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伊伯之民
« 回帖 #10 于: 2019-06-26, 周三 23:21:57 »
伊伯之民(beings of IB)
这个已经遗落在时间长河的种族仍可能有分支存活于其他世界,或者被好奇的施法者所复活研究。伊伯之民并不具有危险性,但是其中一部分施法者还是不弱的;他们偏好神术并狂热崇拜波库鲁格。
伊伯之民以他们的职业等级进行区分—他们没有种族HD。所有伊伯之民都具有以下特点。都是中等体形。如果你是用ARG的种族构建规则,伊伯之民的种族点是14。
-4力量,-2体质,+4感知:伊伯之民肉体孱弱,但极度虔诚且忠诚。
水栖生物:伊伯之民是水栖生物。他可以在水中移动而不需要过游泳检定,而且可以在水下呼吸。他将游泳视作本职技能。
黑暗视觉:伊伯之民拥有60尺黑暗视觉。
昏暗视觉:在昏暗环境下伊伯之民可以看到两倍远的距离。
两栖:拥有此特质的生物有水栖生物子类别,但是他们也可以在陆地上长久地生存。
速度:伊伯之民具有20尺移动速度和30尺游泳速度。
不定型体:尽管具有形体,但伊伯之民粘稠的皮肤和内部(骨骼和内脏等)都是由一种异界物质组成。这使得他们免疫基于精准的伤害 (比如偷袭) 和重击。
无声:见P86。
语言:虽然不能言语,但伊伯之民仍可以学习和理解话语。他们的种族语言是有手语和表情构成的。

伊伯之民 CR1/2
XP 200  男性伊伯之民 波库鲁格牧师1
混乱中立 中等体型 異怪(水栖)
先攻+1;感官 黑暗视觉60尺,昏暗视觉,察觉+3
 

  防御
AC11,接触11,措手不及10(+1敏捷)
Hp10(1d8+2)  强韧+3,反射+1,意志+5
特殊防御 不定型体
 

  攻击
速度 20尺,游泳30尺
近战 三叉戟-2(2d4-2/x3)
特殊攻击 负能量导能(5次/天,1d6,DC12)
牧师类法术能力(CL1;专注+4)
6次/天—风暴冲击,混乱之触
牧师准备神术
1环—治疗轻伤,隐雾术,虔诚护盾
祷念—侦测魔法,神导术,修复术
领域 混乱,天气
 

  数据
力量6,敏捷12,体质12,智力8,感知17,魅力15
BAB+0,CMB-2,CMD9
专长 选择导能
技能 知识(宗教)+0
语言 伊伯语
SQ 两栖,无声
 
劇透 -   :
beings of IB
Living examples of this time-forgotten
race may yet exist on distant worlds,
or they could be resurrected by
curious spellcasters. A living being
of Ib is not a very dangerous
creature, but those who gain
levels in spellcasting classes can
become quite formidable; they
overwhelmingly prefer divine
spellcasting classes and typically
venerate Bokrug.
Living beings of Ib are defined
by their class levels—they do not
have racial Hit Dice. All living
beings of Ib have the following
racial traits. They are Medium-
sized aberrations. A being of Ib
is a 14-point race if you use the
Pathfinder RPG Advanced Race Guide’s
race builder rules.
–4  Strength,  –2  Constitution,
+4 Wisdom: Beings of Ib are frail and
weak, yet profoundly faithful and devoted.
Aquatic: A being of Ib is aquatic. It can
move in water without attempting Swim
checks and can breathe underwater.
It always treats Swim as a class skill.
Darkvision: A being of Ib has
darkvision to 60 feet.
Low-Light Vision: A being of Ib can see twice as far as
a human in dim light.
Amphibious: A being of Ib is able to survive indefinitely
on land.
Speed: A being of Ib has a land speed of 20 feet and a
swim speed of 30 feet.
Amorphous: Although a being of Ib’s body is solid
and it cannot adjust its shape, its slimy skin and
internal structures (skeleton and organs alike) are
strangely composed of the same alien matter. This lack
of any real single weak point means that the being of Ib
is immune to precision damage (such as sneak attacks)
and critical hits.
Voiceless: See the stat block on page 86.
Languages: A being of Ib cannot speak, but is entirely
capable of learning and understanding languages.
The creatures’ language, Ib, is a combination of hand
gestures and facial expressions.
BEING OF IB  CR 1/2
XP 200
Male being of Ib cleric of Bokrug 1
CN Medium aberration (aquatic)
Init +1; Senses darkvision 60 ft., low-light vision;
Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
Defensive Abilities amorphous
OFFENSE
Speed 20 ft., swim 30 ft.
Melee ranseur –2 (2d4–2/×3)
Special Attacks channel negative
energy (5/day, 1d6, DC 12)
Cleric Spell-Like Abilities (CL 1st;
concentration +4)
6/day—storm burst, touch of
chaos
Cleric Spells Prepared (CL 1st;
concentration +4)
1st—cure light wounds, obscuring
mist D , shield of faith
0—detect magic, guidance,
mending
D domain spell; Domains
Chaos, Weather
STATISTICS
Str 6, Dex 12, Con 12, Int 8, Wis 17,
Cha 15
Base Atk +0; CMB –2; CMD 9
Feats Selective Channeling
Skills Knowledge (religion) +0
Languages Ib
SQ amphibious, voiceless
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瑟拉什摩爾鮟鱇
« 回帖 #11 于: 2019-06-26, 周三 23:25:52 »
瑟拉什摩爾鮟鱇(THRUSHMOOR ANGLER)
这个如同铺满粘液的两栖生物长着巨大的嘴巴,可以透过皮肤看到里面如同剃刀般锋利的牙齿的轮廓。在头顶的触须上挂着一个像灯笼一样的发光器。

瑟拉什摩爾鮟鱇(THRUSHMOOR ANGLER) CR8
XP 4800
混乱中立 中等体型魔法兽(水栖)
先攻+1;感官 黑暗视觉60尺,昏暗视觉,察觉+15
 

  防御
AC22,接触11,措手不及21(+1敏捷+11天防)
Hp 105(10d10+50)快速痊愈5
强韧+12,反射+8,意志+7
抗力 酸10,寒冷10
 

  攻击
速度 30尺,游泳30尺
近战 啮咬+16(1d8+/19-20附加攫抓)2挥击+15(1d4+5)
特毒攻击 活吞(2d6酸附带1d6挥砍伤害,AC15,hp10)招人诱饵
 

  数据
力量21,敏捷13,体质20,智力12,感知14,魅力17
BAB+10,CMB+15,CMD26(对抗摔绊34)
专长 能力专攻(受害者之影,招人诱饵)精通重擊(啮咬)钢铁意志,武器专攻(啮咬)
技能 特技+4,察觉+15,隐匿+14,游泳+26
语言 邪靈語
SQ 两栖,受害者之影
 

  生态
环境 温带森林、沼泽和湖泊
组织 单独,一对或一群(3-8)
宝藏 标准
 

  特殊能力
受害者之影(Su)瑟拉什摩爾鮟鱇可以投影出最后一个吃掉的受害者的幻象以吸引下一个猎物。这将瑟拉什摩爾鮟鱇的HD视作施法者等级计算投影术效果,但只能投影最后的一名受害者的幻象但不需要任何材料,这个幻象可以投影到距离自己最多200尺远的地方。与幻象互动的生物可以通过DC20的意志豁免辨别真假。如果新消化了另一个生物,则幻象也会改变。受害者之影可以使用受害者的语言或方式与他人交流,豁免DC基于魅力。
活吞(EX)瑟拉什摩爾鮟鱇那长满锋利牙齿的食道与大嘴可以轻松吞下中等体型或更小的生物。
招人诱饵(Su)瑟拉什摩爾鮟鱇可以以强烈的欲望诱使猎物。60尺内在鮟鱇视野范围内的所有类人生物都需要通过DC20的意志豁免,否则将被迷魂,除非受到攻击否则不可采取走向鮟鱇以外的动作。通过豁免的生物在接下来24小时内不再受到影响。瑟拉什摩爾鮟鱇可以以自由动作启动或压制该能力。这是影响心灵效果,豁免DC基于魅力。
 

瑟拉什摩爾鮟鱇因常出没于烏斯塔拉夫的瑟拉什摩爾而被命名,这是一种诡异而贪婪的两栖猎食者。它热衷于捕食有心智的类人生物。它会潜伏在沼泽边缘或河岸,利用幻象与声音引诱受害者进入它的饕餮巨口。
虽然主要居住于深水之中,但偶尔它们也会来到浅滩,他们与深海鱼鮟鱇十分相似,只是身形与人一般高大且皮肤斑驳,满是黏糊糊的液体。这些粘液是从皮肤渗出,加上它强壮却畸形的四只,使它在灌木丛和干燥的地面也可以快速滑行。
雌性瑟拉什摩爾鮟鱇一般高5尺,重250lb。而雄性则一般不高于1尺,重量不到30lb。
 

  生态
瑟拉什摩爾鮟鱇并非自然生物,不过其起源已不可考究。人们是于AR4683在烏斯塔拉夫的瑟拉什摩爾附近的沼泽首次发现这种生物,而后发现它们主要出没于瑟拉什摩爾与Illmarsh之间的阿瓦隆湾背部。偶尔在其上游的丹沃河和Destach河偶尔也能看到它们的踪迹,甚至在其源头Lantern Lake也有出没。但这些生物似乎受到什么限制,以至还是多见于瑟拉什摩爾周边,并不会过多涉足其他水域。这似乎是某种未知原因限制了它们的活动范围—有人视其为祝福—也有人不这么想,他们认为是某个组织或强大的存在呼唤它们来到这里,并如同牧羊一般圈养它们。
瑟拉什摩爾鮟鱇最令人恐惧的是它的狩猎方式,它的诱饵并不如同与深海中形似的同类那边只是使用闪烁的小灯引诱猎物。据幸存者称他们听到失踪者的在水中的呼救声与挣扎声,或是看到陷到沼泽中的牲畜又或是半掩的财宝。这些都是瑟拉什摩爾鮟鱇变出以引诱受害者的幻象,在那之下隐藏着它的饕餮大嘴。一旦受害者靠近,悬浮在瑟拉什摩爾鮟鱇头顶的小灯将会蒙蔽受害者的心智并引诱其继续走向嘴中。它喜欢将受害者生吞下肚,它那尖牙将会伴随着受害者的惊叫一同进入胃中。
虽然被认为是会使用幻象诱惑猎物的野兽,但最近研究发现实际上它说的是邪灵语。越来越多学者认为它们是从某个地方被引入烏斯塔拉夫,比如从恩卡坦湖的某条沉船的船舱里游出。然而也有不少人认为它们是来自别的位面或者星球,或者是某个来自这些地方的生物创造了它们。然而对于渔夫,猎人和旅行者而言这种学术问题与他们无关,他们只关心这些生物热爱捕食温暖且聪明的生物。


  Habitat and Society
以上所描述的是该物种的雌性,因为这个物种表现出鲜明的两性体型差异。雄性的瑟拉什摩爾鮟鱇只有鲤鱼大小,而且没有鳞片只有一层粘液黏着在皮肤上。它们完全是水生生物(或是黏在雌性身上)但是智商更高。雄性更为畸形的四肢使得它们无法自行在陆地上行走,而它们细小的光球也只能帮助它们捕食小鱼,青蛙和小型啮齿动物。
雌性瑟拉什摩爾鮟鱇喜欢隐藏于密集的草丛,浓密的芦苇丛或是沼泽的浅滩之中。它们具有完整的两栖能力,即使在陆地上也可以自由呼吸,但它们会定期返回水中滋润自己的皮肉,以及消化食物和产卵。由于雌性可以长时间离开水中而且数量相对较少,所以雄性一般会寄生在雌性身上,与其融为一体。一些身上显得十分萎缩的肢体其实很可能是寄生在雌性瑟拉什摩爾鮟鱇身上的众多雄性,它们会寄生在这里进食,并分泌出更多的粘液以助于雌性在陆地上的滑行。
似乎出于本能,瑟拉什摩爾鮟鱇都是单独行动,很少会看到集体捕猎。但是雌性瑟拉什摩爾鮟鱇能说一口流利的邪灵语,而且在产卵期还会以此交谈和高歌。这时候在沼泽里充满着数十头瑟拉什摩爾鮟鱇令人毛骨悚然的嚎叫声向它们敬奉的旧日支配者波库鲁格祈祷,映衬这它们头上那渗人的灯光更显恐怖。而伴随着这诡异景象的是一片幻象的爱好,因为这些生物热衷于“炫耀”那些食物临死前的哀嚎—这会使它们发出渗人的笑声。



