TEXT: Tome of horrors errata 
  www.necromancergames.com 
  Necromancer Games 
  1 
  General Errata 
   
  Page 15: Baric, stat block, Ability Scores: Reduce 
  Intelligence to 2. 
  Page 19: Beetle, Giant Boring, stat block: Change the 
  Intelligence to “—.” 
  Page 28-29: Bonesucker, stat block: Replace “Ability 
  Drain” with “Ability Damage.” In the Combat section, 
  in the description of its Improved Grab and Constrict 
  attacks, the grapple bonus should be +14. The descrip-
  tion of its Ability Score Drain attack should read: 
  “Ability Score Damage (Ex):  A bonesucker that has 
  successfully grappled an opponent deals 1d2 points of 
  temporary Strength and 1d2 points of temporary Dex-
  terity damage per round to an opponent as long as the 
  hold is maintained.” 
  Page 34: Caraytid Column, combat section, Shatter 
  Weapons description: Change “weapon bonus” to 
  “enhancement bonus” 
  Page 40: Chrystone, combat section, Shatter Weapons 
  description: Change “weapon bonus” to “enhancement 
  bonus” 
  Page 41, 42: Clockworks, stat block: In the Special 
  Qualities line of the Warrior, Parasite, and Swarm stat 
  blocks, replace “regeneration” with “fast healing.” In 
  the Combat section, replace the Regeneration entry 
  with the following: 
  “Fast Healing (Ex): The Warrior, Parasite, and 
  Swarm clockworks can automatically repair them-
  selves with spare parts and scrap. They cannot heal 
  acid, cold, or fire damage. This power is identical to 
  fast healing, except the clockwork can also repair lost 
  limbs (including its head) in 3d6 minutes. If the 
  swarm clockwork takes damage from an area effect 
  attack, it is unable to fast heal for 1d6 rounds follow-
  ing the attack. If brought to 0 hit points during this 
  time, the swarm clockwork is unable to fast heal and 
  is destroyed.” 
  Page 44: Clubneck, stat block, Ability Scores: Reduce 
  Intelligence to 2. 
  Page 61: Dark Stalker, Player Character Dark Stalkers 
  section: The ability scores should be +2 Str, +4 Dex, 
  +4 Con, -2 Int, +2 Cha. 
  Tome of Horrors  
  Errata 
  Compiled by Erica Balsley 
   
  With many thanks to the members of the 
  Necromancer Games Discussion Forum 
  Page 85: Orcus, stat block: His attack line should read 
  “Wand of Orcus +55/+50/+45/+40 melee” for his 
  wand attack. 
  Page 86: Orcus, combat section, Spells: Change 
  “335th-level cleric” to “35th-level cleric” 
  Page 87: Pazuzu, stat block, Treasure: Change 
  “lawful keen” to “chaotic keen” In the Combat sec-
  tion, the description of his Chaotic Keen Greatsword, 
  change “Pazuzu’s +3 greatsword” to “Pazuzu’s +4 
  greatsword.” 
  Page 92: Demonic Knight, stat block, AC: The De-
  monic Knight is wearing half-plate, which has a maxi-
  mum Dexterity bonus of +0. Thus, its AC line should 
  read “AC: 26 (+7 half-plate, +9 natural).” 
  Page 95: Baaphel, combat section, Spell-Like Abili-
  ties: Baaphel can only use wish 1/day, not “at will.” 
  Page 98: Geryon, combat section, Spell-Like Abili-
  ties: Geryon can only use wish 1/day, not “at will.” 
  Page 102: Lucifer, combat section, Regeneration; Re-
  place the text with “Lucifer takes normal damage from 
  holy and blessed weapons of at least +8 enhancement” 
  Page 102: Moloch, stat block, Hit Dice: Moloch’s hit 
  dice line should read “33d8+363 (511 hp).” 
  Page 103: Moloch, combat section, Spell-Like Abili-
  ties: Moloch can only use wish 1/day, not “at will.” 
  Page 106: Diger, stat block, Special Attacks and 
  Combat Section: Add the following: 
  “Engulf (Ex): A diger that has paralyzed a Medium-
  size or smaller foe can engulf it as a free action. An 
  engulfed opponent is paralyzed for as long as it re-
  mains in contact with the diger. Once a paralyzed foe 
  has been engulfed, it suffers 1d4 points of acid dam-
  age every 10 minutes as it is slowly dissolved and con-
  sumed by the diger.” 
  Page 131: Executioner’s Hood, combat section, En-
  gulf: The executioner’s hood’s grapple bonus should 
  be +1. 
  Page 133: Eye Of The Deep, combat section, Stun 
  Cone: This ability’s range is not listed. Change the 
  first sentence of the description to read, “Once per 
  round as a standard action, an eye of the deep can pro-
  duce a stunning ray in a cone 25 feet long from its 
  central eye.” 
  Page 139: Flind, Flind Characters section: The name 
  
