变形对象
沼泽之主CR 18
XP 153600
中立邪恶 大型植物
先攻 13;
感觉:黑暗视觉60英尺,翡翠视域,低光视觉,识破隐形;察觉+ 35
防御
AC 33,接触19,措手不及23( 9 敏捷,1闪避,14天生,-1体型)
HP 312(25D8+200);再生10(寒冷)
强韧+22,反射+17,意志+17
防御
防御能力:永恒;DR/魔法和挥砍;免疫火焰,植物特性;抗电30
攻击能力
速度30英尺
近战4爪 28(2D8+11 19 - 20加诅咒)
占据10英尺;触及10英尺
特殊攻击:朽木诅咒,苔藓片,黄霉爆发。
类法术能力(cl18,专注+24)
恒定:回避侦测,行动无迹,识破隐形,植物交谈
随意使用:命令植物(DC 20),惊恐术(DC 20),心灵突次VI(DC 22),木遁术,树化术
3 /天植物滋生,位移术,瞬发菌皮疫(DC 19)
1 /日控制植物(DC 24),心象囚笼(DC 25)
数据
力量 32,敏捷 28,体质26,智力27,感知25,魅力 23
基础攻击加值 18;CMB 30( 34破武);CMD 50(52 对抗破武)
专长:战斗施法,战斗反射,重击专攻,闪避,高等破武,精通重击(爪),精通先攻,精通破武,钢铁意志,灵活移动,猛力攻击,瞬发类法术能力(菌皮疫),恍惚重击
技能:攀爬+36,威吓+31,知识(奥秘,地理,自然)+33,察觉+35,察言观色+32,法术辨识+33,隐匿+33,求生+32
语言:Aklo, Common, Sylvan; speak with plants; telepathy 100 ft.
特殊能力
朽木诅咒(SU)当沼泽之主用一根爪子确认重击时,受害者必须通过DC 30的强韧豁免,否则可怕的诅咒将它的肢体转变成不动的树枝。投掷1D4以确定哪一个肢体受到影响(1右臂,2左臂,3右腿,4左腿;根据肢体更少或更多的肢体调整所需的骰子)。诅咒的肢体变硬,变得完全静止,直到诅咒解除。如果手臂受到影响,受害者的力量降低2,不能用手握住武器,也不能用手做任何事。如果受害者的腿受到影响,受害者的敏捷降低2,其基本速度降低15英尺。每次生物受到这种诅咒的影响,一个新的肢体受到影响,效果就会叠加。如果诅咒的肢体被魔法截肢和再生,只要诅咒持续,新的肢体就会再生为朽木。这是诅咒效应。豁免DC是以体质为基础的。
永恒(SU),当沼泽之主死亡时,它的身体正常分解,但在60天内再生。一个死亡的沼泽之主在冬天的时候不能再生,或者在被杀死的地上有霜或雪;在这样的条件下,它的再生被推迟到解冻。如果沼泽之主被杀的地区受到持久的冬季(通过魔法或自然条件的影响),它的再生可以无限期地延迟。即使完全摧毁沼泽之主的身体也不会阻止它最终的再生。如果施法者在DC 30施法者等级鉴定中成功,则施加于沼泽之主遗骸的阻止植物生长或使其枯萎的法术可以确保其永久死亡。在物质位面以外的任何其他位面上被杀死的沼泽之主永久死亡。在GM的同意下,隐晦的仪式也能帮助永久消灭沼泽之主。
一片苔藓(SU)每一次1d4轮作为一个移动动作,一个mosslord可以使一个90尺范围内的20平方英尺的区域复盖着一层厚厚的有毒苔藓。该地区的生物会自动纠缠和恶心,必须在DC=30的强韧豁免检定中取得成功,或每轮获得1d4点的体质伤害,直到苔藓消散或被摧毁。苔藓每5英尺的正方形有25个点,但是只能被寒冷或特别针对植物(如枯萎病)或对植物造成额外伤害(如可怕的萎蔫)的影响所破坏。否则,苔藓片在1d4 4轮后自动消失。恶心和体质伤害是毒素效果。强韧DC是以体质为基础的。
黄(曲)霉(毒素)爆发(su) 作为一种标准动作,一个mosslord可以快速地挤出一个球,并将其投掷到60英尺。在撞击后,这个膨大的球突然变成了一个异常厚而有力的黄色霉菌孢子云。这片孢子充满了10英尺的半径,模糊了视觉,就像雾云一样,影响着这个区域内所有的生物,黄色的霉菌,除了抵抗霉菌的毒作用的强韧豁免是直流30。一种从这些厚孢子中受到体质伤害的生物,也会让人感到恶心。孢子的云持续了1d4轮,之后它会自动消失。具有翡翠视域的生物可以轻松地通过这些孢子云。豁免DC基于体质。
Mosslord CR 18
XP 153,600
LE Large plant
Init +13; Senses darkvision 60 ft., greensight, low-light vision, see invisibility; Perception +35
DEFENSE
AC 33, touch 19, flat-footed 23 (+9 Dex, +1 dodge, +14 natural, –1 size)
hp 312 (25d8+200); regeneration 10 (cold)
Fort +22, Ref +17, Will +17
Defensive Abilities perennial; DR 15/magic and slashing; Immune fire, plant traits; Resist electricity 30
OFFENSE
Speed 30 ft.
