluff. Alphabetically, "Survival" comes before "Swim." "Survival +15" should be followed by "(+17 following tracks)" due to a +2 synergy bonus from Search. Spent 341 of 286 or 229 skill points. Jump is a cross-class skill, so it couldn't spend 46 points on it; Spellcraft is also cross-class, so it can't have spent 42 points on it. Skills should include Gather Information +7 [0 ranks, +5 Cha, +2 synergy bonus from Knowledge (local)]. Crush damage should be 2d8+16, not 2d8+13 (1.5 times +11 Str = +16), and grapple bonus should be +42, not +38 (+23 BAB, +8 size, +11 Str).
  • pp. 87-88, Young Adult Silver Dragon: Subtype should be "(cold)," not "(air)." Spent 250 of either 220 or 195 skill points. Since Spellcraft is a cross-class skill, it can't have spent 40 points on it; its maximum is 22 points on any one skill. Skills should include Survival +4 (+6 following tracks and in aboveground natural environments) [0 ranks, +4 Wis, +2 synergy bonuses from Search and Knowledge (nature)].
  • p. 90, Dryad: "Survival +9" should be followed by "(+11 in aboveground natural environments)" due to a +2 synergy bonus from Knowledge (nature).
  • p. 91, Duergar, 1st-Level Warrior: "Appraise +2" should be "Appraise +0 (+2 stone/metal items)" [0 ranks, +0 Int, +2 racial]. Move Silently should be +0, not -4 [3 ranks, +0 Dex, +4 racial, -7 armor check penalty].
  • pp. 93-94, Bralani: +1 holy scimitar damage should be 1d6+5/18-20, not 1d6+4/18-20 (+4 Str, +1 magic weapon).
  • p. 100, Small Water Elemental: Skills should include Swim +10 [0 ranks, +2 Str, +8 racial].
  • p. 100, Medium Water Elemental: Skills should include Swim +11 [0 ranks, +3 Str, +8 racial].
  • p. 100, Large Water Elemental: Skills should include Swim +13 [0 ranks, +5 Str, +8 racial].
  • p. 100, Huge Water Elemental: Skills should include Swim +15 [0 ranks, +7 Str, +8 racial].
  • p. 100, Greater Water Elemental: Skills should include Swim +16 [0 ranks, +8 Str, +8 racial].
  • p. 100, Elder Water Elemental: Skills should include Swim +17 [0 ranks, +9 Str, +8 racial].
  • p. 106, Ettercap: The 2nd "Attack" line should be titled "Full Attack."
  • pp. 107-108, Fiendish Dire Rat: Speed should include "swim 20 ft."
  • p. 109, Formian Worker: Climb should be +5, not +10 [4 ranks, +1 Str].
  • p. 109, Formian Warrior: Jump should be +16, not +14 [7 ranks, +3 Str, +4 speed, +2 synergy bonus from Tumble]. Skills should include Balance +5 [0 ranks, +3 Dex, +2 synergy bonus from Tumble].
  • p. 110, Formian Myrmarch: Spent 150 of 165 skill points. Concentration should be +19, not +18 [15 ranks, +4 Con].
  • p. 110, Formian Queen: AC should be 18, not 23 (-1 size, -5 Dex, +14 natural). Touch AC should be 4, not 9. Flat-footed AC should be 18, not 23.
  • p. 114, Djinn: "Appraise +12" should be followed by "(+14 on items associated with its Craft skill)" due to a +2 synergy bonus from Craft (any).
  • pp. 115-116, Efreeti: Change size Fort save should be DC 14, not DC 13 (10 + 2nd-level spell + 2 Cha = 14).
  • p. 116, Janni: "Appraise +11" should be followed by "(+13 on items associated with its Craft skill)" due to a +2 synergy bonus from Craft (any).
  • p. 117, Ghost, 5th-Level Human Fighter: Spent 22 of 24 skill points. Hide should be +1, not -1 [0 ranks, +1 Dex, -8 armor check penalty, +8 template].
  • p. 119, Ghast: Spent 32 of 35 skill points.
  • p. 121, Fire Giant: Skills should include Appraise +0 (+2 on items associated with its Craft skill) due to a +2 synergy bonus from Craft (any).