劇透 -   :
THRUSHMOOR ANGLER
THRUSHMOOR ANGLER  CR 8
XP 4,800
CN Medium magical beast (aquatic)
Init +1; Senses darkvision 60 ft., low-light vision;
Perception +15
DEFENSE
AC 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
hp 105 (10d10+50); fast healing 5
Fort +12, Ref +8, Will +7
Resist acid 10, cold 10
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +16 (1d8+5/19–20 plus grab), 2 claws +15
(1d4+5)
Special Attacks swallow whole (2d6 acid plus 1d6 slashing
damage, AC 15, 10 hp), tantalizing lure
STATISTICS
Str 21, Dex 13, Con 20, Int 12, Wis 14, Cha 17
Base Atk +10; CMB +15; CMD 26 (34 vs. trip)
Feats Ability Focus (projected victim), Ability Focus
(tantalizing lure), Improved Critical (bite), Iron Will,
Weapon Focus (bite)
Skills Acrobatics +4, Perception +15, Stealth +14, Swim +26
Languages Aklo
SQ amphibious, projected victim
ECOLOGY
Environment temperate forests, swamps, and water
Organization solitary, pair, or cloister (3–8)
Treasure standard
SPECIAL ABILITIES
Projected Victim (Su) A Thrushmoor angler can project an
illusory image of the last humanoid victim it consumed
in order to lure additional prey into its jaws. This ability
functions as project image using the Thrushmoor angler’s
Hit Die as its caster level, differing in that the Thrushmoor
angler can produce only an image of its last consumed
victim with that victim’s voice, it does not require line of
effect, and it can project the image a maximum of 200
feet from itself. Creatures interacting with the projected
victim can recognize the illusion with a successful DC
20 Will saving throw. Should the Thrushmoor angler
then consume another victim, any subsequent use of
its projected victim ability replicates the appearance
of this most recent victim. The Thrushmoor angler can
communicate through its projected victim with its own
language or those known by the represented victim. The
save DC is Charisma-based.
Swallow Whole (Ex) A Thrushmoor angler can unhinge its
jaws and partially distend its barbed esophagus, allowing
it to swallow creatures of up to Medium size.
Tantalizing Lure (Su) A Thrushmoor angler can lure prey
toward it with powerful compulsions. All humanoids
within 60 feet and with line of sight to the Thrushmoor
angler must succeed at a DC 20 Will saving throw or be
fascinated and compelled to take no other action than
to approach the Thrushmoor angler each round until
attacked. A target that succeeds at its saving throw or
breaks free of the fascination effect cannot be subject
to the same Thrushmoor angler’s tantalizing lure for 24
hours. A Thrushmoor angler can suppress or resume this
ability as a free action. This is a mind-affecting effect.
The save DC is Charisma-based.
The Thrushmoor angler, named for the Ustalavic town of
Thrushmoor around which it can be commonly found, is
a bizarre and voracious semiaquatic predator. Preferring
to feed on intelligent humanoids, it lurks at the edges of
swamps and by marshy riverbanks, using an illusory lure
that assumes the form and even the voice of past meals to
draw hapless victims into its massive jaws.
At home in deep water and only partially adapted for
land, the angler resembles a great, human-sized deep-
ocean fish with mottled, slimy skin. The creature’s
flesh exudes a thick coating of slime, allowing its
awkward, bulky body to slide with relative speed through
underbrush and along drier surfaces, propelling itself
forward by the combined action of multiple powerful but
misshapen limbs.
A female Thrushmoor angler is typically 5 feet tall and
weighs 250 pounds. Males of the species generally grow no
larger than 1 foot in length and weigh less than 30 pounds.
E cology
Thrushmoor anglers are not natural creatures, but their
true origin remains as murky as the waters they call
home. First encountered in the marshes surrounding
the Ustalavic city of Thrushmoor in 4683 ar, the
creatures have spread further in the decades since. They
now primarily dwell within the waters of northern
Avalon Bay between Thrushmoor and Illmarsh. The
anglers have also moved upstream, colonizing the
Danver and Destach rivers, including the latter river’s
source, Lantern Lake. Despite their expansion, however,
the creatures remain most common in and around
Thrushmoor itself, and their spread appears oddly self-
limited, given that there are ample nearby regions rife
for colonization. This suggests that some unknown
factor artificially limits the extent of their outward
push—a blessing for Ustalav as a whole—or more
fiendishly, that something or someone is actively calling
out and organizing them, like a shepherd gathering his
sheep and not allowing them to run too far afield.
The Thrushmoor angler is most feared for its
method of hunting, in which it actively lures prey,
not by simply attracting targets to a glimmering light
like some lesser pelagic, piscine predator, but by far
more insidious means. Would-be victims report seeing
recently lost or missing persons calling out for help,
floundering in deep water, or motioning them deeper
into swampy overgrowth to retrieve a stuck cow or even
to help recover a buried treasure. These visages of the
dead are only illusory figments conjured forth by the
Thrushmoor angler to draw more victims to where it
waits, hidden and with its jaws yawning wide. Once an
unfortunate soul steps close enough to the creature,
the sight of the iridescent lamp-shaped lure suspended
above the angler’s misshapen head clouds victim’s the
mind and draws her to simply walk in a daze toward
the angler. The beast prefers to swallow its impassive
victims whole, its backward-angled teeth drag them
screaming down its gullet.
Commonly thought of as ignorant beasts capable
of communication only via their illusory methods of
luring in prey, Thrushmoor anglers actually speak a
dialect of Aklo. Scholars increasingly posit that the
first of their kind were introduced into Ustalav from
elsewhere, perhaps flushed into the waters of Lake
Encarthan in the waste bilge of ships dumping ballast
near port. Others, however, claim the anglers originate
from some other plane or planet, or else were created
by creatures from such a place, wherever it might be.
Such concerns are largely academic, though, to the
fisherfolk, trappers, and travelers who most often
run afoul of the creatures’ appetite for warm and
intelligent flesh.
H abitat and S ociEty
The description above applies only to female, as
this species displays stark sexual dimorphism.
By comparison, a male Thrushmoor angler
is roughly the size of an adult carp with
skin covered in slime rather than
scales. They are exclusively aquatic
(until attached to a female) and rise
only just above animal intelligence.
The males have vestigial limbs
unfeasible for traveling on land,
plus a tiny glowing lure useful
only for attracting smaller prey
such as minnows, frogs, and
small rodents.
Female Thrushmoor anglers
prefer to hide themselves in
dense brush, thick stands of
river reeds, or within marshy
shallows just out of easy
reach  of  the  shore.
Fully amphibious and
having lungs as well as
the ability to breathe
through their skin when submerged, they return to
water only periodically, either to moisten their porous
flesh, to digest larger prey, or to spawn. Given the
females’ protracted periods away from deeper water
and their relative rarity, male anglers use a form of
sexual parasitism in which they latch onto and literally
fuse with their larger partner’s body. What at first
appear to be a scattered number of atrophied limbs are
in fact up to a dozen males grown onto and feeding off
of their mate, moving and wriggling as needed to aid
in her ambulation and producing much of the slime
coat that makes her movement out of water possible.
Lone hunters reliant on ambushes and luring
humanoid prey, with half of their species driven by
little more than base instinct, Thrushmoor anglers
would seem to have relatively little society. Yet the
female anglers speak fluent Aklo, and they converse and
sing when they undergo their rare spawning periods in
deep water. During these times, dozens of their kind
gather together and fill the swamps with a dread burble
and wail, made all the more eerie by the flickering
ghost lights of their deadly lures and not-infrequent
invocations to the Great Old One, Bokrug the Water
Lizard. Mingling with the anglers’ calls and religious
cries are the jarring sounds of their illusory lures, as the
beasts take pride in showing off their most recent meals
and reenacting victims’ screaming deaths—displays
met by their fellows’ hideous laughter.
« 上次编辑: 2021-12-10, 周五 22:40:03 由 雾音 »
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蛙普(好诡异的小东西)
« 回帖 #12 于: 2019-06-26, 周三 23:29:24 »
蛙普(WAMP)
这个长着九条深红色腿的怪物有着椭圆形的身躯,上面长满了肮脏的白毛。它那没有眼睛,却长满尖牙的如同猪一般的脸庞着实令人惊悚。

蛙普 CR6
XP 2400
混乱邪恶 中等体型 异怪
先攻+2;感官 盲视60尺,灵敏嗅觉,察觉+11
 

  防御
AC19,接触13,措手不及16(+2敏捷,+1闪避,+6天防)   Hp 76(8d8+40)
强韧+9,反射+4,意志+6;对抗不死生物攻击再+4
免疫 疾病,凝视攻击,麻痹,基于视觉的效果,视觉效果和幻術
 

  攻击
速度 30尺
近战 啮咬+10(1d8+4附加疾病)3挥击+10(1d4+4)
特殊攻击 疾病,快速感染,踐踏(4d6+6 DC18)
 

  数据
力量18,敏捷15,体质20,智力14,感知11,魅力13
BAB+6,CMB+10,CMD 23
专长 闪避,强韧加强,灵活移动,技能专攻(隐匿)
技能 攀爬+15,易容+9,知识(宗教)+13,察觉+11,隐匿+16,生存+11
语言 邪靈語,通用语,死灵语
SQ 目盲,伪装死灵
 

  生态
环境 任何(废墟或墓园)
组织 单独,一对或一群(3-9)
宝藏 标准
 

  特殊能力
目盲(EX)蛙普没有眼睛,但是可以通过声音,体温,事物的结构变化进行分辨。它具有60尺的盲视。一切基于视觉的攻击和效果都于其无效,包括凝视攻击。
疾病(EX)蛙普的啮咬会传染疾病。大多数蛙普带有的是致命的腐尸症,但一些蛙普也会带有与其他食腐不死生物相关的疾病,比如食尸鬼热疫。
腐尸症:啮咬传染;强韧豁免,DC19;潜伏期1轮,频率 1次/12小时;效果 1d2体质伤害,疾病被治愈前属性伤害无法恢复;治愈 两次连续豁免检定通过。任何因此疾病死亡的生物将在2d6小时内被活化为新的染疫丧尸。
伪装死灵(EX)尽管是一种活物,但在受到侦测死灵时会被视为不死生物。以一个迅捷动作,蛙普可以试图让不死生物认为自己是同类—这需要以易容检定对抗对方的察觉检定。通过检定的蛙普在24小时内除非对方被迫重骰检定否则将不受阻拦。这种能力使其可以在不死生物钟来去自如,不过对其有所了解或具有智商的不死生物可不会受其愚弄。该能力并不能使其被负能量治愈,它如同正常生物一般会被负能量伤害,被正能量治愈。该能力使其在对抗不死生物的攻击和能力时蛙普的豁免会获得+4的加值,无论该能力是否奏效。
快速感染(EX)蛙普传播的疾病几乎没有潜伏期,受到感染的生物在尝试豁免疾病效果的频率是正常速度的两倍。
 

