作者 主题: [Bestiary 6]低语仙灵Whisperer  (阅读 20828 次)

副标题: They thought that she was fast asleep/But she was dead with sorrow.

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[Bestiary 6]低语仙灵Whisperer
« 于: 2017-11-05, 周日 08:54:19 »
低语仙灵

这具散发着光亮的的形体足有二人高。在它本该是面部的地方只有一团苍白的光。

低语仙灵 CR 20
XP 307,200
中立邪恶 大型精类(跨位面,虚体)
先攻+20;感官 盲视 360呎,昏暗视觉,看透黑暗;察觉+37
灵光 低语(120呎,DC30)
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防御
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AC35,接触35,措手不及24(+9偏斜,+10敏捷,+1闪避,+6洞察,-1体型)
hp 363 (22d6+286)
强韧+20,反射+23,意志+21
防御能力 预判,虚体,重生; DR 15/寒铁;免疫 寒冷,疾病,影响心灵效果,毒素,音波;SR 31
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攻击
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速度 飞行100呎(完美)
近战 6 雾须+20接触(3d10/19–20外加诅咒创伤)
占据10呎;触及20呎
特殊攻击 强取牲祭,囚俘诅咒
类法术能力(施法者等级20;专注+29)
随意施展—活化植物,巨树之锤UM,操纵水位,操纵天气,支配动物(DC22),托梦术,同游灵界,高等解除魔法,梦魇(DC24),心灵遥控(DC24),木遁术,触发型暗示术ACG(DC23),御风而行
3次/天—问道自然,瞬发困惑术(DC23),瞬发高等解除魔法,自然之吻HA(DC25)
1次/天—地震术,反重力,旋风术(DC27),许愿术(仅限用于模拟7级或以下的德鲁伊法术)
数据
力量—,敏捷31,体质36,智力24,感知23,魅力29
基础攻击+11;CMB +22; CMD 48(无法摔绊)
专长 战斗施法,战斗反射,闪避,飞越攻击,精通重击(接触),精通先攻,钢铁意志,灵活移动,瞬发类法术能力(困惑术,高等解除魔法),技能专攻(察觉)
技能 唬骗+34,解除装置+32,飞行+41,知识 (奥术,位面,宗教)+29,知识(地理,自然)+32,察觉+37,察言观色+31,法术辨识+29,潜行+31,生存+28
语言 邪灵语,木族语;心灵感应300呎
SQ 原初仙境,无可料想
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生态
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环境 任何荒野
组织 单独
财宝 双倍
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特殊能力
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预判Anticipation (Ex):低语仙灵的感知调整值能加至先攻检定,以及作为洞察加值加至防御等级上。
低语灵气Aura of Whispers (Su):在低语仙灵120呎内,其原初仙境的效果明显加快,因此,原初仙境内的生物需要每轮而非每日进行意志检定以抵抗其效果。
强取牲祭Compel Sacrifice (Su):当低语仙灵对一个受到原初仙境影响的生物发动触发型暗示术(Triggered suggestion)时,它可以在对生物植入一个令其自毁的暗示,譬如“你下次和你的至亲至爱之人说话时,你会告诉他们你已经找到了比他们更值得珍爱之物,再投入最近的水体中溺死自己”。
诅咒创伤Cursed Wound (Su):低语仙灵用雾须造成的伤害无视所有伤害减免和硬度,但是对于物体伤害减半。雾须的伤害无法自然痊愈。若要使用魔法医疗收到此种伤害生物,则必须通过一个DC31的施法者等级检定,否则这次医疗对于受伤的生物将毫无效果。雾须是主要天生武器,它们的接触攻击造成的伤口坑坑洼洼,尽管很深却不出血,
囚俘诅咒Inescapable Curse (Su):每天一次,低语仙灵能将它的意识集中在在120呎内的一个智慧生物(即一个智力在3或以上的活物)身上,对其施下一个强大的诅咒。目标能够通过一次DC30的意志豁免抵抗诅咒的效果。如果豁免成功,则目标在24小时内免疫该低语仙灵的囚俘诅咒。假如目标豁免失败,她将会逐渐沉湎于低语仙灵的原初仙境,不愿离开。假如该生物被迫离开原初仙境,则会获得恶心(sickened)状态,而且当该生物下次入眠时,会从原处消失,重新返回到低语仙灵最初对她下咒的地点,如同高等传送术(Greater teleport)。这是一个诅咒效果。豁免DC基于魅力。
原初仙境Primeval Landscape (Su) :当一名低语仙灵降临于主物质位面后,它能够在荒野之中花费24小时,占据一片直径10哩的区域。这一区域将化为它的原初仙境。在低语仙灵的原初仙境之中,用生存(Survival)技能寻找方向或者避免迷失的DC增加20。用于导向的预言系法术,譬如寻找捷径(Find the path),须通过一个DC31的施法者等级检定才能生效,否则结果将被歪曲,直接将探索者诱入低语仙灵的怀中。低语仙灵的原初仙境总是处在至高凶宅 (Grand perilous demesne curse, Pathfinder RPG Horror Adventures 144)的效果之下,如同低语仙灵施展了超级诅咒地形(supreme curse terrainHA)一般,然而单次危险遭遇的CR总和限制为18及以下,而非15及以下,而单个危险的CR限制为17及以下,而非14及以下。假如一个危险被击败了,低语仙灵可以在24小时之后自动更换该危险。原初仙境能够用移除诅咒(Remove curse)或者类似的方式(DC30)消除,详见受诅土地(Cursed lands)内容(Horror Adventures 143)。
任何进入原初仙境的生物都会开始受愈发逼真的致狂幻觉所扰。一旦一个生物在这片区域内度过24小时,以及此后每在该区域内24小时,都必须进行一个DC30的意志豁免抵抗原初仙境逐步加深的影响。每次豁免失败,该生物都会在下列进度列表之中进一步。施展高等复原术(Greater restoration)或者心智手术(Psychic surgeryOA)能让一个生物退回上一步。奇迹术和许愿术能消除所有累积的效果。每在原初仙境之外度过24小时,一个生物也将在进度表中退一步。取决于GM,低语仙灵可以选择不影响某些生物,或者在某一步停止他们的情况恶化。原初仙境不是一个影响心灵的效果,但是无心智的生物以及智力为2或以下的生物不受这些效果影响。豁免DC基于魅力。
第一次豁免:所有事物都显得充满了古怪。原本平凡的事件和物体都显出不详的模样,令人不安。目标获得恶心状态。
第二次豁免:地域似乎开始浮动变形,声音则被扭曲,成了不成腔调的嘲弄模仿,或者被诡异的低语盖过。除了恶心以外,受影响的生物只能以半速移动,且其他生物对其视为具有掩蔽(Concealment)。
第三次豁免:目标的幻觉开始淹没真实的事件,她的感觉已经和现实基本脱节。除了之前所有豁免失败的效果之外,受影响的生物获得恍惚(staggered)状态。
第四次豁免:在苦痛和偏执之中,目标的自主功能开始失调。目标获得反胃(nauseated)状态。
第五次豁免:目标死亡。
重生Rejuvenate (Su):一个被杀死的低语仙灵将在下一个新月在其原初仙境之内再度出现。唯一阻止低语仙灵重生的方法是在它的重生生效之前除去它的原初仙境。
无可料想Unsuspected (Su):除非有明显的视觉证据,对低语仙灵的所有能力进行豁免的生物并不知道自己已经在进行豁免。在此时,GM应该暗骰玩家人物的豁免。