Melee 4 claws +28 (2d8+11/19–20 plus curse)
Space 10 ft.; Reach 10 ft.
Special Attacks deadwood curse, sheets of moss, yellow mold blast
Spell-Like Abilities (CL 18th; concentration +24)
Constant—nondetection, pass without trace, see invisibility, speak with plants
At will—command plants (DC 20), fear (DC 20), mind thrust VI (DC 22), transport via plants, tree shape
3/day—animate plants, displacement, quickened fungal infestation (DC 19)
1/day—control plants (DC 24), microcosm (DC 25)
STATISTICS
Str 32, Dex 28, Con 26, Int 27, Wis 25, Cha 23
Base Atk +18; CMB +30 (+34 sunder); CMD 50 (52 vs. sunder)
Feats Combat Casting, Combat Reflexes, Critical Focus, Dodge, Greater Sunder, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (fungal infestation), Staggering Critical
Skills Climb +36, Intimidate +31, Knowledge (arcana, geography, nature) +33, Perception +35, Sense Motive +32, Spellcraft +33, Stealth +33, Survival +32
Languages Aklo, Common, Sylvan; speak with plants; telepathy 100 ft.
SPECIAL ABILITIES
Deadwood Curse (Su)
When a mosslord confirms a critical hit with one of its claws, the victim must succeed at a DC 30 Fortitude save or a horrid curse transforms one of its limbs into an immobile wooden branch. Roll 1d4 to determine which limb is affected (1—right arm, 2—left arm, 3—right leg, 4—left leg; adjust the die as necessary for creatures with fewer or more limbs). The cursed limb hardens and becomes entirely immobile until the curse is lifted. If an arm is affected, the victim’s Strength is reduced by 2 and it cannot wield weapons in that hand or use the hand in any way. If a victim’s leg is affected, the victim’s Dexterity is reduced by 2 and its base speed is reduced by 15 feet. Each time a creature is affected by this curse, a new limb is affected, and the effects stack. If a cursed limb is amputated and regrown via magic, the new limb regrows as deadwood as long as the curse persists. This is a curse effect. The save DC is Constitution-based.
Perennial (Su)
When a mosslord dies, its body decomposes normally but regrows in 60 days. A dead mosslord cannot regrow during winter months or when there is frost or snow on the ground where it was slain; in such a condition, its regrowth is delayed until the thaw. If the region where the mosslord was slain is affected by a lasting winter (either via magic or as a result of natural conditions), its regrowth can be delayed indefinitely. Even completely destroying a mosslord’s body won’t stop its eventual regrowth. A blight or diminish plants spell applied to a mosslord’s remains can ensure its permanent death if the caster succeeds at a DC 30 caster level check. A mosslord slain on any plane other than the Material Plane remains dead permanently. Obscure rituals can also aid in the permanent death of a mosslord, at the GM’s discretion.
Sheets of Moss (Su)
Once every 1d4 rounds as a move action, a mosslord can cover a 20-foot-square area in a thick blanket of toxic moss at a range of up to 90 feet. Living creatures in the area are automatically entangled and sickened and must succeed at a DC 30 Fortitude save or take 1d4 points of Constitution damage per round until the moss dissipates or is destroyed. The moss has 25 hit points per 5-foot square, but can only be damaged by cold or effects that specifically target plants (such as blight) or deal additional damage to plants (such as horrid wilting). Otherwise, the sheets of moss wither away automatically after 1d4+4 rounds. The sickened effect and Constitution damage are poison effects. The save DC is Constitution-based.
Yellow Mold Blast (Su)
As a standard action, a mosslord can swiftly extrude a puffball and hurl it up to 60 feet. Upon impact, the puffball bursts into an unusually thick and potent cloud of yellow mold spores. This cloud of spores fills a 10-foot-radius area, obscuring vision as if it were a fog cloud and affecting all creatures within the area with yellow mold, except the Fortitude save to resist the mold’s poisonous effects is DC 30. A creature that takes Constitution damage from these thick spores is also nauseated for 1 round. The cloud of spores persists for 1d4 rounds, after which it automatically dissipates. Creatures with greensight can see through these clouds of spores with ease. The save DC is Constitution-based.