There appear to be no official errata for Stormwrack. However, John Cooper's review on the EN World forums includes an extensive list of suggested errata (9/11/2005, "Stormwrack - Mastering the Perils of Wind and Wave"):
http://www.enworld.org/forum/reviews/148146-stormwrack-mastering-perils-wind-wave.html#post2567360
His errata have been copied here, and are marked "[Cooper]" at the end of each entry. My rather sparser contributions are marked "[Emrick]".
p. 52, Table 3-1: Aquatic Familiars: See note to p. 167, Otter. [Emrick]
"pp. 55-56, Timora Argareth, female aventi paladin 5/knight of the pearl 3: Fortitude should be +11, not +9 (+4 as a Pal5, +3 as a KotP3, +2 Con, +2 divine grace). Reflex should be +3, not +1 (+1 as a Pal5, +1 as a KotP3, -1 Dex, +2 divine grace). Will should be +9, not +7 (+1 as a Pal5, +3 as a KotP3, +1 Wis, +2 Iron Will, +2 divine grace). No mention is made of her special mount, which at her level she should have. (There should be a separate stat block for her mount following her own.) Why are her spells cast at CL 6th? - she has 2 spellcasting levels as a paladin and none as a Knight of the Pearl." [Cooper]
"p. 60, Valanthe the Golden Dolphin, female aquatic half-elf rogue 4/fighter 4/legendary captain 4: Fortitude should be +12, not +10 (+1 as a Rog4, +4 as Ftr4, +4 as LCp4, +1 Con, +2 cloak). Reflex should be +11, not +9 (+4 as a Rog4, +1 as Ftr4, +1 as LCp4, +3 Dex, +2 cloak). Will should be +7 (+9 against enchantments), not +5 (+7 against enchantments) (+1 as a Rog4, +1 as Ftr4, +4 as LCp4, -1 Wis, +2 cloak)." [Cooper]
"pp. 64-65, Lillikakooet, male darfellan barbarian 2/ranger 5/leviathan hunter 3: Initiative should be +2, not +1 (+2 Dex). Under the 'Speed' entry, 20 ft. does not equal 8 squares! (Since a darfellan has a base speed of 20 ft., and since he's got 2 barbarian levels - and thus fast movement, which adds +10 ft. - the 'Speed' entry should be '30 ft. (6 squares)' for his land movement rate.) When raging, his Grapple attacks should be at +14, not +18 (+10 BAB, +4 Str); when not raging, Grapple attacks should be at +12, not +14 (+10 BAB, +2 Str)." [Cooper]
Under Ranger Spells Prepared, tojanida sight is a 2nd-level spell, not 1st. Either quickswim (p. 120) or urchin's spines (p. 124) would be an appropriate replacement. [Emrick]
"p. 65, Seal animal companion: Fortitude should be +5, not +4 (+3 as a 2-HD animal, +2 Con). Reflex should be +5, not +6 (+3 as a 2-HD animal, +2 Dex). Will should be +1, not +2 (+0 as a 2-HD animal, +1 Wis)." [Cooper]
"p. 68, Aida Ironheart, female human rogue 4/fighter 3/scarlet corsair 8: She has 11 feats, but she should only have 10 (6 as a 15th-level character, 2 bonus feats as a Ftr3, 1 bonus feat as a ScC8, 1 bonus feat as human). Initiative should be +3, not +7 (+3 Dex, no Improved Initiative). AC should be 20 (24 aboard ship), not 20 (21 aboard ship) - (+3 Dex, +6 +3 studded leather, +1 shield from Two-Weapon Defense, and a +4 dodge bonus aboard ship as an 8th-level scarlet corsair). Touch AC should be 13 (17 aboard ship), not 13 (14 aboard ship). Flat-footed Ac should be 20 (24 aboard ship), not 16, due to uncanny dodge - which in the new format is now actually listed on the AC line! Attacks with Levinous (a magic cutlass) should be at +17/+12/+7 melee, not +15/+10/+5 (+14 BAB, +3 Dex due to Weapon Finesse, +1 Weapon Focus, +1 magic weapon bonus, -2 for Two-Weapon Fighting), and attacks with Deepshard (a magic cutlass) should be at +17 melee, not +15 (ditto, as both weapons are light weapons)." [Cooper]