  • p. 122, Frost Giant Jarl, 8th-Level Blackguard: With HD 14d8+84 plus 8d10+48, average hit points should be 239, not 231. Rock attacks should be at +19 ranged, not +18 (+18 BAB, -1 size, +1 Dex, +1 racial). Spent 48 of 50 skill points.
  • p. 123, Hill Giant: Alphabetically, "Improved Sunder" comes before "Power Attack."
  • p. 126, Gibbering Mouther: Special Attacks are not alphabetized.
  • p. 127, Githyanki 1st-Level Warrior: Spent 12 of 8 skill points (Craft and Spot are cross-class skills for a warrior).
  • p. 132, Gnome 1st-Level Warrior: Skills should include Craft (alchemy) +2 [0 ranks, +0 Int, +2 racial].
  • p. 132, Svirfneblin, 1st-Level Warrior: Skills should include Craft (alchemy) +2 [0 ranks, +0 Int, +2 racial].
  • p. 138, Gray Render: Alphabetically, "Improved Bull Rush" comes before "Power Attack."
  • p. 142, Leonal: No touch/flat-footed AC values are provided; they should be touch 13, flat-footed 24. It's kind of awkward to try to document it in a stat block, but if he chooses Knowledge (nature) for his "Knowledge (any)," it'll be at +19 instead of +17 due to a +2 synergy bonus from Survival.
  • p. 145, Half-Celestial 9th-Level Human Paladin: AC should be 23, not 24 (+1 Dex, +1 natural, +7 armor, +4 shield). Flat-footed AC should be 22, not 23. (Pal9 has no natural armor bonus; the template only grants a +1 natural armor bonus, not +2.)
  • p. 151, Harpy Archer, 7th-Level Fighter: With HD 7d8+14 plus 7d10+14, average hit points should be 97, not 103.
  • p. 152, Nessian Warhound: Delete "Tumble +3" from its skills, as it isn't usable unless trained, and the creature has no skill points spent on it. (The +3 comes from a +2 synergy bonus from Jump, +2 Dex, and a -1 armor check penalty.)
  • p. 160, Invisible Stalker: It seems kind of odd to include "Survival +2 (+4 following tracks)" when its Improved Tracking special ability uses a different mechanism entirely.
  • p. 172, Wereboar (all three forms): Spent 13 of 15 skill points.
  • p. 173, Wererat, Human Form: Spent 11 of 13 skill points.
  • p. 173, Wererat, Dire Rat Form: Bite attacks should be at +5 melee, not +6 (+1 BAB, +1 size, +3 Dex with Weapon Finesse). Spent 11 of 13 skill points.
  • p. 173, Wererat, Hybrid Form: Spent 11 of 13 skill points.
  • p. 174, Weretiger, Human Form: HD should be 1d8+1 plus 6d8+24 (56 hp), not 1d8+1 plus 6d8+18 (50 hp) - it has Con 12 as a human, but since tigers have a Con 17, a weretiger in tiger form has (12 + [17-11] = 12 + 6 = 18) Con 18, for a +4 Con bonus. Spent 20 of 24 skill points.
  • p. 174, Weretiger, Tiger Form: HD should be 1d8+1 plus 6d8+24 (56 hp), not 1d8+1 plus 6d8+18 (50 hp). Con should be 18, not 16. Fort should be +11, not +10 (+2 as War1, +5 as tiger, +4 Con). Spent 23 of 24 skill points.
  • p. 174, Weretiger, Hybrid Form: HD should be 1d8+1 plus 6d8+24 (56 hp), not 1d8+1 plus 6d8+18 (50 hp). Con should be 18, not 16. Fort should be +11, not +10 (+2 as War1, +5 as tiger, +4 Con). Spent 23 of 24 skill points.
  • p. 175, Werewolf, Human Form: Spent 11 of 16 skill points.
  • p. 175, Werewolf, Wolf Form: Spent 10 of 16 skill points. To align it with its human form as far as skill points already spent, bump Move Silently up to +7.
  • p. 175, Werewolf, Hybrid Form: Spent 10 of 16 skill points. To align it with its human form as far as skill points already spent, bump Move Silently up to +7.
  • p. 176, Werewolf Lord, Human Form: With HD 10d10+20 plus 6d8+30, average hit points should be 135, not 132. Spent 31 of 51 skill points.
