作者 主题: 【Bestiary 1-4】泥怪(Ooze)  (阅读 129968 次)

副标题: PF世界的软泥们,Bestiary 1-4的泥怪完工

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #10 于: 2013-01-16, 周三 21:21:34 »
粘菌怪(Slime Mold)
第一眼看上去好像是铺盖在地面上的霉菌与蘑菇似乎突然拥有了生命,伴随着腐败的臭气汹涌袭来。
粘菌怪    CR 2   XP 600
绝对中立 大型泥怪
先攻 -1 感官:察觉 -5
————————防御————————
AC 8,接触 8,措手不及 8(-1体型,-1敏捷)
HP 28(3d8 + 15)
强韧 +6,反射 +0,意志 -4
免疫 泥怪特性(ooze traits)
抗力 火焰 10
————————进攻————————
速度 20尺
近战 挥击(slam) +4(1d6 + 4 加 疾病)
占据 10尺;触及 10尺
特殊攻击 包卷(engulf,DC14,1d6 + 4 钝击 加 疾病)
————————属性————————
力量 16,敏捷 8,体质 21,智力 -,感知 1,魅力 1
BAB +2;CMB +6;CMD 15(无法被摔绊)
特殊技能 静止不动(freeze)
————————生态————————
环境 温带森林
组织 单独或成群(2-5)
财宝

特殊能力(Special Abilities):
疾病(Disease)(Ex):腐菌症 挥击--接触传播;强韧豁免DC 16;潜伏期 1天;发病频率 1次/天;效果 1d2点力量伤害、1点体质伤害和疲乏;治愈 1次豁免。任何生物在使用徒手击打(unarmed strike)或天生武器与粘菌怪接触后也有可能染上这可怕的疾病。该豁免DC基于体质。

热衷于腐朽溃烂的粘菌怪是一种令人厌恶的泥怪,同时还是完美的共生实例。每只粘菌怪上都复盖着厚厚的真菌、霉菌与毒蕈,这些菌类帮助它们与周围环境融为一体。作为善于伏击的猎手,它们能够保持静止不动等待数天时间,一旦有猎物进入它的触及范围就会疯狂地涌出。冒险者通常会在森林深处遇到粘菌怪,不过有些生活在洞穴或下水道的变种已经适应了上述的环境。它们缺乏对食物的消化能力,必须完全依赖与之共生的菌群,通过菌群将有机物分解为自身易于吸收的腐败肥料。而生长在泥怪身上的霉菌与蘑菇从中会获得充足的养分,在经过数个世代之后,这些森林与洞穴中的菌类中的多数已经发生了致命的异变。这些真菌的分解方式在很多方面类似于疾病——这通常被称作腐菌症,如果任由它们成长的话甚至能够杀死患者。罹患腐菌症会使人疲惫不堪并且十分困倦。最终,瘫痪的受害者的血肉会发黑并开始腐烂,体内的液体从溃烂处流出,从而被粘菌怪轻松地吸收。而在有些让人作呕的反例中,某些生物发现生长在粘菌怪身上的罕见菌类十分美味,因此吃掉粘菌怪的菌群而积极地猎取它们——除非这些生物自身碰巧免疫疾病,否则通常会小心翼翼地避免与粘菌怪进行实质上的接触。
卵形的粘菌怪能够成长至12尺长,重量超过600磅重。粘菌怪的质地通常为让人作呕的褐绿色,颜色的变化取决于它们所处的环境与近期吞食的猎物。粘菌怪本能性地将复盖在体表的菌群与其他植物碎屑暴露于上侧,因此它的运动方式如同波浪一样上下起伏,这与大多数如同流体般运动的泥怪都不同。
为了繁殖,粘菌怪每当遇到较厚的菌群,都会从自己的身体上分裂出一小块留下。在几个月后,这些微小的团块会逐渐适应这些腐质并与菌类相互吸收,直至一只粘菌怪(拥有少年模板)身上长出属于自身的菌群并开始狩猎活物。

原文
剧透 -   :
Slime Mold
What at first seemed to be a carpet of fungi and mushrooms suddenly stirs to life, surging forward with a reek of decay.
Slim e Mold   CR 2 XP 600
N Large ooze
Init –1; Senses Perception –5

Defense
AC 8, touch 8, flat-footed 8 (–1 Dex, –1 size)
hp 28 (3d8+15)
Fort +6, Ref +0, Will –4
Immune ooze traits; Resist fire 10

Offense
Speed 20 ft.
Melee slam +4 (1d6+4 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks engulf (DC 14, 1d6+4 bludgeoning plus disease)

Statistics
Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1
Base Atk +2; CMB +6; CMD 15 (can’t be tripped)
SQ freeze

Ecology
Environment temperate forests
Organization single or infestation (2–5)
Treasure none

Special Abilities
Disease (Ex) Fungal rot: Slam—contact; save Fortitude DC 16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 1 Con damage and fatigue; cure 1 save. Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease. The save DC is Constitution-based.

Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim’s f lesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.
Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they’ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the f luid movement of most oozes.
To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold (with the young creature simple template) sprouts its own garden and begins hunting live prey.
« 上次编辑: 2013-03-01, 周五 21:38:17 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #11 于: 2013-01-16, 周三 21:23:43 »
滑行猎手(Slithering Tracker)
一条长长的、潮湿的条状生物沿着暗色的石头蜿蜒而行,如同蛇类一般突然抬起身体发动突袭。
滑行猎手    CR 4   XP 1200
绝对中立 小型泥怪
先攻 +4 感官:盲视 60尺;察觉 +7
————————防御————————
AC 15,接触 15,措手不及 11(+1体型,+4敏捷)
HP 42(4d8 + 24)
强韧 +7,反射 +5,意志 +1
免疫 影响心灵效果(mind-affecting effects),泥怪特性(ooze traits)
————————进攻————————
速度 10尺,攀爬10尺
近战 2次挥击(slam) +7(1d6 + 4 加 擒抱 加 麻痹)
特殊攻击 吸血(blood drain,1d2体质),擒抱(超巨型Colossal)
————————属性————————
力量 16,敏捷 18,体质 23,智力 11,感知 10,魅力 1
BAB +3;CMB +5(+9擒抱);CMD 19(无法被摔绊)
专长: 技能专攻(察觉),技能专攻(潜行)
技能: 攀爬 +11,察觉 +7,潜行 +19;种族调整 +4潜行
语言 地底通用语(无法说cannot speak)
特殊技能 透明(transparent)
————————生态————————
环境 任意遗迹(ruins)或地下
组织 单独或成双
财宝 附属(incidental)

特殊能力(Special Abilities):
麻痹(Paralysis)(Ex):任何被滑行猎手的挥击击中的生物会接触到它分泌出的麻醉粘液。敌人必须成功进行DC18的强韧豁免,否则将被麻痹——在此之后的每轮结束时,被麻痹的受害者可以尝试一次新的强韧豁免并从这种麻痹中恢复。当受害者从滑行猎手的麻痹中恢复后,他会恍惚1d6轮。该豁免DC基于体质。
透明(transparent)(Ex):由于滑行猎手黯淡的色彩,在大多数环境中它难以从周围环境中被分辨出来。滑行猎手的潜行检定获得+8种族加值,并且能够在潜行时全速移动而不会受到减值。没有察觉到滑行猎手的生物在走入它所在的位置时,会自动受到伤害,就如同被滑行猎手的挥击命中一般,并且立刻成为泥怪的麻痹与擒抱尝试的受害者。