  Tome of horrors errata 
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  2 
  Necromancer games 
  “Yeenoghou” is not Open Game Content. It is a regis-
  tered trademark of Wizards of the Coast and is used 
  by permission. 
  Page 145: Frost Man, Player Character Frost Man 
  section: The Frost Man’s ECL should be 6. 
  Page 156: Gorgon, True Gorgons, stat blocks, Align-
  ment type modifiers: They should be “Evil, Lawful.” 
  Page 158: Gorilla Bear, stat block, Ability Scores: 
  Reduce Intelligence to 2. 
  Page 168: Inphidian, combat section, Blinding Spray: 
  This ability’s range is not listed. Change the first part 
  of the first sentence of the description to read “Once 
  per minute, to a range of 10 feet, the inphidian” 
  Page 172: Monstrous Jellyfish, stat block, Saves: 
  Change to “Fort +3, Ref +2, Will +0” 
  Page 180: Land Lamprey, stat block, Feats: Add 
  Weapon Finesse (bite) as a bonus feat. 
  Page 182: Livestone, stat block, Hit Dice: The 
  Livestone should have only 47 hit points. 
  Page 189: Marble Snake, stat block, Ability Scores: 
  Reduce Intelligence to 2. 
  Page 205: Nilbog, Nilbog Characters section: The 
  name “Maglubiyet” is not Open Game Content. It is a 
  registered trademark of Wizards of the Coast. 
  Page 206: Obsidian Minotaur, stat block, Speed: 
  Change “10 ft.” to “20 ft. (can’t run)” 
  Page 209: Ogrillion, Player Character Ogrillions sec-
  tion: The Ogrillion’s ECL should be 3. 
  Page 209: Oliphant, stat block, Ability Scores: 
  Change Int to 2. 
  Page 211: Orog, Orog Characters section: Replace the 
  “Chaos” domain with the “Law” domain 
  Page 216: Protector, Stat block, CR: The protector’s 
  CR should be 7 (set it equal to its caster level for 
  spells). 
  Page 218: Quickling, combat section, Natural Invisi-
  bility: Replace the listed “Natural Invisibility” descrip-
  tion with the following: 
  “Natural Invisibility (Ex): A quickling is effectively 
  invisible when in its natural climate or when not mov-
  ing. It loses this invisibility when it attacks.” 
  Page 237: Giant Slug, stat block: There should be an 
  entry for “salt vulnerability” in its Special Qualities 
  line. The ability is described in the text under 
  “Combat” but was omitted in the stat block 
  Page 264: Tsathar Scourge, stat block, Saves: Replace 
  “Ref +7” with “Ref +6” 
  Page 269: Undead Ooze, stat block, Hit Dice: Change 
  to “6d12 (39 hp).” 
  Page 270: Vampire Rose, Improved Grab and Blood 
  Drain special abilities: The Vampire Rose’s grapple 
  bonus is +6. 
  Page 277: Witherstench, stat block, Ability Scores: 
  Reduce Intelligence to 2. 
  Page 283: Yeti, stat block, Claw Damage: Change 
  “1d6+6” to “1d6+4” 
  Page 288: Moose, stat block, Damage: Change to 
  “Butt 1d8+4; 0r hoof 1d6+4.” 
  Page 291: Abomination template, Stat block: In the 
  stat block, add the following line: 
  “Feats: The base creatures lose all feats, but the re-
  sulting hybrid has a number of feats appropriate to its 
  size, type, and ability scores.” 
  In the Tigrilla, stat block, Damage: Change to “Claw 
  1d8+6, bite 2d6+3.” 
  In the Owlephant, stat block, Damage: Change to 
  “Slam 2d6+8, claw 1d8+4; gore 2d8+8.” 
  Page 297: Dire Creature: Replace all instances of  
  “dire creature” with “dire animal.” In the Creating A 
  Dire Animal section, replace all instances of “base 
  creature” with “base animal,” and remove “and Ver-
  min” from the list of monster types available for this 
  template. Throughout the template, replace all in-
  stances of “base creature” with “base animal.” Make 
  the following changes to the Stat block: 
  Size: If the base animal is Small or smaller, increase 
  its size category by one or to the largest size listed in 
  its advancement range, whichever is greater. If the 
  base animal is Medium-size or larger, its size in-
  creases to the largest size listed for the base animal’s 
  advancement range. The base animal gains all the 
  benefits and detriments that arise from increased size 
  (see the MM). 
  Saves: Recalculate the saves with all values high, us-
  ing the dire animal’s increased HD and ability scores. 
  Pages 297-300: All Dire Animals should have the 
  subtype (Dire). 
  Page 297: Dire Bison, stat block, Saves: Will save 
  should be +5, CR should be 4. 
  Page 298: Dire Hippopotamus, stat block, Saves: Will 
  save should be +7, CR should be 6. 
  Page 299: Dire Porcupine, stat block, Saves: Will 
  save should be +4 
  Page 300: Dire Ram, stat block, Saves: Will save 
  should be +4 
  Page 300: Dire Sloth, stat block, Saves: Will save 
  should be +7 
  Page 305: Spectral Troll Template, sample troll, stat 
  block, Ability scores: The Spectral Troll’s Charisma 
  should be 10. 
  Page 307: Asswere, stat block, Damage: Change to 
  “Bite 1d6+4; or longspear 1d8+4.” 
  Page 316: Yellow Musk Zombie Template, stat block, 
  Speed: Change “whichever is greater” to “whichever 
  is less.” 
   
