作者 主题: SA里出现的杂项相关翻译  (阅读 23696 次)

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SA里出现的杂项相关翻译
« 于: 2019-04-18, 周四 21:49:21 »
 :em008 随手自翻,怕错所以先丢在这里吧
« 上次编辑: 2019-04-18, 周四 23:42:03 由 雾音 »
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【Bestiary 4】活化园艺灌木(Living Topiary)
« 回帖 #1 于: 2019-04-18, 周四 21:56:05 »
活化园艺灌木(Living Topiary)
这具灌木被修剪成大象的形状,四肢乃至象牙一应俱全。

活化园艺灌木 CR4
XP 1200
绝对中立 中等体型植物
先攻+6;感官 黑暗视觉60尺,昏暗视觉,察觉+6
 

  防御

AC  16,接触12, 措手不及14 (+2敏捷, +4天防)
hp  42 (5d8+20)
强韧+10,反射+3, 意志+1
DR  5/挥砍;免疫 植物特性
弱点 火焰易伤
 

  攻击

速度 30尺
近战 2挥击+6 (1d6+4)
类法术能力 (CL 5; 专注+4)
任意-行踪无迹
3次/天-灌木穿行
 

  数据

力量17,敏捷14,体质19,智力6,感知10,魅力9
BAB+3; CMB+6; CMD 18 (22对抗绊摔)
专长 强韧加强,精通先攻,猛力攻击
技能 脱逃+10,察觉+6,隐匿+9 (+15在树丛中);种族加值 +8脱逃, +2隐匿(+8在树丛中)
语言 通用语, 木族语 (不能说)
SQ  同化, 穿灌木, 重塑形体
 

  生态

生态
环境 任何陆地
组织 单独, 花园 (2-4), 或丛林 (5-7)
财产 无
 

  特殊能力

同化Assimilate (Ex):以一个整轮动作,活化园艺灌木可以同化它触碰到的灌木丛或类似灌木丛的植物。它每轮可以同化5立方尺的植物并恢复1d8血量。如果活化园艺灌木没有受到伤害,那么该能力无效。
灌木穿行Hedge Stride(Sp):该能力如同融身入林,但作用对象从树木改为了园艺灌木或树篱,活化园艺灌木可以此传送到1500尺内拥有相似植被的区域。
穿篱步Move through Hedges(Ex):活化园艺灌木可以穿过大量荆棘或其他植物密集生长的区域而不受到惩罚。但在回合开始前和回合结束后都必须离开这片区域。
塑造形象Sculpt Shape(Ex):以一个标准动作,活化园艺灌木可以将自己塑造成任何生物的基本形态。但这种变化仅是外观上的变化,不会改变其大小,赋予任何特殊能力,又或是改变其原有的能力。

活化园艺灌木既是植物也是动物,它们在不动的时候就像是平时装饰于花园和树丛中的园艺,但是他们的动物天性和冷淡的举止能让人明白它们远非普通的装饰品。
一些研究认为这些活化园艺灌木来自精类的世界第一世界,因为在那里棘石是有着动物形态的植物也不足为奇。活化园艺灌木一直在寻求能满足它们的基本要求的生活区域:能有足够的植物以供吸收,使它们可以变得更大。
实际上活化园艺灌木非常娇弱,虽然它们可以通过不断抽发新苗以存活数十年之久。虽然它们并不会孤身前行,但有时候人们偶然会在没有灌木或水的地方发现它们孤单的身形,比如辽阔的荒原或沙漠。在这种情况下,活化园艺灌木会在数天内因缺水而变得干瘪而枯黄。
活化园艺灌木可以是数尺高的灌木也可以是高耸的树篱。活化园艺灌木平均高约4尺,重200lb。



剧透 -   :
Living Topiary
Living Topiary
This lumberinlJ topiary has the roufJh shape of an elephant,complete with brambly limbs and tusks.
Living Topiary    CR4
XP 1,200
N Medium plant
lnit  +6;  Senses  darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC  16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp  42 (Sd8+20)
Fort +10,  Ref  +3,  Will  +1
DR  5/slashing;  Immune  plant traits
Weaknesses  vulnerable to fire
OFFENSE
Speed  30 ft.
Melee  2 slams +6 (1d6+4)
Spell-Like Abilities  (CL 5th; concentration +4)
Constant-pass without trace
3/day-hedge stride
STATISTICS
Str  17,  Dex  14,  Con  19,  Int  6,  Wis  10,  Cha  9
Base Atk  +3;  CMB  +6;  CMD  18 (22 vs. trip)
Feats  Great Fortitude, Improved Initiative, Power Attack
Skills  Escape Artist +10, Perception +6, Stealth +9 (+15 in undergrowth);  Racial Modifiers  +8 Escape Artist, +2 Stealth (+8 in undergrowth)
Languages  Common, Sylvan (can't speak any language)
SQ  assimilate, move through hedges, sculpt shape
ECOLOGY
Environment  any land
Organization  solitary, garden (2-4), or boscage (5-7)
Treasure  none
SPECIAL ABILITIES
Assimilate (Ex)  As a full-round action, a living topiary can consume undergrowth or bushy plant matter it's currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time.If the topiary is at maximum hit points, this ability has no effect.
Hedge Stride (Sp)  This ability functions as tree stride, but rather than allowing for teleportation from tree to tree, it permits the living topiary to teleport from one area of brush or hedges to another area of similar vegetation within 1,500 feet.
Move through Hedges (Ex)  A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass.
Sculpt Shape (Ex)  As a standard action, a living topiary can alter itself to take on the basic form of any creature. The change is purely cosmetic, and does not change its size,grant it any special powers, or alter its abilities.
Part plant and part beast, living topiaries are moving flora that look like decorative lawn ornaments used to adorn gardens and groves, though their bestial nature and aloof demeanor prove they are far from mere decorations.
Some theorize that the living topiaries originally came from the primal land offey, where odd phenomena such as animal-shaped flora are not unheard of. Living topiaries wander the lands to fulfill their single purpose:searching for more plants to consume, which enables them to grow ever larger.
Though somewhat delicate, living topiaries can thrive for decades by constantly refreshing their bodies with new plant matter. Though living topiaries will not willingly go to such places on their own, sometimes one accidentally finds itself in an area void of adequate additional
shrubbery or water, like a vast plain or desert. In such situations, an individual deprived of nutrients quickly dries out and shrivels over the course of several days.
Living topiaries range in height from shrubs only a couple feet off the ground to towering hedges. The average specimen is about 4 feet tall and weighs 200 pounds.
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【Bestiary 4】创建真菌生物 CREATlNG A FUNGAL CREATURE
« 回帖 #2 于: 2019-04-18, 周四 23:40:57 »
创建真菌生物  CREATlNG A FUNGAL CREATURE
“真菌生物”是一个遗传模板,可以添加到任何容易受到体质伤害的活物上(以下简称基础生物)真菌生物除原基础生物的数据和特殊能力外,还会获得以下能力。