明宛如入侵的物种一般四处传播,所到之处无不被其毁灭、吞噬、改变、支配。然而,在荒野之中,却有着原始纯净的国度,永远不会被文明所征服。这便是低语仙灵的领土。
低语仙灵是最为超凡也是最为怪异的妖精。它们憎恨胆敢擅闯其原初仙境之物,唯一的例外是其猎物的精魂化为的不死生物,和那些天性邪恶或是在命运的残酷操纵之下堕落的妖精。这些妖精追寻着低语仙灵的国土以寻求保护,也为了享受其异景所带来的狂乱欢愉;他们往往乐于将入侵者引入低语仙灵的掌心。
就像低语仙灵本身一样,它的领域对于入侵者也充满敌意。致命的危险,无法解释的怪事,诡异的事故在原初仙境之中随处可见,更不用说还有先前入侵者所死后四处作祟。植物生物和动物凶恶会地攻击来人,即便是“平凡”的事物看起来也充满了恶意。
低语仙灵高15呎,而作为虚体生物,它们没有重量。

剧透 -   :
Whisperer
This luminous shape stands twice the height of a human. A pale light shines where its face should be.
WHISPERER CR 20
XP 307,200
NE Large fey (extraplanar, incorporeal)
Init +20; Senses blindsight 360 ft., low-light vision, see in darkness; Perception +37
Aura whispers (120 ft., DC 30)
DEFENSE
AC 35, touch 35, flat-footed 24 (+9 deflection, +10 Dex, +1 dodge, +6 insight, –1 size)
hp 363 (22d6+286)
Fort +20, Ref +23, Will +21
Defensive Abilities anticipation, incorporeal, rejuvenate; DR 15/cold iron; Immune cold, disease, mind-affecting effects, poison, sonic; SR 31
OFFENSE
Speed fly 100 ft. (perfect)
Melee 6 mist tendrils +20 touch (3d10/19–20 plus cursed wound)
Space 10 ft.; Reach 20 ft.
Special Attacks compel sacrifice, inescapable curse
Spell-Like Abilities (CL 20th; concentration +29)
At will—animate plants, arboreal hammerUM, control water, control weather, dominate animal (DC 22), dream, etherealness, greater dispel magic, nightmare (DC 24), telekinesis (DC 24), transport via plants, triggered suggestionACG (DC 23), wind walk
3/day—commune with nature, quickened confusion (DC 23), quickened greater dispel magic, green caressHA (DC 25)
1/day—earthquake, reverse gravity, whirlwind (DC 27), wish (to duplicate druid spells of 7th or lower level only)
STATISTICS
Str —, Dex 31, Con 36, Int 24, Wis 23, Cha 29
Base Atk +11; CMB +22; CMD 48 (can’t be tripped)
Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (touch), Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (confusion, greater dispel magic), Skill Focus (Perception)
Skills Bluff +34, Disable Device +32, Fly +41, Knowledge (arcana, planes, religion) +29, Knowledge (geography, nature) +32, Perception +37, Sense Motive +31, Spellcraft +29, Stealth +31, Survival +28
Languages Aklo, Sylvan; telepathy 300 ft.
SQ primeval landscape, unsuspected
ECOLOGY
Environment any wilderness
Organization solitary
Treasure double
SPECIAL ABILITIES
Anticipation (Ex) A whisperer applies its Wisdom modifier to initiative checks and as an insight bonus to its Armor Class.
Aura of Whispers (Su) Within 120 feet of a whisperer, the effects of its primeval landscape are significantly quickened. Creatures in the primeval landscape must attempt Will saves once per round to avoid its effects, rather than once per day.
Compel Sacrifice (Su) When a whisperer uses its triggered suggestion spell-like ability on a creature currently under the influence of its primeval landscape, it can implant a suggestion to perform an act of self-destruction, such as “The next time you speak to someone you love, you will instead tell them you have found something better to love and then walk into the nearest body of water and drown yourself.”
Cursed Wound (Su) Damage caused by a whisperer’s mist tendrils overcomes all damage reduction and ignores all hardness, but damage the tendrils deal to objects is halved. Mist tendril damage does not heal naturally. A character attempting to use magical healing on a creature damaged in this way must succeed at a DC 31 caster level check or the healing has no effect on the injured creature. Mist tendrils are primary natural touch attacks that create deep, bloodless, crater-shaped wounds.
Inescapable Curse (Su) Once per day, a whisperer can focus its attention on a single sentient creature (any living creature with an Intelligence score of 3 or higher) within 120 feet to plant a potent curse on the target. The victim can resist this curse with a successful DC 30 Will save. If successful, that creature is immune to that whisperer’s inescapable curse for 24 hours. If the victim fails the save, she grows increasingly obsessed with the whisperer’s primeval landscape and will not voluntarily leave this region. If forced to exit this area, the victim becomes sickened, and the next time the victim falls asleep, she vanishes and returns to the exact point where the whisperer first placed the inescapable curse upon her, as per greater teleport. This is a curse effect. The save DC is Charisma-based.
