作者 主题: 【Bestiary 5】幽灵龙(Wyrmwraith)  (阅读 11443 次)

副标题: 如果译名重复请提醒一下—这个还是很符合我印象里的幽灵龙的。

离线 墨叶

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【Bestiary 5】幽灵龙(Wyrmwraith)
« 于: 2017-06-12, 周一 20:23:22 »
幽灵龙Wyrmwraith
这头骨质巨龙的身躯犹如幽魂一般飘忽不定。它早已褪去了龙族的高贵气质,转而携带着无穷无尽的亵渎和憎恨。

幽灵龙 挑战等级17
XP 102,400
混乱邪恶 巨型不死生物(虚体)
先攻+16; 感官 60尺黑暗视觉, 生命感知; 察觉+38
灵光 反自然灵光

防御

防御等级31, 接触31, 措手不及18 (+6偏斜, +12敏捷, +1闪避, +6亵渎, -4体型)
HP252 (24d8+144)
强韧+14, 反射+20, 意志+19
防御能力 引导抗力+4, 虚体, 转移正能量;
免疫 不死生物特性
弱点 日光虚弱

攻击

速度 飞行80尺(完美)
近战 衰亡之噬+27 (4d6附加吸能术), 2污秽之爪+27 (2d8附加驱散圣力divine dispelling), 2 灵魂翼击+24 (2d6), 灵魂尾拍+24 (2d8)
占据20尺; 触及15尺. (衰亡之噬是20尺)
特殊攻击 喷吐武器(60尺锥形吐息, 20d6负能量伤害和1个负向等级, 反射豁免DC 22,成功伤害减半 , 每隔1d4轮可用), 创造衍体, 灵质转化, 吸能术(2级, DC 28)
类法术能力(施法者等级24; 专注+30)
随意使用—操纵死尸, 命令不死生物(DC 18), 亵渎术, 侦测不死生物, 防护善良
5次/天—唤起死灵, 操控死灵(DC 23), 邪居术, 邪影击(DC 20)
3次/天—唤起高等死灵, 死亡一指(DC 23), 力竭波
1次/天—吸能术(DC 25), 缚魂术(DC 25)

数据

力量—, 敏捷34, 体质—, 智力20, 感知21, 魅力22
BAB+18; CMB+34; CMD 57 (61对绊摔)
专长 特技专家, 闪避, 飞越攻击, 盘旋, 精通先攻, 多重攻击, 瞬发类法术能力(死亡一指), 技能专攻(威吓), 技能专攻(察觉), 隐秘, 武器专攻(衰亡之噬), 武器专攻(污秽之爪)
技能 杂技+40, 逃脱术+14, 飞行+45, 威吓+39, 知识(奥术)+20, 知识(位面)+17, 知识(宗教)+32, 察觉+38, 察言观色+32, 潜行+31, 生存+29
语言 深渊语, 通用语, 龙语, 精灵语, 地狱语
特殊 相位移动

生态


环境 任何
组织 独居或是团伙(1头幽灵龙附加2-4惧栗缚灵)
财宝 双倍

特殊能力

创造衍体(Su)任何被幽灵龙杀死的类人生物都会在1d4轮后转化为惧栗缚灵。惧栗缚灵会一直处于幽灵龙的控制下,并且不会继承生前的能力。

驱散圣力(Su)当幽灵龙用它的双爪攻击一个生物时,这名生物会被施加一次强力驱散魔法(施法者等级20),这项能力只会解除神术效果。

灵质转化(Su)幽灵龙可以穿越灵质迷纱暂时将自身转换为物理形态。通过一个迅捷动作,幽灵龙可以在1d4轮里转换为实体,并且可以通过一个自由动作回归虚体。当灵质形态的持续时间结束,幽灵龙在1d4轮内无法再次使用这个能力。当幽灵龙处于灵质形态时,它会失去所有虚体能力但会获得+16天生护甲,伤害减免15/—,与敏捷属性一样的力量属性和相位移动能力。
对范例幽灵龙来说,它在灵质形态下的数据是
防御等级41,
近战 噬咬+27(4d6+18附加吸能术),2爪抓+27(2d8+12附加驱散圣力),2翼击+24(2d6+6),尾拍+24(2d8+18)。

