Sie sind auf Seite 1von 125

Book of Exalted Deeds Errata

Errata Rule: Primary Sources


When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One example
of a primary/secondary source is text taking
precedence over a table entry. An individual spell
description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster’s statistics block supersedes the
descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions.
If you find something on one of those topics from the
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material
construction rules, and so on. The Monster Manual is
the primary source for monster descriptions, templates,
and supernatural, extraordinary, and spell-like abilities.
Page 165: Asura
Remove “polymorph (self only; humanoid forms
only)” from spell-like abilities.
Add the following entry:
Change Shape (Su): An asura can assume the form of
any Small or Medium humanoid.
Page 170: Eladrin, Firre
Remove polymorph from spell-like abilities.
Page 175: Guardinal, Ursinal
Remove polymorph from spell-like abilities.

Book of Exalted Deeds Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Complete Arcane Errata
When the text within a product contradicts itself, our deal 1d6 points of damage +1 point per caster level
general policy is that the primary source (actual rules (maximum +10) to all creatures in the affected area.
text) is correct and any secondary reference (such as in
a table or a monster’s statistics block) is incorrect. Page 189: Epic Warlock
Exceptions to the rule will be called out specifically. The epic warlock’s eldritch blast damage should be
10d6 at 22nd level, 11d6 at 24th level, and so on.
Page 7: Eldritch Blast
Second paragraph of the Eldritch Blast ability
description:
Change “An eldritch blast is the equivalent of a spell
whose level is equal to one-half the warlock’s class
level (round down), with a minimum spell level of 1st
and a maximum of 9th when the warlock reaches 18th
level or higher” to “An eldritch blast is the equivalent
of a 1st-level spell. If you apply a blast shape or eldritch
essence invocation to your eldritch blast (see page 130),
your eldritch blast uses the level equivalent of the shape
or essence.”
Any other references to eldritch blast being something
other than the equivalent of a 1st-level spell should be
disregarded.
Any other references claiming that eldritch blast is not
an invocation should be disregarded.
A warlock can use eldritch blast at will.
Page 8: Invocations and Eldritch Blast
Change this section as follows:
Invocations and Eldritch Blast: Eldritch blast is an
invocation. Other invocations provide a warlock with
the ability to modify his eldritch blast or add new
eldritch attacks.
Page 73: Arcane Mastery
You can use this feat even while under stress.
Page 101, 123: Spirit Creatures
For the purposes of the commune with greater spirit,
commune with lesser spirit, greater spirit binding,
lesser spirit binding, spirit binding, spirit needle, and
spirit self spells, a “spirit” or “spirit creature” includes
any of the following creatures: all incorporeal undead,
all fey, all elementals, creatures in astral form or with
astral bodies (but not a creature physically present on
the Astral Plane), all creatures of the spirit subtype (see
Oriental Adventures), spirit folk and telthors (see
Unapproachable East), and spirit creatures created by
spells such as dream sight or wood wose (see Complete
Divine).
Page 121: Ring of Blades
The second sentence of the spell’s description should be
changed as follows: Each round at the end of your turn,
starting the round in which you cast the spell, the blades

Complete Arcane Errata 1 03/16/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Complete Divine Errata
When the text within a product contradicts itself, our
general policy is that the primary source (actual rules Page 168–169: Miasma
text) is correct and any secondary reference (such as in Change the spell as follows:
a table or a character’s statistics block) is incorrect. Saving Throw: Fortitude negates
Exceptions to the rule will be called out specifically. Also, add the following text after the first sentence of
the spell’s description:
Page 11: Shugenja Spell Progression The subject cannot speak. Conversation is impossible,
The shugenja’s spell progression chart is misaligned. spells with verbal components cannot be cast, bardic
The 8th-level and 9th-level columns should shift down music cannot be performed, and no noise other than
two levels (with 8th-level spells becoming available at coughing and spitting is possible.
16th level and 9th-level spells at 18th level).
Page 170: Murderous Mist
Page 25: Blighter Spell List The spell refers to one-quarter concealment, a term that
The harm spell is listed twice (at 5th and 6th level). does not exist in v.3.5. Delete “one-quarter.”
Delete the spell from the 5th-level spell list.
Page 170: Nature’s Favor
Page 80: Divine Metamagic feat Changes and additions to the spell’s description are
The boldface text needs to be added to the Benefit noted in boldface type:
paragraph of the feat description: By calling on the power of nature, you grant the target
When you take this feat, choose a metamagic feat that animal a +1 luck bonus on attack and damage rolls for
you have. This feat applies only to that metamagic feat. every three caster levels you possess (maximum +3).
As a free action, you can take the energy from turning
or rebuking undead and use it to apply a metamagic feat Page 174–175: Plague of Rats
to divine spells that you know. . . . Change the spell as follows:
Casting Time: 1 round
Page 90: Magical Beast Wild Shape feat Effect: One swarm of rats/two levels, each of which
Remove Beast Wild Shape from the feat’s prerequisites. must be adjacent to at least one other swarm
Spell Resistance: No
Page 105: Staff of Hunting Spirits Also, change the spell’s description to the following:
The spells contained by this staff changed names. You summon a number of swarms of rats (one per two
Spirit bear should change to phantom bear. levels, to a maximum of six swarms at 12th level). The
Spirit wolf should change to phantom wolf. swarms must be summoned so that each one is adjacent
Page 121: Table 5–2: Other Greyhawk to at least one other swarm (that is, the swarms must fill
one contiguous area). You may summon the rat swarms
Deities so that they share the area of other creatures. Each
The favored weapon of Tharizdun is not listed. It should swarm attacks any creatures occupying its area. The
say “dagger.” swarms are stationary after being summoned, and won’t
Page 142: 3rd-level Druid Spell List pursue creatures that flee.
The spell embrace the wild was cut from the book. It See the Monster Manual for details on rat swarms.
should be stricken from the list. Page 175: Poison Vines
Page 153: Bestow Curse, Greater Change the first sentence of the spell’s description to
The spell’s description includes a reference to a the following:
nonexistent section. Delete everything in the last With this spell you create a mass of entangling vines.
sentence of the spell after “can have help accomplishing The spell otherwise works as the entangle spell, but the
the task.” entangling plants are poisonous (contact, 1d6 Dex/2d6
Dex).
Page 159: Cometfall
The spell deals a maximum of 20d6 points of damage. Page 176: Probe Thoughts
Change the spell as follows:
Page 168: Maelstrom Saving Throw: Will negates; see text
The spell refers to the nonexistent Ocean domain.
Change the spell as follows: Page 178: Righteous Wrath of the Faithful
Level: Druid 8

Complete Divine Errata 1 09/10/2004


©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
The spell refers to the 3.0 version of the aid spell.
Replace “are affected as if they had received an aid
spell, gaining” with “gain.”
Page 179: Scent
The spell works like the 3.0 version scent ability.
However, the spell should work as the revised scent
ability, as described on page 314 of the Monster
Manual v.3.5.
Page 181: Slime Wave
The spell refers to the dimension of a creature’s “face,”
a 3.0 version term. Delete “for every 5 feet of its face”
from the last sentence of the first paragraph.
Page 183: Tidal Surge
The spell refers to the nonexistent Ocean domain.
Change the spell as follows:
Level: Druid 6
Page 187: Waterspout
The spell refers to the nonexistent Ocean domain.
Change the spell as follows:
Level: Druid 7

Complete Divine Errata 2 09/10/2004


©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Complete Champion Add to the beginning, “As a free
action.”
Page 7 – Affiliation Score Page 13 – Title: Benefits and
Modifier [Substitution] Duties – Professor of Magic
The criterion, “Lives in a
mountainous region or underground” [Addition]
should have as its modifier, “+1,” Add to the beginning, “As a standard
not “+1/year.” action.”
Add “This is an extraordinary
ability.”
Page 7 – Titles, Benefits, and
Duties [Substitution] Page 13 – Title: Benefits and
Instead of the requirement that “you
must spend 24 hours crafting a gift Duties – Eternal Librarian
for the church,” it should instead [Revision]
read, “you must spend at least 1 The benefit should read, “Once per
week crafting a gift for the day, as an immediate action, you may
church.” use a spell as normal to counter
another spell regardless of whether
Page 8 – Title: Benefits and you have a readied action or had the
Duties – Initiate of the Forge same spell ready to cast. You must
still succeed on a Spellcraft check
[Addition] to identify the spell. This is a
Add to the beginning, “As a swift supernatural ability.”
action.”
Page 15 – Title: Benefits, and
Page 8 – Title: Benefits and
Duties – Explorer [Addition]
Duties – Mithral Hammer Add to the beginning, “As an
[Addition] immediate action.”
Add to the beginning, “As a standard
action.” Page 18 – Title: Benefits, and
Duties – Righteous Blade of
Page 9 – Title: Benefits and Justice [Addition]
Duties – Knight of Nature Add to the beginning, “As a standard
[Addition] action.”
Add “This is a supernatural Add “This is a supernatural
ability.” ability.”
Page 9 – Title: Benefits and Page 19 – Title: Benefits and
Duties – Heart of the Huntress Duties – War Leader [Addition]
[Addition] Add to the beginning, “As an
Add “This is a supernatural immediate action.”
ability.” Add “This is an extraordinary
ability.”
Page 10 – Title: Benefits and
Duties - Warden of the Horn Page 19 – Title: Benefits and
[Addition] Duties – Battle Savant
This benefit should specify that the [Addition]
effect has an instantaneous Add to the beginning, “As an
duration. immediate action.”
Add “This is an extraordinary
Page 11 – Title: Benefits and ability.”
Duties – Secret Whisper
[Deletion] Page 20 – Title: Benefits and
Remove “Rounds of use need not be Duties – Ruby Master [Revision]
consecutive. Deactivating the The benefit should read, “Once per
invisibility is also a swift action day, as an immediate action, you may
unless you end it prematurely.” use a spell as normal to counter
another spell regardless of whether
Page 12 – Benefits and Duties – you have a readied action or had the
Rank 3 [Revision] same spell ready to cast. You must
Should read, “Once per day as a still succeed on a Spellcraft check
swift action, use summon nature’s to identify the spell. This is a
ally, as the spell, of a level supernatural ability.”
normally available to you, provided
that you use it to summon an animal. Page 23 – Title: Benefits and
This is a spell-like ability.” Duties – Fury of Sun [Addition]
Add to the beginning, “As an
Page 13 – Title: Benefits and immediate action.”
Duties – Scholar [Addition]
Add “This is an extraordinary Page 30 – Title: Benefits and
ability.” Duties – Anarchist [Addition]
Add to the beginning, “As an
Page 23 – Title: Benefits and immediate action.”
Duties – Shining Light Add “This is a supernatural
[Revision] ability.”
The benefit should read, “Once per
day, as a standard action, wreathe Page 31 – Title: Benefits and
yourself in the divine energy of the Duties – Grave Guardian (evil)
sun, as the spell, fire shield. You [Addition]
may only use the warm shield form of Add to the beginning, “As a standard
the spell, and the caster level is action.”
equivalent to your character level. Add “This is a supernatural
This is a spell-like ability.” ability.”
Page 24 – Title: Benefits and Page 31 – Title: Benefits and
Duties – Keeper [Addition] Duties – Master Necromancer
Add to the beginning, “As a swift (non-evil) [Addition]
action.” Add “This is a supernatural
ability.”
Page 24 – Title: Benefits and
Duties – High Captain [Addition] Page 31 – Title: Benefits and
Add to the beginning, “As an
immediate action.” Duties – Destroyer [Addition]
Add to the beginning, “As an
immediate action.”
Page 24 – Title: Benefits and
Duties – Arrow of Corellon Page 31 – Title: Benefits and
[Addition] Duties – Annihilator [Addition]
Add to the beginning, “As an Add to the beginning, “As a standard
immediate action.” action.”
Add “This is a supernatural Add “This is a spell-like ability.”
ability.”
Page 33 – Title: Benefits and
Page 29 – Title: Benefits and
Duties – Mighty Avalanche
Duties – Wind Runner [Addition]
Add to the beginning, “As a swift [Addition]
action.” Add to the beginning, “As a standard
action.”
Add “This is a supernatural
Page 29 – Title: Benefits and ability.”
Duties – Soaring Gust [Addition]
Add to the beginning, “As a standard
action.” Page 33 – Title: Benefits and
Add “This is a spell-like ability.” Duties – Feet of the Mountain
[Addition]
Page 29 – Title: Benefits and Add “This is a supernatural
Duties – Breath of Hurricane ability.”
[Addition]
Add to the beginning, “As a standard Page 33 – Title: Benefits and
action.” Duties – Paragon of Villainy
Add “This is a spell-like ability.” [Addition]
Add to the beginning, “As a standard
Page 30 – Title: Benefits and action.”
Duties – Beast Friend [Addition] Add “This is a supernatural
Add to the beginning, “As a standard ability.”
action.”
Add “This is a supernatural Page 34 – Title: Benefits and
ability.” Duties – Roaring Conflagration
[Addition]
Page 30 – Title: Benefits and Add to the beginning, “As a standard
Duties – Beast Soul [Addition] action.”
Add “This is a spell-like ability.” Add “This is a supernatural
ability.”
Page 30 – Title: Benefits and
Duties – Beast Master [Addition] Page 34 – Title: Benefits and
Add to the beginning, “As a standard Duties – Raging Inferno
action.” [Addition]
Add “This is a spell-like ability.” Add to the beginning, “As a standard
action.”
Add “This is a supernatural
ability.” Page 40 – Title: Benefits and
[Deletion] Duties – Holy Shield [Addition]
Remove “duration need not be This benefit should specify that the
consecutive.” effect has an instantaneous
duration.
Page 34 – Title: Benefits and Add “This is a supernatural
Duties – Saint [Addition] ability.”
Add to the beginning, “As a standard
action.” Page 41 – Title: Benefits and
Add “This is a supernatural Duties – Mighty Champion
ability.” [Addition]
Add to the beginning, “As an
Page 35 – Title: Benefits and immediate action.”
Duties – Master Physician Add “This is a supernatural
[Addition] ability.”
Add “This is a supernatural
ability.” Page 41 – Title: Benefits and
Duties – Divine Light [Addition]
Page 36 – Title: Benefits and Add “This is a supernatural
Duties – Academic [Addition] ability.”
Add to the beginning, “As an
immediate action.” Page 41 – Title: Benefits and
Duties – Master of Radiance
Page 36 – Title: Benefits and [Addition]
Duties – Scholar [Addition] Add to the beginning, “As a standard
Add to the beginning, “As a standard action.”
action.” Add “This is a supernatural
ability.”
Page 37 – Title: Benefits and
Duties – Judicator [Addition] Page 43 – Title: Benefits and
Add to the beginning, “As a standard Duties – Expert Trickster
action.” [Addition]
Add “This is a [mind-affecting] Add to the beginning, “As a free
supernatural ability.” action.”
Add “This is an extraordinary
Page 37 – Title: Benefits and ability.”
Duties – Scion of Luck
[Addition] Page 46 – Totem Manifestation –
Add to the beginning, “As an Lion Totems [Substitution]
immediate action.” The second sentence should read, “As
Add “This is a supernatural a standard action, you can roar,
ability.” requiring every creature within a
30-foot radius to succeed on a Will
Page 37 – Title: Benefits and save (DC 10 + 1/2 your barbarian
Duties – Fatebender [Addition] level + your Str modifier) or be
Add to the beginning, “As an shaken for a number of rounds equal
immediate action.” to your barbarian level.”
Add “This is a supernatural
ability.” Page 46 – View of the Spirit
World – Benefit [Addition]
Page 38 – Title: Benefits and Beginning should read, “Once per day
Duties – Master of Magical as a swift action...”
Philosophy [Revision]
The benefit should read, “Once per Page 47 – Healing Hymn - Benefit
day as an immediate action, you may [Revision]
use a spell as normal to counter The first sentence of the third
another spell regardless of whether paragraph should read, “In addition,
you have a readied action or had the if you use this ability for at least
same spell ready to cast. You must 1 minute before you and your allies
still succeed on a Spellcraft check retire for the night, everyone in
to identify the spell. This is a the group heals naturally at the end
supernatural ability.” of the rest as if he had completed
24 hours of best rest (thus
Page 39 – Title: Benefits and recovering twice his character level
Duties – Ancient Heart of the in hit points).”
Forest [Addition] [Revision]
Add “This is a supernatural The second paragraph of the benefits
ability.” section should specify that the +1
bonus is limited by the maximum Page 52 – Domain Granted Power -
caster level bonus of a curing Benefit [Addition]
spell. For example, if a level 10 Add at the end of the section, “If
cleric cast cure serious while under the granted power is based upon
the effect of healing hymn used by a cleric level, it becomes instead
bard with 10 ranks in perform, the based upon your wizard level.”
cure serious spell would only cure
3d8+15 instead of 3d8+20. Page 52 – Spontaneous Divination
[Addition] - Benefit [Revision]
At the end of the section, add The first sentence should instead
“Healing hymn lasts as long as you read, “You can spontaneously cast
concentrate up to a maximum of 2 any spell you know from the
minutes.” divination school by sacrificing a
prepared spell of equal or greater
Page 47 – Underdark Knight - level.”
Benefit [Addition]
Add “This is a spell-like ability Page 51 – Domain Feats
with caster level equal to your [Substitution]
character level” to the 7th-level Replace “permanently sacrificing”
and 15th-level abilities. with “expending” in the last line of
the third paragraph.
Page 48 – Pool of Healing –
Benefit [Addition] Page 60 – Imbued Healing
The third sentence should begin, “As [Deletion]
a standard action, you can dole it Remove “Metamagic” from title of
out with a touch...” feat.
[Addition]
Page 50 – Spiritual Connection - The +4 bonus on savings throws for
Benefit [Addition] the Death domain should be a sacred
Add “These are spell-like abilities bonus if your deity is good or
with caster level equal to your neutral or profane if your deity is
character level.” evil.
[Deletion]
Remove “per level or” from Healing
Page 50-51 – Spiritual Guide - domain bonus.
Benefit [Addition] [Addition]
The second to last sentence should The +2 bonus on damage rolls for the
indicate that the use of commune Strength domain should be a sacred
with nature is a spell-like ability bonus if your deity is good or
with caster level equal to your neutral or a profane bonus if your
character level. deity is evil.
[Revision] [Addition]
The second to last sentence should The +5-foot bonus to base land speed
read, “In addition, you can use for the Travel domain should be a
commune with nature, as the spell, sacred bonus if your deity is good
once per day as a full round action or neutral or a profane bonus if
(caster level equals your ranger your deity is evil.
level).”
[Addition]
The +1 bonus on attack rolls for the
Page 51 – Antiquarian [Revision] War domain should be a sacred bonus
The second to last sentence should if your deity is good or neutral or
read, “This works like the identify a profane bonus if your deity is
spell (caster level equals your evil.
rogue level) but requires no
material component and can be
performed as a full round action.” Page 63 – Trickery Devotion -
Benefit [Addition]
Page 51 – Death’s Ruin At the end of the section describing
[Substitution] the 10th-level benefits, a sentence
This is an extraordinary ability, should read, “Phantom versions of
not a supernatural ability. your equipment do not have any of
the magical or alchemical effects
Page 51 – Holy Stalker that your normal equipment has.
[Revision]
Remove the second to last line of Page 64 – Water Devotion
the benefits section. Instead, note [Deletion]
that this ability can be used in Remove the second “Special” entry.
conjunction with death’s ruin
(above). Page 75 – Entry Requirements
[Addition]
An additional line should read, Page 88 – Paragon’s Gift,
“Special: Must worship Pelor or Greater – Orsos [Revision]
Heironeous” Should read, “You gain a +4 sacred
bonus to your natural armor.”
Page 80 – Feral Trance
[Revision] Page 88 – Paragon’s Gift,
The first sentence should instead
read, “Once per day, you can enter a Supreme – Reikhardt [Addition]
feral battle trance as a free Add “The DC is equal to 10 + 1/2 HD
action.” + your Cha modifier.”

Page 82 – Plant Affinity Page 88 – Embody Paragon –


[Substitution] Reikhardt [Substitution]
This should be a swift action, not a Second paragraph should begin, “In
move action. addition, once per day for 10
rounds...”
Page 84 – Plant Affinity
[Revision] Page 91 – Channel Spell
The second sentence should instead [Substitution]
read, “If you prepare your divine (Su) should follow the class feature
spells in advance and do not have name, not (Sp).
the spontaneous casting ability (as [Revision]
the cleric and druid spellcasting The first two sentences should
feature, see PH 32 and 35), you can instead read, “At 3rd level, you can
now spontaneously trade prepared channel any spell available to you
divine spells for divine spells of that has one creature or more as its
an equal or lower level from the target into your melee weapon. Doing
Plant domain. so requires a move action and uses
up a spell slot or a prepared spell
Page 84 – Woodland Stride of casting time no greater than one
[Substitution] standard action.”
This ability grants a +10-foot bonus
to your land speed, not a +10 bonus.
Page 91 – Divine Bulwark
Page 84 – Earth’s Communion [Substitution]
(Su) should follow the class feature
[Addition] name, not (Sp).
At the end of the second sentence,
it should indicate that the level of
the spell is equivalent to your Page 91 – Fist of the Gods
character level. [Substitution]
(Su) should follow the class feature
Page 85 – Web of Life name, not (Sp).
[Substitution]
(Su) should follow the class feature Page 91 – Holy Warrior
name, not (Sp). [Substitution]
[Addition] (Su) should follow the class feature
The second sentence should indicate name, not (Sp).
that the bonus to Wisdom is a +2
sacred bonus. Page 95 – Knowledge is Power –
Divine Ethos [Substitution]
Page 87 – Paragon’s Gift, Least Part of the second sentence should
- [Deletion] read, “against one or more
Remove “and has a caster level equal creatures,” not “ against a
to your mythic exemplar level” from creature.”
the end.
Page 96 – Mortal Coil
Page 87 – Mythic Exemplar – [Revision]
Class Skills [Addition] Should read “Your effective caster
Perform should be included among the level increases by 1 when you cast
class skills. transmutation spells. (Knowledge
[nature] 6 ranks)”
Page 88 – Paragon’s Gifts
(General) [Clarification] Page 96 – Noble Presence
Abilities that indicate “as the [Revision]
spell” require a swift action to use Should read “Whenever you cast a
(as noted on page 87) regardless of charm or compulsion spell, the save
the spell’s normal casting time. DC increases by 1. (Knowledge
[nobility and royalty] 5 ranks)”
Page 99 – Entry Requirements Remove “at will” from second
[Addition] sentence.
An additional line should read,
“Special: Must worship chosen deity” Page 108 – Entry Requirements
[Addition]
Page 100 – Ehlonna – Summon An additional line should read,
Nature’s Mount [Substitution] “Special: Must worship Pelor or
(Su) should follow the class feature Heironeous”
name, not (Sp).
Page 108 – Luminous Weapon –
Page 101 – Olidammara - Fast [Addition]
Talk [Substitution] The first sentence should begin, “As
(Su) should follow the class feature a swift action...”
name, not (Sp).
Page 108 – Smite Evil –
Page 101 – Wee Jas – Sanctified [Revision]
Fall [Revision] The second sentence should read,
The first sentence should read, “If “Levels in paladin and shadowstriker
you are reduced to –1 or fewer hit stack for the purpose of determining
points, or even killed outright by a smite evil attempts/day. Smite evil
death effect, you can use an damage is equal to a character’s
immediate action to either cast a combined paladin and shadowstriker
spell of casting time no greater levels.”
than a standard action or else to
make a single attack.” Page 108 – Sun’s Blessing –
[Revision]
Page 106 – Spellcasting – The first two sentences should read,
[Deletion] “When you reach 2nd level, as a
Remove “divine” from last sentence. swift action, you can cause your
weapon to flare with the fires of
Page 106 – Aura of Anonymity – the sun. While a weapon is affect by
[Substitution] both the sun’s blessing and luminous
Replace “divine” with “sacred” in weapon, it deals an additional 1d6
the last sentence. points of damage.”
[Revision]
Page 106 – Personal Eclipse – Replace “sacrifice” with “expend” in
[Revision] the last sentence.
The second sentence should read, “As
a swift action, you can redirect the Page 108 – Surge of Piety –
light around your body to better [Deletion]
conceal your presence.” Remove “In addition to functioning
as a consecrate spell” from the
Page 106 – Truth of the Light – second to last sentence.
[Substitution] [Revision]
Replace “at will” with “As a swift Replace “sacrifice” with “expend” in
action.” the last sentence.

Page 106 – Blinding Light – Page 110 – Squire’s Burden


[Revision] (General) [Clarification]
Second sentence should read, “At Abilities that indicate “as the
will, you can use discern lies as a spell” require a swift action to use
swift action, as the spell (caster (as noted in the above description
level equals your character level).” of squire’s burden) regardless of
the spell’s normal casting time.
Page 106 – Sun’s Revelation –
[Substitution] Page 110 – Squire’s Burden,
The ability should be listed as a Least [Deletion]
spell-like ability (Sp) and not a Remove “and has a caster level equal
supernatural ability (Su). to three times your squire of legend
[Revision] level” from the second sentence.
The second sentence should read, “At
will, you can use discern lies as a Page 113 – Blackguard Spells
swift action, as the spell (caster [Addition]
level equals your character level).” Under 4th level, the following spell
should be included. “Profane Item:
Page 106 – Vision of Pelor – Target object deals 1d4/caster level
(max. 10d4 points of negative energy
[Deletion] damage to the next animal, plant,
good outsider, or good shapechanger round of the spell’s duration. This
that touches it; undead must also effect lasts until the end of your
save or flee for 1d4 minutes.” turn.”

Page 116 – Aligned Aura Page 121 – Forest Child


[Substitution] [Substitution]
Under Saving Throw, the entry should Replace “Effect: One wooden
say “See text” and not “Fortitude duplicate” with “Target: A tree of
partial.” at least one size category larger
than you.”
Page 116 – Benediction
[Deletion] Page 122 – Iconic Manifestation
The second sentence should be [Revision]
removed. First paragraph should read, “The
descriptor of this spell matches a
Page 117 – Bewildering Visions non-neutral component of your
[Substitution] alignment. For instance, if you are
Under Saving Throw, the entry should lawful neutral, you cast iconic
say “See text” and not “Will manifestation as a lawful spell. If
negates.” you are chaotic good, you can cast
[Revision] iconic manifestation as a good or
The second and third sentences chaotic spell (not both). If you are
should read, “The subject must make neutral and have no lawful, chaotic,
a Will save or be sickened for the good, or evil component, the spell
duration of the spell. Additionally, has no effect on you.
a character that fails his Will save [Revision]
must make a Fortitude save each The second sentence of the second
round or be nauseated. paragraph should read, “Invoking the
spell’s effect requires a swift
Page 118 – Body Ward [Deletion] action and requires you to expend
Remove the last sentence of the one daily use of your wild shape
second paragraph. ability.

Page 118 – Conduit of Life Page 122-123 – Impede [Addition]


[Addition] The penalties imposed by the spell
The last sentence should have should be sacred if your deity is
“(maximum +10)” after the noted good or neutral or profane if your
curing effect. deity is evil.

Page 118 – Conduit of Life Page 123 – Interfaith Blessing


[Substitution] [Addition]
The Target entry should read, The bonuses of this spell should be
“Shield or heavy armor worn.” sacred if your deity is good or
neutral or profane if your deity is
evil.
Page 118 – Darts of Life
[Substitution]
Effect should read “Personal” and Page 123 – Light of Courage
not “One or more creatures per [Revision]
round.” The second sentence should read, “If
you make a turning check before the
Page 120 – Door of Decay duration expires, each undead
[Deletion] creature on which your turning check
Remove the first sentence. succeeds (regardless of whether they
take turning damage) takes 1d8
points of damage per two caster
Page 120 – Execration [Revision] levels you possess (maximum 10d8).
Replace first two sentences with,
“With a touch, you impose a –2 luck Page 123 – Light of Faith
penalty on all of another creature’s [Revision]
saving throws.” The spell’s text should read, “This
spell grants you a sacred bonus
Page 121 – Footsteps of the equal to one-half your divine caster
Divine [Substitution] level (maximum +5) on your next
Under Duration, the entry should say turning check.
“See text.”
[Revision] Page 124 – Light of Wisdom
The two final sentences should read, [Addition]
“You can discharge the spell to add The spell’s text should indicate
+10 feet to your speed per remaining that you can gain a maximum of +5
levels for the purpose of this
effect. Page 135-136 – Armor of the
Beast [Addition]
Page 124 – Lore of the Gods A druid retains his class abilities
[Revision] while wearing armor of the beast.
The last sentence of the first
paragraph should read, “The +5
insight bonus still applies in both Page 136 – Bastion of Righteous
cases, but utilizing this option War [Addition]
discharges the spell.” In the second paragraph, the attacks
of opportunity granted by expending
Page 124 – Mark of Sin turn/rebuke undead attempts should
[Addition] be noted as being able to exceed
The penalty on the first line of the your normal allotment of attacks of
third paragraph should be sacred if opportunity.
your deity is good or neutral or a
profane if your deity is evil. Page 137 – Bow of Elvenkind
[Substitution]
The aura should be strong, not
Page 124 – Master Cavalier moderate. The school should be
[Addition] divination, not transmutation.
The bonuses should be typed as
circumstance bonuses. Page 137 – Staff of the Vagabond
[Revision] [Substitution]
The second paragraph should read, The school should be conjuration,
“If you are affected by master not transmutation.
cavalier while your mount is under
the effects of phantom charge (see
below) and war-mount (page 129), Page 139 – Crest of Valor
your mount gains the ability to walk [Addition]
on liquids and gains a fly speed The bonus type in the last sentence
(average maneuverability) equal to of the item’s descriptive text
its normal land-based speed.” should be morale.

Page 124-125 - Metal Fang Page 139 – Gauntlets of War


[Addition] [Addition]
The natural weapon does not deal 1 The aura should be faint, not
point less damage for being silvered strong.
as ordinary weapons do. [Addition]
The bonus type should be
Page 126 - Profane Item enhancement.
[Substitution]
The Saving Throw entry should read,
“Will negates (object) and Will Page 139 – Helm of Righteous War
partial; see text.” [Substitution]
The school should be divination, not
Page 126 - Sacred Item evocation.
[Substitution] [Revision]
The Saving Throw entry should read, The first line of the second
“Will negates (object) and Will paragraph should read, “As a swift
partial; see text.” action, you can expend one daily
[Deletion] turn or rebuke undead attempt; this
The section, “(other than yourself)” allows you to know the square in
can be removed from the second line. which all enemies within 10 feet are
located, though it does not
eliminate forms of concealment, such
Page 129 – Touch of Restoration as invisibility.
[Deletion]
Remove the second paragraph. Page 139-140 – Lancer’s Spurs
[Addition]
Page 129-130 – Weight of Sin At the end of the last sentence of
[Substitution] the first paragraph, add “giving the
The Saving Throw entry should read, mount a magic weapon for the purpose
“Fortitude partial, then Will of overcoming damage reduction.”
negates; see text.”
Page 140 – Mantle of the Beast
Page 134 – Ehlonna’s Brooch [Addition]
[Substitution] At the end of the last sentence of
Summon animal should by summon the first paragraph, add “giving you
nature’s ally. a magic weapon for the purpose of
overcoming damage reduction.”
Page 142 – Sandals of the
Vagabond
[Substitution]
The school should be conjuration,
not divination.

Page 144 – Quiver of Elvenkind


[Substitution]
The school should be necromancy, not
transmutation.
Complete Mage
When the text within a product
contradicts itself, our general policy is Page 51 – Abjurant Champion
that the primary source (actual rules Class Features [Deletion]
text) is correct and any secondary Under the abjurant armor ability,
reference (such as a table or remove mention of “mage armor” at
character's statistics block) is the end of the paragraph. The abjurant
incorrect. Exceptions to the rule will be armor ability does not affect mage
called out specifically. armor, but the spell is still useful to an
abjurant champion.
Page 17 – Feats to Avoid
[Revision] Page 70 – Expanded Spellbook
The “Fortify Spell” entry suggests that [Revision]
Heighten Spell affects spell resistance, First sentence should read, “When you
which it does not. Taking this into reach 2nd level, you can add one
account, the Fortify Spell feat should wizard spell of your chosen school to
not be considered a feat “to be your spellbook.”
avoided” because it provides a benefit
for overcoming spell resistance. Page 71 – Moderate School of
Esoterica [Addition]
Page 19 – Dispel Magic [Deletion] Add the following to the last sentence
The “Dispel Magic” entry should not of the first paragraph of this ability’s
recommend the Fortify Spell feat, as decription, “(Unless otherwise noted)”.
dispel magic is unaffected by spell
resistance. Page 96 – Arcane Fusion
[Addition]
Page 21 – Best Spells [Revision] Include clause, “If applying a
The source for the necrotic skull bomb metamagic feat to a spell, use the
spell should be listed as the Forgotten adjusted spell level and casting time
Realms supplement, Champion of Ruin for purposes of determining eligibility
(page 32), not Spell Compendium. for Arcane Fusion.”

Page 37 – Alacritous Cogitation Page 98 - Caustic Mire [Addition]


[Addition] Spell type should read “Conjuration
Revise end of first sentence to read, [Acid]”
“...cast any arcane spell you know of
the same level or lower and of casting Page 98 - Caustic Smoke
time no longer than 1 round.” [Addition]
Spell type should read “Conjuration
Page 47 – Storm Bolt [Addition] [Acid]”
Under benefits, add “A successful
Reflex save halves damage.” Page 99 - Channeled Sound Burst
[Revision]/[Addition]
Page 50 – Becoming an Abjurant Area should indicate to “See text”
Champion [Substitution] The option for expending 2 full rounds
The section on becoming an Abjurant to cast the spell should indicate that
Champion should read, “...any martial- the spell’s caster is unaffected by the
oriented character can qualify by spell’s effects.
taking minimal levels in an arcane
spellcasting class, such as one level in Page 101 - Deadly Sunstroke
wu jen or two levels in bard.” [Substitution]
Spell type should read “Evocation
[Fire],” not “Evocation [Light]”

Page 06 – Heart of Air


[Substitution]
The spell’s “wu jen 2 (air)” tag should
instead read “wu jen 2 (general).”

Page 108 - Immediate Assistance


[Substitution]
Should be of the Transmutation
school.

Page 110 - Melf's Slumber Arrows


[Substitution]
Spell’s short entry should read “Will
partial” instead of “Fortitude partial.”

Page 114 - Reaving Aura


[Revision]
The last sentence should read, “This
spell has no effect on creatures that
have more than 0 hp.”

Page 119 - Tactical Teleport


[Deletion]
This spell targets only willing
creatures, so the sentence that reads,
“Only objects held or in use (attended)
by another individual receive savings
throws and spell resistance,” should be
removed. Similarly, the Saving Throw
entry at the top should not include a
Will save for objects because they
cannot be targeted.

Page 123 – Cold Comfort


[Substitution]
“Least” should replace “Lesser.”
Complete Scoundrel
Page 94 – Animate Instrument
Page 17 – Best Skill Tricks: [Deletion]
Swift Concentration Remove material component from
spell.
[Substitution]
The text should instead read,
“Concentrate on an ongoing spell and Page 97 – Create Fetch
then fire off another spell.” [Addition]
The top sentence of the page should
Page 35 – Trap Sense begin, “A Medium-sized fetch has an
[Substitution] effective Strength score of 6, so it
Last sentence should instead read, can lift up to 60 pounds or drag 300
“If you already have trap sense, pounds.” It should then go on to
this class features stacks for the say, “A Large or Small creature’s
purpose of determining the total fetch has the same strength but
bonus.” different carrying capacity and drag
capacity (see PH 162).
Page 35-36 – Combat Trapping
[Addition] Page 97 – Enlarge Weapon
Additional text at the end of this [Substitution]
section should read, “A character Remove “When your weapon is affected
need not be a spellcaster or have an by this spell, you do not take a
alchemical kit to use craft penalty for wielding an
(alchemy) to create combat traps.” inappropriately sized weapon” and
replace with, “The weapon can be
wielded as a weapon of its original
Page 57-58 – Alter Ego size.”
[Substitution]
The paragraph at the bottom of the
ability should read, “As you advance Page 98 – Evacuation Rune
in this prestige class, you develop [Addition]
additional alter egos, gaining a new At the end of the first paragraph,
one every three levels beyond 3rd the text should specify, “Unlike
(two at 6th and three at 9th). greater teleport, however,
evacuation rune affects the caster
and no others.”
Page 74-75 – Chant of the Long
Road Page 98 – Scry Location
[Revision] [Deletion]
The “Benefits” text of this feat is Remove “on the same plane where you
misleading and should read, “You can are located” from the first
expend one daily use of your bardic sentence.
music ability and spend 1 minute of
performance to allow yourself and Page 104 – Spymaster’s Coin
all allies within 60 feet to avoid [Revision]
taking nonlethal damage for hustling Duration entry for spell should
(PH 165). This effect lasts for 1 indicate “1 hour/level or until
hour. triggered, then Concentration up to
1 round/level”
Page 75 – Cool Head
[Addition]
Add text to clarify, “These skill Page 104 – Lucky Charm:
tricks count toward your overall Activation
skill trick limit.” [Revision]
Second sentence should begin, “As an
Page 77 – Freerunner immediate action...”
[Addition]
Add text to clarify, “These skill
tricks count toward your overall
skill trick limit.”

Page 75 – Sure Hand


[Addition]
Add text to clarify, “These skill
tricks count toward your overall
skill trick limit.”

Page 94 – New Cleric Spells


[Substitution]
Scry Location should be 7th level as
per its entry on page 102.
Complete Adventurer Errata
When the text within a product contradicts itself, our
general policy is that the primary source (actual rules
text) is correct and any secondary reference (such as a
table or character's statistics block) is incorrect.
Exceptions to the rule will be called out specifically.
Page 11: Scout’s Class Skills
Add Disable Device to the scout’s list of class skills.
(This addition fits with the flavor of the class.)
Page 12: Skirmish (class feature)
The second sentence of the skirmish class feature
should read as follows (new text indicated in red): She
deals an extra 1d6 points of damage on all attacks she
makes during any round in which she moves at least 10
feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the
scout has moved at least 10 feet. The skirmish ability
cannot be used while mounted.
This update should be made wherever the skirmish
ability description is presented (see also pages 31, 56,
and 177).
Page 59: Improved Wild Shape (class
feature)
Add the following text to the end of the improved wild
shape ability description: The master of many forms’
class levels stack with other class levels that grant wild
shape for the purpose of determining the maximum Hit
Dice of a form.
Page 110: Leap Attack
The second sentence of the Benefit paragraph should
read as follows:
If you cover at least 10 feet of horizontal distance with
your jump, and you end your jump in a square from
which you threaten your target, you deal +100% the
normal bonus damage from your use of the Power
Attack feat.
Page 111: Natural Bond
If a character has multiple animal companions, the
bonus granted by this feat applies to one of them.
Page 117: Broadblade Short Sword
The dodge bonus to AC should be +1, not +2.

Complete Adventurer Errata 1 08/02/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Complete Warrior Errata
When the text within a product contradicts itself, our Supreme Power Attack: A 10th-level frenzied
general policy is that the primary source (actual rules berserker deals +100% the normal damage from her use
text) is correct and any secondary reference (such as a of the Power Attack feat. In other words, when using
table or character's statistics block) is incorrect. the Power Attack feat, a frenzied berserker wielding a
Exceptions to the rule will be called out specifically. two-handed weapon gains a +4 bonus on damage rolls
(instead of a +2 bonus) for each –1 penalty she applies
Page 6: Hexblade’s Starting Gold to her attack rolls.
A hexblade’s starting gold is 6d4 × 10.
Page 46: Invisible Blade’s Uncanny Feint
Page 6: Hexblade’s Curse (class feature) (class feature)
A hexblade can utter only one hexblade’s curse per
The invisible blade can use his uncanny feint ability
round, even if he gets multiple curses per day.
once per round.
Page 9: Samurai’s Starting Gold Page 58: Master Thrower’s Thrown
A samurai’s starting gold is 2d4 × 10.
Weapon Trick (class feature)
Page 9: Samurai’s Kiai Smite (class feature) The master thrower’s palm throw ability counts as a
The last sentence of the samurai’s kiai smite ability volley attack, and only one instance of precision-based
should change as follows: damage applies to the attack roll.
As a samurai gains levels, he can make a kiai smite
more often. However, a samurai cannot make more than Page 65: Nature’s Warrior Wilding Ability
one kiai smite during any given round. (class feature)
The nature’s warrior’s class levels stack with other class
Page 11: Swashbuckler’s Starting Gold levels that grant wild shape for the purpose of
A swashbuckler’s starting gold is 6d4 × 10. determining the maximum Hit Dice of a form.
Page 16: Bear Warrior [[added 8/1/05]] Page 97: Defensive Strike
Whenever a bear warrior enters a rage or frenzy, he can A character that gets multiple attacks in a round applies
choose to assume bear form (similar to the polymorph the +4 bonus only to her first attack for the round.
spell). He must remain in bear form until the end of his
rage or frenzy. When his rage or frenzy ends, the bear Page 99: Faster Healing
warrior immediately returns to his own form. The Ability Score Points Recovered per Day table is
The number of times a bear warrior can assume bear incorrect. Here are the correct numbers:
form is the number of times per day he enters a rage or With With Faster Healing
Faster and Long-Term Care
frenzy. Ignore the conflicting limitations specified in the Healing from a Successful Heal Check
third, fourth, and fifth paragraphs of the bear form Strenous activity 2 4
description. Light activity 3 6
Complete bed rest 4 8
Page 35: Frenzied Berserker’s Improved
Power Attack (class feature) Page 153: Wield Oversized Weapon
This feat subsumes the effects of the Monkey Grip feat.
The improved power attack class feature should read as
The feats’ effects do not stack.
follows:
Improved Power Attack: Beginning at 5th level, a
frenzied berserker deals +50% the normal damage from
her use of the Power Attack feat. In other words, when
using the Power Attack feat, a frenzied berserker
wielding a two-handed weapon gains a +3 bonus on
damage rolls (instead of a +2 bonus) for each –1 penalty
she applies to her attack rolls.
Page 36: Frenzied Berserker’s Supreme
Power Attack (class feature)
The supreme power attack class feature should read as
follows:

Complete Warrior Errata 1 08/01/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Dungeon Master's Guide v.3.5 Errata

Errata Rule: Primary Sources NPC Monk


When you find a disagreement between two D&D rules Dungeon Master’s Guide, page 118
sources, unless an official errata file says otherwise, the Problem: References to ki strike need fixing in three places.
primary source is correct. One example of a Solution: In the sample 5th-level monk, change “ki strike
primary/secondary source is text taking precedence over a +1” to “ki strike (magic).” In the Ki Strike paragraph for the
table entry. An individual spell description takes precedence 5th-level monk, delete “lawful.” In the sample 15th-level
when the short description in the beginning of the spells monk, change “ki strike +4” to “ki strike (lawful, magic).”
chapter disagrees.
Another example of primary vs. secondary sources involves NPC Sorcerer
book and topic precedence. The Player’s Handbook, for Dungeon Master’s Guide, page 125
example, gives all the rules for playing the game, for PC Problem: The 14th-level sorcerer has his Dex enhanced by
races, and the base class descriptions. If you find something +2 (see page 124), but the enhancement isn’t accounted for in
on one of those topics from the Dungeon Master’s Guide or his gear.
the Monster Manual that disagrees with the Player’s Solution: Add “gloves of Dexterity +2” to the 14th-level
Handbook, you should assume the Player’s Handbook is the Gear entry on Table 4–21, and “gloves +2” to the Gear entry
primary source. The Dungeon Master’s Guide is the primary at every higher level.
source for topics such as magic item descriptions, special
Epic Druid
material construction rules, and so on. The Monster Manual
Dungeon Master’s Guide, page 208
is the primary source for monster descriptions, templates, and
Problem: Druids no longer get multiple animal companions.
supernatural, extraordinary, and spell-like abilities.
Solution: Replace the Animal Companion paragraph with the
Ogre CR following text:
Dungeon Master’s Guide, page 38 Animal Companion: The epic druid’s animal companion
Problem: Table at bottom right says ogres are CR 2 (without continues to increase in power. At every three levels higher
class levels). Monster Manual says (correctly) that ogres are than 18th (21st, 24th, 27th, and so on), the companion gains
CR 3. +2 bonus Hit Dice, its natural armor increases by 2, its
Solution: CR numbers in the two ogre lines of the table need Strength and Dexterity modifiers increase by 1, and it learns
changing—increment all of them by 1. Also, change “2” to one additional bonus trick.
“3” in the note beneath the table.
Epic Ranger
Climb DCs Dungeon Master’s Guide, page 208
Dungeon Master’s Guide, page 60 Problem: Mention of the epic ranger’s animal companion is
Problem: Climb DCs on Table 3–9 differ from what’s given missing.
in the text on page 59. Solution: After the Spells paragraph, insert the following
Solution: On Table 3–9, change the following Climb DCs: paragraph:
Masonry 20 Animal Companion: The epic ranger’s animal companion
Superior masonry 25 continues to increase in power as normal. For rangers above
Hewn stone 25 41st level, consult the epic druid for details on how an animal
Unworked stone 15 companion’s power level increases.

