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.