TEXT: PLAY MORE
  FREE D&D® V.3.5 ACCESSORY UPDATE
  Player's Handbook,
  DUNGEON MASTER's Guide, 
  Monster Manual
  
  Revision Update
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  2
  
  Table of Contents
  The Nature of the Core Rulebooks’ Changes
  3
  Player’s Handbook (Overview)
  4
  Dungeon Master’s Guide (Overview)
  7
  Monster Manual (Overview)
  7
  The Nature of the Core Rulebooks’ Changes
  The purpose of this booklet is not to provide a compre-
  hensive list of everything that has changed with the 3.5
  revision. The changes are too large in number and
  varied in scope to be able to provide an all-inclusive
  inventory. Instead, what we want to do is to show you a
  broad picture of what has changed and to provide you
  with support for updating our most popular product.
  Do you need to make these changes?
  No.
  This booklet is for players and Dungeon Masters who
  value rules precision and need to know what’s changed
  so that they can continue to enjoy their 3rd Edition
  products.
  You might choose to make notations in your existing
  books, photocopy and cut up this booklet to add book-
  marklike inserts to your books, or simply use this book-
  let simultaneously with your books.
  We provide a brief, general overview of the core
  books and detailed revision notes for Deities and
  Demigods, Epic Level Handbook, Fiend Folio, Manual of the
  Planes, and Monster Manual II.
  3
  
  Player’s Handbook
  The changes throughout the book range from very minor to quite
  substantial.
  RACES
  The standard races underwent some revision. Highlights include:
  Dwarves don’t have their speed reduced from Medium or
  Heavy armor or loads. They gain weapon familiarity with dwarven
  waraxes and urgoshes.
  Gnomes gain weapon familiarity with gnome hooked hammers
  and now favor the Bard class.
  Half-elves gain additional racial skill bonuses to Diplomacy and
  Gather Information.
  CLASSES
  Almost all of the classes underwent some degree of change in the
  revision. Changes include:
  The levels at which barbarians gain many of their abilities
  changed.
  Bards get more skill points. In addition, many of the spells on
  the bard’s spell list changed, some added, others deleted, and a
  number changed level. They gain the ability to make small changes
  to their spells known.
  Clerics changes include clarification of their alignment aura
  and mass versions of cure and inflict spells that can be cast sponta-
  neously.
  Druids’ animal companions advance now. Animal Empathy
  became a class feature.
  Fighters experienced the least change, but a number of their
  feats were revised.
  Monks’ flurry of blows works attack bonus advances differently.
  They became more diverse by having options for bonus feats
  instead of every monk getting the same bonus feat at set levels.
  Some class abilities, such as ki strike, changed.
  Paladins smite more often at higher levels. They now summon
  their mounts instead of having them always around.
  Rangers have a d8 for their Hit Die, more skill points, and the
  Animal Empathy became a class feature. Their animal companions,
  favored enemies, and other class features underwent substantial
  revision.
  Sorcerers gain the ability to make small changes to their spells
  known. Several familiar bonuses changed.
  Wizard school specialization works differently. Several familiar
  bonuses changed.
  SKILLS
  Skills function much as they always have. The amount of time
  using a skill takes and the ability to retry a task are clearly quanti-
  fied. Synergy between skills expanded. Some skills, such as Per-
  form and Ride changed in specialization. Other narrow, niche
  skills such as Innuendo and Intuit Direction folded into broader
  skills such as Bluff and Survival. A new skill, Knowledge
  (dungeoneering), appears.
  Some classes, such as the Bard, gained additional skill points.
  The manner in which creatures gain skills changed to resemble
  the way in which characters gain skills. For many monsters, this
  generally resulted in more skill points.