Ram Damage Caster Level


Dungeon Master’s Guide, page 100 Dungeon Master’s Guide, page 215
Problem: Damage value for the ram given in the text Problem: The last two sentences in the section on Caster
disagrees with Table 3–26. Level are ambiguous and potentially misleading.
Solution: Change table entry to 3d8. Solution: Replace with this text: For other magic items, the
caster level is determined by the creator. The minimum caster
NPC Fighter level is that which is needed to meet the prerequisites given.
Dungeon Master’s G uide, page 117
Problem: The 17th-level fighter has his Str enhanced by +2 Arrow Deflection
(see top right of page), but the enhancement isn’t accounted Dungeon Master’s Guide, page 218
for in his gear. Problem: The first sentence is no longer accurate (Deflect
Solution: Add “gauntlets of ogre power +2” to the 17th- Arrows feat works differently in v.3.5).
level Gear entry on Table 4–16. Add “gauntlets +2” to the Solution: Change first sentence to read:
18th-level Gear entry on the table. A shield with this ability protects the wielder from ranged
attacks.

Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004


Hardness and Hit Points Dungeon Master’s Guide, page 285
Dungeon Master’s Guide, page 222 Problem: The “Multiple different abilities” line is in error.
Problem: The first paragraph is not consistent with similar Solution: Change “Multiply higher item cost by 2” to
information for shields on page 217. “Multiply lower item cost by 1.5”
Solution: Delete the first sentence after the boldface header.
Table 8–1
Change the next sentence to read as follows:
Dungeon Master’s Guide, page 290
Each +1 of enhancement bonus adds 2 to a weapon’s or
Problem: The table indicates that supernatural abilities can
shield’s hardness and +10 to its hit points.
be dispelled. This is not true in v.3.5.
Vorpal Weapons Solution: In the Dispel row, Supernatural column, change
Dungeon Master’s Guide, page 223 Yes to No.
Problem: Note 2 under Table 7–14 says that a vorpal
weapon must be a piercing or slashing weapon. The
Polymorph
Dungeon Master’s Guide, page 297
description of vorpal on page 226 says the ability can be
Problem: The description of the polymorph effect does not
applied only to a slashing weapon.
account for changes to that spell.
Solution: Fix the table. Change the superscript number on
Solution: Delete the paragraph beginning “Creatures that
Vorpal to 4. Add a new note 4: “Slashing weapons only.
polymorph themselves with an ability . . .”
Reroll if randomly generated for a piercing or bludgeoning
Also, replace the last three paragraphs with the following
weapon.” Also, renumber current note 4 to be note 5.
text:
Staff of Life Unless stated otherwise, creatures can polymorph into forms
Dungeon Master’s Guide, page 244 of the same type or into an aberration, animal, dragon, fey,
Problem: The prerequisite spells don’t synch up with the giant, humanoid, magical beast, monstrous humanoid, ooze,
staff’s powers. plant, or vermin form. Most spells and abilities that grant the
Solution: Change raise dead to resurrection; change CL ability to polymorph place a cap on the Hit Dice of the form
11th to CL 13th. taken.
Polymorphed creatures gain the Strength, Dexterity, and
Table 7–27 Constitution of their new forms, as well as size, extraordinary
Dungeon Master’s Guide, page 247 special attacks, movement capabilities (to a maximum of 120
Problem: The price given for a necklace of fireballs type V is feet for flying and 60 for nonflying movement), natural
in error. armor bonus, natural weapons, racial skill bonuses, and other
Solution: Change 6,150 gp to 5,850 gp (to match the item gross physical qualities such as appearance and number of
description). limbs. They retain their original class and level, Intelligence,
Wisdom, Charisma, hit points, base attack bonus, base save
Table 7–28 bonuses, and alignment.
Dungeon Master’s Guide, page 249 Creatures who polymorph keep their worn or held equipment
Problem: The price given for a necklace of fireballs type VII if the new form is capable of wearing or holding it.
is in error. Otherwise, it melds with the new form and ceases to function
Solution: Change 9,150 gp to 8,700 gp (to match the item for the duration of the polymorph.
description).
Slow Suffocation
Clay Golem Manual Dungeon Master’s Guide, page 304
Dungeon Master’s Guide, page 258 Problem: This system needs to tie back into the general rules
Problem: The Clay golem manual prerequisite spells don’t for suffocation. As it stands, no one will ever die from slow
match the Monster Manual info on constructing a clay golem. suffocation (because nonlethal damage doesn’t kill).
Solution: Delete references to the prayer spell from the clay Solution: Insert this sentence at the end of the paragraph that
golem manual description. starts with the Slow Suffocation header:
Stone Golem Manual When a character falls unconscious from this nonlethal
Dungeon Master’s Guide, page 258 damage, she drops to –1 hit points and is dying. In the next
Problem: Prerequisite spells for constructing a stone golem round, she suffocates.
or greater stone golem given on page 137 of the Monster
Manual don’t match those given for the stone golem manual
and greater stone golem manual on page 258 of the Dungeon
Master’s Guide.
Solution: The Dungeon Master’s Guide is correct. Add the
slow spell to the prerequisites for each of these golems in the
Monster Manual.
Table 7–33
Dungeon Master's Guide v.3.5 Errata 3/10/04 Version 032004
Eberron™ Campaign Setting Errata
When the text within a product contradicts itself, our Add the following paragraph to the end of the Repair
general policy is that the primary source is correct and Warforged section:
any secondary reference is incorrect. Exceptions to the Repairing warforged requires some crafting expertise.
rule will be called out specifically. Note: Updates are This particular use of the Craft skill cannot be
in shaded type like this. performed untrained.
Page 23: Warforged Racial Traits Page 47: Speak Language
One of the warforged’s racial traits is written as The following line got dropped from the table:
follows: —A warforged cannot heal damage naturally. Language Typical Speakers Alphabet
This racial trait should be clarified as follows: Gnome Gnomes Dwarven
—A warforged cannot heal lethal damage naturally. Page 49: Feats Table—Item Creation Feats
Page 31: Artificer—Infusions Remove the superscript “2” after the feats Exceptional
In the Infusions class feature, fourth paragraph, delete Artisan, Extraordinary Artisan, and Legendary Artisan.
the last sentence (“Infusions never allow saving Each feat can be taken once only, not multiple times.
throws.”) and replace it with “The save DC is Page 60: Shifter Ferocity—Feat
Intelligence-based.” Description
In the Infusions class feature, the first sentence of the Additional text must be added to the Shifter Ferocity
eighth paragraph should read as follows: feat for clarity. The added text is indicated below in red
Like a spellcaster, an artificer can apply metamagic type:
feats he knows to his infusions. Shifter Ferocity [Shifter]
Also, add the following text: You are a tenacious combatant, continuing to fight
An artificer never requires a divine focus to imbue an when others would succumb to pain and injury.
item with an infusion. In cases where an infusion Prerequisites: Shifter, Wis 13.
duplicates a spell that requires either a material Benefit: While shifting, you continue to fight without
component or a divine focus, or requires either an penalty if you are disabled or dying. This has the
arcane focus or a divine focus, the artificer uses the following specific game effects:
arcane material component or arcane focus. When reduced to 0 hp, you may act as if you weren’t
Page 32: Artificer—Item Creation disabled (that is, you ignore the normal restriction to
Magic items created by an artificer are considered only a single move or standard action per round). You
neither arcane nor divine. do not lose 1 hp for performing a standard or otherwise
Page 32: Artificer—Craft Homunculus strenuous action while at 0 hp.
The Craft Homunculus class feature uses the example When reduced to –1 to –9 hp, you do not fall
of building the basic homunculus described in the unconscious. You do not automatically lose 1 hp each
Monster Manual. Although it’s not clearly stated, an round when at –1 to –9 hp.
artificer can use this ability to construct other types of When your current hit points drop to –10 or lower, you
homunculi (such as the ones found on pages 284–287 immediately die.
of the Eberron Campaign Setting). The same rules Page 69: The Dark Six
apply. Add the following sentence to the introductory
Page 32: Artificer—Bonus Feats paragraph of this section:
The artificer gets Craft Wand as a bonus feat at 6th Taken as a whole, the pantheon is neutral evil, and its
level, not 7th level. Both the text and the table are favored weapon is the kama.
incorrect. Page 81: Heir of Siberys Prestige Class
Page 32: Artificer—Metamagic Spell The Siberys Mark of Making grants the spell-like
Trigger ability of true creation once per day. Add the following
The artificer gets the metamagic spell trigger ability at sentence to the Mark of Making paragraph:
7th level, not 6th level. Both the text and the table are The heir of Siberys must pay the normal XP cost of the
incorrect. true creation spell (see page 117) each time he uses
Page 33: Gnome Artificer Starting Package this ability.
The gnome artificer starting package’s feat choice Page 81: Rurik d’Kundarak
should be Magic Aptitude, not Magic Affinity as Rurik d’Kundarak does not meet the skill prerequisites
indicated. of the heir of Siberys prestige class. He should have the
Page 46: Craft—Skill Description following skills: Climb +18, Intimidate +13, Jump +8,
Listen +6, Spot +6.

Eberron Campaign Setting Errata 1 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 84: Warforged Juggernaut—Class Rat +6 Dex
Features Tiger +2 Str, +4 Con
The first sentence of the Healing Immunity class Wolf +2 Str, +2 Dex, +2 Con
feature requires added text (indicated in red type): Wolverine +2 Dex, +4 Con
Starting at 3rd level, as a warforged juggernaut Page 91: Town Size Table
becomes more like a construct and less like a living Minor magic items available in a small town include
creature, it becomes immune to the effects of spells 3rd-level potions (not 4th-level potions, as indicated in
from the healing subschool that heal hit point damage. the table).
In addition, it can no longer benefit from the effects of Page 109: Bolts of Bedevilment—Spell
consumable spells and magic items, such as heroes’ Description
feast and potions. The bolts of bedevilment spell has a duration of 1
At 5th level, the warforged juggernaut becomes round/level, not 2 rounds/level as indicated.
immune to the effects of all spells from the healing Page 119: Weapon Illustration Caption
subschool. The weapon labeled “Talenta tangat” is actually a
Page 85: Battering Ram Valenar scimitar. See page 204 for an illustration of a
Battering Ram, the warforged juggernaut, has the halfling holding a Talenta tangat.
following item listed under its Possessions: swordbond Page 120: Weapons Table
with +1 battleaxe. Remove the words “swordbond The Talenta sharrash should have a critical threat range
with.” He simply carries a +1 battleaxe. of 19–20/x2, not 19–20/x4. The Xen’drik boomerang’s
Page 86: Weretouched Master damage Type should be “Bludgeoning or piercing,” not
Replace alternate form class feature with following just “Bludgeoning.”
text: Page 130: Time
Alternate Form (Su): At 5th level, a weretouched In the first paragraph on the page, the second sentence
master can, as a swift action, assume the animal form should read as follows: The months correspond to the
related to his lycanthrope heritage (the same animal twelve moons of Eberron and share their names. Delete
selected at 1st level). By spending two daily uses of his the part of the sentence that reads, “the prominent
shifting ability, the weretouched can transform into moon carries the name of the month in which its orbit
animal form as if using the polymorph spell on himself, brings it closest to the planes.”
except that the duration is a number of rounds equal to
the duration of the weretouched master’s shifting. The Page 230: Typical Silver Flame Priest
weretouched master doesn’t gain any of the normal The typical Silver Flame priest should have the feat
benefits granted by shifting while this ability is active, Martial Weapon Proficiency (longbow). This feat was
and the weretouched master can’t use this ability at the dropped accidentally from the priest’s stat block.
same time that he is shifting. Only the specific animal Page 231: Typical Dragon Below Cultist
form indicated for the lycanthrope heritage (see below) The typical Dragon Below cultist is missing one feat.
can be assumed. A slain weretouched master reverts to We suggest giving the cultist the Toughness feat (+3
his normal humanoid form, although he remains dead. hit points).
Separated body parts retain their animal form, Page 241: The Gatekeepers
however. In the second paragraph of The Gatekeepers section,
Heritage Animal Form Vvaraak is referred to as a green dragon. This is an
Bear Bear, brown (CR 4) error; Vvaraak is a black dragon.
Boar Boar, dire (CR 4) In the third paragraph of The Gatekeepers section,
Rat Rat, dire (CR 1/3) Vvaraak’s name is incorrectly spelled Kharaak.
Tiger Tiger (CR 4) In the fifth paragraph, aspirants are incorrectly referred
Wolf Wolf, dire (CR 3) to as mid-level druids, and initiates are incorrectly
Wolverine Wolverine, dire (CR 4) referred to as low-level druids. In fact, aspirants are
Add Weretouched III class feature at 5th level: low-level druids and initiates are mid-level druids.
Weretouched III (Ex): At 5th level, a weretouched Page 262: Helm of the Sentinel
master gains an additional bonus to one or more ability One of the item creation prerequisites for the helm of
scores while shifting. These bonuses stack with all the sentinel is Craft Dragonshard Focus. This feat does
other ability score bonuses granted during shifting not exist in the rules and should be replaced with the
(such as from weretouched I). Craft Wondrous Item feat.
Heritage Ability Bonus(es) Page 262: Daelkyr
Bear +4 Str Remove polymorph and quickened polymorph any
Boar +6 Con object from the list of spell-like abilities.

Eberron Campaign Setting Errata 2 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Add the following entry: Base Attack/Grapple: +1/+3
Alternate Form (Su): A daelkyr can assume the form Attack: Scimitar +3 melee (1d6+2/18–20)
of a Small or Medium humanoid. Full Attack: Scimitar –1 melee (1d6+2/18–20) and
Page 283: Dolgrim scimitar –1 melee (1d6+2/18–20)
Some of the dolgrim’s statistics are incorrect. Apply the following changes to the Karrnathi zombie’s
Corrections are given below: stat block:
Special Qualities: Damage reduction 5/byeskh or Base Attack/Grapple: +1/+3
magic Attack: Masterwork longsword +5 melee (1d8+2/19–
Saves: Will +1 20)
Skills: Hide +4 Full Attack: Masterwork longsword +5 melee
Page 290: Inspired (1d8+2/19–20)
Replace the Inspired’s Quicken Power feat with the Page 309: Cutter’s Rage
Psionic Body feat. This gives the Inspired +8 hit points, Cutter’s rage lasts for 7 rounds, not 3 rounds as
for a total of 19 hit points. indicated.
Page 292: Karrnathi Skeleton and Page 317: Saber
Karrnathi Zombie Saber (the warforged NPC) should have a touch AC of
Apply the following changes to the Karrnathi 11, not 19 as indicated.
skeleton’s stat block:

Eberron Campaign Setting Errata 3 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Epic Level Handbook Errata
When the text within a product contradicts itself, our 11th +4 Defensive stance 6/day
general policy is that the primary source (actual rules 12th +4 —
text) is correct and any secondary reference (such as in a 13th +5 Defensive stance 7/day, bonus feat
table or a monster’s statistics block) is incorrect. 14th +5 Damage reduction 9/–
Exceptions to the rule will be called out specifically. 15th +5 Defensive stance 8/day
Updated information is shaded like this. 16th +6 Bonus feat
17th +6 Defensive stance 9/day
Overall 18th +6 Damage reduction 12/–
19th +7 Defensive stance 10/day, bonus feat
Delete all references to the feat Spell Resistance. This 20th +7 —
feat does not exist.
Page 21, Loremaster, Spells: The epic loremaster’s
Chapter 1 caster level increases by 1 for each new loremaster level
she attains. If she has more than one spellcasting class,
Page 6, Epic Save Bonus, last sentence should read: she must decide which class receives the increase in
Any time a feat, prestige class, or other rule refers to caster level. The epic loremaster’s number of spells per
your base save bonus, use the sum of your base save day (and number of spells known, if applicable) does not
bonus and epic save bonus. automatically increase after 10th level.
Page 6, Epic Attack Bonus, last sentence should read: Page 21, Shadowdancer: Change Legendary Dodge to
Any time a feat, prestige class, or other rule refers to Epic Dodge.
your base attack bonus (except for gaining additional
attacks), use the sum of your base attack bonus and epic Page 22, Table 1-20: Change 8 HD to 9 HD. Change 10
attack bonus. HD to 11 HD. Change 12 HD to 13 HD.

Page 8, Epic Barbarian, Other Options: change Page 22, Epic Psion, Powers: The psion’s manifester
Devastating Strike to Devastating Critical. Delete Epic level is equal to his class level. The psion’s number of
Resistance and Spell Resistance. power points per day does not increase after 20th level,
but the limit on power points spent on a metapsionic
Page 11, Epic Fighter: Change Epic Resistance to power is 19 (though feats such as Improved
Energy Resistance. Manifestation extend this limit). Each time the psion
Page 11, Epic Fighter, Other Options: Change Hail of achieves a new level, he learns a new power of any
Arrows to Swarm of Arrows. power level that he can manifest (according to his new
level) that is within his primary discipline. Psions
Page 12, Epic Monk, Other Options: Change Speed continue to gain bonus power points for high ability
Climbing to Legendary Climber. scores.
Page 12, Epic Monk, Fast Movement: The epic monk’s Page 23, Epic Psychic Warrior, Epic Psychic Warrior
speed when wearing no armor increases by 10 feet at Bonus Feat List: Add Spell Knowledge.
21st level and every three levels thereafter (24th, 27th,
30th, and so on). The unarmored speed of Small and Page 26, Cosmic Descryer, Requirements, Spells:
dwarven monks increases by 5 feet instead of 10 feet. Change to “Spells: Ability to cast gate plus any planar
ally or planar binding spell.”
Page 14, Epic Ranger, Favored Enemy: The epic
ranger gains one additional favored enemy (and his Page 28, Divine Emissary, Bonus Feats: The divine
bonuses against all existing favored enemies go up by emissary gains a bonus feat at 6th level and every 10
+1) every five levels after 20th (25th, 30th, and so on). levels thereafter.

Page 14, Epic Rogue: Change Legendary Dodge to Epic Page 29, Epic Infilitrator, Sneak Attack: Change
Dodge. Change Speed Climbing to Legendary Climber. parenthetical to “(+2d6 at 4th level, +3d6 at 7th level,
+4d6 at 10th level, and so on)”.
Page 20, Table 1-18:
Table 1–18: The Epic Dwarven Defender Page 30, Guardian Paramount, Bonus Feats: Delete
Dwarven Blinding Speed and Superior Initiative from list.
Defender AC
Level Bonus Special

Epic Level Handbook Errata 02/06/2006 Version 02062006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 31, High Proselytizer, Skills: Change to “Skills: that you could spend a total of 22 power points on any
Diplomacy 12 ranks and either Knowledge (religion) 24 single power. However, to manifest the power, your key
ranks or Knowledge (nature) 24 ranks.” ability score must be equal to or higher than the total
power point cost minus 2.
Page 32, High Proselytizer, Proselytize, paragraph 4:
You must use this feat as a member of the class in
At 3rd level, the high proselytizer’s proselytize ability
which you can already manifest powers of the normal
includes deific touch once per day, plus one additional
maximum level. For instance, a 5th-level psychic
time per day per ten levels thereafter (13th, 23rd, 33rd,
warrior/22nd-level psion couldn’t advance her power
and so on). During her speech, she can move among the
point cost limit in psychic warrior, because she can’t
enraptured, shaking hands, caressing brows, and
manifest powers of the normal maximum level for a
otherwise making contact with audience members.
psychic warrior. But she could advance her power point
Anyone so touched is healed of 1d4 points of damage
cost limit for her psion powers.
and cured of any natural disease or poison. Up to six
Additionally, you gain 19 power points when first
individuals per round can be so affected. An audience
taking this feat.
member can benefit from deific touch only once per
Normal: Without this feat, a power altered by
proselytize session. The high proselytizer can use deific
metapsionic feats cannot cost more power points than the
touch as long as her proselytize ability lasts.
manifester’s level minus 1 (minimum 1).
Page 33, High Proselytizer, Bonus Feats: Delete Epic Special: You can gain this feat multiple times. Each
Leadership from list. time this feat is gained, your power point cost limit is
increased by an additional +2 and you gain a number of
Page 36, Table 1-32: Change 10th-level entry of portal
power points equal to your previous benefit + 2.
guardian from 1/day to 2/day.
The Psionics Handbook has information on creating
Page 37, Optional Rule: Exceptional Followers, and playing psionic characters.
paragraph 2: “A 6th-level adept or aristocrat would count
Page 59, “Spell Slots Above 9th Level” sidebar,
as an 8th-level follower. A 6th-level fighter or 3rd-level
replace first paragraph with the following new text:
aristocrat/3rd-level wizard would count as a 9th-level
“The Improved Spell Capacity feat allows characters to
follower.”
gain spell slots above 9th level (which can be used to
Page 41, Handle Animal: Change time required to hold lower-level spells or spells whose level has been
“Train other creature” to 2 months. increased beyond 9th by the use of metamagic feats).
“A character with a very high score in the ability
Page 46, Table 1-36, Beast Companion: Delete Master
associated with his or her spellcasting (Intelligence for
Wild Shape from list of prerequisites.
wizards; Wisdom for clerics, druids, paladins, and
Page 46, Table 1-36: Add Dire Charge to table. rangers; or Charisma for bards and sorcerers) may
receive bonus spells of those levels, as shown on Table
Page 51, Bonus Domain: “You now have access to that
1–35: Expanded Ability Modifiers and Bonus Spells, but
domain’s spells and granted powers…”
only if they already have at least one spell slot of that
Page 52, Death of Enemies: The Fortitude save DC is level (such as from the Improved Spell Capacity feat). A
equal to 10 + 1/2 your ranger class level + your Wisdom character without any spell slots of a level can’t receive
modifier. any bonus spells of that level, even if the appropriate
ability score is high enough to award them.”
Page 55, Epic Spellcasting, Benefit, paragraph 2: “If
Delete the third paragraph of the sidebar.
you are a divine spellcaster, you may cast a number of
epic spells per day equal to your ranks in Knowledge Page 59, Table 1-35: Reduce the number of bonus spells
(religion) or Knowledge (nature) divided by 10.” granted at each spell level by 1.
Page 56, Familiar Spell, Benefit: “Choose one arcane Page 61, Inspire Excellence, Benefit, add to end of
spell you know…” paragraph 3: Using the feat counts as one of your uses
of song or poetics for the day.
Page 58, Improved Manifestation [Epic]
You can manifest psionic powers more powerful than the Page 64, Planar Turning, Benefit, paragraph 2: “If
normal limits of manifestation. you can rebuke undead, you rebuke (or command) all
Prerequisite: Ability to manifest powers of the normal evil outsiders and turn (or destroy) all nonevil outsiders.”
maximum level in at least one psionic class.
Page 67, Spell Stowaway, Benefit, paragraph 2: “You
Benefit: When you select this feat, your metapsionic
must have direct line of effect to the spellcaster…”
power point cost limit is increased by +2. For example, if
you select this feat at 21st level, you could use Page 69, Table 1-37: Add Greater Spell Focus to table.
metapsionic feats in conjunction with other powers so
Page 70, Manyshot [General]
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
You can fire multiple arrows as a single attack against a (x5 DC). Mitigating factors: increase casting time by 10
nearby target. minutes (–20 DC), increase casting time by 100 days (–
Prerequisites: Dex 15, base attack bonus +6, Point 200 DC), 16d6 backlash (–16 DC), seven additional
Blank Shot, Rapid Shot. casters contributing one epic spell slot (–133 DC), four
Benefits: As a standard action, you may fire two additional casters contributing one 2nd-level spell slot (–
arrows at a single opponent within 30 feet. Both arrows 12 DC), one additional caster contributing one 1st-level
use the same attack roll to determine success (with a –4 spell slot (–1 DC), burn 20,000 XP per epic caster (–
penalty on the roll) and deal normal damage. 1,600 DC).
For every 5 points of base attack bonus above +6, you
Page 75, Create Living Vault: Delete this sentence:
may add one arrow to this attack, to a maximum of four
“During the final seconds of casting, you take 16d6
arrows at a base attack bonus of +16 or higher. However,
points of damage from the backlash.”
each arrow after the second adds a cumulative –2 penalty
to the attack roll (–6 for three arrows, –8 for four). Page 75, Crown of Vermin, To Develop, Factors:
Special: Regardless of the number of arrows you fire, “summon vermin mass instead of one creature (ad hoc
you apply precision-based damage (such as sneak attack +8 DC)”
damage or the ranger’s favored enemy bonus) only once.
Page 76, Crown of Vermin, paragraph 4: You can
If you score a critical hit, only one of the arrows deals
force the vermin into areas that would normally deter
critical damage (your choice); all others deal normal
common vermin. You can completely suppress your
damage.
vermin aura as a free action so that no vermin are visible
at all. The time that vermin are suppressed does not
Chapter 2 count toward the spell’s duration. Alternatively, you can
Page 72, Epic Spellcasting, paragraph 2: Change roughly shape and move the vermin in any fashion you
Knowledge (divine) to Knowledge (religion). desire within the limits of the 10-foot-radius spread as a
move-equivalent action.
Page 73-74, Epic Spells by Spellcraft DC: Change
Origin of Species: Achaierai to 38. Change Raise Island Page 77, Dragon Knight: Add “(Ritual)” after spell
to 38. Change Create Living Vault to 58. Change Epic name.
Spell Reflection to 68. Change Momento Mori to 85. Page 77, Dragon Strike: Add “(Ritual)” after spell
Change Pestilence to 104. Add (ritual) to Origin of name. Change casting time to 10 minutes.
Species: Achaierai, Raise Island, Epic Spell Reflection,
Enslave, and Pestilence. Page 77, Dragon Strike, to Develop: 450,000 gp; 9
days; 18,000 XP. Seed: summon (DC 14). Factors:
Page 74, Epic Spell Descriptions, Spellcraft DC: This summon creature other than outsider (+10 DC), summon
is the DC of the Spellcraft check required to cast the epic CR 14 creature (+24 DC), summon ten creatures (x10
spell. When casting an epic spell, you gain a +5 bonus on DC). Mitigating factors: eleven additional casters
your Spellcraft check if the base seed of the epic spell is contributing 9th-level spell slots (–187 DC), burn 2,000
from your arcane school specialty or primary psionic XP per caster (–240 DC), 3d6 backlash (–3 DC).
discipline. You take a –15 penalty if the epic spell seed is
from your prohibited arcane school. Page 77, Dragon Strike, paragraph 1: Delete third
sentence.
Page 74, Epic Spell Descriptions, To Develop: “Spells
containing the life or heal seed are typically available Page 77, Dragon Strike, XP Cost: Change to 2,000 XP
only to those with 24 or more ranks in Knowledge (per caster).
(religion) or Knowledge (nature). Page 78, Eidolon, To Develop, Mitigating Factor:
Page 74, Animus Blizzard: Change 20d6 to 30d6 in Change to “burn 2,500 XP (–25 DC).
“Factors:” and main text. Page 79, Eidolon, XP Cost: Change to 2,500 XP.
Page 75, Create Living Vault: Add “(Ritual) after spell Page 79, Enslave: Add “Ritual” after spell name.
name. Add “Ritual,” to Components line. Change duration to Permanent.
Page 75, Create Living Vault, To Develop: 540,000 Page 79, Enslave, To Develop: 720,000 gp; 15 days;
gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large 28,800 XP. Seed: compel (DC 19). Factors: stricter
chunk of stone, fortify (DC 27). Factors: allow vault to compulsion of any creature (ad hoc +11 DC), 1-action
“grow” to proper size in 4d4 days (ad hoc +20 DC), casting time (+20 DC), permanent (x5 DC). Mitigating
increase HD of object by 92 (+184 DC), grant magical factors: 2d6 backlash (–2 DC), four additional casters
immunity (ad hoc +105 DC), increase damage reduction contributing one 9th-level spell slot (–68 DC), burn
to 30 (+29 DC) and to /+7 (+18 DC), make permanent 2,000 XP per caster (–100 DC).
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 79, Epic Mage Armor, To Develop, Factor: Page 85, Raise Island, Duration: Change to Permanent.
Change to “+16 additional armor bonus (+32 DC).
Page 85, Raise Island, To Develop: 360,000 gp; 8 days;
Page 79, Epic Repulsion, paragraph 1: You can create 14,400 XP. Seed: conjure (DC 21). Factors: change area
a permanent ward against a specific type of creature to 10-ft. radius, 30-ft. high cylinder (+2 DC), change
(choose from among those in the Monster Manual). Any radius to 100 ft. (+40 DC), change height to 1,000 feet
creature of the specified type cannot attack or touch the (+133 DC), permanent (x5 DC). Mitigating factors:
warded creature or object. The protection ends if the increase casting time by 10 minutes (–20 DC), increase
warded creature makes an attack against or intentionally casting time by 65 days (–130 DC), nineteen additional
moves to within 5 feet of a specified creature. Spell casters contributing epic spell slots (–361 DC), one
resistance can allow a creature to overcome this additional caster contributing one 6th-level spell slot (–
protection and touch the warded creature. 11 DC), burn 2,000 XP per epic caster (–400 DC), spell
only works on liquid (ad hoc –20 DC).
Page 80, Epic Spell Reflection, To Develop: 630,000
gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: Page 87, Superb Dispelling, To Develop: Change to
reflect up to 9th-level spells (+160 DC), change range to 531,000 gp, 11 days, 21,240 XP.
touch (+2 DC), permanent (x5 DC). Mitigating factors:
Page 87, Vengeful Gaze of God, To Develop: Change
increase casting time by 10 minutes (–20 DC), increase
to 150,840 XP.
casting time by 41 days (–82 DC), 20d6 backlash (–20
DC), six additional casters contributing one 8th-level Page 88, Verdigris Tsunami, To Develop: 1,530,000
spell slot (–90 DC), burn 9,500 XP per caster (–665 DC). gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor:
change area to 20-ft.-radius hemisphere (+2 DC),
Page 81, Kinetic Control, To Develop: Change
increase radius to 1,000 ft. (+196 DC), increase range to
“pricing” to “piercing”.
1,500 ft. (+8 DC), deal 10d6 damage during growth (ad
Page 84, Origin of Species: Achaierai, Casting Time: hoc +19 DC), increase damage to 40d6 (+60 DC),
change to 100 days, 11 minutes. permanent (x5 DC). Mitigating factors: increase casting
time by 9 minutes (–18 DC), eleven additional casters
Page 84, Origin of Species: Achaierai, To Develop:
contributing 6th-level spell slots (–121 DC), three
360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21),
additional casters contributing 4th-level spell slots (–21
life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per
DC), burn 10,000 XP per 6th-level spell contributor plus
HD) (+20 DC), +6 to natural AC (+12 DC), add three
caster (–1,200 DC).
more natural attacks (ad hoc +6 DC), add black cloud
spell-like ability (+33 DC), add SR 19 (+15 DC), Page 88, Table 2–1: Epic Seeds, footnote: change to
permanent (x5 DC). Mitigating factors: 50d6 backlash (– “Spellcasters without at least 24 ranks in Knowledge
50 DC), increase casting time by 10 minutes (–20 DC), (religion) or Knowledge (nature) may not use heal or life
increase casting time by 100 days (–200 DC), burn spell seeds.”
10,000 XP (–100 DC), eleven additional casters
Page 91, Table 2–2: Epic Spell Factors, lines 1–3:
contributing 9th-level spell slots (–187 DC), ten
Eliminate these lines.
additional casters contributing 8th-level spell slots (–150
DC), ten additional casters contributing 1st-level spell Page 91, Table 2–2: Epic Spell Factors, line 14: change
slots (–10 DC). to “Permanent duration (apply this factor after all other
epic spell factors but before mitigating factors)”
Page 84, Pestilence, To Develop: 936,000 gp; 19 days;
37,440 XP. Seed: afflict (DC 19). Factors: additional Page 91, Table 2–2: Epic Spell Factors, line 24: Move
target type (plants) (+10 DC). change target to area (+10 to Table 2–3.
DC), change 20-ft. radius to 1,000-ft. radius (+200 DC),
Page 91, Table 2–3: Epic Spell Mitigating Factors, line
disease effects (as per contagion spell) (ad hoc +21 DC).
1: change footnote to 1.
Mitigating factors: casting time increased by 9 minutes
(–18 DC), two additional casters contributing epic spell Page 91, Table 2–3: Epic Spell Mitigating Factors, line
slots (–38 DC), burn 10,000 XP (–100 DC). 2: change to “(max 20,000 XP)”
Page 84, Pestilence, paragraph 1: When pestilence is Page 91, Table 2–3: Epic Spell Mitigating Factors,
successfully cast, a wave of illness radiates outward from Note: Mitigating factors are always applied after all epic
the site of the ritual, instantly infecting every living thing spell factors (see left) are accounted for in the
in the area with the debilitating disease known as slimy development of an epic spell.
doom. Within 24 hours, everything in the area begins to
Page 96, Seed: Energy, Area: change “5-ft. radius
show signs of rot and decay; plants liquefy and yellow,
emanation” to “10-ft. radius emanation”
drooping to the ground as they begin to dissolve.