蛙普居住在幻梦境的死亡之地,尤其是坟场或者闹鬼的墓地,在那里它们可以大块朵颐它们的最爱—那些腐烂的尸体。这些有九条腿的节肢生物的脚蹼是鲜红色的,仿佛被鲜血浸染过一般。蛙普看上去是猪和蝙蝠的混合体,但是没有眼睛,除了血红的脚蹼外一身皮毛都是苍白的,因此有时候混在骸骨里难以被发现。在靠近猎物后蛙普会站出来发出令人不安的嘲笑声,希望让受害者感受死亡的恐惧—但它们并不蠢,对于那些硬茬子它们在发起攻击前会保持死一般的安静。
蛙普一般身长4尺,不过实际身长3尺,它们的腿有8尺长。蛙普重300lb,而且浑身散发着令人作呕的腐肉味。
 

  生态
蛙普的生存与繁衍都需要腐肉。因为它们无法消化新鲜的肉所以它们都已腐肉和不死生物为食。但是它们也不介意杀掉一些不走运的受害者,然后会将其拖回窝,然后待其腐烂后再饱餐一顿。
在繁衍时,蛙普会在尸体里产下数百个卵,这些卵会从依附的腐肉上获取营养并逐渐吞并其他兄弟姐妹。到最后只剩下一个如同巨大的苍白色果冻模样的蛋的时候,新生的蛙普将会从中破出。刚出生的蛙普住有西瓜大虾,但在数小时内会变回成熟。蛙普如无意外可以活上数百年,但它们的生活方式往往会引起他人的厌恶与报复。但幸运的是,因为它们的大胃口所以很少会留下足够的腐肉以繁衍后代。


  Habitat and Society
尽管外形可怕,而且饮食习惯和繁衍方式都骇人听闻,但蛙普不可小觑,因为它们比一般人更聪明且更富有好奇心。它们居住与死亡之城不仅仅是因为这里时而可以发现它们最爱的不死生物,还因为这些地方会有不少古老的雕刻,被遗落的图书馆和一些古老文物。虽然目不能视,但是它们会收集他们最喜欢的鬼怪传说,而漫长的生命使他们成为了遗迹与历史文物的专家,至于一个目不能视的生物如何可以翻阅书记或古代雕刻?事实上蛙普可以分辨出所有事物中的自然衰变,包括肉体的腐烂,建筑的腐蚀,甚至是已经发霉的纸张上的墨水痕迹。
如果想要向蛙普打听知识是十分行之有效且危险的,因为蛙普为了吹嘘自己的发现会很乐于向他人炫耀自己的知识。不过建议最好用影像保存这些知识,因为大部分人在询问过程中就会变为蛙普的吃食。如果想要保持蛙普对谈话的兴趣需要不断通过DC15的知识检定,而如果是想要转移蛙普的注意力则可能需要过唬骗检定。



劇透 -   :
WAMP
WAMP  CR 6
XP 2,400
CE Medium aberration
Init +2; Senses blindsight 60 ft., scent; Perception +11
DEFENSE
AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge,
+6 natural)
hp 76 (8d8+40)
Fort +9, Ref +4, Will +6; +4 vs. attacks from undead
Immune disease, gaze attacks, paralysis, sight-based
effects, visual effects and illusions
OFFENSE
Speed 30 ft.
Melee bite +10 (1d8+4 plus disease), 3 claws +10 (1d4+4)
Special Attacks disease, swift infection, trample (4d6+6,
DC 18)
STATISTICS
Str 18, Dex 15, Con 20, Int 14, Wis 11, Cha 13
Base Atk +6; CMB +10; CMD 23
Feats Dodge, Great Fortitude, Mobility, Skill Focus (Stealth)
Skills Climb +15, Disguise +9, Knowledge (religion) +13,
Perception +11, Stealth +16, Survival +11
Languages Aklo, Common, Necril
SQ blind, feign undeath
ECOLOGY
Environment any (ruins or graveyards)
Organization solitary, pair, or tangle (3–9)
Treasure standard
SPECIAL ABILITIES
Blind (Ex) A wamp lacks eyes and “sees” exclusively
through its blindsight ability, which is based on a
combination of sound, body heat, and the natural growth
and decay of matter. It is considered blind beyond 60
feet. It is invulnerable to all sight-based attacks and
effects, including gaze attacks.
Disease (Ex) A wamp’s bite attack infects those it
damages with disease. For most wamps, this is a
virulent form of zombie rot, but in some cases, a wamp
can inflict foes with other undeath-related contagions,
such as ghoul fever.
Zombie Rot: Bite—injury; save Fort DC 19; onset 1
round; frequency 12 hours; effect 1d2 Con, this damage
cannot be healed while the creature is infected; cure 2
consecutive saves. Any creature that dies while infected
rises as a plague zombie in 2d6 hours. The save DC is
Constitution-based.
Feign Undeath (Ex) Although the wamp is a living
creature, it registers as an undead creature for the
purposes of the spell detect undead. As a swift action,
a wamp can attempt to trick an undead creature
into thinking the wamp is itself undead—to do so,
it attempts a Disguise check opposed by the target
undead creature’s Perception check. A successful
Disguise check allows the wamp to maintain the facade
against that undead creature for 24 hours before being
forced to make a new check. This ability lets the wamp
move relatively unhindered among unintelligent
undead, but intelligent undead who understand the
threat a wamp presents are unlikely to be fooled by
this deception for long. This ability does not allow the
wamp to be healed by negative energy; it is harmed
by such attacks (and healed by positive energy) as per
normal for a living creature. It does grant the wamp
a +4 bonus on all saving throws made against attacks
and effects generated by undead creatures, regardless
of whether its trickery has worked on that particular
undead creature.
Swift Infection (Su) All diseases a wamp inflicts on
creatures have no onset time, and those who are
infected with such a disease must attempt saving
throws to avoid its effects twice as frequently as normal
for that disease.
Wamps dwell in the dead cities of the Dreamlands,
particularly within necropolises or undead-haunted
graveyards, where they can hunt their favored prey—
unliving creatures with decaying flesh—with ease. A
wamp is a vaguely arachnid creature, albeit one with nine
legs that end in webbed feet colored a brilliant red, as if
the creature had just finished wading through a pool of
fresh gore. The wamp’s face combines the least attractive
features of a pig and a bat, but without the eyes. Covered
with bristly pale fur save for their crimson feet, wamps
often invite comparison to blood-smeared bones due
to their coloration. Wamps often chuckle and chortle as
they draw near their prey, eschewing ambush tactics in
favor of a more disturbing opening volley of mockery
designed to let their victims know that they have been
marked for death—yet wamps are not foolish. Against
canny foes, wamps can be as silent as the grave before
springing to the attack.
A wamp’s body is 4 feet in diameter, but its 3-foot-
long limbs give it a gangly leg span of 8 feet. It weighs
300 pounds and typically carries with it the faint and
unsettling stench of rotting flesh.
E cology
The wamp requires corruption of the flesh, both to
survive and to procreate. It cannot digest fresh meat
and prefers to feed on carrion it discovers or the flesh of
corporeal undead creatures. Most wamps are not averse
to slaying living victims they encounter, but they won’t
feed on the bodies for several days. Instead, they drag the
corpses back to their dens to ripen before slurping the
spongy, rotting flesh from the bones.
When a wamp feeds on a dead body of at least Small
size in this manner, it deposits hundreds of tiny eggs
within the flesh, laying them in the decay through
the very act of feeding. If a wamp leaves a body mostly
unconsumed, these eggs quicken in the festering mess
left behind and eventually start to absorb one other. When
only one egg remains—having grown into a large mass
of pale protoplasmic jelly—it hatches and a newborn
wamp emerges. A newly hatched wamp is the size of a
watermelon, but it grows quickly and achieves full size
in a matter of hours. Once fully grown, a wamp can live
for hundreds of years, although most succumb far sooner
to violence, for their habits and methods often inspire
disgust and retaliation among those they encounter.
Fortunately for the enemies of wamps, these creatures are
always ravenous and rarely leave behind enough meat on
the bones of those they feed upon to spawn offspring.
H abitat and S ociEty
Despite its alien form, hideous diet, and grim reproductive
cycle, the average wamp should not be underestimated, for
it is smarter and more curious than the average human.
These creatures dwell in dead cities not only because
these sites are often infested with delicious undead to feed
on and spawn from, but also because such locales often
feature a host of old carvings, forgotten libraries, and other
cultural relics that can intrigue the mind. The fact that
wamps, despite their lack of sight, manage to absorb the
ancient lore of their favorite haunts and, over time, become
expert historians of the ruins in which they dwell has long
baffled scholars, for how could a creature who cannot
see read old books or peruse ancient carvings?
In truth, the wamp can see the natural decay
inherent in all solidity, be it the rot of dead
flesh, the erosion that affects carved stone
walls, or the different rates of mildewing of
paper and ink on printed pages over the
passage of eons.
It can be a dangerous but productive
pursuit to consult wamps on the lore
they have gathered, for they are often
eager to divulge the secrets they’ve
learned to visitors, if only as a way to brag
about what they’ve discovered. Curious
scholars are advised to keep such
sessions with a wamp short, for many
find themselves becoming a wamp’s
eventual meal not long after serving as
its audience. Keeping a wamp interested
in the conversation may require numerous
successful DC 15 Knowledge checks, or
perhaps Bluff checks if the converser is
seeking only to distract.
It seems that the nature of the
particular ruins within which a wamp
dwells might affect how the creature grows in power,
as the types of lore left behind on carved stone walls
or hidden in forgotten libraries can serve as primary
sources of inspiration. Most wamps gain levels as
sorcerers, psychics, or even rogues, bards, or clerics (they
favor the worship of the Great Old One Tsathoggua),
with those who gain the ability to cast arcane spells
always seeking the Eschew Materials feat to combat the
fact that wamps find it difficult to manipulate material
components with their webbed feet. Other wamps
simply grow more powerful by increasing in size and
Hit Dice—rumors of wamps of up to colossal size
persist in some regions.
o riginS
In his novella “The Dream-Quest of Unknown Kadath,”
H. P. Lovecraft mentions wamps briefly, describing
them as “web-footed creatures that are spawned in dead
cities” that the ghouls prefer to avoid, while leaving
the rest up to the reader’s imagination. In Chaosium’s
Dreamlands expansion to the Call of Cthulhu RPG,
they drew upon the writings of Clark Ashton Smith for
further inspiration in shaping that game’s version of
the wamp (in Smith’s short story, “The Abominations
of Yondo,” a strange nine-legged creature makes an
appearance but is not called out directly as a wamp). It
is upon the Chaosium version that this incarnation of
the dreaded wamp is based.
« 上次编辑: 2019-06-26, 周三 23:38:42 由 雾音 »
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发条解剖者(CLOCKWORK VIVISECTIONIST)
这个构装体的结构十分复杂,但是他手上染血的手术刀和腹部笼子里的注射器都表明了他的目的。

发条解剖者 CR10
XP 9600
绝对中立 中等体型构装体(发条生物)
先攻+6;感官 全域视野,黑暗视觉60尺,昏暗视觉,察觉-1
 

  防御
AC 24,接触14,措手不及20(+2敏捷,+2闪避,+10天防)
Hp 91(13d10+20)强韧+4,反射+8,意志+3
DR 10/鈍擊;免疫 构装体特性
弱点 闪电易伤
 

  攻击
速度 30尺
近战 2挥击+22(2d6+9附带攫取)
特殊攻击 麻醉注射
 

  数据
力量28,敏捷15,体质—,智力—,感知9,魅力1
BAB+13,CMB+22(攫抓+26)CMD 36
专长 精通先攻,闪电反射
SQ 难以制造,高效运转,待机,反应迅速
 

  生态
生态
环境 任何
组织 單獨
宝藏 无
 

  特殊能力
特殊能力
麻醉注射(EX)发条解剖者抓住生物后可以使用存放在腹部里的注射器麻醉受害者。这是一个标准动作。虽然不会造成任何伤害,但如果未能通过DC16的强韧检定则会麻痹1d6分钟。这是一种毒素效果,豁免基于体质。
高效运转(EX)发条解剖者在上发条后每HD可以活动2天。
待机(EX)发条解剖者可以以标准动作使自己进入待机模式。该模式下无法移动或行动,但仍可以探知周围发生的一切。该模式下不会影响其活动时间,而且他可以以迅捷动作解除该状态。
 