相位移动(Su)处于灵质形态下的幽灵龙可以以一半的速度穿越墙体和物质障碍。这项能力从它穿越障碍时启用,越过障碍后才能停止。幽灵龙不能依靠这个能力穿过活体生物。当它尝试穿过一个涂有细银液体/薄薄的银层的障碍时,它会被迫在相位位面中停滞1分钟。

转移正能量(Su)每当幽灵龙成功通过一个正能量攻击的豁免检定但仍会受到伤害时,它可以将这个伤害转移给120尺内它所控制的任何惧栗缚灵衍体;但幽灵龙仍会收到超过惧栗缚灵生命值的伤害。即使幽灵龙没有可以转移正能量的衍体,它也可以尝试再通过一次这个正能量攻击的豁免检定将伤害再减半;它实际上只会受到1/4的伤害。



幽灵龙的诞生来源于那些极端畏惧并且拒绝接受死亡的强大龙族灵魂。它们会失去对财宝和力量的兴趣,取而代之的是对生灵的无穷憎恨。幽灵龙会极端憎恨其他龙族,认为它们的存在就是对自身的无尽嘲弄。

幽灵龙一般会待在它们生前的巢穴或是其他能避开阳光的地方;寻找新巢穴的幽灵龙会被古代遗迹,失落的墓穴或是其他与死亡有关联的地方所吸引。它所在的区域往往堆积着大量的垃圾,腐屑和骨头而非常见的金币和宝石。在某些很罕见的情况下,当幽灵龙离开它的巢穴后,冰冷空气中的恶意和怨念会本能的凝聚到一起,如同守卫一般的徘徊于附近(不知道是什么东西),并从可能的窃贼手中保护它们的居所。幽灵龙有时会在离开前特意创造出这种不死守卫。

幽灵龙会杀掉敢于靠近巢穴的敌人,并将他们唤醒为新的惧栗缚灵。它会命令所有处于支配下的不死奴仆们在附近开辟出一小块领地,并且让它们去收集任何幽灵龙认为有助于黑暗领地的物品和生物。那些被抓住的受害者们会受尽惧栗缚灵的折磨,一些不堪忍受的人会向幽灵龙寻求解脱。幽灵龙会满足他们的愿望,然后在他们死后重新将它们唤醒为强大的不死生物。

纵观历史,强大的死灵法师或是邪教都会尝试诱惑或强迫幽灵龙加入他们的邪恶同盟。但因为幽灵龙始终保有一种扭曲的龙族之傲,会不自觉的将其他生物视为低等生物,所以这种合作通常都十分短暂。除非被更强大的力量所逼迫,否则幽灵龙都会在自认为它的盟友已经没有用处后轻易的背弃联盟。

幽灵龙已经不再对财宝或是其他世俗物资保有兴趣,因此想要获得一头幽灵龙的注意变得十分困难。但通常来说,幽灵龙都会迫切寻求能改善或是强化它们不死躯壳的知识,毕竟它们对自身状态的厌恶几乎和对生灵的憎恨等同。尽管如此,畏惧死亡的它们也不敢放弃这邪恶的躯壳。

幽灵龙的存在会缓慢的污染它周围的土地和它(指土地)接触到的一切东西,它们所栖息的地域必然会导致不死生物的增加和活跃。除非幽灵龙被摧毁,否则它的方圆数英里内都会慢慢变得寸草不生。

幽灵龙是一种非常可怕的对手,它倾向于在敌人靠近前通过衰亡吐息和法术大幅削弱他们。幽灵龙会优先攻击牧师,圣骑士和其他使用神圣力量的施法者,因为它清楚这些神圣力量对自身有着极大的威胁。幽灵龙永远不会关心在战斗中死去的不死奴仆;对它来说这只是些可以随意创造的棋子。