"p. 71, Sibi alin Zakor, male human wizard 7/sea witch 8: Fortitude should be +10, not +8 (+2 as a Wiz7, +6 as a SW8, +2 Con). He should be able to call maelstrom 1/day as well as call major maelstrom 1/day. (They're two different prestige class features.) It should be 1d20+13, not 1d20+15, to overcome his spell resistance (CL 13th)." [Cooper]
Under Skills, delete Use Magic Device--this skill is trained only. [Emrick]
"p. 72, Octopus familiar: First of all, why is this a Medium creature instead of a Small one? Initiative should be +3, not +2 (+3 Dex). Touch AC should be 13, not 14 (+3 Dex) - unless it's Small, in which case its normal AC should be 23, not 22 (+1 size, +3 Dex, +9 natural), and its flat-footed AC should be 20, not 19. If it's Small, grapple attacks should be at +4, not +8, and all attacks should be at +1 more than listed. (Personally, I think it should be Small.)" [Cooper]
This familiar shares his master's skill ranks rather than gaining additional skill points of its own. [Emrick]
pp. 74-75, Stormcaster Lore: "The Stormcaster Lore table on page 75 claims that stormcasters can fly in storms, but this is not listed as a class feature." [Cooper]
pp. 75-76, Tamask Laryn: The illustration depicts him with far too muscle mass for Str 7! [Emrick]
"p. 76, Small Water Elemental familiar: Hit points should be 19, not 13 (one-half its master's, and its master has 39 hp). Fortitude should be +9, not +4 (+2 as a Wiz6, +6 as a stormcaster 9, +1 Con). Reflex should be +8, not +1 (+2 as a Wiz6, +6 as a stormcaster 9, +0 Dex). Will should be +8, not +4 (+5 as a Wiz6, +3 as a stormcaster 9, +0 Wis). (A familiar gets its master's saves, using its own ability scores.) Base Attack Bonus should be +7 (same as its master's), not +1. Grapple attacks should be at +5, not -3 (+7 BAB, -4 size, +2 Str). Slam attacks should be at +10 melee, not +4 (+7 BAB, +1 size, +2 Str)." [Cooper]
"p. 80, Admarin of the Blue Waters, male merfolk druid 7/wavekeeper 4: Initiative should be +3, not +2 (+3 Dex). Base Attack Bonus should be +8, not +9 (+5 as Drd7, +3 as WvK4). Grapple attacks should be at +8, not +9 (+8 BAB, +0 size, +0 Str). +2 frost spear attacks should be at +10/+5 melee, not +11/+6 (+8 BAB, +0 Str, +2 magic weapon bonus). It should be 1d20+10 to overcome his spell resistance, not 1d20+11 (his caster level is 10th, as the first level of the wavekeeper prestige class does not advance spellcasting ability). As an 11th-level character, he should have 4 feats, not 5." [Cooper]
"p. 80, Large Shark animal companion: Initiative should be +4, not +3 (+4 Dex). AC should be 23, not 22 (-1 size, +4 Dex, +10 natural). Flat-footed AC should be 19, not 18. Grapple attacks should be at +18, not +16 (+9 BAB, +4 size, +5 Str). With 13 HD, it should have 5 feats; since it has 5 listed but Swim-By Attack is annotated as a bonus feat, it should get another as a replacement (normal Large sharks have Great Fortitude and Improved Initiative, which this one lacks; either would be a good match); optionally, Swim-By Attack shouldn't be a bonus feat but a normal one. It only spent 10 out of 16 skill points (sort of - it also managed to spent '-1 skill points' on Swim somehow); if we spend the other 6 on Swim it should have Swim +19, not Swim +12 (+8 racial, +5 Str, +6 points spent)." [Cooper]