  4
  Old Skill Name
  New Skill Name
  Folded Into
  Notes
  Alchemy
  Craft (alchemy)
  n/a
  Requires 1 spellcaster level to make alchemical items
  Animal Empathy
  [wild empathy]
  n/a
  Not a skill; class feature of druid, ranger
  Innuendo
  n/a
  Bluff
  Intuit Direction
  n/a
  Survival
  Automatic with 5 ranks of Survival
  Perform (type, type, type)
  Perform (category)
  n/a
  Perform works like Craft or Profession
  Read Lips
  n/a
  Spot
  Ride (mount)
  Ride
  n/a
  Doesn’t indicate a particular type of mount
  Pick Pocket
  Sleight of Hand
  n/a
  Scry
  n/a
  n/a
  Spells now require Will saves
  Wilderness Lore
  Survival
  n/a
  
  5
  Old Feat Name
  New Feat Name
  Folded Into
  Notes
  Ambidexterity
  n/a
  Two-Weapon Fighting
  Two-Weapon Fighting includes all benefits
  Expertise
  Combat Expertise
  Weapon Finesse (weapon)
  Weapon Finesse
  Grants benefit with all qualified weapons
  Sunder
  Improved Sunder
  Sunder now name of the special attack
  Shield Expert
  Improved Shield Bash
  Originally appeared in Sword & Fist
  SPELLS
  Significant changes occurred regarding spells. Many news spells
  were added. A few spells were deleted entirely. Others changed
  name. Some changed school. Several spells changed level. Many
  long durations became shorter.
  NEW SPELLS
  Spell 
  Name Level  
  Acid Splash 
  Sor/Wiz 0
  Animate Plants
  Drd 7, Plant 7
  Arcane Sight 
  Sor/Wiz 3
  Arcane Sight, Greater
  Sor/Wiz 7
  Baleful Polymorph
  Drd 5, Sor/Wiz 5
  Bear’s Endurance, Mass
  Clr 6, Drd 6, Sor/Wiz 6
  Blight
  Drd 4, Sor/Wiz 5
  Bull’s Strength, Mass
  Clr 6, Drd 6, Sor/Wiz 6
  Call Lightning Storm
  Drd 5
  Cat’s Grace, Mass
  Brd 6, Drd 6, Sor/Wiz 6
  Command Undead
  Sor/Wiz 2
  Cure Critical Wounds, Mass
  Clr 8, Drd 9, Healing 8
  Cure Moderate Wounds, Mass
  Brd 6, Clr 6, Drd 7
  Cure Serious Wounds, Mass
  Clr 7, Drd 8
  Daze Monster
  Brd 2, Sor/Wiz 2
  Deep Slumber
  Brd 3, Sor/Wiz 3
  Dimensional Lock
  Clr 8, Sor/Wiz 8
  Disrupting Weapon
  Clr 5
  Eagle’s Splendor
  Brd 2, Clr 2, Pal 2, Sor/Wiz 2
  Eagle’s Splendor, Mass
  Brd 6, Clr 6, Sor/Wiz 6
  Enlarge Person, Mass
  Sor/Wiz 4
  False Life
  Sor/Wiz 2
  NEW SPELLS (CONT.)
  Spell 
  Name Level  
  Fox’s Cunning
  Brd 2, Rgr 2, Sor/Wiz 2
  Fox’s Cunning, Mass
  Brd 6, Sor/Wiz 6
  Glibness
  Brd 3
  Heroism
  Brd 2, Sor/Wiz 3
  Heroism, Greater
  Brd 5, Sor/Wiz 6
  Hold Monster, Mass
  Sor/Wiz 9
  Hold Person, Mass
  Sor/Wiz 7
  Inflict Critical Wounds, Mass
  Clr 8
  Inflict Moderate Wounds, Mass
  Clr 6
  Inflict Serious Wounds, Mass
  Clr 7
  Longstrider
  Drd 1, Rgr 1, Travel 1
  Moment of Prescience
  Sor/Wiz 8
  Mordenkainen’s Private Sanctum
  Sor/Wiz 5
  Owl’s Wisdom
  Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
  Owl’s Wisdom, Mass
  Clr 6, Drd 6, Sor/Wiz 6
  Polar Ray
  Sor/Wiz 8
  Prying Eyes, Greater
  Sor/Wiz 8
  Ray of Exhaustion
  Sor/Wiz 3
  Reduce Person, Mass
  Sor/Wiz 4
  Shout, Greater
  Sor/Wiz 8
  Scorching Ray
  Sor/Wiz 2
  Song of Discord
  Brd 5
  Spell Immunity, Greater
  Clr 8
  Summon Instrument
  Brd 0
  Symbol of Weakness
  Clr 7, Sor/Wiz 7
  Sympathetic Vibration
  Brd 6
  Touch of Fatigue
  Sor/Wiz 0
  Touch of Idiocy
  Sor/Wiz 2
  Undeath to Death
  Clr 6, Sor/Wiz 6
  Waves of Exhaustion
  Sor/Wiz 7
  Waves of Fatigue
  Sor/Wiz 5
  FEATS
  Likewise, feats underwent revision. Many new feats entered the
  book. Standardized pairs of skills grant +2 bonuses from feats like
  Negotiator and Stealthy. Many old feats changed significantly.
