作者 主题: 【Bestary 2】蝰蛇藤(Viper Vine)  (阅读 8530 次)

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【Bestary 2】蝰蛇藤(Viper Vine)
« 于: 2017-02-09, 周四 11:03:33 »
蝰蛇藤(Viper Vine)

这株植物如即将出击的毒蛇一般挺立而起,茎秆上伸展出无数末端呈利爪状的巨大卷须

蝰蛇藤      CR13
XP 25600
绝对中立 大型 植物
先攻+7;感官:低光视觉,颤动感知60尺;察觉+13


防御
AC27;接触14;措手不及22(+4敏捷,+1闪避,+13天生,-1体型)
HP 190(20D8+100)
强韧+16;反射+12;意志+6
免疫:酸,植物特性
弱点:寒冷昏睡


攻击
速度 10尺
近战 噬咬+23(2D6+8/19-20附带3D6酸);4触手+21(1D6+4附带擒抱)
占据:10尺;触及10尺(触手20尺)
特殊攻击 迷醉云雾,紧勒(1D6+8)


属性
力量26,敏捷19,体质19,智力1,感知10,魅力6
BAB+15 CMB+24(擒抱+28) CMD 39(无法被绊摔)
专长:战斗反射,闪避,精通重击(噬咬),精通先攻,闪电反射,多重攻击,猛力攻击,健壮,武器专攻(噬咬),武器专攻(触手)
技能:察觉+13,隐匿+13


生态
环境 温暖的森林或沼泽
组织 单独
宝物 减半


特殊能力
迷醉云雾(Su)每日一次,蝰蛇藤可以使用一个移动动作,对周围60尺范围内放出带有花粉的透明云雾。任何吸入该云雾的生物内心都会变得平静。一旦被放出,这些云雾会持续5轮,除非被常风或强风吹散。任何在云雾范围内的生物必须每轮通过一个DC 24的意志鉴定,否则将被云雾迷惑。一旦一个生物被云雾迷惑,它将通过直线路径走向蝰蛇藤,不能进行任何其他的动作。如果该路径将导致该生物进入危险区域,如穿越火焰或掉下悬崖,该生物将在进入危险区域之前会获得第二次进行豁免鉴定的机会以终止该效果。被迷惑者在每次受到受到蝰蛇藤攻击后,都可以获得一次使用自由动作进行豁免鉴定的机会,以尝试摆脱控制。此豁免DC基于体质。
寒冷昏睡(Ex)暴露于任何寒冷效果下都会使蝰蛇藤被减速(如同法术【缓慢术】)1D4轮。

蝰蛇藤是一种贪婪的肉食性植物。它的主干是枝叶繁茂纠结的蛇状藤,其上端长着一株巨大的花。当它察觉到有合适的猎物接近使,它会将根系扎入土壤浅层,如同一条蓄势待发的毒蛇一般上部直立,同时展开它颜色鲜艳的花冠。它可以喷出一种可以使猎物头脑麻木的花粉。传闻中所说的关于某些植物拥有通过不断摇摆来吸引猎物靠近的能力,其实是这些无色无味的花粉云雾的效果。
蝰蛇藤营养的主要来源是消化其他生物,而非土壤和水分。为此它们进化出了基本的运动能力,可以通过触手一样的根须拖曳自身以在地面上移动。它们甚至拥有了基本的感知能力,不仅可以使它们分别猎物,制定战术,而且还使它们避开那些过于巨大和危险的生物。在这些植物的捕食区域内经常有着各种猎物的残骸,包括各种野生动物、倒霉的冒险者甚至临近地区的巨人。它们的尸体早已腐烂,只剩下遇害前携带的财宝散落一地。


原文
剧透 -   :
Viper Vine
Large tendrils ending in tiny claws unfurl from the central stalk of this plant, which rises like a serpent ready to strike.

Viper Vine Cr 13
XP 25,600
N Large plant
init +8; Senses low-light vision, tremorsense 60 f.; Perception +13

defense
AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural,
–1 size)
hp 190 (20d8+100)
fort +16, ref +12, Will +6
immune acid, plant traits
Weaknesses cold lethargy

Offense
Speed 10 f.
Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21
(1d6+4 plus grab)
Space 10 f.; reach 10 f. (20 f. with tentacle)
Special Attacks captivating cloud, constrict (1d6+8)

Statistics
Str 26, dex 19, Con 19, int 1, Wis 10, Cha 6
base Atk +15; CMb +24 (+28 grapple); CMd 39 (can’t be tripped)
feats Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (tentacle)
Skills Perception +13, Stealth +13

ecology
environment temperate or warm forests or swamps
Organization solitary
Treasure incidental

Special Abilities、
Captivating Cloud (Su) Once per day as a swift action, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 24 Will saving throw each round or become captivated. Once a creature becomes captivated, it takes no actions save to approach the viper vine via the most direct
route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A victim that is attacked by the viper vine gets a new saving throw as a free action during each of the vine’s attacks to overcome the effect. This is a mind-affecting effect. The save DC is Constitution-based.

Cold Lethargy (ex) Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.

A voracious, f lesh-eating carnivore, the viper vine has a single enormous bloom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. While stories speaking of the plant’s ability to lure prey into its clutches by virtue of its swaying motion persist, this effect is in fact created by this invisible, odorless pollen cloud.
Since viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, they have developed rudimentary locomotion and are able to drag themselves along the ground with their tentacle-like root system. They even possess a form of rudimentary sentience, allowing them to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous looking. The area around the hunting grounds of these predators is often strewn with the remains of victims, and it is not unusual to find the rotting corpses of wild animals, illfated adventurers, and even giants in their immediate vicinity, along with a scattering of incidental treasure left behind by the plant’s victims.
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