创造发条解剖者的人早已被人遗忘,也没人知晓创造他的目的,他们经常被发现独处在幽邃的地牢深处或某个过往的陵墓之中。在上好发条后他们只会追求一个目的:检查活体人型生物的内部结构。他们以一种冷酷且无休止的好奇心来执行这项任务,这种好奇心似乎在制造时编入了他们那复杂的结构之中。发条解剖者进入战斗后会尝试麻痹受害者,然后开始解剖。
 

  生态
虽然发条解剖者拥有人的外形,但是却有并不完全相似。他们一般高6尺,重250lb。四条机械腿使他们可以在任意方向快速移动。他们腹部是一个金属笼子,里面是各种装有麻痹毒素的注射器,而他们畸形的机械手臂末端的外科工具则经常沾满鲜血。发条解剖者有三张脸,每张脸看上不同方向,这让他们能拥有更好的视野。发条解剖者经常搬出害怕,恐惧或痛苦的表情,仿佛在模仿他们的受害者。每隔几分钟他们的帘布都会发出刺耳的声音并进行旋转,目前为何会如此的原因尚未究明。
发条解剖者的内部结构比内海其他已经发现的发条构装体的结构更为复杂。一些学者将其拆卸后发现他们的齿轮精密度高的惊人,而且在那无限齿轮与杠杆的排列组合之间似乎存储着某种信息。发条解剖者似乎会将解剖结果印刻在其中,可能是以后将要供给自己的创造者阅览。尽管构造复杂,但其本身没有智慧。但他们的冷酷无情使得他们解剖他人时更为恐怖。
给发条解剖者上发条的钥匙也十分奇特。它的外形十分神秘,而且也不能用一般的方法插入。比如有人看到一个青铜发条解剖者背上雕刻着一副在格拉里昂无法观测到的星图,你必须要将发条钥匙上的星座与星图进行对应,然后将这个雕刻着未明符文的钥匙插入对应凹槽中。然后旋转钥匙时会连带转动一组复杂的透镜,你需要将其旋转到正确的位置以将光线聚焦到构装体身上的某个特殊部位。
因为被设定的程序是解剖活体生物,所以发条解剖者的攻击模式也十分奇特,一旦他抓住受害者并注射了麻痹毒素,他就会丢下他转而捕抓下一个受害者。在所有受害者被麻痹或者已经逃跑后,他会抓住一个受害者定期注射以确保一直处于麻痹状态,但尽可能在清醒且活着的状态下进行解剖(其手法娴熟几乎每一个受害者都能至少解剖1小时)受害者每分钟都可以尝试通过DC16的强韧检定移除麻痹效果影响。而成功逃脱者或获救者即便在被治愈后精神也会受到极大的创伤。


  Habitat and Society
据一些深入格拉里昂地底的探险者报告,发条解剖者一般都会被发现在一堆尸体之中,这些可能是他过去的成果。这堆尸体一般十分整齐,受害者的各个部位和器官会被小心地排列在一起,而且有时还会用尸体摆放出十分对称的诡异雕像。发条解剖者曾被发现在与阿茲蘭特与瑟西隆相关的地方。但也有人在卡蒂亞的沙丘之下,奥希里昂的陵墓以及El-Fatar的地下墓穴发现其踪迹。据说卡塔佩什的神秘契约主掌控着一批发条解剖者,不过他们并没有给他们上发条并小心地保管着其发条钥匙。
发条解剖者喜欢在墓穴和地牢中游荡已发现新的目标,虽然可以捕抓,但他们也会找那些被陷阱,自然因素而陷入晕眩或震慑状态的生物。所以在他们出没的地区有可能会发现蓝百合花粉(UE  111)cytillipede(Bestiary 5 65)冷之食屍鬼(Bestiary 5 120)或晦蟲(Bestiary 2 260)



  制造
在格拉里昂尚未有人能成功复制出发条解剖者,也许他们真的出自异界生物之手。但一些解剖了发条解剖者的神秘学者尝试对其构建进行了逆推,据闻Maheto的矮人工匠和Gurat的神秘学者已经在竞赛谁先能复制出这种构装体。
仿制这种构装体需要极奇精细的齿轮和其他机械零件,还有一些麻醉液,其花费一共为8500gp。但想要正确仿造还需要向一些异界生物请教。有人认为在通往冷原的传送门,或者更冒险一些在冷原建造发条解剖者的话会提高成功率。
购买花费:80000 gp

制造需求:制造构装体,异界探知,指使术,有限祈愿术,制造者施法者等级至少为10;技能 工艺(发条生物)DC20
制造花费:44250gp




劇透 -   :
WAMP
CLOCKWORK VIVISECTIONIST
The mechanical workings of this humanoid figure are incredibly
complex, but the gore-spattered scalpels it has on one hand
and the glistening syringes inside its cage-like chest make its
intentions clear.
CLOCKWORK VIVISECTIONIST  CR 10
XP 9,600
N Medium construct (clockwork)
Init +6; Senses all-around vision, darkvision 60 ft., low-light
vision; Perception –1
DEFENSE
AC 24, touch 14, flat-footed 20 (+2 Dex, +2 dodge, +10 natural)
hp 91 (13d10+20)
Fort +4, Ref +8, Will +3
DR 10/bludgeoning; Immune construct traits
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft.
Melee 2 claw +22 (2d6+9 plus grab)
Special Attacks anesthetizing injection
STATISTICS
Str 28, Dex 15, Con —, Int —, Wis 9, Cha 1
Base Atk +13; CMB +22 (+26 grapple); CMD 36
Feats Improved Initiative B , Lightning Reflexes B
SQ difficult to create, efficient winding, standby, swift reactions
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Anesthetizing Injection (Ex) A clockwork vivisectionist
that has pinned a victim can try to anesthetize the
victim with fluid-filled syringes normally stored in the
vivisectionist’s chest compartment. The vivisectionist
performs the injection as a standard action. This deals no
damage, but the victim must succeed at a DC 16 Fortitude
save or be paralyzed for 1d6 minutes. This is a poison
effect. The save DC is Constitution-based.
Efficient Winding (Ex) A clockwork vivisectionist can
function for 2 days per Hit Die every time it is wound.
Standby (Ex) A clockwork vivisectionist can place itself
on standby as a standard action. While on standby, a
clockwork vivisectionist cannot move or take any actions,
but it remains aware of its surroundings. Time spent
on standby does not count against the vivisectionist’s
wind-down duration. A clockwork vivisectionist can exit
standby as a swift action.
Assembled by unknown creators for inscrutable
purposes, clockwork vivisectionists wait in the depths
of ageless dungeons or within the tombs of forgotten
kings. When wound, they pursue a single purpose: to
examine the inner workings of living humanoids. They
approach this task with a cold, insatiable curiosity
that has somehow been programmed into their
clicking levers and complex gear trains. Clockwork
vivisectionists enter combat only to paralyze victims for
later vivisection.
E cology
Clockwork vivisectionists are vaguely humanoid in
shape, but they diverge from this general form in
disturbing ways. They typically stand 6 feet tall and weigh
250 pounds. They have four segmented mechanical
legs that allow them to move quickly in any direction.
Their chests are wrought metal cages that swing open to
reveal an assortment of syringes loaded with paralyzing
poisons, and their misshapen arms end in vicious
surgical implements, often caked with dried blood
and bits of gore. A clockwork vivisectionist’s head has
three visages, each facing a different direction, allowing
the vivisectionist to see in every direction at once. A
vivisectionist’s forged metal faces are often locked in
expressions of horror, terror, or agony, as if whoever
(or whatever) created them was building a facsimile of a
humanoid, but had only ever seen faces expressing these
emotions. Every few minutes, the faces rotate positions
with a ratcheting sound, but it’s unclear why a clockwork
vivisectionist does this.
The clockwork mechanisms within a vivisectionist
are noticeably more complex than those of clockwork
constructs built by most sages and engineers in the
Inner Sea region. Those few scholars who have examined
a disassembled vivisectionist have noted the incredibly
precise machining of the gears, the astonishing density
of the gear trains, and the banks of levers that seem
able to store information by locking into countless
combinations of positions. It’s possible that the
information gleaned from their vivisections is stored
within these mechanisms for later retrieval by their
mysterious creators. Despite this complexity, clockwork
vivisectionists have no true intelligence. The emotionless
manner in which they carry out their experiments only
amplifies the chilling horror of encountering one.
The key used to wind a clockwork vivisectionist is
often difficult to recognize as a key at all. It usually
takes an arcane shape and using it may require solving a
puzzle of some kind. Examples include a star map cast in
bronze that aligns with a star pattern on the clockwork’s
back (often depicting constellations unrecognizable to
denizens of Golarion), a set of independently rotating
rings with unfamiliar runes on them that must be
inserted into a socket on the clockwork and rotated into
the correct alignment, and a complex set of lenses and
mirrors that must be correctly focused to shine a beam
of light on a particular spot on the clockwork’s body.
Because its singular purpose is to cut open and
experiment on still-living creatures, a clockwork
vivisectionist employs unusual tactics in combat
Once it has pierced a victim with its scalpel claws and
injected him with anesthetic, it drops the paralyzed
victim and moves on to another. Only once all enemies
are paralyzed or have fled will the vivisectionist begin
“operating,” keeping each victim paralyzed but alive
as long as possible (rarely longer than 1 hour) with
regular injections from the bank of fluid-filled syringes
in its chest. A victim can continue to attempt DC 16
Fortitude saving throws once per minute to escape
the paralysis effect. A victim who escapes or is rescued
once this process has begun may suffer from severe
mental trauma even after here physical wounds have
been healed.
H abitat and S ociEty
Explorers of the deepest dungeons in Golarion report
finding clockwork vivisectionists in isolated chambers
surrounded by mutilated corpses that were the result
of the vivisectionist’s past experiments. This can
include entire corpses with the skin removed, organs
affixed to walls in careful arrangements, and bizarre
sculptures with eerie radial symmetry built from the
body parts of multiple victims. Clockwork vivisectionists
are often found in areas with connections to Azlant
or Thassilon. However, they have also been found
in the ruins of Shadun in Qadira, Tumen in Osirion,
and in the catacombs of El-Fatar. It is rumored that
the Pactmasters of Katapesh maintain a collection of
clockwork vivisectionists, their mechanisms wound
down and their keys carefully hidden away.
Though they don’t typically remain in one location,
instead roaming tombs and dungeons in search of
victims for as long as their windings will allow, clockwork
vivisectionists often seek out traps, natural locations,
or other creatures with daze or stun attacks that might
help them to conduct their vivisections. Traps involving
azure lily pollen (Pathfinder RPG Ultimate Equipment 111),
cytillipedes (Pathfinder RPG Bestiary 5 65), Leng ghouls
(Bestiary 5 120), or tenebrous worms (Pathfinder RPG
Bestiary 2 260) are often found in the same area of a
dungeon as a clockwork vivisectionist.
c onStruction
No one on Golarion has successfully constructed a
clockwork vivisectionist in recent memory, or, if they are
indeed the work of extraplanar entities, ever. However,
arcane academics who have examined partially destroyed
vivisectionists have reverse-engineered the process, and
it’s rumored that the dwarven metalsmiths of Maheto
and arcane researchers in Gurat are competing to be
the first to build a functioning one.
Creating these clockworks requires
precisely crafted gears and other refined
mechanisms,  plus  various  anesthetizing
fluids, worth 8,500 gp. However, the process isn’t a
matter of simply building the mechanisms in the correct
shape—some aspect of a clockwork vivisectionist’s
function remains incomprehensible and alien to beings
on the Material Plane, so aspiring clockwork makers must
consult with extraplanar powers using contact other plane.
One theory suggests that constructing the clockwork
near a gate to Leng, or, for the truly adventurous builder,
on Leng itself, may increase the chance of successfully
creating a functional clockwork vivisectionist.
CLOCKWORK VIVISECTIONIST
CL 10th; Price 80,000 gp
CONSTRUCTION
Requirements Craft Construct, contact other plane, geas/
quest, limited wish, creator must be at least caster level
10th; Skill Craft (clockwork) DC 20; Cost 44,250 gp
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Re: 诡秘的万古里稀奇古怪的怪物们(I'M FREE![哪里不对])
« 回帖 #14 于: 2019-10-05, 周六 17:20:29 »
空壳干尸(HOLLOW ONE)
这个生物的皮肤上散发着淡淡的化学气味,这暗示着其非人的身份。如果仔细观察你可以看到他的皮肤以一种不可名状的方式被拉扯着。

