作者 主题: 【Bestiary 5】混沌(Hundun)  (阅读 15839 次)

副标题: 客官,你是要吃板刀面还是混沌面(大误)

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【Bestiary 5】混沌(Hundun)
« 于: 2017-10-15, 周日 11:09:43 »
怪物数据及能力翻译by傻豆

混沌 Hundun
有怪人焉,高一丈,通体罩于缊袍之下,不见其面。


混沌,挑战等级21
XP 409600
混乱邪恶 大型异怪(混乱,跨位面亚种)
先攻+10;感官:盲感300尺,侦测秩序;察觉+36

防御能力

防御等级37,接触23,措手不及31(+8偏斜,+6敏捷,+14天生,-1体型)
生命值364(27d8+243)
强韧+18,反射+23,意志+21
特殊防御:熵之灵,反射闪避,负能量亲和,时空崩坏
DR15/守序和穿刺;免疫:衰老效果,寒冷,疾病,影响心灵的效果,石化,毒素;抗力:火焰30;法术抗力:32

攻击能力

速度 60尺;凌空而行
近战:徒手击打+32/+32/+27/+27/+22/+22/+17(4d8+12/19-20附加1d6负能量伤害)
占据10尺;触及10尺
特殊攻击: 混乱拳(6次/天,DC29),扫堂腿(6次/天,DC29),诡奇焦点

类法术能力(施法者等级21;专注+29)
永久——凌空而行,侦测秩序
随意施放——混沌之锤(DC22),次元门,弱能术,高等解除魔法,群体造成中伤(DC24),异界传送(DC23)
3次/天——瞬发次元门,解离术(DC24),瞬发群体造成中伤(DC24),混沌真言(DC25)
1次/天——虚空法球(Orb of the Void,DC26)UM

数据

力量34,敏捷22,体质29,智力18,感知23,魅力27
基础攻击+20;CMB+33;CMD 57
专长:混乱拳ACG,盲斗,战斗反射,次元灵巧UC,次元突袭UC,次元狂舞UC,高等盲斗APG,精通盲斗APG,精通重击(徒手击打),精通先攻,精通徒手击打,扫堂腿APG,类法术能力瞬发(次元门),类法术能力瞬发(群体造成中伤),武器专攻(徒手击打) 疾风连击+次元狂舞,时髦值就是胜利!
技能:特技动作+36,攀爬+30,逃脱术+36,威吓+38,知识(位面)+22,察觉+36,察言观色+27,辨识法术+22,潜行+32,游泳+30
语言:深渊语,邪灵语,幻蛇语(不能说任何语言);心灵感应300尺
特殊:无面,无需呼吸

生态

环境:任意(无底深渊,混沌海或负能量位面)
组织:单独,成对或一帮(3-5)
财宝:DM你看着办吧

特殊能力

熵之灵Entropic Mind(Ex):混沌的心灵是一个由纯粹混乱构成的大漩涡。混沌本身免疫任何影响心灵的效果,并且任何试图使用影响心灵的效果影响混沌的生物都会因为承受它散发的混乱反冲而承受1d4个负向等级(通过DC31的意志检定无效)。在8小时后这些负向等级会自然恢复。本能力的豁免DC基于魅力。

无面 Faceless(Ex):混沌没有眼睛和面貌,但它的皮肤能感知空间里哪怕最细微的扰动,此能力赋予它300尺的盲感感官。混沌事实上是盲目和耳聋的,因此它也免疫任何基于视觉和听觉的效果去tm的闪光尘。混沌以负能量为生,它们不需要进食,呼吸和饮水。

时空崩坏 Spacetime Shifting(Ex):现实的结构会在混沌的周围而不断重组,因为它的存在本身就会造成时空的扭曲和矛盾。任何对混沌发动的攻击都必须承受20%的失手率,并且混沌在防御等级上获得相当于它的魅力调整值的偏斜加值,在反射检定上获得相当于它的魅力调整值的种族加值。

