作者 主题: 【Bestiary II】光明潜伏者(Lurker in Light)  (阅读 16036 次)

副标题: 除了小小的透明翅膀以外,这长着大眼睛的类人生物酷似发光而瘦弱的精灵幼童

离线 Arcenciel

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【Bestiary II】光明潜伏者(Lurker in Light)
« 于: 2013-04-24, 周三 19:31:36 »
光明潜伏者(Lurker in Light)
除了小小的透明翅膀以外,这长着大眼睛的类人生物酷似发光而瘦弱的精灵幼童。

CR  5
XP  1600
中立邪恶 小型精类(异界)
先攻:+8  感官:低光视觉  察觉:+16

——————防御——————
AC  18(+4敏捷,+3天生,+1体型),接触15,措手不及14
HP  44(8d6+16)
豁免  4/10/9
特殊  融身入光
免疫  目盲
DR  5/寒铁

——————攻击——————
速度  30尺,飞行30尺(普通)
近战  2爪抓+9(1d3+1)或匕首+9(1d3+1/19-20附带毒素)
远程  投石+8(1d6+4)
特殊  偷袭+3d6
类法术能力(CL8;专注+11)
-随意:舞光术,闪光术(DC13),幻音术(DC13),光亮术,法师之手
-每天3次:昼明术,目盲耳聋术(DC16)

——————数据——————
力量13,敏捷18,体质15,智力14,感知16,魅力17
BAB+4  CMB+4  CMD18
专长  警觉,飞越攻击,精通先攻,武器娴熟
技能  特技+15,脱逃+15,飞行+17,知识(神秘)+10,知识(位面)+10,察觉+16,隐秘+19,生存+11
语言  通用语,邪灵语,木族语
特殊  日光门扉,用毒,仪式通道

——————生态——————
环境  任意陆地(外位面)
组织  单独、成对或小群(3-8)
宝藏  标准(匕首,其他宝藏)

——————特殊能力——————
融身入光(Su):光明潜伏者在明亮(bright)光线下隐形,如同高等隐形术一般,它们攻击时依然隐形。在阴影(shadowy illumination)之中,它不再隐形,但和其它生物一样拥有隐蔽,除非对方有黑暗视觉能力。如果它在飞行,振动的翅膀会影响此效果,使它获得部分隐蔽(20%)而非全隐蔽。

日光门扉(Sp):每天一次,光明潜伏者可以使用任意门(Dimension Door),传送自身外加50磅物品。传送的起始和终止地点都必须在明亮光照下。如果目标地点光照不足,传送会失败,但不消耗能力使用次数。

用毒(Ex):光明潜伏者通常为匕首淬上暗影精华(Shadow Essence)毒素。
-暗影精华:伤口;强韧DC17;频率每轮1次,持续6轮;初始效果1力量吸取;后续效果1d3力量伤害;治愈1次豁免

仪式通道(Su):光明潜伏者可以通过献祭类人生物打开通往主物质位面、某个元素位面或妖精王国的异界之门(Gate),用于返回故乡或召来盟友。创造此异界之门需要献祭5个生物,异界之门会保持开启1分钟。用此能力召来盟友时,通过异界之门的生物的每个HD都需要一个祭品(也即五个祭品能召来一个光明潜伏者或中型风元素,八个祭品能召来一个大型土元素,等等)。献祭不需持续,只要在持续一小时的仪式中完成所需的献祭人数,就能启动此魔法。
译注:原文如此,但光明潜伏者不是8HD的吗?五个祭品就能召?怀疑有误


光明潜伏者是恶毒的异形精类,它们为了奇怪的目的冒险进入主物质位面大肆捣乱,依照只有它们自己才能理解的逻辑来偷窃和杀人。侏儒似乎最容易成为攻击目标,这让某些人相信光明潜伏者是上古力量派来的复仇使者。它们是属于光明的生物,只有在昏暗光照下才能看见,一支摇曳的火把就能使它们彻底隐形,即使在攻击时也如此——向来把光明视同安全的文明种族对此惊骇不已。

