Ugglefar
Posts: 115
Joined: Thu 04 Aug 2016, 21:17
Location: Sweden/USA

Re: Alpha Feedback - Bestiary

Sun 24 Oct 2021, 03:56

- You are not consistent with the spacing between the margin of the pages and the headings; compare page 61 and page 65. This should probably be checked for the whole document.

Page 109: Troll Shadow text box: "Small humanoid (troll)" - In some textboxes you write "Troll", in others "troll" like in this case. Check all text boxes so you are consistent with lowercase or capital letter.

- Some textboxes write the range of senses as "ft." (see page 97), in other senses are written as "feet" (see page 109). Check all textboxes so this is consistent.

Page 111: Conjure Vengeful Terrain: "Range: 30 ft" - You are missing full stop after "ft". You probably should check all "ft" in the whole document.

Page 131: - There is a lot of empty space at the top of the page.

Page 155: Cryptwalker text box: "Damage Resistances necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks" - You tend to use ";" before "bludgeoning, piercing, and slashing from nonmagical attacks". Is this a typo here? If so you might need to check all of the text boxes for this.

Page 171: Whip of Prios text box: - Perhaps the text box should be moved down a little?

Sadly I will not have more time to proofread the Bestiary. I hope other people can manage to find some time.
 
Ugglefar
Posts: 115
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Location: Sweden/USA

Re: Alpha Feedback - Bestiary

Sun 24 Oct 2021, 04:01

Page 220: - The top left corner of the page have a lot of empty space.
 
Spat
Posts: 95
Joined: Sat 04 Jan 2020, 13:32

Re: Alpha Feedback - Bestiary

Sun 24 Oct 2021, 21:58

General Statement :
- in stat blocks, the order of the specifications changes. Sometimes Saving Throws before Skills, sometimes the opposite, or Immunities in the middle… Consider checking all monsters to have one identical template for clarity.
- Also the distance unit is sometimes feet, ft. Or nothing.
- Many monsters hit its target and impose the Grappled condition (no disadvantage on attacks), while in 5E a similar Action often impose also the Restrained (disadvantage on attacks) condition. Is it intentional ?

