Tome of Horrors - Evil Nitpicker at work!

A more accurate nitpick, now that I have the book.

Daemons, Demons and Devils are in fact Yugoloths, Tanar'ris and Baatezus. Let me explain: they are all referred as having "daemon/demon/devil" qualities, but, even if that may be against "1e feel", that is not in "3e rules". Demons don't have any other qualities than being outsider with the Chaotic and Evil subtype.

For example, the quasits and bebiliths are not tanar'ris, just demons, and don't have the immunities and resistance.

When looking at it, these qualities correspond to the corresponding "family" quality, except the telepathy 100 feet was put in its own block, and frequently a "60-ft. darkvision" was added (all outsiders have 60-ft. darkvision unless otherwise stated). That's a hefty hunch of text that could have been saved by not restating these daevilmon qualities everytime a simple (Banar'loth) was all that was needed. Furthermore, it would have had the advantage of clarifying an obvious (but you all know the lawyer mentality of 3e, especially when dealing with devils) but essential point, the fact that summoned banar'loth (I like this shortcut) fade after one hour, and can't summon other of their ilk during that hour.
 

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Another bit of errata:

Page 61, the Dark Stalker has average ability scores of Str 13, Dex 14, Con 14, Int 9, Wis 11 and Cha 13; but the "player character" entry mentions +4 Con, +4 Dex, +2 Str, +2 Cha and -2 Wis.

Either the stat block should have Int 11, Wis 9; or the player character entry should have -2 Int and no Wis penalty.
 


Just noticed that the Skulk has neither low-light vision nor darkvision ("plain" humanoids don't have either by default). For creatures creeping in the shadows, that's problematic.
 

Another nit:

Half-ogre, orogs and ogrillions are all humanoids, with a (ogre), (orog), and (ogrillon) subtype.

I would have make them giants. Maybe giants with subtypes (human or orc), but giants.

Or at least, humanoids with the same subtype as their parent (i.e., ogrillon and orog would have subtype (orc)).
 

DnDChick already discussed that topic ... it was a toss up and she felt humanoid was more appropriate.

btw making them giants affects virtually nothing on their stat-block. I did it with the 1/2-Ogre and it affected nada-thing (except type) ... so it's an easy enough rule0/house-rule.
 

Wolf72 said:
DnDChick already discussed that topic ... it was a toss up and she felt humanoid was more appropriate.

btw making them giants affects virtually nothing on their stat-block. I did it with the 1/2-Ogre and it affected nada-thing (except type) ... so it's an easy enough rule0/house-rule.

Yeas. I was more annoyed at the listed subtype (I know, houserule) than at the type. A half-elf has the (elf) subtype, not a (half-elf) subtype. I felt there was a bit too much new humanoid subtypes used in the ToH. For example, I would have given the same subtype to dark creepers and dark stalkers (maybe something like darkling ? Or a (shadow) subtype ?), and maybe even for the skulk.

This don't really has any effect on game mechanics, but then again, neither the black salad nor the writing serpents...
 

Some things I noticed (don't have the book with me so this is all from memory...)

All creatures with the Beast type and intelligence > 2 (or any supernatural abilities) should be changed to Magical Beast. There are a -lot- of these in the book. (Ref: MM2, description of "Magical Beast" type.)

One of the beetles (Boring Beetle I think?) is listed with type Vermin but has an intelligence score, and it shouldn't.
 



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