幽灵龙看起来是有着骨质纹路,环绕着无穷憎恨的幽灵生物。无论它们曾经拥有多么庞大的体型,一头幽灵龙从头部至尾巴只会有50英尺左右。它们不再拥有肉体,因此可以带着一种死亡般的优雅,无声而省力的进行移动。虽然幽灵龙的思想方式会转化为不死者,但对于曾经以龙族的身份生存了无数世纪,甚至有些存在了恒久的幽灵龙早已拥有了更长的不死生物经历的古老灵魂来说,无尽的思考和对生灵,对自身的憎恨只会不断的折磨着它们,使其变得愈加疯狂。幽灵龙往往会变得不计后果—或是充满了自灭倾向;这会驱使它们在深夜外出袭击附近的定居点乃至整个王国——直到它们被彻底摧毁。

劇透 -   :
[/size][size=medium]Wyrmwraith CR 17
This ghostly, skeletal creature appears to once have been a dragon, but it is now something far less noble.
Bestiary 5
CE Gargantuan undead (incorporeal)
Init +16; Senses darkvision 60 ft., lifesense; Perception +38
Languages Abyssal, Common, Draconic, Elven, Infernal
Aura unnatural aura
AC 31, touch 31, flat-footed 18
(+6 deflection, +12 Dex, +1 dodge, +6 profane, -4 size)
hp 252 (24d8+144)
Fort +14, Ref +20, Will +19
Defensive Abilities channel resistance +4, incorporeal, positive energy transference; Immune undead traits
Weaknesses sunlight powerlessness
Speed fly 80 ft. (perfect)
Space 20 ft.; Reach 15 ft. (20 ft. with incorporeal bite)
Melee incorporeal bite +27 (4d6 plus energy drain) and
2 incorporeal claws +27 (2d8 plus divine dispelling) and
2 incorporeal wings +24 (2d6) and
incorporeal tail slap +24 (2d8)
Special Attacks breath weapon (60-ft. cone, 20d6 negative energy and 1 negative level, Reflex DC 22 half damage, usable every 1d4 rounds), create spawn, ectoplasmic shift, energy drain (2 levels, DC 28)
Base Atk +18; CMB +34; CMD 57 (61 vs. trip)
Spell-Like Abilities (CL 24th; concentration +30)
   At will—animate dead, command undead (DC 18), desecrate, detect undead, protection from good
   5/day—create undead, control undead (DC 23), unhallow, unholy blight (DC 20)
   3/day—create greater undead, quickened finger of death (DC 23), waves of exhaustion
   1/day—energy drain (DC 25), soul bind (DC 25)
Abilities Str —, Dex 34, Con —, Int 20, Wis 21, Cha 22
Feats Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, Multiattack, Quicken Spell-Like Ability (finger of death), Skill Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon Focus (incorporeal bite), Weapon Focus (incorporeal claw)
Skills Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge (religion) +32, Perception +38, Sense Motive +32, Stealth +31, Survival +29
SQ phase lurch
Environment any
Organization solitary or cadre (1 plus 2-4 dread wraiths)
Treasure double
XP 102,400
Create Spawn (Su) Any humanoids slain by a wyrmwraith become dread wraiths (Pathfinder RPG Bestiary 281) in 1d4 rounds. Spawn are under the command of the wyrmwraith that created them and remain enslaved until its death, at which point they become free-willed dread wraiths. They don't possess any of the abilities they had in life.
Divine Dispelling (Su) When a wyrmwraith strikes a creature with one of its claws, that creature is also affected by a targeted greater dispel magic (CL 20th) that can dispel only divine spells.
Ectoplasmic Shift (Su) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. As a swift action, the wyrmwraith can become corporeal for 1d4 rounds. It can return to its incorporeal form as a free action. Once its ectoplasmic form's duration ends, the wyrmwraith can't assume that form again for 1d4 rounds. While in ectoplasmic form, the wyrmwraith loses the incorporeal ability (including its deflection bonus to AC) and gains a +16 natural armor bonus to AC, DR 15/—, a Strength score equal to its Dexterity score, and the phase lurch ability. The AC for a typical wyrmwraith in ectoplasmic form is 41. When in ectoplasmic form, its attacks are
Melee bite +27 (4d6+18 plus energy drain) and
2 claws +27 (2d8+12 plus divine dispelling) and
2 wings +24 (2d6+6) and
tail slap +24 (2d8+18).
Phase Lurch (Su) A wyrmwraith in ectoplasmic form can pass through walls or material obstacles. It must begin and end its turn outside whatever wall or obstacle it's moving through. It can't move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Positive Energy Transference (Su) Whenever a wyrmwraith succeeds at a saving throw to resist positive energy damage but still suffers damage, the wyrmwraith can immediately transfer that damage to any dread wraith spawn of its choice with 120 feet that it controls. The wyrmwraith takes any excess damage beyond the spawn's hit points. Even if the wyrmwraith has no spawn under its control, when it succeeds at its save against a positive energy effect that normally deals half damage on a successful save, it instead takes one quarter damage.
Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife. No longer concerned with amassing wealth and power, wyrmwraiths instead brood with an unrelenting hatred of all living things. They hate other dragons above all else, seeing the existence of those living creatures as a mockery of their own.