   
   
   
  
  Tome of horrors errata 
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  Necromancer Games 
  3 
  Corrected Stat Blocks 
   
  The following creatures were re-created with a more 
  appropriate monster type. Only those stat block lines 
  that have changed are reproduced here. 
   
  Babbler (pg. 14) 
  Large Magical Beast (Reptilian) 
  Hit Dice: 5d10+5 (32 hp) 
  Initiative: +5 (Dex, Improved Initiative) 
  Attacks: 2 claws +8 melee, bite +3 melee 
  Skills: Balance +8, Hide +1*, Jump +12, Listen +6, 
  Spot +6, Swim +12 
  Feats: Improved Initiative 
   
  Banderlog (pg. 14) 
  Medium-size Monstrous Humanoid 
  Hit Dice: 4d8+4 (22 hp) 
  Attacks: Bite +6 melee; or coconut +7 ranged 
  Saves: Fort +2, Ref +6, Will +5 
  Skills: Climb +15, Hide +9, Listen +6, Spot +6 
  Feats: Weapon Focus (thrown object) 
   
  Bog Beast (pg. 25) 
  Large Monstrous Humanoid 
  Hit Dice: 5d8+20 (42 hp) 
  Attacks: 2 claws +9 melee 
  Saves: Fort +5, Ref +4, Will +5 
  Skills: Move Silently +4, Listen +7, Spot +7 
  Feats: Power Attack 
   
  Cooshee (pg. 45) 
  Medium-size Magical Beast 
  Initiative: +6 (Dex, Improved Initiative) 
  Attacks: 2 claws +6 melee, bite +1 melee 
  Feats: Improved Initiative 
   
  False Spider: Pedipalp (pg. 134) 
  Medium-size Vermin 
  Hit Dice: 2d8+2 (11 hp) 
  Special Qualities: Darkvision 60 ft., vermin 
  Saves: Fort +5, Ref +2, Will +0 
  Skills: Hide +7, Spot +9 
   
  False Spider: Solifugid (pg. 134) 
  Medium-size Vermin 
  Hit Dice: 5d8+5 (27 hp) 
  Special Qualities: Darkvision 60 ft., vermin 
  Saves: Fort +6, Ref +3, Will +1 
  Skills: Hide +7, Spot +9 
  Advancement: 6-8 HD (Medium-size); 9-15 HD 
  (Large) 
   
  Hippocampus (pg. 165) 
  Large Magical Beast (Aquatic) 
  Attacks: Bite +7 melee; or tail slap +7 melee; or butt 
  +7 melee 
  Skills: Hide +7*, Intuit Direction +6, Listen +7, Spot 
  +7 
  Feats: Power Attack 
   