p. 97, Table 5-2: Boats and Ships: Add the brig from p. 173: Complement 30/6, Speed 3-1/2 mph*, Cost 8,000 gp. For ease of reference, I have compiled additional ship data below: [Emrick]
p. 103, Weapon Descriptions: Asterisked actions are mentioned under Reloading, but none of the actions listed for the weapons on pp. 103-104 have been asterisked. [Emrick]
p. 104, Firespout: In the second sentence of the third paragraph, "radius" should be "area of effect" (which is a line). [Emrick]
p. 110, Ocean Domain: Elemental swarm needs a separate footnote, "Cast as water spell only," per PH, p. 189 (Water domain). [Emrick]
p. 112, Sorcerer/Wizard Spells: "The spell lists claim stormwalk is an 8th-level sorcerer/wizard spell, yet the spell description on page 122 says it's a sor/wiz 6 spell. (I suspect it's a sor/wiz 6 spell, as it's also a drd 6 spell.)" [Cooper]
"p. 116, Doom of the Seas, Fiendish Kraken: First of all, despite the creature's title, the half-fiend template was applied to the kraken, not the fiendish template. (Special Qualities lists 'half-fiend traits,' it has resistance to acid 10/cold 10/electricity 10/fire 10 and SR 30.) It'll be easier to just rename this creature as 'Doom of the Seas, Half-Fiend Kraken' rather than redo the creature from scratch as a fiendish kraken. (Note that this also means reworking the spell description for the doom of the seas spell.) In any case, getting back to our critter: Fortitude should be +22, not +21 (+12 as a 20-HD magical beast - since saves don't change from the original creature type, +10 Con). Constitution should be 31, not 30 (this makes no difference as far as the game stats go, but a normal kraken has Con 29 and the half-fiend template adds +2)." [Cooper]
p. 122, Stormwalk: See note to p. 112, Sorcerer/Wizard Spells. [Emrick]
p. 128, Special Materials: "From page 128: 'When a slashing weapon made of pearlsteel is used in the water, its damage [emphasis mine] is reduced by -1 rather than the normal -2 for fighting in the water with a slashing weapon, and its damage is reduced by -2 instead of half.' I think the underlined part above should be replaced with 'attack roll'." [Cooper]
p. 129, Krakentooth: "The krakentooth magic weapon (a +2 wounding shocking burst trident) is missing Mordenkainen's sword as a prerequisite (for the wounding property). Also, the illustration on page 130 is inaccurate, as the middle prong should be the shortest of the three, not the longest." [Cooper]
"p. 131, Giant Turtle: With HD 8d10+32, average hit points should be 76, not 87. Since its reach is 10 ft., why is bite (its sole attack) reiterated as having a 10 ft. reach? With 8 HD, it should have 3 feats, not just 2." [Cooper]
p. 133, Magnificent Captain's Coat: "Here's a humorous double-typo sentence beginning: 'Threat the coast as a shirt or vestment...' should be "Treat the coat as a shirt or vestment...'" [Cooper]
p. 134, Sails of Displacement, Minor: "Why have sails of displacement, minor if there are no sails of displacement, major?" [Cooper]
"p. 136, Anguillian: With HD 3d8+6, average hit points should be 19, not 28. Fortitude should be +3, not +5 (+1 as a 3-HD aberration, +2 Con). Will should be +5, not +3 (+3 as a 3-HD aberration, +2 Wis)." [Cooper]
"p. 138, 1st-Level Aventi Warrior: He spent 6 skill points (3 each on Handle Animal and Intimidate), but should have 8 skill points to spend as a 1st-level warrior: (2 base, +0 Int) times 4." [Cooper]