CR 基础生物+1
种类 生物类型变为植物(增强亚种)不重新计算基础职业等级HD,BAB,豁免和技能点。
感官 真菌生物获得60尺黑暗视觉。
AC 真菌生物身上的真菌使他们额外获得2点天防。
HD 种族HD变为D8,职业HD不变。
特殊防御:除植物特性外,真菌生物还免疫疾病。
速度 真菌生物比基础生物的数据减缓10尺(最低速度为5尺)
攻击 真菌生物保留所有天生武器,人造武器和对武器的熟悉程度。如果没有天武,真菌生物会获得根据与其体型相符伤害骰的挥击。

特殊攻击 真菌生物获得以下能力。
制造衍体Create Spawn(EX)被真菌生物的毒孢子云造成的体质伤害杀死的生物会在24后转化为真菌衍体。植物滋长法术可将转化时间减半,植物凋零会使转化时间翻倍。枯萎术可以灭杀真菌并阻止尸体的转化,但移除疾病对此毫无作用。一旦一个生物完全转化为真菌衍体,其寄生的尸体就会被摧毁。
真菌衍体会获得真菌生物模板,但不会获得基础生物的职业等级和记忆。如果基础生物只有一或少于一的种族HD且拥有职业等级,使用一级战士作为其基础生物模板。真菌衍体具有自由意志并知晓一切基础所需的知识(包括语言)以便使用它的能力及生存。虽然不会效忠于创造他的真菌生物,但他可以辨认出其他真菌生物。
毒孢子云Poison Spore Cloud(EX)一天一次,真菌生物可以向周遭15尺范围区域释放令人窒息的孢子云,这些孢子会在空气中飘荡10轮。这是吸入类毒素。任何处于孢子云中需要呼吸的生物都需要通过一个强韧检定否则将吸入孢子。持续留在孢子云区域内的生物需要持续进行强韧豁免。若处于来自不同真菌生物的孢子云的重叠区域需分开进行豁免检定。
真菌孢子:吸入类毒素;强韧DC 10+1/2真菌HD+真菌生物体质修正值;发作频率 1/rd. for 6 rds;效果 1d2体质伤害伴随1分钟的疲乏;治癒 2save
毒血Poisonous Blood(EX)真菌生物的血肉是为吞入类毒素。任何对真菌生物进行啮咬攻击,活吞或以其他方式摄入其一部分血肉的生物必须通过一个强韧检定否则将受到毒素的折磨。
一个真菌生物可以将自己的血做成吞入类毒素。但其血液会散发出难闻的气味因此只要有智商的生物就不会吃被污染过的事物,除非气味被彻底伪装(DC15的专业[厨师]检定)真菌生活必须对自身造成至少1点的伤害以抽取鲜血(或切下一块肉)获得一剂毒药,毒性会保持24小时,除非在这期间注入新的真菌血液。
真菌生物的血肉:吞入类毒素;强韧DC 10+1/2真菌HD+真菌生物体质修正值;发作频率 1/rd. for 6 rds;效果 1力量伤害,1敏捷伤害且反胃1分钟;治癒 2save

特殊特性:真菌生物获得以下特性。
真菌代谢Funggal Metabolism(EX)真菌生物需要呼吸,但不需要常规方式的进食和睡眠。
恢复Rejuvenation(EX)真菌生物可以通过接触潮湿的天然土壤获取养分,但频率和回复量如同普通人进行休息睡眠一般。只要与天然土壤接触,休息的真菌生物就会回复生命值,这视作一次卧床休息和长期护理(每天可回复每HD4点HP)在恢复期间真菌生物可进行轻微活动,但任何剧烈活动(战斗,奔跑或施法)都会阻止他回复HP。真菌生物不会从卧床休息中获得HP回复。
能力:力量+4,敏捷-2(最低为1),体质+4
语言:如果真菌生物可以说话,那么除了基础生物掌握的语言他还可以说木族语。