  • p. 176, Werewolf Lord, Dire Wolf Form: With HD 10d10+20 plus 6d8+30, average hit points should be 135, not 132. Speed should be 50 ft. (10 squares), not 40 ft. (8 squares), as per a dire wolf. Spent 33 of 51 skill points.
  • p. 176, Werewolf Lord, Hybrid Form: With HD 10d10+20 plus 6d8+30, average hit points should be 135, not 132. Grapple attacks should be at +29, not +27 (+14 BAB, +4 size, +11 Str). Spent 33 of 51 skill points.
  • p. 177, Hill Giant Dire Wereboar, Giant Form: HD should be 12d8+48 plus 7d8+49, not 12d8+51 plus 7d8+49, and average hit points should be 182, not 185. Spent 28 of 22 skill points; looks like they forgot about the -3 armor check penalty for hide armor. I'd bump Climb and Jump down to +7 each.
  • p. 177, Hill Giant Dire Wereboar, Dire Boar Form: HD should be 12d8+48 plus 7d8+49, not 12d8+51 plus 7d8+49, and average hit points should be 182, not 185.
  • p. 177, Hill Giant Dire Wereboar, Hybrid Form: HD should be 12d8+48 plus 7d8+49, not 12d8+51 plus 7d8+49, and average hit points should be 182, not 185. "Listen 10" should be "Listen +10."
  • p. 181, Air Mephit: Skills aren't alphabetized.
  • p. 181, Dust Mephit: Skills aren't alphabetized.
  • p. 182, Earth Mephit: Skills aren't alphabetized.
  • p. 182, Fire Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 182, Ice Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 183, Magma Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 183, Ooze Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 184, Salt Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 184, Steam Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 185, Water Mephit: Skills aren't alphabetized. Skills should include Intimidate +4 [0 ranks, +2 Cha, +2 synergy bonus from Bluff].
  • p. 186, Mimic: Flat-footed AC should be 14, not 15 (-1 size, +5 natural).
  • p. 187, Mind Flayer: Spent 68 of 66 skill points; I recommend dropping Diplomacy to +5 (they may have given it an unearned +2 synergy bonus from Sense Motive - it doesn't have enough ranks in Sense Motive to have earned the bonus).
  • p. 187, Mind Flayer, 9th-Level Sorcerer: Spent 111 of 120 skill points. Skills should include Appraise +4 (+6 alchemical items) [0 ranks, +4 Int, +2 synergy bonus from Craft (alchemy)]. No mention of its familiar, or its ability to summon one.
  • p. 190, Mummy Lord, 10th-Level Cleric: Touch AC should be 10, not 11 (it doesn't get its +1 Dex modifier due to wearing half-plate armor). Spent 42 of 43 skill points. With 18 HD, it should have 7 feats, not just 6.
  • p. 192, Guardian Naga: Skills aren't alphabetized. In the list of its 2nd-level spells, "scorching ray" comes before "see invisibility."
  • p. 193, Night Hag: Special Attacks is missing "disease."
  • p. 195, Nightcrawler: In its Attack line, bite damage should be 4d6+21/19-20, not just 4d6. Special attacks aren't alphabetized, and "improved grab" is missing from the list.
  • p. 199, Ogre, 4th-Level Barbarian: Spent 22 of 19 skill points.
  • p. 200, Ogre Mage: Special Qualities should include change shape and flight.
  • p. 208, Phasm: It has 15 HD, yet Advancement starts at 15-21 HD; that should be 16-21 HD.
  • pp. 209-210, Tiefling, 1st-Level Warrior: Spent 16 of 12 skill points. It looks like they forgot that Move Silently and Sleight of Hand are cross-class skills; I recommend making it Move Silently +0 and Sleight of Hand +0.
  • p. 211, Purple Worm: Has 16 HD, yet Advancement starts at 16-32 HD; that should be 17-32 HD.
  • pp. 211-212, Rakshasa: Move Silently should be +12, not +13 [10 ranks, +2 Dex]. Spot should be +13, not +11 [10 ranks, +1 Wis, +2 Alertness].
  • p. 213, Rast: Bite damage should be 1d8+2, not 1d8+3 (+2 Str, and it's not its sole attack form, so it doesn't get the 1.5 damage multiplier).