  Spell Focus now grants a +1 bonus. A number of combat-
  oriented feats changed name or effect.
  Differences between how creatures and characters gain feats dis-
  appeared. All creatures get one feat, plus one additional feat per
  three hit dice—just like characters. Many monsters gained addi-
  tional feats.
  Creature Hit Dice
  Feats
  1–2
  1
  3–5
  2
  6–8
  3
  9–11
  4
  12–14
  5
  15–17
  6
  18–20
  7
  21–23
  8
  24–26
  9
  27–29
  10
  30–33
  11
  
  6
  Deleted Spells
  Animal Friendship
  Emotion (fear)
  Emotion (frienship)
  Emotion (hate)
  Mass Haste (see Haste)
  Negative Energy Protection (see Death Ward)
  Nystul's Undetectable Aura (see Nystul’s Magic Aura)
  Polymorph Other (see Polymorph, Baleful Polymorph)
  Polymorph Self (see Polymorph)
  Symbol (Discord)
  Symbol (Hopelessness)
  NAME CHANGES
  Old Name
  New Name
  Change Self
  Disguise Self
  Charm Person or Animal
  Charm Animal
  Circle of Doom
  Inflict Light Wounds, Mass
  Command Plants
  Control Plants
  Control Plants
  Command Plants
  Emotion (despair)
  Crushing Despair
  Emotion (hope)
  Good Hope
  Endurance
  Bear’s Endurance
  Enlarge
  Enlarge Person
  Greater Dispelling
  Dispel Magic, Greater
  Healing Circle
  Cure Light Wounds, Mass
  Improved Invisibility
  Invisibility, Greater
  Invisibility to Animals
  Hide from Animals
  Invisibility to Undead
  Hide from Undead
  Mass Charm
  Charm Monster, Mass
  Minor Globe of Invulnerability
  Lesser Globe of Invulnerability
  Protection from Elements
  Protection from Energy
  Rage
  Emotion (rage)
  Random Action
  Confusion, Lesser
  Reduce
  Reduce Person
  Resist Elements
  Resist Energy
  Symbol 
  Symbol of Death
  Symbol 
  Symbol of Fear
  Symbol 
  Symbol of Insanity
  Symbol 
  Symbol of Pain
  Symbol 
  Symbol of Persuasion
  Symbol 
  Symbol of Sleep
  Symbol 
  Symbol of Stunning
  Teleport without Error
  Teleport, Greater
  Vanish 
  Teleport Object
  CHANGES TO SPELL SCHOOL
  Spell 
  Old 
  New
  Bestow Curse 
  Trans 
  Necro
  Bless Weapon
  Trans 
  Necro
  Burning Hands 
  Trans 
  Evoc
  Curse Water 
  Trans 
  Necro
  Detect Magic 
  Univ 
  Div
  Dimension Door 
  Trans 
  Conj
  Eyebite 
  Trans 
  Necro
  Flame Arrow 
  Conj 
  Trans
  Heroes’ Feast 
  Evoc 
  Conj
  Mark of Justice 
  Trans 
  Necro
  Plane Shift 
  Trans 
  Conj
  Power Word Blind 
  Conj 
  Ench
  Power Word Kill 
  Conj 
  Ench
  Power Word Stun 
  Conj 
  Ench
  Prayer 
  Conj 
  Ench
  Purify Food and Drink 
  Univ 
  Trans
  Ray of Frost 
  Conj 
  Evoc
  Read Magic 
  Univ
  Div
  Symbol of Death 
  Univ 
  Necro
  Symbol of Fear 
  Univ 
  Necro
  Symbol of Insanity 
  Univ 
  Ench
  CHANGES TO SPELL SCHOOL (CONT.)