剧透 -   :
CREATlNG A FUNGAL CREATURE
"Fungal creature" is an inherited template that can be added to any corporeal, living creature susceptible to Constitution damage  ( referred to hereafter as the base creature ) . A fungal creature uses all the base creature's statistics and special abilities except as noted here.
CR:  Same as the base creature +i.
Type:  The creature's type changes to plant  ( augmented ) .Do not recalculate base class Hit Dice, BAB, saves, or skill points.
Senses:  A fungal creature gains darkvision 60 feet.
Armor Class:  The fungal growths that appear on a fungal creature's body increase the base creature's natural armor bonus by 2.
Hit Dice:  Change all racial Hit Dice to d8s. Class Hit Dice are unaffected.
Defensive Abilities:  A fungal creature gains immunity to disease in addition to all of the standard plant traits.
Speed:  Each of a fungal creature's speeds decreases by 10 feet from those of the base creature  ( minimum 5 feet ) .
Attacks:  A fungal creature retains all the natural weapons,manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature has no other natural attacks, the fungal creature gains a slam attack that deals damage based on the fungal creature's size.
Special Attacks:  A fungal creature gains the following.
Create Spawn (Ex):  A creature killed by Constitution damage from a fungal creature's poison spore cloud transforms into a fungal spawn over a period of 24 hours. A  plant JJrowth  spell halves the transformation time, and a  diminish plants  spell doubles it. A   blight  spell destroys the fungal spores and prevents the corpse's transformation, but spells that remove disease are ineffective against the growing spores. Once a creature fully transforms into a fungal spawn, the corpse from which it grew is destroyed.
A fungal spawn gains the fungal creature template, but it loses all class levels and memories of the base creature from which it was spawned. If the base creature has l or fewer racial Hit Dice and normally has class levels, use a ist-level warrior version of it as the base creature. The fungal spawn awakens as a free-willed being that knows all it needs to know (including language) in order to use its abilities and survive. Although it bears no allegiance to the fungal creature that created it, the new fungal creature immediately recognizes other fungal creatures as its own kind.
Poison Spore Cloud (Ex):  Once per day, a fungal creature can release a choking cloud of spores in a is-foot-radius spread that lingers in the air for io rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects.Multiple spore clouds from multiple fungal creatures require multiple saves from any creature in where the clouds overlap.
FunJJal Spores:  Poison-inhaled;  save  Fort DC io  +i/2 the fungal creature's racial Hit Dice  +  the fungal creature's Con modifier;  frequency i/round for 6 rounds;effe ct  id2 Con damage and  fatigued for minute; cure 2 saves.
Poisonous Blood (Ex): A fungal creature's blood and flesh are ingested poisons. Any creature that makes a bite attack against a fungal creature, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
A fungal creature can drain its own blood to procure an ingested poison that functions as described above.However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC is Profession [cook] check). The fungal creature must deal at least i point of damage to itself to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
Fungal Blood or Flesh:  Poison-ingested;  save  Fort DC io  +  i/2 the fungal creature's racial Hit Dice  +  the fungal creature's Con modifier;Jrequency 1/minute for 6 minutes;effect  1 Str damage, i Dex damage, and nauseated for 1 minute; cure 2 saves.
Special Qualities:  A fungal creature gains the following.
Funggal Metabolism (Ex):  Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Rejuvenation (Ex):  A fungal creature gains all the sustenance it requires from contact with moist natural earth, but it must rejuvenate itself as often and for as long as humans need sleep. As long as it is in contact with moist natural earth, a resting fungal creature regains hit points as though it were undergoing complete bed rest and long term care  ( 4  hit points per Hit Die for each day of rest). The fungal creature can engage in light activity during rejuvenation, but any strenuous activity (like fighting, running, or casting a spell) prevents it from regaining hit points for that day. Complete bed rest doesn't increase the amount of healing a fungal creature gains from rejuvenation.
Abilities:  Str  +4,  Dex-2 (minimum  i ) ,  Con  +4.
Languages:  If a fungal creature is able to speak, it gains the ability to speak Sylvan in addition to any other languages the base creature knows.
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幻梦境位面特性 DREAMLANDS PLANAR TRAITS
« 回帖 #3 于: 2019-04-18, 周四 23:46:14 »
幻梦境位面特性
幻梦境是梦界的一个相对稳定的区域,其与其他未免不同,有着自己的特性。虽然不同地区可能有着更加独特的特色,但以下是幻梦境普遍的特性。
普通重力:幻梦境的重力与物质位面相似的。
流动时间:虽然幻梦境大多数地方的时间都是正常流动的,但在某些地区的时间流动会变得很奇怪。比如在Celephais时间是静止的。当然这也取决于入梦者是肉身入梦还是只是神游。肉身进入幻梦境的人经历的时间是如同正常流逝的,而神游幻梦境的人会发现有时候他们在梦中已经度过了好几年,而现实世界中却不过睡了几小时。
有限形态:作为梦界的一部分,幻梦境的形状与大小都是有限的。
神力及魔法可塑:那些具有神力或法术力量的知识渊博的智者可以使用他们的力量将这片国度按他们的心意进行塑造。无论是拥有神力的生物还是法术高超的入梦者都可以改变幻梦境的景观。
轻微混乱阵营:所有秩序阵营的生物在幻梦境进行基于魅力的检定时都会收到-2的环境罚值。
剧透 -  引用:
DREAMLANDS PLANAR TRAITS
The Dreamlands is a stable region of the Dimension
of Dreams, and it has its own traits that differ from
those of the rest of the plane. Various regions of the
Dreamlands can have their own unique planar traits;
however, the following traits are the most pervasive
throughout the Dreamlands.
Normal Gravity: Gravity in the Dreamlands is similar
to that on the Material Plane.
Flowing Time: In most places in the Dreamlands,
time appears to flow normally, though in some areas,
time does strange things. For example, in Celephais time
stands still. The effects of time also vary depending on
whether the dreamer is in the Dreamlands physically
or in his lucid body. Someone in the Dreamlands in
his physical form ages normally and experiences time
normally, but a dreamer in a lucid body can spend years
in the Dreamlands while he sleeps for only a few hours
in the waking world.
Finite Shape: As a portion of the Dimension of
Dreams, the Dreamlands has a finite shape and size.
Divinely and Magically Morphic: Who or what
powers can transform the realm to their whims is beyond
the knowledge of the most erudite sages. Divine beings