  • p. 217, Sahuagin: Skills should include Swim +10 [0 ranks, +2 Str, +8 racial].
  • p. 219, Flamebrother Salamander: Spent 28 of 63 skill points. The write-up mentions that "Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons," but this is not supported in the stat blocks, which all show a -5 secondary attack penalty, so it looks like an artifact from before the changes were made for this edition. Has 4 HD, yet Advancement lists 4-6 HD; should be 5-6 HD.
  • p. 219, Average Salamander: Spent 61 of 120 skill points. Same Multiattack fiasco as with the Flamebrother Salamander. Skills should include Appraise +2 (+4 blacksmithed items) [0 ranks, +2 Int, +2 synergy bonus from Craft (blacksmithing)]. Has 9 HD, yet Advancement lists 8-14 HD; should be 10-14 HD.
  • p. 219, Noble Salamander: Spent 84 of 198 skill points. (Boy, those salamanders sure are slackers when it comes to spending their skill points, aren't they?) Same Multiattack fiasco as with the Flamebrother and Average Salamanders. Skills should include Appraise +3 (+5 blacksmithed items) [0 ranks, +3 Int, +2 synergy bonus from Craft (blacksmithing)] and Disguise +2 (+4 acting) [0 ranks, +2 Cha, +2 synergy bonus from Bluff]. Search is notably absent from the skills list, considering that average salamanders have ranks in it. +3 longspear damage should be 2d6+12/×3 plus 1d8 fire, not 2d6+9/×3 plus 1d8 fire (1.5 times +6 Str for a two-handed weapon = +9, +3 magic weapon).
  • pp. 219-220, Satyr: Perform (wind instruments) should be +13, not +9 [8 ranks, +1 Cha, +4 racial].
  • pp. 224-225, Shocker Lizard: Spent 7 of 5 skill points; I suspect Swim should be +8, not +10 [0 ranks, +0 Str, +8 racial].
  • p. 227, Young Adult Red Dragon Skeleton: Will should be +11, not +8 (+11 as a 19-HD undead, +0 Wis).
  • p. 228, Skum: Spent 20 of 10 skill points.
  • p. 232, Androsphinx: Listen and Spot should be +20 each, not +18 [15 ranks, +3 Wis, +2 Alertness]. Intimidate should be +18, not +17 [15 ranks, +3 Cha]. Survival ranks add a +2 synergy bonus to Knowledge (nature), so if Knowledge (nature) is the Knowledge (any) chosen, it should be at +20. With 12 HD, should have 5 feats, not 6 - one should be annotated as a bonus feat.
  • p. 233, Gynosphinx: Intimidate should be +17, not +13 [11 ranks, +4 Cha, +2 synergy bonus from Bluff]. Listen and Spot should both be +15, not +17 [11 ranks, +4 Wis].
  • p. 235, Grig: Flat-footed AC should be 14, not 16 (+2 size, +2 natural). Also, the 3.5 Monster Manual errata sheet from the Wizards website said that the grig's Weapon Finesse was to become a bonus feat, and its "normal" feat should be Stealthy, but while Stealthy was indeed added, Weapon Finesse was removed altogether. What happened there - a change of heart, or the person applying the errata list to the book deciding he (or she) didn't agree with the errata-compilers' assessments?
  • p. 235, Nixie: Likewise, the errata sheet had the nixie gain Weapon Finesse as a bonus feat and replace it with Alertness, but while Alertness was added, Weapon Finesse was dropped. What's the story here?
  • p. 236, Pixie: As for the nixie, so with the pixie - only the same change of heart occurred here as well as there. Now I'm all curious.
  • p. 239, Rat Swarm: Similarly, the errata list said to make Weapon Finesse a bonus feat and replace it with Stealthy, but Weapon Finesse was dropped and Alertness was put in its place. What gives?
  • pp. 239-240, Spider Swarm: Hide should be +19, not +15 [0 ranks, +3 Dex, +12 size, +4 racial].
  • p. 242, Thoqqua: Skills should include Spot +3 [0 ranks, +1 Wis, +2 Alertness].
  • pp. 242-243, Titan: Skills should include Appraise +5 (+7 items related to its Craft skill) [0 ranks, +5 Int, +2 synergy bonus from Craft (any)].
  • p. 244, Juvenile Tojanida: Spent 36 of 48 skill points.