p.105, Spite stat block : Bite and Stinger have 0 feet reach. So in terms of game play, it should imply that the Spite can occupy the space of another creature (but it is not specified) or that it must attempt a king of Grapple first to land on the creature. This step of the combat should be specified.
Dodge Reaction : maybe starting by the trigger could make it clearer : « When attacked, the spite can add its modifier… ». The creature has only one Reaction per round, so it cannot use it several times.
p.106, Troll Shadow : « These creatures, recognized by their gaunt physique ». « recognizable » may be better.
p.110, Adventure Set-up : « have performed the ritual conjure vengeful terrain », maybe use italique for « conjure vengeful terrain ».
p.111, New Spell : « Duration: 1 hour (concentration) ». It is usually written the other way in 5E, « Concentration, up to 1 hour ».
p.112, Choking Undine stat block, Flowing Body : Maybe formulating it « The damage of one attack that hit the elemental is reduced by half » is clearer. « this attack » does not specify if the elemental uses its reaction when attacked or when hit.
p.112, Gobble Gnome stat block, Gobble : the redaction implies the Gnome can use Gobble at will, no recharge, and on creature of whatever size. Maybe restrict to « size Medium or less ». But it is unclear if the elemental can Slam the creature inside with advantage, and will the victim have « total cover » against that attack ? Maybe an « except from the Slam of the Gnome » would be useful. Also, if the Gnome gobbles, moves deeper in the earth and slowly slams the creature it seems very powerful in the hand of a sorcerer. Maybe the Gnome cannot move if it has a victim swallowed, or leaves a tunnel when it moves with a victim inside ?
p.113, Hunger Fury stat block : « Hit Points 102 (12d10 + 48) » it is actually « 102 (12d10 + 36) »
Is it normal that this fire elemental has no Immunity to Fire damage, not even Resistance ?
p.117, World Serpent (Tunneler), stat block : Bite, there is no Acid damage inflicted when swallowed unlike the description of what happened to poor Hagha.
Legendary Actions, Earthquake : there is no range to the effect. « Each creature in a X ft radius » could help adjudicate what happens.
p.117, World Serpent (Wallower), stat block : the same 2 remarks as for the smaller Tunneler.
p.122, Blight Born Fairy stat block : « Saving Throws Dex +5 » should be « Dex +6 »
p.122, Blight-born Human stat block : « Armor Class 15 (skald’s cuirass) » it should be « 14 » with this armor and 15 Dex.
« Hit Points 38 (7d8 + 7) » should be « 45 (7d8 + 14) » with 14 Con.
« Berserker » : can the Blightborn casts its innate spells while Berserk ? It is possible with the specs given here, I think it should be written whether it is possible or not to avoid confusion.
p.124, Chasm Stag stat block : « STR 29 (+4) » should be « 19 (+4) » probably
p.125, Primal Blight Beast stat block : « Saving Throws Wis +8 » should be « +9 »
« Skills Survival +12 » should be « +9 » or « +14 » if Expertise. Also the Skills are after Immunities which is unusual. Normally this comes directly after « Saving Throws ».
« Actions, Defiling Claws +12 to hit » should be « +13 »
p.126, The Wily stat block : « Hit Points 44 (8d6 + 8) » should be « 44 (8d6 +16) »
p.127, Drilling Leech stat block : « Poisonous » the poison is instantaneous, while the « Tactics » described above seems to imply the poison has a delayed effect.
p.128, Hammer Eel stat block : « Swallow » the description implies that the Eel can swallow a creature grappled by its Claws. Is it normal ?
« Sudden Strike. When a creature comes within range » « within reach » is used usually in 5E.
p.130 , Skullan stat block : « Skills Perception +4 » should be « +3 » and « passive Perception 13 ».
Corruption Threshold should be « 1 ».
« Tongue Grapple » the saving throw should specify « against Poison » as some creatures have advantage against this, and it is not written in the description.
p.131, Brimstone Oak stat Block : Skills before Saving Throws
p.132, Kelder stat block : Skills before Saving Throws
p.132, Killer Shrub stat block : Resistances before Skills
p.136, Aboar : « fostered the tradition of once a year, during winter when the snow makes tracking an easy task, sending a group » complex formulation « who have, once a year when the snow makes tracking an easy task, fostered the tradition… » seems easier to read.
Stat block : « Darkvision 60 » misses unit.
The Aboar also has 2 Temporary Corruption, is it normal ?
p.137, Baiagorn stat block : « Speed 40 ft., 30 ft. climb » usually specified the other way round « Speed 40 ft., climb 30 ft. »
p.138, Beamon stat block : climb Speed inverted as Baiagorn p.137
p.139, Ferber Swarm stat block : « Corruption: 1/2 », shouldn’t it be « 0/2 » ?
« Infectious » : the saving throw should specify « against disease » or « against poison » depending upon the nature of the infection, as some characters may have advantage or immunity.
« Reckless Intensity. When you begin combat » : maybe « when it begins » is better
Actions, Bites : it has « reach 0 ft. » but the swarm lacks the « Swarm » feature that allows it to penetrate a creature’s space.
p.139, Fey Beast : Actions, Bite : the saving throw should specify « against poison » as some character may have advantage or immunity, and it is not written in the stat block.
p.142, Kanaran stat block : Constrict, if the Constrict is successful, the victim is only grappled and not restrained. So it could attack the serpent without disadvantage. In 5E Constrict feature imposes the restrained condition.
p.143, Mare Cat stat block : « Corruption: 4/4 » shouldn’t it be « 0/4 » ?
 