诡奇焦点 Strange Attractor(Sp):以一个自由动作,混沌可以激活或无效化一支杖状的诡奇焦点。在它被激活以后,诡奇焦点会自行悬浮在半空中,混沌可以以一个移动动作对它进行心灵操作使其移动最多60尺距离,诡奇焦点可以离开混沌最多300尺远。如果诡奇焦点进入了一个生物存在的方格,它会立刻停下但这个生物也必须同时进行一个DC31的意志检定。如果该生物在意志检定上失败,那么它会失去意识1轮;如果该生物成功通过检定那么它则会反胃1轮。诡奇焦点的存在会使它周围的物理法则发生扭曲,将该地点的重力井变成困住周围生物的陷坑。这个效果如同一个效果被反转的法术嫌恶术:任何处于其周围60尺内的生物都必须花费一个移动动作才能抗拒诡奇焦点的吸引以尝试离开它(通过DC31的反射检定无效)。任何在诡奇检定周围60尺内开始他们的回合的守序阵营生物会自动反胃1轮(通过DC31的意志豁免检定则无效),这个反胃效果是一个影响心灵的效果。拥有混乱亚种的生物免疫所有诡奇焦点带来的效果。本能力的豁免DC基于魅力。

诡奇焦点免疫物理性质的伤害,但法术解离术,法师裂解术,或是使用一颗毁灭之球或一根否决权杖则可以影响它。诡奇焦点的接触防御等级为18(+8偏斜)并且对它的攻击如同对混沌一般拥有20%的失手率。如果诡奇焦点被破坏了蛋蛋爆了尼玛死,那么拥有它的混沌可以通过1d8小时的不被打扰的冥想重构一件。如果一个混沌被杀,那么它的诡奇焦点会自行崩坏。

徒手击打 Unarmed Strikes (Ex) :混沌的徒手击打具有4d8的伤害骰并且在穿透伤害减免时同时视为混乱,魔法和精金武器。混沌可以如同20级武僧一般使用徒手击打进行疾风连击,但不会调整基本攻击加值也无需在攻击检定上承受-2减值。除此之外,此能力让混沌获得混乱拳ACG奖励专长和恶鬼僧APG武僧变体的扫堂腿职业能力。


在噩梦般时空边缘的超现实维度里,拥有无穷力量的异星神祇只凭意志,即可赋予和改造生命。而混沌正是祂们邪恶欲望——将多元宇宙化为一片只剩下紊乱扭曲的能量流和重力场的虚空——的具现化身。作为最古早的异星修道者,混沌的实体由远早于多元宇宙诞生前的无形破碎虚空构成。它们游离于现实世界的常识之外,任何试图解释和理解混沌的努力无不付诸东流,因为它们的存在本身就是无法解释的矛盾。这些古怪畸变的生命体由负能量——生命的对立面——所维持,但它们并非不死生物,而且在践行可怕的灭世目标时,它们对活物和死物一视同仁。极少活物可以在负能量位面里长期存活,而混沌却往往选择在负能量位面定居,对这一反常现象有诸多假说,有学者推测在最早的混沌来到负能量位面探索时,从表皮被负能量撕裂、侵蚀的痛苦中感受到了快感M属性(盖章),对此成瘾的混沌选择在此长住。

混沌是神使(archon)、阿修罗(asura)、奇匠族(axiomite)、魔鬼(devil)、制裁者(inevitable)、链魔(kytons)以及其他守序位面种族的宿敌,它们反对任何被维持或强制执行的纪律、组织或规则。它们厌恶谐和、安定的前景,且不遗余力地破坏稳定的现状,追求它们崇尚的困惑、无序和毁灭。这一信条也许让它们看起来跟幻蛇(protean)站在同一阵线,但事实上混沌极度蔑视幻蛇这一种族,对幻蛇奇特的宗教观、幻蛇所欣赏的创造力也毫无感觉总结起来就是谁都看不起,CR高就是可以为所欲为。比起有意构筑的虚幻形体,混沌更致力于宣扬绝对自由和纯粹的熵,掀起以此为思想核心的启蒙运动,解放任何受到秩序束缚的生命,这也是混沌的夙愿之一。