Epic Level Handbook Errata 02/06/2006 Version 02062006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 97, Seed: Fortify, Duration: add to end “(see Page 121, Experience Awards, first bullet point:
sidebar)” Change to “If the Challenge Rating is equal to the party
level, the experience point award is 300 times the party
Page 97, Seed: Fortify, paragraph 3: The fortify seed has
level. If the Challenge Rating is equal to the party level
a base Spellcraft DC of 23 if it grants a +1 bonus of a
+1, the experience point award is 400 times the party
type other than enhancement. For each additional +1 of
level. If the Challenge Rating is equal to the party level –
the bonus, increase the Spellcraft DC by +6. If you apply
1, the experience point award is 200 times the party
a factor to make the duration permanent, the bonus must
level.”
be an inherent bonus, and the maximum inherent bonus
allowed is +5. Page 121, Experience Awards, paragraph 3: Change
to “For example, a CR 42 monster is worth 12,600 XP
Page 98, Seed: Heal, paragraph 4: An epic caster with
(42 times 300) to a group of 42nd-level characters. The
24 ranks in Knowledge (arcana), Knowledge (nature), or
same monster would be worth 16,400 XP (41 times 400)
Knowledge (religion) can cast a spell developed with a
to a group of 41st-level characters, but only 8,600 XP
special version of the heal seed that flushes negative
(43 times 200) to a group of 43rd-level characters. To a
energy into the subject, healing undead completely but
group of 40th-level characters, it would be worth twice
causing the loss of all but 1d4 hit points in living
as much as a CR 40 monster is worth (40 times 300
creatures if they fail a Fortitude saving throw.
times 2, or 24,000 XP), but to a group of 44th-level
Alternatively, a living target that fails its Fortitude saving
characters, it would be worth only half as much as a CR
throw could gain four negative levels for the next 8
44 monster is worth (44 times 300 divided by 2, or 6,600
hours. For each additional negative level bestowed,
XP).
increase the Spellcraft DC by +4, and for each extra hour
the negative levels persist, increase the Spellcraft DC by Page 132, Table 4–15, Melee Weapon Special
+2. If the subject has at least as many negative levels as Abilities, lines 13 and 14: Should refer to Table 8–15 in
Hit Dice, it dies. If the subject survives and the negative the DUNGEON MASTER’s Guide. (Note that this is a
levels persist for 24 hours or longer, the subject must reference to the 3.0 DUNGEON MASTER’s Guide.)
make another Fortitude saving throw, or the negative
Page 133, Table 4–16, Melee Weapon Special
levels are converted to actual level loss.
Abilities, lines 14 and 15: Should refer to Table 8–16 in
Page 98, Seed: Life, paragraph 3: An epic caster with 24 the DUNGEON MASTER’s Guide. (Note that this is a
ranks in Knowledge (arcana), Knowledge (nature), or reference to the 3.0 DUNGEON MASTER’s Guide.)
Knowledge (religion) can cast a spell developed with a
Page 133, Unholy Power, paragraph 2: Change first
special version of the life seed that gives actual life to
sentence to “The weapon bestows three negative levels
normally inanimate objects. You can give inanimate
on any good creature attempting to wield it.”
plants and animals a soul, personality, and humanlike
sentience. To succeed, you must make a Will save (DC Page 137, Rod of Besiegement, Siege Engine: Add
10 + the target’s Hit Dice, or the Hit Dice a plant will “Each weapon created lasts for 12 hours.”
have once it comes to life).
Page 139, Rod of the Path, Bridge: Add “The bridge
Page 99, Seed: Reflect, paragraph 3: The desired effect created lasts for 1 hour.”
is automatically reflected if the spell in question is 9th
Page 142, Staff of Domination, second sentence:
level or lower. An opposed caster level check is required
Change to “It allows use of the following heightened
when the reflect seed is used against another epic spell. If
spells.”
the enemy spellcaster gets his spell through by winning
the caster level check, the epic spell using the reflect Page 142, Staff of Fiery Power: The save DC for the
seed is not expended, just momentarily suppressed. meteor swarm power should be 30. (All save DCs for the
staff include a +2 bonus from Spell Focus.)
Page 101, Seed: Ward, Target: change to “Target or
Effect:” Page 153, Cup and Talisman of Al’Akbar, last
paragraph: Change “dictum (if evil)” to “dictum (if
Page 102, Table 2–4: Psionic Seeds and Factors: change
chaotic)”.
all references to “Spellcraft DC” to “Psicraft DC”
Chapter 5
Chapter 3
Page 156, Monsters By Challenge Rating, CR
Page 106, Flux Slime: The antimagic field radiated by
column: Change advanced great wyrm red dragon to 39
flux slime has a caster level of 21.
Page 156, Monsters By Challenge Rating, ECL
Page 117, Genesis: add “Material Component: A
column:
crystalline sphere” after paragraph 3.
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Change chichimec to 27 Page 169, Abomination, Xixecal, Cold Subtype:
Change mu spore to 35 Change parenthetical notation to “(the standard fire
Change white slaad to 24 resistance 20 most abominations have is not shared by
Change anaxim to 38 xixecals)”
Change thorciasid to 29
Page 174, Demilich, Skills: Change “Knowledge
Change brachyurus to 38
(arcana, undead)” to “Knowledge (arcana, religion)”.
Change lavawight to 32
Change “Knowledge (planes, dragons, history, local)” to
Change winterwight to 32
“Knowledge (the planes, nobility and royalty, history,
Change sirrush to 40
local)”
Change tayellah to 34
Change vermiurge to 42 Page 175, Demilich, Spells: This demilich’s spells per
Change hoary hunter to 46 day should be 4/12/8/7/7/7/7/6/6/3. The last three spell
Change phane to 36 slots are 10th-level slots and available for 0-9th level
Change black slaad to 29 metamagic spells.
Change elder treant to 50
Page 175, Creating a Demilich: Speed: Change to fly
Change infernal to 40
180 ft. (perfect). The lich’s supernatural fly speed, if any,
Change neh-thalggu to 32
is also retained.
Change shadow of the void to 35
Change shape of fire to 35 Page 175, Demilich: Remove alter self from list of
Change leshay to 50 spell-like abilities.
Change prismasaurus to 60
Page 186, Dragon, Prismatic (Sample): Replace
Change three-headed sirrush to 45
polymorph other in list of spells known with ice storm.
Change atropal to 44
Replace polymorph self in list of spells known with wall
Change elder titan to 70
of ice.
Change adult force dragon to 45
Change dream larva to 40 Page 192, Gibbering Orb: Replace polymorph any
Change advanced great wyrm red dragon to 61 object in list of eye rays with baleful polymorph.
Page 156, Monsters by Type (and subtype): Update as Page 194, Mithral Golem, Construction: Replace
follows: polymorph any object with wish.
Aberration: add worm that walks.
Page 195, Adamantine Golem, Construction: Replace
Ooze: delete worm that walks.
polymorph any object with wish.
Outsider (Chaotic): add hecatoncheires, phane, xixecal.
Outsider (Evil): add atropal, chichimec, dream larva, Page 196, Hagnumemnon: Alignment should be
infernal, phaethon, phane, xixecal. “Always chaotic neutral”
Outsider (Lawful): add atropal, infernal.
Page 200, Lavawight, Blazefire: Add the following:
Add “Undead, Outsider (Lawful): atropal.”
“The temporary hit points gained by the lavawight’s
Page 159, Abomination, Anaxim, Rend: Change the blazefire last a maximum of 1 hour.”
first sentence to read, “If the anaxim hits with both
Page 203, LeShay: Replace alter self on list of spell-like
spinning blades, it slices particularly well.”
abilities with disguise self.
Page 160, Abomination, Atropal, Energy Drain: Add
Page 207, Neh-thalggu: The DC for the neh-thalggu’s
the following: “The temporary hit points gained by the
poison attack is 32.
atropal’s Constitution drain and energy drain last a
maximum of 1 hour.” Page 208, Paragon Mind Flayer: Change Initiative to
“+17 (+9 Dex, +8 Superior Initiative)”
Page 161, Abomination, Chichimec, Charisma Drain:
Add the following: “The temporary hit points gained by Page 210, Creating a Paragon Creature, Special
the chichimec’s Charisma drain last a maximum of 1 Qualities: Change third entry to “Spell resistance equal
hour.” to the base creature’s CR + 25.”
Page 165, Abomination, Infernal: Remove polymorph Page 210, Creating a Paragon Creature, Challenge
self from list of spell-like abilities. Rating: Change to “As base creature +15.”
Page 168, Abomination, Xixecal, Constitution Drain: Page 211, Prismasaurus: The save DC for the
Add the following: “The temporary hit points gained by prismasaurus’s prismatic emanations ability is 49.
the xixecal’s Constitution drain last a maximum of 1
Page 214, Shadow of the Void, Blightfire: Add the
hour.”
following: “The temporary hit points gained by the
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
shadow of the void’s blightfire last a maximum of 1 longsword); or +30/+25/+20/+15 ranged (1d8+11/19–
hour.” 20/x3, +2 mighty composite longbow [+4 Str bonus] with
+5 arrows); SQ freedom, knock, sending, shield of law;
Page 215, Shape of Fire, Blazefire: Change DC to 37.
AL LN; SV Fort +21, Ref +11, Will +11; Str 26, Dex 13,
Add the following: “The temporary hit points gained by
Con 20, Int 13, Wis 12, Cha 8.
the shape of fire’s blazefire last a maximum of 1 hour.”
Skills and Feats: Climb +25, Diplomacy +17,
Page 217, Slaad: Add Abyssal to the list of languages Knowledge (Union) +11, Listen +9, Spot +8, Swim +21;
spoken by white and black slaadi. Alertness, Blind-Fight, Cleave, Combat Reflexes,
Dodge, Expertise, Great Cleave, Improved Critical
Page 222, Titan, Elder: Remove polymorph self from
(composite longbow), Improved Critical (longsword),
spell-like abilities.
Improved Disarm, Leadership, Mobility, Point Blank
Add the following entry:
Shot, Power Attack, Precise Shot, Spring Attack, Sunder,
Change Shape (Su): An elder titan can assume the form
Weapon Focus (longsword), Weapon Specialization
of any Small to Huge giant or humanoid. The titan
(longsword).
retains its oversized weapon special attack regardless of
Epic Feats: Armor Skin.
form.
Freedom (Sp): A Union Sentinel sergeant can use the
Page 225, Uvuudaum, Wisdom Drain: Add the freedom spell as a spell-like ability once per day. Caster
following: “The temporary hit points gained by the level 18th.
uvuudaum’s Wisdom drain last a maximum of 1 hour.” Knock (Sp): A Union Sentinel sergeant can use the
Remove polymorph self from spell-like abilities. knock spell as a spell-like ability once per day. Caster
level 15th.
Page 227, Winterwight, Blightfire: Add the following:
Sending (Sp): A Union Sentinel sergeant can use the
“The temporary hit points gained by the winterwight’s
sending spell as a spell-like ability once per day. Union
blightfire last a maximum of 1 hour.”
Sentinels normally use sending to contact their superiors
Page 228, Worm that Walks: Change type to if their patrol meets a threat they can’t handle. Caster
Aberration. Change Hit Dice to 23d8 + 46 + 10 (159 hp). level 15th.
Add “bonus hit points, immunities” to Special Qualities. Shield of Law (Sp): A Union Sentinel sergeant can use
Delete “ooze traits” from Special Qualities. the shield of law spell as a spell-like ability once per day.
Union Sentinels normally use shield of law prior to
Page 229, Creating a Worm That Walks, Type: “The
confronting a threat in the streets. Caster level 15th; save
character’s type changes to aberration.”
DC 17.
Change Hit Dice to “Increase to d8.”
Possessions: +4 breastplate, +3 large steel shield,
Delete ooze traits from Special Qualities.
ring of protection +4, +5 longsword, +2 mighty
Page 229, Worm That Walks: Replace scroll of composite longbow (+4 Str bonus), 20 +5 arrows, belt of
shapechange with scroll of time stop. giant strength +6, amulet of health +6, cloak of
resistance +3, vestment of natural armor +2 (like
Page 230, Gathering of Maggots, Factors: “change
amulet), winged boots, bead of force.
creature type to aberration (+5 DC)…”
Page 254, Union Sentinel Backup Team Member:
Chapter 6 Human Fighter 30/Union Sentinel 1; CR 31; Medium-
size humanoid; HD 30d10+153 plus 1d10+5; hp 328; Init
Page 234, Typical Garrote Encounter (EL 30): 2 +12; Spd 30 ft.; AC 36, touch 18, flat-footed 33; Atk
assassins (Rog10/Asn10), 1 lead assassin +36/+31/+26/+21 melee (1d8+13, +2 heavy mace); or
(Rog10/Asn18), 1 specialist (Rog24/Perfect Wight 6). +35 ranged (1d8+8/19–20, +1 light crossbow with +1
Page 235, Lira Lightgale: Change alignment to LG. bolts); SA spell-like abilities; AL LN; SV Fort +24, Ref
+17, Will +15; Str 21, Dex 18, Con 20, Int 16, Wis 15,
Page 242, President Khymez Ta’rol: Change level to Cha 17.
Wiz23/Cosmic Descryer 5. Skills and Feats: Climb +35, Diplomacy +25, Jump
Page 243, Hesmeth Schlade: Change alignment to NG. +26, Knowledge (history) +16, Knowledge (Union) +13,
Listen +4, Ride (horse) +37, Spot +4, Swim +38;
Page 246, Typical Regulator Encounter: Change EL to Alertness, Blind-Fight, Combat Reflexes, Dodge,
20. Endurance, Expertise, Great Fortitude, Improved Disarm,
Page 247, Union Sentinel Sergeant: Union Sentinel Improved Initiative, Iron Will, Lightning Reflexes, Point
Sergeant: Human Fighter 21/Union Sentinel 2; CR 23; Blank Shot, Power Attack, Precise Shot, Skill Focus
Medium-size humanoid; HD 21d10+105 plus 2d10+10 ; (Diplomacy), Skill Focus (Knowledge [history]),
hp 241; Init +1; Spd 30 ft.; AC 31, touch 15, flat-footed Toughness, Weapon Focus (heavy mace), Weapon Focus
30; Atk +36/+31/+26/+21 melee (1d8+15/17–20, +5
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
(light crossbow), Weapon Specialization (heavy mace), position. If the attack is successful, the victim is dealt the
Weapon Specialization (light crossbow). appropriate sneak attack damage despite the fact that
Epic Feats: Armor Skin (x2), Epic Weapon Focus Beldwin and his weapon do not physically cross the
(heavy mace), Epic Weapon Focus (light crossbow), intervening distance.
Epic Weapon Specialization (heavy mace), Epic Weapon Incorporeal (Su): Beldwin can become incorporeal
Specialization (light crossbow), Superior Initiative. once per day and can remain incorporeal for up to 27
Spell-Like Abilities: 1/day—sending, shield of law. rounds. As an incorporeal creature, he can be harmed
Caster level 15th; save DC 21 for shield of law. only by other incorporeal creatures, +1 or better magic
Possessions: +4 adamantine breastplate, +3 large weapons, and spells, spell-like abilities, or supernatural
steel shield, +5 ring of protection, +2 heavy mace, +1 abilities. He is immune to all nonmagical attack forms.
light crossbow, 20 +1 bolts. Even when hit by spells or magic weapons, he has a 50%
chance to ignore any damage from a corporeal source
Page 257: Change Hesmeth Schlade’s class to
(except for force effects, such as magic missile, or
Wiz10/Exp20.
attacks made with ghost touch weapons). He has no
Page 258: Change Sturra Blackhoof’s alignment to LG. natural armor but has a deflection bonus to AC equal to
his Charisma modifier (+2).
Page 265: Chindra’s alignment is N.
An incorporeal creature can pass through solid objects
Page 269, Beldwin Firval: Male halfling Rogue at will, but not force effects. Its attack passes through
27/Perfect Wight 7; CR 34; Small humanoid; HD 27d6 (ignores) natural armor, armor, and shields, although
plus 7d6; hp 119; Init +21; Spd 50 ft.; AC 32, touch 24, deflection bonuses and force effects (such as mage
flat-footed 32; Atk +39/+34/+29 melee (1d4+3/19–20, armor) work normally against it. An incorporeal creature
+3 spell storing dagger); SA sneak attack +14d6; SQ moves silently and cannot be heard with Listen checks if
defensive roll, evasion, halfling traits, improved evasion, it doesn’t wish to be. While incorporeal, Beldwin has no
improved invisibility, improved legerdemain, Strength score, so his Dexterity modifier (+13) applies to
incorporeal, shadow form, skill mastery (Climb, Hide, both his melee and his ranged attacks.
Open Lock, Search, Spot, Use Magic Device), slippery Shadow Form (Su): Beldwin can take shadow form
mind, traps, uncanny dodge; AL N; SV Fort +16, Ref once per day, lasting for 7 minutes. While in shadow
+39, Will +19; Str 11, Dex 37, Con 11, Int 16, Wis 17, form, he is incorporeal (see above), immune to critical
Cha 14. Height 3 ft. 4 in. hits, and can fly (as a shadow flies across a plain or
Skills and Feats: Balance +34, Climb +39, Gather across or through the face of a mountain) with good
Information +39, Hide +54, Jump +36, Listen +35, Move maneuverability at a speed of 100 feet. Beldwin can use
Silently +52, Open Lock +50, Search +33, Spot +33, the substance of his own shadow to enhance any attack
Tumble +47, Use Magic Device +25, Use Rope +45; roll, saving throw, skill check, or ability check. Drawing
Blind-Fight, Dodge, Great Fortitude, Improved Initiative, off the substance of his own shadow form deals Beldwin
Iron Will, Lightning Reflexes, Run, Weapon Finesse 7 points of damage for each +1 bonus applied to a single
(dagger). roll. For instance, he could add a +5 bonus to his next
Epic Feats: Dexterous Fortitude, Epic Reflexes, Epic attack roll or saving throw, but in doing so he loses 35 hit
Speed, Self-Concealment, Superior Initiative, Trap points.
Sense. Possessions: +3 spell storing dagger, gloves of epic
Halfling Traits: +2 morale bonus on saving throws Dexterity +10, amulet of epic natural armor +8.
against fear; +1 racial bonus on all saving throws; +1
Page 270, Therel: Replace Quicken Spell with
racial attack bonus with a thrown weapon; +2 racial
Empower Spell. Add identify to spellbook.
bonus on Climb, Jump, Listen, and Move Silently checks
(already figured into the statistics given above). Page 270, Brin: Warhammer damage should be 1d8+6.
Improved Invisibility (Su): Beldwin gains the benefit
Page 285, Agnimia: Female human Ranger 19; CR 19;
of improved invisibility twice per day, as the spell cast
Medium-size humanoid; HD 19d10+19; hp 132; Init +4;
by a 20th-level caster.
Spd 30 ft.; AC 24, touch 14, flat-footed 21; Atk
Improved Legerdemain (Su): Beldwin can use
+21/+16/+11/+6 melee (1d8+5/17–20, +3 longsword)
improved legerdemain twice per day to perform one of
and +15/+10 melee (1d6+2/19–20, +1 short sword) or
the following class skills at a range of 30 feet: Disable
+31/+26/+21/+16 ranged (1d8+7/19–20/x3, +3 mighty
Device, Listen, Open Lock, Pick Pocket, Search, or Spot.
composite longbow [+4 Str bonus] with +2 arrows); SQ
If desired, he can take 10 on the check. Any object so
Favored enemy (goblinoids +4, aberrations +3, giants +2,
manipulated must weigh 100 pounds or less.
constructs +1); AL NG; SV Fort +15, Ref +16, Will +14;
Alternatively, he can make one melee sneak attack
Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 15.
against any creature within 30 feet. He executes the
Skills and Feats: Hide +24, Intuit Direction +25, Move
sneak attack normally, as if attacking from a flanking
Silently +34, Search +6, Spot +25, Wilderness Lore +25;
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Endurance, Improved Critical (composite longbow), size humanoid; HD 22d10+47 plus 5d6+10 plus 3d6+6;
Improved Critical (longsword), Improved Two-Weapon hp 241; Init +6; Spd 30 ft.; AC 27, touch 19, flat-footed
Fighting, Point Blank Shot, Precise Shot, Rapid Shot, 27; Atk +29/+24/+19/+14 ranged (1d8+7/x3, +4 mighty
Track, Weapon Focus (composite longbow). distance composite longbow [+3 Str bonus]), or
Ranger Spells Prepared (4/4/3/2; base DC 12 + spell +29/+24/+19/+14 melee (1d6+6/19–20, +3 shocking
level): 1st—alarm, delay poison, pass without trace, burst short sword) and +28/+23 melee (1d6+3/19–20, +2
resist elements; 2nd—cure light wounds, detect evil, spell storing short sword); SA Same as above; SQ Same
protection from elements (2); 3rd—neutralize poison, as above; AL LG; SV Fort +27, Ref +23, Will +26; Str
remove disease, summon nature’s ally III; 4th—cure 17, Dex 14, Con 15, Int 14, Wis 20, Cha 13.
serious wounds, nondetection. Skills and Feats: Gather Information +26, Intuit
Possessions: +4 adamantine breastplate, +1 Direction +30, Knowledge (the planes) +30, Listen +39,
shortsword, +3 longsword, +3 mighty composite Move Silently +27, Ride (horse) +27, Search +27, Spot
longbow (+4 Str bonus), 20 +2 arrows, 5 greater slaying +39, Wilderness Lore +30; Alertness, Combat Casting,
arrows (aberrations), ring of protection +1, amulet of Dodge, Endurance, Improved Initiative, Improved Two-
natural armor +1, belt of giant strength +4, boots of Weapon Fighting, Iron Will, Lightning Reflexes,
elvenkind, bracers of archery, cloak of resistance +3, Mobility, Toughness, Track.
goggles of minute seeing, gloves of Dexterity +4, Epic Feats: Energy Resistance (fire 10), Epic
universal solvent, pale green Ioun stone, periapt of Toughness.
Wisdom +2, ring of mind shielding, figurine of wondrous Ranger Spells Prepared (5/4/4/4; base DC 14 + spell
power (ebony fly), scabbard of keen edges, and wand of level): 1st—alarm, delay poison, pass without trace,
cure serious wounds (27 charges). resist elements (2); 2nd—cure light wounds, protection
from elements (2), speak with plants; 3rd—neutralize
Ignition/Inferno: Male and female paragon half-fire
poison, remove disease, summon nature’s ally III, water
elemental ettin); CR 23; Large outsider (fire); HD
walk; 4th—cure serious wounds (2), nondetection,
10d8+220; hp 300; Init +16; Spd 120 ft.; AC 49, touch
polymorph self.
29, flat-footed 41; Atk +46/+41 melee (1d8+37/18–20, 2
Possessions: +4 fire resistance silent moves chain
Large +3 scimitars); Face/Reach 5 ft. by 5 ft./10 ft.; SA
shirt, +4 mighty distance composite longbow (+3 Str
Superior two-weapon fighting; SQ Cold resistance 10,
bonus), +3 shocking burst short sword, +2 spell storing
DR 20/+6, darkvision 90 ft., fast healing 20, fire subtype,
short sword, carpet of flying, cloak of epic resistance +8,
SR 33; AL LN; SV Fort +27, Ref +25, Will +24; Str 38,
Daern’s instant fortress, dimensional shackles, figurine
Dex 27, Con 30, Int 23, Wis 25, Cha 28. Height 15 ft.
of wondrous power (bronze griffon), periapt of proof
Skills and Feats: Bluff +32, Diplomacy +36, Gather
against poison, 2 potions of water breathing, ring of epic
Information +32, Hide +14, Intimidate +34, Knowledge
protection +7, ring of regeneration, rod of enemy
(local) +28, Knowledge (the planes) +29, Listen +32,
detection, rod of negation, scroll with control water, cure
Search +29, Sense Motive +29, Spellcraft +28, Spot +32;
critical wounds, flame strike, and freedom of movement,
Alertness, Improved Initiative, Power Attack, Weapon
wand of summon nature’s ally IV.
Focus (scimitar).
Epic Feats: Superior Initiative.
Fire Subtype: Fire immunity, double damage from Appendix I: Epic NPCs of Faerûn
cold except on a successful save. Page 292, Elminster, Chosen Immunities: Elminster is
Possessions: Two Large +3 scimitars and a mantle of unaffected by attacks that duplicate these effects: magic
epic spell resistance. missile, detect thoughts, fireball, Evard’s black tentacles,
Page 285, Regalid Maethos (without equipment): feeblemind, geas/quest, finger of death, sunburst,
Male human Ranger 22/Rogue 5/Agent Retriever 3; CR temporal stasis.
30; Medium-size humanoid; HD 22d10+67 plus 5d6+10 Page 293, Storm Silverhand, Chosen Immunities:
plus 3d6+6; hp 241; Init +6; Spd 30 ft.; AC 12, touch 12, Storm is unaffected by attacks that duplicate these
flat-footed 12; Atk +28/+23/+18/+13 melee (1d3+3, effects: charm person, misdirection, fireball, fear,
unarmed strike); SA force sphere 1/day, sneak attack feeblemind, geas/quest, circle of death, prismatic spray,
+3d6; SQ evasion, favored enemy (beasts +5, aberrations horrid wilting, meteor swarm.
+4, magical beasts +3, shapechangers +2, elementals
+1), plane shift 1/day, tracking bonus +10, traps, Page 296, The Simbul, Chosen Immunities: The
uncanny dodge (Dex bonus to AC), uncanny location; Simbul is unaffected by attacks that duplicate these
AL LG; SV Fort +19, Ref +15, Will +18; Str 17, Dex 14, effects: charm person, magic missile, misdirection,
Con 15, Int 14, Wis 20, Cha 13. fireball, fear, feeblemind, circle of death, disintegrate,
finger of death, meteor swarm.
Page 285, Regalid Maethos (with equipment): Male
human Rgr22/Rog5/Agent Retriever 3; CR 30; Medium-
Epic Level Handbook Errata 02/06/2006 Version 02062006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 301, Alustrial, Chosen Immunities: Alustriel is
unaffected by attacks that duplicate these effects: chill
touch, web, lightning bolt, polymorph other, feeblemind,
disintegrate, flesh to stone, forcecage, maze, temporal
stasis.
Wizards of the Coast supplies the preceding errata
information in the hopes that it helps you better enjoy
your DUNGEONS & DRAGONS® game. Errata in this file
includes material that the Wizards of the Coast RPG
R&D department and editors feel might affect your
gameplay experience. It does not include minor,
typographical errors—the sort of thing that might be
fixed in a reprint but has no impact on your game. If you
have questions about this errata information, or if you
wish to submit potential game-affecting errata, please
send a specific note (include in the subject line “Errata”
followed by the book and page number, with the errata
question in the body of the message) to
custserv@wizards.com.

Epic Level Handbook Errata 02/06/2006 Version 02062006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Expanded Psionics Handbook Errata
When the text within a product contradicts itself, our The Benefit paragraph is incorrect. Here is the correct
general policy is that the primary source is correct and text:
any secondary reference is incorrect. This means that Benefit: To use this feat, you must expend your psionic
the skill list in the character chapter is correct, while the focus (see the Concentration skill description, page 37).
table in the skill chapter that is merely referencing that You get a +8 bonus on manifester level checks to
information is therefore a secondary source. Exceptions overcome a creature’s power resistance. This bonus
to the rule will be called out specifically. Note: Updates overlaps with the bonus from Power Penetration (see
are shaded like this. page 49).
Page 15: Thri-Kreen Racial Traits Page 48: Metamorphic Transfer Feat
The bullet point describing the thri-kreen’s Psi-Like Add the following text to the end of the Benefit
Abilities contains two errors. paragraph:
The psi-like ability know direction should be changed to No matter how many times you manifest the
know direction and location. The psi-like ability psionic metamorphosis power on a given day, you can gain
displacement should be changed to greater concealing only a total of three supernatural ability transfers per
amorpha. day.
Page 16: Table 1–3: Aging Effects Page 51: Sidestep Charge Feat
Elans have no Maximum Age. Sidestep Charge is not a psionic feat. It should be a
general feat.
Page 20: Psion Class Features—Powers
Known Page 52: Unconditional Power Feat
Under the Powers Known section, the second paragraph Delete the word “shaken” from the list of conditions in
should begin as follows: the first paragraph of the Benefit section. You can
Choose the powers known from the psion power list, or manifest an unconditional power when you are dazed,
from the list of powers of your chosen discipline. You confused, nauseated, or stunned.
cannot choose powers from restricted discipline lists
other than your own discipline list. You can choose
Page 55: Bringing Back the Dead
In the section titled Special Power Effects, the first
powers from disciplines other than your own if they are
paragraph of the Bringing Back the Dead subsection
not on a restricted discipline list. (Exception: The feats .
should read as follows:
. .)
Bringing Back the Dead: Various psionic powers,
Page 27: Table 2–5: The Soulknife such as reality revision and psionic revivify, have the
Some numbers were dropped accidentally from the Base ability to restore slain characters to life.
Attack Bonus Column, beginning at 15th level. The
table should read as follows:
Page 64: Adding Powers
The second sentence of the section titled Manifest an
Level Base Attack Bonus
15th +11/+6/+1 Unknown Power from Another’s Powers Known
16th +12/+7/+2 becomes as follows:
17th +12/+7/+2 . . . To do so, the character must first make contact (a
18th +13/+8/+3 process similar to addressing a power stone, requiring a
19th +14/+9/+4 Psicraft check against a DC of 15 + the highest level
20th +15/+10/+5 power in the power stone or repertoire).

Page 35: Table 3–1: Skill Points per Level Page 73: Seer (Clairsentience) Discipline
The row pertaining to the soulknife is incorrect. Powers
Soulknifes gain (4 + Int modifier) × 4 skill points at 1st Delete reality revision from the list of 9th-level powers.
level. At higher levels, they gain a number of skill Also, the 5th-level power second chance does not have
points each level equal to 4 + Int modifier. an XP cost, as indicated.

Page 36: Autohypnosis Skill Description Page 81: Brain Lock Power
The DC to resist dying is 20, not 15 (the chart is correct, The power’s description should be as follows:
but the related text is not). The subject’s higher mind is locked away. He is dazed
and cannot take psionic actions for the duration of the
Page 47: Greater Power Penetration Feat

Expanded Psionics Handbook Errata 1 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
power. A brain locked subject is not stunned, so Power Resistance: Yes
attackers get no special advantage against him. Power Points: 1
Starting on Page 82: Various Powers Page 115: Metaconcert Power
In each of the powers listed below, delete the phrase In the last sentence of the third paragraph of the
“like manifesting a quickened power, and it counts power’s description (also the last sentence of the page),
toward the normal limit of one quickened power per change the example from mind thrust to ego whip.
round.”
Page 82: Catfall Power Page 117: Metamorphosis, Greater Power
Page 96: Divert Teleport Power The assumed form cannot have more Hit Dice than your
Page 105: Evade Burst Power manifester level (to a maximum of 25 HD).
Page 107: Fate of One Power
Page 111: Grip of Iron Power
Page 121: Missive Power
The power’s Augment section, delete the phrase “and
Page 113: Intellect Fortress Power
its save DC increases by 1.” The paragraph should read
Page 115: Mental Barrier Power
as follows:
Page 120: Mind Trap Power
Augment: For every 2 additional power points you
Page 125: Prowess Power
spend, this power’s range increases by 5 feet.
Page 137: Thought Shield Power
Page 139: Tower of Iron Will Power Page 125: Prescience, Offensive Power
The first option for augmenting the power should read
Page 96: Dominate, Psionic Power
as follows:
The following paragraph was omitted from the power’s
1. For every 3 additional power points you spend, the
description:
insight bonus gained on your damage rolls increases by
4. If you spend 1 additional power point, this power’s
1.
duration is 1 hour rather than concentration. If you
spend 2 additional power points, this power’s duration Page 128: Quintessence Power
is 1 day rather than concentration. If you spend 4 The special Will save required to manifest a power
additional power points, this power’s duration is 1 day when in contact with quintessence has a DC of 16.
per manifester level rather than concentration.
Page 129: Reddopsi Power
Page 97: Duodimensional Claw Power The power’s duration should be as follows:
Delete the entire last paragraph of the power’s Duration: 10 min./level (D)
description (beginning with “The third spatial
component …”). Page 140: Wall of Ectoplasm Power
The wall of ectoplasm occupies up to one 10-foot
Page 97–98: Ectoplasmic Form Power square per level, and each 10-foot square has 10 hit
In the first paragraph of the power’s description, delete points per inch of thickness and hardness 5.
the parenthetical phrase “including inertial armor”).
Page 165: Mindfeeder Weapon Quality
Page 105–106: Expansion Power The second sentence should be changed as follows:
The third option for augmenting the power should read Once per day, a mindfeeder weapon grants its wielder
as follows: temporary power points equal to the total lethal damage
3. If you spend 2 additional power points, this power’s dealt by a successful critical hit. The wielder must
duration is 10 minutes per level rather than 1 round per decide to use the mindfeeder ability after successfully
level. confirming a critical hit, but prior to rolling critical hit
Page 108–109: Form of Doom Power damage.
Add the following sentence after the third sentence:
In the second-to-last paragraph of the power’s
The wielder may not exceed his natural maximum
description, delete the reference to breath of the black
power points per day using the mindfeeder ability.
dragon.
Page 111: Hammer Power Page 167: Suppression Weapon Quality
The wielder of a suppression weapon technically makes
The hammer power has the following statistics:
a dispel check, not a power check (although neither the
Level: Psion/wilder 1, psychic warrior 1
d20 roll nor the DC changes).
Display: Auditory and material
Manifesting Time: 1 swift action Page 181: Creating Dorjes
Range: Touch The example at the end of the second paragraph is
Duration: 1 round incorrect and should read as follows:
Saving Throw: None

Expanded Psionics Handbook Errata 2 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
. . . If you wanted to make a dorje of energy missile with Under the Construction rules, the correct feat required
a manifester level of 8th (five higher than the for crafting a psion-killer is Craft Psionic Construct, not
minimum), you would pay for the creation of the dorje Craft Construct.
as if energy missile was a 5th-level power.
Page 186: Astral Construct
Under the Astral Construct Menu B, the Energy Touch
ability should be written as follows:
Energy Touch (Ex): If you are a kineticist with the
Expanded Knowledge feat tied to this power, the astral
construct’s physical attacks are wreathed in an energy
type of your choice (acid, cold, electricity, or fire),
dealing an extra 1d6 points of energy damage.
Otherwise, the astral construct you manifest deals an
extra 1d4 points of damage of an energy type you
choose (acid, cold, electricity, or fire).
Page 187: Astral Construct
Under the Astral Construct Menu C, the following
abilities should be psi-like abilities (Ps), not spell-like
abilities (Sp): Concussion, Dimension Slide, and Energy
Bolt.
Page 189: Blue
The blue psion should have the following ability scores
before racial adjustments: Str 8, Dex 13, Con 14, Int 15,
Wis 12, Cha 10. As a consequence, the 1st-level blue
psion’s statistics change as follows:
Hit Dice: 1d4+2 plus 4 (10 hp)
Initiative: +1
Armor Class: 16 (+1 size, +1 Dex, +4 inertial armor),
touch 11, flat-footed 15
Attack: Quarterstaff –2 melee (1d4–2) or light
crossbow +1 ranged (1d6/19–20)
Full Attack: Quarterstaff –2 melee (1d4–2) or light
crossbow +1 ranged (1d6/19–20)
Saves: Fort +2, Ref +0, Will +3
Abilities: Str 6, Dex 13, Con 14, Int 17, Wis 12, Cha 8
Skills: Concentration +6, Hide +7, Move Silently +5,
Psicraft +7, Ride +5, Spot +3.
Feats: Psionic Body, Psionic DodgeB
Level Adjustment: +1
Page 190: Blue
The save DCs for the blue’s psionic powers change as
follows:
Typical Psion Powers Known (power points 3*; save
DC 13 + power level): 1st—inertial armor, mind thrust
(DC 14), psionic charm (DC 14). Manifester level 1st.
The save DCs are Intelligence-based.
Page 194: Couatl
Remove metamorphosis from psi-like abilities.
Page 197: Elans as Characters
Elans get 2 bonus power points at 1st level for being
“naturally psionic,” not 1 as previously indicated.
Page 208: Psion-Killer

Expanded Psionics Handbook Errata 3 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Fiend Folio Errata
Errata Rule: Primary Sources Page 59: Devil, Paeliryon
When you find a disagreement between two D&D Remove polymorph self from spell-like abilities.
rules sources, unless an official errata file says Page 60: Devil, Xerfilstyx
otherwise, the primary source is correct. One example Remove polymorph self from spell-like abilities.
of a primary/secondary source is text taking
precedence over a table entry. An individual spell Page 86: Golem, Brain
description takes precedence when the short Remove polymorph any object from the list of spells
description in the beginning of the spells chapter required for construction.
disagrees. A monster’s statistics block supersedes the
descriptive text. Page 97: Imp
Another example of primary vs. secondary sources Delete polymorph supernatural ability.
involves book and topic precedence. The Player’s Add the following entry:
Handbook, for example, gives all the rules for playing Alternate Form (Su): An imp can assume another
the game, for PC races, and the base class descriptions. form at will as a standard action. Each imp can assume
If you find something on one of those topics from the one or two forms from the following list: Small or
Dungeon Master’s Guide or the Monster Manual that Medium monstrous spider, raven, rat, and boar.
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
Page 106: Jackal Lord
The Dungeon Master’s Guide is the primary source for Replace the text for Alternate Form with the following
topics such as magic item descriptions, special material text:
construction rules, and so on. The Monster Manual is Alternate Form (Su): A jackal lord can assume the
the primary source for monster descriptions, templates, form of a jackal of Medium size (use the statistics for
and supernatural, extraordinary, and spell-like abilities. the wolf in the Monster Manual).

Page 26: Canomorph Page 107: Jackalwere


Delete alternate form special ability. Replace the text for Alternate Form with the following
Add the following entry: text:
Change Shape (Su): A canomorph can assume the Alternate Form (Su): A jackalwere has two primary
form of any Small, Medium, or Large humanoid. It forms that it can shift between at will. One of these
retains the extraordinary attacks of its original form appears as a Small jackal, while the other is a Medium
regardless of its new form. Changing shape to or from hybrid form. The statistics for these forms appear
its original form requires a move action. above.
In addition, a jackalwere can take the form of any
Page 34: Chronotyryn Medium humanoid.
On the sample spell list, replace polymorph other with
ice storm. Page 108: Kaorti
In the list of spell-like abilities, replace alter self with
Page 48: Demon, Blood Fiend disguise self.
Delete the second sentence of the Alternate Form
special quality. Page 114: Kelpie
Delete the second sentence of the Alternate Form
Page 51: Demon, Maurezhi special quality.
In the assume shape special ability description, replace
alter self with disguise self (DC 15). Page 121: Maelephant
In the list of spell-like abilities, replace polymorph
Page 56: Deva, Monadic other with baleful polymorph.
Remove polymorph self from spell-like abilities.
Add the following entry: Page 140: Rilmani
Change Shape (Su): A monadic deva can assume the Remove polymorph self from spell-like abilities.
form of any Small or Medium humanoid. Add the following entry:
Change Shape (Su): A rilmani can assume the form of
Page 57: Deva, Movanic any Small or Medium humanoid.
Remove polymorph self from spell-like abilities.
Add the following entry: Page 178: Rilmani
Change Shape (Su): A movanic deva can assume the Ti-Khana Deinonychus: Delete the second sentence of
form of any Small or Medium humanoid. the Alternate Form special quality.

Fiend Folio Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 178: Ti-Khana Template
Delete the second sentence of the Alternate Form
special quality.
Page 183: Varrangoin, Arcanist
In the list of spell-like abilities, replace polymorph
other with baleful polymorph.
Page 193–194: Yuan-Ti, Anathema
Delete the second sentence of the Alternate Form
special quality.
In the list of spell-like abilities, replace polymorph
other with baleful polymorph.
Page 203: Fiend of Corruption
Delete the second sentence of the Alternate Form
special quality.
Page 211: Trampling Leg
In the list of spells required to create this graft, replace
polymorph other with baleful polymorph.
Page 213: Rollers
In the list of spells required to create this graft, replace
polymorph other with baleful polymorph.

Fiend Folio Errata 2/6/06 Version 02062006


Page 2
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
FORGOTTEN REALMS® Campaign Setting Errata
Here are the rules corrections and official errata for the first printing of the FORGOTTEN REALMS Campaign Setting. These corrections are
being incorporated into the 2nd printing of the book. Additional, typographical corrections and clarifications are also being made to the
book, but these are not necessary to use the book in your game. As always, we’re happy to address specific rules questions you have;
contact custserv@wizards.com. Thanks and good gaming!

p. 7, Elminster:
Elminster's CR: Change from 45 to 39.
Also, change “Knowledge (local)” to “Knowledge (Dalelands)” in his skill list.

p. 8, Character Races:
Last sentence of this paragraph reads: “Humans, half-elves, and half-orcs don't have any specific subraces in Faerûn...”
Change to: “Humans and half-orcs don’t have any specific subraces in Faerûn…”

p. 9, Character Region:
Second sentence of this page reads: “If you choose a region that matches your character's race or class...”
Change to: “If you choose a region where your character's class is favored...”

p. 9, Region-Based Skills:
Replace this header and the two following paragraphs with this text:

Region-Specific Skills
A character’s region may also affect his or her list of skills. As a general rule, characters with the Knowledge skill often focus on the
region in which they grew up, although characters may focus on regions in which they have lived as adults or which they have studied in
books.
Regional Focus: A character may choose to add a regional focus to the geography, history, nature, nobility and royalty, or religion areas
of the Knowledge skill. The regional focus provides a +2 bonus to Knowledge skill checks that pertain to the region in question. For
example, a character may choose Knowledge (Sembian history) instead of Knowledge (history) in order to be particularly adept at
Knowledge (history) checks pertaining to the Sembia region.
Local Knowledge: The Knowledge (local) skill per se does not exist in the Forgotten Realms campaign. Instead, a character who chooses
the Knowledge (local) skill must specify the region his local knowledge applies to. For example, a character familiar with legends and
personalities of Sembia would simply take the Knowledge (Sembia) skill.

p. 13, Drow, Regions:


Add after last sentence: “Drow hailing from Cormanthor or the High Forest may instead choose the Wood Elf region and its associated
feats and equipment.”

p. 13, Drow, Racial Abilities:


Add the following bullet:
• Proficient with either rapier or short sword; proficient with hand crossbow and light crossbow. This replaces the standard elven weapon
proficiencies.

p. 15, Wild Elves: Add the following line:


• Favored class: Sorcerer.
Wood Elves: Add the following line:
• Favored class: Ranger.

p. 23, in Table 1–3:


Lathander: Change “…Sembia, Western Heartlands” to “Sembia, Waterdeep, the Western Heartlands”

p. 23, in the list of nature deities:


Replace Cyrrollalee with Sheela Peryroyl.

p. 28, Character Region, Equipment:


1st sentence: Change “…preferred for his character class or race.” to “…preferred for his character class.”
Also, 1st paragraph: Add at end of paragraph, “If multiple choices for bonus equipment are available in a region, you may choose only
one of the options listed.”

p. 36, Inscribe Rune:


Change Base Price to Market Price and cut the last sentence here.

p. 37, Mind Over Body:


Benefit: Add after 1st sentence: “(For all ensuing levels, you revert to your Constitution modifier.)”

p. 37, Persistent Spell:


Second sentence Change: “Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged.”
To “Spells of instantaneous duration, spells with a range of touch, and spells whose effects are discharged cannot be affected by this
feat.”

p. 43, Change the last three Base Attack Bonus values in the Divine Disciple table to +2, +3, and +3.

p. 43, Lay on Hands class feature of the divine champion class:


Change "1 point of damage per divine champion level plus her Charisma bonus"
To "1 point of damage per divine champion level times her Charisma bonus"

p. 48, Hierophant, Requirements, Skills:


Change “Knowledge (religion) 15 ranks.”
To “Knowledge (religion) or Knowledge (nature) 15 ranks.”

p. 52, table:
Change “Rune Caster Base Price”
To “Rune Caster Cost to Create”

p. 58, Triggering Runes:


1st paragraph: Add to end of paragraph: “Triggering a rune deliberately is a standard action.”

p. 63, Family domain granted power:


Add "Once per day" to the beginning of the granted power's description.

p. 70, Great Shout:


Strike the existing spell and replace with the version below:

Great Shout
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Line 5 ft. high and 5 ft. wide, and a cone (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes (object)

You emit a thunderous, devastating yell. The primary effect is a line of intense sonic energy 5 feet high and 5 feet wide and as long as the
spell’s range. Stone, crystal, and metal objects in the area take 20d6 points of damage. Creatures holding vulnerable objects can attempt
Reflex saves to negate the damage. Objects that survive the spell’s primary effect are not subject to the secondary effect.
The spell’s secondary effect is a cone of sound centered on the line. Creatures within the cone suffer 10d6 points of damage, and they
are stunned for 1 round and deafened for 4d6 rounds. A successful Fortitude save negates the stunning and halves both the damage and
the duration of the deafness. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level
(maximum 20d6). Creatures holding fragile objects can negate damage to them with successful Reflex saves.
A deafened character, in addition to the obvious effects, suffers a –4 penalty on initiative and a 20% chance to miscast and lose any spell
with a verbal (V) component that he tries to cast.
The great shout spell cannot penetrate the spell silence.
Arcane Focus: A small metal or ivory horn.

p. 96, Alchemical Sleep Gas:


2nd paragraph: Change “…fall asleep for 1 round. After 1 round, the…”
To “…fall asleep for 1 minute. After 1 minute, the…”

p. 97, Blade Boot:


Replace the entire item description with the following text:

Blade Boot: Custom-fitted to the wearer’s boot, this device consists of a sturdy sole assembly concealing a spring-loaded dagger. The
buyer can add one blade to either of his boots at the given cost, or buy a matched set for double the amount.
The wearer’s movement is not impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or
charge. A monk using a blade boot can strike with his unarmed base attack, including his more favorable number of attacks per round, for
normal blade boot damage. The Weapon Finesse feat can be applied to blade boots.
A character proficient in the blade boot can attack with single blade boot as his primary weapon, or with two blade boots as if attacking
with two weapons, provided he makes no attacks with his hands. He can instead choose to attack with a weapon in his primary hand and
use a single blade boot as his off-hand weapon, but in this case he cannot attack with an off-hand weapon in his secondary hand. A
character cannot attack with a primary weapon, an off-hand weapon, and a blade boot in the same round unless he knows the
Multiweapon Fighting feat described in the Monster Manual.
A character wearing blade boots gains a +4 bonus on Escape Artist checks made to escape from rope bonds.

p. 117, Dalelands Map:


Scale bar: Change scale bar to read “80” instead of “40”.

p. 174, North map, scale bar:


Change scale bar to read “80” instead of “40”. Make it 1 inch long.
Move Olostin’s Hold icon to other side of road, right up under the eaves of the forest.

p. 190, Important Sites, Selgaunt:


4th sentence: Change “(N male human Nob4/Wiz3)” to “(N male human Ari4/Wiz3)”

p. 193, Plots and Rumors, The Runaway Guardsman:


2nd paragraph, 2nd sentence: Change “…not in the hands of their enemies”
To “…now in the hands of their enemies”.

p. 235, Bane’s portfolio:


Cut “strife” and capitalize “hatred”

p. 235, Cyric’s portfolio:


Add “strife”

p. 239:
Add "strife" to Cyric's portfolio

p. 247, Mystra's writeup, 2nd paragraph, sentence that currently says:


Sites dedicated to the goddess are enhanced by the Weave to allow any spell cast by her clerics while in one of those sites to have one
metamagic effect without the requisite need to take up a higher-level spell slot.
Should be amended to:
Sites dedicated to the goddess are enhanced by the Weave to allow any spell cast by her clerics while in one of those sites to have one
metamagic effect without the requisite need to take up a higher-level spell slot (the metamagic effect ends if the target of the spell leaves
the site).

p. 273, 1st col., Cult Wizard:


Change feats from: “Brew Potion, Great Fortitude, Scribe Scroll, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell
Penetration (Necromancy)”
To “Brew Potion, Exotic Weapon Proficiency (claw bracer), Great Fortitude, Scribe Scroll, Spell Focus (Necromancy), Greater Spell
Focus (Necromancy)”

p. 275, Khelben, Special Qualities:


Chosen Spell-like Abilities: Delete “wraithform”, insert “gaseous form” in alphabetical order on list.

p. 276, Alustriel, Wizard Spells per Day:


Change: “Base DC = 18 + spell level, 20 + spell level for enchantment and transmutation”
To “Base DC = 17 + spell level, 19 + spell level for enchantment and transmutation”

p. 287, Creatures, Hinnar


Special Qualities: Change “Specialist Defense: Adds +1 to DC for all saving throws against her transmutation spells.”
To “Specialist Defense: +1 bonus to all saving throws against transmutation spells.”
Also: Spellbook: Strike ray of frost from her 0-level spells.

p. 288, Changes to Table 8–1 (Level Adjustments):


Aarakocra from +1 to +2
Bugbear from +3* to +4*
Centaur from +5* to +7*
Hobgoblin from +0 to +1
Hybsil from +1 to +2
Kir-lanan from +6* to +8*
Lizardfolk from +2* to +4*
Ogre from +5* to +8*
Shade(tt) from +2 to +5
Troll from +8* to +11*
Wemic from +7* to +8*
(tt) Character must be at least 5th level.

p. 303, 2. Fiery Hallway:


Trap: Change 3rd sentence from “Creatures in the target area suffer attacks from four of the flasks, while all creatures within 5 feet of
the target areas take splash damage (and each of the target areas takes splash damage from the other target areas’ flasks).”
To “Each creature within the target area is attacked by up to two flasks. Any additional flasks simply crash to the floor for splash
damage. All creatures outside but within 5 feet of the target squares take splash damage, and all creatures within each of the target
squares take splash damage from all flasks falling in the other target square.”
Also:
Alchemist’s Fire stat line: Change “CR 2” to “CR 4”
Alchemist’s Fire stat line: Change “1d6 fire” to “1d6 fire per flask”.

p. 303, Complex Acid Trap:


Glyph of Warding stat line: Change “CR3” to “CR4”
Also, Acid Flask and Thunderstone Trap: CR 8; +5 ranged touch (1d6 acid, 1 acid splash); sonic attack (Fortitude save DC 15 for each
thunderstone); Search (DC 20, possible only if searcher first succeeds at a DC 17 Will save against illusory wall in ceiling); Disable
Device (DC 28).

p. 303, 6. Werewolf Lair:


Creatures: Change “Creatures (EL 12)” to “Creatures (EL 11)”

p. 304, 7. Cleric’s Chamber:


Glyph Trap stat line: Change “CR 3” to “CR 4”

p. 304, Varlae:
Spells Prepared. 4th level: Change “emotion” to “emotion (hate)”

p. 306, 12. Glyph Traps:


Glyph of Warding trap stat line: Change “CR 3” to “CR 4”

p. 309, Riding Lizard, last sentence: Replace the last sentence (“A light load for a riding lizard…”)
With: “A light load for a riding lizard is 233 pounds or less, a medium load is 234 to 466 pounds, and a heavy load is 467 to 700
pounds.”

p. 309, Tressym:
The 2nd line of the tressym's skills entry (“Silently +9, Spot +4”) is currently under the first column. It needs to be shifted right to the
tressym column.

p. 313, Kir-Lanan Gargoyle:


First full sentence this page: Change "but it must hit with a regular touch attack"
To "but it must hit with a regular melee attack."

p. 314, Shade:
Special Qualities, Invisibility: Change “once per turn” to “once per round”
Also, Add "The shade can only use this ability on itself." to the end of this ability description.

p. 315, Sample Shade, Leevoth:


Special Qualities: Change “120-ft. darkvision,” to “shadesight”
Special Qualities: Change “shadow blend” to “invisibility”
Special Qualities: Change “mirror image” to “shadow image”

FORGOTTEN REALMS is a registered trademark of Wizards of the Coast, a subsidiary of Hasbro, Inc.
Frostburn Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One example
of a primary/secondary source is text taking
precedence over a table entry. An individual spell
description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster’s statistics block supersedes the
descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions.
If you find something on one of those topics from the
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material
construction rules, and so on. The Monster Manual is
the primary source for monster descriptions, templates,
and supernatural, extraordinary, and spell-like abilities.
Page 125: Dwarf, Midgard
Delete the third sentence of the Alternate Form special
quality.
Page 145: Marzanna
In the list of spell-like abilities, replace alter self with
disguise self.

Frostburn Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Libris Mortis™: The Book of Undead Errata
Full Attack: 2 claws +20 melee (2d6+18) and 2 wing
Page 42: Sample Death’s Chosen slams +15 melee (1d6+11) plus rotting touch*
Larrak, the sample death’s chosen character, has the In addition, the save DCs for the angel of decay’s
following statistics when wielding his +1 greatsword: rotting aura should be 27, not 24.
Atk +16 melee (2d6+11/19–20) and Full Atk +16/+11
melee (2d6+11/19–20). Page 85: Blaspheme
Change the creature’s statistics as follows:
Page 46: Sample Master of Radiance Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-
Branna Caersiccus, the sample master of radiance, footed 19
should have AC 17, touch 11, flat-footed 17. Moreover,
replace her Weapon Focus (heavy mace) feat with Page 86: Bleakborn
Weapon Focus (scimitar). Change the creature’s statistics as follows:
Base Attack/Grapple: +4/+10
Page 47: Sample Master of Shrouds
Kaerta Bale, the sample master of shrouds, should have Page 87: Blood Amniote
AC 19, touch 10, flat-footed 19. Change the creature’s statistics as follows:
Armor Class: 26 (–2 size, +5 Dex, +13 natural), touch
Page 60: Deathbound Domain 13, flat-footed 21
Under the domain’s granted power, change the word Base Attack/Grapple: +7/+19
“controlling” to “creating,” so that the granted power In addition, add the following sentence to the end of the
reads as follows: “Your limit for creating undead first paragraph of the creature’s blood call ability: “This
animated with spells increases to three times your caster ability has no effect on plants or oozes.”
level instead of the normal two times caster level.”
The brief spell descriptions for the avasculate and Page 88: Bloodmote Cloud
avascular mass spells should read as follows: Change the creature’s statistics as follows:
7 Avasculate: Reduce foe to half its hit points Initiative: +1
and stun for 1 round by purging blood vessels. Armor Class: 19 (+8 size, +1 Dex), touch 19, flat-
8 Avascular Mass: Reduce foe to half its hit footed 18
points and stun for 1 round by purging blood vessels,
and trap creatures in a 20-ft. radius from victim. Page 89: Bone Rat Swarm
The save DC against the swarm’s distraction ability
Page 61: Sorcerer/Wizard Spell List should be 12, not 15.
The brief spell descriptions for the avasculate and
avascular mass spells should read as follows: Page 90: Brain in a Jar
Avasculate: Reduce foe to half its hit points and stun Change the creature’s statistics as follows:
for 1 round by purging blood vessels. Speed: Fly 30 ft. (6 squares) (good)
Avascular Mass: Reduce foe to half its hit points and Armor Class: 15 (+2 size, +2 Dex, +1 deflection),
stun for 1 round by purging blood vessels, and trap touch 15, flat-footed 13
creatures in a 20-ft. radius from victim.
Page 91: Carcass Eater
Page 64: Energy Ebb Add the following lines to the creature’s statistics, after
Strike the words “see text” from the Saving Throw line. the Challenge Rating line:
Treasure: None
Page 66: Ghoul Gauntlet Alignment: Always neutral
The spell’s Target should read “One living humanoid
creature.” Page 93: Corpse Rat Swarm
The save DC for the swarm’s distraction ability should
Page 66: Ghoul Gesture be 14, not 15.
In the spell’s description, strike the phrase “and
creatures immune to poison are unaffected by the Page 93: Crypt Chanter
stench” from the second paragraph. Change the creature’s statistics as follows:
Attack: Incorporeal touch +7 melee (1d8)
Page 83–84: Angel of Decay Full Attack: Incorporeal touch +7 melee (1d8)
Change the creature’s statistics as follows:
Base Attack/Grapple: +13/+30

Libris Mortis™ Errata 1 02/11/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Attack: Morningstar +13 melee (2d6+7) or javelin +5
Page 95: Dessicator ranged (1d8+7)
The dessicator’s fatiguing touch ability deals 1d6 points Full Attack: 2 morningstars +13/+8 melee (2d6+7) or 2
of damage, not 1d8 as indicated in the ability’s javelins +5 ranged (1d8+7)
descriptive text.
Page 109: Hulking Corpse
Page 95: Dire Maggot Change the creature’s statistics as follows:
Change the creature’s statistics as follows: Base Attack/Grapple: +10/+22
Huge Vermin Advancement: 21–30 HD (Large); 31–60 HD (Huge)
Base Attack/Grapple: +4/+13
Attack: Bite +3 melee (1d8+1 plus paralytic saliva) Page 110–111: Sample Mummified
Full Attack: Bite +3 melee (1d8+1 plus paralytic Creature
saliva) Change the creature’s statistics as follows:
Advancement: 7–11 HD (Huge) Space/Reach: 10 ft./10 ft.
In addition, add the following statistics after the Environment: Any desert or underground
Challenge Rating line: Challenge Rating: 6
Treasure: None Level Adjustment: +6
Alignment: Always neutral In addition, the creature’s mummy rot ability should
have a save DC of 12, not 16.
Page 96: Dream Vestige
Change the creature’s statistics as follows: Page 112: Murk
Hit Dice: 17d12+34 (144 hp) Change the creature’s statistics as follows:
Base Attack/Grapple: +8/— Speed: Fly 30 ft. (6 squares) (good)
Attack: Tendril +13 melee (3d6+2 plus form
consumption) Page 115: Plague Blight
Full Attack: 4 tendrils +13 melee (3d6+2 plus form Change the creature’s statistics as follows:
consumption) Space/Reach: 5 ft./5 ft.