"p. 139, Blackskate: Either the 'Attack' line should read 'bite +6 melee (1d8+5)' and the attack bonuses should be switched in the 'Full Attack' line (+6 for bite, +1 for stinger), or stinger damage should be 1d6+5 plus poison and bite damage should be 1d8+2. Alphabetically, 'damage reduction' should come before 'darkvision' in the Special Qualities line." [Cooper]
"p. 142, Colossal Monstrous Crab: Grapple attacks should be at +69, not +65 (+36 BAB, +16 size, +13 Str, +4 racial bonus)." [Cooper]
"p. 143, Darfellan: When a harpoon is used in melee, is it a two-handed weapon (as indicated under 'Attack' - 1d10+3 with a +2 Str bonus) or a one-handed weapon (as indicated under 'Full Attack' - 1d10+2 with a +2 Str bonus)? I don't believe that having a bite attack as a secondary attack negates the '1.5 times your Strength bonus' rule for two-handed weapons." [Cooper]
"p. 143, 3rd-Level Darfellan Barbarian: Masterwork ranseur attacks should be at +7 melee, not +6 (+3 BAB, +3 Str, +1 masterwork). Bite attacks aren't listed as attack options; Attack should include 'or bite +6 melee (1d6+3)' and Full Attack should add 'and bite +1 melee (1d6+1)' at the end." [Cooper]
"p. 145, Ichthyosaur: Flat-footed AC should be 15, not 12 (-1 size, +6 natural)." [Cooper]
p. 146, Mosasaur: As a Huge creature, its Space/Reach should be "15 ft./10 ft." [Emrick]
pp. 146-147, Plesiosaur:
"On page 146-147, the plesiosaur is noted under its Improved Grab entry that it can swallow a target it successfully grapples in its mouth on the following round. However, it doesn't have the Swallow Whole ability, as the mosasaur which precedes it does have. I think the plesiosaur should have that entry as well. The AC in its gullet would be 13 (10 plus half its natural armor bonus) but I am not sure of the crushing and acidic damage. My guess would be based on the purple worm, which is closer in size to the plesiosaur than the mosasaur. That would be 2d8+? of crushing damage along with 8 points of acid damage." [NPCDave, The Piazza (private message)]
The text says, "its slender neck means it cannot swallow anything more than 18 inches wide." This would limit the size of any swallowed creature to Small (four sizes smaller than the plesiosaur). Because much of the creature's size is due to its extremely long neck, I would use a Huge creature rather than a Gargantuan to assign swallow whole damage--either the mosasaur (1d6+9 crushing and 1d8 acid; 20 hp to cut way out) or tyrannosaurus (2d8+8 crushing and 8 acid; 25 hp to cut way out). [Emrick]
"pp. 148-149, Aquatic Elf Dolphin Rider, Drd1/Ftr2: Should have 4 feats, not just 2 (2 as a 3rd-level character, and 2 bonus feats as a 2nd-level fighter)." [Cooper]
pp. 151-152, Hadozee: "The ability scores for the hadozee warrior and first mate (before racial adjustments) are the same as the final ability scores - in other words, the racial adjustments weren't made! Given this, the following two stat blocks need adjustment - p. 151, Hadozee 1st-Level Warrior: Dexterity should be 13, Charisma should be 6, Initiative should be +1, AC should be 14, touch AC should be 11, javelin attacks should be at +2 ranged, Reflex should be +1, Balance should be +5." [Cooper]
"p. 151, Hadozee First Mate, 3rd-Level Ranger: Likewise, after actually applying the hadozee racial adjustments, the following changes need to be made: Dexterity should be 17, Charisma should be 12, Initiative should be +3, AC should be 17, touch AC should be 13, cutlass attacks should be at +7 melee (under Attack) or +5 melee and +5 melee (under Full Attack), Reflex should be +6, Balance should be +7, and Handle Animal should be +7." [Cooper]