and powerful dreamers alike can alter the landscape of
the Dreamlands.
Mildly Chaotic-Aligned: Creatures who have a
lawful alignment take a –2 circumstance penalty on all
Charisma-based checks attempted in the Dreamlands.
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【Bestiary 4】创建阴影生物CREATlNG A SHADOW CREATURE
« 回帖 #4 于: 2019-05-11, 周六 16:22:50 »
创建阴影生物CREATlNG A SHADOW CREATURE
“阴影生物”是一种可遗传模板,可以添加到任何生物身上。除下述能力外,阴影生物保留基底生物的数值和能力。
CR 基底生物+1
阵营 任意(一般非善良)
类型 基底生物转化为异界生物且获得增强亚种,这不影响BAB,豁免及技能等
感官 基底生物感官附加60尺黑暗视觉和昏暗视觉
特殊防御 阴影生物随HD增长获得相应的DR和寒冷及电抗力,详见下
HD     抗力 寒冷和电       DR
1-4        5                            -
5-10     10                        5/魔法
11+      15                       10/魔法
融身入影(Su)在除强光外的任何照明情况下,阴影生物都能将自身融入阴影进入隐匿状态(20%失手率)阴影生物可以以自由动作中止或开启此能力。
法术抗力(Ex)阴影生获得等于基底生物的CR+6的法术抗力。
剧透 -   :
CREATlNG A SHADOW CREATURE
"Shadow creature" is an inherited template that can be
added to any living creature, referred to hereafter as the
base creature. A shadow creature retains all the base
creature's statistics and abilities except as noted here.
Challenge Rating:  Same as the base creature +i.
Alignment:  Any (usually nongood).
Type:  The base creature's type changes to outsider, and
it gains the augmented subtype. Do not recalculate BAB,
saves, or skill ranks.
Senses:  As the base creature plus darkvision 60 feet
and low-light vision.
Defensive Abilities:  A shadow creature gains DR and
resistance to cold and electricity based on its Hit Dice, as
noted on the following table.
Hit Dice  Resist Cold and Electricity
1-4  5
5-10  10
11 +  15
DR
5/magic
10/magic
Shadow Blend (Su):  In any illumination other than bright
light, a shadow creature blends into the shadows, giving
it concealment  (20%  miss chance). A shadow creature can
suspend or resume this ability as a free action.
Spell Resistance (Ex):  A shadow creature gains spell
resistance equal to the base creature's CR +  6.
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【Bestiary 4】创建阴影领主CREATlNG A SHADOW LORD
« 回帖 #5 于: 2019-05-11, 周六 16:23:42 »
创建阴影领主CREATlNG A SHADOW LORD
“阴影领主”是一个获得性模板,可以添加到任何5HD及以上的阴影生物上(下称基底生物)大部分阴影领主最初都是人形生物。除下述能力外,阴影生物保留基底生物的数值和能力。
CR 基底生物+2
阵营 任意邪恶
类型 基底生物转化为异界生物且获得增强亚种,这不影响BAB,豁免及技能等
感官 获得看透黑暗能力
AC 同基底生物(附带虚体位移的AC)
特殊防御 阴影领主获得以下特殊防御能力
能量抗力与DR(Su)阴影领主随HD增长获得DR与寒冷及电抗力,详见下表,这取代了阴影生物模板附带的能量抗力与DR。
 HD     抗力 寒冷和电     DR
5-10            15             10/魔法
11-15          20             15/魔法
16+             30             20/魔法
虚体位移(Su)阴影领主保持移动时获得虚体亚种及能力,包括等同魅力调整值的偏斜护甲加值。但在停止移动时将失去虚体亚种能力与偏斜护甲加值。
攻击 阴影领主获得近战接触攻击,造成1d6伤害(通过强韧豁免无效)豁免DC=10+1/2阴影领主HD+魅力调整值。重击时额外造成1点体质伤害(通过强韧豁免无效)
特殊攻击 阴影领主获得以下特殊攻击能力,除非另有说明,否则豁免DC=10+1/2阴影领主HD+魅力调整值。
阴影爆发(Su)每天三次,阴影领主可以释放一道范围30尺的锥形令人腻烦的阴影。若未通过强韧检定,被击中的生物将视作受到缓慢术影响(CL等于阴影领主HD)并在这段时间内陷入目盲状态。
类法术能力 阴影领主获得以下法术能力,CL等于阴影领主HD。
任意-恶心射线
3次/天-幽影咒法术,暗影步
1次/天-高等幽影咒法术(若阴影领主具有11或以上HD)行影术
使用幽影咒法术或高等幽影咒法术召唤的生物将具有天界或炼狱模板而非阴影生物模板。
SQ 阴影领主获得以下SQ
位面削弱(Su)每天一次,以一个整轮动作阴影领主可以削弱主位面与阴影位面间的屏障,使生物更容易在这两地穿行。这视作异界之门的位面旅行能力(CL等于阴影领主HD)但在正常和强光光照下该能力会立刻被消除。
属性 敏捷+4,魅力+4
技能 阴影领主在隐匿上获得+8种族加值
剧透 -   :
CREATlNG A SHADOW LORD
"Shadow lord" is an acquired template that can be added
to any shadow creature with  5  or more Hit Dice (referred
to hereafter as the base creature). Most shadow lords were
originally humanoids. A shadow lord retains all the base
creature's statistics and abilities  ( including those granted
by the shadow creature template )  except as noted here.
Challenge Rating:  Same as the base creature +2.
Alignment:  Any evil.
Senses:  A shadow lord gains the see in darkness ability.
Armor Class:  Same as the base creature  ( see also the
incorporeal step ability ) .
Defensive Abilities:  A shadow lord gains the following
defensive abilities.
Ener!Jy Resistance and Dama!Je Reduction (Su):  A shadow
lord gains damage reduction and resistance to cold and
electricity based on its Hit Dice, as noted on the table
below. This replaces the energy resistance and damage
reduction granted by the shadow creature template.
Hit Dice  Resist Cold and Electricity  DR
5-10  15  10/magic
11-15  20  15/magic
16+  30  20/magic
Incorporeal Step (Su):  When a shadow lord moves, it
gains the incorporeal subtype and quality, including a
deflection bonus to AC equal to its Charisma bonus. It
loses the incorporeal subtype and special ability when it
stops moving.
Attacks:  A shadow lord gains a melee
touch attack that deals id6 points of
damage  ( Fortitude negates ) . The save
DC is equal to 10 + 1/2 the shadow
lord's Hit Dice + the shadow
lord's Charisma modifier. On
a critical hit, the shadow lord's
touch attack also deals i point
of Constitution damage  ( also
negated by the saving throw ) .
Special Attacks:  A shadow lord gains
the following special attacks. Their
saving throw DCs for these attacks
are equal to io + i/2 the shadow
lord's Hit Dice + the shadow
lord's  Charisma  modifier,
unless otherwise noted.
Cloyin!J Gloom Blast (Su):  Three
times per day, the shadow lord
can unleash a 30-foot cone
of cloying gloom. On a failed
Fortitude saving throw, creatures
in the cone are affected by a  slow
spell  ( caster level equal to the
shadow lord's Hit Dice )  and
are blinded for the duration
of the  slow  effect.
Spell-Like Abilities:  A shadow lord gains the following
spell-like abilities, with a caster level equal to its Hit
Dice: at will -ray of sickenin!JUM; 3/day-shadow conjuration,
shadow stepuM; 1/day-IJreater shadow conjuration ( if the
shadow lord has  11  or more Hit Dice ) ,  shadow walk.
A creature created with  shadow conjuration  or  IJreater
shadow conjuration  that would normally have a celestial
or fiendish template  ( such as a bear )  instead gains the
shadow creature template.
Special Qualities:  A shadow lord gains the following
special quality.
Planar Thinnin!J (Su):  Once per day as a full-round
action, a shadow lord can thin the barriers between the
Material Plane and Shadow Plane, making it considerably
easier for creatures to cross between the two. This
functions like the planar travel aspect of the  IJate  spell
( caster level equal to the shadow lord's Hit Dice ) . This
planar thinning is immediately dispelled ifin an area of
normal or bright light.
Ability Scores:  Dex +4, Cha +4.
Skills:  A shadow lord gains a +8 racial bonus on all
Stealth checks.
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【Bestiary 4】人面树(Jinmenju)
« 回帖 #6 于: 2019-06-01, 周六 21:49:39 »
人面树(Jinmenju)
这棵大树四周散发着嗡嗡声,其病态的枝干上结的果子如同人头一般。
人面树 CR11
XP 12800
绝对中立 大型植物
先攻+3;感官 全域视野,盲感60尺,昏暗视觉,察觉+17
灵光 不安噪声(30尺,DC18)
 