空壳干尸 CR10
XP 9600
绝对中立 中等体型构装体
先攻+9;感官 黑暗视觉60尺,昏暗视觉,察觉+15
 

  防御
AC26,接触16,措手不及20(+5敏捷,+1闪避,+10天防)
Hp 117(15d10+35)强韧+5,反射+10,意志+5
DR 10/魔法;免疫 构装体特性
 

  攻击
速度 30尺
近战 2挥击+22(1d8+7/19-20)
特殊攻击 恐惧,狂暴,偷袭+3d6
 

  数据
力量25,敏捷21,体质—。智力16,感知11,魅力14
BAB+15,CMB+22,CMD38
专长 寓守於攻,戰鬥反射,詐欺師,闪避,精通重击(挥击)精通虛招,精通先攻,健壮
技能 唬骗+21,交涉+4,威吓+17,察觉+15,察言观色+15,隐匿+20
语言 邪靈語,通用语,珂莱士语
 

  生态
环境 任何
组织 单一
宝藏 无
 

  特殊能力
特殊能力
恐惧(SU)以一个标准动作,空壳干尸可以使30尺内所有生物顫慄1分钟,通过DC19的意志豁免可以降为1轮。该效果不会使已经陷入顫慄的生物变为驚懼,或者使已经驚懼的生物变为恐慌,这是影响心灵的恐惧效果,豁免基于魅力。
狂暴(SU)战斗中受到伤害后,空壳干尸可以以自由动作进入狂暴。此时他会获得+2力量加值与30点临时生命值,但AC-2。这会持续到战斗结束,但最长持续1分钟。空壳干尸可以以自由动作结束狂暴状态。
 

空壳干尸具有人形,但如果通过DC30的察觉检定就能发现这其实是一个构装体,任何伤害都会使得他无法隐藏,因为其表皮在被撕开后会露出空空如也的内在。这个复杂的构装体一般被制造出来是用于充当仆人,守卫或助手。空壳干尸会与有着提供制造材料的生物的外形。
然而与其他构装体不一样,空壳干尸具有与提供材料的生命相近的智慧。所以虽然大多空壳干尸都只是在模仿,但有的会开始探求自己存在的意义。这种空壳干尸十分危险,因为他们容易陷入疯狂(而且很容易引发暴力事件)但是这都是极个别的案例,大多数空壳干尸都只是滑稽地模仿着与他们具有相同外表的人。
有时人们会因为他们的制作方式而认为他们是不死生物,然而实际上并非如此。
空壳干尸与提供制造材料的生物大小一致,仿佛一个翻印出来的人偶,但是其重量十分之轻。
 

  生态
作为炼金术师常见的构装体,空壳干尸是制造人造人衍生出的物品,是由附加了魔法与混合了多种特殊化学材料的皮肤碎片组成的。比其他构装体好的是他们在被制造的时候会注入创造者的智慧。所以即使是知晓空壳干尸的人也有可能被他们的模拟人格骗到,但很少有人知道其空空的内在的真正想法。
然而正因为具有智力所以有时他们会十分危险。有5%的空壳干尸会对创造者怀有憎恶与嫉妒,并会试图杀掉他们以取而代之。还有5%的空壳干尸的心智会远超本体,他们是空壳干尸中的高级品,所以他们会尝试告诉别人自己的重要性并说服他人摧毁自己的主人。这类空壳干尸的智力与感知获得+4加值,魅力获得+6加值。他们甚至能获得职业等级,使与其创造者(或为其提供材料的人)的等级相当。
每个空壳干尸一开始都是一片白纸,根据其环境与发生的事情其性情也会有这不同的变化。所以即使是用同一母体在同一时间制造的三个空壳干尸也有可能会发展出各自不同的个性。
一些学者认为最初的空壳干尸是利用肮脏的塑肉體制造的,不过没有什么根据。但空壳干尸的出现可以追溯到星陨之灾之前,这种诡异的构装体在10000多年前就已经有人开始制造了,只是这曾被尘封的知识在最近才在阿維斯坦被挖掘出来。


  Habitat and Society
空壳干尸一般都会表现出制造者的某种情感。一些神秘学者和哲学家认为这是在创作时下意识的最强烈的情感体现。所以在开心时制造的空壳干尸一般都会很快乐,但一个精神病制造的空壳干尸会表现得很疯狂。但是这会随着其成长而改变。有的痛苦会压过内心的悲伤,有的快乐会让人喘不过气。被创造后的每一年,构装体都需要通过一个DC25的意志检定,否则将会深陷某种情感而陷入疯狂。虽然陷入疯狂的原因各不相同,但都会十分危险。
空壳干尸虽然会模仿创造者但是有时也会超越其。那些逃走的空壳干尸通常会成为其他构装体的领导人,他们会给各类构装体安装不同名号以参与到他们发起的斗争中,并将自己定位成暴君,独裁者或圣人。
曾经有几个自大的阴谋家和邪教组织将其首领复制出多个空壳干尸以作为复仇与暗杀的工具,企图以此作为万能的分身以同时多线作战。这些疯狂的独裁炼金术师疯狂地自残并制造了数十个空壳干尸。但这些构装体迅速地陷入了疯狂,并大规模地开始对其创造者发起了攻击。
艾巴萨罗姆有这么一个逸闻,一个到这工会曾专门雇佣空壳干尸进行偷窃和勒索。他们会事先抓住一个人,折磨他并剥下皮肤制成空壳干尸,然后在治好他以证明他们与这件事毫无关联。然后他们会安排空壳干尸去犯罪以连累受害者,受害者为了证明自己的清白需要付出沉重的代价。



  其他空壳干尸
当然并非只能用类人生物的皮制作空壳干尸。但对象必须拥有皮肤。最近从一个古老的阿茲蘭特遗迹中发现了一个底栖魔鱼的空壳干尸,这让探险家们感到十分震惊。以皮肤更为坚实的生物的皮肤制成的空壳干尸可能会获得那更高的天生防御。


  制造
制造空壳干尸前创造者需要用刀子和奥秘術式以大量收集被复制者(又称受试者)的皮肤,这会对受试者造成1d4体质伤害。经过炼金术的处理后这些皮肤会木乃伊化。在最后创造者需要使用带有细小刀片的由黄铜与乌木制成的特殊钩子,切下受试者的部分大脑。钩子会通过鼻孔插入大脑并切下一部分脑细胞,这又会对受试者造成1d2体质伤害。此外受试者若未能通过DC30的治疗检定将永久失去1d3智力。
购买花费:42000gp

制造需求:制造构装体,次級擬像術,18平方尺从受试者身上取下超过一个月的皮肤,一小片脑组织,施法者等级至少为9;技能 工艺(炼金)DC24,医疗 DC24
制造花费:21000gp




劇透 -   :
HOLLOW ONE
HOLLOW ONE
The faint chemical smell lingering on this creature’s skin
hints that it is not simply a normal person. Small, almost
imperceptible flaws suggest that the creature’s skin is somehow
stretched over an invisible frame.
HOLLOW ONE  CR 10
XP 9,600
N Medium construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge,
+10 natural)
hp 117 (15d10+35)
Fort +5, Ref +10, Will +5
DR 10/magic; Immune construct traits
OFFENSE
Speed 30 ft.
Melee 2 slams +22 (1d8+7/19–20)
Special Attacks dread, rage, sneak attack +3d6
STATISTICS
Str 25, Dex 21, Con —, Int 16, Wis 11, Cha 14
Base Atk +15; CMB +22; CMD 38
Feats Combat Expertise, Combat Reflexes, Deceitful, Dodge,
Improved Critical (slam), Improved Feint, Improved
Initiative, Toughness
Skills Bluff +21, Disguise +4, Intimidate +17, Perception +15,
Sense Motive +15, Stealth +20
Languages Aklo, Common, Kelish
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Dread (Su) As a standard action, a hollow one can cause all
creatures within 30 feet to become shaken for 1 minute.
On a successful DC 19 Will save, affected creatures are
instead shaken for 1 round. This effect doesn’t cause a
shaken creature to become frightened or a frightened
creature to become panicked. This is a mind-affecting
fear effect and the save DC is Charisma-based.
Rage (Su) As a free action after taking damage in combat,
a hollow one can fly into a rage. While raging, the hollow
one gains a +2 bonus to Strength and 30 temporary hit
points, but takes a –2 penalty to AC. The rage lasts until the
end of the battle or for 1 minute, whichever is shorter. A
hollow one can voluntarily end this rage at any point.
Hollow ones are constructs that are made to resemble
living humanoids. In most conditions, it requires a
successful DC 30 Perception check to notice the supposed
person is actually a construct, although inflicting any
kind of wound on the hollow one immediately reveals
the truth as the skin covering this creature unravels to
reveal an empty cavity within. Hollow ones are complex
creations designed to fulfill a variety of purposes, most
often acting as servants, guardians, or assistants. Each
hollow one is bound by a physical similarity to a certain
humanoid, who sacrifices a portion of himself in the
formation process.
Unlike many constructs, however, the hollow one has
a spark of intelligent life—the essence of its creator
or the creator’s victim. While this enlivening energy is
little more than a shallow imitation of the original’s true
being, sometimes the hollow one can become more than
an automaton and seek out its own life and motivations.
These hollow ones are the most dangerous because they
are most prone to madness (especially violent madness).
Such a hollow one is the exception to the rule, however,
and most are destined to become little more than slaves
and playthings, obedient mockeries of those they were
created to look like.
When encountered, hollow ones are often mistaken
for undead creatures instead of constructs, mainly due
to the unconventional building material required to
create these creatures.
A hollow one is the same size as the humanoid it was
fashion to resemble, but weighs a mere fraction of his
weight due to being only chemically treated skin.
E cology
As constructs generally created by alchemists, hollow
ones are uncanny replicas of humanoids made from
shreds of skin infused with magic and rare chemicals.
Hollow ones have an advantage over many constructs in
that they have intellects gifted to them by their creators
during their construction. Even those who know the
humanoids on which hollow ones are modeled well may
still be duped by the hollow ones, as they are fashioned
by a process similar to that used to create simulacra and
their true nature is difficult to discern.
The fundamental intelligence of these creatures
makes them dangerous, however. They are unstable
beings, and 5% of hollow ones harbor a deep loathing
and jealousy of their creator, to a point where they cannot
abide continuing to serve them. These hollow ones turn
on their owners, seeking to kill and sometimes replace
them. Another 5% of hollow ones develop a greater
intelligence and personality than the creatures on which
they’re modeled, becoming superior versions of the
originals. Often seeking the immediate destruction of
their would-be masters, these hollow ones have inflated
views of their own importance and place in the world and
proceed to try to convince others of it. These creatures
gain a +4 bonus to both Intelligence and Wisdom and
a +6 bonus to Charisma. Many of these hollow ones go
on to take class levels, typically matching those of their
creator (or the person being emulated).
Hollow ones begin as blank slates in terms of
development. The energizing force within each evolves
differently, so that three hollow ones created at more
or less the same time by the same master can result in
three unique constructs depending on the context and
situational factors in which they were created.
Some scholars make the assumption that the first
hollow ones were created by foul creatures that made
use of fleshwarping, but little evidence for this has been
found. Records retrieved from before Earthfall mention
hollow ones, so the practice of making these bizarre
constructs is more than 10,000 years old, though it has
only recently come to light again in Avistan.
H abitat and S ociEty
Many hollow ones take on specific aspects of their
creators. Some arcane psychologists and philosophers
have suggested that the inherited aspect is the creator’s
most overriding emotion or state of mind at the time.
Thus, a happy creator fashions a jolly hollow one, while
a psychotic person creates a deranged one, and so on.
However, the hollow one nurtures this aspect into
something larger as it develops. Misery becomes
overwhelming sorrow or joy becomes completely
unbearable. Each year after its creation, the
construct must succeed at a DC 25 Will save or lapse
into madness brought on by these emotions.
The direction this madness takes varies, but
is always dangerous in some way.
Hollow  ones  develop  their  own
mannerisms similar to—but not always
identical to—their creators’. Those that
escape into society often act as beacons for
other constructs—paragons and leaders that
use their constructed followers on crusades of
their own twisted devising, taking on levels
in various classes, and become tyrants,
dictators, and saints in their own design.
Several narcissistic cabals and cults
use hollow ones as tools of vengeance
and  assassination,  creating  scores
of copies of the cult leader to visit
punishments upon dozens of enemies
at the same time, creating the illusion
of omnipotence. Such tactics have
been employed by power-crazed
tyrannical alchemists, who go
on a frenzy of self-harm and
create scores of hollow ones.
Sadly, such personal killers
often become so crazed that
they turn on their creator
en masse and exact suitable
revenge, usually starting by
flaying the creator alive.
A  tale  circulating
through Absalom speaks
of a thieves’ guild that once operated in that city and
employed hollow ones as patsies and for blackmail. The
guild leadership would capture someone, torture the
captive by flaying her skin, and then healing her so there
was no evidence of the stolen tissue. They would then
send the hollow one to commit a visible crime in order to
implicate their victim. To clear her name, the victim was
forced to pay the guild’s leadership a hefty price.
o tHEr H ollow o nES
The method for creating hollow ones don’t restrict the
form to be that of a humanoid. The form needs to be
a creature that has skin, though. A catalog of constructs
was recently unearthed from an old Azlanti ruin that
described an aboleth hollow one that perplexed the
ancient explorer who encountered the strange creature.
Hollow ones made in the form of creatures with
particularly durable skin could have a much higher
natural armor bonus than the typical hollow one
described here.
c rEating a H ollow o nE
The process used to fashion a hollow one
requires the creator to collect a considerable
quantity of the skin of the person being copied
(referred to as the subject) using knives
and an arcane ritual that ultimately
deals 1d4 points of Constitution
damage to the subject. The skin is
alchemically treated and enhanced
into a form not unlike the wrappings
of a mummy. At the final moment of
the ritual, the creator removes a piece of
the subject’s brain using a specially created
brass and ebony hook with a tiny movable
cutting blade attached. This hook is inserted
into the subject’s brain through the nose
to remove a portion of living brain tissue,
an act that deals an additional 1d2 points
of Constitution damage to the subject.
At this point, the creator must succeed
at a DC 30 Heal check; otherwise the
subject permanently loses 1d3 points
of Intelligence.
HOLLOW ONE
CL 9th; Price 42,000 gp
CONSTRUCTION
Requirements Craft Construct, lesser
simulacrum UM ; 2 square yards of skin
collected over the course of 1 month
and 1 ounce of brain material; creator
must be caster level 9th; Skills
Craft (alchemy) DC 24 and
Heal DC 24; Cost 21,000 gp
Even the smallest person can change the course of the future