"p. 152, Hammerclaw: With HD 6d10+18, average hit points should be 51, not 54 (either that, or it should have Toughness as a bonus feat)." [Cooper]
"pp. 157-158, Scyllan: Normally, the swallow whole rules have the AC of the stomach/mouth interior having half of the creature's natural armor bonus. Since scyllans have a +18 natural armor bonus, their mouth interior should be AC 19, not 17." [Cooper]
p. 165, Animals: "There's a 4-line paragraph in the 'Animals' section of the monster chapter explaining how some herbivorous animals use their natural weapons as secondary weapons, but this doesn't actually apply to any of the animals in this book, so its inclusion isn't necessary." [Cooper]
"pp. 165-166, Albatross: Bite attacks should be at +2 melee, not +1 (+0 BAB, +1 size, +1 Dex due to Weapon Finesse)." [Cooper]
Weapon Finesse requires BAB +1, so it should be the bonus feat, not Alertness. [Emrick]
p. 166, Barracuda: Weapon Finesse requires BAB +1, so it must be a bonus feat. Add a new feat (perhaps Alertness?). [Emrick]
p. 167, Otter: "Mention is made in the otter's description that otters often serve as familiars, but the specific benefit they grant their masters is conspicuously absent, both in the otter's description and on Table 3-1: Aquatic Familiars on page 52. Lacking any further guidance, I'd suggest either a +3 to Balance checks or a +3 to Climb checks." [Cooper]
Weapon Finesse requires BAB +1, so it must be a bonus feat. Add a new feat (perhaps Alertness?). [Emrick]
"pp. 167-168, Sea Lion: Fortitude should be +5, not +4 (+3 as a 2-HD animal, +2 Con). Reflex should be +5, not +6 (+3 as a 2-HD animal, +2 Dex). Will should be +1, not +2 (+0 as a 2-HD animal, +1 Wis)." [Cooper]
"p. 168, Snapping Turtle: Bite attacks should be at +4 melee, not +3 (+1 BAB, +1 size, +1 Str, +1 Weapon Focus)." [Cooper]
pp. 168-169, Stingray: "Hide should be +7 (+11), not +3 (+7) (+3 Dex, +4 size, with a parenthetical +4 racial bonus when lying on the sea floor)." [Cooper]
Weapon Finesse requires BAB +1, so it must be a bonus feat. Add a new feat (perhaps Alertness or Stealthy?). [Emrick]
p. 177, Typical Goblin Marine: Insert "1" after "warrior", per p. 173. [Emrick]
"pp. 177-178, Kumi, female goblin adept 2: Masterwork silvered dagger attacks should be at +2 melee, not +1 (+1 BAB, +1 size, -1 size, +1 masterwork). Masterwork silvered dagger damage should be 1d3-1, not 1d3-2 (-1 Str). Light crossbow attacks should be at +2 ranged, not +1 (+1 BAB, +1 size, +0 Dex)." [Cooper]
"p. 178, Captain Naki, Goblin Form (female goblin wererat Exp1/Adp3): Reflex should be +3, not +5 (+0 as an Exp1, +1 as an Adp3, +2 as a dire rat, +0 Dex). Will should be +12, not +9 (+2 as an Exp1, +3 as an Adp3, +2 as a dire rat, +3 Wis, +2 Iron Will)." [Cooper (but see below)]
"p. 179, Captain Naki, Hybrid Form (female goblin wererat Exp1/Adp3): Touch AC should be 14, not 11 (+1 size, +3 Dex). Reflex should be +6, not +8 (+0 as an Exp1, +1 as an Adp3, +2 as a dire rat, +3 Dex)." [Cooper (but see below)]
"p. 179, Captain Naki, Dire Rat Form (female goblin wererat Exp1/Adp3): Touch AC should be 14, not 11 (+1 size, +3 Dex). Reflex should be +6, not +8 (+0 as an Exp1, +1 as an Adp3, +2 as a dire rat, +3 Dex)." [Cooper (but see below)]