Spat
Posts: 95
Joined: Sat 04 Jan 2020, 13:32

Re: Alpha Feedback - Bestiary

Mon 25 Oct 2021, 22:05

p.144, Orahaug stat block : « Corruption: 2/3 » shouldn’t it be « 0/5 »
Roll Over : is it intentional to inflict damage without Save nor Attack Roll ? (Same remark for World Serpent)
p.145, Stone Boar stat block : is there a condition to use « Rampage » ? As it is written, it looks exactly as « Multiattack ».
p.146, Vearon stat block : « Corruption: 0/2 » should be « 0/4 »
p.148, Etterherd Swarm stat block : « Shadow greenish-purple (1/2) », missing Corruption word, shouldn’t it be « (Corruption: 0/2) »
« Extraordinary Poison » : what happens if a creature fails twice (paralyzed) succeeds (not paralyzed any more) and fails again : is it paralyzed again, or it has immunity to the paralyzed condition ? Or does it need a new Bite to be paralyzed again ?
p.150, Fray Spider stat block : « Shadow … (1/2) » shouldn’t it be « (Corruption: 0/2) »
p.150, Hunting Spider stat block : « Shadow … (2/2) » shouldn’t it be « (Corruption: 0/2) »
p.151, Shelob stat block : « Shadow … (0/6) » shouldn’t it be « (Corruption: 0/8) »
p.152, Tricklesting stat block : « Shadow … (2/5) » shouldn’t it be « (Corruption: 0/5) »
p.156, Dragoul stat block : Bite saving throw, is it against poison or disease, as some characters may have advantage or immunity ?
p.157, Lostling stat block : Saving Throws Dex should be « +6 »
p.158, Necromage stat bloc : Wraith Claws : is the saving throw against poison, or is it a magical effect ? It should be specified « saving throw against… » as some character can have advantage or immunity.
p.160, Blaze Bug stat block, Shadow « (0/2) » should be « (Corruption: 0/2) »
p.161, Cristal Fly stat block, Shadow « (0/2) » should be « (Corruption: 0/2) »
p.161, Dragon Fly stat block, Shadow « (0/6) » should be « (Corruption: 0/7) »
p.162, Hornet Swarm stat block, Shadow « (0/2) » should be « (Corruption: 0/2) »
Stings : The Saving throw should specify « against poison » as some character can have advantage or immunity
Divide : Does the Reaction Divide cancels the damage taken ? Else it has no real point, and could just be a description.
p.162, Raskaal stat block, Shadow « (3/8) » shouldn’t it be « (Corruption: 0/6) »
Bite : The Saving throw should specify « against poison » or « disease » as some character can have advantage or immunity
p.163, Violing Swarm stat block, Shadow « (… 6/6) » shouldn’t it be « (… 0/6) »
p.168, Black Cloak stat block : « Shadow (Corruption: 3/6) » shouldn’t it be « (…0/6) » for a servant of Prios ?
p.169, Black Cloak Exp stat block : Armor Class should be « 19 » with Scale, Shield, Dex
Shadow "(Corruption: 4/7)" shouldn’t it be « (…0/7) »
p.169, Flagellant stat block : Skills Athletics should be « +7 », Perception « +4 », passive Perception « 14 »
Shadow Corruption should be « 0/6 »
« Brutal Critical » the damage should be « 3d4 + 7 » or « 3d8 + 7 » due to the Rage +3 bonus
« Longsword » and « Whip » the to hit should be « +7 »
p.170, Templar stat block : Shadow shouldn’t it be « (…0/7) »
p.171, Theurg stat block : Shadow shouldn’t it be « (…0/12) » as he can cast Purging Fire ?
p.171, Whip of Prios stat block : Shadow shouldn’t it be « (…0/6) » as it doesn’t seem to be a Mystic ?
« Flail » the size condition of the creature hit by a critical could be specified
p.173, Elf Spring 1st § : « It should also be noted, that to the extent that the elf experts’ metaphor is correct it must » I would place the coma differently « It should also be noted that, to the extent that the elf experts’ metaphor is correct, it must »
Instinctual Shot : I would expect « Instinctive » as in the usual expression « instinctive shooting »
p.174, Elf of Early Summer stat block : Acrobatics should be « +6 »
Instinctual Shot : I would expect « Instinctive »
p.175, Elf of Late Summer stat block : AC should be « 16 » with this armor and Dex
p.175, Elf of Autumn stat block : Shadow shouldn’t it be « (…0/16) » with deep gren as a description ?
Ancient Magic : accurate strike misses the italique
p.177, Lord stat block : AC should be « 19 » with this armor
Noisy feature should be Cumbersome with this armor
p.179, Artifact Crafter stat block : Actions, « Dagger +1 » misses the bold.
 