  Spell 
  Old 
  New
  Symbol of Pain 
  Univ 
  Necro
  Symbol of Persuasion 
  Univ 
  Ench
  Symbol of Sleep 
  Univ 
  Ench
  Symbol of Stunning 
  Univ
  Ench
  Teleport 
  Trans 
  Conj
  Teleport Object 
  Trans 
  Conj
  Teleport, Greater 
  Trans 
  Conj
  Teleportation Circle 
  Trans 
  Conj
  Tree Stride 
  Trans 
  Conj
  Word of Recall 
  Trans 
  Conj
  SUBSTANTIAL CHANGES TO EFFECT
  Spells with Changed Effects
  Blade Barrier
  Blindness/Deafness
  Call Lightning
  Endure Elements
  Eyebite
  Flame Arrow
  Harm
  Haste
  Heal
  Neutralize Poison
  Otiluke’s Freezing Sphere
  Polymorph
  Reduce Person
  Righteous Might
  Scrying
  Scrying, Greater
  Wall of Force
  SPELL LEVEL CHANGES
  Old 
  New
  Deleted
  Added
  Level
  Level
  Level 
  Level
  SpellName
  Drd4
  Air Walk
  Brd2
  Alter Self
  Brd6
  Analyze Dweomer
  Rgr4
  Animal Growth
  Rgr2
  Rgr1
  Clr2
  Brd2
  Animal Messenger 
  Wiz5
  Wiz4
  Animate Dead
  Brd6
  Animate Objects
  Brd1
  Animate Rope
  Rgr2
  Barkskin
  Drd2, Rgr2
  Bear’s Endurance
  Brd3
  Bestow Curse
  Pal4, Wiz5
  Break Enchantment
  Brd2
  Drd2, Pal2
  Bull’s Strength
  Rgr1
  Calm Animals
  Brd2
  Calm Emotions
  Drd2, Rgr2
  Cat’s Grace
  Drd2
  Drd1
  Rgr1
  Charm Animal
  Clr 1
  Brd 1
  Confusion, Lesser
  Rgr4
  Commune with Nature
  Brd1
  Comprehend Languages
  Brd5
  Contact Other Plane
  Brd5
  Drd4
  Control Water
  Wiz8
  Create Greater Undead
  Wiz6
  Create Undead
  Rgr3
  Darkvision
  Brd2,
  Brd3, 
  Wiz2
  Wiz3
  Daylight
  Rgr2
  DetectChaos/Evil/Good/Law
  Rgr1
  Detect Poison
  Brd1
  Disguise Self
  Brd4
  Dismissal
  Pal4
  Dispel Chaos
  Drd9
  Drd8
  Earthquake
  
  SPELL LEVEL CHANGES (CONT.)
  Old 
  New
  Deleted
  Added
  Level
  Level
  Level 
  Level
  SpellName
  Rgr1
  Endure Elements
  Clr5
  Clr7
  Ethereal Jaunt
  Clr6
  Clr9
  Etherealness
  Travel1
  Expeditious Retreat
  Brd6
  Find the Path
  Brd4
  Freedom of Movement
  Wiz4
  Good Hope
  Wiz3
  Wiz2
  Brd3
  Drd2
  Gust of Wind
  Drd7
  Harm
  Clr8
  Clr9
  Drd9
  Heal, Mass
  Brd6
  Heroes’ Feast
  Rgr1
  Hide from Animals
  Luck 8
  Holy Aura
  Drd5
  Drd4
  Ice Storm
  Drd1, Rgr1
  Jump
  Brd3
  Keen Edge
  Brd0
  Know Direction
  Brd2
  Levitate
  Brd1
  Mage Armor
  Pal3
  Magic Circle against Chaos
  Brd2
  Brd1
  Magic Mouth
  Drd1
  Magic Stone
  Brd1
  Magic Weapon
  Brd3
  Magic Weapon, Greater
  Pal4
  Mark of Justice
  Brd1,Wiz1Brd0,Wiz0
  Message
  Drd6
  Move Earth
  Brd1, Magic 1
  Nystul’s Magic Aura
  Brd2
  Brd1
  Obscure Object
  Brd6
  Otto’s Irresistible Dance
  Brd6
  Plane Shift
  Wiz8
  Wiz7
  Power Word Blind
  Wiz7
  Wiz8
  Power Word Stun
  Drd2
  Drd1
  Produce Flame
  Wiz6
  Wiz7
  Project Image
  Brd1
  Pal1(chaos)
  Protection from Chaos/Evil/Good/Law
  Drd4
  Drd3
  Quench
  Brd3,Wiz4Brd2,Wiz3
  Rage
  Clr1
  Brd1
  Random Action
  Drd9
  Regenerate
  Pal3
  Remove Curse
  Brd3
  Remove Disease
  Brd1 
  Remove Fear
  Brd4, Rgr3
  Remove Paralysis
  Brd6
  Repulsion
  Pal4
  Restoration
  Pal1
  Restoration, Lesser
  Brd3
  Secret Page
  Brd2
  Brd3
  See Invisibility
  Brd5
  Seeming
  Wiz6
  Wiz9
  Shades
  Brd4
  Shadow Conjuration
  Wiz5
  Wiz7
  Shadow Conjuration, Greater
  Brd5
  Shadow Evocation
  Wiz6
  Wiz8
  Shadow Evocation, Greater
  Wiz7
  Wiz6
  Brd5
  Shadow Walk
  Rgr2
  Sleep
  Drd4
  Drd3
  Sleet Storm
  Drd2
  Drd1
  Clr2 
  Brd3
  Speak with Animals
  Clr3
  Brd4
  Speak with Plants
  Wiz1
  Wiz2
  Drd2
  Spider Climb
  Clr4
  Clr2
  Status
  Drd5
  Stoneskin
  Drd9
  Storm of Vengeance
  Animal 4
  Summon Nature’s Ally IV
  Animal 8
  Summon Nature’s Ally VIII
  SPELL LEVEL CHANGES (CONT.)