滑行猎手作为漆黑的地下世界中的特异居民,是一种湿滑的半透明泥怪,通常有三英寸厚,直径至少有三尺。当它静止不动时,看起来就像岩石上湿润的斑点或者墙壁上的一片潮湿水渍。相比缓慢地爬行,滑行猎手经常依赖它半透明的身体以及巧妙的伏击手法突袭猎物。
滑行猎手一旦将一名活物麻痹之后,就会滑动到猎物暴露在外的肉体之上,擒抱并吸取受害者的血液。滑行猎手能够以惊人的速度将与人类体型相仿的生物之血液抽干,只留下干瘪的尸身。滑行猎手的每两餐之间可以间隔许久,但是它绝不会放过嘴边的猎物。当滑行猎手成长得更大,贪婪的胃口也会随之成长,直至汲取了足够养分成长到一定程度,就会分裂成两个较小的滑行猎手。最终它们会分道扬镳,寻找自己的觅食区。
滑行猎手不会被光芒所伤害,但是它们仍旧希望避免强光照射的区域或者自然的日光,因此它们只会在夜晚行动。它们还倾向于生活在在清凉、潮湿的环境——比如天然洞穴或隧道。
聪慧狡猾的滑行猎手全然不似同类生物。它自身并不具备使用语言的能力,却通常能够理解自身所居住区域中的主导语言——通常为地底通用语。部分地下世界的居民成功与滑行猎手结盟,或者仅仅是通过定期提供易于捕杀的猎物与它们达成一种互利关系。不过由于滑行猎手的欲望与动机无人能够理解,这样的盟约总是建立于危险之上。

原文
剧透 -   :
Slithering Tracker
A long, moist streak along the dark stone suddenly undulates like a serpent and then rises up to attack.
Slithering Tracker   CR 4 XP 1,200
N Small ooze
Init +4; Senses blindsense 60 ft.; Perception +7

Defense
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 42 (4d8+24)
Fort +7, Ref +5, Will +1
Immune mind-affecting effects, ooze traits

Offense
Speed 10 ft., climb 10 ft.
Melee 2 slams +7 (1d6+4 plus grab and paralysis)
Special Attacks blood drain (1d2 Constitution), grab (Colossal)

Statistics
Str 16, Dex 18, Con 23, Int 11, Wis 10, Cha 1
Base Atk +3; CMB +5 (+9 grapple); CMD 19 (can’t be tripped)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +11, Perception +7, Stealth +19; Racial Modifiers +4 Stealth
Languages Undercommon (cannot speak)
SQ transparent

Ecology
Environment any ruins or underground
Organization solitary or pair
Treasure incidental

Special Abilities
Paralysis (Ex) Any creature that is hit by a slithering tracker’s slam attack comes into contact with the anesthetizing slime it secretes. The opponent must succeed on a DC 18 Fortitude save or be paralyzed—at the end of each round thereafter, the paralyzed victim can attempt a new Fortitude save to recover from this paralysis. When a victim recovers from a slithering tracker’s paralysis, the victim is staggered for 1d6 rounds. This DC is Constitution-based.
Transparent (Ex) Because of its lack of coloration, a slithering tracker is difficult to discern from its surroundings in most environments. The slithering tracker gains a +8 racial bonus on Stealth checks as a result, and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering tracker and walks into it automatically takes damage as if struck by the slithering tracker’s slam attack and is immediately subject to a grab attempt and paralysis by the ooze.


An alien inhabitant of the dark underworld, the slithering tracker is a glistening creature of transparent ooze, typically about 3 inches thick and at least 3 feet in diameter. When still, it looks like a wet patch of stone or a patch of condensation on a wall. Comparatively slow moving, the slithering tracker relies on its transparency and knack for ambushing to surprise prey.
Once a slithering tracker has paralyzed a living creature, it f lows over an exposed patch of f lesh, grabbing on and draining blood from the victim. A slithering tracker can drain a human-sized creature of its blood with shocking swiftness, leaving only a desiccated carcass behind. A slithering tracker can go some time between meals, but never turns down easy prey. The larger a slithering tracker grows, the more voracious its appetite becomes, until, after a particularly large feeding, the creature splits into two smaller slithering trackers that eventually go their separate ways in search of feeding territory.
Slithering trackers are not harmed by bright light, but still prefer to avoid areas of intense illumination or natural sunlight, and so only venture aboveground at night. They prefer the cool, damp environment of their native caves and tunnels.
Although intelligent and cunning, slithering trackers are entirely alien creatures. They do not possess any language of their own, although they can usually understand the dominant language of the region they dwell in—usually Undercommon. Some underworld inhabitants do manage to forge alliances with slithering trackers, or at least exist with them in symbiosis by providing the creatures with easy and regular prey, but as one can never truly know a slithering tracker’s desires or motivations, such alliances are dangerous to rely upon.
« 上次编辑: 2013-03-01, 周五 21:39:02 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #12 于: 2013-03-01, 周五 21:04:27 »
脑泥怪(Brain Ooze)
从这有着大脑形状并且不断颤抖的泥怪两侧,有两条粘滑的触手伸出。
脑泥怪    CR 7   XP 3200
中立邪恶 超小型泥怪
先攻 +6 感官 盲视 60尺;察觉 +11
灵光 灵能噪音(psychic noise,10尺,DC19)
————————防御————————
AC 23,接触 19,措手不及 18(+4护甲,+4敏捷,+1闪避,+2洞察,+2体型)
HP 75(10d8 + 30)
强韧 +6,反射 +9,意志 +6
防御能力 反射闪避(evasion),预知(prescience)
免疫 泥怪特性(ooze traits)
————————进攻————————
速度 5尺,飞行60尺(良好)
近战 2触手(tentacles) +13接触(1d6 闪电 加 精神脉冲neural pulse)
占据 2.5尺;触及 0尺
类法术能力 CL 10级;专注 +14
常驻--侦测思想(Detect Thoughts),法师护甲(Mage Armor)
随意施放--魅惑怪物(Charm Monster,DC 18),支配动物(Dominate Animal,DC 17),支配人类(Dominate Person,DC 19)
3次/日--解除魔法(Dispel Magic),修改记忆(Modify Memory,DC 18)
————————属性————————
力量 4,敏捷 19,体质 16,智力 15,感知 12,魅力 19
BAB +7;CMB +9;CMD 22(无法被摔绊)
专长: 防御战技训练(Defensive Training*),闪避(Dodge),钢铁意志(Iron Will),灵活移动(Mobility),武器娴熟(Weapon Finesse)
*注:原文如此,但是并没有叫这个名字的专长,由于官网的链接指向是核心专长,因此疑似为防御战技训练:Defensive Combat Training
技能 唬骗 +10,交涉 +5,飞行 +23,察觉 +11,察言观色 +11,潜行 +15
语言 邪灵语(无法说cannot speak),心灵感应 100尺(telepathy)
————————生态————————
环境 任意遗迹或地下
组织 单独,成对,成群(flight,3-6)或聚落(colony,7-12)
财宝 附属(incidental)

特殊能力(Special Abilities):
精神脉冲(Neural Pulse)(Su):被脑泥怪的触手命中的生物必须成功通过DC为18的强韧豁免,否则将会受到1d6点智力伤害并恍惚1d4轮。每当脑泥怪成功造成智力伤害,它就会获得5点暂时生命值。该豁免DC基于体质。
预知(prescience)(Su):有限的预知能力使脑泥怪的先攻检定、反射豁免以及防御等级获得+2洞察加值。脑泥怪永远不会被突袭(surprised)或者措手不及(flat-footed)。
灵能噪音(psychic noise)(Su):脑泥怪会放射出杂乱的灵能噪音,这会使靠近它的生物晕眩1d4轮。若一名生物在他的回合开始时处于灵光范围中的话,他必须成功通过DC为19的意志豁免以避免该效果。无论豁免是否成功,该生物在24小时内都不会受到相同的脑泥怪的灵能噪音的影响。受影响的生物可以在每回合结束时尝试进行一次新的豁免以打消该效果。这是一个影响心灵效果。该豁免DC基于魅力。