Barbarianbob
Posts: 234
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Re: Alpha Feedback - Bestiary

Tue 26 Oct 2021, 07:15

The Darkling Entries appear to have different mechanics on the regen.

p.26 The Hunter has "1d8 at the start of it's turn...."
p.27 The Darkling Leader has "Regains 3 hit points at the start of it's turn..."

This should be consistent, so which one is it? Are these supposed to be different on purpose? And why would the lower CR have the higher potential regen (as 1d8 average would be a 4 or a 5, compared to the 3 for the leader.
 
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Jacob Rodgers
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Re: Alpha Feedback - Bestiary

Tue 26 Oct 2021, 13:55

The Darkling Entries appear to have different mechanics on the regen.

p.26 The Hunter has "1d8 at the start of it's turn...."
p.27 The Darkling Leader has "Regains 3 hit points at the start of it's turn..."

This should be consistent, so which one is it? Are these supposed to be different on purpose? And why would the lower CR have the higher potential regen (as 1d8 average would be a 4 or a 5, compared to the 3 for the leader.
Regeneration should work as listed on page 218. Unfortunately, even if they're listed side-by-side sometimes two similar monsters are the result of different drafts between revisions of features. Fortunately this was caught (but not before the alpha release) so it will be printed correctly.
 
Spat
Posts: 95
Joined: Sat 04 Jan 2020, 13:32

Re: Alpha Feedback - Bestiary

Tue 26 Oct 2021, 18:03

p.181, Ritual Master stat block : « Hit Points 75 (10d8 + 30) » should be « 65 (10d8 + 20) » with 15 Con
p.182, Outsiders : « they tend to see themselves as outsides » missing R, « outsiders »
Missing the word « Corruption: » in all stat blocks, Shadow
p.185, Fortune Hunter stat block : Shadow « (0/4) » should be « (Corruption: 0/3) »
Possibly missing the Cumbersome feature as the armor is Crow armor.
p.185, Pickpocket stat bloc : Stiletto, this weapon misses the finesse feature in the Player’s to be able to use Dex bonuses
p.186, Plunderer stat bloc : Shadow « (0/4) » should be « (Corruption: 0/3) »
p.187, Robber Chief stat bloc : Shadow « (0/5) » should be « (Corruption: 0/6) »
Off-hand Attack : technically in 5E, an off-hand attack with a hand crossbow is possible only once with a pre-loaded weapon, as you cannot reload, no free hand. Maybe it could be specified « or hand crossbow (once) ». Or maybe the Chief should have 2 shortswords in Equipment, or daggers.
p.188, Goblin stat block :« Unarmed », the modifier should be « +2 to hit », you don’t use Dex for Unarmed attacks.
p.188, Goblin Chieftainstat block : « Armor Class 17 » should be « 16 » with studded, shield, 14 Dex
p.191, Queen Ranger’s Captain stat block : « Multiattack » Hunters may not have 3 attacks at level 12 in final release.
p.192, Village Guard stat block : « Skills Athletics +5 » should be « +4 »
p.192, Village Warrior stat block : « Shadow (0/4) » should be « … (Corruption: 0/5) »
p.194, Wilderness Guide stat block : « Speed 25 ft. » for the goblin, it is usually « 20 ft. »
Skills Perception and Survival should be « +5 » and passive Perception « 15 »
If Goblin, it possibly misses the « Survival Instinct » feature.
p.196, Archer stat block : Armor Class should be « 14 »
Is it normal that the Archer only skill is « Animal Handling » ?
p.197, Farmhand stat block : « Actions » it may miss the « flailing weapon » mentioned in the description
p.197, Battle Horse stat block : « Shadow (0/3) » should be « … (Corruption: 0/2) »
p.199, Pansar stat block : contradiction, the Armor Class lists a « shield » and the Actions lists a 2 handed « Greatsword ».
The « Two-handed Force » feature may also need to be changed.
p.200, Pike Soldier stat block : contradiction, the Armor Class lists a « buckler » and the Actions lists a 2 handed « Pike ».
p.200, Queen’s Spy : « are recruited from among » it seems « from » + « among » is redundant