外表上,混沌像是披着自身外皮做成的斗篷虽然在图上完全看不出来,用兜帽遮住脸的巨人。而事实上混沌并未隐藏自己的面容,它们的兜帽下隐藏的只有皮肤的皱褶,不存在任何能称得上脸的部位。它们都拄着被称为“诡奇焦点”的手杖,其形态因观察者而异,但总会以令人厌恶甚至作呕的形态映入眼帘:例如缠绕着肠子和脏器的长杆;镶嵌着色彩斑斓的哭泣眼球的棍子;一支锃亮的金属权杖,上面映出观察者疯狂自残的画面;一根由阴影构成的柱子,阴影里呈现着无数星球上的生命被黑色心脏状漩涡所吞没的影像。手杖并非制造物,而是混沌肉体的一部分。除去作为武器和陷阱的用途,这支手杖还是混沌繁衍后代的工具所以曾经纠结过要不要翻译成诡奇阳具。两只混沌可以让它们所携带的“诡奇焦点”相互接触,令手杖融为一体成为混沌之卵,父母的其中一方可以拥有对卵的操纵权,而另一方只能自己回家撸生成新的手杖。形成的混沌之卵依然拥有“诡奇焦点”的所有特性和功能,但如果它被操作移动,卵中的混沌胚胎成长将会重置WTF?。诞生新的混沌需要漫长的年月动一下就要重来,能出生是真不容易,混沌之卵孵化时,“诡奇焦点”自动毁坏,脱壳而出的就是完全体的混沌老爹的蛋蛋又爆了,为什么我说又。混沌之间的繁衍不含任何感情因素,通常双方只是同时预感到需要一头新混沌来对抗秩序,它们就会无言地相会,然后结合。

混沌往往徘徊在负能量位面,或任何混乱位面的虚空之中,冥思苦想着如何抹销宇宙中的规则,如何毁灭空间的自然平衡,怎么开发出令整个位面土崩瓦解的道具When in doubt,C4!。尽管大部分时候混沌都是单独思考,各自行动。但在对抗秩序的斗争中需要更多力量时,它们便会自发地集结起来,仿佛它们对秩序和组织有天生的触觉和感知一般。

混沌高约10尺,但只重700磅。它们全靠负能量维持生命,无需进食、休息,不受年龄效果影响。除非是被杀死,否则混沌跟神一样是永生不灭的。

剧透 -   :
Hundun
The wrinkled, blotchy skin of this giant hangs from its body like hooded robes, masking its face.

HUNDUN CR 21
XP 409,600
CE Large aberration (chaotic, extraplanar)
Init +10; Senses blindsense 300 ft., detect law; Perception +36
DEFENSE

AC 37, touch 23, flat-footed 31 (+8 deflection, +6 Dex, +14 natural, −1 size)
hp 364 (27d8+243)
Fort +18, Ref +23, Will +21
Defensive Abilities entropic mind, evasion, negative energy affinity, spacetime shifting; DR 15/lawful and piercing; Immune aging effects, cold, disease, mind-affecting effects, petrification, poison; Resist fire 30; SR 32
OFFENSE

Speed 60 ft.; air walk
Melee unarmed strike +32/+32/+27/+27/+22/+22/+17 (4d8+12/19-20 plus 1d6 negative energy)
Space 10 ft.; Reach 10 ft.
Special Attacks Befuddling Strike (6/day, DC 29), Punishing Kick (6/day, DC 29), strange attractor
Spell-Like Abilities (CL 21st; concentration +29)
Constant—air walk, detect law
At will—chaos hammer (DC 22), dimension door, enervation, greater dispel magic, mass inflict moderate wounds (DC 24), plane shift (DC 23)
3/day—quickened dimension door, disintegrate (DC 24), quickened mass inflict moderate wounds (DC 24), word of chaos (DC 25)
1/day—orb of the void (DC 26)
STATISTICS