Page 97: Entomber Page 116: Quell


Change the creature’s statistics as follows: Delete the creature’s Weapon Finesse feat.
Base Attack/Grapple: +4/+10
Page 117: Raiment
Page 100: Sample Evolved Undead Change the creature’s statistics as follows:
The sample evolved undead wraith’s Constitution drain Hit Dice: 3d12 (19 hp)
ability has a save DC of 15, not 14. Base Attack/Grapple: +1/+3
Attack: Coat sleeve +4 melee (1d2+3)
Page 101–102: Sample Ghost Brute Full Attack: 2 coat sleeves +4 melee (1d2+3)
Change the creature’s statistics as follows:
Space/Reach: 5 ft./5 ft. Page 118: Sample Revived Fossil
Environment: Any land Change the creature’s statistics as follows:
Level Adjustment: — Hit Dice: 8d12+40 (92 hp)
Saves: Fort +2, Ref +3, Will +6
Page 104: Sample Gravetouched Ghoul Challenge Rating: 9
Change the creature’s statistics as follows:
Alignment: Chaotic evil Page 119: Creating a Revived Fossil
Change the Challenge Rating section as follows (and
Page 105: Grave Dirt Golem ignore the accompanying table):
Change the creature’s statistics as follows: Challenge Rating: Same as the base creature +3.
Base Attack/Grapple: +8/+18
Page 119: Skin Kite
Page 106–107: Sample Half-Vampire Change the creature’s statistics as follows:
Delete uncanny dodge from the creature’s special Hit Dice: 4d12 (26 hp)
qualities. In addition, while raging, the half-vampire Base Attack/Grapple: +2/–2 (+10 when attached)
gnoll barbarian has the following changed statistics: AC Attack: Touch +7 melee (1d4)
14, touch 9, flat-footed 13; Grp +7. Full Attack: Touch +7 melee (1d4)
Page 108: Sample Hooded Pupil Page 120: Skirr
Change the creature’s statistics as follows: Change the creature’s statistics as follows:
Base Attack/Grapple: +7/+18 Base Attack/Grapple: +4/+18

Libris Mortis™ Errata 2 02/11/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Attack: Bite +9 melee (2d8+6)
Full Attack: Bite +9 melee (2d8+6) and 2 claws +6 Page 147: Korath the Elder
melee (2d6+3) Change Korath the Elder’s statistics as follows: Base
Atk +12; Grp +23; Atk +18 melee (2d8+10, greatclub)
Page 120: Skulking Cyst against ethereal foes; Full Atk +18/+13/+8 melee
Change the creature’s statistics as follows: (2d8+10, greatclub) against ethereal foes.
Attack: Intestine loop +7 melee (1d4 plus attachment)
Full Attack: 2 intestine loops +7 melee (1d4 plus Page 147: Laddy Bristerbuck
attachment) Laddy Bristerbuck’s flat-footed AC should be 19, or 18
Space/Reach: 5 ft./5 ft. against ethereal foes.

Page 121: Slaughter Wight Page 149: Stronglimb


Change the creature’s statistics as follows: Stronglimb’s flat-footed AC should be 10, not 11.
Advancement: 19–21 HD (Medium); 22–28 HD Page 155: Krilla Darkhand
(Large) Change Krilla Darkhand’s statistics as follows: Atk or
Also, remove the vicious slammer ability from the Full Atk +4 melee touch (1d8+5 negative energy plus
creature’s list of special qualities. paralysis, touch) or +9 ranged (1d6+1/19–20 nonlethal
Page 122: Slaymate damage plus sleep, masterwork light crossbow).
Change the creature’s statistics as follows: In addition, Krilla makes a +4 melee touch attack with
Base Attack/Grapple: +2/–1 her touch of fatigue spell, not +3 as indicated.
Finally, Krilla’s familiar is a weasel.
Page 124: Swarm-Shifter Mummy King
In beetle swarm form, the swarm-shifter mummy king Page 158: Crocodile Skeleton
has a flat-footed AC of 24. In sand swarm form, it has Change the creature’s statistics as follows:
AC 34, touch 24, flat-footed 28. In scorpion swarm Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-
form, it has a flat-footed AC of 24, not 25. footed 12

Page 128: Tomb Mote Page 158: Dire Badger Skeleton


Change the creature’s statistics as follows: Change the creature’s statistics as follows:
Hit Dice: 3d12 (19 hp) Space/Reach: 5 ft./5 ft.

Page 128–129: Sample Umbral Creature Page 159: Deinonychus Skeleton


Change the creature’s statistics as follows: Change the creature’s statistics as follows:
Attack: Incorporeal touch +6 melee (1d8 Strength) Initiative: +7
Full Attack: Incorporeal touch +6 melee (1d8 Strength) Page 160: Athach Skeleton
Space/Reach: 10 ft./5 ft. (10 ft. with incorporeal touch) Change the creature’s statistics as follows:
Environment: Any land or underground Full Attack: Morningstar +13 melee (3d6+8) and bite
Level Adjustment: — +8 melee (2d8+4); or 3 claws +9 melee (1d8+8) and
Page 131: Voidwraith bite +8 melee (2d8+4)
Change the creature’s statistics as follows: Page 160: Nine-Headed Hydra Skeleton
Hit Dice: 6d12+6 (45 hp) Change the creature’s statistics as follows:
Armor Class: 17 (+5 Dex, +2 deflection), touch 17, Base Attack/Grapple: +4/+17
flat-footed 12 Attack: 9 bites +7 melee (1d10+4)
Base Attack/Grapple: +3/— Full Attack: 9 bites +7 melee (1d10+4)
Abilities: Str —, Dex 21, Con —, Int 8, Wis 13, Cha 15
Feats: Improved Initiative, Improved Toughness*, Page 163: Bannmukh
Lightning Reflexes Baanmukh’s attack bonus when making a powerful
*New feat described in Chapter 2. charge should be +12, not +9.
Page 132: Wheep Page 164: Izrok Radja
Change the creature’s statistics as follows: Izrok deals 1d6+3 points of damage with his +1 rapier
Base Attack/Grapple: +4/+15 or slam attack, not 1d6+2 as indicated.
Advancement: 10–16 HD (Medium); 17–24 HD
(Large) Page 164–165: Karadag
Change Karadag’s statistics as follows: Atk +13 melee
(1d6+6 plus energy drain, slam) or +11 ranged
(1d10+1/19–20, +1 heavy crossbow); Full Atk +13

Libris Mortis™ Errata 3 02/11/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
melee (1d6+6 plus energy drain, slam) and +11 melee
(1d4+2, bite) or +11 ranged (1d10+1/19–20, +1 heavy Page 181: Myphosoles
crossbow). Myphosoles has AC 28, touch 11, flat-footed 26.
In addition, Karadag’s blood frenzy ability does not Page 182: Mother Shemmel
grant +2 Constitution. Her rake ability has an attack
Change Mother Shemmel’s statistics as follows: Atk
bonus of +11, not +10 as indicated.
+10 melee (1d8+2, +1 warhammer) or +7 ranged
Page 165: Pyotar Umarov (1d8+1/19–20, light crossbow with +1 crossbow bolt);
Change Pyotar’s statistics as follows: AC 29, touch 12, Full Atk +10/+5 melee (1d8+2, +1 warhammer) or +7
flat-footed 27. ranged (1d8+1/19–20, light crossbow with +1 crossbow
bolt).
Page 166–167: Riikos In her list of possessions, change Mother Shemmel’s
Riikos does not have vulnerability to sunlight; strike all masterwork warhammer to a +1 warhammer.
references to this special quality. In addition, all of his
spells that require a ranged touch attack have an attack Page 184: Area 10
bonus of +10, not +9 as indicated. The lieutenant (6th-level human rogue) in this area has
Change the statistics of Riikos’s weasel familiar as a flat-footed AC of 18, not 14.
follows: AC 17, touch 14, flat-footed 15; Int 8. Also, Page 187: Indrimi
delete its speak with animals ability.
Change Indrimi’s statistics as follows: HD 9d4+27; Spd
Page 167: Satoris 30 ft.
Reduce all of Satoris’s attack bonuses by 1.
Page 167: Shamila Garrick
Shamila’s grapple bonus should be +4, not +5.
Page 170: Dire Rat Zombie
Change the creature’s statistics as follows:
Speed: 40 ft. (8 squares), climb 20 ft.
Page 170: Gnome Warrior Zombie
Change the creature’s statistics as follows:
Initiative: –1
Page 170: Goblin Warrior Zombie
Change the creature’s statistics as follows:
Saves: Fort +0, Ref +0, Will +3
Page 172: Dire Ape Zombie
Change the creature’s statistics as follows:
Armor Class: 17 (–1 size, +1 Dex, +7 natural), touch
10, flat-footed 16
Page 174: Uther Kyush
Uther Kyush has a flat-footed AC of 23, not 18.
Page 175: Cyranthus
Cyranthus has a speed of 30 ft., not 20 ft. He is also
missing a feat. Add the Corpsecrafter feat (described in
Chapter 2) to his list of feats.
Page 175–176: Tarek Duskwood
Tarek has a flat-footed AC of 18, not 15. His attack
bonus with the dagger is +10, not +9.
Page 176: Tival
Tival’s touch AC is 10, not 11, and her flat-footed AC
is 17, not 16.

Libris Mortis™ Errata 4 02/11/2005


©2005 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Lord of the Iron Fortress Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D® rules
sources, unless an official errata file says otherwise, the
primary source is correct. One example of a
primary/secondary source is text taking precedence over
a table entry. An individual spell description takes
precedence when the short description in the beginning
of the spells chapter disagrees.
If you have questions about this errata information, or
if you wish to submit potential game-affecting errata,
please send a specific note (include in the subject line
“Errata” followed by the book and page number, with the
errata question in the body of the message) to
custserv@wizards.com.
Packleader Tavaraus
Page 38
• The NPC listing for "Packleader Tavarus"
should include his Challenge Rating (CR 17).
• Also, the Special Qualities for Packleader
Tavarus list "DR 20/+3." This is incorrect; the
correct listing should be "DR 20/+4."

Lord of the Iron Fortress Errata 1 3/15/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Magic of Faerûn Errata
linked to your theme, and any spell you cast reflects your
Errata Rule: Primary Sources
signature theme to a greater or lesser extent.
When you find a disagreement between two D&D® rules
Benefit: Choose a theme for your spellcasting. You cast
sources, unless an official errata file says otherwise, the
spells designated as central to your theme at +1 caster
primary source is correct. One example of a
level. Add +5 to the DC of any Spellcraft check made to
primary/secondary source is text taking precedence over
identify any spell you cast, whether or not it is
a table entry. An individual spell description takes
designated as a thematic spell.
precedence when the short description in the beginning
A spell theme is comprised of two components. The first
of the spells chapter disagrees.
is a set of spells central to your theme. This consists of
Another example of primary vs. secondary sources
one spell at each spell level you can cast. For example, a
involves book and topic precedence. The Player's
5th-level wizard might select ray of frost, magic missile,
Handbook, for example, gives all the rules for playing
Snilloc's snowball swarm, and fly as spells central to his
the game, for playing PC races, and for using base class
theme.
descriptions. If you find something on one of those
The second component is a common visual or auditory
topics from the DUNGEON MASTER's Guide or the
effect all your spells share, such as "fire," "ice," or
Monster Manual that disagrees with the Player's
"screaming skulls." The special effect does not change
Handbook, you should assume the Player's Handbook is
the spells in any way, other than enhancing your caster
the primary source. The DUNGEON MASTER's Guide is the
level with the spells you choose to be central to your
primary source for topics such as magic item
theme. For example, if your theme is "fire," then your
descriptions, special material construction rules, and so
magic missile spell might appear to produce bolts of fire,
on. The Monster Manual is the primary source for
although the bolts are still a force effect and cause
monster descriptions, templates, and supernatural,
normal damage, not fire damage. If your theme is
extraordinary, and spell-like abilities.
"screaming skulls," your fly spell might manifest as a
Page 1: Credits dozen small screaming skulls that orbit around you,
Add Sam Wood to the list of interior artists. bearing you aloft.
Page 5: Caption Page 25: First sentence
Caption should read Karsus destroys Mystryl Add after the first sentence: An artificer may research
Page 5: Paragraph 2, sentence 2 additional device powers as if they were spells.
Change: Myrkul Page 27: Guild wizard
To: Helm Change: Spells per Day
Pages 12–13: Last sentence on page To: Spells per Day/Spells Known
Change: cold Page 29: Requirements list for the Harper mage
To: electricity Remove Education from the Feats line.
Page 13: Next-to-last sentence of third paragraph Add Knowledge (local) 5 ranks to the Skills line.
Change: electrical Page 29: Harper mage
To: cold Change: Spells per Day
Page 17: Column 2, paragraph 1 To: Spells per Day/Spells Known
Change: moon potions Page 30: Harper priest
To: moondraught Change: Spells per Day
Page 21: Augment Summoning feat To: Spells per Day/Spells Known
Change second line of the Benefit section to: They gain Page 30: Incantatrix
+1 hit point per hit die and a +1 competence bonus on Change: Spells per Day
their attack and damage rolls. To: Spells per Day/Spells Known
Page 22: Replacement for Spell Thematics feat Page 31: Caption
Spell Thematics [General] Replace current caption with Incantatrix.
You have developed a signature thematic manifestation
Page 32: Column 1
that gives your spells unique visual or auditory qualities.
Add after the last sentence of the Instant Metamagic
You are more effective when casting spells strongly
ability:
Magic of Faerûn Errata 1 3/16/2006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
The incantatrix cannot use this ability if the At 4th level, the spellfire channeler can release two
metamagicked spell would normally use a spell slot of a blasts or spellfire as a full-round action. This increases to
higher level than she could cast. For example, a three blasts per full-round action at 8th level.
Wiz5/Incantatrix4 could not use an instant metamagic
Pages 39–40: Spellfire prestige class, Crown of Fire
Still Spell any of her 5th-level spells because she does
. . . automatically destroys all nonmagical weapons that
not have any spell slots above 5th level.
strike her (after they deal damage, if any).
Page 33: Mage-killer
Page 40: Drain Permanent Item
Change: Spells per Day
Change that paragraph to the following:
To: Spells per Day/Spells Known
Drain Permanent Item (Sp): The channeler can drain
Page 35: Master alchemist power from permanent magic items by touch as a
Change: Spells per Day standard action. If the item is held or worn, the channeler
To: Spells per Day/Spells Known must make a melee touch attack to touch it, which
provokes an attack of opportunity from the defender. The
Page 36: Mystic wanderer
channeler must make a level check (1d20+class level)
Change: Spells per Day
against a DC of 11 + the caster level of the item to drain
To: Spells per Day/Spells Known
it. A success means the item's properties are suppressed
Page 37: Spelldancer requirements (as if affected by dispel magic) for 24 hours and the
The Perform fallacy, requiring 6 ranks in Perform channeler gains spellfire energy levels equal to half the
(dance) should be Perform (dance, other forms) 6 ranks item's caster level.
Page 37: After Weapon and Armor Proficiency Page 41: Enhanced Spell Area
Spells per Day/Spells Known: At each spelldancer Technical nitpicking: The spell's area doesn't increase by
level, the character gains new spells per day (and spells 50% or 100%, its radius does.
known, if applicable) as if she had also gained a level in
Page 41: War wizard
a spellcasting class to which she belonged before adding
Change: Spells per Day
the prestige class level. She does not, however, gain any
To: Spells per Day/Spells Known
other benefit a character of that class would have gained
(improved chance of turning or destroying undead, Page 43: Mystic Maelstroms, very top of the page
metamagic or item creation feats, and so on). Undead are immune to morale effects. Strike undead
If the character had more than one spellcasting class from list.
before becoming a spelldancer, the player must decide to
Page 43: Fey Mounds, second column, first
which class to add each spelldancer level for the purpose
paragraph
of determining spells per day when she adds the new
Change: or
level.
To: of
Page 38: Enthralling Dance Fey mounds detect as magic of strong . . .
Change: vocal component
Page 43: Boomshroom Patches, trap stat block
To: verbal component Reflex save DC should be 13.
Page 38: Just above Enthralling Dance Page 44: Doom Pits, trap stat block
Add the following just above Enthralling Dance: . . . appropriate save (by spell) negates (see below).
If a spelldancer's Constitution modifier decreases so that Add DCs:
she has exceeded the number of rounds she could safely Sleep (DC 11)
spelldance, she must immediately make a successful Bestow curse (DC 14)
Fortitude save for every round of excess spelldancing; Blink (DC 14)
each failure deals the above penalties. Feeblemind (DC 17)
Pages 39–40: Spellfire prestige class, Increased Lesser geas, command "stay" (DC 16)
Storage (first paragraph) Maze (DC 22)
Change: spellfire energy levels in excess
Page 46: Known Crossroads
To: storing spellfire energy levels
The nature ratings for the known crossroads are all
Pages 39–40: Spellfire prestige class, Rapid Blast mixed up. The incorrect ones should be as follows:
Change: standard action Arnrock Crossroads (N2) not N4
To: full-round action. Cantlowe Crossroads (N4) not N2
Hermit Heights Crossroads (N1) not N5
Nykkara Crossroads (N3), not N1
Magic of Faerûn Errata 2 3/16/2006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Wasts Crossroads (N1) not N5 Page 75: 3rd-Level Sorcerer and Wizard Spells,
Waterdeep Crossroads (N5) not N1 Necromancy
Undead Torch*. Undead creature gains blue aura that
Page 52: Olroy's stat block gives +2d4 against living creatures. Insert "damage"
HD is wrong; should be 3d6+6 for Exp3. Atk should be between +2d4 and against.
+3 melee (+2 base, +1 Str). CR should be 2.
Page 75: 5th-Level Sorcerer and Wizard Spells,
Page 53: Highwater Hall, last paragraph Abjuration
The LG Chokmot can't be a cleric of the N Waukeen. Dimensional Lock is listed here. In the text (page 89), it's
Make NG. listed as Clr 8, Sor/Wiz 8. It should be just Sor/Wiz 5.
Page 57: Map Change page 89.
The ground floor has Daguerre's Quarters. Should be Page 77: Amplify spell
Donalbain's Quarters. Change casting time to 1 action.
Page 59: Requirements for Membership, last Change Duration to 1 minute/level.
paragraph Page 80: Battletide spell
There's no such spell as know alignment. Replace with Add the following line to the end of the battletide spell:
"appropriate detection spells". The partial action granted by this spell does not stack
Page 62: Map with the partial action granted by a haste effect.
Fireball Throwing tag is missing from the southeast edge Page 80: Ball lightning spell
of the crater. Replace existing text with the following:
Page 62: Kyrosh's stat block Ball Lightning
Touch AC should be 9 (–1 Dex), and his flat-footed AC Evocation [Electricity]
should be 11. Atk should be +5 melee, +3 ranged. Level: Sor/Wiz 5
Components: V, S, M
Page 62: Risa's stat block Casting Time: 1 action
Saves don't take cloak of resistance +3 into account.
Range: Medium (100 ft. + 10 ft./levels)
Should be Fort +5, Ref +7, Will +14.
Effect: One lightning ball 2/levels
Page 62: Trade Wizards Duration: 1 round/level
It states "Even if the cleric of Ehlonna might not take Saving Throw: Reflex half
revenge for the purchased scroll that fizzled, the evil Spell Resistance: Yes
necromancer who bought a faulty potion most assuredly You create one 3-foot-diameter ball of concentrated
will." Replace Ehlonna with Mielikki. electricity per 2 levels (maximum 15 balls) that shed
light as candles and move under your control. A ball of
Page 69: 2nd-Level Blackguard Spells
lightning deals 2d6 points of electricity damage to
Hand of Divinity*. Gives +2 sacred or profane bonus "on
anything it touches, including creatures that attack it or
worshiper" of your patron. Should be "on saves to
move through it. When you create the balls of lightning,
worshiper" of your patron.
you mentally program them to move as you desire, even
Page 69: Spell Shield around corners. Once programmed, a ball's orders cannot
Insert "bonus" between resistance and on. be changed. A ball can move up to 100 feet per round
and flies with perfect maneuverability. When a lightning
Page 70: Add to 1st-level cleric spells
Rosemantle*. Temporarily suppresses pain-causing ball strikes a creature, the ball stops and remains in place
effects and poison. for the remainder of the spell's duration. A ball dissipates
if the distance between you and it exceeds the spell's
Page 70: Add to 5th-level cleric spells range. A ball can only "see" under the available light
Dimensional Lock*. Protects area from interdimensional conditions (including the light the ball itself sheds).
travel. For example, you could program one lightning ball to
Page 71: Various follow the left wall of a corridor and strike the first
Strike the Breath of truth entry. creature it "sees," another to follow the right wall and do
Strike the Seek eternal rest entry. the same, and the remainder to follow 5 feet behind you
in a semicircle. The first two lightning balls would turn
Page 71: Add to 5th-level druid spells corners to remain following the walls, even if this took
Monstrous Regeneration*. Grants the regeneration them out of your line of sight, and strike the first creature
ability for 1 round/2 levels. they "see," which would cancel their program and leave
Page 72: Column 2 them in their target.s square. Directing the balls is a free
Cut header and text for 4th-Level Harper Scout Spells.
Magic of Faerûn Errata 3 3/16/2006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
action on the round the spell is cast and a move- effects or cause subject to be dazed, exhausted, fatigued,
equivalent action on any other round. nauseated, staggered, or stunned are suspended for the
A creature struck by a lightning ball or that touches one duration of the spell (causing the target to wake if
with natural or melee weapons gets a Reflex saving unconscious from one of these effects). The target
throw for half damage. Damage from multiple balls remains conscious at –1 to –9 hit points and can take a
resting in the same square stacks. A creature struck by partial action each round when in that state. This variant
multiple balls of lightning in a round (or entering a of the spell lasts 1 minute/level. When the spell ends, any
square with multiple lightning balls) gets a saving throw effects suspended by the spell that would otherwise still
for each. A creature with SR makes separate SR checks be in effect (such as fatigue, which normally requires 8
against each lightning ball, with success meaning that hours of rest to abate) return. Effects with durations that
ball cannot harm the creature. expired during the duration of this spell do not resume
Material Component: A handful of copper and iron when the spell ends.
pellets. Add to the last line of the Part of Martyrdom variant:
Any excess hit points above the target's normal
Page 82: Blindsight spell
maximum hit points are lost.
"This spell grants the Blindsight feat." Blindsight isn't a
feat, it's a special quality. Page 93: Fiendform, 1st paragraph
Page 83: Camouflage spell Change summoned by summon monster I–VI to
Change: competence bonus summoned by summon monster I–V.
To: circumstance bonus. Page 94: In firebrand
Page 83: Brilliant aura spell Clarify firebrand so that a creature can be affected by
Add [Light] after Transmutation in the header. only one burst. Add to end of second paragraph:
additional damage (a creature can only be affected by
Page 83: Cast in stone spell one burst).
Change range to close and target to you.
Page 95: Forceward spell
Page 84: Cloudburst spell Add [Force] after Abjuration in the header.
Strike (Water)
Page 96: General of undeath spell
Page 84: Cloud of bewilderment spell Add [Evil] after Necromancy in the header.
Change Duration: 1 round/level to Duration:
Instantaneous. Page 96: Ghorus toth's metal melt spell
Add Casting Time: 1 action.
Page 86: Crawling darkness spell
Change target to You. Page 100: Haunting tune spell
Change Area: 1 target/level to Targets: 1 creature/level.
Page 86: Curse of ill fortune spell
Delete the word enhancement. Page 103: Kiss of the vampire spell
Add Casting Time: 1 action.
Page 89: Dhulark's glasstrike spell Add [Evil] after Necromancy in the header.
Dhulark's glasstrike has two ranges. Delete: Range: 60 1st paragraph after bullet points, 2nd sentence: Change:
ft. You are treated as if you were undead for the purpose of
Page 89: Dimensional lock spell all spells and effects.
Change to Clr 5, Sor/Wiz 5 To: You are treated as if you were undead for the
purpose of all spells and effects that specifically affect
Page 92: Halaster of Undermountain undead.
Revise sentence: Halaster of Undermountain reputedly
links sequester spells to thwart those who would spy on Page 103: Mass camouflage spell
his master dungeon. Strike reference to Hrp 4
Page 93: Favor of Ilmater spell Page 109: Monstrous regeneration spell
Add to the end of the second paragraph: The target Add Drd 5.
cannot exceed her maximum hit points; any in excess of Page 109: Murderous mist spell
this amount are lost. Add [Fire] after Evocation in the header.
Change in column 2, Divine Fortitude variant: The target
becomes immune to subdual damage, charm effects, Page 112: Puppeteer spell
compulsions, and attacks that function by causing pain. Add [Mind-Affecting] after (Compulsion) in the header.
Any attacks (whether present on the target when the spell Page 113: Remedy moderate wounds spell
is cast or occurring after the spell is cast) that cause these Make sure same as in Masters of the Wild or vice versa.
Magic of Faerûn Errata 4 3/16/2006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 113: Reveille spell Add after the last paragraph but above the Material
Cut Sonic from the second line of the header. Component line: When used to attack a creature with
spell resistance, make one SR roll for all spheres that
Page 114: Rosemantle spell attack the target in a round. Success or failure applies to
Add [Light] after Abjuration in the header. all spheres striking the creature that round.
Page 115: Scent spell Page 128: Translocation trick spell
Saving Throw: Will negates (harmless) Add [Teleportation] after Transmutation in the header.
Page 115: Scintillating sphere spell Page 129: Caption
If it's the same as fireball, make Range Long. The caption for the illustration should read: undead bane
Page 117: Shroud of undeath, 3rd paragraph weapon.
Change: You are treated as if you were undead for the Page 130: Understand device spell
purpose of all spells and effect Change: +4
To: You are treated as if you were undead for the To: +10
purpose of all spells and effects that specifically affect
undead creatures. Page 131: Wall of evil spell
Should have the [Evil] designator, not [Chaotic].
Page 119: Skeletal guard spell
Add [Evil] after Necromancy in the header. Page 132: Wall of law spell
Should have the [Lawful] designator, not [Chaotic].
Page 119: Skull of secrets spell
Page 133: Mystra's weapon
Add [Fire] after (Shadow) in the header.
Mystra's weapon should be shuriken.
Page 120: Songbird spell
Page 134: Wieldskill spell
Target: You
Change Duration to: 1 minute/level or until discharged
Page 120: Spectral stag spell, last paragraph on this Rephrase to: +10 competence bonus on a single skill of
page your choice.
Cut: The stag cannot be attacked or damaged, but
Page 140: Text for the Jumping quality for weapons
Capitalize: If in the remaining sentence fragment. This weapon used to have an additional ability: that you
Page 121: Spell engine spell could touch it to an item and "throw" the targeted item to
Add [Force] after Abjuration in the header. an area within 30 ft. (normally to throw something to a
friend). That was cut, but the price was left unchanged
Page 121: Speechlink spell and the mage hand prerequisite was left in the stat block.
Saving Throw: Will negates (harmless) The prerequisite for its feather fall ability is also missing.
Spell Resistance: Yes (harmless) The item's stat block should be:
Page 125: Summon undead I spell Caster Level: 1st; Prerequisites: Craft Magic Arms and
Change: [see text] in the header Armor, feather fall, jump; Market Price: add +8,400 gp.
To: [Evil, see text]. Page 142: The Fist
Page 126: Summon undead II spell It is made of adamantine (which would give it a natural
Change: [see text] in the header +1 enhancement bonus) and has been crafted with a +2
To: [Evil, see text]. enhancement bonus from magic. These plusses don't
stack (they're enhancement bonuses.) It should be listed
Page 126: Summon undead III spell as: +1 enhancement bonus from adamantine, +2
Change: [see text] in the header enhancement bonus from magic.
To: [Evil, see text].
Page 146: Ring of dragons
Page 126: Summon undead IV spell Should have Rary's telepathic bond as a prerequisite.
Change: [see text] in the header
To: [Evil, see text]. Page 152: Table 6–9, Minor Wondrous Items
Smokepowder: Change price from 25 gp to 16 gp.
Page 126: Summon undead V spell
Change: [see text] in the header Page 153: Table 6–9, Medium Wondrous Items
To: [Evil, see text]. Torque of the Goddess: Change to Torque of the Goddess
+2.
Page 127: Tirumael's energy spheres spell
Change duration to: 1 round/level or until discharged. Page 161: Instrument of the winds
Second paragraph, add between "On your turn" and "you First paragraph: Add sentence: The instrument can
can direct": as a standard action summon only one elemental per day.

Magic of Faerûn Errata 5 3/16/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Page 162: Mierest's starlit sphere
Change: Objects within the area of its light are viewed as
if with a true seeing spell.
To: For ten minutes each day, the bearer may command
the orb to shed a blue-white radiance with a 15-foot
radius. Any creature or object within the radiance is
revealed as if all viewers possessed true seeing. The
duration of the true seeing effect need not be continuous
rounds.
Page 165: Smokepowder
Market Price:
Change: 25 gp
To: 16 gp
Page 166: Torque of the Deity
Rename: Torque of the Deity
To: Torque of the Goddess
Page 178: Weapon damage
weapon damage 1d8 or higher should be +2, not +1
Page 179: Hizagkuur
Market Price Modifier, Weapon:
Change: +1,500 gp
To: +3,000 gp.
Page 181: Mule Pollen, last sentence
Change: neutralize poison
To: remove disease.
Page 187: Talatha stat block, possessions
Strike: eye of Angalar, girdle of fire, stone of magic
missiles
Add: staff of thunder and lightning.
The item's stat block should actually be:
Caster Level: 1st; Prerequisites: Craft Magic Arms and
Armor, feather fall, jump; Market Price: add +8,400 gp.

Magic of Faerûn Errata 6 3/16/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Magic Item Compendium Page 33 – Doom Burst [Omission]
The end of the first paragraph is
missing a statement. It should read:
Page 5 – Bane Blind This is a mind-affecting effect.
[Substitution]
The last sentence of the second Page 34 – Everbright [Omission]
paragraph should read: On a result The end of the first paragraph is
of Humanoid, the DM chooses the missing a statement. It should read:
specific subtype that the armor The wielder is not affect by the
affects. blinding ability.
Page 11 – Fearsome [Omission] Page 34 – Everbright
The end of the first paragraph is [Substitution]
missing a statement. Add: This is a The cost to create is not correct.
mind-affecting effect. It should read: Cost to Create:
1000 gp, 80 XP, 2 days
Page 13 – Menacing [Omission]
The end of the first paragraph is Page 35 – Fleshgrinding
missing a statement. Add: This is a [Substitution]
mind-affecting effect. The last sentence of the second
paragraph needs a text fix. Here is
Page 24 – Wrapped Tower the new text: It will not returns to
[Revision] your hand if a creature other than
Replace the first paragraph of the you pulls the weapon free and still
item’s description with the holds it.
following text.
Page 39 – Morphing [Omission]
Once per day while using this +1 This weapon property is missing a
tower shield to gain total cover (PH command subtype. It should read:
125), you can activate its special Activation: standard (command)
property. At your command, the mere
sight of the shield’s mummylike Page 40 – Paralyzing [Revision]
facade requires each viewer within A minor qualifying revision has to
30 feet to succeed on a DC 16 Will be made to the first sentence of
save or be paralyzed with fear for this power’s description. It should
1d4 rounds. This is a mind-affecting read: When a paralyzing weapon is
effect. The wielder of the shield is activated, the next time you hit a
immune to this effect. creature with the weapon before the
end of your turn the target must
succeed on a DC 17 Will save or be
Page 27 – Hardness and Hit paralyzed.
Points [Substitution]
The first sentence of the subsection Page 40 – Prismatic Burst
titled “Hardness and Hit Points” is
in error. It should read: Each +1 of [Substitution]
enhancement bonus adds 2 to a The cost to create is not correct.
weapon’s hardness and 10 to its hit It should read: Cost to Create:
points. 15,000 gp, 1200 XP, 30 days

Page 32 – Desiccating Burst Page 49 Cudgel the Never Forgets


[Omission] [Omission]
The first sentence of the second The cudgel is missing its ego score.
paragraph for the desiccating burst Add the following to second
weapon ability is missing some text. paragraph, first sentence, at the
It should read: In addition, the end of the parenthetical statistic
weapon explodes with a dehydrating block: Ego score 12
blast on a successful critical hit,
dealing extra damage to living Page 68 – Amber Amulet of Vermin
creatures as set out in the table (table) [Substitution]
below. The scorpion size is incorrect. The
Vermin entry on line five should
Disregard the last sentence of the read: Large monstrous scorpion
second paragraph. The desiccating
ability is always active. Page 100 – Flesh Ring of Scorn
[Substitution]
Page 33 – Domineering [Omission] There is an activation for this
The end of the first paragraph is item: Activation: Immediate (mental)
missing a statement. It should read:
This is a mind-affecting effect. Page 101 – Gauntlet of Gruumsh
[Substitution]
Change the first line to the
following: Three times per day, Page 177—Runestaff of the Assassin
activate this +1 gauntlet to make a [Substitution]
melee touch attack that can blind a Price (Item Level): 10,600 gp (13th)
target creature for one hour (Fort Cost to Create: 5,300 gp, 424 XP, 11
DC 14 negates). days.

Page 101 – Gauntlet of Gruumsh Page 177—Runestaff of Cacophony


[Omission] [Substitution]
The activation entry is missing its Price (Item Level): 24,000 gp (15th)
parenthetical. It should read: Cost to Create: 12,000 gp, 960 XP,
Activation: Standard (mental) 24 days.

Page 103 – Gauntlets of Lassitude Page 177—Runestaff of Charming


[Omission] [Substitution]
The activation entry is missing its Price (Item Level): 6,600 gp (11th)
parenthetical. It should read: Cost to Create: 3,300 gp, 264 XP, 7
Activation: Standard (mental) days.

Page 101 – Gauntlets of Lassitude Page 177—Runestaff of Conjuration


[Substitution] [Substitution]
Change the first line to the Price (Item Level): 25,400 gp (16th)
following: Three times per day, Cost to Create: 12,700 gp, 1,016 XP,
activate these gauntlets make a 26 days.
melee touch attack with them.
Page 177—Runestaff of Destruction
[Substitution]
Page 104 – Tabard of the Great Price (Item Level): 33,600 gp (16th)
Crusade [Revision] Cost to Create: 16,800 gp, 1,344 XP,
Clerics of St. Cuthbert can’t be 34 days.
evil. Change the second sentence of
the first paragraph as follows: Page 177—Runestaff of Destruction
[Revision]
When you wear one of these garments Substitute earthquake with greater
over armor, you and every ally shout on the runestaff of
within 20 feet gains a +1 morale destruction’s spell list and
bonus on saving throws, provided prerequisite list.
that you are lawful neutral, lawful
good, or neutral. Page 177—Runestaff of Divination
[Substitution]
Page 156– Diamondskin Decanter Price (Item Level): 23,600 gp (16th)
[Omission] Cost to Create: 11,800 gp, 944 XP,
The “1 draught” subhead is missing a 24 days.
word. It should read: 1 draught:
Damage reduction 2/adamantine, which Page 178—Runestaff of Earth and
last for 1 hour or until 20 points Stone [Substitution]
of damage have been prevented. Price (Item Level): 19,400 gp (15th)
Cost to Create: 9,700 gp, 776 XP, 20
Page 168– Pipes of Frenzied Revelry days.
[Omission]
Add the following sentence to the Page 178—Runestaff of Enchantment
last paragraph of the Relic Power [Substitution]
section: The pipes confusion power Price (Item Level): 17,800 gp (14th)
does not affect the user. Cost to Create: 8,900 gp, 712 XP, 18
days.
Page 176—Runestaff of Abjuration
[Substitution] Page 178—Runestaff of Entrapment
Price (Item Level): 25,000 gp (16th) [Substitution]
Cost to Create: 12,500 gp, 1,000 XP, Price (Item Level): 9,600 gp (12th)
25 days. Cost to Create: 4,800 gp, 384 XP, 10
days.
Page 176—Runestaff of the Architect
[Substitution] Page 178—Runestaff of Ethereal
Price (Item Level): 24,800 gp (15th) Action [Substitution]
Cost to Create: 12,400 gp, 992 XP, Price (Item Level): 29,700 gp (16th)
25 days. Cost to Create: 14,850 gp, 1188 XP,
30 days.
Page 176—Runestaff of the Artisan
[Substitution] Page 178—Runestaff of Evocation
Price (Item Level): 18,400 gp (15th) [Substitution]
Cost to Create: 9,200 gp, 736 XP, 19 Price (Item Level): 25,400 gp (16th)
days.
Cost to Create: 12,700 gp, 1016 XP, Price (Item Level): 60,200 gp (18th)
26 days. Cost to Create: 30,100 gp, 2,480 XP,
61 days.
Page 178—Runestaff of Eyes
[Substitution] Page 181—Runestaff of Power
Price (Item Level): 9,000 gp (12th) [Substitution]
Cost to Create: 4,500 gp, 360 XP, 9 Price (Item Level): 59,000 gp (18th)
days. Cost to Create: 29,500 gp, 2360 XP,
59 days.
Page 178—Runestaff of Eyes
[Revision] Page 181—Runestaff of Size
Substitute remove blindness/deafness Alteration [Substitution]
with arcane sight on the runestaff Price (Item Level): 11,800 gp (13th)
of eye’s spell list and prerequisite Cost to Create: 5,900 gp, 472 XP, 12
list. days.

Page 178—Runestaff of Fiendish Page 182—Runestaff of Time


Darkness [Substitution] [Substitution]
Price (Item Level): 37,400 gp (17th) Price (Item Level): 47,200 gp (17th)
Cost to Create: 18,700 gp, 1496 XP, Cost to Create: 23,600 gp, 1888 XP,
38 days. 48 days.

Page 180—Runestaff of Forced Page 182—Runestaff of Transmutation


Happiness [Substitution] [Substitution]
Price (Item Level): 17,800 gp (14th) Price (Item Level): 27,200 gp (16th)
Cost to Create: 8,900 gp, 712 XP, 18 Cost to Create: 13,600 gp, 1088 XP,
days. 28 days.

Page 180—Runestaff of Frost Page 182—Runestaff of Transportation


[Substitution] [Substitution]
Price (Item Level): 16,400 gp (14th) Price (Item Level): 15,000 gp (14th)
Cost to Create: 8,200 gp, 656 XP, 17 Cost to Create: 7,500 gp, 600 XP, 15
days. days.

Page 180—Runestaff of Illumination Page 182—Runestaff of Undead Slayer


[Substitution] [Substitution]
Price (Item Level): 27,800 gp (16th) Price (Item Level): 26,800 gp (16th)
Cost to Create: 13,900 gp, 1,112 XP, Cost to Create: 13,400 gp, 1072 XP,
28 days. 27 days.