Primeval Landscape (Su) When a whisperer arrives on the Material Plane, it can spend 24 hours in a wilderness area to lay claim to a region of up to 10 miles in diameter as its territory, which then becomes its primeval landscape. While in a whisperer’s primeval landscape, the DCs of Survival checks to navigate or avoid becoming lost are increased by 20. A divination that offers guidance, such as find the path, requires a successful DC 31 caster level check as it is cast or the result is corrupted and it instead leads explorers into the whisperer’s embrace. A whisperer’s primeval landscape is always under the effects of a grand perilous demesne curse (Pathfinder RPG Horror Adventures 144), as if the whisperer had cast supreme curse terrainHA. The total CR of hazards encountered simultaneously must be 18 or lower, rather than 15, and each individual hazard is CR 17 or lower, rather than 14. If any of the hazards are defeated, the whisperer automatically replaces them 24 hours later. A primeval landscape can be removed via remove curse or similar methods (against DC 30), as detailed for all cursed lands (Horror Adventures 143).
Any creature that enters a primeval landscape begins to suffer increasingly vivid and maddening hallucinations. After spending 24 hours in the region, and again every 24 hours thereafter as long as it remains in the area, a creature can attempt a DC 30 Will save to resist being increasingly affected by the primeval landscape. Upon each failed saving throw, the creature moves one step down the following track. Casting greater restoration or psychic surgeryOA on an affected creature moves it one step up the track. Miracle or wish removes all cumulative effects. Every full 24 hours spent outside of the primeval landscape, the victim moves one step up along this track. At the GM’s discretion, the whisperer can choose to not to affect specific creatures or to stop their progression at a specific step. While the effects of a primeval landscape are not mind-affecting, mindless creatures and creatures with an Intelligence score of 2 or lower are immune to the effects. The save DC is Charisma-based.
First Failed Save: Things seem strange, and otherwise normal events or objects become ominous and unsettling. The victim gains the sickened condition.
Second Failed Save: The terrain seems to shift and warp while sounds are twisted into atonal parodies or blocked out by eerie whispering. In addition to being sickened, an affected creature moves at half speed and treats all other creatures as if they had concealment.
Third Failed Save: The subject’s hallucinations crowd out actual events, and her perception bears little relationship to reality. In addition to the effects of earlier failed saves, an affected creature is staggered.
Fourth Failed Save: The subject’s autonomic processes begin to fail as pain and paranoia take hold. The subject is nauseated.
Fifth Failed Save: The victim is slain.
Rejuvenate (Su) A whisperer that is killed reappears in its primeval landscape at the next new moon. The only way to prevent a whisperer from rejuvenating is to remove the primeval landscape effect before the whisperer’s rejuvenation.
Unsuspected (Su) A creature that attempts a save against any of a whisperer’s abilities is unaware that it has done so unless obvious visual evidence is present. Under such circumstances, the GM should roll saving throws for player characters in secret.
Civilization spreads like an invasive species, destroying and consuming, transforming and dominating. There are some realms, though—primeval and pristine tracts of wilderness—that civilization will never claim. These are the whisperers’ domains.
The whisperers are fey in the most otherworldly and alien way possible. They resent those who trespass on their primeval landscapes, the lone exceptions being the undead that rise from the spirits of their victims or those fey who, by their natures or through cruel fate, have fallen to evil. These fey seek out the whisperer’s realm, both for the protection it provides and because they find its alien presence strangely euphoric; they often delight in leading intruders into the whisperer’s grasp.
A whisperer’s domain is nearly as hostile to intruders as the whisperer itself is. Lethal hazards, unexplainable occurrences, and eerie happenings are common in a primeval landscape, as are haunts formed from previous trespassers. Plant creatures and animals attack viciously, and even “ordinary” plants seem hostile to intruders.
A whisperer is 15 feet tall and, being incorporeal, is completely weightless.