  Old 
  New
  Deleted
  Added
  Level
  Level
  Level 
  Level
  SpellName
  Clr8,Wiz8 Clr6,Wiz6
  Symbol of Fear
  Clr8,Wiz8 Clr5,Wiz5
  Symbol of Pain
  Clr8,Wiz8 Clr6,Wiz6
  Symbol of Persuasion
  Clr8,Wiz8 Clr5,Wiz5
  Symbol of Sleep
  Clr8,Wiz8 Clr7,Wiz7
  Symbol of Stunning
  Brd2
  Brd1
  Tasha’s Hideous Laughter
  Wiz9
  Wiz8
  Temporal Stasis
  Healing 9
  True Resurrection
  Brd2
  Brd1
  Undetectable Alignment
  Wiz5
  Wiz6
  Wall of Iron
  Rgr4
  Rgr2
  Brd3
  Drd3
  Wind Wall
  Pal2
  Zone of Truth 
  DUNGEON MASTER’S GUIDE
  This book experienced a dramatic reorganization. The focus on
  the revision was on user-friendly and useful text. A great deal of
  new material was added. Other areas of the book underwent
  review and revision.
  Material new to the book includes information on the planes,
  details on and rules for different terrain types and environments.
  You’ll find rules covering everything from visiting the Elemental
  Plane of Fire to fighting on staircases.
  The Leadership feat and cohort section now bases its informa-
  tion on the level adjustment and Effective Character Level infor-
  mation.
  Information on creating and pricing traps is much more
  detailed.
  The book now includes a much wider assortment of prestige
  classes.
  Magic items pricing was refined, the items were repriced, and
  new items were added. Intelligent items experienced substantial
  revision.
  We expanded and revised the random wilderness encounter
  tables to match the new Monster Manual.
  MONSTER MANUAL
  The most substantial and wide-reaching change is the way that
  monsters calculate skill points and feats.
  Skills are a function of creature type and intelligence. They’re
  calculated just like player character’s are, with monsters receiving
  four times their per level amount with their first Hit Die.
  Feats acquisition follows the player character’s standard progres-
  sion of one feat at 1st level and an additional feat at every third level.
  Some creature types went away: no more beast or shapechanger.
  The creatures formerly beasts or shapechangers changed type.
  Beast is gone entirely, but shapechanger became a subtype. We’ve
  also added the swarm type which first appeared in the Fiend Folio.
  Damage reduction underwent a full revision. The old ##/+1
  (such as 30/+3) is gone. Instead, we have damage reduction
  bypassed by magic, aligned weapons, and/or different types of
  metals. It has become a much more varied tool for DMs.
  Many creatures’ spellcasting or spell-like abilities changed,
  often becoming more streamlined. Sample spells prepared or spells
  known lists accompany spellcasting monsters.
  7
  
  We’ve provided tougher versions of standard monsters. For
  instance, in addition to the mummy, nightmare, and wraith, you’ll
  find the mummy lord, cauchemare, and dread wraith.
  Some creatures, such as the pit fiend, also have round-by-round
  tactics as an aid to the DM.
  The creatures that have the greatest potential as player 
  characters have detailed entries on making PCs based on them.
  Other monster suitable as player characters or cohorts have level
  adjustments given.