Page 180—Runestaff of Illusion Page 177—Runestaff of Undead Slayer


[Substitution] [Revision]
Price (Item Level): 24,400 gp (15th) Substitute deathward with forceward
Cost to Create: 12,200 gp, 976 XP, (SC 98), disrupting weapon with
25 days. incorporeal nova (SC 121), and
searing light with halt undead.
Page 180—Runestaff of Insanity
[Substitution] Page 182—Runestaff of the Undying
Price (Item Level): 44,600 gp (17th) [Substitution]
Cost to Create: 22,300 gp, 1784 XP, Price (Item Level): 17,000 gp (14th)
45 days. Cost to Create: 8,500 gp, 680 XP, 17
days.
Page 180—Runestaff of Necromancy
[Substitution] Page 196– Five Virtues Pieces and
Price (Item Level): 25,400 gp (16th) Abilities (sidebar) [Substitution]
Cost to Create: 12,700 gp, 1016 XP, The armband of confrontation
26 days. features the wrong level after the
price. It should read:
Page 181—Runestaff of Night
[Substitution] 1,400 gp (5th)
Price (Item Level): 12,400 gp (13th)
Cost to Create: 6,200 gp, 96 XP, 13 Page 196– Five Virtues Pieces and
days. Abilities (sidebar) [Substitution]
The crystal of alacrity has
Page 181—Runestaff of Opening misplaced information. The Body Slot
[Substitution] and Ability sections should read:
Price (Item Level): 11,200 gp (13th)
Cost to Create: 5,600 gp, 448 XP, 12 Body Slot Ability
days. -- (armor crystal) +5 ft.
speed
Page 181—Runestaff of Passage
[Substitution]
Page 211 – Seven Veils Pieces and
Abilities (sidebar) [Substitution]
The serpent veil Body Slot entry is
incorrect it should read:

Body Slot
Throat

Page 211 – Seven Veils Pieces and


Abilities (sidebar) [Substitution]
The turquoise veil Body Slot entry
is incorrect it should read:

Body Slot
Face

Page 224 – Creating New Runestaffs


[Revision]
Delete the last sentence of the
first paragraph. There are a number
of runestaffs with spells lower than
3rd level.
Auras Aura: Transmutation
A number of the magic items
presented in the Magic Item Page 49 – Chromatic Rod [Substitution]
Compendium do not follow the rule Aura: Divination/illusion
presented for determining the aura
of the magic item. The following is Page 49 – Cudgel that Never Forgets
a list of items and the corrected [Substitution]
auras. Aura: Divination

Page 7 – Balance [Substitution] Page 56 – Rod of Defiance [Substitution]


Aura: Divination Aura: Evocation

Page 7 – Balance, Improved [Substitution] Page 63 – Water Whip [Substitution]


Aura: Divination Aura: Conjuration

Page 7 –Balance, Greater [Substitution] Page 64 – Crystal of Energy Assault


Aura: Divination [Substitution]
Aura: Conjuration or evocation (depending on the type
Page 14 – Soulbound [Substitution] of crystal)
Aura: Transmutation
Page 68 – Amulet of Aquatic Salvation
Page 14 – Soulbound, Greater [Substitution] [Substitution]
Aura: Transmutation Aura: Transmutation

Page 26 – Crystal of Screening [Substitution] Page 68 – Amulet of Catapsi [Substitution]


Aura: Conjuration Aura: Abjuration

Page 26 – Iron Warf Diamond [Substitution] Page 69 – Amulet of Incarnum Shielding


Aura: Abjuration [Substitution]
Aura: None
Page 33 – Dragonhunter [Substitution]
Aura: Transmutation Page 69 – Amulet of Retributive Healing
[Substitution]
Page 34 – Eager [Substitution] Aura: Conjuration
Aura: Transmutation
Page 71 – Angelhelm [Substitution]
Page 34 – Energy Aura [Substitution] Aura: Abjuration
Aura: Conjuration/evocation/transmutation
Page 79 – Boots of Temporal Acceleration
Page 35 – Ghost Strike [Substitution] [Substitution]
Aura: Necromancy Aura: Transmutation

Page 36 – Hunting [Substitution] Page 84 – Cape of the Viper [Substitution]


Aura: Transmutation Aura: None

Page 37 – Impact [Substitution] Page 85 – Charm of Countersong


Aura: Transmutation [Substitution]
Aura: None
Page 37 – Impaling [Substitution]
Aura: Divination Page 86 – Chronocharm of the Uncaring
Archmage [Substitution]
Page 38 – Knockback [Substitution] Aura: None
Aura: Abjuration
Page 86 – Circlet of Rapid Casting
Page 38 – Mage Bane [Substitution] [Substitution]
Aura: Abjuration Aura: None

Page 38 – Manifester [Substitution] Page 86 – Circlet of Solace [Substitution]


Aura: Evocation Aura: Conjuration

Page 41 – Psibane [Substitution] Page 86 – Circlet of Wild Surging


Aura: Abjuration [Substitution]
Aura: None
Page 43 – Soulbound [Substitution]
Aura: Transmutation Page 89 – Cloak of Turn Resistance
[Substitution]
Page 43 – Soulbound, Greater [Substitution] Aura: None
Aura: Transmutation
Page 90 – Contact Medallion [Substitution]
Page 48 – Bow of Songs [Substitution] Aura: Divination
Aura: None
Page 90 – Crystal Mask of Detection
[Substitution] Page 115 – Mantle of Second Chances
Aura: Transmutation [Substitution]
Aura: None
Page 90 – Crystal Mask of Discernment
[Substitution] Page 116 – Mask of Silent Trickery
Aura: Transmutation [Substitution]
Aura: Illusion
Page 91 – Crystal Mask of Dread [Substitution]
Aura: Transmutation Page 117 – Mindblade Gauntlet, Mindblade
Gauntlet, Greater, and Mindblade Gantlet,
Page 91 – Crystal Mask of Insight Lesser [Substitution]
[Substitution] Aura: None
Aura: Transmutation
Page 117 –Mindblade Gauntlet, Greater
Page 91 – Crystal Mask of Knowledge [Substitution]
[Substitution] Aura: None
Aura: Transmutation
Page 117 –Mindblade Gantlet, Lesser
Page 91 – Crystal Mask of Languages [Substitution]
[Substitution] Aura: None
Aura: Transmutation
Page 119 – Platinum Helm [Substitution]
Page 92 – Crystal Mask of Mindarmor Aura: Divination
[Substitution]
Aura: Abjuration Page 119 – Psionatrix [Substitution]
Aura: None
Page 92 – Crystal mask of Psionic Craft
[Substitution] Page 120 – Reliquary Holy Symbol
Aura: Transmutation [Substitution]
Aura: None
Page 95 – Dragon Spirit Amulet [Substitution]
Aura: None Page 121 – Repelling Gauntlets [Substitution]
Aura: Evocation
Page 95 – Dragon Spirit Cincture [Substitution]
Aura: None Page 123 – Ring of Forcewall [Substitution]
Aura: Evocation
Page 96 – Eagle Claw Talisman [Substitution]
Aura: Evocation Page 126 – Ring of Self-Sufficiency
[Substitution]
Page 97 – Essentia Helm [Substitution] Aura: Transmutation
Aura: None
Page 129 – Robe of Arcane Might
Page 98 – Eyes of the Power Leech [Substitution]
[Substitution] Aura: Conjuration
Aura: Necromancy
Page 133 – Scry Shroud [Substitution]
Page 98 –Eyes of the Power Leech, Vampiric Aura: Abjuration
[Substitution]
Aura: None Page 133 – Sepulchral Vest [Substitution]
Aura: Necromancy
Page 102 – Gauntlets of Eldritch Energy
[Substitution] Page 133 – Shiftweave [Substitution]
Aura: None Aura: Illusion

Page 103 – Gauntlets of Mindfire [Substitution] Page 134 – Shirt of Chains [Substitution]
Aura: Necromancy Aura: Abjuration

Page 105 – Gloves of Eldritch Admixture Page 134 – Shirt of the Fey [Substitution]
[Substitution] Aura: Abjuration
Aura: Evocation or conjuration
Page 135 – Shirt of the Ironskin [Substitution]
Page 108 – Goggles of Lifesight [Substitution] Aura: Abjuration
Aura: Necromancy
Page 135 – Shirt of the Moon [Substitution]
Page 110 – Heartseeking Amulet [Substitution] Aura: Abjuration
Aura: Divination
Page 135 Shirt of Resilience [Substitution]
Page 112 – Incarnum Focus [Substitution] Aura: Abjuration
Aura: Conjuration
Page 136 – Shirt of the Treant [Substitution]
Aura: Abjuration Page 209 – Crown of Flames [Substitution]
Aura: Evocation
Page 136 – SilkSlick Belt [Substitution]
Aura: Conjuration Page 214 – Badge of Glory [Substitution]
Aura: Evocation
Page 136 – Soulsmite Gauntlets [Substitution]
Aura: None Page 215 – Ephod of Authority [Substitution]
Aura: None
Page 137 – Spare Hands [Substitution]
Aura: None

Page 140 – Third Eye Aware [Substitution]


Aura: Transmutation

Page 141 – Third Eye Conceal [Substitution]


Aura: Abjuration

Page 141 – Third Eye Gather [Substitution]


Aura: Transmutation

Page 143 – Third Eye Surge [Substitution]


Aura: Divination

Page 151 – Bag of Flames [Substitution]


Aura: Abjuration

Page 153 – Camouflage Paint [Substitution]


Aura: Illusion

Page 154 – Cognizance Crystal [Substitution]


Aura: None

Page 156 – Domain Draught [Substitution]


Aura: None

Page 157 – Dragon’s Draught [Substitution]


Aura: Transmutation

Page 157 – Dragondoom Scepter [Substitution]


Aura: None

Page 161 – Glyph Seed and Glyph Seed,


Greater [Substitution]
Aura: Abjuration

Page 161 –Glyph Seed, Greater [Substitution]


Aura: Abjuration

Page 163 – Magic Beadroll [Substitution]


Aura: Conjuration, abjuration

Page 164 – Map of Unseen Lands


[Substitution]
Aura: Divination

Page 164 – Memento Magica [Substitution]


Aura: None

Page 165 – Metamagic Rod (Reach)


[Substitution]
Aura: None

Page 183 – Scepter of the Netherworld


[Substitution]
Aura: None

Page 183 – Scroll of Uncertain Provenance


[Substitution]
Spell Compendium The Effect entry of the spell is in
error. It should read: Effect: 3
General Note: With all spells, motes of electricity
the complete spell description
always “trumps” the short Page 144 – Moonbow
descriptions given in spell [Substitution]
lists. The Duration entry of the spell is
in error. It should read:
Page 11 – Anarchic Storm Duration: Instantaneous or up
[Omission] to 3 rounds; see text.
This spell’s range is missing.
It should read: Range: 20 ft. Page 146 – Nerveskitter
[Omission]
Page 22 – Axiomatic Storm The spell is missing some
explanatory text the spell
[Omission] description. Insert this sentence
This spell’s range is missing. after the first.
It should read: Range: 20 ft. Unlike other immediate actions, you
can cast this spell while flat-
footed.
Page 22 – Axiomatic Water
[Substitution] Page 167 – Ray of Flame
The second sentence of the first [Substitution]
paragraph has an error. It should The descriptor for the spell is
read: “Axiomatic water damages incorrect. It should read: Evocation
chaotic outsiders the way hold water [Fire]
damages undead and evil outsiders.
Page 170 – Recitation
Page 52 – Contagious Fog [Substitution]
[Omission] The Area entry of this spell is in
This spell is missing its casting error. It should read: Area: All
time entry: It should read: Casting allies within a 60-ft.-radius burst
Time: 1 standard action centered on you.

Page 75 – Earth Lock Page 180 – Sarcophagus of Stone


[Substitution] [Omission]
The third sentence of the second The sarcophagus of stone spell
paragraph contains an error. It is missing crucial casting
should read: A Huge or larger object information. Here is the
or creature that blocks the replacement text:
constricted point prevents the spell
from working until moved. Sarcophagus of Stone
Page 75 – Earth Lock Conjuration (Creation) [Earth]
[Substitution] Lev el: Cleric 6
The third sentence of the second Co m po nent s : V, S, M, DF
paragraph contains an error. It
should read: A Huge or larger object Cas t ing Tim e: 1 standard action
or creature that blocks the R ang e: Close (25 ft. + 5 ft./2 levels)
constricted point prevents the spell Targ et : 1 Mediumor smaller creature
from working until moved.
D urat io n: Instantaneous
Page 83 – Entangling Staff Sav ing Thro w: Reflex negates
[Substitution] Spell R es is t anc e: No
The saving throw entry for the spell
is wrong. It should read: Saving
Throw: Fortitude negates (harmless, Page 186 – Shadow Spray [Substitution]
object) The Duration of this spell is in error. It should
read: D urat io n: Instantaneous
Page 121 – Incorporeal Nova
[Substitution]
Replace the area entry with the Page 181 – Scramble Portal
following target entry: Target: [Revision]
incorporeal and gaseous creatures Delete the last sentence of the
within a 50-ft.-radius burst. spell description.
Page 144 – Moonbow Page 202 – Spiritjaws [Omission]
[Substitution] Add this paragraph after paragraph
5.
Each round after the first, you can
use a move action to redirect the
spiritjaws to a new target. If you
do not, the spiritjaws continue to
attack the previous round’s target.
On any round that the spiritjaws
switches targets, it gets one
attack. Subsequent rounds of
attacking that target allow the
spiritjaws to make multiple attacks
if your base attack bonus would
allow it to.

Page 206 – Steeldance [Revision]


Remove the word swords in the target
line of the spell.

Page 243 – Wrack [Substitution]


The first sentence of the spell
description is in error. It should
state: This spell causes your target
to experience excruciating pain.
Player’s Handbook II Combat Casting in place of
Spontaneous Healing, Brew Potion
Page 7, – Spells in place of Combat Casting, and
[Omission] Spontaneous Healing in place of
The beguiler “Spells” class Brew Potion.
feature should have a sentence
that reads the following at the Page 51 –Half-Orc Monk Starting
end of the last paragraph: “A Package
beguiler’s caster level is [Substitution]
equivalent to his class level.” Should have a feats section that
reads, “Improved Grapple,
Page 9 – Combat Improved Unarmed Strike, Power
[Revision] Attack.”
Grease should not appear as a
spell available to beguilers in Page 59 – Scout Starting
the “Combat” section. Packages
[Revision]
Page 12 – Class Skills Open Lock and Disable Device
[Omission] should not be listed under the
Knowledge (arcana) should be Skills entry for the starting
listed as a class skill for the packages.
Dragon Shaman.
Page 61 – Sorcerer Starting
Page 19 – Class Features: Weapon Packages
and Armor Proficiency [Revision]
[Omission] Should only have two 1st-level
The “Weapon and Armor spells known instead of three
Proficiency” Class feature for and four 1st-level spells known
duskblades should state that” instead of five. Remove ray of
“Duskblades are proficient with enfeeblement and read magic from
all simple and martial weapons.” package 1, obscuring mist and
disrupt undead from package 2,
Page 19 – Class Features: Spells and grease and acid splash from
[Substitution] package 3.
The first paragraph of the
“Spells” class feature should Page 68 – Benefits, Immediate
read: “A duskblade casts arcane Magic
spells, which are drawn from the [Revision]
duskblade spell list on page 24. The first sentence should read:
Duskblade spells unique to this “You gain a supernatural ability
book appear on a spell list Page that reflects your chosen school
98 of magic.” Text describing these
abilities as extraordinary
Page 19 – Class Features: Spells abilities or spell-like
[Omission] abilities can be disregarded.
The duskblade “Spells” class
feature should have a sentence Page 75-86 – Feats
that reads the following at the [Omission]
end of the last paragraph: “A Bounding Assault, Crushing
duskblade’s caster level is Strike, Driving Attack,
equivalent to his class level.” Overwhelming Assault, Rapid
Blitz, Slashing Flurry, and
Page 43 – Package 2: The Healer Weapon Supremacy should indicate
[Revision] that a fighter may select the
The favored soul starting feat as a fighter bonus feat.
package has Spontaneous Healer
as a starting feat, but a Page 75 – Arcane Thesis
favored soul cannot meet the [Substitution]
prerequisites for this feat at Should read, “When you apply any
1st level. An alternative is metamagic feats...” Thus if you
Augment Healing from Complete were to prepare an empowered
Divine. A similar change is maximized magic missile
necessary on the favored soul’s (assuming magic missile is the
feat progression Page 210. Place spell you choose for your Arcane
Thesis), it would be prepared as Should specify that the effect
a 4th level spell (+1 level for lasts for 10 minutes.
empowered, down from +2; and +2
levels for maximized, down from Page 92 – Imbued Summoning
+3). However, it should be noted [Substitution]
that a spell cannot be reduced Should read, “creature or
to below its original level. creatures” where now only
“creature” appears.
Page 78 – Elven Spell Lore
[Revision] Page 93 – Spiked Slam, Blood-
Should specify that when Spiked Charger [Substitution]
preparing spells, you can alter Should read that the attacks
the type of damage a spell deals “deals extra damage equal to
to a single “energy type” of twice your Strength bonus” and
your choice. not “twice your Strength.”

Page 79 – Fiery Ki Defense and Page 109 – Deflect, Lesser


Ki Blast [Omission]
[Substitution] Should indicate a minimum +1
Should indicate that a monk can bonus for the spell’s effect.
elect to take it in place of his
6th level bonus feat. Page 109 – Curse of Arrow
Attraction
Page 81 – Melee Weapon Mastery [Revision]
[Substitution] Remove “M” listed for
Should read, “Gain +2 on attacks components.
and damage with weapons that
deal certain damage types.” Page 112 – Energy Surge, Lesser
Also, it should be noted that [Substitution]
for a weapon like a morningstar, Last sentence of should read,
which does bludgeoning and “The weapon then deals 1d6
piercing damage, the benefits of points of damage of the
Melee Weapon Mastery specified energy type on the
(bludgeoning) and Melee Weapon next attack with the weapon if
Master (piercing) do not stack. the attack is successful.” The
Should specify that the change applies to Energy Surge
attack bonus and damage bonus and Energy Surge, Greater as
from the feat stack with those well.
from Weapon Focus and Weapon
Specialization. Page 116-117 – Legion of
Sentinels
Page 82 – Ranged Weapon Mastery [Omission]
[Omission] Should include the following
Should specify that the attack text at the end of its
bonus and damage bonus from the description: “The swordsmen’s
feat stack with those from attacks are at a bonus equal to
Weapon Focus and Weapon your caster level, they threaten
Specialization. critical hits on a 19 or 20, and
they deal 1d8 points of slashing
Page 83 – Telling Blow damage per three caster levels
[Omission] (max +5). They only make attacks
Should be noted that skirmish or of opportunity, and their weapon
sneak attack damage is added damage is slashing and is
only once, even if you meet more affected by damage reduction.”
than one prerequisite for adding
it, such as if you scored a Pages 117-118 – Luminous
critical while the enemy was Assassin
flat-footed and a rogue’s sneak [Revision]
attack damage would apply The three stat blocks should
anyway. have no potions listed under
Combat Gear.
Page 89 – Profane Aura
[Omission] Page 119 – Mark of Doom & Mark
of Judgment [Omission]
Should specify that a caster Affiliation score modifier for
cannot place more than one mark being able to cast 3rd level
upon a single opponent. If a arcane spells and 5th level
second mark is placed on a arcane spells do not stack.
creature by the same caster, its
effects supersede the previous Page 182 – Wintervein Dwarves'
mark. [Substition] (table)
15-20 affiliation score should
Page 123 – Rouse grant a +4 bonus vs. orcs and
[Omission] goblinoids while the 21-29 score
Should read, “This spell awakens should grant a +6 bonus.
creatures from magical and
nonmagical sleep. It has no Page 206 – Forge of Remaking
effect on creatures that are [Deletion]
unconscious.” The last sentence, “This
location is fully detailed in
Page 124 – Seeking Ray Tome of Magic” should be
[Omission] removed. The location does not
Should include [Electricity] to appear in Tome of Magic.
the right of Evocation.
Page 210 – Favored Soul Healer
Page 125 – Sonic Shield Build
[Omission] [Substitution] (table)
Should include [Sonic] to the Combat Casting should appear as
right of Evocation. the Human bonus feat for this
build, replacing Spontaneous
Page 126 – Thunder Field Healer. Spontaneous Healer
[Omission] should appear in place of Combat
Should include [Sonic] to the Casting at 3rd level.
right of Evocation.
Page 212 –Monk Destroyer Build
Page 172 – Darkspire College of [Substitution] (table)
Thaun Improved Natural Attack cannot
[Omission] (table) be attained until 6th level for
Affiliation score modifier for a monk. An alternative is to
being able to cast 3rd level take Power Attack at 1st level,
arcane spells and 5th level Improved Bull Rush at 3rd level
arcane spells do not stack. in place of Power Attack, and
Improved Natural Attack in place
Page 174 – Golden Helm Guild of Improved Bull Rush.
[Omission] (table)
Affiliation score modifier for Page 214 – Warlock "Blaster"
having 10 ranks in at least one Build
Craft skill and 20 or more ranks [Substitution] (table)
in at least one craft skill do Point Blank Shot twice. Combat
not stack. Casting is a possible
alternative at 6th level.
Page 175 – The Land of Honor
[Omission] (table)
Affiliation score modifier for
having 5 ranks in Diplomacy and
10 ranks in Diplomacy do not
stack.

Page 176 – Merata Kon


[Omission] (table)
Affiliation score modifier for
having 5 ranks in Survival and
10 ranks in Survival do not
stack.

Page 176 – The One and the Five


[Omission] (table)
Manual of the Planes Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One example
of a primary/secondary source is text taking
precedence over a table entry. An individual spell
description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster’s statistics block supersedes the
descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions.
If you find something on one of those topics from the
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material
construction rules, and so on. The Monster Manual is
the primary source for monster descriptions, templates,
and supernatural, extraordinary, and spell-like abilities.
Page 172: Genie, Dao
Remove alter self from spell-like abilities.
Add the following entry:
Change Shape (Su): A dao can assume the form of
any Small, Medium, or Large humanoid or giant.
Page 173: Genie, Marid
Remove alter self from spell-like abilities.
Add the following entry:
Change Shape (Su): A marid can assume the form of
any Small, Medium, or Large humanoid or giant.

Manual of the Planes Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Monster Manual v.3.5 Errata
• DR X/slashing, piercing, or bludgeoning
Errata Rule: Primary Sources should be (Ex)
When you find a disagreement between two D&D rules • DR X/adamantine should be (Ex)
sources, unless an official errata file says otherwise, the • DR X/-- should be (Ex)
primary source is correct. One example of a • DR X/silver or cold iron should be (Su)
primary/secondary source is text taking precedence over • DR X/magic should be (Su)
a table entry. An individual spell description takes
• DR X/chaotic, lawful, holy, or unholy should
precedence when the short description in the beginning
be (Su)
of the spells chapter disagrees. A monster’s statistics
block supersedes the descriptive text. Improved Natural Attack Feat
Another example of primary vs. secondary sources You can take this feat multiple times, but each time it
involves book and topic precedence. The Player’s applies to a different natural attack.
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions. Rend
If you find something on one of those topics from the Sometimes two values are listed for rend: one on the
Dungeon Master’s Guide or the Monster Manual that special attacks line and one in the paragraph describing
disagrees with the Player’s Handbook, you should rend. The correct value is listed on the special attacks
assume the Player’s Handbook is the primary source. line.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material Weapon Finesse Feat
construction rules, and so on. The Monster Manual is Some creatures that have this feat lack the +1 base
the primary source for monster descriptions, templates, attack bonus prerequisite. Since bonus feats do not
and supernatural, extraordinary, and spell-like abilities. require the creature to fulfill any feat prerequisites (see
Note: The most recent updates are shaded like this. page 301 in the Monster Manual), make the Weapon
Finesse feat a bonus feat and add an additional feat (see
General Changes the table below).
These changes are global and apply to an assortment of Alternate Form (Page 305)
creatures. Make the following changes.
Damage Reduction Delete the second sentence of the entry.
Damage Reduction is either extraordinary (Ex) or Add the following text to the body of the ability
supernatural (Su). Use the following guidelines if it is description:
not specified.

Weapon Finesse Bonus Feat Changes


Creature Feat Change
Pseudodragon Alertness +2 on Listen and Spot checks
Sprite, Grig Stealthy +2 on Hide and Move Silently checks
Sprite, Nixie Alertness +2 on Listen and Spot checks
Sprite, Pixie Alertness +2 on Listen and Spot checks
Swarm, Rat Stealthy +2 on Hide and Move Silently checks
Vargouille Stealthy +2 on Hide and Move Silently checks

Animals
Badger Agile +2 on Balance and Escape Artist checks
Cat Stealthy +2 on Hide and Move Silently checks
Eagle Alertness +2 on Listen and Spot checks
Hawk Alertness +2 on Listen and Spot checks
Lizard Stealthy +2 on Hide and Move Silently checks
Monkey Agile +2 on Balance and Escape Artist checks
Owl Alertness +2 on Listen and Spot checks
Rat Stealthy +2 on Hide and Move Silently checks
Raven Alertness +2 on Listen and Spot checks
Snake Improved Initiative +4 on Initiative checks
Weasel Agile +2 on Balance and Escape Artist checks

Monster Manual v.3.5 Errata 2/17/06


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
A true seeing spell or ability reveals the creature’s —Any gear worn or carried by the creature that can’t be
natural form. A creature using alternate form reverts to worn or carried in its new form instead falls to the
its natural form when killed, but separated body parts ground in its space. If the creature changes size, any
retain their shape. A creature cannot use alternate form gear it wears or carries that can be worn or carried in its
to take the form of a creature with a template. new form changes size to match the new size.
Add the following text to Line 1 of the changes: (Nonhumanoid-shaped creatures can’t wear armor
If the new form has the aquatic subtype, the creature designed for humanoid-shaped creatures, and vice-
gains that subtype as well. versa.) Gear returns to normal size if dropped.
Replace Line 2 of the changes with the following text:
—The creature loses the natural weapons, natural Creatures
armor, and movement modes of its original form, as The following text amends the existing entries.
well as any extraordinary special attacks of its original
form not derived from class levels (such as the Angel, Astral Deva
barbarian’s rage class feature). Monster Manual, page 11
Add the following text to the end of Line 6 of the Remove “polymorph (self only)” from spell-like
changes: abilities.
Apply any changed physical ability score modifiers in Add the following entry:
all appropriate areas with one exception: the creature Change Shape (Su): An astral deva can assume the
retains the hit points of its original form despite any form of any Small or Medium humanoid.
change to its Constitution.
Replace Line 7 of the changes with the following text: Angel, Astral Deva
— Except as described elsewhere, the creature retains Monster Manual, page 11
all other game statistics of its original form, including Remove “polymorph (self only)” from spell-like
(but not necessarily limited to) HD, hit points, skill abilities.
ranks, feats, base attack bonus, and base save bonuses. Change Shape (Su): A planetar can assume the form of
Add the following text to the end of the entry. any Small or Medium humanoid.
—Any gear worn or carried by the creature that can’t be Angel, Solar
worn or carried in its new form instead falls to the Monster Manual, page 12
ground in its space. If the creature changes size, any Remove “polymorph (self only)” from spell-like
gear it wears or carries that can be worn or carried in its abilities.
new form changes size to match the new size. Add the following entry:
(Nonhumanoid-shaped creatures can’t wear armor Change Shape (Su): A solar can assume the form of
designed for humanoid-shaped creatures, and vice- any Small or Medium humanoid.”
versa.) Gear returns to normal size if dropped. Problem: Power word stun was listed in spell-like
Change Shape (Page 306–307) abilities as both at will and 1/day.
Make the following changes. Solution: It can use power word stun 1/day.
Delete the second sentence of the entry. Beholder and Gauth
Add the following text to the body of the ability Monster Manual, page 26
description: The eye ray attack is a free action. Increase its bite
A true seeing spell or ability reveals the creature’s attacks by +5.
natural form. A creature using change shape reverts to
its natural form when killed, but separated body parts Couatl
retain their shape. A creature cannot use change shape Monster Manual, page 37
to take the form of a creature with a template. Remove “polymorph (self only)” from psionic abilities.
Replace Line 2 of the changes with the following text: Add the following entry:
—The creature loses the natural weapons and Change Shape (Su): A couatl can assume the form of
movement modes of its original form, as well as any any Small or Medium humanoid.
extraordinary special attacks of its original form not
derived from class levels (such as the barbarian’s rage Demon, Marilith
class feature). Monster Manual, page 45
Replace Line 6 of the changes with the following text: Remove “polymorph (self only)” from spell-like
— Except as described elsewhere, the creature retains abilities.
all other game statistics of its original form, including
(but not necessarily limited to) HD, hit points, skill Demon, Quasit
ranks, feats, base attack bonus, and base save bonuses. Monster Manual, page 46
Add the following text to the end of the entry. Replace the text for Alternate Form with the following
text:
Monster Manual v.3.5 Errata 2/17/06
Page 2
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Alternate Form (Su): A quasit can assume another Base Attack/Grapple: +6/+15
form at will as a standard action. Each quasit can Attack: Talons +10 melee (2d6+5)
assume one or two forms from the following list: bat, Full Attack: Talons +10 melee (2d6+5) and 2
Small or Medium monstrous centipede, toad, and wolf. foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Demon, Succubus Special Attacks: Pounce
Monster Manual, page 48 Special Qualities: Low-light vision, scent
Remove “polymorph (self only)” from spell-like Saves: Fort +10, Ref +8, Will +4
abilities. Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Add the following entry: Skills: Hide +9, Jump +27, Listen +12, Spot +12,
Change Shape (Su): A succubus can assume the form Survival +12
of any Small or Medium humanoid. Feats: Run, Toughness, Track
Devil, Imp Environment: Warm forests
Monster Manual, page 56 Organization: Solitary, pair, or pack (3–6)
Replace the text for Alternate Form with the following Challenge Rating: 6
text: Treasure: None
Alternate Form (Su): An imp can assume another form Alignment: Always neutral
at will as a standard action. Each imp can assume one or Advancement: 9–16 HD (Large); 17–24 HD (Huge)
two forms from the following list: Small or Medium Level Adjustment: —
monstrous spider, raven, rat, and boar.
Dragon, Red
Dinosaur, Deinonychus Monster Manual, page 77
Monster Manual, page 60 The sample very old red dragon’s typical sorcerer spells
Medium Animal known lists emotion. Replace it with the confusion spell.
Hit Dice: 4d8+16 (34 hp) Dragon, Bronze
Initiative: +2
Monster Manual, page 82
Speed: 60 ft. (12 squares) Delete the second sentence of Alternate Form.
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-
footed 15 Juvenile Bronze Dragon
Base Attack/Grapple: +3/+7 Monster Manual, page 82
Attack: Talons +7 melee (1d8+4) Delete the second sentence of Alternate Form.
Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws
+2 melee (1d3+2) and bite +2 melee (2d4+2) Dragon, Gold
Space/Reach: 5 ft./5 ft. Monster Manual, page 85
Special Attacks: Pounce Delete the second sentence of Alternate Form.
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +2
Adult Gold Dragon
Monster Manual, page 86
Abilities: Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Delete the second sentence of Alternate Form.
Skills: Hide +12, Jump +26, Listen +10, Spot +10,
Survival +10 Dragon, Silver
Feats: Run, Track Monster Manual, page 87
Environment: Warm forests Delete the second sentence of Alternate Form.
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3 Young Adult Silver Dragon
Treasure: None Monster Manual, page 88
Alignment: Always neutral Delete the second sentence of Alternate Form.
Advancement: 5–8 HD (Medium)
Level Adjustment: —
Genie, Efreeti
Monster Manual, page 116
Dinosaur, Megaraptor Remove “polymorph (self only)” from spell-like
Monster Manual, page 60 abilities.
Large Animal Add the following entry:
Hit Dice: 8d8+43 (79 hp) Change Shape (Su): An efreeti can assume the form of
Initiative: +2 any Small, Medium, or Large humanoid or giant.
Speed: 60 ft. (12 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch
Gibbering Mouther
Monster Manual, page 126
11, flat-footed 15
Monster Manual v.3.5 Errata 2/17/06
Page 3
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
The engulf ability needs additional clarification.
Replace it with the following information. Mephit, Magma
Improved Grab (Ex): To use this ability, a gibbering Monster Manual, page 183
mouther must hit a Medium or smaller foe with a bite Remove first paragraph of Spell-Like Abilities entry.
attack. It can then attempt to start a grapple as a free Add the following entry:
action without provoking an attack of opportunity. Change Shape (Su): Once per hour, a magma mephit
Swallow Whole (Ex): The gibbering mouther can can assume the form of a pool of lava 3 feet in diameter
attempt to swallow a grappled opponent of Medium or and 6 inches deep. The mephit’s damage reduction
smaller size by making a successful grapple check. (The improves to 20/magic when in this form. The mephit
gibbering mouther doesn’t actually “swallow” the can’t attack while in lava form but can use other spell-
opponent—it engulfs it within its amorphous form—but like abilities. It can move at a speed of 10 feet, but it
the effect is essentially the same.) Once inside, the can’t run. In this form the mephit can pass through
gibbering mouther can use its blood drain ability. A small holes or narrow openings, even mere cracks. The
swallowed creature can cut its way out by dealing 5 pool’s touch ignites flammable materials such as paper,
points of damage to the gibbering mouther (same AC). straw, or dry wood.
The gibbering mouther’s body can hold 1 Medium, 2 Mind Flayer
Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.
Monster Manual, page 186–188
Blood Drain (Ex): A swallowed opponent Add telepathy as a special quality.
automatically takes 1d4 points of Constitution damage
Telepathy (Su): A mind flayer can communicate
each round.
telepathically with any other creature within 100 ft. that
Golem, Iron has a language.
Monster Manual, page 137 Night Hag
Remove polymorph any object from list of spells
Monster Manual, page 194
required for construction.
Remove “polymorph (self only)” from spell-like
Golem, Stone abilities.
Monster Manual, page 137 Add the following entry:
Problem: Prerequisite spells for constructing a stone Change Shape (Su): A night hag can assume the form
golem or greater stone golem given on page 137 of the of any Small or Medium humanoid.
Monster Manual don’t match those given for the stone Ogre, Ogre Mage
golem manual and greater stone golem manual on page
Monster Manual, page 200
258 of the Dungeon Master’s Guide.
Remove polymorph from spell-like abilities.
Solution: The Dungeon Master’s Guide is correct. Add
Change Shape (Su): An ogre mage can assume the
the slow spell to the prerequisites for each of these
form of any Small, Medium, or Large humanoid or
golems in the Monster Manual.
giant.
Guardinal, Leonal Gelatinous Cube
Monster Manual, page 142
Monster Manual, page 201
Remove “polymorph” from spell-like abilities.
Large Ooze
Hag Covey Hit Dice: 4d10+32 (54 hp)
Monster Manual, page 144 Initiative: –5
Remove “polymorph” from spell-like abilities. Speed: 15 ft. (3 squares)
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed
Lammasu 4
Monster Manual, page 165 Base Attack/Grapple: +3/+7
Delete the paragraph describing a breath weapon. Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Lycanthrope Space/Reach: 10 ft./5 ft.
Monster Manual, page 176 and 178 Special Attacks: Acid, engulf, paralysis
Replace the first sentence of the Alternate Form entry Special Qualities: Blindsight 60 ft., immunity to
with the following text: electricity, ooze traits, transparent
A lycanthrope can assume the form of a specific animal Saves: Fort +9, Ref –4, Will –4
(as indicated in its entry).
Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Changing Form: Eliminate sentences 3, 4, and 5 (from
Skills: —
“Changing to animal or hybrid form…” to “…on a DC
Feats: —
15 Fortitude save.”
Environment: Underground

Monster Manual v.3.5 Errata 2/17/06


Page 4
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Organization: Solitary
Challenge Rating: 3 Favored Weapon
Treasure: 1/10th coins, 50% goods (no nonmetal or Annam (giants): unarmed attack
nonstone), 50% items (no nonmetal or nonstone) Blibdoolpoolp (kuo-toa): pincer staff
Alignment: Always neutral Callarduran Smoothhands (svirfneblin): battleaxe
Advancement: 5–12 HD (Large); 13–24 HD (Huge) Deep Sashelas (aquatic elves): trident
Level Adjustment: — Diirinka (derro): dagger
A typical gelatinous cube is 10 feet on a side and Eadro (locathahs, merfolk): shortspear
weighs about 15,000 pounds, though much larger Grolantor (hill giants, ettins, ogres): club
specimens are not unknown. Hiatea (giants, especially females): shortspear
Hruggek (bugbears): morningstar
Phasm Iallanis (good giants): unarmed attack
Monster Manual, page 208 Iuz: greatsword
Delete the second sentence of the Alternate Form Kaelthiere (evil fire creatures): spear
special quality. Kurtulmak (kobolds): spear
Laduguer (duergar): warhammer
Sprite, Pixie Laogzed (troglodytes): javelin
Monster Manual, page 236 Lolth (driders, drow): whip
Remove “polymorph (self only)” from spell-like Maglubiyet (goblins, hobgoblins): battleaxe
abilities. Memnor (evil cloud giants): morningstar
Merrshaulk (yuan-ti): longsword
Swarms Panzuriel (evil sea creatures): quarterstaff
Monster Manual, pages 237–240 Sekolah (sahuagin): trident
The bat swarm and spider swarm are immune to weapon Semuanya (lizardfolk): greatclub
damage. Sixin (xill): short sword
Hellwasp swarm has good maneuverability for its fly Skerrit (centaurs): shortspear
speed. Skoraeus Stonebones (stone giants): warhammer
Titan Stronmaus (storm and cloud giants): warhammer
Monster Manual, page 243 Surtr (fire giants): greatsword
Remove “polymorph (humanoid forms only, duration 1 Thrym (frost giants): greataxe
hour)” from spell-like abilities. Vaprak (ogres): greatclub
Add the following entry:
Change Shape (Su): A titan can assume the form of
any Small or Medium humanoid. The titan retains its
oversized weapon special attack regardless of form.
Vampire
Monster Manual, page 252
Delete the second sentence of the Alternate Form
special quality.
Yuan-Ti
Monster Manual, page 263
Delete the second sentence of the Alternate Form
special quality.
Zombie
Monster Manual, page 266
All zombies have damage reduction 5/slashing. The
template should have the following text under Special
Qualities.
Damage Reduction 5/Slashing: Zombies are lumbering
masses of flesh.

Monstrous Deities
Some creature entries, such as aquatic elves and
kobolds, make reference to deities not found in the
Player’s Handbook.
Monster Manual v.3.5 Errata 2/17/06
Page 5
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Table A–1: Monstrous Deities
Deity Alignment Domains Typical Worshipers
Blibdoolpoolp Chaotic evil Destruction, Evil, Water Kuo-toa
Callarduran Smoothhands Neutral Earth, Good, Healing, Protection Svirfneblin
Deep Sashelas Chaotic good Chaos, Good, Protection, Water Aquatic elves
Diirinka Chaotic evil Chaos, Evil, Magic, Trickery Derro
Eadro Neutral Animal, Protection, Water Locathahs, merfolk
Great Mother Chaotic evil Chaos, Death, Evil, Strength Beholders
Gruumsh Chaotic evil Chaos, Evil, Strength, War Orcs
Hruggek Chaotic evil Chaos, Evil, Trickery, War Bugbears
Kaelthiere Neutral evil Destruction, Evil, Fire, War (spear) Evil fire creatures
Kurtulmak Lawful evil Evil, Law, Luck, Trickery Kobolds
Laduguer Lawful evil Earth, Evil, Law, War Duergar
Laogzed Chaotic evil Chaos, Death, Destruction, Evil Troglodytes
Lolth Chaotic evil Chaos, Destruction, Evil, Trickery Driders, drow (elves)
Maglubiyet Neutral evil Chaos, Destruction, Evil, Trickery Goblins, hobgoblins
Merrshaulk Chaotic evil Chaos, Destruction, Evil, Plant Yuan-ti
Panzuriel Neutral evil Destruction, Evil, War, Water Evil aquatic creatures
Sekolah Lawful evil Evil, Law, Strength, War Sahuagin
Semuanya Neutral Animal, Plant, Water Lizardfolk
Shekinester Neutral Destruction, Knowledge, Magic, Protection Nagas
Sixin Lawful evil Evil, Law, Strength, Travel Xill
Skerrit Neutral good Animal, Healing, Plant, Sun Centaur

Monster Manual v.3.5 Errata 2/17/06


Page 6
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Página 38 - 2ª coluna Página 117
ND - Ogro Guerreiro PdM
A tabela na base da página diz que o ogro tem Na Tabela 4-16: Guerreiro PdM, acrescente
ND 2 (sem níveis de classe). O correto é ND 3. “Manopla do Poder do Ogro +2” na coluna
Então, acrescente 1 ponto nos NDs das linhas do “Equipamento”, níveis 17º e 18º. O bônus de
Combatente ogro e Guerreiro ogro. Troque ataque corpo a corpo não estaria correto sem
também o ND 2 por ND 3 na nota abaixo da esse equipamento.
tabela.
Página 118
Página 60 - 1ª coluna Monge PdM
CD - Escalar No Exemplo – Monge PdM de 5º nível, na oitava
A Tabela 3-9: Paredes está com alguns valores linha, troque “ataque chi +1” por “ataque chi
errados. Substitua conforme a tabela abaixo: (mágico)”. No parágrafo Ataqui Chi (Sob), retire a
palavra “leal”.
Tipo de Parede CD Escalar
No Exemplo – Monge PdM de 15º nível, na
Alvenaria 20 última linha da coluna, troque “ataque chi +4” por
Alvenaria Superior 25 “ataque chi (leal, mágico)”.
Pedra Rústica 25
Pedra Natural 15 Página 118
Feiticeiro PdM
Página 100 Na Tabela 4-21: Feiticeiro PdM, altere os
seguintes valores de ataque corpo a corpo
Dano do Aríete conforme mostrado a seguir:
Na Tabela 3-26: Armas de cerco o dano do Nível Corpo a Corpo
aríete é 3d8, e não 3d6
8º +3
10º +4
Página 106 - 2ª coluna
12º +5 /+0
Liderança
13º +6 /+1
Na tabela O Líder... consta a seguinte 14º +7 /+2
informação:
Acrescente também “Luvas de Destreza +2” na
Possui um familiar, uma montaria especial coluna “Equipamento”, do nível 14º em diante. O
ou um companheiro animal -2 bônus de ataque à distância não estaria correto
sem esse equipamento.
Substitua o modificador -2 por +2
Altere no 15º nível as magias por dia para
6/8/8/7/7/7/7/4.
Página 109 - 1ª coluna
Combatente Página 137 - 2ª coluna
Na Tabela 4-4: O Combatente, as colunas de Tipo de Poder Central
modificadores de Fortitude e Vontade estão
trocadas. Substitua Fortitude por Vontade, e Na tabela do topo da segunda coluna, coloque o
vice-versa. * na palavra Convencional. A nota abaixo da
tabela se refere a essa palavra.
Página 145 O companheiro animal do druida épico continua a
aumentar o seu poder. A cada 3 níveis após o 18°
Armas Asiáticas (21°, 24°, 27°...) o animal ganha +2DV, sua
armadura natural aumenta em 2, sua Força e
Na Tabela 5-3: Armas Asiáticas, altere o
Destreza aumentam em 1 e ele aprende um
Dano(M) da Kusari-gama para 1d6, e da Katana
truque adicional.
para 1d10.

Página 156 - 1ª coluna Página 208 – 1ª coluna


Ranger Épico
Plano Elemental do Fogo [Encontros]
Inclua o texto que ficou faltando sobre o
Na tabela Encontros no Plano Elemental do
Companheiro animal do ranger épico:
Fogo, altere a última linha para “1 elemental do
fogo Enorme”. O companheiro animal do ranger épico continua a
aumentar o seu poder normalmente. A cada 3
níveis após o 18° (21°, 24°, 27°...) o animal ganha
Página 177 +2DV, sua armadura natural aumenta em 2, sua
Força e Destreza aumentam em 1 e ele aprende
Algoz um truque adicional.
Na Tabela 6-1: O Algoz, altere as colunas
Magias por Dia conforme mostrado a seguir:
Página 215 – 1ª coluna
1º 2º 3º 4º
Nível do Conjurador
0 - - -
No último parágrafo do texto Nível do
1 - - -
Conjurador, substitua as duas últimas frases
1 0 - - assim:
1 1 - - “Para outros itens mágicos, o nível de conjurador
1 1 0 - é determinado pelo criador. Nesse caso, o nível
do criador deve ser alto o suficiente para
1 1 1 - alcançar os pré-requisitos necessários”.
2 1 1 0
2 1 1 1 Página 217 – 1ª coluna
2 2 1 1
Apanhador de Flechas
2 2 2 1
Na descrição da habilidade Apanhador de
Flechas, substitua “atrai para si” por “protege o
Página 186 – 2ª coluna usuário contra”.

Dançarino das Sombras


Página 217 – 2ª coluna
No primeiro parágrafo do texto Invocar
Sombras(Sob), na última linha, altere 6DV por Habilidades Especiais de Armaduras
7DV.
Na Tabela 7-5: Habilidades Especiais de
Armaduras, substitua os valores da coluna
Página 203 – 2ª coluna Modificador do Preço Base dos seguintes itens:
Modificador do
Familiar para Mestres Enormes
Habilidade Especial Preço Base
Na tabela da segunda coluna, a Habilidade Silenciosa +3.750 PO
Especial concedida pelo Lagarto Gigante é que o
Mestre ganha +3PV, e não +2 na Constituição. Resistência à magia (13) +2 de bônus1
Silenciosa Aprimorada +15.000 PO

Página 208 – 1ª coluna Resistência sônica +18.000 PO

Druida Épico
Substitua o texto do parágrafo Companheiro
animal pelo seguinte:
Página 218 – 1ª coluna Página 221
Habilidades Especiais de Escudos Pergaminhos de Magia Divina
Na Tabela 7-6: Habilidades Especiais de Na Tabela 7-24: Pergaminhos de Magias
Escudos, substitua os valores da coluna Divinas, altere os valores dos seguintes
Modificador do Preço Base conforme tabela na pergaminhos:
última página desta errata.
Magias Divinas de 4° Nível
dificultar detecção 750 PO
Página 221 – 2ª coluna
Dureza e PVs de Armas Magias Divinas de 8° Nível
No texto Dureza e Pontos de Vida, corrija a campo antimagia 3.000 PO
última frase da seguinte forma: criar mortos-vivos 3.600 PO
“Cada +1 de bônus também acrescenta 2 à aprimorados
dureza e +10 aos pontos de vida da arma ou
escudo”. Magias Divinas de 9° Nível
projeção astral 4.870 PO
Página 222 – 2ª coluna
Armas Incomuns Página 245 – 2ª coluna
Na Tabela 7-12: Armas Incomuns, substitua o Cajado da Vida
valor do Martelo gnomo com gancho por 620
PO. Nos pré-requisitos do Cajado da Vida, altere o NC
para 13°, e a magia reviver os mortos para
ressurreição.
Página 233 – 2ª coluna
Bastões Página 246 – 2ª coluna
Na Tabela 7-19: Bastões, substitua o título da Varinhas
primeira coluna por Médio.
Na Tabela 7-26: Varinhas, altere o nome da
varinha Invocar Criaturas VI para Invocar
Página 238 – 1ª coluna Criaturas IV.
Ativar Magia de Pergaminho
A primeira frase está incorreta. Faça a seguinte Página 253 – 1ª coluna
correção: Escaravelho da Proteção
“Se o usuário preencher todos os requisitos
Neste item falta o parágrafo de pré-requisitos.
acima, e seu nível de conjurador for pelo menos
Este parágrafo está logo acima da descrição do
igual ao nível de conjurador da magia”...
Escaravelho Anti-Golem (Abjuração...)