  防御

AC  25,接触7, 措手不及25 (-1敏捷,+18天防,-2体型)
hp  149(13d8+91 意志+1
强韧+14,反射+5,意志+5
免疫 植物特性,毒素
 

  攻击

速度 10尺
近战 啃咬+15(2d6+8/19-20)2挥击+16(1d8+8)
占据 15尺;触及 15尺
特殊攻击 旖旎人头果;醉人恶臭
类法术能力 (CL 13;专注+15)
任意-共享记忆(55尺内某生物面向人面树1轮,DC14)
3次/天-塑声术(DC15)咆哮术(DC16)
 

  数据

力量27,敏捷8,体质22,智力7,感知12,魅力15
BAB+9;CMB+19;CMD 28
专长 战斗反射,精通重击(啃咬)精通先攻,闪电反射,突刺,顽强,武器专攻(挥击)
技能 察觉+17
语言 通用语,
 

  生态

生态
环境 温带丘陵或山脉
组织 单独
财产 incidenta
 

  特殊能力

旖旎人头果Enticing Head-Fruits(Su):任何接近人面树5尺内的生物若未通过DC22的意志豁免,将不由自主地伸手摘果实并将其吃掉。这是一种影响心灵的胁迫效果。通过豁免的生物在接下来的24小时将不再受影响。豁免DC基于体质。吃下后会受到一下影响。
人头果毒素:摄入人头果;强韧豁免DC22;频率 1/rd. for 6 rds;效果 1d3感知伤害并困惑1轮;治愈 连续豁免成功两次。豁免DC基于体质。
醉人恶臭Intoxicating Stench(Su):每日一次,人面树可以以一个迅捷动作使果实散发出60尺范围异常甜腻的气息,持续6轮。每一轮都需要过一个DC22的意志检定,否则将被迷魂。被迷魂的生物会直直地走向人面树。如果进入危险区域或被人面树攻击,被迷魂的生物可以再过一次豁免。这是影响心灵效果。豁免DC基于体质。
不安噪声Unsettling Drone(Su):人面树会持续发出低沉的嗡嗡响声,使听到的人感到不安。进入30尺范围内的人需要通过DC18的意志豁免,否则在离开范围后1d4轮都会战栗。通过豁免的生物可以24小时内不再受到这一影响。豁免DC基于魅力。

人面树生长于远离文明的丘陵地区,且以接近的事物为食。它们十分狡猾,会使用气味和魔法引诱猎物。



剧透 -   :
Jinmenju
A low hum surrounds this hu13e, 13narled tree. The rotten fruits
that han13from its sickly branches look va13uely like human heads.
XP 12,800
N Huge plant
lnit  +3;  Senses  all-around vision, blindsense 60 ft., low-light
vision; Perception +17
Aura  unsettling drone (30 ft., DC 18)
DEFENSE
AC  2S, touch 7, flat-footed 2S (-1 Dex, +18 natural, -2 size)
hp  149 (13d8+91)
Fort  +14,  Ref  +S,  Will  +S
Immune  plant traits, poison
OFFENSE
Speed  10 ft.
Melee  bite +1S (2d6+8/19-20), 2 slams +16 (1d8+8)
Space  1 S ft.;  Reach  1 S ft.
Special Attacks  enticing head-fruits, intoxicating stench
Spell-Like Abilities  (CL 13th; concentration + 1 S)
At will-share memaryuM (with a range of SS feet, targeting
the jinmenju and 1 creature in range, DC 14)
3/day-sculpt sound (DC 1S), shout (DC 16)
STATISTICS
Str  27,  Dex  8,  Con  22,  Int  7,  Wis  12,  Cha  1S
Base Atk  +9;  CMB  +19;  CMD  28
Feats  Combat Reflexes, Improved Critical (bite),
Improved Initiative, Lightning Reflexes, Lunge,
Toughness, Weapon Focus (slam)
Skills  Perception +17
Languages  Common
ECOLOGY
Environment  temperate hills or mountains
Organization  solitary
Treasure  incidental
SPECIAL ABILITIES
Enticing Head-Fruits (Su)
Any creature that begins
its turn within S feet of a
jinmenju must succeed
at a DC 22 Will save or be
magically compelled to
immediately grab a head­
fruit and eat it. This is a
mind-affecting compulsion effect.
A creature that successfully saves is immune
to that jinmenju's enticing head-fruits for 24
hours. The save DC is Constitution­
based. Anyone who takes a bite
out of one suffers from the
following effect.
Head-Fruit Poison: Head-fruit-ingested; save Fort DC 22;
frequency 1/round for 6 rounds; effect 1d3 Wisdom damage
and confused for 1 round; cure 2 consecutive saves. The save
DC is Constitution-based.
Intoxicating Stench (Su)  Once per day as a swift action, a
jinmenju can cause its fruits to emit an unnaturally sweet
aroma in a 60-foot spread for 6 rounds. All creatures within
the area must succeed at a DC 22 Will save each round or be
captivated. A captivated creature takes no actions except to
approach the jinmenju via the most direct route possible. If this
path leads it into a dangerous area or the jinmenju attacks it,
the captivated creature receives a new saving throw. This is a
mind-affecting effect. The save DC is Constitution-based.
Unsettling Drone (Su)  A jinmenju emits a low, persistent hum
that unnerves living creatures that hear it. Those within 30 feet
of it must succeed at a DC 18 Will save or become shaken until
they leave the affected area and for 1d4 rounds thereafter. A
creature that successfully saves is immune to that jinmenju's
unsettling drone for 24 hours. The save DC is Charisma-based.
Jinmenjus are trees that grow in hilly regions far from
civilized lands, and prey on those who
come too close. They are
remarkably intelligent and
crafty, and use both
scent and magical compulsion to lure prey.
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Advanced Bestiary;dream creature
« 回帖 #7 于: 2019-06-18, 周二 07:03:13 »
梦境生物 dream creature
梦境生物是那些生物入睡的时候苏醒,而生物醒来时便会休息的生物。他们可以在梦境中将自己编织到世界之中,并且在肉体沉睡时神游而去。
只有那些陷入昏迷状态的生物才会成为梦境生物。重伤,失去理智或因怪物或毒药对心智造成的伤害都可以导致昏迷,但梦境生物只有在肉体沉睡时才可以移动。在肉身醒来后他的意识会存乎于深层梦境与现实之间。
梦境生物很难集中注意力,所以他们经常发愣。不过若他们可以学会将现实与梦境的力量融会贯通他们的心灵将会变得晶莹通透,这种改变甚至反应在他们的面容上。因为梦境诡异多变的思维模式,梦境生物都趋于混乱,但除了他们的能力与注意力不集中外几乎毫无共同点。
剧透 -   :
dream creature
Dream creatures are beings that dream in their waking
moments and bring sleep to creatures that would
otherwise be awake. They have the power to weave
dreams into the world about them and to travel out of
their bodies when sleeping.
Only a creature in a comatose slumber can become a
dream creature. A grave injury, complete loss of reason,
or an intellect damaged by a monster or poison might
be the cause of the coma, but the comatose creature
always moves in its sleep during the transformation to a
dream creature. When it awakens, its consciousness lies
somewhere between slumberous thought and reality.
Dream  creatures  often  appear  distracted,  and
daydreaming is common. When they use their power to
merge the waking and dreaming worlds, however, their
minds gain a crystal clarity and focus that is reflected on
their countenance. Guided by the strange and mutable
thought patterns of dreamers, dream creatures are chaotic
by nature, but other than their powers and distracted
demeanors, they have little in common with each other.

