作者 主题: 【Bestiary 3】火童(Magmin)  (阅读 9195 次)

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【Bestiary 3】火童(Magmin)
« 于: 2018-01-26, 周五 14:26:26 »
这个火焰和岩浆构成的短小人形辐射出强热,使得身边的空气都闪闪发光。

火童 CR 3
XP 800
混乱中立 小型异界生物(元素,跨位面,火系)
先攻+0;感官 黑暗视觉60尺;察觉+7
灵光 焦灼灵光(20尺,DC14)

防御

AC 17,接触11,措手不及17(+6天防,+1体型)
hp 30(4d10+8)
强韧 +6,反射 +4,意志 +3
DR 5/魔法;免疫 元素特性,火焰
弱点 寒冷易伤

进攻

速度 30尺
近战 近战接触+7(1火焰附带燃烧)或挥击+7(1d6+3附带1火焰和燃烧)
特殊攻击 燃烧(1d6,DC14)

数据

力量15,敏捷11,体质15,智力8,感知10,魅力10
BAB +4;CMB +5;CMD 15
专长 钢铁意志,猛力攻击
技能 特技+7,攀爬+9,察觉+7,察言观色+7,隐匿+11
语言 火族语
SQ 灼热血肉

生态

环境 任意陆地(火元素位面)
组织 单独或团伙(2-8)
财宝 标准

特殊能力

灼热血肉(Heated Flesh)(Ex) 击中火童的金属武器须通过DC14的强韧豁免,否则陷入破损状态。若该金属武器第二次击中火童且未通过豁免,该武器则被摧毁。木制武器在第一次豁免失败时即被摧毁。徒手或用天生武器攻击火童会对攻击者造成1点火焰伤害。该豁免DC基于体质。

焦灼灵光(Searing Aura)(Ex) 火童周围极端高温。在距离火童20尺范围内开始回合的任何生物须通过DC14的强韧豁免,否则受到1d6点火焰伤害。该豁免DC基于体质。

    火童通常居住在火元素位面,有时,它们会通过元素裂隙来到主物质位面。这类裂隙一般出现在有极端高热的场所,例如火山内部或地下岩浆河附近,也可能出现在有不稳定的强大魔法的地方。后一种状况通常会造成更糟的结果,因为火童很容易意外点着附近的任何可燃物。
    这些小型异界生物并不勇敢,但对于那些对它们身上的高热没有抗性的生物来说,它们仍是强敌。它们的接触能点燃布料,而用钢铁击打它们就是冒让武器变成熔渣的风险。在火元素位面上,它们凭纯粹的人海战术守护家乡。在那些点缀着熔岩的池塘和喷泉的定居地里,这种生物的数量令人震惊。
    火童性格偏执而多疑,它们害怕火元素位面里体型更大的居民。它们会向闯入者抛出一大串问题:从哪来?到哪去?想对火童宝贵的岩浆池做什么?若闯入者的回答不能叫它们满意,火童会赶走这些旅者,让他们尽快离开。若拒绝离开,可能就会被它们扔进熔岩池里了。
    火童很为它们的岩浆池建设工作而骄傲。每一个岩浆池都有不同的作用,有的用来洗澡,有的用来做饭,有的则用来休闲放松。火童在不同岩浆池中加入不同的矿物质和盐类,以此来进行微调,使之各尽其职。烹饪池(外人有时叫作“杀人池”)比其他池子更为炽热,休闲池的颜色则比沐浴池稍深一些。
    成年的火童立高4尺。由于高密度,火童重达300磅。

剧透 -   :
Built of fire and magma, this short humanoid radiates intense heat that causes the air around it to shimmer.
Magmin CR 3
XP 800
CN Small outsider (elemental, extraplanar, fire)
Init +0; Senses darkvision 60 ft.; Perception +7
Aura searing aura (20 ft., DC 14)
Defense
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +3
DR 5/magic; Immune elemental traits, fire
Weaknesses vulnerable to cold
Offense
Speed 30 ft.
Melee melee touch +7 (1 fire plus burn) or slam +7 (1d6+3 plus 1 fire and burn)
Special Attacks burn (1d6, DC 14)
Statistics
Str 15, Dex 11, Con 15, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 15
Feats Iron Will, Power Attack
Skills Acrobatics +7, Climb +9, Perception +7, Sense Motive +7, Stealth +11
Languages Ignan
SQ heated flesh
Ecology
Environment any land (Plane of Fire)
Organization solitary or gang (2–8)
Treasure standard
Special Abilities
Heated Flesh (Ex) Any metal weapon striking a magmin must succeed at a DC 14 Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.

Searing Aura (Ex) A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.

While magmins populate the Plane of Fire, they sometimes slip through elemental rifts into the Material Plane. These rifts usually occur in places of searing heat, such as volcanoes or underground rivers of magma, or in places of strong, unpredictable magic. The latter scenario usually results in more problematic entrances, as magmins tend to accidently set fire to any nearby flammable objects.

Though not courageous, these small outsiders still make formidable foes against any creature without resistance to their intense heat. Their touch incinerates clothing, and creatures that strike their bodies with steel run the risk of reducing their weapons to slag. Magmins’ best defense in their homes on the Plane of Fire is in their sheer numbers. Their settlements, dotted with magma pools and leaping geysers of molten rock, teem with staggering numbers of the creatures.

Magmins are paranoid and untrusting. Always fearful of the larger denizens of the Plane of Fire, magmins harangue any interlopers with dozens of questions, asking where they are going, where they came from, and what they are doing near the magmins’ precious magma pools. If travelers’ answers are unsatisfactory, the magmins try to shuffle the creatures off as quickly as possible. Those who refuse to leave risk being thrown into a pool of liquid rock.

Magmins take great pride in the cultivation of their magma pools. Each magma pool has a different purpose, such as bathing, cooking meals, or relaxation. Magmins add minerals and salts to these pools to properly season them for their intended uses. Cooking pools (sometimes called “murder pools” by strangers) burn hotter than most others, and relaxation pools are generally darker than bathing pools.

Upon reaching adulthood, magmins stand 4 feet tall, their dense compositions giving them a weight of 300 pounds.
« 上次编辑: 2018-01-26, 周五 14:28:23 由 sovspring »

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Re: 【Bestiary 3】火童(Magmin)
« 回帖 #1 于: 2018-01-26, 周五 14:58:49 »

帮大佬补图
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Re: 【Bestiary 3】火童(Magmin)
« 回帖 #2 于: 2018-01-29, 周一 22:22:17 »
居然都是过强韧而不是反射豁免 :em012
« 上次编辑: 2018-01-29, 周一 22:24:59 由 犬良人 »

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