p.200, Queen’s Spy stat block : « Actions » both Stiletto and Assassin’s Blade lacks the Finesse feature to be used with Dex in the Player ‘s
The mention « plus backstab damage if applicable » should be on both weapons, or none logically.
p.201, Sapper stat block : « Shadow (… 0/6) » should be « (… 0/4) »
p.202, Drug Peddler stat block : Distract « gaining it advantage » maybe « gaining advantage » is enough
"Actions" Stiletto lacks the Finesse feature to be used with Dex in the Player ’s. Also, if this issue is corrected, the Deep Impact feature is miscalculated, doing « 11 (2d4 + 6) »
p.203, Drunkard stat block : it apparently misses the « Cheap Shots » feature to explain the 1d6 damage with unarmed strikes.
p.204, Medicus stat block : « Scalpel » if the weapon uses Dex for the « to hit » calculation, it uses it too for damage, which should be « 4 » normal hit or « 8 » critical
p.207, Arch Troll stat block : « Perception » should be « +7 », passive Perception 17
« Enthrall » problem with the police (saving throw in bold) and line break after Wisdom
p.211, Group Rage Troll stat block : « Athletics » should be « +6 »
p.214, Tags : « at fighting demons » and « that has the demon tag », I haven’t find any monster with such a Tag in RoS. Maybe another example could be chosen.
p.220 : « Sinkhole » as already said for the relevant monsters, maybe this feature should specify either a range, either the fact that the monster must use its movement to burrow below the victim.
p.220, Swallow : « outside the eel, and it takes 5 (2d4) acid damage at the start of each of the eel’s turns », consider replacing « eel » by « creature ».
p.221, Irritation : the feature should specify a radius, and the fact that the Saving Throw is against poison or something else.
p.222, Earthquake : the feature should specify a radius
p.222, Blood Drink : « and the target loses 1 temporary Corruption (if it has temporary Corruption remaining). If so, this creature gains 1 temporary Corruption. » Unclear, I think the end should be « If NOT, this creature gains 1 PERMANENT Corruption. »
p.222, Instinctual Shot : as already said I would use « Instinctive ».
p.223, Retaliatory Charge and Roll Over : as already said, the feature has no Save nor to hit roll. Could be frustrating for players, especially once their characters know the trick.
p.223, Extraordinary Poison : as already said, what happens if a creature fails twice (paralyzed) succeeds (not paralyzed any more) and fails again : is it paralyzed again, or it has immunity to the paralyzed condition ? Or does it need a new Bite to be paralyzed again ?
p.225, Tunnels : « two weapons or a single weapon with reach make their attacks with disadvantage ». Shouldn’t that also include Heavy or Massive weapons ?
p.228, Narrow Passages : here a narrow passage imposes disadvantage for « two-handed weapons ». Previously, p.225 « Tunnels » it was « two weapons » or « weapon with reach » that had disadvantage. I would expect the same effect as the difference between a narrow passage and a tunnel is only a dwarf’s business.
 
Barbarianbob
Posts: 234
Joined: Sat 16 Jan 2021, 02:16

Re: Alpha Feedback - Bestiary

Wed 27 Oct 2021, 07:14

The Darkling Entries appear to have different mechanics on the regen.

p.26 The Hunter has "1d8 at the start of it's turn...."
p.27 The Darkling Leader has "Regains 3 hit points at the start of it's turn..."

This should be consistent, so which one is it? Are these supposed to be different on purpose? And why would the lower CR have the higher potential regen (as 1d8 average would be a 4 or a 5, compared to the 3 for the leader.
Regeneration should work as listed on page 218. Unfortunately, even if they're listed side-by-side sometimes two similar monsters are the result of different drafts between revisions of features. Fortunately this was caught (but not before the alpha release) so it will be printed correctly.
Thanks Jacob! This book looks awesome! Heck all of them look great! Im stoked to see the finished products!

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