创建梦境生物 creating a dream creature
梦境生物是一个获得性模板,可以添加到任何睡着的,或是魅力、智力和感知都低于3的生物(下称基础生物)除下述能力外梦境生物使用基础生物的所有数据及能力。
CR 基础生物+1
种类 梦境生物获得混乱子类
阵营 任何混乱
感官 基础感官加昏暗视觉
特殊防御 DR/5 寒铁,免疫 虚假幻觉,五官幻觉及心灵幻觉法术
弱点 梦境生物获得以下弱点
嗜睡(Ex)梦境生物在对抗睡眠效果的豁免上获得-2罚值。此外计算睡眠类法术效果的数量及HD时视为比实际HD数少2。如果基础生物免疫睡眠效果,则失去该能力。
特殊攻击 梦境生物保留基础生物原有的特殊攻击并额外获得下述能力。
梦幻法术(Su)梦境生物在施展虚假幻觉,五官幻觉及心灵幻觉法术时视作施法者等级+2。该能力可叠加,如一个梦境生物施展同时具有虚假幻觉及五官幻觉描述符的法术时视作施法者等级+4。
松懈视线(Su)梦境生物20尺范围内的任何生物都需要通过意志豁免否则将在察觉检定上获得-5罚值,对抗睡眠效果法术上获得-2罚值。只要还在范围内每轮都需要重新投掷豁免结果,直到失败或是离开区域。梦境生物可以以自由动作压制或开启该能力。这是凝视效果,DC基于魅力。
入梦曲(Su)以一个整轮动作梦境生物可以唱出一首让附近生物入睡的摇篮曲。任何100尺范围内听到声音的生物需要通过意志豁免(DC=梦境生物的表演(歌唱)检定)否则将会沉睡梦境生物HD的轮数。通过豁免的生物在接下来2小时不会再受其影响。入梦曲无法影响其他梦幻生物。入梦曲是音波,影响心灵的睡眠效果。
醒梦(Su)以一个标准动作,梦境生物可以使自己100尺范围内的区域变得朦胧飘忽,这使他可以穿过物体,甚至是主物质位面的边界。你很难以距离或其速度判断所在的区域,因为他会变得忽明忽暗难觅其踪,而且各种颜色会糅合在一起。只要处在这片区域内所有生物的攻击,检定和豁免都会受到-4罚值。即使是在区域外的生物对区域内的生物做什么也同样需要承受-4的罚值。这是一种幻觉(虚假幻觉)效果,如果免疫幻觉的话该生物将不受影响。施加了真知术或类似效果的生物也将不受影响。梦境生物不受醒梦影响
属性 感知+2,魅力+4
技能 表演(歌唱)视作梦境生物的本职技能
SQ 梦境生物保留基础生物的所有特殊能力外还会获得以下能力
梦境穿梭(Su)每天一次,梦境生物在入睡后可以在梦境维度穿梭。该能力视作幻化灵体,但梦境生物是脱离于肉体行动。只要肉体没有醒来都可以继续使用,梦境生物是在梦境维度穿梭而非以太位面。
任何时候梦境生物都可以在肉体入睡后穿梭于梦境之中。这个时候他的肉身将如同幻化灵体效果一般变得飘渺起来。此时的梦境生物可以自由在梦境维度移动,以灵体的形式在各处随意飘荡。但如果沉睡的肉身受到伤害,有害的咒语或效果,又或是因巨大的噪音或剧烈的动作而被唤醒,那么将解除沉睡状态,肉身将会带着梦境生物所经历的知识醒来,如果梦境生物离开了梦境维度(无论是出于自己的意志还是被迫)或是“死亡”(无论是受重伤还是某些法术效果)也会导致相同的结果。施加与沉睡中的肉身的增益法术也会体现在梦境生物身上,但是对梦境生物施加的负面状态不会影响到他们的肉身,而且在被唤醒后也不会继续生效。如果梦境生物通过某些方式进入主物质位面,它将会消失,而沉睡的肉体将会苏醒。

剧透 -   :
creating a dream creature
creating a
dream creature
“Dream” is an acquired template that can be added to any
creature that sleeps and whose Charisma, Intelligence,
and Wisdom scores are each at least 3 (referred to
hereafter as the base creature). A dream creature uses all
the base creature’s statistics and special abilities except as
noted here.
C Hallenge r ating : Same as base creature +1.
t yPe : The base creature gains the chaotic subtype.
a lignment : Any chaotic.
s enses : The base creature gains low-light vision.
d efensive a Bilities : A dream creature gains DR 5/cold
iron and is immune to figment, glamer, and pattern spells.
w eaknesses : A dream creature gains the following
weakness:
Sleep Vulnerability (Ex): A dream creature takes a -2
penalty on saves against sleep effects. Furthermore,
it counts as a creature with 2 fewer Hit Dice than it
actually possesses for the purpose of determining the
number and HD of creatures a sleep spell can affect.
If the base creature is immune to sleep effects, it loses
that ability.
s PeCial a ttaCks : The dream creature retains all the base
creature’s special attacks and gains those described here.
Dream Spellcasting (Su): A dream creature’s effective
caster level for figment, glamer, and pattern spells
increases by +2 over that of the base creature. This
ability is cumulative, e.g., a dream creature casting a
spell that is both a figment and glamer casts it at a
+4 caster level.
Lulling Gaze (Su): Any creature within 20 feet
must succeed on a Will save or take a –5 penalty on
Perception checks and a –2 penalty on Will saves
against sleep effects for as long as it remains within
range. A new save is required each round until the
creature either fails or is no longer within range. A
dream creature can suppress or resume this ability
as a free action. This is a gaze effect. The save DC is
Charisma-based.
Sleep Song (Su): As a full-round action, a dream
creature can sing a lullaby that puts nearby creatures
to sleep. Any creature within 100 feet of the dream
creature that can hear its song must succeed on a Will
save (DC equals the dream creature’s Perform [sing]
check result), or fall asleep as though affected by a
sleep spell for a number of rounds equal to the dream
creature’s total Hit Dice. A creature that successfully
saves cannot be affected by the same dream creature’s
sleep song again for 24 hours. Dream creatures are
immune to their own and other dream creatures’
sleep songs. Sleep song is a sonic, mind-affecting
sleep effect.
Waking Dreams (Su): At will as a standard action, a
dream creature can cause the area within 100 feet of
its position to become hazy and dreamlike at will.
This effect penetrates solid objects and even crosses
the boundary with the Ethereal Plane. Distances
and speeds in the affected area become hard to
judge. Bright areas seem dark, and dark areas appear
to have some hazy illumination. Colors blend into
one another in strange and unpredictable ways, and
creatures seem to take on the features of objects or
other creatures. Every creature in the affected area
takes a –4 penalty on all attack rolls, checks, and saves
as long as it remains in the area. A creature outside
the area taking any action that would affect creatures
within or on the other side of the area also takes a
–4 penalty on any associated roll or check. Waking
dreams is an illusion (figment) effect with no save,
but creatures that are immune to illusion effects are
immune to this effect. True seeing and similar effects
allow a creature to act in the affected area without
taking the penalty. Dream creatures are immune to
the penalties caused by their own waking dreams and
those of other dream creatures.
a Bilities : Wis +2, Cha +4.
s kills : Perform (sing) is a class skill for a dream creature.
s PeCial Q ualities : A dream creature retains all the
special abilities of the base creature and gains those
described here.
Dream Travel (Su): Once per day, a dream creature
can go to sleep and travel about in the realm of
dreams. This ability works like the ethereal jaunt spell,
except that the dream creature leaves its material
body behind. It can remain in dream form so long
as its body sleeps, and the dream creature travels
through the realm of dreams instead of the Ethereal
Plane.
At any point in time, the dream creature may go to
sleep with the intent of traveling in dreams. When it
does so, a dream version of it like the ethereal form
resulting from an ethereal jaunt spell rises from its
sleeping body. This version of the dream creature can
then travel about the dream realm, roaming material
areas like an ethereal creature, and act as it wills. If its
sleeping body takes damage, is subjected to a harmful
spell or effect, or is awakened by a loud noise or
vigorous motion, the dream form vanishes, and the
dream creature awakens with the knowledge of what
its dream-self experienced. The same result occurs if
the dream form leaves the dream realm (by its own
will or by force), or “dies” (either from damage or
from some magical effect). Beneficial spell effects
cast on the body of the sleeping dream creature
benefit its dream form as well, but negative effects
that affect the dream form do not affect the sleeping
body of the dream creature, nor do they affect the
dream creature after it has awakened. If the dream
form would become material through some action
or effect, it vanishes, and the sleeping dream creature
awakens.
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碧菌毒蜈Cytillipede(Bestiary 5 65)
« 回帖 #8 于: 2019-10-05, 周六 21:26:34 »
碧菌毒蜈Cytillipede
这条蜈蚣状的生物背上长满了青紫色的菌类。在其尖牙之上不断滴落粘稠的毒液。
碧菌毒蜈 CR6
XP 2400
绝对中立 大型魔法兽
先攻+5;感官 黑暗视觉60尺,察觉+11
 