  BEHIND THE CURTAIN:
  DAMAGE REDUCTION
  The damage reduction system changed significantly in the revised
  core rulebooks. The obvious change is in the new variety of meth-
  ods to bypass a creature’s damage reduction: special materials,
  magic or aligned weapons, and types of weapons (slashing or
  bludgeoning) can all be the key to successfully getting past damage
  reduction.
  The less obvious change is that it’s generally easier to break
  through a creature’s damage reduction even without the proper
  key. Most monsters subtract 5, 10, or 15 points of damage from
  most attacks, where prior to the revision this number might be as
  high as 40. A number like 40 tells players, “don’t even try it if you
  don’t have the right weapon.” A number like 15 sends the message,
  “You can try, but it’s going to be a lot harder.”
  This booklet includes revised damage reduction entries for
  every monster in Deities and Demigods, Epic Level Handbook, Fiend
  Folio, Manual of the Planes, and Monster Manual II. If you’re convert-
  ing other monsters that don’t appear in those books, follow these
  general guidelines:
  •
  Make the damage reduction amount (the number before the
  slash) 5, 10, or 15. As a general rule, use 5 for weaker monsters, up
  to CR 4 or 5. Use 15 for strong monsters, CR 13 or higher. Use 10
  for everything in between.
  •
  Special Materials: If a monster had damage reduction bypassed
  by silver before, keep it silver unless a different material is more
  appropriate. Also use silver for baatezu devils, guardinals, and a
  selection of other creatures from the outer planes, particularly the
  lawful plane of the Nine Hells of Baator. In a few cases, you might
  combine this with good or evil (see Combinations, below). Use
  adamantine to bypass damage reduction in cases where a creature’s
  damage reduction is almost like hardness: for most constructs,
  creatures whose bodies are made of inorganic material, and for
  spell effects like iron body and stoneskin. Use cold iron for fey (often,
  even when they did not have damage reduction before), for the
  fey-like eladrins, for tanar’ri demons, and select other creatures
  from the outer planes, particularly the chaotic planes. It’s not a
  good idea to create new special materials except in unique circum-
  stances: most adventurers have no reason to carry mithral
  weapons, for example.
  •
  Weapon Types: If a monster took half damage from certain
  weapon types, replace this with damage reduction 5/other weapon
  types. For example, skeletons took half damage from slashing and
  piercing weapons; now they have damage reduction 5/bludgeon-
  ing. Rarely use weapon types as a bypass for damage reduction.
  •
  Alignment: Allow aligned weapons to bypass the damage reduc-
  tion of outsiders of the opposite alignment. Demons and devils
  have damage reduction #/good, celestials have damage reduction
  #/evil, slaadi have damage reduction #/lawful, and inevitables
  (despite being constructs) have damage reduction #/chaotic. Gen-
  erally, fiends and celestials associate more strongly with evil and
  good, respectively, than with law and chaos. The differences
  between lawful and chaotic fiends and celestials showcase in their
  racial vulnerabilities to special materials rather than aligned
  weapons (see Combinations, below).
  •
  Magic and Epic: If nothing else fits, allow magic weapons to
  bypass a creature’s damage reduction. For monsters at very high
  CRs (minimum 20), consider using epic weapons instead.
  •
  Combinations: You can use combinations of factors to distin-
  guish monsters from each other based on CR and overall power.
  Many outsiders have damage reduction that combines special
  materials and alignments. For example, very weak tanar’ri demons
  have easy-to-bypass damage reduction: a good weapon or a cold
  iron weapon strikes unhindered. Moderately powerful tanar’ri ben-
  efit from damage reduction that is somewhat more difficult to
  bypass: you need a good weapon; a cold iron weapon won’t do. The
  most powerful tanar’ri have damage reduction that is even more
  difficult to bypass: you need a weapon that is both cold iron and
  good. As a rule of thumb, use “or” combinations for monsters of CR
  3 or lower, and use “and” combinations for monsters of CR 16 or
  higher.
  Also consider combinations of magic with either special materi-
  als or weapon types. A lich’s skeletal body is vulnerable to bludg-
  eoning weapons, like a skeleton’s, but only if they are magic. A
  night hag is vulnerable to cold iron weapons, but only magic ones.
  In general, requiring two conditions (“and” combinations) makes a
  monster’s damage reduction more difficult to bypass, and is most
  appropriate for powerful monsters.
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons & Dragons RPG/Official Supplements/3.0 to 3.5 Core Updates.pdf