Str 34, Dex 22, Con 29, Int 18, Wis 23, Cha 27
Base Atk +20; CMB +33; CMD 57
Feats Befuddling Strike, Blind-Fight, Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Greater Blind-Fight, Improved Blind-Fight, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Punishing Kick, Quicken Spell-Like Ability (dimension door), Quicken Spell-Like Ability (mass inflict moderate wounds), Weapon Focus (unarmed strike)
Skills Acrobatics +36, Climb +30, Escape Artist +36, Intimidate +38, Knowledge (planes) +22, Perception +36, Sense Motive +27, Spellcraft +22, Stealth +32, Swim +30
Languages Abyssal, Aklo, Protean (can't speak any languages); telepathy 300 ft.
SQ faceless, no breath
ECOLOGY

Environment any (Abyss, Limbo, or Negative Energy Plane)
Organization solitary, pair, or mob (3-5)
Treasure none
SPECIAL ABILITIES

Entropic Mind (Ex) A hundun's mind is a maelstrom of utter chaos. A hundun is immune to mind-affecting effects, and any creature that attempts to affect a hundun with a mind-affecting effect gains 1d4 temporary negative levels (Will DC 31 negates) from entropic feedback. These negative levels disappear automatically after 8 hours. The save DC is Charisma-based.
Faceless (Ex) A hundun has no eyes, but detects infinitesimal gravitic distortions through its skin, gaining blindsense 300 feet. A hundun is blind and deaf, and is immune to effects that depend on sight or hearing. It subsists on negative energy and doesn't breathe, eat, or drink.
Spacetime Shifting (Ex) Reality constantly reconfigures in the vicinity of a hundun, correcting the paradoxes the creature's existence in space and time generates. This causes all attacks against the hundun to suffer a 20% miss chance, and grants the hundun a deflection bonus to AC and a racial bonus on Reflex saves equal to its Charisma modifier.
Strange Attractor (Sp) A hundun can activate or deactivate the stafflike strange attractor it carries as a free action. While active, a strange attractor hovers in place, and the hundun can mentally move it up to 60 feet through space as a move action, to a maximum range of 300 feet. If it enters a space with a creature, it stops moving for the round and that creature must attempt a DC 31 Will saving throw. The creature falls unconscious for 1 round if it fails this save, or is nauseated for 1 round if it succeeds. The space around an active strange attractor twists and warps, trapping creatures within its gravity well. This functions like repulsion but in reverse: creatures within 60 feet attempting to move away from it are prevented from doing so, wasting their move actions (Reflex DC 31 negates). Lawful creatures beginning their turn within 60 feet of an active strange attractor are nauseated for 1 round (Will DC 31 negates). Nausea caused by a strange attractor is a mind-affecting effect. Creatures with the chaotic subtype are immune to all effects of the strange attractor. The save DCs are Charisma-based.
A strange attractor can't be attacked or harmed by physical attacks, but disintegrate, mage's disjunction, a sphere of annihilation, or a rod of cancellation affect it. A strange attractor's touch AC is 18 (+8 deflection), and attacks against it suffer a 20% miss chance. If a hundun's strange attractor is destroyed, the hundun can create a new one after 1d8 hours of uninterrupted meditation. If a hundun is slain, its strange attractor disappears.
Unarmed Strikes (Ex) A hundun's unarmed strikes deal 4d8 points of damage, and function as chaotic, magic, and adamantine weapons for the purpose of overcoming damage reduction. A hundun can make a flurry of blows attack with its unarmed strikes as a 20th-level monk, without increasing its base attack bonus or taking the -2 penalty on attack rolls. This ability also grants the hundun the Befuddling Strike rogue talent and the Punishing Kick hungry ghost monk class feature.
In the nightmare dimensions of unreality beyond space and time, the power of alien Gods is sufficient to give life to intention. Hunduns are the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures. Hunduns are primordial alien monks who embody aspects of the gaping, formless void that preceded the creation of the multiverse. They are out of step with reality, which accommodates their individual existences as intractable errors that must be continually accounted for yet that can never fully be corrected. These bizarre aberrations of life are sustained by negative energy—life's antithetical force—yet they are not undead, nor do they differentiate between the living and the unliving in the pursuit of their purpose. Few beings can exist on the Negative Energy Plane for long, making the hunduns, who often make their homes there, something of an anomaly. Some scholars speculate that early hunduns came to the Negative Energy Plane as explorers, and remained there, addicted to the mixture of pain and euphoric release caused by the effects of negative energy on their skin.