  防御

AC21,接触10,措手不及20(+1敏捷+11天防-1体型)
Hp 76(8d10+32) 强韧+10,反射+7,意志+2
免疫 影响心灵效果;SR 17
 

  攻击

速度 40尺,攀爬 40尺
占据 10尺,触及 10尺
近战 啮咬+14(2d6+9附加毒素)
特殊攻击 毒蜈闪光,毒素
 

  数据

力量23,敏捷13,体质18,智力6,感知10,魅力2
BAB+8,CMB+15,CMD26(免疫摔绊)
专长 能力专攻(毒蜈闪光)精通先攻,猛力攻击,武器专攻(啮咬)
技能 攀爬+21,察觉+11;种族加值 +4察觉


  生态

生态
环境 任何地底
组织 单独,成对,成群(3-6)
财产 无
 

  特殊能力

毒蜈闪光Cytillesh Flash(SU)每天一次,毒蜈可以使背部的真菌发出明亮的蓝光,为半径20尺范围提供明亮光源,接下来这片区域的光照等级会提升一个等级(视作4环的光亮法术)40尺范围内的生物需要过一个DC22的意志豁免。在20尺范围内的生物如果豁免检定失败将会被困惑1d2轮。豁免DC基于体质,包含+2种族加值。
毒素(EX)啮咬—伤口;强韧豁免DC20;1/rd. for 6 rds;效果 1d3敏捷伤害,晕眩兼记忆空白法术效果;治愈 一次豁免成功。豁免DC基于体质,包含+2种族加值。

长期以来,德洛人一直在使用炼金术与魔法研究如何增强其他生物。虽然大部分情况并没有达到他们的理想情况,但偶尔也会有一些可以用得上的产品。不过即使成功研发出技术,德洛人也很少能找到驯服这些强大生物的方法。
碧菌毒蜈就是其成功作品之一。德洛人炼金术师让一些白化蜈蚣只食用碧幻菌。在经过了数年后,在碧幻菌的影响下产生了一个新的物种,德洛人将其称为碧菌毒蜈。
这些蜈蚣长着灰白色的甲,碧幻菌生长在其背部,使其散发着令人毛骨悚然的青紫色光芒。由于长期受到辐射,所以在露天情况下他很容易被发现。大部分时候德洛人会将碧菌毒蜈作为部落的坐骑或者看守。
战斗时毒蜈会冲向对手进行啮咬,注入毒素使其陷入晕眩状态,然后让敌人在丧失记忆的恍惚中慢慢死去。碧菌毒蜈一般只有在被包围时才会使用毒蜈闪光。其骑手也可以通过训练命令他们使用该能力。由于长期接触碧菌毒蜈,所以德洛人不会受到碧菌毒蜈的技能影响,而且会借机一同攻击敌人。
碧菌毒蜈常用于德洛人巡逻用的坐骑。一般的碧菌毒蜈长10尺,高3.5尺,重约600lb。



剧透 -   :
Cytillipede
This segmented creature has a chitinous body covered in patches of
glowing, purple fungus. Syrupy venom drips from its mandibles.
CYTILLIPEDE  CR 6
XP 2,400
N Large magical beast
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +2
Immune mind-affecting effects; SR 17
OFFENSE
Speed 40 ft., climb 40 ft.
Space 10 ft.; Reach 5 ft.
Melee bite +14 (2d6+9 plus poison)
Special Attacks cytillesh flash, poison
STATISTICS
Str 23, Dex 13, Con 18, Int 6, Wis 10, Cha 2
Base Atk +8; CMB +15; CMD 26 (can’t be tripped)
Feats Ability Focus (cytillesh flash), Improved Initiative, Power
Attack, Weapon Focus (bite)
Skills Climb +21, Perception +11; Racial Modifiers +4 Perception
ECOLOGY
Environment any underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Cytillesh Flash (Su) Once per day, a
cytillipede can cause the cytillesh patches
that grow along its body to release a
bright flash of blue light that provides
bright light in a 20-foot radius and
raises the light level by one step for
the next 20 feet (treat this ability
as a 4th-level light spell).
Creatures within the 40-foot
area of effect must succeed at a
DC 22 Will save. Those within the
20-foot area of bright light that fail
are stunned for 1d4 rounds. Creatures
within the next 20 feet that fail are
instead confused for 1d2 rounds. The
save DC is Constitution-based and
includes a +2 racial bonus.
Poison (Ex) Bite—injury; save Fort DC 20;
frequency 1/round for 6 rounds; effect 1d3
Dex, dazed, and the effects of memory
lapse APG ; cure 1 save. The save
DC is Constitution-based and
includes a +2 racial bonus.
Derros have long used other creatures in their experiments
with alchemical and magical augmentation. For the most
part, these experiments don’t have the results the derros
had in mind, and can be considered qualified successes
at best. However, on rare occasions derros actually get it
right and come up with a powerful and obedient creature
they can train and use.
The cytillipede arose from one of those rare triumphs.
Derro alchemists adapted the diet of a species of albino
centipede to eat nothing but cytillesh fungus. After these
centipedes had endured years of exposure to the fungus
and certain magical augmentations, the result was an
entirely new species that the derros named the cytillipede.
A cytillipede has a gray segmented body covered in
chitin. Patches of cytillesh fungus grow along its back,
giving the creature an eerie blue glow. Because of its
constant radiance, a cytillipede in the open is fairly easy
to spot. Most of the time, a cytillipede is encountered in
the company of derros, who use their creations as mounts
or to guard their lairs.
In combat, a cytillipede simply rushes at its opponent
and makes bite attacks, relying on its cytillesh venom
to stun its enemies so it can bite them repeatedly while
they deal with the disorientation of sudden short-term
memory loss. A cytillipede normally uses its cytillesh
flash ability only when it has been seriously wounded or
threatened by multiple opponents. A trained cytillipede
can also be commanded to use this ability by its rider.
Because of their long exposure to cytillesh, derros
are unaffected by the cytillesh-based attacks of
cytillipedes, and delight in directing them
against their foes.
Cytillipedes are most often encountered
as part of a derro patrol around a
derro lair, usually as mounts.
A typical cytillipede is a
little over 10 feet long and
3-1/2 feet high, and weighs
about 600 pounds.
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【Bestiary 4】dorvae (想不到叫什么好啦)
« 回帖 #9 于: 2019-10-05, 周六 22:23:22 »
dorvae
这头噩梦般的爬虫生物背上长着一双布满纹路的皮翼。
dorvae CR11
XP 12800(Bestiary 4 62)
中立邪恶 中等体型 异界生物(邪恶)
先攻+5;感官 黑暗视觉60尺,看破隐形,察觉+24
 