Página 240 Página 259 – 1ª coluna


Pergaminhos de Magia Arcana Manual do Golem de Barro
Na Tabela 7-23: Pergaminhos de Magias
Na descrição do Manual do Golem de Barro e nos
Arcanas, altere os valores dos seguintes
seus pré-requisitos, retire a magia oração.
pergaminhos:
Magias Arcanas de 7° Nível
Página 266 – 2ª coluna
cubo de força 3.775 PO
Colar de bolas de fogo tipo V
Magias Arcanas de 8° Nível Na Tabela 7-27: Itens Maravilhosos Menores,
altere o valor do Colar de bolas de fogo tipo V
proteção contra magias 3.500 PO
para 5.850 PO.
Substitua também na nota 1 da tabela Magias
Arcanas de 9° Nível 300XP por 5.000XP.
Página 268 – 1ª coluna Página 304 – 1ª coluna
Colar de bolas de fogo tipo VII Asfixia Lenta
Na Tabela 7-28: Itens Maravilhosos Médios, Na descrição de Asfixia Lenta, após o primeiro
altere o valor do Colar de bolas de fogo tipo VII parágrafo insira a seguinte informação:
para 8.700 PO.
Quando o personagem cair inconsciente com este
dano não letal, ele estará com -1 PV e morrendo.
Página 285 – 2ª coluna Na rodada seguinte, ele morrerá asfixiado.

Custo Base para Escrever um Pergaminho


Na tabela Custo Base para Escrever um
Pergaminho (De Acordo com a Classe), altere
os seguintes valores de XP:
Nível da
Magia Clr, Drd, Mag Fet
5º +45 XP
7º + 98 XP

Página 286
Custos de Criação de Itens Mágicos
Na Tabela 7-32: Custos de Criação de Itens
Mágicos, na linha “Cajado”, altere nas colunas
Custo de Matéria-Prima e Preço Base a página
para consulta de 287 para 285.

Página 287
Calculando o Valor de Itens Mágicos
Na Tabela 7-33: Calculando o Valor em PO de
Itens Mágicos, existem vários erros. A tabela
com as linhas que contém erros está apresentada
na última página desta errata, com as correções
efetuadas destacadas em vermelho.

Página 290 – 1ª coluna


Tipos de Habilidades Especiais
Na Tabela 8-1: Tipos de Habilidades Especiais,
faça as seguintes correções:
Sobrenatural
Dissipar Não
Resistência à Magia Não
Campo antimagia Sim
Ataque de Oportunidade Não
Tabela 7-6: Habilidades Especiais de Escudos
Modificador de Modificador de
Habilidade Especial Preço Base Habilidade Especial Preço Base
Apanhador de flechas +1 de bônus1 Resistência ao ácido aprimorada +42.000 PO
1
Esmagamento +1 de bônus Resistência ao frio aprimorada +42.000 PO
1
Cegante +1 de bônus Resistência à eletricidade +42.000 PO
1 aprimorada
Fortificação leve +1 de bônus
Resistência ao fogo aprimorada +42.000 PO
Deflexão de flechas +2 de bônus1
Resistência sônica aprimorada +42.000 PO
Animado +2 de bônus1
Resistência à magia (17) +4 de bônus1
Resistência à magia (13) +2 de bônus1
Controlar mortos-vivos +49.000 PO
Resistência ao ácido +18.000 PO
Fortificação pesada +5 de bônus1
Resistência ao frio +18.000 PO
Reflexão +5 de bônus1
Resistência à eletricidade +18.000 PO
Resistência à magia (19) +5 de bônus1
Resistência ao fogo +18.000 PO
Resistência ao ácido maior +66.000 PO
Resistência sônica +18.000 PO
Resistência ao frio maior +66.000 PO
Toque espectral +3 de bônus1
Resistência à eletricidade maior +66.000 PO
Fortificação moderada +3 de bônus1
Resistência ao fogo maior +66.000 PO
Resistência à magia (15) +3 de bônus1
Resistência sônica maior +66.000 PO
Selvagem +3 de bônus1
2
Jogue mais duas vezes –

Tabela 7-33: Calculando o Valor em PO de Itens Mágicos


Efeito
Bônus na CA (outro)1
Bônus em teste de resistência (outro)1

Efeito de Magia Preço Base Exemplo


Pergaminho de
Uso único, complemento de magia Nível da magia x nível do conjurador x 25 PO velocidade
Poção de curar
Uso único, ativado pelo uso Nível da magia x nível do conjurador x 50 PO ferimentos leves
Ativado pelo uso contínuo Nível da magia x nível do conjurador x 2.000 PO2

Especial Ajuste de Preço Base


3
Limite de espaço incomum
Sem limite de espaço4
Múltiplas habilidades diferentes Multiplique o custo mais baixo por 1,5

Componente Custo Extra


Magia com custo de componentes Adicione diretamente no preço do item por
materiais carga5
Magia com custo em XP Adicione 5 PO para cada 1 XP por carga5

Esta errata foi feita com base no Livro dos Mestres em inglês (Dungeon Master Guide) e na errata publicada
no site oficial da Wizards of the Coast ®.
Monster Manual II Errata
Add the following entry:
Errata Rule: Primary Sources Alternate Form (Su): A grimalkin can assume the
When you find a disagreement between two D&D form of any Medium or smaller animal or vermin.
rules sources, unless an official errata file says (This reproduces the change made in the D&D v.3.5
otherwise, the primary source is correct. One example Accessory Update.)
of a primary/secondary source is text taking
precedence over a table entry. An individual spell Hellfire Wyrm
description takes precedence when the short Monster Manual, page 126
description in the beginning of the spells chapter Delete fiendish form supernatural ability.
disagrees. A monster’s statistics block supersedes the Add the following entry:
descriptive text. Alternate Form (Su): A hellfire wyrm can assume the
Another example of primary vs. secondary sources form of a Medium, Large, or Huge tiefling or outsider
involves book and topic precedence. The Player’s with the baatezu subtype.
Handbook, for example, gives all the rules for playing Juggernaut
the game, for PC races, and the base class descriptions. Monster Manual, page 133
If you find something on one of those topics from the Remove polymorph any object from the list of spells
Dungeon Master’s Guide or the Monster Manual that required for construction.
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source. Julajimus
The Dungeon Master’s Guide is the primary source for Monster Manual, page 133–134
topics such as magic item descriptions, special material Delete polymorph self supernatural ability.
construction rules, and so on. The Monster Manual is Add the following entry:
the primary source for monster descriptions, templates, Alternate Form (Su): A julajimus can assume the
and supernatural, extraordinary, and spell-like abilities. form of any Tiny animal (typically a harmless, cuddly
animal). Reverting to its true form is a free action. This
Avolakia ability helps the julajimus lull its victim into a false
Monster Manual, page 29 sense of security before it shifts into its natural form to
Remove polymorph self from spell-like abilities. attack.
Add the following entry:
Change Shape (Su): An avolakia can assume the form Linnorm, Gray
of any Small or Medium humanoid. Monster Manual, page 142
(This reproduces the change made in the D&D v.3.5 Remove shapechange from its list of spell-like
Accessory Update.) abilities.
Bronze Serpent Linnorm, Corpse Tearer
Monster Manual, page 41 Monster Manual, page 144
Remove polymorph any object from the list of spells Remove shapechange from its list of spell-like
required for construction. abilities.
Dread Guard Nimblewright
Monster Manual, page 88 Monster Manual, page 163
Remove polymorph any object from the list of spells In its list of spell-like abilities, replace alter self with
required for construction. disguise self.
Remove polymorph any object from the list of spells
Firbolg required for construction.
Monster Manual, page 102
In list of spell-like abilities, replace alter self with Phoenix
disguise self. Monster Manual, page 169
Remove polymorph self from its list of spell-like
Golem abilities.
Monster Manual, page 115–119
In all entries, remove polymorph any object from list of Rukarazyll
spells required for construction. Monster Manual, page 182
Remove alter self and polymorph self from its list of
Grimalkin spell-like abilities.
Monster Manual, page 123 Add the following entry:
Delete polymorph supernatural ability.

Monster Manual II Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Change Shape (Su): A rukarazyll can assume the
form of any Medium humanoid.
Sirine
Monster Manual, page 185
Remove polymorph self from its list of spell-like
abilities.
Teratomorph
Monster Manual, page 194
Replace the “Transformation” entry in the
teratomorph’s entropic touch result chart with the
following text:
Fleshwarp. The opponent’s flesh temporarily warps
before returning to normal. This painful process deals
5d20 points of nonlethal damage.
Yugoloth, Marraenoloth
Monster Manual, page 203
In its list of spell-like abilities, replace alter self with
disguise self.
Yugoloth, Arcanaloth
Monster Manual, page 204
Remove shapechange from its list of spell-like
abilities.
Add the following entry:
Change Shape (Su): An arcanaloth can assume the
form of any Small or Medium humanoid.

Monster Manual II Errata 2/6/06 Version 02062006


Page 2
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Monster Manual III Errata
When the text within a product contradicts itself, our
general policy is that the primary source (actual rules Page 22: Cadaver Collector
text) is correct and any secondary reference (such as in The duration of the paralysis for the cadaver collector’s
a monster’s statistics block) is incorrect. Exceptions to breath weapon is 1 minute, or until the paralyzed
the rule will be called out specifically. Updates are creature takes lethal damage.
called out via shaded text like this. Page 27: Chelicera
Page 9: Arcane Ooze Changes to the stat block for the chelicera:
Changes to the stat block for the arcane ooze: Full Attack: 2 claws +13 melee (1d6+2) and bite +8
Base Attack/Grapple: +11/+25 melee (1d8+1)
Attack: Slam +15 melee (2d6+9 plus 2d6 acid) Page 28: Chraal
Full Attack: Slam +15 melee (2d6+9 plus 2d6 acid) The chraal should have the extraplanar subtype.
Special Attacks: Acid, constrict 2d6+9 plus 2d6 acid,
improved grab, spell siphon Page 31: Conflagration Ooze and Infernal
Skills: Climb +14 Conflagration Ooze
Page 10–11: Armand Changes to the stat block for the conflagration ooze:
Changes to the stat block for the armand: Skills: Climb +14, Hide +12, Listen +6, Move Silently
Attack: Claw +10 melee (1d4) +12
Full Attack: 2 claws +10 melee (1d4) The conflagration ooze gains a +8 racial bonus on
Changes to the stat block for the armand warden: Climb checks.
Hit Dice: 5d8+20 plus 4d8+16 (74 hp) Changes to the stat block for the infernal conflagration
Attack: Unarmed +14 melee (1d6+2) ooze:
Full Attack: Unarmed +14/+9 melee (1d6+2) or Armor Class: 21 (–2 size, –1 Dex, +14 natural), touch
flurry of blows +12/+12/+7 melee (1d6+2) 8, flat-footed 21
Page 33: Deathshrieker
Changes to the armand’s statistics while in defensive Changes to the stat block for the deathshrieker:
stance (see page 10): Atk claw +12 melee (1d4); Full Attack: Incorporeal touch +16 melee (1d4 Cha drain)
Atk 2 claws +12 melee (1d4). Full Attack: Incorporeal touch +16/+11 melee (1d4
Cha drain)
Changes to the armand warden’s statistics while in Treasure: Standard
defensive stance (see page 10): Atk unarmed +16 melee Changes to the stat block for the advanced
(1d6+2); Full Atk unarmed +16/+11 melee (1d6+2) or deathshrieker:
flurry of blows +14/+14/+9 melee (1d6+2). Attack: Incorporeal touch +20 melee (1d4 Cha drain)
Page 12: Astral Stalker Full Attack: Incorporeal touch +20/+15/+10 melee
The astral stalker should have the extraplanar subtype. (1d4 Cha drain)
Treasure: Standard
Page 13: Avalancher
Changes to the stat block for the avalancher: Page 36: Demon, Sorrowsworn
Full Attack: Slam +11 melee (1d8+9) Changes to the stat block for the sorrowsworn demon:
Saves: Fort +12, Ref +6, Will +3 Attack: +2 glaive +23 melee (2d8+25/x3)* or bite +21
melee (1d8+14 plus 1 Con)*
Page 15: Warbound Impaler Full Attack: +2 glaive +23/+18/+13/+8 melee
Changes to the stat block for the warbound impaler (2d8+25/x3)* or 2 claws +21 melee (1d6+14)* and bite
(lesser battlebriar): +16 melee (1d8+9 plus 1 Con)*
Skills: Hide +9*
Page 41: Dinosaur, Swindlespitter
Page 19: Bonedrinker, Lesser Changes to the stat block for the swindlespitter:
Changes to the stat block for the lesser bonedrinker: Armor Class: 18 (+1 size, +5 Dex, +2 natural), touch
Initiative: +4 16, flat-footed 18
Base Attack/Grapple: +3/+1
Attack: Tentacle +6 melee (1d8+2) Pages 42–43: Dracotaur
Full Attack: 2 tentacles +6 melee (1d8+2) and 2 claws Changes to the stat block for the dracotaur:
+1 melee (1d6+1) Feats: Iron Will, Power Attack

Monster Manual III Errata 1 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
detect magic spells with detect poison spells. The inflict
Under Dracotaurs as Characters, the dracotaur’s bonus wounds spells have a +41 melee touch attack bonus, not
to Constitution should be +6, not +4. +32 as indicated. The mass inflict light wounds spell
does not require a melee touch attack.
The dracotaur rager’s rage ability also effects the
following statistical changes: Grp +20; Jump +30, Swim Pages 58–59: Giant, Sand
+11. The sand giant champion’s sand blaster ability has a DC
of 24, not 25 as listed.
Page 45: Dread Blossom Swarm Changes to the stat block for the sand giant champion:
Changes to the stat block for the dread blossom swarm: Base Attack/Grapple: +16/+31
Organization: Solitary, pair, or colony (3–8) Saves: Fort +20, Ref +10, Will +10
Abilities: Con 25
Page 46: Drowned Skills: Listen +12, Spot +12, Survival +10 (+12 in
Changes to the stat block for the drowned: aboveground natural environments)
Challenge Rating: 9 The sand giant champion should also have the Alertness
Page 47: Dust Wight feat.
Changes to the stat block for the dust wight: Page 61: Glaistig
Advancement: 17–18 HD (Large); 19–24 HD (Huge) Changes to the stat block for the glaistig:
The Improved Natural Weapon (slam) feat should be Attack: Bite +4 melee (1d6+1) or dagger +4 melee
replaced with Improved Natural Attack (slam). (1d4+1/19–20)
Page 51: Feral Yowler Full Attack: Bite +4 melee (1d6+1) and dagger –1
Changes to the stat block for the feral yowler: melee (1d4/19–20)
Attack: Bite +8 melee (1d8+7)* Changes to the stat block for the glaistig mindbender:
Full Attack: Bite +8 melee (1d8+7)* and 2 claws +3 Armor Class: 21 (+3 Dex, +4 natural, +2 bracers of
melee (1d6+5)* armor +2, +2 ring of protection +2), touch 15, flat-
The feral yowler’s trip ability has a +4 check modifier, footed 18
not +5 as indicated. Attack: Dagger of venom +6 melee (1d4+1/19–20 plus
poison) or bite +5 melee (1d6)
Page 52: Geriviar Full Attack: Dagger of venom +6 melee (1d4+1/19–20
Changes to the stat block for the geriviar: plus poison) and bite +0 melee (1d6)
Full Attack: 8 slams +29 melee (3d6+11) and bite +23
melee (2d6+5); or exploding nodule +18 ranged (see
Page 65: Goblin, Forestkith
text); or rock +18 ranged (2d8+16) Changes to the stat block for the forestkith goblin:
The geriviar’s Improved Natural Attack feat applies to Attack: Bite +3 melee (1d4+1) or masterwork net +5
its slam attack. ranged (see text)
Full Attack: Bite +3 melee (1d4+1) or masterwork net
Page 54: Giant, Death +5 ranged (see text)
Changes to the stat block for the death giant: Changes to the stat block for the forestkith goblin
Initiative: +1 barbarian:
Saves: Fort +25, Ref +17, Will +21 Attack: Greataxe +5 melee (1d10+3/x3) or masterwork
net +5 ranged (see text)
Page 57: Giant, Eldritch Full Attack: Greataxe +5 melee (1d10+3/x3) or
Changes to the stat block for the eldritch giant: masterwork net +5 ranged (see text)
Hit Dice: 25d8+225 (337 hp) Skills: Climb +8, Hide +1, Jump +2, Move Silently –1*
Changes to the stat block for the eldritch giant The forestkith goblin’s rage ability effects the following
confessor: statistical adjustments: Full Atk +7 melee (1d10+6/x3,
Hit Dice: 25d8+275 plus 11d8+121 (558 hp) greataxe); Climb +10, Jump +4.
Attack: Bastard sword +42 melee (3d8+17/17–20)
Full Attack: Bastard sword +42/+37/+32/+27 melee Page 66: Golem, Alchemical
(3d8+17/17–20) Changes to the stat block for the alchemical golem:
Special Attacks: Rebuke undead 5/day (+4, 2d6+13, Attack: Slam +21 melee (2d8+6 plus 2d6 acid)
11th), spells, spell-like abilities Full Attack: 2 slams +21 melee (2d8+6 plus 2d6 acid)
Saves: Fort +32, Ref +12, Will +30
Abilities: Dex 12
Page 67: Golems (All)
Remove polymorph any object from the list of spells
Alignment: Usually neutral evil
required to create the golem.
The eldritch giant confessor has the following typical
cleric spells prepared: 6/8/7/7/5/4/3. Replace the giant’s

Monster Manual III Errata 2 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
In the second paragraph of the creature’s sickening aura
Page 69: Golem, Hangman ability, the first sentence should read as follows:
Changes to the stat block for the hangman golem: Undead and constructs are immune to this aura.
Hit Dice: 18d10+30 (129 hp)
Attack: Slam +20 melee (2d8+8) Page 85: Justicator
Full Attack: 2 slams +20 melee (2d8+8) When using its smite chaos ability, a justicator gains a
The save DC for the hangman golem’s strangle ability bonus on its attack roll equal to its Charisma modifier
is Constitution-based. and a bonus on the damage roll equal to its Hit Dice.
Page 70: Golem, Mud Page 87: Kenku
Changes to the stat block for the mud golem: Changes to the stat block for the kenku sneak:
Attack: Slam +17 melee (2d10+7) Attack: Claw –1 melee (1d3–1) or short sword –1
Full Attack: 2 slams +17 melee (2d10+7) melee (1d6–1/19–20) or sap –1 melee (1d6–1 nonlethal)
or shortbow +3 ranged (1d6–1/x3)
Page 71: Golem, Prismatic Full Attack: 2 claws –1 melee (1d3–1) or short sword –
Changes to the stat block for the prismatic golem: 1 melee (1d6–1/19–20) or sap –1 melee (1d6–1
Attack: Incorporeal touch +25 melee (prismatic touch) nonlethal) or shortbow +3 ranged (1d6–1/x3)
Full Attack: 2 incorporeal touches +25 melee
(prismatic touch) Page 90: Lhosk
Changes to the stat block for the lhosk:
Page 73: Golem, Shadesteel Attack: Spear +7 melee (2d6+14/x3)*
Changes to the stat block for the shadesteel golem: Full Attack: Spear +7/+2 melee (2d6+4/x3)* and bite
Armor Class: 33 (+3 Dex, +20 natural), touch 13, flat- +2 melee (1d6+6)* or 2 slams +7 melee (1d6+8)* and
footed 30 bite +2 melee (1d6+6)*
Page 74: Golem, Web Page 92: Living Spell, Glitterfire
Changes to the stat block for the web golem: Changes to the stat block for the glitterfire:
Attack: Slam +12 melee (2d10+5) Armor Class: 13 (+3 deflection), touch 13, flat-footed
Full Attack: 2 slams +12 melee (2d10+5) and bite +7 13
melee (1d6+2 plus poison)
Space/Reach: 10 ft./10 ft. Page 97: Lizardfolk, Poison Dusk
Changes to the stat block for the poison dusk lizardfolk:
Page 75: Grimweird Hit Dice: 1d8+1 (9 hp)
The grimweird’s energy drain ability allows a Fortitude Changes to the stat block for the poison dusk lizardfolk
save, not a Will save as indicated. lieutenant:
Initiative: +7
Page 77: Grisgol Attack: Claw +7 melee (1d3+2) or longspear +7 melee
The grisgol’s scorching ray spell-like ability has a +13
(1d6+3/x3) or masterwork longbow +9 ranged (1d6/x3)
ranged touch attack bonus, not +17 as indicated.
or bola +8 ranged (1d3+2 nonlethal or ranged trip)
Page 81: Harpoon Spider Full Attack: Claw +7 melee (1d3+2) and bite +5 melee
Changes to the stat block for the harpoon spider: (1d3+1) or longspear +7 melee (1d6+3/x3) and bite +2
Skills: Tumble +11 melee (1d3) or masterwork longbow +7/+7 ranged
The harpoon spider gets a +11 bonus on the trip attack (1d6/x3) or bola +8 ranged (1d3+2 nonlethal or ranged
when using its harpooning ability (not +10 as trip)
indicated). Replace the poison dusk lizardfolk lieutenant’s magic
Changes to the stat block for the dread harpoon spider: fang spell with the longstrider spell.
Hit Dice: 9d8+63 (103 hp) Page 98: Lumi
Skills: Tumble +14
The lumi and the lumi crusader both have the
The dread harpoon spider gets a +19 bonus on the trip
extraplanar subtype.
attack when using its harpooning ability (not +21 as
Changes to the stat block for the lumi crusader:
indicated). Also, add Improved Toughness to the dread
Special Attacks: Spells, spell-like abilities, turn undead
harpoon spider’s list of feats.
8/day (+1, 2d6+7, 6th)
Page 82: Harssaf Saves: Fort +15, Ref +4, Will +13
The harssaf’s sand pulse ability has a DC of 16, not 15 The lumi crusader has the following typical cleric spells
as indicated in the ability’s descriptive text. prepared: 5/6/5/4. The save DC is 15 + spell level, not
13 + spell level. Give the crusader a second divine favor
Page 84: Ironclad Mauler spell.

Monster Manual III Errata 3 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Attack: Bastard sword +18 melee (2d8+9/17–20) or
Page 101: Mastadon shield bash +17 melee (1d8+4) or lance +17 melee
Changes to the stat block for the mastadon: (2d6+13/x3) or rock +10 ranged (2d6+9)
Full Attack: Slam +20 melee (2d8+11) and 2 stamps Full Attack: Bastard sword +14/+9 melee (2d8+9/17–
+15 melee (2d6+5); or gore +20 melee (3d8+16) 20) and shield bash +13 melee (1d8+4) or lance
Page 107: Mivilorn +17/+12 melee (2d6+13/x3) or rock +10 ranged
(2d6+9)
The mivilorn is native to Pandemonium, not Acheron as
sometimes indicated. Saves: Fort +15, Ref +5, Will +5
Changes to the stat block for the mivilorn elite demon Page 118: Omnimental
warmount: The omnimental’s blindsight ability has a range of 120
Initiative: +0 feet.
Speed: 30 ft. in splint mail barding (6 squares), base
speed 40 ft. Pages 119: Otyugh, Lifeleech
Attack: Bite +25 melee (6d6+33/19–20 plus 2d4 acid)* Changes to the stat block for the lifeleech otyugh:
Full Attack: Bite +25 melee (6d6+33/19–20 plus 2d4 Speed: 40 ft. (8 squares), climb 20 ft.
acid)* Skills: Climb +16, Hide +3*, Jump +12, Listen +10,
Abilities: Wis 17 Spot +10
Also, the DCs for the elite demon warmount’s breath Add the following sentence to the Improved Grab
weapon and charging bite abilities should be 25, not 26. ability description: If it gets a hold, the lifeleech otyugh
can constrict.
Page 108: Necronaut
Replace the Improved Natural Weapon (slam) feat with Page 120: Petal
Improved Natural Attack (slam). Changes to the stat block for the petal:
Attack: Dagger +7 melee (1d2–4/19–20)
Pages 110–111: Night Twist Full Attack: Dagger +7 melee (1d2–4/19–20)
Remove “Survival +17” from the Skills line of the stat
block. Page 122: Phoera
Also, the range of the night twist’s despair song ability Changes to the stat block for the phoera:
is 50 feet per HD, not 5 miles per HD. Full Attack: Bite +4 melee (1d6+1 plus 1d6 fire) and
Changes to the stat block for the ancient night twist: claws +2 melee (1d4 plus 1d6 fire)
Advancement: 26–48 HD (Huge)
In the Combat section of the ancient night twist, delete Page 124: Plague Brush
the sentence: It summons plants to its aid if faced with Changes to the stat block for the plague brush:
superior numbers. The ancient night twist does not have Base Attack: +23/+51
the ability to summon plants.
Page 129: Quaraphon
Pages 112–113: Nycter Changes to the stat block for the quaraphon bully:
Changes to the stat block for the nycter defender of the Armor Class: 23 (–1 size, +1 Dex, +7 natural, +6 +1
cave: breastplate), touch 10, flat-footed 23
Initiative: +5 Attack: +1 greatclub +15 melee (2d8+17/19–20) or
Armor Class: 20 (+1 size, +1 Dex, +3 natural armor, masterwork composite longbow +12 ranged (2d6+4/x3)
+3 hide armor, +2 masterwork heavy wooden shield), or bite +14 melee (1d8+10)*
touch 12, flat-footed 19 Full Attack: +1 greatclub +15/+10/+5 melee
Attack: +1 scimitar +8 melee (1d4+1/18–20) or bite +8 (2d8+17/19–20) and bite +9 melee (1d6+6) and 2
melee (1d4) or +1 sling +9 ranged (1d3+1) hooves +9 melee (1d6+6)* or masterwork composite
Full Attack: +1 scimitar +8/+3 melee (1d4+1/18–20) longbow +12/+7/+2 ranged (2d6+4/x3)
or bite +8 melee (1d4) or +1 sling +9 ranged (1d3+1) Change the feat Improved Natural Weapon (bite) to
Feats: Alertness, Improved Initiative, Weapon Finesse Improved Natural Attack (bite).
The quaraphon bully’s rage ability effects the following
Pages 114–115: Odopi statistical changes: AC 21 (touch 8, flat-footed 21); Will
Changes to the stat block for the elder odopi: +10.
Base Attack/Grapple: +22/+45 The quaraphon bully’s improved uncanny dodge is
denied when the creature is attacked by a rogue of 9th
Page 117: Ogre, Skullcrusher level or higher (not 8th level as indicated).
Changes to the stat block for the skullcrusher ogre Changes to the Quaraphon as Characters section:
sergeant: — +10 Strength, +12 Constitution, –4 Intelligence, +4
Initiative: +1 Wisdom.

Monster Manual III Errata 4 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
— Racial Skills: A quaraphon’s aberration levels give it Hit Dice: 12d12 plus 36 (114 hp)
skill points equal to 12 x (2 + Int modifier, minimum 1). Armor Class: 18 (–1 Dex, +9 natural), touch 9, flat-
Its class skills are Intimidate, Listen, Spot, and Survival. footed 18
— Natural Weapons: Bite (1d6) and 2 hooves (1d6). Base Attack/Grapple: +6/+14
Page 131: Rage Drake Page 149: Seryulin
Changes to the stat block for the fiendish rage drake: Changes to the stat block for the seryulin:
Initiative: +7 Environment: Aquatic
Base Attack: +21/+34 Changes to the stat block for the greater seryulin:
Full Attack: 2 claws +20 melee (1d8+18/19–20)* and Initiative: +5
bite +15 melee (2d6+13)* Speed: 50 ft. (10 squares), swim 50 ft.
Saves: Fort +19, Ref +15, Will +13 Environment: Aquatic
The fiendish rage drake is missing a feat. It should have Also, the great seryulin is missing a feat. It should have
the Great Cleave feat. Improved Overrun.
The fiendish rage drake’s rage ability effects the
following statistical change: Will +15. Page 153: Shredstorm
Changes to the stat block for the shredstorm:
Pages 136–137: Rakshasa, Naztharune Speed: Fly 90 ft. (perfect) (18 squares)
Changes to the stat block for the naztharune rakshasa: In the Combat section, the text says that the shredstorm
Armor Class: 24 (+5 Dex, +5 natural, +4 mithril shirt), deals 4d6 points of damage plus 2d6 points of
touch 15, flat-footed 24 electricity damage; it should deal 3d6 points of damage
Skills: Tumble +19 instead of 4d6 points of damage.
Delete the following sentence from the naztharune
rakshasa’s sneak attack ability description: This extra Pages 154–155: Shrieking Terror
damage is 1d6 points at 1st level, and it increases by The shrieking terror’s kiss special ability has an attack
1d6 every two rogue levels thereafter. Replace it with bonus of +15, not +12 as indicated in the ability’s
the following: The naztharune rakshasa’s sneak attack description.
ability is equivalent to that of a rogue of a level equal to A shrieking terror can never have more than twice its
the creature’s Hit Dice. normal number of heads at any one time.
Changes to the stat block for the ten-headed shrieking
Page 139: Redcap terror:
Changes to the stat block for the young redcap: Skills: Hide +2, Listen +7, Move Silently +5, Spot +21
Attack: Medium scythe +3 melee (2d4+7/x4)* or Lastly, replace the ten-headed terror’s Weapon Finesse
Medium sling +5 ranged (1d6+3) feat with Alertness.
Full Attack: Medium scythe +3 melee (2d4+7/x4)* or
Medium sling +5 ranged (1d6+3) Page 157: Siege Crab
Skills: Hide +12, Intimidate +8, Listen +8, Move Changes to the stat block for the siege crab:
Silently +8, Spot +8, Survival +8 Armor Class: 37 (–4 size, –2 Dex, +23 natural, +10
deflection), touch 14, flat-footed 37
Pages 143–144: Rot Reaver Changes to the stat block for the greater siege crab:
Changes to the stat block for the rot reaver: Attack: Claw +30 melee (2d10+14)
Special Attacks: Cleaver mastery, rebuke undead 6/day Full Attack: 4 claws +30 melee (2d10+14)
(+3, 2d6+13, 10th), wound rot Delete the bonus Cleave feat from the siege crab’s and
Changes to the stat block for the rot reaver necrothane: greater siege crab’s list of feats.
Speed: 20 ft. in full plate (4 squares), climb 15 ft. in full
plate; base speed 30 ft., base climb 20 ft. Page 159: Slaughterstone Behemoth
Special Attacks: Cleaver mastery, rebuke undead Changes to the stat block for the slaughterstone
11/day (+4, 2d6+24, 20th), wound rot behemoth:
Initiative: +0
Page 145: Runehound Speed: 20 ft. (4 squares)
Changes to the stat block for the runehound:
Attack: Bite +8 melee (2d6+7) or vile spew +5 ranged Page 160: Slaughterstone Eviscerator
touch (see text) Changes to the stat block for the slaughterstone
Full Attack: Bite +8 melee (2d6+7) or vile spew +5 eviscerator:
ranged touch (see text) Initiative: +0
Base Attack: +11/+24
Page 146: Salt Mummy Attack: +2 adamantine blade +21 melee (2d8+11/18–
Changes to the stat block for the salt mummy: 20/x3)

Monster Manual III Errata 5 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Full Attack: 4 +2 adamantine blades +21 melee Hit Dice: 12d8+108 (162 hp)
(2d8+11/18–20/x3) Base Attack/Grapple: +12/+26
Attack: Masterwork greatsword +23 melee
Page 165: Splinterwaif (3d6+15/19–20) or bite +21 melee (1d8+10) or
Changes to the stat block for the splinterwaif: masterwork composite longbow (+10 Str bonus) +15
Skills: Hide +20 ranged (2d6+10/x3)
Changes to the stat block for the splinterwaif knave: Full Attack: Masterwork greatsword +23/+18/+13
Skills: Hide +24 melee (3d6+15/19–20) and bite +19 melee (1d6+5); or
Pages 166–167: Ssvaklor 2 claws +21 melee (1d8+10) and bite +19 melee
(1d6+5); or masterwork composite longbow (+10 Str
Changes to the stat block for the greater ssvaklor:
bonus) +15/+10/+5 ranged (2d6+10/x3)
Skills: Disguise +1 (+3 acting), Intimidate +3
Advancement: 31–45 HD (Huge) Page 183: Vasuthant
Changes to the psi-like abilities of the psionic greater The range of the vasuthant’s and horrific vasuthant’s
ssvaklor: aversion (duration 21 hours, DC 19*), blindsight ability is 60 feet.
entangling ectoplasm (affects any size creature), id Changes to the stat block for the horrific vasuthant:
insinuation (affects up to 7 creatures, no two of which Armor Class: 24 (–2 size, +6 Dex, +10 natural), touch
can be more than 15 feet apart; DC 19*). 14, flat-footed 18
Page 171: Swamp Strider Swarm Base Attack/Grapple: +12/+35
Changes to the stat block for the swamp strider swarm: Advancement: 26–34 HD (Gargantuan); 35–48 HD
(Colossal)
Skills: Hide +17*, Spot +4
Vasuthants in Eberron have the extraplanar subtype.
Page 174: Topiary Guardian, Triceratops
Changes to the stat block for the triceratops topiary
Page 184: Vermin Lord
Changes to the stat block for the vermin lord:
guardian:
Armor Class: 30 (–1 size, +5 Dex, +11 natural, +4 +1
Challenge Rating: 12
studded leather, +1 masterwork buckler), touch 14, flat-
Page 175: Topiary Guardian footed 30
In the Construction rules, the rare tinctures and oils Base Attack/Grapple: +25/+34
used in the creation of a topiary guardian should be
factored into its price: 20,800 gp (Medium), 62,400 gp
Page 187: Voidmind Creature
(Large), 119,600 gp (Huge). Changes to the stat block for the voidmind grimlock:
Add the following section to the Alternative Topiary Attack: Battleaxe +6 melee (1d8+6/x3) and tentacle +6
Guardians section: melee (1d6+4)
Armor Class: A topiary guardian has a natural armor Page 195: Witchknife
bonus based on its size: Tiny or smaller +0, Small +2, Changes to the stat block for the witchknife:
Medium +4, Large +6, Huge +9, Gargantuan or larger Saves: Fort +4, Ref +9, Will +10
+12. Feats: Ability Focus (command), Great Fortitude,
Page 176: Trilloch Improved Initiative, Iron Will
Changes to the stat block for the trilloch: Changes to the stat block for the witchknife captain:
Base Attack/Grapple: +8/— Attack: Masterwork short sword +17 melee
Replace the trilloch’s 11 ranks of Move Silently with 11 (1d6+1/19–20) or masterwork shortbow +17 ranged
ranks of Sense Motive (+15 bonus total). (1d6/x3)
Also, the trilloch’s control rage ability has a DC of 18, Full Attack: Masterwork short sword +17/+12/+7
not 19 as indicated in the description of the ability. melee (1d6+1/19–20) or masterwork shortbow
+17/+12/+7 ranged (1d6/x3)
Page 178: Troll, Crystalline Saves: Fort +4, Ref +9, Will +10
Changes to the Crystalline Trolls as Characters section: Feats: Ability Focus (command), Great Fortitude,
— Natural Weapons: 2 claws (1d6) and bite (1d6). Improved Initiative, Iron Will, Weapon Finesse
Changes to the Witchknives as Characters section:
Page 179: Troll, Forest — Weapon and Armor Proficiency: A witchknife is
Changes to the stat block for the forest troll: automatically proficient with all simple weapons, light
Attack: Claw +6 melee (1d4+3 plus poison) or javelin armor, and shields (except for tower shields).
+6 ranged (1d6+3 plus poison)
Page 197: Woodling
Page 181: Troll, War Additions to the stat block for the woodling monitor
Changes to the stat block for the war troll: lizard:

Monster Manual III Errata 6 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Treasure: None Delete sentence 2.
Alignment: Always neutral Add the following text to the body of the ability
Changes to the stat block for Autumn, the woodling description:
druid: A true seeing spell or ability reveals the creature’s
Attack: +1 scimitar +9 melee (1d6+2/18–20) or slam natural form. A creature using change shape reverts to
+7 melee (1d6+1) its natural form when killed, but separated body parts
Skills: Hide +2*, Move Silently +2* retain their shape. A creature cannot use change shape
*Autumn gains a +4 bonus on Hide and Move Silently to take the form of a creature with a template.
checks in aboveground natural environments. Replace Line 2 of the changes with the following text:
Changes to the stat block for Autumn’s dire wolverine —The creature loses the natural weapons and
animal companion: CR —; Init +4; Base Atk +5; Grp movement modes of its original form, as well as any
+15; Atk +10 melee (1d8+6, claw); Full Atk +10 melee extraordinary special attacks of its original form not
(1d8+6, 2 claws) and +5 melee (1d8+3, bite); SV Fort derived from class levels (such as the barbarian’s rage
+9, Ref +9, Will +6; Listen +8, Spot +8; Improved class feature).
Natural Attack (claw). Replace Line 6 of the changes with the following text:
—The creature retains its HD, hit points, base attack
Pages 200–204: Yugoloth bonus, and base save bonuses.
The summon yugoloth ability possessed by the canoloth, Add the following text to the end of the entry.
mezzoloth, nycaloth, and ultroloth is a spell-like ability. —Any gear worn or carried by the creature that can’t be
worn or carried in its new form instead falls to the
Page 201: Yugoloth, Mezzoloth ground in its space. If the creature changes size, any
Changes to the stat block for the mezzoloth:
gear it wears or carries that can be worn or carried in its
Armor Class: 21 (+1 Dex, +8 natural, +2 heavy steel
new form changes size to match the new size.
shield), touch 11, flat-footed 20
(Nonhumanoid-shaped creatures can’t wear armor
Skills: Hide +12, Move Silently +12 designed for humanoid-shaped creatures, and vice-
Page 203: Yugoloth, Nycaloth versa.) Gear returns to normal size if dropped.
Changes to the stat block for the nycaloth:
Base Attack/Grapple: +14/+23
Changes to the stat block for the nycaloth commander:
Speed: 30 ft. (6 squares) in +2 breastplate, fly 60 ft.
(good); base speed 40 ft., base fly 90 ft. (good)
Armor Class: 33 (–2 size, +2 Dex, +7 +2 breastplate,
+16 natural), touch 10, flat-footed 31
Full Attack: +2 greataxe +30/+25/+20/+15 melee
(4d6+18/19–20/x3)* and 2 claws +22 melee (1d8+6
plus bleeding wounds)* or 4 claws +27 melee (1d8+6
plus bleeding wounds)*
Page 203: Yugoloth, Ultroloth
Changes to the stat block for the ultroloth:
Attack: +3 longsword +22 melee (1d8+4/19–20) or ray
+22 ranged touch (as spell)
Full Attack: +3 longsword +22/+17/+12/+7 melee
(1d8+4/19–20) or ray +22 ranged touch (as spell)
Skills: Concentration +26 (+30 casting defensively)
Page 204: Yugoloth, Ultroloth
In the list of spell-like abilities, replace alter self with
disguise self (DC 15).
Page 205: Zezir
The save DC for the zezir’s flammable spray ability
should be 20, not 18 as indicated in the ability’s
description.
Zezirs in Eberron have the extraplanar subtype.
Page 209: Change Shape
Make the following changes.

