[RPG] How to read creature attack stats and defense stats

damagepathfinder-1e

I am trying to setup a game for my players (GM). I am new to this and I am trying to figure out what some of these creature stats mean.

Melee short sword +3 (1d6+1/19-20)

Do I divide by 19-20, or do I need to roll between a 19-20 for this to succeed?

Also ran across an Artic Tatzlwyrm and it states the below.

Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.

Have no Idea about the above.

Melee bite +5 (1d8+3 plus grab)
Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)

So rake is the 2 claws +5? So roll a AC then for each claw +5?

There was one other when battling Pym, Shor, and Vosi it states

DR 2/cold iron;
Weakness Vulnerable to fire;
shortbow +8 (1d2-2/*3 plus numbing cold)
Numbing Cold (DC 12)

What is cold iron? Could they use a torch to scare them off? Numbing cold just a constitution check 12 or greater?
How should I go about understanding these because they are used often in Reign of Winter.

Best Answer

For information on how to read a monster stat block, have a look at this section of the PRD. A number of standard creature abillities (such as Grab, Pounce, Rake and Poison) are explained here.

In answer to some of your specific questions -

  1. The creature has a melee attack that is a short sword. The creature has a +3 to hit, and will do 1d6+1 points of damage. It will threaten a critical hit on a natural 19 or 20, rather than the standard 20. You may also see other attacks in the form of 1d8+1/x3 - these sorts of weapons will do more than the standard double damage on a crit. They could also be combined, such as 1d8+1/19-20x3, although that is unusual(I found exactly one creature with that sort of crit line - http://paizo.com/pathfinderRPG/prd/additionalMonsters/daemon.html#_daemon,-purrodaemon).
  2. For the Tatzlwyrm poison - it can breathe out poison gas at something it has grappled. This applies a Poison (you can find information on poisons in the Glossary).
  3. For the Tatzlwyrm attacks, it can normally bite, getting a +5 to hit, and doing 1d8+3 damage. If the attack hits, it also gets a free grapple attempt (the grab ability). If the grapple succeeds, then the creature can Rake - this allows a pair of claw attacks, hitting at +5 each, and doing 1d4+2 damage each.
  4. Cold iron is a special material some weapons can be made from, found in the Equipment chapter - some creatures have damage reduction that can be negated by weapons made from this material. I'm not familiar with the Numbing Cold special ability - if it is a unique ability, it should be explained underneath the creature's stat block. The creature is Vulnerable to Fire, meaning it takes one and a half times as much damage from any Fire, so yes, perhaps a torch might scare one away. This would be up to you as a GM to rule on though - there are no standard mechanics for this sort of thing.
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