  • p. 244, Adult Tojanida: Spent 66 of 80 skill points.
  • p. 244, Elder Tojanida: Spent 142 of 144 skill points. Sense Motive should be +19, not +17 [18 ranks, +1 Wis]. Skills should include Diplomacy +1 [0 ranks, -1 Cha, +2 synergy bonus from Sense Motive].
  • pp. 244-245, Treant: Knowledge (nature) should be +8, not +6 [5 ranks, +1 Int, +2 synergy bonus from Survival].
  • p. 245, Triton: Skills should include Appraise +1 (+3 items related to its Craft skill) [0 ranks, +1 Int, +2 synergy bonus from Craft (any)].
  • p. 247, Troll Hunter, 6th-Level Ranger: With HD 6d8+6d8+72, average hit points should be 124, not 130. Special Qualities should include "animal companion." Spent 52 of 54 skill points.
  • p. 249, Truly Horrid Umber Hulk: Spent 42 of 46 skill points.
  • p. 250, Unicorn: Special Attacks are not alphabetized.
  • p. 250, Celestial Charger, 7th-Level Cleric: With HD 8d10+7d8+75, average hit points should be 150, not 155. Spent 51 of 54 skill points. Doesn't have a 3rd-level domain spell prepared; replace one of the listed 3rd-level spells with either dominate animal or magic circle against evil. (Probably the former, as unicorns have a continuous magic circle against evil effect in place, so that spell wouldn't do much for it.)
  • pp. 250-251, Vampire, 5th-Level Fighter: Spent 21 of 32 skill points.
  • p. 251, Elite Vampire, 13th-Level Half-Elf Monk/Shadowdancer: With HD 13d12, average hit points should be 84, not 90. +1 frost sling damage should be 1d4+6 plus 1d6 cold, not 1d4+1 plus 1d6 cold (+5 Str, +1 magic weapon). Spent 78 of 88 skill points. As a vampire, she should have Dodge as a bonus feat.
  • pp. 256-257, Worg: Spent 5 of 7 skill points; I recommend bumping Listen and Spot each up to +7.
  • p. 259, Wyvern: Under Full Attack, bite damage should be 2d8+2, not 2d8+4 (half of a +4 Str bonus = +2), and talon damage should be 2d6+2, not 2d6+4 (for the same reason - they're both secondary attacks).
  • pp. 259-260, Xill: Skills should include Jump +8 [0 ranks, +2 Str, +4 speed, +2 synergy bonus from Tumble]. The bonus Multiattack feat seems kind of pointless, since xills don't bite (which itself is kind of odd, considering the impressive set of mandibles they have).
  • p. 261, Minor Xorn: Spent 36 of 48 skill points.
  • p. 261, Average Xorn: Spent 72 of 80 skill points. Search and Spot should each be +14, not +10 [10 ranks, +0 Int/Wis, +4 racial].
  • pp. 260-261, Yeth Hound: Spent 36 of 36 skill points, but did so by cheating: it put 9 points each into 4 different skills, but as a 3-HD creature it can only have a maximum of 6 points in any given skill. You'll need to subtract 3 points from each of its listed skills, and then spend those 12 skill points elsewhere. (Intimidate +8 and Move Silently +8 would do it.)
  • p. 267, Wyvern Zombie: AC should be 21, not 20 (-1 size, +12 natural). Touch AC should be 9, not 8. Flat-footed AC should be 21, not 20.
  • p. 268, Badger: The most recent errata sheet for the Monster Manual advised making Weapon Finesse a bonus feat and substituting in Agile, but instead they removed Weapon Finesse altogether and replaced it with Multiattack. It's a valid approach, but why was the errata sheet ignored?
  • p. 271, Crocodile: Bite damage should be 1d8+4, not 1d8+6 (+4 Str, and it's not its sole attack form, so it shouldn't get the 1.5 damage multiplier).
  • p. 271, Giant Crocodile: Bite damage should be 2d8+8, not 2d8+12 (+8 Str, not its sole attack). Spent 9 of 10 skill points; I'd either bump Hide up to +2 or Swim up to +17.