  Kech (pg. 175) 
  Medium-size Monstrous Humanoid 
  Hit Dice: 5d8+5 (27 hp) 
  Attacks: 2 claws +6 melee, bite +1 melee 
  Saves: Fort +2, Ref +6, Will +5 
  Skills: Climb +22, Hide +6, Jump +6, Listen +7, 
  Move Silently +6, Spot +7 
  Feats: Dodge, Mobility 
   
  Muckdweller (pg. 198) 
  Small Magical Beast (Reptilian) 
  Hit Dice: ½d10 (5 hp) 
  Initiative: +6 (Dex, Improved Initiative) 
  Skills: Balance +9, Climb +6, Hide +9, Jump +5, 
  Move Silently +5, Spot +4, Swim +13 
  Feats: Improved Initiative, Weapon Finesse (bite) 
   
  Stymphalian Bird (Bronze Beak) (pg. 248) 
  Medium-size Magical Beast 
  Attacks: Beak +6 melee, 2 claws +1 melee, 2 wing 
  slashes +1 melee; or feathers +7 ranged 
  Skills: Listen +6, Move Silently +7, Spot +6 
  Feats: Flyby Attack, Weapon Focus (feathers) 
   
  Vulchling (pg. 274) 
  Medium-size Magical Beast 
  Attacks: Bite +1 melee, or 2 claws +1 melee 
  Skills: Hide +6, Listen +4, Move Silently +4, Spot +4 
  Feats: Dodge 
  
  Tome of horrors errata 
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  4 
  Necromancer games 
  Legal Appendix 
  This printing of Tome of Horrors Errata is done under version 1.0a of the Open Game License, below, and version 1.0 and/or 3.0 of the d20 
  System Trademark License and d20 System Trademark Logo Guide. Some of the Open Game Content used herein comes from a draft version 
  of the System Reference Document by permission from Wizards of the Coast by and through Ryan Dancey and/or Anthony Valterra. Subse-
  quent printings of this work will incorporate and comply with final versions of the System Reference Document. 
  Notice of Open Game Content: This product contains Open Game Content as defined in the Open Game License, below. Open Game Con-
  tent may only be Used under and in terms of the Open Game License. 
  Designation of Open Game Content: All text contained within this book (including monster names, stats, and descriptions) is hereby desig-
  nated as Open Game Content, with the following exceptions: 1. Any text on the inside or outside of the front or back cover or on the Credits or 
  Preface pages is not Open Game Content;  2. Any advertising material — including the text of any advertising material — is not Open Game 
  Content; 3. Any material contained in the “Credit” section of each monster is not Open Game Content. See the “Note on the ‘Credit’ Section,” 
  below. 
  Note on the “Credit” Section: The Credit section for each creature contains information detailing the origin of the particular monster. This 
  content is not Open Game Content, as explained above. Some material within the Credit section is copyright TSR/Wizards of the Coast and/or 
  Necromancer Games, Inc., and is used within the Credit section by permission. You are not allowed to use any of the information in the Credit 
  section under the Open Game License. 
  Designation of Product Identity: The following items are hereby designated as Product Identity as provided in section 1(e) of the Open Game 
  License: 1. The name “Necromancer Games” as well as all logos and identifying marks of Necromancer Games, Inc., including but not limited 
  to the Orcus logo and the phrase “Third Edition Rules, First Edition Feel”; 2. The Necromancer Games product name “Tome of Horrors,” ex-
  cept for its use within Section 15 of the Open Game License; 3. All artwork, illustrations, or graphic design including any text contained within 
  such artwork, illustrations, or graphic design.   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc., and is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All Rights Reserved.  
  1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means 
  copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity; (e) "Product Identity" means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatu-
  ral abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor; (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; (h) "You" or "Your" 
  means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content dis-
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  and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
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  of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
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  Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This 
  License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.  
  Tome of Horrors Errata Copyright 2003, Necromancer Games, Inc. 
   
  To use monsters from the Tome of Horrors, follow the instructions in the Legal Appendix of that book. If you use corrected information from 
  this document, include the “Tome of Horrors Errata Copyright 2003, Necromancer Games, Inc.” cite in your Section 15 in addition to follow-
  ing the rules for citing to creatures as provided in the Tome of Horrors. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/Tome of Horrors I/d20 - FGG - Tome of Horrors - Errata.pdf