Monster Manual III Errata 7 07/12/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Oriental Adventures Errata
When the text within a product contradicts itself, our p. 36, 1st paragraph: In the second sentence, replace
general policy is that the primary source (actual rules "when fighting from horseback" with "when she
text) is correct and any secondary reference (such as begins a combat mounted on a horse."
in a table or a monster’s statistics block) is incorrect.
Exceptions to the rule will be called out specifically. p. 36, Bear Warrior Class Skills: Replace: "Ride
Updated information is shaded like this. (Dex)" with "Spot (Wis)".

p. 36, Bear Form: After "At 1st level," add "as a full-
p. 11, Table 1–2: Crane and sparrow hengeyokai round action". After that sentence, add the sentence:
should list (average) after the fly speeds. "The bear warrior can use this spell-like ability while
raging despite it requiring concentration."
p. 13, Table 1–3: Hengeyokai Animal Forms: The
AC for a dog should be 15 (+1 size, +3 Dex, +1 p. 38, Enchanted Blade III: Add ", or one enchanted
natural). blade I ability and one enchanted blade II ability" to
the sentence that begins: "Alternatively, he can add .
p. 25–26, Shugenja Class Features, Spells: The .."
second paragraph gives the example of Kitsu Mari
knowing burning hands. Change to sleep in both p. 38:Change the blade dancer alignment
places. requirement to: "any nonchaotic."

p. 30, Wu Jen Characteristics: Delete the first p. 39, Weapon and Armor Proficiency: Replace
sentence. Change the second sentence to read: As "They are not proficient" with "They gain no
with wizards, the wu jen's spells are her primary proficiency".
class feature.
p. 40, Root the Mountain: Change "4th level" to "3rd
p. 30, Elemental Mastery: Replace with new text level".
below:
Elemental Mastery: The spells of a wu jen are p. 41, Hitsu-Do: Insert "fire" so the phrase reads: "an
divided into five elemental groups: earth, fire, metal, extra 1d6 points of fire damage per attack".
water, and wood. At 6th level, instead of receiving a
spell secret, a wu jen can proclaim herself a master p. 42, One Strike, Two Cuts: After the first sentence,
of one of these five elements. Thereafter, whenever a add "The character makes the second attack at a –5
wu jen casts a spell of that element, the saving throw penalty from her base attack bonus."
DC is increased by 2, while the wu jen herself gets a
+2 competence bonus on saving throws against p. 50. Tattooed monk, Crab tattoo. Add "whichever
spells of that element. This bonus stacks with the is less," to the second sentence so that it reads: This
bonus conferred by the Spell Focus feat. Certain damage reduction is negated . . . than the tattooed
monk's Constitution bonus (if any) or +5, whichever
spells on the wu jen spell list are designated "All";
is less, by magical attacks, or by energy attacks.
this means they belong to all elemental groups, and a
wu jen who is a master of any element gains the
p. 58–59: Strike the sentence that crosses the page,
mastery bonuses with respect to those spells. "Your extra damage is halved, just like your ordinary
Also, move this paragraph to after the Spell damage."
Secret paragraph and before the Spellsbooks
paragraph. p. 62 and 64, For the Pain Touch, Falling Star Strike,
Finally, on Table 2-7, replace "spell secret" at 6th and Freezing the Lifeblood feats, add the following
level with "Elemental mastery". sentence to the end of the entry: Using this feat uses
up one of your stunning attacks for the day (either a
p. 35, Special mount table: The HD at 4th–6th should monk stunning attack or a use of the Stunning Fist
be 8d8+24, not 8d8+32. feat).
p. 35, Battle Maiden Requirements, Skills: Change p. 63, Insert the following feat in alphabetical order.
Handle Animal to 5 ranks instead of 10. GREAT THROW [GENERAL]

Oriental Adventures Errata 2/6/2006 1


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
You can throw your opponents to the ground,
choosing where they land and dealing damage in the p. 102, Elemental Burst, first paragraph: "composed
process. of one of the five elements (wood, fire, water, stone,
Prerequisites: Improved Unarmed Strike, or air)" should be "composed of one of the five
Dexterity 13+, Dodge, Improved Trip, Combat elements (wood, fire, water, stone, or metal)"
Reflexes.
Benefit: When you make a successful unarmed p. 108, Lightning Blade
trip attack against a creature no larger than your own Casting Time: Change "10 minutes" to "1 action"
size, you can choose where the creature lands, within Duration: Change "1 minute" to "1 minute/level"
the area you threaten. In addition, you deal your Second paragraph, 1st sentence: Change "(maximum
normal unarmed strike damage to the opponent. The 10d6)" to "(maximum 5d6)"
creature's movement does not provoke attacks of
opportunity, no matter how far you move it. When p. 109, Magic Circle Against Taint
you use this option, however, you cannot make a 3rd paragraph, 1st sentence: Change "(…third
follow-up melee attack using the Improved Trip feat. function of protection from evil)" to "(…third
function of protection from Taint)"
p. 63–4, Karmic Strike: Change the phrase in the last
sentence from "these special attacks of opportunity" p. 109, Melt
to: "a karmic strike". 3rd sentence: Change: "…cold creatures take 2
points of damage per caster level (maximum 10
p. 71, Chijiriki: Change: "you can drop the chain" to points)" to "…cold creatures take 1d4 points of
"you can drop the chijiriki". damage per caster level (maximum 5d4 points)"

p. 72, Fukimi-bari, kawanaga (table entries): Delete p. 110, Mental Strength


the delta symbols from these weapons. Change "Enchantment (Compulsion) [Mind-
Affecting]" to "Abjuration"
p. 76, Kappa Shell shield. Change the weight entry to 1st paragraph: Change: "…+8 resistance bonus…" to
20 lb. "…+4 resistance bonus…"

p. 82, Example: Change Kakita Kudako from a p. 110, Minute Form


Sam5/iaijutsu master 7, to a Sam6/iaijutsu master 6. Duration: Change "1 minute" to "1 minute/level"

p. 84, "Class Abbreviations" Add: "Maho (maho p. 112, Scales of the Lizard
tsukai) see page 237" after the colon and before the Duration: Change "2 rounds/level" to "1
Shaman entry. minute/level"

p. 85, (8th-level Shaman Spells) Greater Spirit Ally. p. 113, Snake Barrier
Add an asterisk after the y. Duration: Change "3 rounds/level" to "1
minute/level"
p. 88, Change the single-sentence description of the
magic stone spell (under Stone Domain Spells) to p. 115, Steam Breath
read: "Three stones gain +1 attack, deal 1d6+1 Change Material Component from: "A glowing piece
damage." of charcoal…" to "A piece of charcoal…"

p. 92, (Tamori School spells): "Magic Stone" see p. 116, Swim


above. Duration: Change "3 rounds/level" to "10
minutes/level"
p. 93, (2nd Level Sohei Spells): Change remove
paralysis description to match that of p. 90, 1st- p. 116, Sword of Darkness
Level Shugenja Spells, Water. 1st paragraph, 4th sentence: Change "The blade
attacks with your base attack bonus…" to "The
p. 99, Commune with Lesser Spirit spell: Add the sword performs a melee touch attack with your base
following to the second sentence after: "…through attack bonus…"
the trance spell)": "or a Knowledge (spirits) check Material Component: Change "A katana or long
with a DC 10 + the Hit Dice of the spirit". sword worth at least 100 gp, which is shattered

Oriental Adventures Errata 2/6/2006 2


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
against a stone while casting the spell." to "A Celestial, Avoral (Gandharva): Add at the end:
miniature sword worth at least 100 gp, which is "Gandharvas have the spirit type modifier."
shattered by the casting of the spell." Dire Wolf, Celestial and Dire Lion, Celestial (Foo
Creatures): Add at the end: "Both types of foo
p. 118, Wall of Bones creatures have the spirit type modifier."
Duration: Change "10 minutes" to "10 minutes/level"
p. 145, Planetouched, Aasimar (Rishi): Add at the
p. 122, Armor Special Abilities, Presence end: "Rishis have the spirit type modifier."
Market Price: Change "+2 bonus" to "+8,000 gp"
p. 146, Bajang: In the Alternate Form special quality,
p. 123, Table 8–5 delete “as if using polymorph self.”
Change Presence from "+2 bonus" to "+8,000 gp"
and rebuild table accordingly p. 146, Bakemono: Fort save should be +3.

p. 126, Magic Weapon Special Abilities Description, p. 147, Bisan: In the second paragraph of text,
Honorable replace polymorph self with alternate form.
1st paragraph: Change "…nongood and nonlawful Remove polymorph self from spell-like abilities.
alignment, creatures with…" to "…nongood and Add the following entry:
nonlawful alignment (CE, CN, N, and NE), creatures Alternate Form (Su): A bisan can assume the form
with…" of an insect of any size up to Large.

p. 127, Tainted Weapon property: p. 148, Bog Hag: Change Alternate Form to Disguise
Replace the text with the following: Form.
Caster Level: 7th; Prerequisites: Craft Magic Arms Change the first sentence of the Alternate Form
and Armor, cloud of taint, creator must have a Taint ability to the following text: “A bog hag can alter its
score of 6 or higher; Market Price: +2 bonus. appearance as if using the disguise self spell, except
that this is not an illusory effect, but a minor physical
p. 129, Table 8–18 alteration of the bog hag’s facial features, skin color
Change this table to the following: and texture, and size, within the limits described for
Rokugan Non-Rokugan Type the spell.”
d% d%
01–15 01–50 Arcane (sorcerer p. 148, Buso, Tigbanua: Ref save should be +8
or wu jen)
— 51–85 Divine (shaman p. 151, Doc cu'o'c, Spell-Like Abilities: The oath
or sohei) spell got cut from the book. Replace oath* with
16–100 86–100 Divine lesser geas.
(shugenja)
p. 152, Dokufu, Implant Eggs: Add at the end: "A
p. 137, Table 8–26: Change price for Sandals [boots] remove disease spell rids a victim of the eggs, as
of striding and springing to 6,000 gp. does a successful Heal check (DC 20) by someone
with that skill. If the check fails, the healer can try
p. 138, Wings of flying should cost 22,000 gp, which again, but each attempt (successful or not) deals 1d4
would move them onto Table 8–27. points of damage to the patient." (from the xill entry
in the MM) Remove the last sentence of the
p. 140, Kimono of storing: Insert after "to be held in Alternate Form special ability.
one hand,": While stored, the item has negligible
weight. p. 154, Dragon, Lung: Delete the second sentence of
the Alternate Form special quality.
p. 142, Obsidian, second paragraph: Insert before the
last sentence ("If the character fails five saving p. 154, Dragon, Chiang Lung: Remove polymorph
throws..."): "Each bout of madness lasts 8 hours, but self from spell-like abilities.
if..."
p. 164, Jiki-Ketsu-Gaki: Bite damage should be
p. 144, Monster Manual Monsters: 1d6+2, not 1d6.

Oriental Adventures Errata 2/6/2006 3


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
p. 167, Hannya: Remove polymorph self from spell-
like abilities. p. 181, Oni, Shadowlands: Delete the second
Add the following entry: sentence of the Alternate Form special quality.
Change Shape (Su): A hannya can assume the form
of any Small or Medium humanoid. p. 181, Add a new paragraph to the Combat section:
Fear Aura: Subjects that make their saving
p. 168, Hengeyokai: In the first paragraph of the throws against this ability are immune to that oni's
Alternate Form special ability, delete “This ability aura for one day.
functions like the polymorph other spell, but”.
In the second paragraph, remove the second p. 182, Haino no oni: Change the Climb skill
sentence. modifier to +11.
In the third paragraph, remove sentences 4 and 5.
p. 186, Yattoko no oni: improved grab: it transfers a
p. 170, Ki-rin: Change its CR to 29 creature to its mouth as a partial action. Change
"partial action" to: "move-equivalent action".
p. 172, Mamono: Remove the alter self supernatural
ability. p. 193, Tako: Change this creature's CR 2 to CR 3.
Add the following entry:
Change Shape (Su): A mamono can assume the p. 193, Tasloi, Add the Organization entry: "Solitary,
form of any Small or Medium humanoid. clutch (2–12), band (10–100 plus 30%
noncombatants plus 1 4th-level fighter, 1 3rd-level
p. 174, Naga: In the alternate form special ability, shaman, and 2–8 spider eaters)"
delete “as if using the polymorph self spell.”
p. 198, Tsuno: Fear Cone: Add to the end of the
p. 175, Cobra nagas: Add to the end of the Spells paragraph: "A tsuno can use this ability three times
paragraph: "A carved pearl used as a focus is worth per day."
25 gp and a carved pearl used as a scroll is worth 10
gp after the spell is cast from it (and the carving p. 199, Wang-Liang: Remove alter self from spell-
disappears)." like abilities.
Add the following entry:
p. 176, Nat, Einsaung: Remove polymorph self from Change Shape (Su): A wang-liang can assume the
spell-like abilities. form of any Small, Medium, or Large humanoid or
Add the following entry: giant.
Alternate Form (Su): An einsaung nat can assume
the form of any Tiny or Small animal or humanoid. p. 231, Add Balance (Dex) to list of Mantis
Mercenary skills.
p. 177, Hkum yeng nat, Spell-Like Abilities: Replace
oath* with lesser geas.

p. 179–180, Common Oni: Spit copper attack: Add


to the end of the paragraph: "A copper globule is
worth 1d4 gp and weighs 2d4 pounds."

p. 180, Oni, Go-zu: Remove polymorph self from


spell-like abilities.
Add the following entry:
Change Shape (Su): A go-zu oni can assume the
form of any Small or Medium humanoid.

p. 180, Oni, Me-zu: On the list of prepared spells,


replace polymorph other with shout.
Remove polymorph self from spell-like abilities.
Add the following entry:
Change Shape (Su): A me-zu oni can assume the
form of any Small or Medium humanoid.

Oriental Adventures Errata 2/6/2006 4


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Player's Guide to Faerûn Errata
Bonus Languages: Aquan, Alzhedo, Chondathan, Elven,
Page 13: Table 1–2: Human Regions Undercommon
Please add the following regions to the table. Favored Deities: Grumbar, Mask, Shar, Shaundakul,
Talona, Talos
Region: Nimbral Regional Feats: Dauntless, Resist Poison, Swift and
Recommended Subraces: Halruaan Silent
Automatic Languages: Halruaan Bonus Equipment: (A) Battle axe* or dagger*, or (B)
Bonus Languages: Chultan, Dambrathan, Durpari, chain shirt*
Halfling, Midani, Tashalan
Favored Deities: Azuth, Cyric, Mystra Page 20: Table 1–3: Dwarf Regions
Regional Feats: Arcane Schooling, Magical Training, Delete the following regional feat from the Regional
Saddleback, Spellwise Feats column of the Underdark (Northdark) region:
Bonus Equipment: (A) Scroll of invisibility and 6 1st- Daylight Adaptation. The feat Daylight Adaptation is no
level arcane spells, or (B) Wand of silent image (CL 1st, longer a regional feat.
20 charges)
Page 20: Table 1–3: Dwarf Regions
Region: Samarach Please add the following region to the table.
Recommended Subraces: Chultan, Tashalan
Automatic Languages: Chultan Region: Underdark (Earthroot)
Bonus Languages: Draconic, Dwarven, Goblin, Recommended Subraces: Shield dwarf
Tashalan, Yuan-ti Automatic Languages: Dwarven, Undercommon
Favored Deities: Kossuth, Lathander, Malar, Set, Bonus Languages: Elven, Giant, Goblin, Orc, Terran
Sharess, Ubtao Favored Deities: Moradin
Regional Feats: Foe Hunter, Militia, Snake Blood Regional Feats: Blooded, Bullheaded, Dauntless
Bonus Equipment: (A) Scimitar* or composite Bonus Equipment: (A) Battleaxe* or light crossbow*, or
shortbow*, or (B) potion of bear’s endurance (B) potion of cure moderate wounds and scale mail*
Page 22: Table 1–4: Elf Regions
Region: Tharsult
Delete the following regional feat from the Regional
Recommended Subraces: Calishite, Shaaran
Feats column of the Cormanthor Drow region: Daylight
Automatic Languages: Alzhedo
Adaptation. The feat Daylight Adaptation is no longer a
Bonus Languages: Aquan, Chultan, Halfling, Tashalan,
regional feat.
Yuan-ti
Favored Deities: Ilmater, Selûne, Shar, Tyr, Valkur, Page 22: Table 1–4: Elf Regions
Waukeen Please add the following region to the table.
Regional Feats: Mercantile Background, Silver Palm,
Snake Blood, Stormheart Region: The Outer Sea
Bonus Equipment: (A) Cutlass* or blade boot*, or (B) Recommended Subraces: Aquatic elf
studded leather armor* and potion of blur Automatic Languages: Aquan, elven
Bonus Languages: Alzhedo, Chondathan, Draconic,
Region: Thindol Illuskan
Recommended Subraces: Chultan, Tashalan Favored Deities: Deep Sashelas
Automatic Languages: Tashalan Regional Feats: Blooded, Survivor
Bonus Languages: Chultan, Dwarven, Goblin, Shaaran, Bonus Equipment: (A) Trident* or dagger*, or (B)
Yuan-ti potion of cure moderate wounds and studded leather
Favored Deities: Lathander, Lliira, Malar, Savras, Set, armor*
Tymora
Regional Feats: Fleet of Foot, Foe Hunter, Militia, Page 25: Table 1–6, Half-Elf Regions
Snake Blood, Tireless Please add the following region to the table.
Bonus Equipment: (A) Cutlass* or blade boot*, or (B)
studded leather armor* and potion of blur Region: The High Forest
Recommended Subraces: Half-moon elf, half-wood elf
Region: Underdark (Old Shanatar) Automatic Languages: Elven, Illuskan
Recommended Subraces: Calishite, Tethyrian Bonus Languages: Chondathan, Giant, Goblin, Orc,
Automatic Languages: Dwarven Sylvan

Player's Guide to Faerûn Errata 1 07/16/2004


Favored Deities: Lurue, Mielikki, Rillifane Rallathil, Bonus Equipment: (A) Bastard sword* or morningstar*
Silvanus or (B) thieves’ tools* and studded leather armor*
Regional Feats: Fleet of Foot, Forester, Treetopper
Bonus Equipment: (A) Composite longbow* or Region: Silver Marches
longsword*, or (B) potion of cure moderate wounds and Recommended Subraces: Tiefling
studded leather armor* Automatic Languages: Illuskan
Bonus Languages: Abyssal, Chondathan, Dwarven,
Page 26: Table 1–7, Halfling Regions Elven, Giant, Goblin, Orc
Please add the following regions to the table. Favored Deities: Bane, Cyric, Lathander, Oghma,
Silvanus, Talos
Region: Amn Regional Feats: Dreadful Wrath, Thug
Recommended Subraces: Lightfoot halfling Bonus Equipment: (A) Longsword* or rapier*, or (B)
Automatic Languages: Chondathan 2nd-level spell scroll (arcane or divine) and studded
Bonus Languages: Alzhedo, Draconic, Giant, Illuskan, leather armor*
Orc
Favored Deities: Halfling pantheon Region: Western Heartlands
Regional Feats: Cosmopolitan, Mercantile Background, Recommended Subraces: Tiefling
Silver Palm, Street Smart Automatic Languages: Chondathan
Bonus Equipment: (A) Light crossbow* or dagger*, or Bonus Languages: Alzhedo, Elven, Giant, Goblin,
(B) potion of cure moderate wounds and studded leather Infernal, Orc
armor* Favored Deities: Bane, Cyric, Lathander, Mask, Oghma,
Region: Calimshan Tempus
Recommended Subraces: Lightfoot or strongheart Regional Feats: Dreadful Wrath, Street Smart, Thug
halfling Bonus Equipment: (A) Bastard sword* or greatsword*,
Automatic Languages: Alzhedo or (B) potion of lesser restoration
Bonus Languages: Auran, Chondathan, Draconic,
Ignan, Shaaran Page 28: Other Racial Regions
Favored Deities: Brandobaris Remove the Cormanthyr entry from the description of
Regional Feats: Mercantile Background, Street Smart regions.
Bonus Equipment: (A) Scimitar* or dagger*, or (B) Add the following to the description of regions.
potion of levitate and 3 thunderstones Delimbiyr Vale: The fey’ri haunt the upper reaches of
the Delimbiyr Vale, lurking in secret lairs in the nearby
Region: The North High Forest.
Recommended Subraces: Lightfoot Halfling
Automatic Languages: Illuskan Page 30: Table 1–10, Regions for Other
Bonus Languages: Chondathan, Dwarven, Elven, Giant, Races
Orc Please add the following regions to the table.
Favored Deities: Halfling pantheon
Regional Feats: Foe Hunter, Swift and Silent Region: Delimbiyr Vale
Bonus Equipment: (A) Composite longbow* or Recommended Subraces: Fey’ri
shortsword*, or (B) chain shirt* Automatic Languages: Elven
Bonus Languages: Abyssal, Chondathan, Dwarven,
Page 27: Table 1–8: Half-Orc Regions Giant, Illuskan
Delete the following regional feat from the Regional Favored Deities: Ghaunadaur, Shevarash
Feats column of the Chessenta, The Hordelands, The Regional Feats: Blooded, Magic in the Blood
North, and Thesk regions: Daylight Adaptation. The Bonus Equipment: (A) Longsword* or dagger* or (B)
feat Daylight Adaptation is no longer a regional feat. chain shirt*
Page 29: Table 1–9, Planetouched Regions Region: The Far Hills
Please add the following regions to the table.
Recommended Subraces: Kir-lanan
Automatic Languages: Kir-lanan
Region: Impiltur
Bonus Languages: Abyssal, Chondathan, Draconic,
Recommended Subraces: Tiefling
Giant, Infernal, Orc
Automatic Languages: Damaran
Favored Deities: None
Bonus Languages: Abyssal, Aglarondan, Chessentan,
Regional Feats: Dreadful Wrath, Magic in the Blood
Chondathan, Dwarven, Goblin, Turmic
Bonus Equipment: (A) Longspear* or spiked chain*, or
Favored Deities: Bane, Cyric, Ilmater, Tymora,
(B) chain shirt*
Waukeen
Regional Feats: Dreadful Wrath, Thug

Player's Guide to Faerûn Errata 2 07/16/2004


Region: The High Forest
Recommended Subraces: Centaur Page 39: Furious Charge [Regional] Feat
Automatic Languages: Sylvan Add centaur (High Forest) to the Prerequisite section.
Bonus Languages: Chondathan, Draconic, Elven, Giant,
Page 39: Horse Nomad [Regional] Feat
Illuskan, Orc
Remove Human (Nimbral) from the Prerequisite
Favored Deities: Lurue, Mielikki, Rillifane Rallathil,
section.
Silvanus
Regional Feats: Forester, Furious Charge Page 40: Magic in the Blood [Regional] Feat
Bonus Equipment: (A) Composite long bow* or Add fey’ri (Delimbiyr Vale) and kir-lanan (Far Hills) to
greatclub*, or (B) Studded leather armor* the Prerequisite section.
Page 31: Table 1–10: Regions for Other Page 41: Mercantile Background [Regional]
Races Feat
Delete the following regional feat from the Regional Add Halfling (Calimshan) to the Prerequisite section.
Feats column of the Underdark (Sloopdilmonpolop)
region: Daylight Adaptation. The feat Daylight Page 43: Resist Poison [Regional] Feat
Adaptation is no longer a regional feat. Add Human (Old Shanatar) to the Prerequisite section.
Page 33: Arcane Schooling [Regional] Feat Page 45: Swift and Silent [Regional] Feat
Add the following paragraph to the end of the feat Add Human (Old Shanatar) to the Prerequisite section.
description, under the indented Special header:
If you are a specialist wizard and you choose either Page 48: Arcane Devotee Prestige Class
sorcerer or wizard as the selected class for this feat, you Please make the following change to the prestige class’s
may activate spell-trigger items of your opposing Requirements:
school. Knowledge (religion) 5 ranks

Page 34: Table 1–14: Feats Page 49: Arcane Devotee Prestige Class
Add the following line to the table, before the Delay Please make the following change to the Divine Shroud
Spell feat line: class feature:
Feat Name Prerequisite Benefit The second sentence of the class feature description
Daylight — Ignore vulnerability to sunlight should read, “This ability functions like the spell
Adaptation or bright light. resistance spell (caster level equals arcane spellcaster
Page 35: Blooded [Regional] Feat level), except that the divine shroud is of a color
Add fey’ri (Delimbiyr Vale) to the Prerequisite section. appropriate to the arcane devotee’s patron.”

Page 36: Table 1–15: Regional Feats Page 51: Divine Champion Prestige Class
Strike Daylight Adaptation from the list of regional Please make the following change to the Smite Infidel
feats. class feature:
Replace the first sentence of the class feature
Page 37: Dauntless [Regional] Feat description with the following: “Once per day, a divine
Add Human (Old Shanatar) to the Prerequisite section. champion of at least 3rd level may attempt to smite a
creature that has a different patron deity with one
Page 37: Daylight Adaptation [Regional] normal melee attack. Creatures of Intelligence 2 or less
Feat do not have patron deities and are not subject to this
Daylight Adaptation is no longer a regional feat. The attack, but creatures of Intelligence 3 or higher who do
Prerequisites section the Special section at the end not choose patron deities are.”
should be ignored and deleted.
Page 63: Incantatrix Prestige Class
Page 38: Dreadful Wrath [Regional] Feat Please add the following sentence to the end of the
Add kir-lanan (Far Hills) to the Prerequisite section. Instant Metamagic class feature description:
The incantatrix cannot use this ability if the
Page 39: Foe Hunter Feat metamagicked spell would normally use a spell slot of a
Add the following paragraph to the end of the feat’s higher level than she can cast.
description:
Special: If you are a ranger with a favored enemy that Page 67: Morninglord of Lathander
matches your Foe Hunter favored enemy, the favored Prestige Class
enemy bonuses stack. The Morninglord of Lathander’s skill points per level
are missing:
Page 39: Forester [Regional] Feat Skill Points at Each Level: 2 + Int modifier.
Add centaur (High Forest) to the Prerequisite section.

Player's Guide to Faerûn Errata 3 07/16/2004


Page 74: Table 2–19: The Shadow Thief of
Amn
The sneak attack damage for the 5th-level shadow thief
of Amn (+3d6) was dropped inadvertently from the
table.
Page 75: Spellguard of Silverymoon
Prestige Class
Under Requirements, delete the following:
Region: Silverymoon or Silver Marches.
Page 80: Initiate of Ilmater [Initiate] Feat
The second and third sentences of the Benefit section
should read as follows:
You can bestow a number of temporary hit points equal
to the target’s Hit Dice ×3 in this manner. These
temporary hit points last up to 1 hour.
Page 81: Initiate of Selûne [Initiate] Feat
Delete “hathran” from the feat’s Prerequisites.
Page 103, Fleshshiver Spell
The third sentence should read: “In the following round,
it must make a Fortitude save or take 1d6 points of
damage per caster level (maximum 15d6) and be
nauseated by the pain for 1d4+2 rounds.”
Page 103: Handfire Spell
The handfire spell duration should change as follows:
Duration: 1 min./level or until discharged
Page 114: Summon Undead I Spell
Add the following sentence to the spell description: “No
undead creature you summon can have more Hit Dice
than your caster level +1.”
Page 128: Epic Hammer of Moradin
Delete the Spells paragraph. The hammer of Moradin
doesn’t cast spells.
Page 132: Netherese Arcanist
Under the Requirements section, the Feats requirements
should be as follows:
Feat: Improved Spell Capacity.
Page 177: Touch of Hate [Vile] Feat
Under the Prerequisite section, change Vile Spell to
Violate Spell.

Player's Guide to Faerûn Errata 4 07/16/2004


Player’s Handbook II Errata
When the text within a product contradicts itself, Page 51—Starting Packages; Package
our general policy is that the primary source (actual 2: The Destroyer [Substitution]
rules text) is correct and any secondary reference The feat section should read: “Improved Grapple,
(such as a table or character's statistics block) is Improved Unarmed Strike, Power Attack.”
incorrect. Exceptions to the rule will be called out
specifically.
Page 59 – Starting Packages; Package
Page 7, – Beguiler Class Features; Spells 2: The Hunter [Revision]
Delete Open Lock and Disable Device from the
[Omission] “Skills” section of this package.
The beguiler “Spells” class feature should have a
sentence at the end of the last paragraph that reads
as follows: “A beguiler’s caster level is equivalent
Page 61 – Starting Packages; Package
to his class level.” 1: The Battle Mage [Revision]
Should only have two 1st-level spells known
Page 9 – Playing a Beguiler; Combat instead of three and four 0-level spells known
instead of five. Remove ray of enfeeblement and
[Revision] read magic from package.
Grease should not appear as a spell available to
beguilers in the “Combat” section.
Page 61 – Starting Packages; Package
Page 12 – Dragon Shaman Class 1: The Blaster [Revision]
Features; Class Skills [Omission] Should only have two 1st-level spells known
Knowledge (arcana) should be listed as a class skill instead of three and four 0-level spells known
for the Dragon Shaman. instead of five. Remove obscuring mist and disrupt
undead from package.
Page 19 – Duskblade Class Features;
Page 61 – Starting Packages; Package
Weapon and Armor Proficiency
1: The Infernal Summoner [Revision]
[Omission] Should only have two 1st-level spells known
The “Weapon and Armor Proficiency” Class feature instead of three and four 1st-level spells known
for duskblades should state: “Duskblades are instead of five. Remove grease and acid splash
proficient with all simple and martial weapons.” from package.
Page 19 – Duskblade Class Features: Page 68 – Benefits, Immediate Magic
Spells [Substitution] [Revision]
The first paragraph of the “Spells” class feature The first sentence should read: “You gain a
should read: “A duskblade casts arcane spells, supernatural ability that reflects your chosen
which are drawn from the duskblade spell list on school of magic.” Text describing these abilities as
page 24. Duskblade spells unique to this book extraordinary abilities or spell-like abilities can be
appear on a spell list Page 98 disregarded.
Page 19 – Duskblade Class Features: Page 75-86 – Feats [Omission]
Spells [Omission] Bounding Assault, Crushing Strike, Driving Attack,
The duskblade “Spells” class feature should have a Overwhelming Assault, Rapid Blitz, Slashing
sentence that reads the following at the end of the Flurry, and Weapon Supremacy should indicate that
last paragraph: “A duskblade’s caster level is a fighter may select the feat as a fighter bonus feat.
equivalent to his class level.”
Page 74– Arcane Thesis [Substitution]
Page 43 – Starting Packages; Package Should read, “When you apply any metamagic feats
2: The Healer [Revision] other than Heighten Spell” Thus if you were to
The favored soul starting package has Spontaneous prepare an empowered maximized magic missile
Healer as a starting feat, but a favored soul cannot (assuming magic missile is the spell you choose for
meet the prerequisites for this feat at 1st level. An your Arcane Thesis), it would be prepared as a 4th
alternative is Augment Healing from Complete level spell (+1 level for empowered, down from +2;
Divine (page 79). A similar change is necessary on and +2 levels for maximized, down from +3).
the favored soul’s feat progression on page 210.
Place Combat Casting in place of Spontaneous Page 74 – Arcane Thesis [Omission]
Healing, Brew Potion in place of Combat Casting, Add the following text to the end of the “Benefit”
and Spontaneous Healing in place of Brew Potion. section: “A spell cannot be reduced to below its
original level with the use of this feat.”
Page 93 –Blood-Spiked Charger Tactical
Page 78 – Elven Spell Lore [Revision] Feat; Spike Slam Ability [Substitution]
Change the second paragraph, third sentence of the Should read that the attacks “deals extra damage
“Benefit” section to the following: “When equal to twice your Strength bonus” and not “twice
preparing that spell, you can alter the energy type your Strength.”
of the damage it deals to some other energy type of
your choosing.” Page 109 – Curse of Arrow Attraction
[Revision]
Page 79 – Fiery Ki Defense Remove “M” listed for components.
[Substitution]
Replace the second sentence of the “Special section Page 109 – Deflect, Lesser [Omission]
with the following text: “A monk with the Stunning Should indicate a minimum +1 bonus for the
Fist feat can select Fiery Ki Defense as her bonus spell’s effect.
feat at 6th level, as long as she also possesses the
Fiery Fist feat (other prerequisites can be ignored).
Page 112 – Energy Surge [Revision]
Change to lesser energy surge affects this spell.
Page 80 –Ki Blast [Substitution]
Replace the second sentence of the “Special section
with the following text: “A monk with the Stunning
Page 112 – Energy Surge, Greater
Fist feat can select Ki Blast as her bonus feat at 6th [Revision]
level, as long as she also possesses the Fiery Fist Change to lesser energy surge affects this spell.
feat and an attack bonus of +6 (other prerequisites
can be ignored). Page 112 – Energy Surge, Lesser
[Substitution]
Page 81 – Melee Weapon Mastery Last sentence of the spell’s description of should
[Omission] read, “The weapon then deals 1d6 points of damage
Add the following the two following sentence to of the specified energy type on the next attack with
the end of the “Benefit” section: “Weapons with the weapon if the attack is successful.”
two damage types (such as the morningstar, which
does bludgeoning and piercing damage) the Page 116 – Legion of Sentinels
benefits of Melee Weapon Mastery (bludgeoning) [Omission]
and Melee Weapon Mastery (piercing) do not stack. Should include the following text at the end of its
But the bonuses from this feat do stack with those description: “The swordsmen’s attacks are at a
gained from Weapon Focus and Weapon bonus equal to your caster level, they threaten
Specialization. critical hits on a 19 or 20, and they deal 1d8 points
of slashing damage with a +1 bonus per three caster
Page 82 – Ranged Weapon Mastery levels (max +5). They only make attacks of
[Omission] opportunity, and their weapon damage is slashing
Add the following text to the end of the “Benefit” and is affected by damage reduction.”
section: The bonuses from this feat do stack with
those gained from Weapon Focus and Weapon Pages 117– Luminous Assassin
Specialization. [Revision]
The three stat blocks should have no potions listed
Page 83 – Telling Blow [Omission] under “Combat Gear”.
Add the following sentence to the end of the
“Benefit” section: “Skirmish or sneak attack Page 119 – Mark of Doom [Omission]
damage is added only once, even if you meet other Add this sentence to the end of the spell’s
conditions for adding damage, such as if you description: “A caster cannot place more than one
scored a critical while the enemy was flat-footed.” mark upon a single opponent. If a second mark is
placed on a creature by the same caster, its effects
Page 89 – Profane Aura [Omission] supersede the previous mark.”
The first sentence of the “Benefit” section should
read: “As a standard action, you can expend one of Page 119 – Mark of Doom and Mark of
your rebuke undead attempts to fill the area around Judgment [Omission]
you with a cold, clammy mist that persists for 10 Add this sentence to the end of the spell’s
minutes.” description: “A caster cannot place more than one
mark upon a single opponent. If a second mark is
Page 92 – Imbued Summoning placed on a creature by the same caster, its effects
[Substitution] supersede the previous mark.”
In the benefits section it should read “creature or
creatures” where now only “creature” appears. Page 123 – Rouse [Substitution]
Replace the spell description with the following 15-20 affiliation score should grant a +4 bonus vs.
text: “This spell awakens creatures from magical orcs and goblinoids while the 21-29 score should
and nonmagical sleep. It has no effect on creatures grant a +6 bonus.
that are otherwise unconscious.”
Page 206 – Forge of Remaking
Page 124 – Seeking Ray [Omission] [Revision]
Should include [Electricity] to the right of The last sentence, “This location is fully detailed
Evocation. in Tome of Magic” should be removed. The location
does not appear in Tome of Magic.
Page 125 – Sonic Shield [Omission]
Should include [Sonic] to the right of Evocation. Page 210 – Favored Soul Healer Build
Table [Substitution]
Page 126 – Thunder Field [Omission] Combat Casting should appear as the Human bonus
Should include [Sonic] to the right of Evocation. feat for this build, replacing Spontaneous Healer.
Spontaneous Healer should appear in place of
Page 172 – Darkspire College of Thaun; Combat Casting at 3rd level.
Affiliation Score Table [Omission]
Add the following footnote connect ton the “Can Page 212 –Monk Destroyer Build Table
cast arcane spells of 3rd level or higher” and “Can [Substitution]
cast arcane spells of 5th level or higher” entries: Improved Natural Attack cannot be attained until
“Affiliation score modifier for being able to cast 6th level for a monk. An alternative is to take Power
3rd level arcane spells and 5th level arcane spells Attack at 1st level, Improved Bull Rush at 3rd level
do not stack.” in place of Power Attack, and Improved Natural
Attack in place of Improved Bull Rush.
Page 174 – Golden Helm Guild;
Affiliation Score Table [Omission] Page 214 – Warlock Blaster Build Table
Add the following footnote connect ton the “10 or [Substitution]
more ranks in one Craft skill” and “20 or more Point Blank Shot is listed twice. Combat Casting is
ranks in one Craft skill” entries: “Affiliation score a possible alternative at 6th level.
modifier for having 10 ranks in at least one Craft
skill and 20 or more ranks in at least one craft skill
do not stack.”

Page 175 – The Land of Honor;


Affiliation Score Table [Omission]
Add the following footnote connect ton the “5 or
more ranks in Diplomacy” and “10 or more ranks in
Diplomacy” entries: “Affiliation score modifier for
having 5 ranks in Diplomacy and 10 ranks in
Diplomacy do not stack.”

Page 176 – Merata Kon; Affiliation


Score Table [Omission]
Add the following footnote connect ton the “5 or
more ranks in Survival” and “10 or more ranks in
Survival” entries: “Affiliation score modifier for
having 5 ranks in Survival and 10 ranks in Survival
do not stack.”

Page 176 – The One and the Five;


Affiliation Score Table [Omission]
Add the following footnote connect ton the “Can
cast arcane spells of 3rd level or higher” and “Can
cast arcane spells of 5th level or higher” entries:
“Affiliation score modifier for being able to cast
3rd level arcane spells and 5th level arcane spells
do not stack.”

Page 182 – Wintervein Dwarves';


Affiliation Score Table [Substitution]
Player's Handbook v.3.5 Errata
A Thousand Faces
Errata Rule: Primary Sources
Player’s Handbook, page 37
When you find a disagreement between two D&D® rules
In the text of this class feature, replace “alter self (page
sources, unless an official errata file says otherwise, the
197)” with “disguise self (page 222)” and add two
primary source is correct. One example of a additional sentences:
primary/secondary source is text taking precedence over This affects the druid’s body but not her possessions. It is
a table entry. An individual spell description takes not an illusory effect, but a minor physical alteration of
precedence when the short description in the beginning the druid’s appearance, within the limits described for
of the spells chapter disagrees. the spell.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player's Special Mount
Handbook, for example, gives all the rules for playing Player's Handbook, page 44
the game, for playing PC races, and for using base class Text doesn’t mention what level of spell this spell-like
descriptions. If you find something on one of those ability represents.
topics from the DUNGEON MASTER's Guide or the After the first sentence of the second paragraph, insert:
Monster Manual that disagrees with the Player's This ability is the equivalent of a spell of a level equal to
Handbook, you should assume the Player's Handbook is one-third the paladin’s class level.
the primary source. The DUNGEON MASTER's Guide is the Rogue Proficiency
primary source for topics such as magic item Player's Handbook, page 50
descriptions, special material construction rules, and so Add “sap” to the list of weapons with which a rogue is
on. The Monster Manual is the primary source for proficient.
monster descriptions, templates, and supernatural, Change text to read as follows:
extraordinary, and spell-like abilities. Note: The most . . . plus the hand crossbow, rapier, sap, shortbow, and
recent updates are shaded like this. short sword.
Animal Companion Listen
Player’s Handbook, page 36 Player's Handbook, page 78
Contrary to the text, a druid’s animal companion is not Under the “Listen DC Modifier” header, the last two
treated as a magical beast; it remains an animal. numbers are wrong.
Trim the first paragraph of the sidebar so that it reads as Change –1 to +1; change –5 to +5.
follows:
A druid’s animal companion is superior to a normal Run
Player's Handbook, page 99
animal of its kind and has special powers, as described
How fast can you run in medium armor? Feat description
below.
contradicts PH pages 144 and 163.
Wild Shape Change the feat description as follows:
Player’s Handbook, page 37 Benefit: When running, you move five times your
Replace sentence 3 of this class feature with the normal speed (if wearing medium, light, or no armor and
following text: carrying no more than a medium load) or four times your
This ability functions like the alternate form special speed (if wearing heavy armor or carrying a heavy load).
ability (see the Monster Manual), except as noted here. If you . . .
Add the following sentence to the end of paragraph 1: Normal: You move four times your speed while running
Each time you use wild shape, you regain lost hit points (if wearing medium, light, or no armor and carrying no
as if you had rested for a night. more than a medium load) or three times your speed (if
Add this new paragraph after the current paragraph 1: wearing heavy armor or carrying a heavy load), and . . .
Any gear worn or carried by the druid melds into the new
form and becomes nonfunctional. When the druid reverts Overrun
to her true form, any objects previously melded into the Player's Handbook, page 148
new form reappear in the same location on her body that It’s not possible to overrun as part of a charge.
they previously occupied and are once again functional. Delete “or as part of a charge” from this paragraph.
Any new items worn in the assumed form fall off and Soft Cover
land at the druid's feet. Player's Handbook, page 151

Player's Handbook v.3.5 Errata 02/17/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Soft cover works against ranged attacks, not melee With those exceptions, the target’s normal
attacks. game statistics are replaced by those of the new
In the first sentence of the paragraph, change “melee” to form. The target loses all the special abilities it
“ranged.” has in its normal form, including its class
features.
Attacking on a Charge
All items worn or carried by the subject fall to
Player's Handbook, page 155
the ground at its feet, even if they could be worn
It’s not possible to overrun as part of a charge.
or carried by the new form.
Delete text from the second paragraph so that it reads:
If the new form would prove fatal to the
A charging character gets a +2 bonus on the Strength
creature (for example, if you polymorphed a
check made to bull rush an opponent (see Bull Rush,
landbound target into a fish, or an airborne
above).
target into a toad), the subject gets a +4 bonus
Overrun on the save.
Player's Handbook, page 157 If the subject remains in the new form for 24
It’s not possible to overrun as part of a charge. consecutive hours, it must attempt a Will save.
Delete “or as part of a charge” from the first sentence of If this save fails, it loses its ability to understand
the first paragraph. language, as well as all other memories of its
In the “Step 3” paragraph, delete the sentence that refers previous form, and its Hit Dice and hit points
to making the overrun as part of a charge. change to match an average creature of its new
Animal Shapes form. These abilities and statistics return to
Player’s Handbook, page 198 normal if the effect is later ended.
Replace the first sentence of the spell with the following Incorporeal or gaseous creatures are immune
text: to baleful polymorph, and a creature with the
You transform up to one willing creature per caster level shapechanger subtype (such as a lycanthrope or
into an animal of your choice; the spell has no effect on a doppelganger) can revert to its natural form as
unwilling creatures. Use the alternate form special ability a standard action (which ends the spell’s effect).
in the Monster Manual to determine each target’s new Blasphemy
abilities. Player's Handbook, page 205
Baleful Polymorph Range and area figures are inconsistent.
Player’s Handbook, page 203 Change range from 30 ft. to 40 ft.
Replace the text of this spell with the following text. Chaos Hammer
You change the subject into a Small or smaller animal of Player's Handbook, page 208
no more than 1 HD (such as a dog, lizard, monkey, or The slowed effect is described differently here from
toad). The subject takes on all the statistics and special what’s said in the slow spell.
abilities of an average member of the new form in place Delete the two sentences beginning with “A slowed
of its own except as follows: creature.”
• The target retains its own alignment (and Insert the following text just before the end of the first
personality, within the limits of the new form’s sentence of this paragraph:
ability scores). (see the slow spell)
• If the target has the shapechanger subtype, it
Darkvision
retains that subtype.
Player's Handbook, page 216
• The target retains its own hit points.
Stat block contains two Saving Throw entries.
• The target is treated has having its normal Hit
Delete “Saving Throw: None”
Dice for purpose of adjudicating effects based
on HD, such as the sleep spell, though it uses Area Dispel
the new form’s base attack bonus, base save Player's Handbook, page 223
bonuses, and all other statistics derived from Hit The area affected by an area dispel use of dispel magic is
Dice. given as a 20-ft.-radius burst in one place and a 30-ft.-
• The target also retains the ability to understand radius in another.
(but not to speak) the languages it understood in In the middle column, about halfway down, change “30-
its original form. It can write in the languages it foot radius” to “20-foot radius.”
understands, but only the form is capable of
Divine Favor
writing in some manner (such as drawing in the
Player’s Handbook, page 224
dirt with a paw).

Player's Handbook v.3.5 Errata 02/17/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Changes to the spell’s description are noted in boldface Spell Turning
type: Player's Handbook, page 282
Calling upon the strength and wisdom of a deity, you The example used in the spell description is incorrect,
gain a +1 luck bonus on attack and weapon damage rolls because it makes use of a touch-range spell (inflict
for every three caster levels you have (at least +1, critical wounds).
maximum +3). The bonus doesn’t apply to spell In the fourth paragraph of the spell description, change
damage. the text to read as follows: “. . . targeted by a magic
Glibness missile spell heightened to 4th level, you would turn . . .”
Player's Handbook, page 236 Stone Shape
In second paragraph of description, “divination” is Player's Handbook, page 284
incorrect because zone of truth (mentioned as an example The level of stone shape as a Sor/Wiz spell is
of a divination) is not a divination spell. inconsistent here with where the spell is located on the
Change the second paragraph to read as follows: Sor/Wiz spell list (p. 194).
If a magical effect is used against you that would The spell list is correct; here, change “Sor/Wiz 5” to
detect your lies . . . , the user of the effect must succeed “Sor/Wiz 4.”
on a caster level check . . . . Failure means the effect does
not detect your lies or force you to speak only the truth. Transport via Plants
Player's Handbook, page 295
Polymorph Any Object Transmutation school is incorrect.
Player's Handbook, page 263 Change “Transmutation” to “Conjuration
Top right: baleful polymorph missing from spells whose (Teleportation)”
effects can be duplicated by this spell. Also, transmute
water to dust is mentioned but doesn’t exist any more. In Conclusion . . .
Insert “baleful polymorph” in front of “polymorph.” Wizards of the Coast supplies the preceding errata
Change “transmute water to dust” to “transmute metal to information in the hopes that it helps you better enjoy
wood.” your DUNGEONS & DRAGONS® game. Errata in this file
includes material that the Wizards of the Coast RPG
Righteous Might R&D department and editors feel might affect your
Player’s Handbook, page 273 gameplay experience. It does not include minor,
Changes to the spell’s description are noted in boldface typographical errors—the sort of thing that might be
type: fixed in a reprint but has no impact on your game. If you
This spell causes you to grow, doubling your height have questions about this errata information, or if you
and multiplying your weight by 8. This increase
wish to submit potential game-affecting errata, please
changes your size category to the next larger one, and
send a specific note (include in the subject line “Errata”
you gain a +4 size bonus to Strength and a +2 size bonus
followed by the book and page number, with the errata
to Constitution. You gain a +2 enhancement bonus to
your natural armor. You gain damage reduction 3/evil (if question in the body of the message) to
you normally channel positive energy) or damage custserv@wizards.com.
reduction 3/good (if you normally channel negative
energy). At 12th level this damage reduction becomes
6/evil or 6/good, and at 15th level it becomes 9/evil or
9/good (the maximum).
Scrying
Player's Handbook, page 274
Descriptive text contradicts itself on whether the spell
allows hearing as well as vision.
Change “If the save fails, you can see (but not hear)”
to
“If the save fails, you can see and hear”
Shapechange
Player's Handbook, page 277
Second sentence of spell description is in error.
Change “more than twice your caster level in Hit Dice”
to “more than your caster level in Hit Dice.” Also,
change “50” to “25”

Player's Handbook v.3.5 Errata 02/17/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Planar Handbook Errata
When the text within a product contradicts itself, our
general policy is that the primary source is correct and
any secondary reference is incorrect. (For example,
when the body text and a table contradict, the
information in the text is correct.) Exceptions to this
rule will be called out specifically.
Page 15: Spiker Racial Traits
The spiker should have DR 2/piercing or slashing, not
DR 2/bludgeoning.
Page 78: Slimy Armor Description
The description for slimy armor (in the second column),
the plus sign (+) was accidentally dropped from the
Price modifier. The Price should be “+16,200 gp.”
Page 81: Rod of Celestial Might
The rod’s ability to summon an avoral guardinal can be
used once per day.
Page 81: Staff of Abyssal Iron
The staff’s magic circle spells should cost 2 charges
each, not 1.
Page 89: 1st-level Cleric Spells List
The short description of the axiomatic water spell
should read as follows:
Axiomatic WaterM: Makes lawful-aligned axiomatic
water.
Page 127: Lesser Nightmare
The lesser nightmare’s Level Adjustment should be +3
(cohort), not just +3.