Correction to Cooper's errata for pp. 178-179, Captain Naki: "Reflex saves as listed in Stormwrack are actually correct (+5 goblin form, +8 hybrid and dire rat form) because of her weasel familiar, which gives her a +2 bonus to reflex saves." [Thanks to "NPCDave" at The Piazza]
"p. 179, Weasel familiar: Flat-footed AC should be 14, not 12 (+2 size, +2 natural)." [Cooper]
The footnote to Skills gives the familiar's name as Chitter, which should have appeared in the same line as "Weasel Familiar". [Emrick]
pp. 180-189, Shatterhull Island: The Isle of Witches: The MM, p. 144, seems to indicate that a covey may only have a single hag eye at any time--they may only create one if they don't already have one. This would fundamentally change this scenario. [Emrick]
pp. 180-181, Introducing Shatterhull Island into the Campaign: Under Dreams of Promise, italicize "vision". [Emrick]
p. 182, 1. Hulk of the Saucy Sirine: The sharks at #2 (pp. 182, 184) have been given randomized hp, but not the ogres. However #1 explicitly mentions stronger and weaker ogres. [Emrick]
p. 184, 3. Ogre Beach: The sharks at #2 (pp. 182, 184) have been given randomized hp, but not the ogres. However #1 explicitly mentions stronger and weaker ogres. [Emrick]
pp. 186-187, 11. The Eye Cavern: Per MM, p. 144, hag eyes require gems worth at least 20 gp. (See also note to pp. 180-189). [Emrick]
pp. 187-188, 12. Ambraga's Lair: In the "Ambraga, Sea Hag Sorcerer" paragraph, change "sidebar" to "below". [Emrick]
pp. 187-188, "Ambraga, female sea hag Sor2: With an 18 Cha providing a bonus 1st-level spell, she should have 6/5 spells per day, not just 6/4." [Cooper]
Add "summon familiar (none)" to SQ. [Emrick]
p. 188, 13. Food Larder: Italicize "hag's eye". [Emrick]
"p. 192, Fiendish Huge Shark: Will should be +6, not +4 (+3 as a 10-HD animal, +1 Wis, +2 Iron Will). As an aside, this is also incorrect in the Huge Shark stats in the Monster Manual." [Cooper]
"pp. 192-193, Sahuagin Sentry, male sahuagin Ftr1: Swim speed should be 60 ft., not 30 ft. (This is straight from the MM sahuagin entry.) Masterwork trident attacks should be at +8 melee, not +7 (+3 BAB, +4 Str, +1 masterwork). This bumps up to +9 melee when the sahuagin is under the effects of its blood frenzy." [Cooper]
"p. 193, Sahuagin Lieutenant, male sahuagin Ftr3: Swim speed should be 60 ft., not 30 ft." [Cooper]
"p. 194, Typical Underpriestess, female sahuagin Clr 3: Swim speed should be 60 ft., not 30 ft." [Cooper]
"p. 196, Typical Priestess, female sahuagin Clr5: Swim speed should be 60 ft., not 30 ft. Should only have 4+1 1st-level spells/day, not 5+1. (I suggest dropping one of the doom spells.)" [Cooper]
"p. 197, Sahuagin Captain, male sahuagin Ftr6: Swim speed should be 60 ft., not 30 ft. Fortitude should be +10, not +11 (+0 as a 2-HD monstrous humanoid, +5 as a Ftr6, +3 Con, +2 Great Fortitude). When in a blood frenzy, Fortitude should be +11, not +12. Feats should be alphabetized." [Cooper]
"pp. 198-199, Naatrigitt the Fifth, female sahuagin Clr8: Swim speed should be 60 ft., not 30 ft. Flat-footed AC should be 16, not 15 (+5 natural, +1 deflection from her ring). Trident damage should be 1d8+5 plus 1d6 acid, not 1d8+6 plus 1d6 acid (1.5 times +3 Str = +4, +1 magic weapon bonus). When in a blood frenzy, flat-footed AC should be 14, not 15; and hit points should be 96, not 50; and Fortitude should be +12, not +9; and it should read '+1 corrosive trident +14/+9 (1d8+7 plus 1d6 acid) and bite +10 (1d4+2)' not 'mwk trident +12 melee (1d8+7) and bite +8 melee (1d4+2)' under the first 'blood frenzy' Melee heading; and grapple attacks should be at +12, not +10; and 2 rakes should be at +10 melee, not +8; and Strength should be 18, not 21. (It looks like the blood frenzy section was copied and pasted from the Sahuagin Lieutenant without being updated.)" [Cooper]