Wyrmwraiths typically haunt their former lairs or some other location where they can hide from the sunlight. They are drawn toward ancient ruins, forgotten catacombs, and other places associated with death. Litter, detritus and bones lie heaped in areas controlled by a wyrmwraith instead of the coins and gems. In the rare instances when a wyrmwraith is away from its den, the malice of its presence still lingers palpably in the cold air. Still displaying the draconic instinct to protect their homes from would-be thieves, wyrmwraiths will often create and leave behind undead guardians.


Wyrmwraiths slay those who venture near their lairs, surrounding themselves with their newly created dread wraiths and any other undead they can create or control, carving out small fiefdoms populated by undead servitors. They send their minions to collect anything and anyone with knowledge or power they believe can aid them in their dark endeavors. Captured individuals who please the wyrmwraith can expect to be reborn as powerful undead while those that fail wallow in eternal torment as dread wraiths.


On rare occasions throughout history, powerful necromancers or dark cults have managed to entice or coerce a wyrmwraith into an alliance. These collaborations are Fleeting, as wyrmwraiths still retain a twisted shadow of their draconic pride, seeing all other creatures as beneath them. Unless compelled to work with others, a wyrmwraith turns on its allies once they are no longer useful to it.


Finding a way to gain a wyrmwraith's attention is difficult because it is no longer interested in wealth or other mundane material possessions. Instead, wyrmwraiths seek knowledge or items to reverse or improve their undead condition. Their own loathing of what they have become is the only thing as strong as their hatred of the living. Yet, despite their predicament, they still fear ultimate death.


A wyrmwraith blights the land with its very presence, a slowly spreading stain tainting anything it touches. Undead activity inevitably increases in any area a wyrmwraith inhabits. Unless a wyrmwraith is destroyed, its territory often becomes a lifeless wasteland for miles.


Wyrmwraiths are very dangerous opponents in combat. They prefer to soften up enemies with their breath weapon and spells before closing in for melee. Wyrmwraiths target clerics, paladins, and other spellcasters wielding divine magic, both because they know divine magic possesses the greatest threat to them and because they see it as a chance to strike back against the gods for their accursed state. Wyrmwraiths care little about how many of their undead minions are destroyed in combat. They are merely pawns to the wyrmwraiths, who have the means at their disposal to create more.


Wyrmwraiths appear as skeletal, ghostly versions of their former selves, their features warped by malice. No matter the size they once possessed, wyrmwraiths measure roughly 50 ft. from snout to tail. Unencumbered by flesh, they move with a silent, effortless, and deadly grace. Even wyrmwraiths' minds become changed in undeath. Already long-lived creatures when they were dragons, some wyrmwraiths have spent an even longer time as undead. Brooding and nurturing brutal hatred for the living for so long drives these wyrmwraiths insane, causing them to become reckless—or self-destructive—and to venture out into the night to rain down destruction on a nearby settlement or even an entire kingdom, knowing that they will eventually be hunted down and destroyed.[/size]
« 上次编辑: 2017-06-12, 周一 20:25:41 由 墨叶 »

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Re: 【Bestiary 5】幽灵龙(Wyrmwraith)
« 回帖 #1 于: 2017-06-13, 周二 14:25:28 »
最强6级兵登场!

离线 Mystletainn

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Re: 【Bestiary 5】幽灵龙(Wyrmwraith)
« 回帖 #2 于: 2017-06-13, 周二 20:27:41 »
 :em032 :em032 :em032 7级老大哥,还不如小弟黑骑士~
开/跑1-20级的长团(0/1)