  • p. 274, Hyena: Its stats state that it's a Medium creature, yet its description says it's "about 3 feet long" - wouldn't that be a Small creature, then? If so, there are quite a few ramifications to the size change: a +1 size bonus to AC and attacks, a -4 size penalty to Grapple attacks, a +4 size bonus to Hide checks, and so on. (Personally, I'd probably just leave it at Medium and call it good, but the discrepancy bugs me.)
  • p. 276, Mule: Spent 8 of 6 skill points; I'd bump Listen and Spot each down to +5 [3 ranks each, +0 Wis, +2 Alertness].
  • p. 278, Rat: Spent 6 of 4 skill points; I'd bump Move Silently down to +10.
  • p. 280, Giant Constrictor Snake: Spent 15 of 14 skill points; I'd bump Swim down to +15.
  • p. 280, Huge Viper: Since you'd expect a Huge viper to grow from a Large viper, it seems kind of odd that the Large viper has Alertness and Weapon Finesse (the latter as a bonus feat), but the Huge viper drops both in favor of Run and Weapon Focus (bite). I can see the Weapon Finesse being dropped (as it's a bonus feat anyway, and a Huge viper has a higher Str than Dex), but I find it weird that Alertness went away like that. Personally, I'd drop Run and restore Alertness - it makes more sense that way, as an individual viper could grow through the various size categories as it aged (and added HD).
  • p. 281, Giant Squid: Spent 8 of 15 skill points.
  • p. 286, Medium Monstrous Centipede: Advancement should be "2 HD (Medium)," not "—" as it currently reads.
  • p. 286, Gargantuan Monstrous Centipede: Has 12 HD, yet Advancement lists 17-23 HD; should be 13-23 HD.
  • p. 288, Tiny Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Small Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Medium Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Large Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Huge Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Gargantuan Monstrous Spider: Skills should include Move Silently +3* [0 ranks, +3 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 288, Colossal Monstrous Spider: Skills should include Move Silently +2* [0 ranks, +2 Dex, "*" is there to prompt the note about web-spinning spiders].
  • p. 305: While not a stat block problem, I'm going to lump this in with them anyway - the Glossary has "Alternate Form" alphabetized before both "Air Subtype" and "Alignment."
  • pp. 316-317: Likewise, the Glossary lists "Tremorsense" before "Treasure" - odd that nobody caught simple alphabetization issues after all this time.
To their credit, whoever made the changes to the stat blocks for this deluxe edition did manage to correct a few errors that I had noted in my "non-deluxe" Monster Manual over the past few years, which hadn't been published in any errata list that I have ever seen, but whether that was a case of them noticing the errors themselves and making the changes or there being a side-list kept at Wizards of the Coast but not published as errata, I guess we'll never know. However, I can't help but feel extremely disappointed by the vast size of my "unofficial errata" list for this product; it would be bad enough in the first printing of the Monster Manual, but to sell a book like this deluxe edition (for $75.00, no less!), and advertise that this is a "corrected copy" that has all of the errata incorporated, and then to have this many errors in it - well, I find that unforgivable (especially as they've literally had years to find and correct the errors). Sure, even I agree that many of the creatures on my list above only have a problem with their skill points (arguably the least important factor as far as usability in game play), but the facts remain that there is a set of rules as to how a creature's stats block is determined, Wizards of the Coast is the company whose employees created those rules, and Wizards of the Coast ignored/overlooked/forgot about (take your pick) those rules when it came to "fixing" the stat blocks in the normal Monster Manual for this overpriced leatherbound version.

I'm going to go with a final review score of "2 (Poor)" for the Special Edition Monster Manual. It would probably be a "3" if it were being sold for the same price as the normal Monster Manual, but at $75.00, with this level of accuracy, I really can't recommend it to any but those just looking to complete their set of leatherbound "deluxe editions" of the three core D&D rulebooks. Certainly anyone looking for ready-to-use monster stats would be better served picking up the "standard" Monster Manual for less than half the price of the leatherbound tome - after all, if he's going to have to be correcting stats on his own anyway, no matter which version he buys, he might as well save himself $45.00, right?

(Incidentally, even those not interested in purchasing the "deluxe edition" version of Core Rulebook III can still use my "unofficial errata" section above to tighten up the stat blocks in their normal Monster Manuals. That's one of the advantages of reviewing a product that more or less has two nearly-identical versions: you get to kill two birds with one stone, as it were.)
 
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