除了被可怕的能量所包围以及从两侧伸出的触须以外,脑泥怪(有时被称为“杀人脑”)看起来几乎完全与裸露的人类大脑一样。这种生物的心灵之力异常地强大,甚至可以使拥有意识的生物的精神遭受痛苦的心灵反馈。
对脑泥怪来说,其他智能生物无非就是牲畜与玩物一样的东西——折磨玩弄躯体,大快朵颐心智。脑泥怪倾向于从阴影中操控猎物的心智,而非正面战斗。为了杀戮,它们会在一个团体内激起争斗与冲突,或者引诱一两个受害者远离群体。脑泥怪先迫使他人进行危害极大的可怕行为,再将这些记忆从受害者的大脑中擦去,从这些行为中脑泥怪能获得极大的满足感。它们一次又一次折磨着这些不幸的木偶,迫使他们犯下越来越大的罪行。一旦对这种游戏感到厌倦,脑泥怪就会使用解除魔法恢复被修改的记忆,并享用着那不幸受害者最终的绝望所带来的盛宴。
脑泥怪通过使用触须,提取生物的思维为食。动物与低智能的生物只能提供少量的食粮,而精类(fey),异界生物与施法者则被它们视为美味佳肴。在经过几次进食之后,脑泥怪会分离为两个近乎一样的大脑,每只只保留本体一部分的知识与经验。
虽然噬智者(intellect devourers)与脑泥怪有一些相似之处,但是两者除了外观之外似乎没什么共同点。有的推断认为脑泥怪的产生,是由于某些上古的民族尝试通过使用远古科技或者魔法保存自身的精神寻求不朽,而最终失败的产物。

原文
剧透 -   :
Brain Ooze
Two slimy tentacles protrude from the sides of this brain-shaped mass of quivering ooze.
BRAIN OOZE CR 7 XP 3,200
NE Tiny ooze
Init +6; Senses blindsight 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19)

DEFENSE
AC 23, touch 19, flatfooted 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 75 (10d8+30)
Fort +6, Ref +9, Will +6
Defensive Abilities evasion, prescience; Immune ooze traits

OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)
Constant—detect thoughts, mage armor
At will—charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19) 3/day—dispel magic, modify memory (DC 18)

STATISTICS
Str 4, Dex 19, Con 16, Int 15, Wis 12, Cha 19
Base Atk +7; CMB +9; CMD 22 (can’t be tripped)
Feats Defensive Training, Dodge, Iron Will, Mobility, Weapon Finesse
Skills Bluff +10, Diplomacy +5, Fly +23, Perception +11, Sense Motive +11, Stealth +15
Languages Aklo (cannot speak); telepathy 100 ft.

ECOLOGY
Environment any ruins or underground
Organization solitary, pair, flight (3–6), or colony (7–12)
Treasure incidental

SPECIAL ABILITIES
Neural Pulse (Su) Creatures hit by a brain ooze’s tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.
Prescience (Su) Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.
Psychic Noise (Su) The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze’s psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mindaffecting effect. The save DC is Charisma-based.

A brain ooze (sometimes known as a “killer brain”) resembles almost precisely the raw brain of a human, save for the eldritch energy surrounding it and the twin tentacles extending from its sides. The creature’s thought patterns are unusually powerful, and cause painful mental feedback in the minds of other conscious beings.
Other intelligent beings are nothing more than cattle and playthings to brain oozes—victims to be tormented, thought patterns to be consumed. Brain oozes prefer to manipulate their prey from the shadows. Rather than assaulting openly, they provoke fights and conf lict within groups, or lure one or two victims away for the kill. Brain oozes derive particular satisfaction from forcing an individual to commit terrible acts, then wiping away all knowledge of the crimes from the victim’s memory. They torment such hapless puppets again and again, forcing them to commit ever greater atrocities. Once weary of their sport they return the modified memories with dispel magic, and feast upon the delicious misery of the victim’s final despair.
Brain oozes feed through their tentacles by extracting the thoughts of living creatures. Animals and less intelligent creatures provide little nourishment, but they prize fey, outsiders, and spellcasters as delicacies. After several feedings, a brain ooze divides into two nearly identical brains, each retaining only a portion of the knowledge and experiences of the parent.
The similarities between intellect devourers and brain oozes have not gone unnoticed, but the two species appear to have little in common beyond appearance. Some theorize that brain oozes are actually the result of an ancient race’s failed attempt to achieve immortality by preserving their minds via alien technology or magic.
« 上次编辑: 2013-03-01, 周五 21:24:13 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #13 于: 2013-03-01, 周五 21:04:32 »
肉食晶簇(Carnivorous Crystal)
这些晶状物质的各个琢面均在变换并震动着,仿佛在渴望着什么一般。
肉食晶簇    CR 11   XP 12800
绝对中立 中型泥怪(土系,跨位面)
先攻 -5 感官 盲视 120尺;察觉 -5
灵光 共鸣震音(subsonic hum,60尺,DC22)
————————防御————————
AC 17,接触 5,措手不及 17(-5敏捷,+12天防)
HP 136(16d8 + 64)
强韧 +9,反射 +0,意志 +0
防御能力 DR 10/-
免疫 寒冷(cold),闪电(electricity),泥怪特性(ooze traits)
抗力 火焰 20
弱点 易碎(brittle),音波易伤(vulnerable to sonic)
————————进攻————————
速度 10尺,攀爬10尺
近战 挥击(slam) +18(7d8+9/18-20 加 陷俘entrap)
特殊攻击 晶体化(crystallize),陷俘(entrap,DC 22,1d10轮,硬度10 hp10),锐锋(razor sharp)
————————属性————————
力量 22,敏捷 1,体质 18,智力 -,感知 1,魅力 1
BAB +12;CMB +18;CMD 23(无法被摔绊)
技能 攀爬 +14,潜行 +0(岩石周围+5);种族调整 +5潜行(岩石周围+10)
特殊技能 静止不动(freeze),分裂(split,遭受钝器重击或音波攻击时,15hp)
————————生态————————
环境 任意地下(土元素位面)
组织 单独,聚落(colony,2-4)或编队(formation,5-10)
财宝 附属(incidental)

特殊能力(Special Abilities):
易碎(Brittle)(Ex):钝器以及音波攻击能够对肉食晶簇造成重击。这些攻击成功造成重击时会导致肉食晶簇进行分裂——即使这些攻击没有实质造成伤害。肉食晶簇依旧免疫基于精准的伤害,比如偷袭造成的伤害。
晶体化(Crystallize)(Ex):被肉食晶簇的攻击陷俘(entrap)的生物,每轮都必须成功通过DC22的强韧豁免,否则会陷入无助。如果无助的生物在此豁免中失败的话,他会被石化,就如同身体被晶体化一般。经过1d4小时,被石化的受害者会化为碎块,一个新的肉食晶簇则从残骸中诞生。该豁免DC基于体质。
锐锋(Razor Sharp)(Ex):肉食晶簇的挥击会造成可怕的穿刺与挥砍伤害,并且会在投掷出18、19或20时造成重击威胁。
共鸣震音(Subsonic Hum)(Su):活跃的肉食晶簇能够通过震动发出超自然音波。任何活物在其回合开始时如果处于灵光范围内,则必须进行DC22的强韧豁免,失败则会震慑1轮。成功豁免的生物在24小时之内,不会再被同一个肉食晶簇的共鸣震音所影响。这是一个音波影响心灵效果。该豁免DC基于体质。

作为土元素位面那无尽洞穴中的本地生物,肉食晶簇通常静静地存在于此,靠着榨取它身边岩石中的矿物为生。而活物,则是一顿名副其实地饕餮大餐,通过吞噬骨骼和血液中的矿物质,肉食晶簇能够在短短几小时内进行繁殖而不用等待数年。尽管它不具有智能,肉食晶簇却能够感知到活物,并极度渴望将这些食粮困在自己体内。
在土元素位面以及主物质位面中最深的洞穴里,远古肉食晶簇的成长是没有界限的,这使得它们达到了令人难以想象的体积。

原文
剧透 -   :
Carnivorous Crystal
The facets of this crystalline formation shift and vibrate, as though in anticipation.
CARNIVOROUS CRYSTAL CR 11
XP 12,800
N Medium ooze (earth, extraplanar)
Init –5; Senses blindsight 120 ft.; Perception –5 Aura subsonic hum (60 ft., DC 22)

DEFENSE
AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
hp 136 (16d8+64)
Fort +9, Ref +0, Will +0
DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
Weaknesses brittle, vulnerable to sonic

OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +18 (7d8+9/18–20 plus entrap)
Special Attacks crystallize, entrap (DC 22, 1d10 rounds, hardness 10, hp 10), razor sharp

STATISTICS
Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial
Modifiers +5 stealth (+10 in rocky environs)
SQ freeze, split (critical hit from a bludgeoning or sonic attack, 15 hp)

ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary, colony (2–4), or formation (5–10)
Treasure incidental

SPECIAL ABILITIES
Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Crystallize (Ex) A creature entrapped by a carnivorous crystal’s attack must succeed at a DC 22 Fortitude save each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. The save DC is Constitution-based.
Razor Sharp (Ex) A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Subsonic Hum (Su) An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.