插图画者为Will O’Brien
« 上次编辑: 2017-12-25, 周一 09:29:45 由 Namárië »

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #1 于: 2017-11-05, 周日 13:09:28 »
They have kept her ever since,
Deep beneath the lake,
On a bed of flag-leaves,
Watching till she wake.

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #2 于: 2017-11-11, 周六 02:31:43 »
低语仙灵这么美好的名字是怎么和这一坨白色的无面肌肉兄贵联系在一次的...

看名字点进来以后看图,不亚于一次直面克总的心灵洗礼啊... :em032
RUA~

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #3 于: 2017-11-11, 周六 06:32:18 »
低语仙灵这么美好的名字是怎么和这一坨白色的无面肌肉兄贵联系在一次的...

看名字点进来以后看图,不亚于一次直面克总的心灵洗礼啊... :em032

 :em008 满意你看到的吗

未被妖精接触过的凡人的双眼是无法看到仙灵的美丽的,唯有尚未被凡尘污染的孩童的心才能在他的仙境中安眠 :em032

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #4 于: 2017-11-11, 周六 10:33:41 »
有点像瘦长鬼影呢 :em032
懒洋洋~

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #5 于: 2017-11-19, 周日 01:12:40 »
名字与实际形象不符, 举报了 :em021

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #6 于: 2017-11-19, 周日 01:34:58 »
仙灵女王欧娜表示不满

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #7 于: 2017-11-19, 周日 14:39:14 »
暗骰豁免美滋滋啊

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #8 于: 2017-11-20, 周一 16:33:47 »
 :em021 :em021 :em021san↓10086
开/跑1-20级的长团(0/1)

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Re: [Bestiary 6]低语仙灵Whisperer
« 回帖 #9 于: 2017-11-22, 周三 02:41:30 »
噫,这个货好强啊。这可怕的能力和防御力。