  防御

AC24,接触16,措手不及18(+5敏捷+1闪避+8天防)
hp 123(13d10+52) 强韧+8,反射+13,意志+10
DR 10/善良;免疫 影响心灵效果,毒素;SR 22
 

  攻击

速度 30尺,飞行 60尺(良好)
近战 2挥击+18(3d8+4/19-20附加攫抓)
特殊攻击 扭动之蛇
类法术能力(CL11;专注+14)
常驻—看破隐形
任意—侦测思想(DC15)
3次/天—降咒(DC17)任意门
1次/天—弱智术(DC18)次等指使术(DC17)
 

  数据

力量18,敏捷21,体质18,智力17,感知14,魅力17
BAB+13,CMB+20(攫抓+24)CMD33
专长 灵活战技,闪避,飞越攻击,精通重击(挥击)灵活移动,技能专攻(察觉)武器专攻(挥击)
技能 特技+21,唬骗+19,交涉+13,飞行+18,威吓+16,知识(位面,宗教)+19,察觉+24,察言观色+18,隐匿+21
语言 深渊语,天界语,通用语,炼狱语,心电感应50尺


  生态

生态
环境 任何(邪恶位面)
组织 单独
财产 标准
 

  特殊能力

特殊能力
扭动之蛇Writhing Snakes(EX)当dorvae攫抓住敌人后,身上的蛇会缠上敌人并咬向他。这会造成2d8穿刺伤害并附加毒素。
dorvae毒素:扭动之蛇—伤口;强韧豁免DC20;1/rd. for 12rds;效果 1d4感知伤害,初次豁免检定失败后的24小时内将更容易受到dorvae的次等指使术影响。治愈 三次豁免成功。豁免DC基于体质。

这是一种与众不同的精类。他们只相信自己,无论对方多么强大多么聪明都永远不会认其为主。他相信多元宇宙中的其他生命都是为了满足他们残暴的欢愉而存在的。他们残忍,自私,抠门,各自都在追求这他们黑暗的欲望,永远不会对其他生物感到怜悯或者考虑这么做的后果。他们惯于操纵他人,可以的话他们会制造唯命是从的奴隶来实施他们的计划。
许多dorvae参与到邪恶位面生物的权力斗争中,但也有一部分会进入物质位面玩弄他人。他们一般会寻找原始部落,自称为代表复仇与愤怒的神祗。也有部分会潜入大都市之中,伪装成他国的邪教神秘领袖或犯罪首脑。



剧透 -   :
Two pairs of stretched and veiny leather win9s adorn the back of
this shrouded reptilian ni9htmare.
IH1HW·1
XP 12,800
NE Medium outsider (evil)
lnit  +5;  Senses  darkvision 60 ft.,  see invisibility;  Perception +24
DEFENSE
AC  24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp  123 (13d10+52)
Fort  +8,  Ref  + 13,  Will  + 1  O
DR  10/good;  Immune  mind-affecting effects, poison;  SR  22
OFFENSE
Speed  30 ft., fly 60 ft. (good)
Melee  2 claws +18 (3d8+4/19-20 plus grab)
Special Attacks  writhing snakes
Spell-Like Abilities  (CL 11th; concentration +14)
Constant- see invisibility
At will- detect thoughts  (DC 15)
3/day-bestow curse  (DC 17),  dimension door
1/day-feeblemind  (DC 18),  lesser geos  (DC 17)
STATISTICS
Str  18,  Dex  21,  Con  18,  Int  17,  Wis  14,  Cha  17
Base Atk  +13;  CMB  +20 (+24 grapple);  CMD  33
Feats  Agile Maneuvers, Dodge, Flyby Attack, Improved
Critical (claw), Mobility, Skill Focus
(Perception), Weapon Focus (claw)
Skills  Acrobatics +21, Bluff +19,
Diplomacy +13, Fly +18,
Intimidate +16, Knowledge
(planes) +19, Knowledge
Motive +18, Stealth +21
Languages  Abyssal, Celestial,
Common, Infernal; telepathy 50 ft.
ECOLOGY
Environment  any (evil planes)
Organization  solitary
Treasure  standard
SPECIAL ABILITIES
Writhing Snakes  ( Ex ) :  When
a dorvae succeeds at a
grapple check against an
opponent, the serpents of
its body writhe around
the grappled foe, biting
wherever they can gain
purchase. This deals 2d8
points of piercing damage, and
the grappled foe is subject to the
dorvae's supernatural poison.
Oorvoe Poison (Su)  Writhing snakes-injury;  save  DC 20;
frequency  1/round for 12 rounds;  effect  1d4 Wis and on
the first failed save the target is susceptible to the dorvae's
lesser geos  no matter its Hit Dice for 24 hours.  Cure  3 saves.
The save DC is Constitution-based.
The dorvaes are a race of fiends standing apart from all
others. Each dorvae prides itself on owing no allegiance to
anything but itself, and is never willing to suffer a master
no matter how powerful or intelligent that creature may
be. Dorvaes believe all other creatures in the universe
live solely to entertain the dorvaes' perverse pleasures.
Cruel, selfish, and calculating, each dorvae pursues its
own dark agenda and desires without guilt, empathy
for its playthings, or even consideration of the possible
consequences. Master manipulators, dorvaes would
rather stand back and create unquestioning minions to
champion their schemes.
Many dorvaes meddle in the politics and power plays of
evil planar beings, but a number of these fiends ply their
manipulations on the Material Plane. Often they seek out
primitive humanoid tribes, which they lead like vengeful
and angry gods. Others look for cosmopolitan centers
to manipulate, often masquerading as the mysterious
leaders of foreign cults, or as the masterminds of
criminal societies.
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