Natives of the endless caverns of the Plane of Earth, carnivorous crystals normally lead quiet existences, subsisting on minerals leeched from the surrounding rock. Living creatures, however, provide a veritable feast, as devouring the minerals in their bones and blood allows a crystal to reproduce in mere hours instead of years. Though lacking in anything that could be called intelligence, carnivorous crystals sense the living, and hunger for the sustenance trapped within their bodies.
On the Plane of Earth and in the deepest caverns of the Material Plane, ancient carnivorous crystals grow without bounds, reaching incredible sizes.
« 上次编辑: 2022-02-15, 周二 21:47:12 由 沉沦 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #14 于: 2013-03-01, 周五 21:04:37 »
死亡陷阱怪(Deathtrap Ooze)
这个可怕陷阱的致命利刃之上,带有散发着污秽光泽的橙棕色活化粘液。
死亡陷阱怪    CR 8   XP 4800
绝对中立 大型泥怪(变形)
先攻 -4 感官 察觉 -5
————————防御————————
AC 10,接触 5,措手不及 10(-4敏捷,+5天防,-1体型)
HP 126(12d8 + 72)
强韧 +10,反射 +0,意志 -1
免疫 强酸(acid),泥怪特性(ooze traits)
————————进攻————————
速度 20尺,攀爬20尺
近战 挥击(slam) +13(2d6 + 6 加 2d6 强酸 和 擒抱)
占据 10尺;触及 10尺
特殊攻击 紧勒(constrict,2d6 + 6 加 2d6 强酸)
————————属性————————
力量 20,敏捷 3,体质 22,智力 -,感知 1,魅力 1
BAB +9;CMB +15(+19擒抱);CMD 21(无法被摔绊)
技能 攀爬 +13
特殊技能 压缩(compression), 陷阱形态(trap form)
————————生态————————
环境 温带森林,沼泽和城市
组织 单独,成对或
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):死亡陷阱怪分泌的强酸只能溶解血肉。由血肉以外的物质构成的生物免疫死亡陷阱怪的强酸。
陷阱形态(trap form)(Su):花费1分钟的时间,死亡陷阱怪能够呈现出任何中型或大型、并且不超过1个可动部件(has no more than one moving part)(不包括坑)的机械陷阱(mechanical trap)的形态。泥怪能够无限期地保持该形态。死亡陷阱怪所呈现出的陷阱的CR必须小于或等于自身的CR——见核心书420~421页中合适的陷阱,包括钟摆巨斧陷阱(swinging axe trap,CR 1),镰墙陷阱(Wall Scythe Trap,CR 4)以及落石陷阱(Falling Block Trap,CR 5)。在陷阱形态下,泥怪使用自身的攻击加值,但是在其他方面如同其所模拟的陷阱,并使用陷阱的属性与伤害。如果一名生物寻找陷阱时检定超过了DC并发现了陷阱形态的泥怪,那么成功通过后续的DC19的知识(地城)检定则允许该生物发现陷阱的真身。如果泥怪受到任何伤害,则会以自由动作恢复到通常的形态。在其他场合下,恢复回通常形态需要迅捷动作。

死亡陷阱怪是一团呈现出令人作呕的橙棕色的淤泥,只凭着自身本能进行移动与狩猎。它只为进食而生。死亡陷阱怪被认为与赭冻怪有着千丝万缕的联系,它在能够移动的普通形态下有12尺宽,6尺高。而在移动时,它的宽度会降低1~2尺,以此获得大约6英寸的额外高度,通过颤抖着向前翻动自身前行。
相比其他泥怪,死亡陷阱怪并不热衷于四处捕食猎物——它们更倾向于进行伏击。它们有能力呈现出简单的机械结构陷阱的形态——这引起了许多学者的兴趣,但是这一能力并非诞生自诸如超然的诡诈中诞生的智慧之类的东西。死亡陷阱怪缺乏创新能力——它只能模仿在其游荡时遇到的陷阱,即便如此,它们所遇到的陷阱中,能够被这些泥怪借鉴的陷阱种类也寥寥无几。
这些泥怪的起源确实是由于法术的干预。无数的古代墓穴中都有这些泥怪,它们拟态成陷阱潜伏起来,在一个又一个新百年中等候着那些想要成为盗墓者的早餐。而研究死亡陷阱怪的人们推测,就是那些失落文明中的法师将赭冻怪转化成完美守卫的。
与赭冻怪类似,上古死亡陷阱怪也能够成长得十分巨大。有传闻说其中一部分甚至能够复制更为复杂的陷阱,比如施放有毒烟云,喷出酸液或者带有毒素的种类。甚至有人宣称有的死亡陷阱怪是如此之巨大,甚至能够复制那种充满整个房间并拥有多个运动部件的陷阱。

原文
剧透 -   :
Deathtrap Ooze
The killing blade of this horrific trap drips with an animated sheen of foul brown-orange slime.
DEATHTRAP OOZE CR 8
XP 4,800
N Large ooze (shapechanger)
Init –4; Senses Perception –5

DEFENSE
AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
hp 126 (12d8+72)
Fort +10, Ref +0, Will –1
Immune acid, ooze traits

OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +13 (2d6+6 plus 2d6 acid and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+6 plus 2d6 acid)

STATISTICS
Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
Skills Climb +13
SQ compression, trap form

ECOLOGY
Environment any underground
Organization solitary
Treasure none


SPECIAL ABILITIES
Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. Creatures made of materials other than flesh are immune to this acid.
Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can assume the form of any Medium or Large mechanical trap that has no more than one moving part (excluding pits). The ooze can maintain this form indefinitely. The trap it can assume the form of must be of a CR equal to or less than that of the deathtrap ooze itself—appropriate traps from pages 420–421 of the Core Rulebook include the swinging axe trap (CR 1), the wall scythe trap (CR 4), and the falling block trap (CR 5). In trap form, the ooze uses its attack bonus, but otherwise functions as the emulated trap and uses that trap’s statistics and damage. If a creature searching for traps exceeds the DC to find the ooze’s trap form, a successful follow-up DC 19 Knowledge (dungeoneering) check allows the creature that discovered the trap to discern its true nature. If the ooze takes any damage, it reverts to its normal form as a free action. Otherwise, reverting to its normal form takes a swift action.