"pp. 203-204, Vashkal, male anguillian Rgr8: AC should be 23, not 25 (+3 Dex, +4 natural, +6 +2 chain shirt of buoyancy). Touch AC should be 13, not 12. Flat-footed AC should be 20, not 23. Spear damage should be 1d8+8 plus 1d6 acid, not 1d8+4 plus 1d6 acid (1.5 times +5 Str = +7, +1 magic weapon bonus). When attached to a foe, AC should be 20, not 23. His ranger combat style isn't mentioned, but since he doesn't have two melee weapons we can assume he went the archery route; thus, add Rapid Shot and Many Shot to his list of feats as bonus feats. Also, anguillians don't have 4 arms (at least there's nothing about that in the anguillian entry), despite what it says on page 205, and Vashkal's stat block doesn't support him having 4 arms; perhaps the author was getting mixed up with sahuagin mutants?" [Cooper]
"p. 204, Anguillian Champion, male anguillian Rgr4: AC should be 20, not 19 (+3 Dex, +4 natural, +3 masterwork studded leather). Touch AC should be 13, not 12. Speed entry shouldn't have 'take -10 penalty to Survival to track at double speed' as that's gained as a Rgr8, and these guys are only Rgr4s. Pincer attacks should be at +10/+5 melee, not +15/+10 (+6 BAB, +4 Str). Bite attacks should be at +9 melee, not +14 (+6 BAB, +4 Str, -2 secondary attack with Multiattack, +1 Weapon Focus). Spear attacks should be at +11/+6 melee, not +16/+11 (+6 BAB, +4 Str, +1 magic weapon bonus). Spear damage should be 1d8+7 plus 1d6 acid, not 1d8+4 plus 1d6 acid (1.5 times +4 Str = +6, +1 magic weapon bonus). Anguillians shouldn't have a tail slap attack! Aquatic crossbow attacks should be at +11 ranged, not +15 (+6 BAB, +3 Dex, +2 magic weapon bonus). When attached to a foe, AC should be 17, not 16." [Cooper]
"pp. 208-209, Ugrushaa, female advanced water naga: Base Attack Bonus (as a 14-HD aberration) should be +10, not +15. Grapple attacks should be at +25, not +20 (+10 BAB, +8 size, +7 Str). Also, it might have been nice if she didn't know exactly the same spells as her three daughters, one room away. It wouldn't take up any more space (since they listed each spell anyway), and it would have made for a more interesting encounter." [Cooper]
"p. 209, Galoril, fiendish dragon turtle: The Senses line should include low-light vision. AC should be 26, not 27 (-2 size, +1 Dex, +17 natural). Flat-footed AC should be 25, not 26. There's no need to list fire resistance 10 when dragon turtles are already immune to fire. Swim speed should be 30 ft. (as a normal dragon turtle), not 40 ft. Should have spell resistance 17; none is listed. No reason given why its stats differ so much from a normal dragon turtle (+4 Str, +2 Dex, +4 Con, -2 Wis, +2 Cha); it almost looks like the half-fiend template was partially applied (this would also explain that AC discrepancy, as half-fiends gain a +1 to natural armor). Claw damage should be 2d8+5, not 2d8+4 (half of its +10 Str bonus)." [Cooper]
pp. 210-212, 8. Royal Tower: Under 8A, change the potion of heal to a potion of cure serious wounds (or possible two such potions). Potions may only store spells of 3rd level or lower. [Emrick]