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Re: 诡秘的万古里稀奇古怪的怪物们(你要看看我的脸吗)
« 回帖 #15 于: 2019-10-05, 周六 17:23:30 »
兜帽使徒(HOODED HARBINGER)
这类生物被肮脏的蜡黄色长布裹着,看上去就像是一个木乃伊。其扭曲的身形与裹着的布条使人难以判断其身高。他的手臂看上去十分修长,有时候看上去像是脱臼,甚至可以自由旋转。其面部则隐藏在黄色兜帽的阴影下。

兜帽使徒 CR12
XP 19200
混乱邪恶 中等体型 异怪
先攻+8;感官 黑暗视觉60尺,看破隐形,察觉+21
灵光 渎神恶臭(DC21)不适灵气(30尺)
 

  防御
AC27,接触17,措手不及23(+4敏捷,+10天防,+3亵渎)
Hp 162(17d8+85)强韧+12,反射+11,意志+13
DR 10/守序和挥砍;免疫 致死效果,影响心灵效果,毒素;抗力 寒冷10;SR 23
 

  攻击
速度 30尺
近战 2挥击+20(2d6+8/19-20附加摔绊)或近战接触+20(失血之触)  占据5尺,触及10尺
特殊攻击 引导负能量3次/天(DC21,仅命令死灵)昭示黄印,厄运预兆
类法术能力(CL 15,专注+18)
常驻—看破隐形,巧言術
任意—侦测善良,侦测秩序
3次/天—困惑术(DC17)群體人類定身術(DC20)異界傳送,沉默術(DC15)傳送術(对象不可重于50lb)
1次/天—行动自如
 

  数据
力量26,敏捷18,体质21,智力16,感知13,魅力17
BAB+12,CMB+20,CMD34
专长 流血重擊,戰鬥施法,戰鬥反射,命令死靈,重擊專攻,強韌加強,精通重击(挥击)精通先攻,钢铁意志,闪电反射
技能 特技+24,攀爬+28,逃脱+24,威吓+31,知识(宗教)+27,察觉+21,隐匿+24;种族加值 知识(宗教)+4,威吓+8
语言 邪靈語,通用语,心电感应100尺
 

  生态
环境 任何
组织 单一
宝藏 无
 

  特殊能力
特殊能力
失血之触(EX)受到兜帽使徒近战接触攻击的生物需要通过DC23的强韧检定。若成功会受到2d6+8伤害并因痛苦而恍惚1轮,且接下来的24小时不会再受到失血之触的影响。但如果豁免检定失败,被触碰者的部分会开始膨胀,且皮肤因血液倒流而变成紫色或紫黑色,而且每回合受到4d6+12伤害,且在伤害持续期间陷入噁心和恍惚状态。1d4轮后,受害者可以每轮尝试投一次新的豁免检定以治愈自己,或是通过治疗法术或DC23的医疗检定解除该状态。使用医疗检定需要精确切开血液倒流部位的血管使血液流出恢复血压,受害者会受到2d6流血伤害。同一时一位兜帽使徒只能对一个人使用失血之触的效果,同时若被治愈的话受害者在接下来的24小时也会免疫失血之触的效果。失血之触止咳使用在有血液流动且具有明确生理特征的生物身上,不死生物,泥怪,大部分构装体和不会受到精准伤害的生物免疫该效果。豁免DC基于体质。
昭示黄印(SP)每日一次,兜帽使徒可以射在空中显现出一个发光的神秘符号—黄印。这个符号会存在1d4分钟。100尺内所有看到黄印的生物未通过DC23的意志豁免都将陷入困惑,直到黄印消失。这个标记可以通过DC26的施法者等级检定和移除混乱,移除邪恶,抹消术或解除魔法消除掉。受到黄印影响的人不会以任何方式攻击兜帽使徒,但也不会听从他的命令。豁免DC基于魅力且具有+2种族加值。这是影响心灵的脅迫效果。
渎神恶臭(SU)兜帽使徒的布条下会传出腐烂的发霉臭味,冉饶在其5尺范围内,形成如同亵渎灵光的效果。这种可怕的臭气使得兜帽使徒获得等同于魅力修正值的亵渎AC加值。此外进入范围内会呼吸的生物都需要通过DC21的强韧豁免否则受到如同心靈迷霧的法术效果2d4轮,或者知道他离开该区域。通过豁免的生物在接下来的24小时内不会再受到此效果影响。豁免DC基于魅力。
厄运预告(SU)每天三次,兜帽使徒可以直觉动作以向100尺内伤害过他的生物发出预言般的低语。除目标外没有人能听到这种喃喃低语的声音,如同心电感应一般。这个低语宣告了目标的厄运,在接下来的1小时目标会受到喪志術影响(无豁免)或者这种声音被移除(施法者等级检定DC26)
可怖面容(SU)兜帽使徒不会露出自己的脸。只有在被杀害或无助状态才有可能尝试掀开其兜帽。但是正如其身上散发的臭气预兆了一般,即使将其身上的布掀开也只能看到一层坚实的布条,需要通过1d4+2才能将这些布条解除,而看清其面容的生物需要通过DC21的意志豁免避免陷入精神錯亂法术效果。那些成功豁免和被解除了精神錯亂的人会自动将其面容从脑海中抹去。一旦脸被看到后兜帽使徒的身体会立刻散发出强烈的光线并炸开。所有在其10范围内的生物都会受到6d10立场伤害(通过反射DC23减半)且需要通过两次DC23的强韧检定,一次豁免目盲,一次豁免耳聋(如同目盲/耳聋术)抵抗精神錯亂的豁免DC基于魅力,抵抗爆炸效果的豁免DC基于体质。
 

其为旧日支配者的使徒,不过有时他们是奉命而行,有时只是一时的心血来潮。不管怎样,黄衣之王会让兜帽使徒将祂的话语传达给信徒,还有那不可名状的笼罩在神秘色彩下的冷原大祭司。这些可怕的生物缠绕着肮脏的黄色布条聆听者他们主人的低语。有人猜测冷原大祭司便是由兜帽使徒晋升而来,但这个猜测无人可证实。兜帽使徒的起源据说来自于遥远的卡尔克萨,其身影极为罕见。
因为身为使者,兜帽使徒非常重视自己的职责。必要时他们会利用其主人的伟力捍卫自己的职务。在被迫战斗时,他们会先用覆盖在手上的布条拌摔对手,然后尽可能使用失血之触触碰对方。一旦情况不对他们会使用異界傳送逃走。
身为哈斯塔的使者,他们可以接收到黄衣之王的心电感应。在受到信息时他们会浑身抽搐如同羊癫风发作一般。这时候的他们十分危险,因为任何人尝试分散他们与其主人交流的注意力的话会引起他们的怒火,并受到黄衣之王的注视。
没有人见过兜帽使徒的脸,或者说活人能描述其面容。如果拉开也只会看到一层层肮脏的布条。如果依旧好奇可以尝试撕开布条去探究其真容。在目睹真容之后,幸运的人将会不再记得自己看到了什么,而那些没那么幸运的人则会失去理智。
 