A deathtrap ooze is a disgusting mass of brown-orange sludge that moves and hunts of its own volition. It exists only to feed. Thought to be related to ochre jellies, the deathtrap ooze is up to 12 feet wide and 6 inches deep in its normal, mobile form. While moving, it shrinks a foot or two in width, gaining about 6 inches of height, and rolls forward in a quivering mass.
Deathtrap oozes are less inclined to look for prey than are other oozes—they prefer to hunt by ambush. Their ability to assume the form of simple mechanical traps has long intrigued scholars, but this ability is not something born out of intellect as much as by supernatural cunning. A deathtrap ooze lacks any creative ability—it can only mimic traps that it has encountered during its wanderings, and even then, the repertoire of trap designs it can draw upon is limited to just the last few it has encountered.
These oozes surely have an origin rooted in magical meddling. Countless ancient crypts have such oozes within, lurking patiently in ageless trap form, awaiting would-be tomb-raiders for a first-in-centuries breakfast. Those who have studied the deathtrap ooze suppose that wizards of some lost culture altered ochre jellies into perfect guardians.
Like ochre jellies, elder deathtrap oozes can grow to be enormous. Rumor holds that some can also duplicate even more complex traps that release toxic fumes, spray acid, or contain poison. Some even claim there are oozes so huge that they can duplicate traps that fill entire rooms with multiple moving parts.
« 上次编辑: 2013-04-04, 周四 01:20:43 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #15 于: 2013-03-01, 周五 21:04:43 »
庭院泥怪(Garden Ooze)
在这株植物之上一团看起来像是病变的纤维质突然行动,并从它寄宿的植株之上分离下来,爬行接近。
庭院泥怪    CR 2   XP 600
绝对中立 小型泥怪
先攻 +3 感官 盲视 60尺;察觉 -5
————————防御————————
AC 14,接触 14,措手不及 11(+3敏捷,+1体型)
HP 19(3d8 + 6)
强韧 +3,反射 +4,意志 -4
防御能力 泥怪特性(ooze traits)
免疫 强酸(acid)
————————进攻————————
速度 20尺,攀爬20尺
近战 挥击(slam) +3(1d4 加 1d8 强酸)
特殊攻击 强酸(acid),恶臭(stink)
————————属性————————
力量 11,敏捷 16,体质 15,智力 -,感知 1,魅力 2
BAB +2;CMB +1;CMD 14(无法被摔绊)
技能 攀爬 +8
特殊技能 伪装(camouflage)
————————生态————————
环境 任意地下
组织 单独,成对或成片(3-5)
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):庭院泥怪会分泌出能够溶解血肉的消化酸。由较硬的材料或植物组成的生物能够免疫此类酸液。
伪装(Camouflage)(Ex):当庭院泥怪在任何类型的植株上静止不动时,都很难被发现。必须通过DC15的察觉检定,才能了解到泥怪并非为它所依附的植株上的病变部位,而是一个单独的个体。泥怪会使用挥击自动命中任何踏入其所在方格,并且没有察觉到它的存在的生物。
恶臭(Stink)(Ex):每24小时1次,庭院泥怪能够施放出臭气,使之复盖以自身为中心,半径5尺的范围。泥怪通常会在初次受伤之后如此行动。这股恶臭蒸汽被释放后的第一轮内最为让人无法忍受,它会致使处于范围之内的所有活物恶心1d3轮(强韧DC13无效)。这是一个毒素效果(poison effect)。该豁免DC基于体质。

庭院泥怪是一团活化的、带有酸性的粘稠原生质,它居住在植物的枝叶之上,以腐肉或不慎靠近它的小动物的蛋白质为食。尽管有时也能在接近地表的地下区域遭遇庭院泥怪——比如下水道,落水洞或者较浅的洞穴——不过这些泥怪仍旧更愿意呆在户外。究其原因之一就是那些地方有许多小动物进行觅食,而这丰富的有机物吸引了庭院泥怪。
相比许多同类,庭院泥怪是更加敏捷且狡诈的猎人。庭院泥怪极其危险,因为不管附近的生物的体型,它都会积极主动地进行攻击。庭院泥怪会感知到猎物的靠近,等到这顿美餐进入触及范围再进行攻击,并在猎物仓惶逃走时进行追击。庭院泥怪天生具有改变身体颜色并与周围环境协调一致的能力,所以他们很难被辨认出来。
当庭院泥怪进行攻击时,它会挥扫如同鞭子一般的伪足,而在伪足之上包裹着能够有效消化血肉的酸液。一旦它受到伤害,泥怪就会释放出令人作呕的恶臭,使得自身更加难以被应对。此外,若一只庭院泥怪进行攻击时,任何在附近的其他庭院泥怪都会加入其中,蜂拥而至的泥怪使得逃生的可能性近乎为零。
对于可能被当做猎物的较大生物来说值得幸运的是,绝大多数庭院泥怪都比较小,而其中最大的在分裂为较小的泥怪之前,不过3英尺直径而已。这些泥怪也被称作捕鼠泥怪或者堆肥泥怪,有些大胆的园丁甚至会在自身的庭院中促进这些泥怪的成长,用于惩治害虫。一旦害虫得到控制之后,则必须在这些泥怪成为庭院的祸害前将其处理掉。

原文
剧透 -   :
Garden Ooze
What seems to be a mass of diseased fibers growing on a plant suddenly moves and slithers independently from its sickly host.
GARDEN OOZE CR 2
XP 600
N Small ooze
Init +3; Senses blindsight 60 ft.; Perception –5

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +4, Will –4
Defensive Abilities ooze traits; Immune acid

OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +3 (1d4 plus 1d8 acid)
Special Attacks acid, stink

STATISTICS
Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 2
Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
Skills Climb +8
SQ camouflage

ECOLOGY
Environment temperate forests, marshes, and urban
Organization solitary, pair, or patch (3–5)
Treasure none

SPECIAL ABILITIES
Acid (Ex) A garden ooze excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the ooze’s acid.
Camouflage (Ex) A garden ooze is difficult to spot when it is at rest among plant growth of any type. A DC 15 Perception check is required to notice the ooze is a separate entity and not a diseased portion of the plant it rests upon. The ooze automatically hits with a slam against any creature that fails to notice the ooze and enters its square.
Stink (Ex) Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. The ooze usually does so after it is first injured. The stench of these vapors is overpowering during the first round it exists, causing living creatures within it to become sickened for 1d3 rounds (Fort DC 13 negates). This is a poison effect. The save DC is Constitution-based.

A garden ooze is an animate, acidic mass of protoplasmic goo that dwells among foliage and scavenges proteins in the form of carrion or small animals that blunder into its vicinity. Although garden oozes are occasionally found in underground regions near the surface—such as sewers, sinkholes, and shallow caves—these oozes prefer the outdoors. One reason for this is that garden oozes are attracted to large collections of organic material where other tiny creatures might come to scavenge.
Quick and cunning hunters when compared to most oozes, garden oozes are particularly dangerous because they readily attack creatures that wander nearby regardless of the creatures’ size. Oozes that sense prey moving closer are likely to wait to attack until the potential meal is within reach. The oozes also give chase when prey flees. Garden oozes innately change hue to match the ground underneath them, so they can be hard to spot.
When a garden ooze attacks, it lashes out with a whiplike appendage coated with a potent f lesh-eating acid. If injured, the ooze releases a disgusting stench that makes it harder to fight off. Further, when one garden ooze attacks, any other garden oozes nearby join in, piling on and making escape all but impossible.
Fortunately for larger potential prey, most garden oozes are quite small, the largest among them reaching 3 feet in diameter before they split into smaller oozes. These oozes are also known as rat-catcher oozes or compost oozes, and some brave gardeners actually encourage the growth of such oozes in their gardens as a way to combat pests. Once the pests are under control, however, the oozes themselves must be hunted and slain before the garden is safe to tend.
« 上次编辑: 2013-03-01, 周五 21:27:35 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #16 于: 2013-03-01, 周五 21:04:51 »
浮尸泥怪(Globster)
这团肿胀而腐臭的胶质以怪诞而令人的恐惧的样子堆积在一起,张开它布满牙齿的深渊巨口。
浮尸泥怪    CR 5   XP 1600
绝对中立 大型泥怪(水栖亚种)
先攻 -5 感官 察觉 -5
灵光 恶臭灵光(stench,DC 18,10轮)
————————防御————————
AC 16,接触 4,措手不及 16(-5敏捷,+12天防,-1体型)
HP 57(6d8 + 30)
强韧 +7,反射 -3,意志 -3
免疫 强酸(acid),钝击与穿刺伤害,泥怪特性(ooze traits)
抗力 寒冷 10,闪电 10
————————进攻————————
速度 20尺,游泳40尺
近战 挥击(slam) +9(2d6 + 9 加 擒抱 与 反胃Nausea)
占据 10尺;触及 5尺
特殊攻击 创造衍体(create spawn),紧勒(constrict,2d6 + 9)
————————属性————————
力量 16,敏捷 1,体质 20,智力 -,感知 1,魅力 1
BAB +4;CMB +11(+15擒抱);CMD 16(无法被摔绊)
技能 游泳 +14
特殊技能 腐烂(decompose),水域依存(water dependency)
————————生态————————
环境 任意海洋或沿海地带
组织 单独,成对或成群(3-8)
财宝