光明潜伏者扭转了世间的常识,因为它们厌恶黑暗和潜藏其中的生物,但自身又是嗜虐而邪恶的。它们特别憎恶暗幕魔兽、矮人和阴影位面的居民,倘若时间允许,它们会生擒这些生物,将其折磨至死。

死亡的光明潜伏者在几分钟内就分解为2d6磅灰烬,这些灰烬发出微弱的塑能系灵光,在1d6天内或持续发出如蜡烛一般的冷光。这些灰烬可以如圣水一般伤害幽影(Shadow),1磅灰烬相当于1瓶圣水。

光明潜伏者有3尺高,重仅20磅。

剧透 -   :
Lurker in Light
This large-eyed humanoid looks like a glowing, emaciated elven child save for its small, transparent wings.

LURKER IN LIGHT   CR 5
XP 1,600
NE Small fey (extraplanar)
Init +8; Senses low-light vision; Perception +16
DEFENSE
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 44 (8d6+16)
Fort +4, Ref +10, Will +9
Defensive Abilities blend with light; Immune blindness DR 5/cold iron
OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee 2 claws +9 (1d3+1) or
dagger +9 (1d3+1/19–20 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +11)
At will—dancing lights, flare (DC 13), ghost sound (DC 13), light, mage hand
3/day—daylight, blindness/deafness (DC 16)
STATISTICS
Str 13, Dex 18, Con 15, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +4; CMD 18
Feats Alertness, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +17, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +16, Stealth +19, Survival +11
Languages Aklo, Common, Sylvan
SQ daylight door, poison use, ritual gate
ECOLOGY
Environment any land (extraplanar)
Organization solitary, pair, or gang (3–8)
Treasure standard (dagger, other treasure)
SPECIAL ABILITIES
Blend With Light (Su) In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its fluttering wings partially negate this effect, giving it only partial concealment (20%) rather than total concealment.
Daylight Door (Sp) Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.
Poison (Ex) Lurkers typically coat their daggers with shadow essence poison.
Shadow essence poison: Injury; save Fortitude DC 17; frequency 1/round for 6 rounds; initial effect 1 Str drain; secondary effect 1d3 Str damage; cure 1 save.
Ritual Gate (Su) By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure allies. Creating a gate for travel requires the sacrifice of five victims—the gate created remains open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the creature intended to pass through the gate (so five sacrifices can bring a lurker or a Medium air elemental, eight can bring a Large earth elemental, and so on). The sacrifices do not need to be simultaneous; as long all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches the required total.
Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies—a prospect terrifying to those civilized races that equate light with safety.

A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate darkmantles, dwarves, and creatures from the Plane of Shadow, and given the time, they enjoy torturing such creatures to death if they can capture them alive.

If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint evocation magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages shadows as if it were holy water, with a pound of dust equal to one flask of holy water.

A lurker in light is 3 feet tall, but weighs only 20 pounds.
« 上次编辑: 2013-04-24, 周三 19:35:39 由 Arcenciel »

——民以食为天,天以民为食——
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与命运为侣一道浮沉就好些吗?我觉得总比站在外面好些,虽然命运本身不是什么甜美的东西。

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Re: 【Bestiary II】光明潜伏者(Lurker in Light)
« 回帖 #1 于: 2018-08-01, 周三 09:07:14 »
我想那个能力的意思是,5个初始生物是用来开门的,召唤还要额外再献祭
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投掷 出1我就掀桌: 1d20+13=(1)+13=14

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Re: 【Bestiary II】光明潜伏者(Lurker in Light)
« 回帖 #2 于: 2019-08-31, 周六 17:58:13 »
这个能力可能是滥强之源啊,只要不怕邪恶就能招很厉害的怪物。