劇透 -   :
HOODED HARBINGER
HOODED HARBINGER
This creature resembles a mummified humanoid swathed in
filthy, sallow rags. Its stooped posture and ragged coverings
make its height hard to judge. Its arms appear abnormally long,
or perhaps dislocated and hanging freely. A hood of the same
jaundiced fabric obscures its face.
HOODED HARBINGER  CR 12
XP 19,200
CE Medium aberration
Init +8; Senses darkvision 60 ft., see invisibility;
Perception +21
Aura profane reek (DC 21), unnatural aura (30 ft.)
DEFENSE
AC 27, touch 17, flat-footed 23 (+4 Dex, +10 natural,
+3 profane)
hp 161 (17d8+85)
Fort +12, Ref +11, Will +13
DR 10/lawful and slashing; Immune death effects, mind-
affecting effects, poison; Resist cold 10; SR 23
OFFENSE
Speed 30 ft.
Melee 2 slams +20 (2d6+8/19–20 plus trip) or
melee touch +20 (bloodless touch)
Space 5 ft.; Reach 10 ft.
Special Attacks channel negative energy 3/day (DC 21,
command undead only), manifest Yellow Sign,
prophetic utterance
Spell-Like Abilities (CL 15th, concentration +18):
Constant—see invisibility, tongues
At will—detect good, detect law
3/day—confusion (DC 17), mass hold person (DC 20),
plane shift, silence (DC 15), teleport (self plus 50 lbs.
of objects only)
1/day—freedom of movement
STATISTICS
Str 26, Dex 18, Con 21, Int 16, Wis 13, Cha 17
Base Atk +12; CMB +20; CMD 34
Feats Bleeding Critical, Combat Casting, Combat Reflexes,
Command Undead B , Critical Focus, Great Fortitude,
Improved Critical (slam), Improved Initiative, Iron Will,
Lightning Reflexes
Skills Acrobatics +24, Climb +28, Escape Artist +24,
Intimidate +31, Knowledge (religion) +27,
Perception +21, Stealth +24; Racial Modifiers
+4 Knowledge (religion), +8 Intimidate
Languages Aklo, Common; telepathy 100 ft., tongues
SQ terrible visage
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Bloodless Touch (Ex) When a hooded harbinger makes
a melee touch attack, its target must attempt a DC 23
Fortitude save. If the save is successful, the victim takes
2d6+8 points of damage and is wracked by pain for 1
round, gaining the staggered condition. It is thereafter
immune to that hooded harbinger’s bloodless touch
for 1 day. On a failed save, the portion of the victim’s
body that is touched begins to swell and turn purplish-
black as the blood flow to it is restricted. This effect
deals 4d6+12 points of damage per round and the
victim gains the staggered and sickened conditions
from the intense pain. After 1d4 rounds, the victim
can attempt a new saving throw each round to try and
end the effect. The effect can be ended sooner by a
heal spell or a successful DC 23 Heal check. The Heal
check requires a precise incision to the affected flesh,
and consequently deals 2d6 points of bleed damage
to the victim as the pressure of the entrapped blood
flow is released. Once a victim has been affected by a
bloodless touch, it can’t be affected by another until
the effects of the first one have ended. If the effects
are ended by a successful save, then that individual
is immune to further bloodless touch attacks by that
hooded harbinger for 1 day. The bloodless touch attack
of a hooded harbinger affects only living creatures with
recognizable physiology and a blood supply. Undead,
oozes, most constructs, and creatures that are not
subject to precision damage are immune to bloodless
touch. The save DC is Constitution-based.
Manifest Yellow Sign (Sp) Once per day, a hooded
harbinger can trace a mystical pattern in the air, causing
a glowing, immaterial image of the Yellow Sign to
appear before it. This image remains in place for 1d4
minutes. Any creatures within 100 feet who is able to
see the sign (it glows as per light) must succeed at a
DC 23 Will save or be confused for as long as the sign
persists. The sign can be erased with dispel chaos,
dispel evil, dispel magic, or erase with a successful DC
26 caster level check. Anyone under the effects of the
Yellow Sign will not act against the hooded harbinger
in any way, though that does not mean that they will
follow its commands. The save DC is Charisma-based
and includes a +2 racial bonus. This is a mind-affecting
compulsion effect.
Profane Reek (Su) The musty, carrion stench wafting from
the foul folds of a hooded harbinger’s rags extends in
a 5-foot radius, creating an aura of obscene influence
around the creature. This terrible smell gives a hooded
harbinger a profane bonus to its AC equal to its Charisma
modifier. In addition, any breathing creature that enters
this cloud must succeed at a DC 21 Fortitude save or be
affected as though under the mental effects of a mind
fog spell for as long as it remains within the profane
reek’s area of effect and for 2d4 rounds after it leaves. A
creature that succeeds at its save is immune to the mind
fog effect of that hooded harbinger’s profane reek for 1
day. The save DC is Charisma-based.
Prophetic Utterance (Su) Three times per day as an
immediate action, a hooded harbinger can mutter a
prophetic utterance against any single creature within
100 feet that has just dealt damage to it. This mutter
is unintelligible to anyone but the target, which hears
the utterance as a telepathic message pronouncing its
doom. The target is immediately affected by a doom
spell (no save) for the next hour or until the utterance is
successfully dispelled (requiring a successful DC 26 caster
level check).
Terrible Visage (Su) A hooded harbinger never reveals
its face. Only if slain or rendered helpless can anyone
attempt to remove the hood and reveal the harbinger’s
true visage. However, as layers of the stinking, rotten
wrappings around its face are peeled back or cut away,
new layers are found beneath. These many filth-crusted
layers can be removed only with 1d4+2 rounds of effort.
If they are successfully removed, only those adjacent
to the creature can see the revealed countenance and
anyone able to do so must succeed at a DC 21 Will save
or be affected by an insanity spell. Those who succeed
at their saves are unaffected, as their minds mercifully
erase the image from their memories. Those cured of the
insanity receive the same relief. Immediately after the
hooded harbinger’s face is revealed, its body explodes
in a massive flash of light and concussive force that
completely obliterates all evidence of it. Anyone within
10 feet of the corpse when it explodes takes 6d10 points
of force damage (Reflex DC 23 half) and must attempt
two DC 23 Fortitude saves, one against blindness and
one against deafness (both as per blindness/deafness).
The save DC to resist the insanity effect is Charisma-
based, and the save DCs to resist the explosion’s
effects are Constitution-based.
It is said that the Crawling Chaos is the
messenger of the Great Old Ones, but whether this
is by their command or his own whim is debatable.
Regardless of why, the Great Old One known as Hastur
sometimes instead relies on his hooded harbingers to
relay messages to his far-flung cults and even to the High
Priest Not To Be Described of mystery-shrouded Leng.
These dread figures swathed in filthy yellow rags bear
the whispered tidings of their Unnamed Lord. There
are those who even speculate that the veiled priest of
Leng is actually the greatest of the hooded harbingers,
who gained some measure of autonomy—but the
truth of this remains unknown. Thought to have
originated in distant Carcosa by unthinkable means,
hooded harbingers are exceedingly rare, and seldom
is more than one encountered at a time.
Though tasked with the menial role of
messengers, hooded harbingers take their
charge very seriously. Infused with the hateful
potency of their master, they are able to call
upon many terrible powers in defense of their duties.
When forced into combat, they prefer to trip opponents
with the trailing ends of their ragged arm coverings and
administer their bloodless touch to as many victims as
possible. They always attempt to use plane shift to flee if
in danger of imminent defeat.
Serving as messengers for Hastur, hooded harbingers
receive the communications they deliver directly from
the Great Old One via mental transmission. Upon
receiving the message, the hooded harbinger twitches
and shakes as if it were having a seizure. During this
time they are particularly dangerous, because if they are
attacked or distracted in any way, they fly into a furious
rage and the offender risks attracting the attention of the
King in Yellow.
No one has seen a hooded harbinger’s face and lived
to describe it. If its hood is pulled back, the creature’s
head is seen to be completely swathed in the same filthy
rags that cover its body. If it is helpless, the rags can be
unraveled, but each layer only gives way
to dozens of layers of the tattered
yellow cloth. Eventually, a face
is revealed, but it appears to be
the face of the unraveler. If she
is lucky, her memories are
immediately wiped clean.
If she is less fortunate
or less able to forget,
she is driven insane.
Even the smallest person can change the course of the future

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Re: 诡秘的万古里稀奇古怪的怪物们
« 回帖 #16 于: 2019-10-05, 周六 17:27:43 »
修格斯原生体(PROTO-SHOGGOTH)
在这个怪物的体表上杂乱地分布着许多畸形的器官,没有成型的眼睛,没有牙齿的嘴巴,嘶吼着的喉咙,不断涌现又融入这团没有固定形态的生物的表面。

修格斯原生体 CR11
XP 12800
绝对中立 中等体型泥怪
先攻+7;感官 全域视野,昏暗视觉,颤动感知60尺,察觉+3
 

  防御
AC25,接触17,措手不及18(+7敏捷+8天防)
Hp 138(12d8+84)快速医疗5
强韧+13,反射+11,意志+9
DR 5/—;免疫 目盲,寒冷,耳聋,疾病,寄生,影响心灵效果,泥怪特性,音波;抗力 酸10,电10,火10;SR22
 

  攻击
速度 30尺,攀爬 30尺,游泳 30尺
近战 4挥击+17(1d6+8附带攫抓)
特殊攻击 緊勒(1d6+8)制造衍体,剧毒之身
 

  数据
力量26,敏捷24,体质25,智力—,感知16,魅力1
BAB+9,CMB+17,CMD34
专长 強韌加強 钢铁意志
技能 攀爬+16,游泳+16
SQ 壓縮,融合
 

  生态
环境 任何
组织 单一或成群(2-8)
宝藏 附属
 

  特殊能力
特殊能力
制造衍体(EX)受修格斯原生体的剧毒之身能力死亡的生物,无论是因感染而死还是其他原因,都会衍生出新的修格斯原生体。宿主嘶吼2d6小时,只要该生物大部分驱壳相对完整,新生的修格斯原生体就会从尸体中诞生。这会完全破坏宿主的驱壳导致死者交谈或复活术无法生效。但诸如解离术等不会留下尸体的方式无法衍生新的个体。同样如果尸体受到火焰,酸或其他事物的完全破坏也无法衍生新的个体。受感染的尸体不会再次传染其他生物,这必须要修格斯原生体主动感染。
剧毒之身(EX)当生物受到修格斯原生体緊勒造成伤害后,其身上的毒菌会附着在该生物的皮肤上。目标若未能通过DC23的强韧豁免则会陷入恶心而且慢慢转化为修格斯原生体的苗床。接下来每24小时受感染者需要额外通过一次DC23的强韧豁免,否则将减少1d4体质,这是一种类似疾病的寄生效果,只可以通过特殊手段进行治疗。只要寄生开始即使之后都强韧豁免成功,寄生仍然会持续。移除疾病等法术可以暂时延缓寄生蔓延的过程,但无法完全根除这种情况。只有负能量可以组织这种寄生。受寄生者需要利用负能量将自己伤害到瀕死状态,然后在此时成功通过DC23的强韧豁免。只有这样利用负能量将血肉内所包含的所有残留物质一并灭绝才能完全根除这种寄生状态。豁免DC基于体质。
融合(EX)以一个会引发借机攻击的整轮动作,两个修格斯原生体可以试图融合在一起。它们都需要通过DC25的强韧豁免,若其中一方失败融合就会失败,两者会发生排斥而且不可以再次尝试融合。当然这并不会妨碍它们找其他同类进行融合。如果成功通过强韧检定,它们会融合为聚合体。
 

古老者(Bestiary 4 85)在远古时期的创造生命实验中制造了一种诡异而不断蠕动的原生体,而且他们对活肉表现出令人不安的饥渴。这些异界学者很快就找到了将其稳定下来的方法并制造出了第一批修格斯原生体。
这些生物看上去就是一团大概重160lb的会蠕动的肉块,上面还有这各种扭曲和令人作呕的器官
 

  生态
修格斯原生体的生命周期十分诡异。尽管可以人为地以某种邪恶的手术制造新的修格斯原生体,但他们也可以通过感染其他生物使其成为新个体的苗床。但是它们并不通过进食发育—相反,它们会通过类似共喰的方式融合另一个个体以产生进化。所以修格斯原生体的进化不可简单套用Bestiary附录2中的進化生物模板。


  Habitat and Society
修格斯原生体没有完整的社会结构,它们只有野性的本能:感染更多鲜活的生命,以及和其他个体融合。一旦诞生出一头修格斯原生体,它就会本能地感染其他生物,然后与受害者身上诞生出的同类融合。修格斯原生体对于已经产生排斥的同类会保持距离,但是双方不会怀有敌意。
在成功融合为聚合体后,他们就会拥有一定的智商使其可以更好地寻找能与之融合的个体。但是他会失去感染其他生物的能力,也不能与为融合的个体进行融合,但是他会徘徊在一定的区域保护未能成功融合的个体以确保自己的进化。聚合体一般会为智商低下的“孩子”提供保护,并诱捕(或者追赶)其他生物落入原生体的聚集地。