Hunduns are tireless antagonists of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law. They oppose any effort to impose or maintain discipline, structure, or regulation. They loathe and undermine the prospect of peace or tranquility, and relish confusion, disorder, and destruction. Though these attitudes would seem to make them ideological allies of the proteans, hunduns hold those creatures in contempt, caring nothing for that race's strange religion, nor the spontaneous, ephemeral acts of creation in which proteans delight. Hunduns believe that the freedom and truth of pure entropy are preferable to the artificial illusions of structure, and they seek to spread this brand of enlightenment to others as part of their goal to free all creation from order's fetters.

Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes made out of their own wrinkled skin. In truth, their faces are not hidden, for they are faceless; the interiors of their hoods are just filled with more folds of skin. They carry staff-like objects known as strange attractors, which appear as different things to different observers but always as something that causes some form of revulsion or nausea: a shaft of knotted intestines and vital organs, studded with colored, weeping eyes; a polished metallic rod on which distorted reflections of the observer indulge in extreme self-harm; a column of darkness in which worlds spiral toward a black heart that snuffs out the life on them. These implements are not artificial objects, but part of a hundun's body. As well as being weapons and snares, they are methods of reproduction. Two hunduns can bring their strange attractors together, causing them to merge into an egg-shaped object under the control of one of the parents; the other parent must create a new strange attractor. This ovoid is still a strange attractor in all respects save for its shape, but if it is moved, the development of the embryonic hundun within must begin anew. The gestation of the new hundun takes many years. When the egg hatches, the strange attractor is destroyed and a fully formed hundun emerges. Reproduction between hunduns doesn't involve any sort of love or even affection. Rather, the two hunduns feel a premonition that another hundun will be needed to fight order in the future, then meet and breed wordlessly.

Hunduns can be found floating in the Negative Energy Plane or within stable voids in the planes of chaos, meditating on ways to corrupt universal truths and undermine the laws of nature on a cosmic scale—anything they can exploit to trigger the collapse and implosion of entire dimensions or planes of existence. Though they spend the majority of their time in solitary contemplation or action, hunduns sometimes gather to oppose forms of creation or manifestations of law that require greater numbers to counteract. The creatures come together spontaneously, drawn by an innate sensitivity to the structuring forces that operate on reality.

Hunduns stand around 10 feet tall, yet weigh only about 700 pounds. Sustained entirely by negative energy, hunduns never eat or rest and are immune to aging; they are effectively immortal and die only through violence.
« 上次编辑: 2017-10-15, 周日 11:21:01 由 背叛者之殇 »

离线 路过的渣古

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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #1 于: 2017-10-15, 周日 12:10:51 »
300呎盲感+CL21的混乱真言+没有掉落

好恶心啊...
RUA~

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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #2 于: 2017-10-15, 周日 14:00:29 »
不要慌,不过不到400血,轰死就好了(不对)

离线 面具男

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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #3 于: 2017-10-15, 周日 16:58:52 »
是奸奇的变化灵!忏悔罢! :em014

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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #4 于: 2017-10-16, 周一 20:23:44 »
直接就叫hundun?

离线 Kh

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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #5 于: 2017-10-17, 周二 04:23:31 »
近期看到最有感觉的怪物。
翻译和吐槽好评2333333
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Re: 【Bestiary 5】混沌(Hundun)
« 回帖 #6 于: 2017-10-23, 周一 11:20:13 »
好奇葩的存在。CR高,就看不起人。这个吐槽好