特殊能力(Special Abilities):
创造衍体(Create Spawn)(Ex):当浮尸泥怪吃下一名活物后,它只会消化掉部分残骸。而未被消化的部分会逐渐在浮尸泥怪体内积聚起来,并使得浮尸泥怪看起来越来越臃肿。通过不会引发借机攻击的整轮动作,浮尸泥怪能够将这些腐烂的遗骸随着自身的一部分一同吐出。如此行动会使浮尸泥怪受到1d6点伤害,不过会创造出一个全新且完整的浮尸泥怪,并且会立刻对最近的非同类目标发动攻击。浮尸泥怪每天至多可以使用一次创造衍体,并且在如此做之前必须至少吞食4个中体型生物(或者等量的其他体型的生物)。
腐烂(Decompose)(Ex):浮尸泥怪在被杀死后,会在24小时内腐烂并化为一坨浆糊。然而这具残骸在它死后1d10天内仍旧具有恶臭灵光(stench)。
反胃(Nausea)(Ex):任何被浮尸泥怪攻击的生物必须进行DC为18的强韧豁免,失败则会反胃1轮。一旦有生物进行上述豁免,那么他会在24小时之内免疫这只浮尸泥怪后续造成的反胃效果。这是一个毒素效果。该豁免DC基于体质。

浮尸泥怪是一种活体,由被半消化的大型海洋生物——诸如鲸鱼或乌贼——的尸块聚集而成。而那些遇到它的目击者在看到这些生物之前,通常早早就能闻到它散发的气味。许多不幸遇到浮尸泥怪的人都会将它误认为搁浅在岸边的海洋生物,最终会在过于靠近的时候发现它并非尸体而是非常活跃的生物。学者们一度认为浮尸泥怪是不死生物——它们只是纯粹被食欲所驱动着,随海浪起伏的活化腐肉。然而浮尸泥怪实际上是活物。
浮尸泥怪通常借由波浪冲上海滩或者浮上岸边觅食,并在陆上储备数个小时食物之后回到安全的水中。有人认为浮尸泥怪上陆觅食的周期与潮汐及月相有关。浮尸泥怪通过混合自身体内那些腐臭的部件以及吃剩下的难以消化的尸骸进行繁殖。

原文
剧透 -   :
Globster
This grotesque mass of blubber and rancid flesh piles up hideously upon itself, opening a vast maw filled with teeth.
GLOBSTER CR 5
XP 1,600
N Large ooze (aquatic)
Init –5; Senses Perception –5
Aura stench (DC 18, 10 rounds)

DEFENSE
AC 16, touch 4, flat-footed 16 (–5 Dex, +12 natural, –1 size)
hp 57 (6d8+30)
Fort +7, Ref –3, Will –3
Immune acid, bludgeoning and piercing damage, ooze traits;
Resist cold 10, electricity 10

OFFENSE
Speed 20 ft., swim 40 ft.
Melee slam +9 (2d6+9 plus grab and nausea)
Space 10 ft.; Reach 5 ft.
Special Attacks create spawn, constrict (2d6+9)

STATISTICS
Str 16, Dex 1, Con 20, Int —, Wis 1, Cha 1
Base Atk +4; CMB +11 (+15 grapple); CMD 16 (can’t be tripped)
Skills Swim +14
SQ decompose, water dependency

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or beaching (3–8)
Treasure none

SPECIAL ABILITIES
Create Spawn (Ex) When a globster eats a living creature, it only digests a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. As a full-round action that does not provoke attacks of opportunity, a globster can regurgitate these foul remains along with portions of its own mass. Doing so causes the globster 1d6 points of damage, but creates a new, fully grown globster that immediately attacks the nearest non-globster target. A globster can create spawn up to once per day, though only after it has fed upon at least four Medium-sized creatures (or the equivalent number of creatures of other sizes).
Decompose (Ex) A slain globster decays into a mass of goo in the span of 24 hours. However, the corpse retains the creature’s stench aura for 1d10 days after its death.
Nausea (Ex) Any creature struck by a globster must make a DC 18 Fortitude save to avoid being nauseated for 1 round. Once a creature makes this saving throw, it is immune to further nausea effects from that particular globster for 24 hours. This is a poison effect. The save DC is Constitution-based.

A globster is a living collection of half-digested parts from large sea creatures such as whales and squid. Passersby usually discover it by smell long before they see it. Many unfortunate folk who happen upon a globster mistake it for the carcass of a beached sea animal, getting too close before discovering the seemingly dead creature is very much alive. For a time, sages believed globsters were undead—that they were simply undulating wads of rotting f lesh animated with a drive to feed. However, globsters are actually living creatures.
Globsters usually wash up on a beach or f loat to the shore to feed on terrestrial stock for a few hours before returning to the safety of water. Some say the tides and phases of the moon are to blame for the times globsters come to land to feed. Globsters reproduce by mixing parts of their own foul bodies with the poorly digested remains of their meals.
« 上次编辑: 2013-03-01, 周五 21:28:52 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #17 于: 2013-03-01, 周五 21:04:56 »
饥饿之雾(Hungry Fog)
这团看似贪婪的绿色云雾以不规则的形态搅动着,在它之中似乎有着让人恐惧的形状。
饥饿之雾    CR 6   XP 2400
绝对中立 超大型泥怪
先攻 -3 感官 察觉 -5,盲视60尺
灵光 妖霭(bewitching brume,10尺,DC 8)
————————防御————————
AC 5,接触 5,措手不及 5(-3敏捷,-2体型)
HP 59(7d8 + 28)
强韧 +6,反射 -1,意志 -3
防御能力 气态(gaseous),负能量亲和(negative energy affinity),DR 10/魔法
免疫 强酸(acid),闪电(electricity),泥怪特性(ooze traits),音波(sonic)
抗力 寒冷 10
弱点 畏风(vulnerable to wind)
————————进攻————————
速度 飞行15尺(完美)
近战 接触(touch) +5(6d6 负能量)
占据 15尺,触及 15尺
特殊攻击 迷雾笼罩(enveloping mists,DC 17,3d6 负能量 和 恍惚)
————————属性————————
力量 -,敏捷 4,体质 18,智力 -,感知 1,魅力 1
BAB +5;CMB +5;CMD 12(无法被摔绊)
————————生态————————
环境 任意气候温和的环境(any temperate)
组织 单独,成对或成群(3-10)
财宝

特殊能力(Special Abilities):
妖霭(Bewitching Brume)(Su):任何处于饥饿之雾10尺范围之内,或者正受到它迷雾笼罩的影响的生物,必须在自身回合开始时进行DC为8的意志豁免,失败则会【由于浮动在雾中的朦胧幻象而】战栗1轮。这是一个影响心灵的恐惧效果。该豁免DC基于魅力。
迷雾笼罩(Enveloping Mists)(Ex):饥饿之雾能够包卷(engulf)敌人(见附录中的通用怪物规则Universal Monster Rules)。被饥饿之雾包卷的生物不会受到压制状态并且可以正常移动——该名生物也不会受到窒息的危险,但是只要他回合开始时处于包卷状态,则除了受到攻击造成的伤害之外还会处于恍惚状态。避免受到迷雾笼罩影响的豁免DC基于体质。
气态(Gaseous)(Ex):饥饿之雾的身体由怪异的雾气所组成。它能够穿过小洞、狭窄的裂口、甚至是裂缝,但是无法进入水或者其他液体之中。它没有力量属性,因此也无法操控物体。
畏风(Vulnerable to Wind)(Ex):在判断遭遇强风而受到何种影响时(见核心规则书的439页),饥饿之雾被视为超小型生物。