Planar Handbook Errata 1 11/26/2004


©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
POWER OF FAERÛN ERRATA
PAGE 108: TABLE 6–1: THE HERALD HIT DIE: D4
Base
Attack Fort Ref Will Spellcasting
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +1 +2 Secret 2 0 — — — — —
2nd +1 +0 +2 +3 Lore, mindsee 3 1 — — — — —
3rd +1 +1 +2 +3 Bonus language 3 1 0 — — — —
4th +2 +1 +3 +4 Secret 3 2 1 — — — —
5th +2 +1 +3 +4 Bonus language 4 2 1 0 — — —
6th +3 +2 +4 +5 Secret 4 3 2 1 — — —
7th +3 +2 +4 +5 Greater lore 4 3 2 1 0 — —
8th +4 +2 +5 +6 Bonus language 5 3 3 2 1 — —
9th +4 +3 +5 +6 Bonus feat 5 4 3 2 1 0 —
10th +5 +3 +6 +7 Skill mastery 5 4 3 3 2 1 —
11th +5 +3 +6 +7 True lore 6 4 4 3 2 1 0
12th +6 +4 +7 +8 Spell resistance 6 4 4 3 3 2 1

Class Skills (4 + Int modifier per level): Bluff, Concentration, Decipher Script, Diplomacy, Forgery, Gather
Information, Intimidate, Knowledge (any), Listen, Perform, Sense Motive, Speak Language, Spot, Use Magic Device.

Power of Faerûn Errata 05/24/2006 Version 05/24/2006


Page 1
©2006 Wizards of the Coast, a subsidiary of Hasbro, Inc. All rights reserved.
Psionics Handbook Errata
Version 05302002

Here are the rules corrections and official errata for the Psionics Handbook. These corrections are being
incorporated into the second printing of the book. Additional typographical corrections and clarifications are also
being made to the book, but these are not necessary to use the book in your game. As always, we're happy to
address specific rules questions you have. Contact custserv@wizards.com.

p. 9, Class Skills, egoist's class skills, Stabilize Self: Replace "Str" with this: Con

p. 14, Under Game Rule Information for Psychic Warrior, Abilities, 2nd sentence: Replace "melee" with this:
ranged

p. 16, Alternative Psychic Warrior Starting Package, Feat: Replace "Weapon Focus (longsword)" with this: Power
Attack

p. 16, Human Psychic Warrior Starting Package, Power Known: Replace "lesser natural armor" with this: verve

p. 16, Alternative Psychic Warrior Starting Package (for gnome or halfling), Feat: Replace "Weapon Focus (short
sword)" with this: Power Attack

p. 16, Alternative Psychic Warrior Starting Package (dwarf), Bonus Feat (Psychic Warrior): Replace "Weapon
Focus (dwarven waraxe)" with this: Power Attack

p. 16, Alternative Psychic Warrior Starting Package (dwarf): Replace "Bonus Feat (Psychic Warrior)" with this:
Bonus Feat

p. 18, Table 2–1: Replace all dots in the Use Psionic Device row with X.

p. 20, Use Psionic Device: In the header, add: Psychic Warrior


The appropriate part of the header should now appear as follows: Bard, Psychic Warrior, Rogue only

p. 24, Craft Dorje, Benefit: Replace first sentence with this:


You can create a dorje of any psionic power of 9th level or lower that you know (or can gain access to).

p. 24, Body Fuel: Add as last sentence:


You can burn no more than 60 ability points in a day, regardless of any ability healing you may receive.

p. 26, Great Sunder [Psionic]* feat: Delete asterisk.

p. 27, Mind Trap, Benefit: Insert the sentence below right after the first sentence that ends with "...deals 1 or more
ability damage to you.":
Against freely manifested attack modes, Mind Trap deals back ability score damage equal in type and amount to
that dealt to you, plus an additional 2 points. Your opponent cannot raise defense modes against this damage.

p. 27, Metacreative: Replace entry entirely (including replacing the "special" header) with this:
Metacreative [Psionic]
You supplement your craft with psionic inspiration.
Prerequisite: Any item creation feat.
Benefit: You can create psionic items (including psionic armors and weapons, psionic tattoos, dorjes, power stones,
and universal items) as if your effective manifester level were one less than your actual level (minimum 1st level).
You must still be of high enough level to manifest the power in question. You can choose to use or not use this feat
on each new psionic item you create.

Psionics Handbook Errata 1 V05302002


For instance, when scribing a psionic tattoo holding a 2nd-level power, treat the minimum manifester level as 3rd
level, not 4th level (though the creator must actually be 4th level to create the item). This translates into a base price
of 300 gp, not 400 gp. Your cost to create the item and XP cost are based on the modified base price of 300 gp.

p. 30, Trigger Power, Benefit: Add as the very last line of this paragraph:
You cannot take 10 when using Trigger Power.

p. 31, 2nd paragraph: Replace the entire paragraph with the following:
Psionic powers have their roots in a living body. Unliving creatures or creatures that do not possess all the attributes
of a living body do not have access to all the disciplines that are otherwise available. Thus, the field of psionics is
associated with life and health.

p. 34, Auditory (Au): Replace entire text with this:


From the manifester's vicinity or in the vicinity of the power's subject (manifester's choice), a bass-pitched hum
issues, eerily akin to many deep-pitched voices. The sound grows in a heartbeat from hardly noticeable to as loud as
a shout, which can be heard within 100 feet. At the manifester's option, the instantaneous sound can be so soft that it
can be heard within 15 feet only with a successful Listen check (DC 10). Some powers describe unique auditory
displays.

p. 34, Mental (Me): Replace entire text with this:


A subtle chime rings in the minds of creatures within 15 feet of either the manifester or the subject (at the
manifester's option) for the space of 1 second (or lasts for the duration, at the manifester's option). Some powers
describe unique mental displays.

p. 35, Olfactory (Ol): Replace entire text with this:


An odd but familiar odor brings to mind a brief mental flash of a memory long buried. The scent is difficult to pin
down, and no two individuals ever describe it the same way (to one creature the odor may be similar to burning
wood, while to her companion it smells like honeysuckle). The odor originates from the manifester and spreads to a
distance of 20 feet, then fades in less than 1 second (or lasts for the duration, at the manifester's option).

p. 35, Customizing Displays: Add this sentence as the first sentence of the paragraph:
The foregoing displays are standard, but they also serve merely as examples.

p. 40, Telepathy, 2nd paragraph: Change "All telepathic powers are mind-affecting" to this:
Most telepathic powers are mind-affecting.

p. 40, Overview, 2nd paragraph after the table, 2nd sentence: Replace "The attacker adds the ability modifier to his
roll to set the defender's Will save DC against the attack." with this:
The attacker adds his key ability modifier to his roll to set the defender's Will save DC against the attack.

p. 40, Making a Psionic Attack, bottom of 2nd column, 2nd paragraph:


Replace "The attacker's ability modifier depends on the specific attack mode used." with this:
The attacker's ability modifier is always his key ability modifier, regardless of the specific attack mode used.

p. 42, Table 4–3, Tower of Iron Will Secondary Protection column: Replace "1 mental hardness*" with this: 2
mental hardness*

p. 42, Table 4–2, Psionic Attack Modes: Add†† to Attack mode Heading. Also add footnote keyed to this heading:
††Attack mode level equivalents for the purpose of Concentration checks: Mind Thrust, 1st; Ego Whip and Id
Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.

p. 42, Psionic Attack and Defense Modes (very bottom of 2nd column): Add as very last sentence:
Psionic attack and defense modes are supernatural, not spell-like. Using an attack mode draws an attack of
opportunity, but using a defense mode does not.

Psionics Handbook Errata 2 V05302002


p. 44, Tower of Iron Will, 2nd paragraph: Change "(if all are in a 10-foot-diameter area.)" to this: (if all are in a 10-
foot-radius area.)

p. 47, Psychofeedback: Replace text with this:


Use power points to boost your physical ability modifiers.

p. 48, 6th-level psion powers, Psykin, Greater Biocurrent: Change "4d6" to this: 6d6

p. 50, 4th-level Psychic Warrior Powers: Add this entry after Polymorph Self:
Psychofeedback: Use power points to boost your physical ability modifiers.

p. 50, (continuation) of 1st-level psychic warrior powers: Add the following power between Minor Creation and
Vigor:
Skate: Subject slides (skillfully) along the ground as if on ice. (Dex)

p. 50, (continuation) of 1st-level psychic warrior powers:


Add the following power between Minor Creation and Skate:
See Sound: You use visual sensation to hear. (Str)

p. 50, 2nd column, Discipline and Descriptors, Descriptors paragraph: Add "charm*," after "chaotic,".

p. 50, 2nd column, Discipline and Descriptors, Footnote: Change "*Compulsion is treated as a subschool of the
Enchantment school of magic in the Player's Handbook but is used as a descriptor here, to the same effect." to this:
*Compulsion and charm are treated as subschools of the Enchantment school of magic in the Player's Handbook
but are used as descriptors here, to the same effect.

p. 50, 2nd column, 1st paragraph after Descriptors: insert "and charm" into the sentence "Compulsion [insertion] is
treated..."

p 52, Anchored Navigation, 2nd paragraph of power description: Replace the sentence "Moreover, this power
allows normal telepathic communication with any receptive beings within a 60-foot radius of the fixed point,
regardless of distance." with this:
Moreover, this power allows normal telepathic communication (assuming you have a power or ability that grants
telepathic communication) with any receptive beings within a 60-foot radius of the fixed point, regardless of
distance.

p. 52, Apopsi, Manifestation Time: Replace "1 round" with this: 1 full round

p. 55, Aura Alteration, 2nd paragraph of power description: Add as very last line of paragraph:
You may adjust the subject's apparent level by a number equal to one-half your own level (rounded down).

p. 57, Bolt, Manifestation Time: Replace "1 round" with this: 1 action

p. 59, Charm Monster: Replace "[Compulsion, Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 59, Charm Person: Replace "[Compulsion, Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 61, Control Air, Range: Replace text with this: 1,000 ft. + 500 ft./level

p. 61, Concussion, last sentence of power: Change "cannot be damaged" to this: are also damaged

p. 63, Control Light, last paragraph of power description: Replace the last sentence "Increasing the ambient light of
a torch or brighter light by 200% or more blinds normally sighted creatures in the area." with this:

Psionics Handbook Errata 3 V05302002


You can increase the ambient light in the area to such intensity that it blinds for 1 round every normally sighted
creature in the area that fails a Fortitude save.

p. 65, Detect Psionics, 2nd Round, add as last sentence of this entry:
An overwhelming aura stuns you for 1 round and the power ends.

p. 69; Divert Teleport, Manifestation Time: Replace "1 action" with this: See text

p. 71, Ecto Puppet: Add last paragraph:


The cost to manifest ecto puppet is equal to the cost of the astral construct power you emulate + 2.

p. 73, False Sensory Input, Manifestation Time: Change "10 minutes" to this: 1 full round

p. 77, Genesis, Range line: Replace "0 ft." with this: 10-ft. radius/level (see text)

p. 80, Improved Vigor: Replace the text with this:


As vigor, except the maximum hit point cap is 60.

p. 80, Improved Vigor, Level: Replace "psion 6" with this: Psion 6/Psychic Warrior 6

p. 81, Inflict Pain, Duration: Replace text with this: Instantaneous

p. 86, Metaconcert (continued from previous page), last paragraph, last sentence: Replace "No individual can
exceed her usual maximum" with this:
You do not leave a metaconcert with more power points than you had when you joined

p. 87, Microcosm: Replace "[Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 87, Mind Probe: Replace "(Cha)" with this:


(Cha) [Charm]

p. 88, Mind Seed: Replace "[Compulsion, Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 89, Monster Domination, Duration: Change "2d4 rounds" to this: 1 day/level

p. 92, Polymorph Self: Replace entire entry with this:


Polymorph Self
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display: Ma, Ol
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 7
You change your form to that of another creature. The new form can range in size from Diminutive to one size
category larger than your normal form. It can have no more Hit Dice than you have, and in any case the assumed
form cannot have more than 15 Hit Dice. You cannot change into a construct, elemental, outsider, or undead unless
you are already are that type.
Upon changing, you regain lost hit points as if having rested for a day (though this healing does not restore
temporary ability damage and provide other benefits of resting for a day; and changing back does not heal you
further). If slain, you revert to your original form, though you remain dead.

Psionics Handbook Errata 4 V05302002


You acquire the physical and natural abilities of the new form: natural size, physical ability scores (average
Strength, Dexterity, and Constitution for your new form's kind), natural armor, natural weapons (such as claws or
bite, but not petrification, breath weapons, energy drain, energy effects, or the like), and similar gross physical
qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not
allow you to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also
include mundane movement capabilities, such as walking, swimming, and flight with wings.
You do not acquire the extraordinary, supernatural, or spell-like abilities of your new form. You cannot change into
a variant form of a creature, such as a half-dragon ogre. Incorporeal or gaseous forms cannot be assumed.
You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change to your
Constitution score), alignment, base attack bonus, and base save bonuses. (New Strength, Dexterity, and
Constitution scores may affect final attack and save bonuses.) You retain your extraordinary abilities, spells, and
spell-like abilities, but not your supernatural abilities (if any). You can manifest powers, or cast spells for which you
have components, but you need a humanlike voice for verbal components and humanlike hands for somatic
components.
If your new form is a fey, giant, humanoid, shapechanger, or undead, your equipment changes to match the new
form and retains its properties. Otherwise, it melds into the new form and becomes nonfunctional. Melded material
components and focuses cannot be used to cast spells. Any part of the body or piece of equipment that is separated
from the whole reverts to its original form.
You choose your form's physical qualities (such as hair color, height, and gender), but they must fall within the
normal ranges for the form. You are effectively disguised as an average member of the new form's race. If you use
this power to create a disguise, you get a +10 bonus on your Disguise check.

p. 97, Retrieve, Saving Throw: Replace text with this: None (see text)

p. 97, Retrieve, 2nd sentence (middle sentence): Replace with this:


If the object is in the possession of or held by an opponent, you make a disarm attempt using a ranged attack, as if
with a weapon the same size as your opponent's. This does not draw an attack of opportunity (see Disarm in Chapter
8 of the Player's Handbook). You gain a +12 competence bonus on your attack roll.

p. 102, Tailor Memory: Replace "[Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 103, Telempathic Projection: Replace "[Mind-Affecting]" with this:


[Charm, Mind-Affecting]

p. 108, Verve: Insert after 1st sentence:


This hit point does not stack with temporary hit points from other sources or with additional uses of verve.

p. 108, Vigor: Insert after "…3 temporary hit points":


per manifester level (maximum 18 hit points). These hit points do not stack with temporary hit points from other
sources or with additional uses of vigor.

p. 110, Powers Discovered: Add as the second sentence:


Powers are chosen from the psion power list.

p. 110, Metamind Class Features, Power Psicrystal: Replace "At 2nd level" with this: At 1st level

p. 110, Pyrokineticist, 2nd paragraph, last sentence: Delete the last sentence.

p. 111, Powers Discovered: Add as the second sentence:


Powers are chosen from the psion power list.

p. 112, Powers Discovered: Add as the second sentence:


Powers are chosen from the psion power list.

Psionics Handbook Errata 5 V05302002


p. 112, Slayer, Class Features, Weapon and Armor Proficiency: Replace text with this:
Slayers are proficient with all simple and martial weapons and with all armor and shields.

p. 114, Powers Discovered: Add as the second sentence:


Powers are chosen from the psion power list.

p. 114, 2nd column, Imbed Power: Replace "At 3rd level" with this: At 2nd level

p. 114, Throw Mind-Blade: Replace "at 3rd level" with this: At 2nd level

p. 115, NPC Psion (egoist), Feats: Replace "Trigger Power (claws of the vampire)" with: Weapon Focus (touch)

p. 116–119, Tables 6–7 to 6–12, Lvl 10 powers: Replace "7/4/3/2/2/1" with this: 7/4/3/3/2/1

p. 116–119, Tables 6–7 to 6–12 (except for table 6–10), Lvl 6 powers: Replace "5/3/3/1" with this: 5/3/2/1

p. 116–119, Tables 6–7 to 6–12 (except for table 6–10), Lvl 9 powers: Replace "6/4/3/2/2" with this: 6/4/3/3/2

p. 116, Table 6–7: NPC Psion (Egoist), F/R/W column: Subtract 2 from each number on the F column (but not the
R or W column).

p. 116, Table 6–7: NPC Psion (Egoist), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3 to
4. Change 16th-level PP from 144 to 131. Change 20th-level PP from 279 to 255.

p. 116, Table 6–8: NPC Psion (Nomad), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3
to 4. Change 16th-level PP from 155 to 142. Change 17th-level PP from 160 to 170. Change 20th-level PP from 279
to 255.

p. 117, Table 6–9: NPC Psion (Savant), FRW column: Add 1 to each number in the W column (but not the F or R
column).

p. 117, Table 6–9: NPC Psion (Savant), PP column: Change 12th-level PP from 91 to 80. Change 13th-level PP
from 102 to 91. Change 14th-level PP from 115 to 104. Change 15th-level PP from 128 to 117. Change 16th-level
PP from 156 to 132. Change 17th-level PP from 161 to 147. Change 18th-level PP from 188 to 164. Change 19th-
level PP from 205 to 181. Change 20th-level PP from 248 to 211.

p. 117, NPC Psion (nomad) (continued from previous page), Feats: Replace "Trigger Power (dimension slide)" with
this: Speed of Thought (2)

p. 117, NPC Psion (Nomad) continued from previous page, Feats: Replace "1st, Dodge; 3rd, Psionic Dodge" with
this: 1st, Inertial Armor; 3rd, Dodge

p. 118, NPC Shaper, Feats: Replace "3rd, Craft Universal Item" with this: 3rd, Inner Strength

p. 118, NPC Psion (shaper), Feats: Replace "Trigger Power (whitefire)" with: Craft Crystal Capacitor

p. 118, NPC Psion (shaper), Increased Ability Scores: Replace "19, Wis 19 (25)" with this: 19th, Wis 19 (25)

p. 118, Table 6–10: NPC Psion (Shaper), PP column: Change 17th-level PP from 161 to 171. Change 20th-level PP
from 248 to 239.

p. 119, Table 6–12 NPC Psion (Telepath): Replace the saving throw entries for 19th level with this: +8/+10/+13

p. 119, Table 6–12 NPC Psion (Telepath): Replace the saving throw entries for 20th level with this: +8/+10/+14.

Psionics Handbook Errata 6 V05302002


p. 119, Table 6–12: NPC Psion (Telepath), PP column: Change 20th-level PP from 209 to 211.

p. 119, Table 6–12 NPC Psion (Seer): Replace the saving throw entries for 19th level with this: +7/+9/+19

p. 119, Table 6–12 NPC Psion (Seer): Replace the saving throw entries for 20th level with this: +7/+9/+21.

p. 119, Table 6–11: NPC Psion (Seer), PP column: Change 1st-level PP from 2 to 3. Change 2nd-level PP from 3 to
4. Change 3rd-level PP from 8 to 9. Change 4th-level PP from 11 to 12. Change 5th-level PP from 19 to 20. Change
6th-level PP from 24 to 25. Change 7th-level PP from 29 to 30. Change 8th-level PP from 36 to 37. Change 9th-
level PP from 43 to 44. Change 10th-level PP from 52 to 53. Change 11th-level PP from 61 to 62. Change 12th-
level PP from 90 to 91. Change 13th-level PP from 101 to 102. Change 14th-level PP from 127 to 128. Change
15th-level PP from 140 to 141. Change 16th-level PP from 168 to 156. Change 17th-level PP from 181 to 171.
Change 18th-level PP from 198 to 188. Change 19th-level PP from 230 to 220. Change 20th-level PP from 279 to
256.

p. 120, Psychic Warrior, Feats: Replace "3rd, Deep Impact" with this: 3rd, Improved Initiative

p. 120, Table 6–13: NPC Psychic Warrior, PP column: Change 7th-level PP from 18 to 16.

p. 126, Psychokinetic Burst: Move entire text entry (not table entry) into alphabetical order, between Psychic and
Soulfeeder entries.

p. 128, Suppression power, 2nd sentence: Replace 2nd sentence with this:
The wielder makes a power check at 1d20 + 5 + manifester level (maximum +15) against a DC of 11 + the power to
be negated's manifester level.

p. 129, Table 7–8: Dorjes: Replace the current table with the table below:
Table 7–8: Dorjes
Minor Medium Major Power Level* Market Price**
01–25 — — 0 375 gp
26–50 — — 1st 750 gp
51–95 01–05 — 2nd 4,500 gp
96–100 06–65 — 3rd 11,250 gp
— 66–95 01–05 4th 21,000 gp
— 96–100 06–50 5th 33,750 gp
— — 51–70 6th 49,500 gp
— — 71–85 7th 68,250 gp
— — 86–95 8th 90,000 gp
— — 95–100 9th 114,750 gp
*Dorjes could have higher manifester levels than the minimum, which would give them commensurately higher
costs. For instance, a dorje of invisibility purge with a manifester level of 10th has a market price of 22,500 gp. See
Table 8–40 in Chapter 8 of the DUNGEON MASTER's Guide. Unlike magic wands, psionic dorjes can hold powers of
up to 9th level.
**Any dorje that stores a psionic power with an XP cost also carries a commensurate cost above that noted here.
See Table 8–40 in Chapter 8 of the DUNGEON MASTER's Guide.

p. 129; column 2, Determine Effect: Delete ", minus 1" from the parenthetical.

p. 140, Creating a Psionic Creature, Special Attacks: Insert new paragraph between Power Resistance and Special
Qualities paragraphs:
Variant: Psionic creatures freely manifest each of their known powers and combat modes three times per day.
Creatures may swap out usages of combat modes they know. Always use this variant for characters who play
psionic monsters.

Psionics Handbook Errata 7 V05302002


p. 140, Undead Psionic Creatures, 2nd paragraph: Replace the 2nd sentence that starts with "Therefore, an undead
psionic monster...." with this:
An undead creature can use Psychokinesis powers, but it substitutes its Charisma ability score as the key modifier
with these powers. An undead creature cannot use Psychometabolism powers, since it has no metabolism.

p. 140, Undead Psionic Creatures, 1st paragraph: Replace the 1st paragraph with this:
A psionic undead creature, although rare, is a force to be reckoned with. It can use psionic attack modes (and
psionic undead relish attacking the living in this fashion), but it also must learn defense modes, since undead take
ability damage from psionic attack modes.

p. 153, Psion Killer, Negate Psionics (Su): Add as last sentence:


Otherwise this power is as manifested by an 18th-level manifester.

Psionics Handbook Errata 8 V05302002


Serpent Kingdoms Errata
When the text within a product contradicts itself, our
general policy is that the primary source is correct and
any secondary reference is incorrect. (For example,
when the body text and a table contradict, the
information in the body text should be considered
correct.) Exceptions to this rule are called out
specifically.
Page 31: Terpenzi’s Stat Block
Terpenzi, the Guardian of Najara, should have a
Constitution score of —. This change affects Terpenzi’s
hit points (221 hp instead of 595 hp), Fortitude save
modifier (+13 instead of +24), and Concentration check
modifier (+27 instead of +38).
Page 48: Chassan’s Stat Block
Chassan, as written, has both immunity to cold and
vulnerability to cold. Delete the reference to
“vulnerability to cold” in Chassan’s stat block.
Page 141: The Serpent Sibyl’s Stat Block
The Serpent Sibyl’s stat block contains an error. Under
Full Atk, the bite damage should be 2d6+4, not 1d8+4.
Page 158: Venomfire Spell
The venomfire fire has two Saving Throw lines. Delete
the second line that says Saving Throw: None.
Page 162: Fang of Sseth Prestige Class
The fang of Sseth prestige class should gain a number
of skill points each level equal to 8 + Int modifier (not 2
+ Int modifier, as indicated).

Serpent Kingdoms Errata 1 11/30/2004


©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Sharn: City of Towers Errata
When the text within a product contradicts itself, our
general policy is that the primary source (actual rules
text) is correct and any secondary reference (such as in
a table or a monster’s statistics block) is incorrect.
Exceptions to the rule will be called out specifically.
Updated information is shaded like this.

Page 158: Potion Bracer


The potion bracer (Table 6-2: Goods) should have a
cost of 100 gp, not 50 gp.
Page 164: Citadel Elite
The Citadel elite’s combat sense ability should be
changed as follows:
Combat Sense (Ex): At 2nd level, the Citadel elite
develops an intuitive ability to avoid danger and gains a
+1 insight bonus to Armor Class.
Beginning at 4th level, a Citadel elite applies the same
intuitive sense to striking opponents in combat as well
as avoiding blows. The character gains a +1 insight
bonus on attack rolls.
In addition, the Citadel elite does not get any bonus
feats.
Page 180: Radiant Idol
In the list of spell-like abilities, replace alter self with
disguise self.

Sharn: City of Towers Errata 1 02/06/2006


©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Sword and Fist Errata

Web Errata for Sword and Fist: A Guidebook to Fighters and Monks
Here are the newly revised rules corrections and official errata for Sword and Fist: A Guidebook
to Fighters and Monks. These corrections are being incorporated into the second printing of the
book. You will find revisions to Version 2 of this errata in blue text below. Additional
typographical corrections and clarifications are also being made to the book, but these are not
necessary to use the book in your game. As always, we're happy to address specific rules
questions you have. Contact custserv@wizards.com.

General Changes
For the following prestige classes, insert the parenthetical 2-letter code listed below after the title
of the class feature before the colon.

p. 13, Cavalier
Burst of Speed (Ex)

p. 14, Devoted Defender


Harm's Way (Ex)
Defensive Strike (Ex)
Deflect Attack (Ex)

p. 15–17, Drunken Master


Drink Like a Demon (Ex)
Drunken Rage (Ex)
Drunken Embrace (Ex)
For Medicinal Purpose (Sp)
Breath of Flame (Sp)

p. 19–20, Fist of Hextor


Brutal Strike (Ex)
Strength Boost (Ex)
Frightful Presence (Ex)

p. 21, Ghostwalker
Resolute Aura (Ex)
Feign Death (Sp)
Etherealness (Sp)
Shadow Walk (Sp)

p. 22, Gladiator
Exhaust Opponent (Ex)
Make Them Bleed (Ex)

p. 23–24, Halfling Outrider


Defensive Ride (Ex)
Deflect Attack (Ex)
Leap from the Saddle (Ex)

12/5/01 1
Sword and Fist Errata

p. 24–25, Knight Protector of the Great Kingdom


Shining Beacon (Su)
Best Effort (Ex)

p. 27, Lasher
Death Spiral (Su)

p. 28, Master of Chains


Scare (Su) Change extraordinary in description to supernatural
Chain Mastery (Su)

p. 30, Master Samurai


Ki Strength (Ex)
Ki Attack (Ex)

p. 31, Ninja of the Crescent Moon


Kuji-Kiri (Sp)
Silencing Attack (Su)
Invisibility (Sp)
Gaseous Form (Sp)
Improved Kuji-Kiri (Sp)
Blindsight (Ex)
Ethereal Jaunt (Sp)

p. 33, Order of the Bow Initiate


Banked Shot (Ex)

p. 34, Ravager
Pain Touch (Su)
Aura of Fear (Su)
Cruelest Cut (Su)
Visage of Terror (Sp)

p. 35, Red Avenger


Stunning Shout (Sp)
Ki Save (Ex)
Ki Skill (Ex)
Ki Healing (Sp)
Deadly Shout (Sp)

p. 36, Tribal Protector


Wild Fighting (Ex)
Smite (Su)

p. 37–38, Warmaster

12/5/01 2
Sword and Fist Errata

Battle Cry (Su)


Direct Troops (Su)
Rally Troops (Su)
Battle Standard (Su)
Die for Your Country (Su)

Specific Changes
p. 5, Insert a line of text at the end of the first paragraph saying:
Asterisked feats below are available as fighter bonus feats.
Also, insert asterisks to the title lines of the following feats:

Close-Quarters Fighting
Death Blow
Dual Strike
Expert Tactician
Hold the Line
Improved Overrun
Improved Sunder
Knock-Down
Off-Hand Parry
Pin Shield
Power Lunge
Prone Attack
Rapid Reload
Sharp-Shooting
Shield Expert
Snatch Arrows

p. 7, Expert Tactician
Change Benefit text to:
This feat allows you to make one melee attack (or anything that can be done as a melee attack)
against one foe who is within melee and denied her Dexterity bonus against your melee attacks
for any reason. You take your extra attack when it’s your turn, either before or after your regular
action. If several foes are within melee reach and denied their Dexterity bonus, you can attack
only one of them with this feat.

p. 7, Feign Weakness
Insert to second Benefit paragraph’s end:
Using Feign Weakness is a standard action, just like a feint, except that if you succeed you get to
make your attack immediately. You can only Feign Weakness once per encounter. After one use,
your opponents are too wary to fall for this maneuver again.

p. 7, Knockdown
Insert to end of Benefit:

12/5/01 3
Sword and Fist Errata

Use of this feat cannot be combined with Improved Trip to generate an extra attack, and
successful use of this feat does not grant an extra attack through the Cleave or Great Cleave
feats.
Insert may into “you may make a trip attack as a free action.”
After “whenever you deal 10 or more points of damage to your opponent in melee” insert: with a
single attack

p. 7, Lightning Fists
Insert to end of Benefit paragraph:
You cannot use Lightning Fists and flurry of blows at the same time.

p. 8, Pain Touch feat:


After “are nauseated for 1 round” insert: after being stunned for 1 round as usual. A stunning
attack involves a monk’s stunning attack power or the use of the Stunning Fist feat.

p. 8, Power Lunge
Insert to the end of the 1st sentence in Benefit:
regardless of whether you’re using one- or two-handed weapons.

p. 13, Cavalier prestige class: Change the Knowledge (Nobility and Royalty) Class Feature to
read:
The cavalier gains a +2 bonus on all checks using this skill.

p. 14, Under Deflect Attack for Devoted Defender


Delete "Once per round when your charge would normally be hit with a melee weapon, you may
make a Reflex saving throw against DC 20. (If the melee weapon has a magic bonus to attack,
the DC increases by that amount.) You gain a competence bonus to your Reflex save as indicated
on the chart. If you succeed, you deflect the blow as a free action."
Replace with: Once per round when your charge is attacked, you may make an opposed attack
roll. You gain a competence bonus to your attack roll as indicated on the table. If you beat the
attacker, you deflect the blow.

p. 15, Drunken Master Table


Insert an asterisk at levels 8 through 10 with a note beneath. The note’s text is:
*Drunken masters cannot attack more than five times per round.

p. 21, Ghostwalker: Change etherealness and shadow walk to supernatural abilities (Su) (from
extraordinary). Feign death is spell-like: italicize the embedded head and insert the roman (Sp)
before the colon. Resolute aura is extraordinary: insert (Ex) before the colon.

p. 21, Ghostwalker
Insert per hour after the shadow walk “heals at the rate of 3 hit points per ghostwalker level per
hour.”

p. 23, "Halfling Outrider" Prestige Class has no column for Base Attack Bonus.

12/5/01 4
Sword and Fist Errata

Insert the standard fighter advancement: +1/ level. An example can be found on p. 20’s
Ghostwalker table.

p. 25, Sneak attack for Lasher


After “(whether he actually has a Dexterity bonus or not),” insert: or when the lasher flanks the
target

p. 29, Master Samurai


Change Hit Die from d12 to d10.

p. 31, The Ninja


Change Base Attack Bonus and Saves columns to:
Ninja Level BAB Fort Ref Will
1 +0 +0 +2 +0
2 +1 +0 +3 +0
3 +2 +1 +3 +1
4 +3 +1 +4 +1
5 +3 +1 +4 +1
6 +4 +2 +5 +2
7 +5 +2 +5 +2
8 +6/+1 +2 +6 +2
9 +6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3

p. 35, Change 4th-level class ability to Ki healing on table


Change 8th-level class ability to Greater ki healing

p. 35, Ki Healing:
Change the second sentence to:
When she lays her hands on a living creature, she conducts the ki in such a way that it heals a
number of hit points each day equal to her class level multiplied by her Wisdom bonus.
Cut the last sentence of the Ki healing description and insert a new paragraph:
Starting at 8th level, a red avenger can heal a number of hit points each day equal to twice her
class level multiplied by her Wisdom bonus.

p. 39, Weapon Master & Ki Critical


Insert to end of Benefit: This +2 bonus is applied last, after any multipliers, such as those given
by the Improved Critical feat or by keen weapons.

p. 39, Weapon Master & Ki Whirlwind


Change: “You can make a Whirlwind Attack as a standard action rather than a full attack
option.” To: Only one Whirlwind attack can be made per round.

p. 70, Weapons Table: Fullblade, listed as a Large weapon. Change to a Huge weapon Also,
change the Fullblade damage from 1d12 to 2d8.

12/5/01 5
Sword and Fist Errata

p. 70, Weapons Table: Mercurial longsword—Change damage from 1d10 to 1d8. Change crit
from x3 to x4.

p. 70, Weapons Table: Mercurial greatsword—Change damage from 2d8 to 2d6.

p. 70, Weapons Table: Bladed Gauntlet, change the crit from 17–20/x2 to 19–20/x2.

p. 70, Replace bladed gauntlet text with:


Bladed Gauntlet: Unlike a standard gauntlet, an attack with a bladed gauntlet is not
considered an unarmed attack. The bladed gauntlet possesses two cruelly sharpened blades that
extend from the back of the wrist following the line of the forearm. The cost and weight are for a
single gauntlet.

p. 72, Fullblade. Replace text with:


Fullblade: A fullblade is18 inches longer than a greatsword, and is too large for a
Medium-size creature to use at all. A Large creature could use the fullblade with one hand, but
would suffer the standard –4 nonproficiency penalty to its attack rolls, or with two hands as a
martial weapon. A Large creature with the Exotics Weapon proficiency could use the fullblade in
one hand with no penalty. A fullblade is also called an ogre’s greatsword.

p. 77, Ring of Shocking Blows:


change second sentence to read:
The wearer can make one touch attack each round that does 1d8+3 electrical damage.

12/5/01 6
Shadows of the Last War Errata
When the text within a product contradicts itself, our
general policy is that the primary source is correct and
any secondary reference is incorrect. Exceptions to the
rule will be called out specifically.
Page 6: Where Is the Schema?
The schema is incorrectly referred to as a six-pointed
star. It should be a seven-pointed star.
Page 22: Carcass Crab
The carcass crab should have 36 of its 51 hit points
remaining, since it is injured. The carcass crab’s AC of
19 is correct (–1 size, +2 Dex, +5 natural, +3 armor);
however, its touch AC should be 11, and its flatfooted
AC should be 17.
Page 23: Wand of Magic Missile
The wand of magic missile found in the carcass crab’s
heap of treasure has 30 charges.
Page 23: Talaen Kara Sidebar
The weapon should be a +1/+1 Valenar double
scimitar. The amount it sells for (4,925 gp) is low
because of the restrictions on who can use the item (CG
Valenar elves or rangers only, and only mounted
wielders gain all of its powers).
Page 30: Area W16 Treasure
Among the items found in area W16 of Whitehearth is
something called an essence node of blinding. This item
should be changed to essence of the scout; the
description for this item can be found on page 269 of
the Eberron Campaign Setting.
Page 30: Living Color Spray
The living color spray in area W19 should be Medium
size. The change in size affects its speed (20 ft.), Armor
Class (AC 10, touch 10, flat-footed 10), grapple
modifier (+2), and slam damage (1d4). It also has DR
10/magic, not DR 5/magic.

Shadows of the Last War Errata 1 12/03/2004


©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Spell Compendium Errata
When the text within a product contradicts itself, our Page 167 – Ray of Flame [Substitution]
general policy is that the primary source (actual rules The descriptor for the spell is incorrect. It should read:
text) is correct and any secondary reference (such as a “Evocation [Fire]”
table or character's statistics block) is incorrect.
Exceptions to the rule will be called out specifically. Page 170 – Recitation [Substitution]
The Area entry of this spell is in error. It should read:
Page 11 – Anarchic Storm [Omission] “Area: All allies within a 60-ft.-radius burst centered
This spell’s range is missing. It should read: “Range: on you.”
20 ft.”
Page 180 – Sarcophagus of Stone
Page 22 – Axiomatic Storm [Omission] [Omission]
This spell’s range is missing. It should read: “Range:
The sarcophagus of stone spell is missing crucial
20 ft.”
casting information. Here is the replacement text:

Page 22 – Axiomatic Water [Substitution] Sarcophagus of Stone


The second sentence of the first paragraph has an Conjuration (Creation) [Earth]
error. It should read: “Axiomatic water damages Level: Cleric 6
chaotic outsiders the way holy water damages undead Components: V, S, M, DF
and evil outsiders.”
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Page 52 – Contagious Fog [Omission]
Target: 1 Medium or smaller creature
This spell is missing its casting time entry: It should
read: “Casting Time: 1 standard action” Duration: Instantaneous
Saving Throw: Reflex negates
Page 75 – Earth Lock [Substitution] Spell Resistance: No
The third sentence of the second paragraph contains an
error. It should read: “A Huge or larger object or Page 186 – Shadow Spray [Substitution]
creature that blocks the constricted point prevents the The Duration of this spell is in error. It should read:
spell from working until moved.”
“Duration: Instantaneous”
Page 83 – Entangling Staff [Substitution] Page 181 – Scramble Portal [Revision]
The saving throw entry for the spell is wrong. It
Delete the last sentence of the spell description.
should read: “Saving Throw: Fortitude negates
(harmless, object)”
Page 202 – Spiritjaws [Omission]
Add this paragraph after paragraph 5.
Page 121 – Incorporeal Nova
[Substitution] “Each round after the first, you can use a move action
Replace the area entry with the following target entry: to redirect the spiritjaws to a new target. If you do not,
“Target: incorporeal and gaseous creatures within a the spiritjaws continue to attack the previous round’s
50-ft.-radius burst.” target. On any round that the spiritjaws switches
targets, it gets one attack. Subsequent rounds of
Page 144 – Moonbow [Substitution] attacking that target allow the spiritjaws to make
The Effect entry of the spell is in error. It should read: multiple attacks if your base attack bonus would allow
“Effect: 3 motes of electricity” it to.”

Page 144 – Moonbow [Substitution] Page 206 – Steeldance [Revision]


The Duration entry of the spell is in error. It should Remove the word “swords” in the target line of the
read: “Duration: Instantaneous or up to 3 rounds; see spell.
text.”
Page 243 – Wrack [Substitution]
Page 146 – Nerveskitter [Omission] The first sentence of the spell description is in error. It
The spell is missing some explanatory text the spell should state: “This spell causes your target to
description. Insert this sentence after the first. experience excruciating pain.”
“Unlike other immediate actions, you can cast this
spell while flat-footed.”
Tome of Battle
When the text within a product Page 70 – Expanded Spellbook
contradicts itself, our general [Revision]
policy is that the primary First sentence should read,
source (actual rules text) is “When you reach 2nd level, you
correct and any secondary can add one wizard spell of your
reference (such as a table or chosen school to your
character's statistics block) is spellbook.”
incorrect. Exceptions to the
rule will be called out Page 71 – Moderate School of
specifically. Esoterica [Addition]
Add the following to the last
Page 74-75 – Strike of the sentence of the first paragraph
Broken Shield [Deletion] of this ability’s decription,
Remove last two sentences of “(Unless otherwise noted)”.
maneuver’s text.
Page 96 – Arcane Fusion
Page 77 – Five-Shadow Creeping [Addition]
Ice Enervation Strike [Deletion] Include clause, “If applying a
Remove “Duration: 1 minute.” metamagic feat to a spell, use
the adjusted spell level and
Page 53 – Firesnake casting time for purposes of
[Deletion/Substitution] determining eligibility for
Remove last two sentences of Arcane Fusion.”
first paragraph.
Substitute last two sentences of Page 98 - Caustic Mire
second paragraph with “A c [Addition]
Spell type should read
Page 37 – Alacritous Cogitation “Conjuration [Acid]”
[Addition]
Revise end of first sentence to Page 98 - Caustic Smoke
read, “...cast any arcane spell [Addition]
you know of the same level or Spell type should read
lower and of casting time no “Conjuration [Acid]”
longer than 1 round.”
Page 99 - Channeled Sound Burst
Page 47 – Storm Bolt [Addition] [Revision]/[Addition]
Under benefits, add “A Area should indicate to “See
successful Reflex save halves text”
damage.” The option for expending 2 full
rounds to cast the spell should
Page 50 – Becoming an Abjurant indicate that the spell’s caster
Champion [Substitution] is unaffected by the spell’s
The section on becoming an effects.
Abjurant Champion should read,
“...any martial-oriented Page 101 - Deadly Sunstroke
character can qualify by taking [Substitution]
minimal levels in an arcane Spell type should read
spellcasting class, such as one “Evocation [Fire],” not
level in wu jen or two levels in “Evocation [Light]”
bard.”
Page 06 – Heart of Air
Page 51 – Abjurant Champion [Substitution]
Class Features [Deletion] The spell’s “wu jen 2 (air)” tag
Under the abjurant armor should instead read “wu jen 2
ability, remove mention of “mage (general).”
armor” at the end of the
paragraph. The abjurant armor Page 108 - Immediate Assistance
ability does not affect mage [Substitution]
armor, but the spell is still Should be of the Transmutation
useful to an abjurant champion. school.
Page 110 - Melf's Slumber Arrows
[Substitution]
Spell’s short entry should read
“Will partial” instead of
“Fortitude partial.”

Page 114 - Reaving Aura


[Revision]
The last sentence should read,
“This spell has no effect on
creatures that have more than 0
hp.”

Page 119 - Tactical Teleport


[Deletion]
This spell targets only willing
creatures, so the sentence that
reads, “Only objects held or in
use (attended) by another
individual receive savings
throws and spell resistance,”
should be removed. Similarly,
the Saving Throw entry at the
top should not include a Will
save for objects because they
cannot be targeted.

Page 123 – Cold Comfort


[Substitution]
“Least” should replace “Lesser.”
Tome of Magic Errata
• To speak an area’s truename (using the Lexicon of the
Errata Rule: Primary Sources Perfected Map), you must succeed on a Truespeak check
®
When you find a disagreement between two D&D rules with a DC equal to 25 + 5 per level of the utterance. If
sources, unless an official errata file says otherwise, the the area is a magical location, increase the DC by an
primary source is correct. One example of a additional 5.
primary/secondary source is text taking precedence over
a table entry. An individual spell description takes Page 216: Monk Abilities
precedence when the short description in the beginning In the third paragraph of the Monk Abilities description
of the spells chapter disagrees. strike the mention of penalties for flurry of blows. The
class is intended to grant flurry of blows progression.
Page 18: Table 1–2: Vestiges by Level
Table 1–2: Vestiges by Level indicates that Dahlver-Nar
has a special requirement. He does not.
Page 28: Dahlver-Nar
Dahlver-Nar’s summary indicates that he has a special
requirement. He does not.
Page 38: Leraje
The first paragraph of Leraje’s description should read as
follows:
Once a favored servant of the primary deity of the elves,
Leraje allowed her pride to become her downfall. Leraje
gives her summoners an elf’s eyesight, great skill with a
bow, and the ability to hide well.
Page 45: Savnok
The first paragraph of Savnok’s description should read
as follows:
Once a servant of the gods, Savnok now grants his
summoners the ability to wear heavy armor and summon
it from the ether, the power to shift places with an ally,
and protection against piercing weapons.
Page 59: Improved Read Thoughts
Replace the description of the improved read thoughts
ability with the following:
Improved Read Thoughts (Su): The DC of the read
thoughts ability granted by Dantalion increases by 2.
Page 113: Table 2–2: Uses Per Mystery Per
Day
In Table 2–2: Uses Per Mystery Per Day, the 17th-level
line should indicate that a 17th-level shadowcaster gains
2 uses of 6th-level mysteries per day, not 3.
Page 149: Shadow Time
The duration of shadow time should read as follows:
Duration: 3 rounds (apparent time); see text for time
stop
Page 195: Speaking a Truename
Insert the following bullet point after the first three on
the page.
Tome of Magic Errata 1 3/23/2006
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.
Unapproachable East Errata
Errata Rule: Primary Sources
When you find a disagreement between two D&D
rules sources, unless an official errata file says
otherwise, the primary source is correct. One example
of a primary/secondary source is text taking
precedence over a table entry. An individual spell
description takes precedence when the short
description in the beginning of the spells chapter
disagrees. A monster’s statistics block supersedes the
descriptive text.
Another example of primary vs. secondary sources
involves book and topic precedence. The Player’s
Handbook, for example, gives all the rules for playing
the game, for PC races, and the base class descriptions.
If you find something on one of those topics from the
Dungeon Master’s Guide or the Monster Manual that
disagrees with the Player’s Handbook, you should
assume the Player’s Handbook is the primary source.
The Dungeon Master’s Guide is the primary source for
topics such as magic item descriptions, special material
construction rules, and so on. The Monster Manual is
the primary source for monster descriptions, templates,
and supernatural, extraordinary, and spell-like abilities.
Page 80: Uthraki
Delete the second sentence of the Alternate Form
special quality.

Unapproachable East Errata 2/6/06 Version 02062006


Page 1
©2006 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All rights reserved.