这只如同雾气一般的怪异泥怪安静地从空中滑过,在绿色雾气组成的云团之中,有着形态模糊而又扭曲、令人毛骨悚然的鬼魂在晃动。尽管它有着令人印象深刻的外观,实际上它也经常存在于古旧的墓地或者浮现在战场之上,饥饿之雾却不是不死生物。更确切地说是在气体形态的泥怪中注入了负能量。
因此,虽然饥饿之雾并非不死生物,亡灵却能够在它体内战斗时获得诸多好处,饥饿之雾会如同吸取自身所包住的活物的生命力一般治愈亡灵。
在饥渴的雾气中,这个泥怪荒诞的操纵着被自己吞下的碎片,制造出自己受害者的扭曲幻象。偶尔,这些幻象中的一个可以像提灯一样发出光亮,但是当接近时,他就会散入周围的迷雾中,给人一种闪现的,令人不安的骷髅容颜。这些幻象不是不死生物,但会受到负能量的伤害,这令人们更难以明辨它们的真实性质。
饥饿之雾本能地被负能量较强的区域所吸引。这些夜行生物特别钟爱那些经常有鬼魂出没的地方,比如老房子,被遗弃的墓地或者海岸边的沉船——然而它们却易受风力影响,这意味着这些生物在频繁刮起风暴的地区十分罕见。

原文
剧透 -   :
Hungry Fog
Horrid shapes form within this cloying green mist, which pulses sporadically and with seeming voracity.
HUNGRY FOG CR 6
XP 2,400
N Huge ooze
Init –3; Senses Perception –5
Aura bewitching brume (10 ft., DC 8)

DEFENSE
AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
hp 59 (7d8+28)
Fort +6, Ref –1, Will –3
Defensive Abilities gaseous, negative energy affinity; DR 10/magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10 Weaknesses vulnerable to wind

OFFENSE
Speed fly 15 ft. (perfect)
Melee +5 touch (6d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks enveloping mists (DC 17, 3d6 negative energy and staggered)

STATISTICS
Str —, Dex 4, Con 18, Int —, Wis 1, Cha 1
Base Atk +5; CMB +5; CMD 12 (can’t be tripped)

ECOLOGY
Environment any temperate
Organization solitary, pair, or bank (3–10)
Treasure none

SPECIAL ABILITIES
Bewitching Brume (Su) Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature’s turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mindaffecting fear effect. The save DC is Charisma-based.
Enveloping Mists (Ex) A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based.
Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.
Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it (see page 439 of the Core Rulebook).


This eerie, vaporous ooze slips silently through the air, a roiling cloud of green fog within which dance the indistinct shapes of twisted, spooky ghosts. Despite its haunting appearance, and despite the fact that hungry fogs often dwell in old graveyards or hunt battlefields, a hungry fog is not an undead creature. Rather, it is a form of gaseous ooze infused with negative energy. 
Thus, while a hungry fog is not an undead creature, undead gain considerable boons by fighting within a hungry fog, for its mists heal them as surely as they drain vitality from the living creatures caught within.
Within a hungry fog, the ooze’s mists interact strangely with fragments of those it has consumed, creating eerie phantasms of its past victims. Periodically, one of these shapes might flash with light as if momentarily holding a lantern aloft, but as soon as the figure is approached, it fades away into the surrounding mists, often giving the observer a quick and unsettling glimpse of a skull-like countenance. These shapes, like the fog itself, are not truly undead, but the fact that a hungry fog is hurt by positive energy as surely as if it were helps to blur the distinction and spread even more confusion about its actual nature.
A hungry fog is instinctively drawn to areas where negative energy is strong. These nocturnal creatures are particularly fond of sites that are haunted, such as old houses, abandoned graveyards, or shipwrecks along shorelines—although their vulnerability to high winds means that they are rarely encountered in areas where storms are common.
« 上次编辑: 2019-01-29, 周二 10:42:46 由 月夜白雨 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #18 于: 2013-03-01, 周五 21:05:01 »
电浆泥怪(Plasma Ooze)
这个紫色能量构成的不定型团块的表面像是飘浮着的球状液体一般泛起涟漪。它定期挥出泛着蓝色光芒的伪足。
电浆泥怪    CR 16   XP 76800
绝对中立 巨型泥怪
先攻 +0 感官 盲视 60尺;察觉 -5
灵光 磁性脉冲(magnetic pulse,30尺,DC 27)
————————防御————————
AC 6,接触 6,措手不及 6(-4体型)
HP 241(21d8 + 147)
强韧 +14,反射 +7,意志 +2
防御能力 分裂(split,挥砍或音波,46hp),DR 15/-
免疫 强酸(acid),闪电(electricity),钝击与穿刺伤害,泥怪特性(ooze traits)
抗力 寒冷 30
————————进攻————————
速度 飞行30尺(完美)
近战 挥击(slam) +24(4d6 + 19 加 4d6 闪电,4d6 火焰 和 擒抱)
远程 1d4电浆射线 +11接触(4d6 闪电 + 4d6 火焰)
占据 20尺,触及 20尺
特殊攻击 紧勒(constrict,4d6 + 19 加 4d6 闪电 和 4d6 火焰),包卷(engulf,DC 33,4d6 闪电 加 4d6 火焰)
————————属性————————
力量 36,敏捷 11,体质 24,智力 -,感知 1,魅力 1
BAB +15;CMB +32(+36擒抱);CMD 42(无法被摔绊)
技能 飞行+8
特殊技能 无需呼吸
————————生态————————
环境 任意
组织 单独
财宝

特殊能力(Special Abilities):
磁性脉冲(Magnetic Pulse)(Su):电浆泥怪被磁力灵光所环绕,这使得它会吸引金属物体和生物。在泥怪的回合开始时,它能够通过自由动作进行战技检定对抗30尺内所有金属生物、所有穿戴金属铠甲的生物以及所有持用金属武器的生物。如果检定结果高于金属生物或穿戴金属护甲的生物的CMD,这些生物会被向着泥怪拉近10尺并且在1轮内无法远离泥怪。如果这使得生物进入电浆泥怪所占据的方格的话,泥怪能够通过自由动作尝试包卷该名生物。如果检定结果高于持用金属武器的生物的CMD,那么这些武器会被卸除并向着泥怪拉近10尺。体积为大型或更小的无主金属物体会自动被拉向电浆泥怪。这种磁性是超自然性质的效果并且影响所有金属物体。
电浆射线(Plasma Ray)(Su):通过标准动作,电浆泥怪能够射出1d4条电浆射线,攻击60尺内至多4个单独的目标(每个单独的生物至多受到1条射线的攻击)。每条射线命中会造成4d6点闪电伤害以及4d6点火焰伤害。

体型庞大而又极具毁灭性的电浆泥怪,是由神秘的外星存在使用过热的电磁浆制作而成。尽管电浆泥怪的起源并不完全为人所知,但是‘它并非这个世界的生物’这一观点已经广泛被人所接受。一些学者认为这些生物居住在太阳之中,而其他人则认为它们来自火元素位面。而电浆泥怪在这两处地点均被发现过的事实对解决起源的争议没什么帮助。
电浆泥怪通过某种方式与重力以及磁力波相互作用来飞行,它浮在空中游曳的方法,与水母在水中游动的方式类似。这个生物唯一真正想要达成的目的就是吞噬物质,并且倾向于通过将猎物拖入自身那炙热带电的核心来完成。学者们发现奇妙的是,尽管电浆泥怪只能拖拽并排斥金属物质,它们却只能消化有机物,而且速度还十分缓慢。
从电浆泥怪的攻击中幸存的人十分罕见,这些受害者是如此描述被电浆泥怪的射线打中时的苦楚:就像是被拉扯成碎片一般。而被电浆泥怪接触所留下的伤口类似于被烧化造成的可怕疤痕。
电浆泥怪直径约为20尺,重6000磅。

原文
剧透 -   :
Plasma Ooze
This amorphous blob of violet energy ripples like a globe of floating liquid. It periodically lashes out with tendrils of blue light.
PLASMA OOZE CR 16
XP 76,800
N Gargantuan ooze
Init +0; Senses blindsight 60 ft.; Perception –5
Aura magnetic pulse (30 ft., DC 27)

DEFENSE
AC 6, touch 6, flat-footed 6 (–4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

OFFENSE
Speed fly 30 ft. (perfect)
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire)

STATISTICS
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped)
Skills Fly +8
SQ no breath

ECOLOGY
Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES
Magnetic Pulse (Su) A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.
Plasma Ray (Su) As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.



Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.
A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature’s only real purpose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract and repel metallic substances, the thing can only digest organic matter, and rather slowly at that.
Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one’s rays as like being pulled apart piece by piece. Wounds left by a plasma ooze’s touch resemble hideously melted burn scars.
A plasma ooze is 20 feet in diameter and weighs 6,000 pounds.
« 上次编辑: 2013-04-11, 周四 00:17:18 由 四月奈奈子 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
Re: 【Bestiary】泥怪(Ooze)
« 回帖 #19 于: 2014-04-28, 周一 16:24:58 »
疖生怪(Boilborn),CR 1
这团物质好似一个移动的,蠢蠢欲裂的伤口,边沿上长着滑溜溜的毛。

XP 400
绝对中立 超小型 泥形怪物
先攻 -5;感官 30尺盲视(blindsight);察觉 -4

防御能力

AC 7,接触 7,措手不及 7(-5 敏捷,+2 体型)
HP 15(2d8 + 6)
强韧 +3,反射 -5, 意志 -4
免疫 泥怪特性(ooze traits)
抗力 强酸 10

攻击能力

速度 10尺,攀爬10尺,游泳10尺
近战 挥击 +4(1d2 + 1 外加 疾病)
占据 2尺;触及 0尺
特殊攻击 致命挣扎(death throes),疾病(disease)

基本数据

力量 12,敏捷 1,体质 17,智力 —,感知 2,魅力 1
BAB +1;CMB -6;CMD 5(无法被摔绊)
技能 攀爬 +9,游泳 +9

生态背景

环境 任意
组织 单独 或 群袭(2 - 20)
财宝

特殊能力

致命挣扎(Death Throes,Su):当疖生怪被杀死后,它的残留物会对半径10尺爆发区域造成2d6点强酸伤害(DC 14;反射减半)。受到伤害的生物必须成功通过DC12的强韧豁免,否则会染上麻风病(Leprosy)。
疾病(Disease,Su):麻风病(Leprosy);伤口;强韧豁免DC 12;潜伏期 2d4周;频率 1次/周;效果 1d2点魅力伤害;治愈 2次连续豁免。该豁免DC基于体质。


这些泥怪像脓疮一样蠕行在病亡的尸山和疫病横行的地区中,它们盲目地爬行着,随时都有可能爆开并感染任何会动的东西。这些生物的出现代表着当地正饱受瘟疫之苦,腐朽与毁灭泛滥成灾。疖生怪从被感染的地区爬出,向着周边扩散着疾病。
尽管曾经有医生与博物学者小心研究过这些泥怪,然而对活的疖生怪进行研究却极度危险。这是因为即便小心谨慎地处理这些生物,并且不对它们造成任何损伤,有时候也会无意间引起它们的致命挣扎。有人猜测疖生怪只具有极其有限的寿命,在死期到来的时候就会自我毁灭。而其他人则花费多年进行苦心研究,寄期望于疖生怪那充满感染性的体液,寻找着可以用来治愈并使人免疫数种肆虐于世间的疾病的良药。尽管这种研究已经取得一些成果,使得疖生怪的确产生了一些积极的作用,然而可靠的混合制剂仍有待开发。
上文中记述的是最为常见的品种,可是疖生怪就如同疾病一般,其他突变体也是存在的。后述内容可以用来表现这种致病生物的其他致命品种。其中所有的疾病都列在核心手册(Pathfinder RPG Core Rulebook)的557页

深渊疖生怪(Abyssal Boilborn;CR 3):这种危险的疖生怪通过深渊的裂隙挤入世间,体色由瘀紫与血色组成,闻起来好像是胆汁与脓液的混合物。它具有进化生物简单模板和炼狱生物简单模板,并且会使受害者感染热魔症(Demon Fever)。
失明疖生怪(Blindborn;CR 1):这种疖生怪通体浅绿色,并且散发着微光,它会对那些受到挥击和致命挣扎能力的生物传播失明症(Blinding Sickness;强韧DC 14)。
炼狱疖生怪(Infernal Boilborn;CR 3):这种黑色的疖生怪散发着轻微的硫磺味,它具有进化生物简单模板和炼狱生物简单模板,并且会使受害者染上寒魔症(Devil Chill)。
黑疫疖生怪(Plagueborn;CR 2):这种疖生怪显现为病态的黄色,承受着永不停歇的颤动,并随之散发出少量雾气,它具有巨化简单模板。距离黑疫疖生怪5尺范围内的任何生物都必须成功通过DC为16的强韧豁免,失败则会染上失心热症(Cackle Fever)。

原文
剧透 -   :
Boilborn
Like some taut pustule ready to burst, this mobile wound scuttles on a bristle of slick hairs.
BOILBORN CR 1
XP 400
N Tiny ooze
Init –5; Senses blindsight 30 ft.; Perception –4
DEFENSE
AC 7, touch 7, flat-footed 7 (–5 Dex, +2 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –4
Immune ooze traits; Resist acid 10
OFFENSE
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee slam +4 (1d2+1 plus disease)
Special Attacks death throes, disease
Space 2 ft.; Reach 0 ft.
STATISTICS
Str 12, Dex 1, Con 17, Int —, Wis 2, Cha 1
Base Atk +1; CMB –6; CMD 5 (can’t be tripped)
Skills Climb +9, Swim +9
ECOLOGY
Environment any
Organization solitary or infestation (2–20)
Treasure none
SPECIAL ABILITIES
Death Throes (Su) When killed, a boilborn pops in a 10-footradius burst that deals 2d6 points of acid damage (DC 14 Reflex half). Creatures taking damage must succeed at a DC 12 Fortitude save or contract leprosy.
Disease (Su) Leprosy: Injury; save Fort DC 12; onset 2d4 weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves. This save is Constitution-based.

Purulent wounds that crawl out from piles of diseased dead and areas of massive contagion, these oozes slop about thoughtlessly, quivering and ready to burst and infect anything that moves. The creatures manifest in areas wracked by plagues, where rot and ruin run rampant. Crawling from the aff licted areas, boilborn spread out in all directions to disperse their infection.
Though carefully studied by healers and naturalists focusing on oozes, living boilborn are dangerous to experiment upon. This is because their death throes can sometimes be triggered accidentally, even when the creatures are handled gently and no harm has been done to them. Some posit that boilborn have only a limited lifespan, and self-destruct when that period ends. Others have labored for years under the hope that the infectious f luids contained within boilborn might somehow be used to find both cures and immunities to any number of diseases that plague the world. Though this experimentation has resulted in certain indicators that boilborn might indeed be put to such positive use, a reliable concoction has yet to be developed.
The boilborn detailed here is by far the most common, but as with diseases, other mutations exist. Use the following to represent some of the other virulent strains of these disgusting creatures. All diseases listed below appear on page 557 of the Pathfinder RPG Core Rulebook.

Abyssal Boilborn (CR 3): Colored in hues of bruised blue and bloody red and smelling like bile and pus, this dangerous boilborn has squeezed through a rift from the Abyss. It has the fiendish creature simple template and the advanced creature simple template, and infects its victims with demon fever.
Blindborn (CR 1): Pale greenish gray in color and slightly luminescent, this boilborn transmits blinding sickness (Fortitude DC 14) to creatures affected by its slam attack or death throes ability.
Infernal Boilborn (CR 3): Accompanied by the smell of brimstone, this black-skinned boilborn has the advanced creature simple template and the fiendish creature simple template, and infects victims it slams or splatters upon with devil chills.
Plagueborn (CR 2): Sickly yellow and wracked with perpetual palpitations that emit a fine mist, this boilborn has the giant simple template. Any creatures within 5 feet of a plagueborn must succeed at a DC 16 Fortitude save or contract cackle fever.
没有团,为什么还要翻译规则呢?
当然是为了友情了