劇透 -   :
PROTO-SHOGGOTH
Half-formed eyes, toothless mouths, gaping throats, and
countless other malformed organs constantly form and dissolve
over this monster’s surface.
PROTO-SHOGGOTH  CR 11
XP 12,800
N Medium ooze
Init +7; Senses all-around vision, low-light vision,
tremorsense 60 ft.; Perception +3
DEFENSE
AC 25, touch 17, flat-footed 18 (+7 Dex, +8 natural)
hp 138 (12d8+84); fast healing 5
Fort +13, Ref +11, Will +9
DR 5/—; Immune blindness, cold, deafness, disease,
infestation, mind-affecting effects, ooze traits, sonic;
Resist acid 10, electricity 10, fire 10; SR 22
OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee 4 slams +17 (1d6+8 plus grab)
Special Attacks constrict (1d6+8), create spawn, infect flesh
STATISTICS
Str 26, Dex 24, Con 25, Int —, Wis 16, Cha 1
Base Atk +9; CMB +17; CMD 34
Feats Great Fortitude B , Iron Will B
Skills Climb +16, Swim +16
SQ compression, merge
ECOLOGY
Environment any
Organization solitary or mass (2–8)
Treasure incidental
SPECIAL ABILITIES
Create Spawn (Ex) A creature that dies while suffering from
a proto-shoggoth’s infect flesh ability, either from the
effects of the infection itself or from any other source,
becomes a potential host for a new proto-shoggoth. Only
2d6 hours after death, as long as the majority of the
creature’s body remains relatively intact, a new proto-
shoggoth tears itself out of the corpse. This destroys the
old body, preventing spells like speak with dead or raise
dead from functioning on the remains. A creature slain by
an effect such as disintegrate that leaves no body behind
can’t spawn a proto-shoggoth. Likewise, if an infected
body is completely destroyed by fire, acid, or any similar
effect, it can’t spawn a proto-shoggoth. A body infected
with proto-shoggoth material is not contagious—it can’t
infect other creatures through contact.
Infect Flesh (Ex) When a living creature takes damage from
a proto-shoggoth’s constrict ability, the monster infects
the creature’s flesh with its alien enzymes. The victim
can resist this infection with a successful DC 23 Fortitude
save. Otherwise, the creature becomes sickened as
microscopic fragments of proto-shoggoth tissue infest
the victim, slowly transforming it from the inside into
proto-shoggoth material. In addition to being sickened as
long as the creature remains infected, it must succeed at
an additional DC 23 Fortitude save once every 24 hours
or it takes 1d4 points of Constitution drain as its body
begins to consume itself. This is an infestation effect.
An infestation is similar to a disease, but it can be cured
only through specific means; no matter how many saving
throws a target succeeds at, the infestation continues to
affect the target. While remove disease or similar spells
can halt the progress of this infected flesh as if it were
a disease, immunity to disease offers no protection.
Application of negative energy can halt this infestation
as well; each time an infected creature is reduced to
negative hit points by such an effect, the victim can
attempt a new DC 23 Fortitude save. On a success, the
infection immediately ends as the negative energy
scours the proto-shoggoth material out of the victim’s
body. The save DC is Constitution-based.
Merge (Ex) As a full-round action that provokes attacks
of opportunity, two proto-shoggoths can merge
together in an attempt to fuse. In order to do so, each
proto-shoggoth must succeed at a DC 25 Fortitude
save—if either fails, both proto-shoggoths become
staggered for 1d6 rounds. Those two proto-shoggoths
are then incompatible, and can never again attempt
to merge with each other, although the individual
proto-shoggoths can attempt to do so with other
proto-shoggoths in the future. If both proto-shoggoths
succeed at the Fortitude save, they immediately merge
together and form a Large proto-shoggoth syncytium
(see the stat block below).
Early attempts by the elder things (Pathfinder RPG Bestiary
4 85) to craft life resulted in strange, heaving masses of
protoplasm that displayed a disturbing hunger for living
flesh. Emboldened by this discovery, the alien scientists
soon stabilized this matter, resulting in the creation of
the first proto-shoggoths.
A proto-shoggoth appears as a tangled mass of roiling
flesh and organs weighing approximately 160
pounds, and is capable of forming all manner of
hideous and nauseating shapes.
E cology
Proto-shoggoths have a singularly unusual and
disturbing life cycle. While certain vile procedures
can result in the artificial creation of a new proto-
shoggoth, these creatures can also spawn new
proto-shoggoths by infecting
the bodies of other living
creatures. Yet to grow, a proto-
shoggoth does not feed—instead,
it seeks out others of its
kind to perform a voluntary
sort of cannibalism with
them, consuming and being
consumed, and ultimately
combining to manifest a larger
version of the whole. Proto-
shoggoths thus do not advance
in power via the standard rules
for increasing a creature’s size
detailed in Appendix 2 of
Pathfinder RPG Bestiary.
H abitat and S ociEty
Proto-shoggoths have no true society, and are driven
by two overwhelming instincts: the urge to infect living
flesh, and the urge to merge with other proto-shoggoths.
Once a creature succumbs to such an infestation, a proto-
shoggoth instinctually knows to linger in the area and
attempts to merge with its freshly born offspring when
it erupts from the victim’s body. A proto-shoggoth tends
not to remain in proximity with others of its kind that it
has failed to merge with, but is not hostile toward such
incompatible specimens.
Once two proto-shoggoths successfully merge and
form a proto-shoggoth syncytium, the syncytium gains a
rudimentary intellect that allows it to more successfully
seek out others to merge with and finish the growth
cycle into a full-fledged shoggoth. It can no longer
infect flesh, though, nor can it merge with other non-
syncytium proto-shoggoths, but it does understand
that lingering in areas where other proto-shoggoths
are active will, eventually, give it opportunities to grow.
A proto-shoggoth syncytium often acts as a protector
over its mindless “children” and has been known to
use rudimentary cunning to lure (or more often chase)
unsuspecting living creatures into proto-shoggoth nests

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修格斯原生体·聚合(PROTO-SHOGGOTH SYNCYTIUM)

修格斯原生体·聚合 CR14
XP 38400
绝对中立 大体型泥怪
先攻+11;感官 全域视野,昏暗视觉,颤动感知60尺,察觉+19
 

  防御
AC28,接触16,措手不及121(+7敏捷+12天防-1体型)
Hp 200(16d8+128)快速医疗5
强韧+15,反射+12,意志+10
DR 5/—;免疫 目盲,寒冷,耳聋,疾病,寄生,影响心灵效果,泥怪特性,音波;抗力 酸10,电10,火10;SR22
 

  攻击
速度 40尺,攀爬 30尺,游泳 40尺
近战 4挥击+22(2d6+11/19-20附带攫抓)
占据 10尺,触及 10尺
特殊攻击 緊勒(2d6+11)扰人噪音
 

  数据
力量32,敏捷24,体质27,智力1,感知16,魅力10
BAB+12,CMB+24(破武+26),CMD34(43对抗破武)
专长 順勢斬,大順勢斬,強韌加強,精通重擊(挥击)精通先攻,精通擊破武器,钢铁意志,猛力攻击
技能 攀爬+19,察觉+19,游泳+19
SQ 壓縮,融合
 

  生态
环境 任何
组织 单一或成群(2-8)
宝藏 附属
 

  特殊能力
特殊能力
扰人噪音(SU)尽管智商低下无法说话,但是其不成型的嘴巴依旧会发出令人烦躁的声响。聚合体可以以自由动作开启这一能力,半径30尺内的所有生物需要通过DC18的意志豁免否则将恍惚1轮。成功豁免的生物在接下来24小时内将不会再受影响。这是影响心灵的音波效果。豁免DC基于魅力。
融合(EX)以一个会引发借机攻击的整轮动作,两个修格斯原生体·聚合可以尝试融合(详见P90修格斯原生体的融合能力)双方都需要通过DC30的强韧豁免。若成功则可以变成完全体的修格斯(Bestiary 249)



  Habitat and Society
修格斯原生体没有完整的社会结构,它们只有野性的本能:感染更多鲜活的生命,以及和其他个体融合。一旦诞生出一头修格斯原生体,它就会本能地感染其他生物,然后与受害者身上诞生出的同类融合。修格斯原生体对于已经产生排斥的同类会保持距离,但是双方不会怀有敌意。
在成功融合为聚合体后,他们就会拥有一定的智商使其可以更好地寻找能与之融合的个体。但是他会失去感染其他生物的能力,也不能与为融合的个体进行融合,但是他会徘徊在一定的区域保护未能成功融合的个体以确保自己的进化。聚合体一般会为智商低下的“孩子”提供保护,并诱捕(或者追赶)其他生物落入原生体的聚集地。


劇透 -   :
PROTO-SHOGGOTH SYNCYTIUM
PROTO-SHOGGOTH SYNCYTIUM CR 14
XP 38,400
CN Large ooze
Init +11; Senses all-around vision, low-light vision,
tremorsense 60 ft.; Perception +19
DEFENSE
AC 28, touch 16, flat-footed 21 (+7 Dex, +12 natural, –1 size)
hp 200 (16d8+128); fast healing 5
Fort +15, Ref +12, Will +10
DR 5/—; Immune blindness, cold, deafness, disease,
infestation, mind-affecting effects, ooze traits, sonic;
Resist acid 10, electricity 10, fire 10; SR 25
OFFENSE
Speed 40 ft., climb 30 ft., swim 40 ft.
Melee 4 slams +22 (2d6+11/19–20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+11), distracting cacophony
STATISTICS
Str 32, Dex 24, Con 27, Int 1, Wis 16, Cha 10
Base Atk +12; CMB +24 (+26 sunder); CMD 41 (43 vs. sunder)
Feats Cleave, Great Cleave, Great Fortitude, Improved
Critical (slam), Improved Initiative, Improved Sunder, Iron
Will, Power Attack
Skills Climb +19, Perception +19, Swim +19
SQ compression, merge
ECOLOGY
Environment any
Organization solitary or mass (2–6)
Treasure incidental
SPECIAL ABILITIES
Distracting Cacophony (Su) Although a syncytium is not
intelligent enough to understand language, its half-
formed mouths constantly emit a distracting cacophony
of sounds and nonsense words. A syncytium can activate
this ability is a free action. All other creatures in a 30-foot
radius must succeed at a DC 18 Will save or be staggered
for 1 round. A creature that successfully saves cannot be
affected by this proto-shoggoth’s distracting cacophony
again for 24 hours. This is a sonic mind-affecting effect.
The save DC is Charisma-based.
Merge (Ex) As a full-round action, two proto-shoggoth
syncytia can attempt to merge (see the Merge entry in
the proto-shoggoth stat block on page 90); each must
succeed at a DC 30 Fortitude save in order to merge. If
both succeed at this save, they combine to form a fully-
grown shoggoth (Pathfinder RPG Bestiary 249).
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犹格·索托斯的后裔 CHILD OF YOG-SOTHOTH
« 回帖 #18 于: 2020-02-08, 周六 21:49:15 »
犹格·索托斯的后裔 CHILD OF YOG-SOTHOTH
该生物的脖子以上还留有类人生物的特征,但下方鳞片状的皮肤,尾巴,某种动物的脚和从腹部伸出的触手都表明其非人的本质。

犹格·索托斯的后裔 CR7
XP 3200
男性 人类 犹格·索托斯的子嗣 法师7
混乱邪恶 中等体型 异界生物(增強类人生物)
先攻+5;感官 全域视野,昏暗视觉,察觉+7
 

  防御
AC 14,接触11,措手不及13(+1敏捷+3天防)
Hp 76(7d6+49)
强韧+7,反射+3,意志+7;+4对抗影响心灵效果
免疫 疾病,毒素;抗力 寒冷10,火10;SR 18
弱点 厌恶
 

  攻击
速度 30尺
近战 +1匕首+6(1d4+3/19-20)尾蜇+5(1d6+1)
特殊攻击 吸血(1d2体质)学徒之手(8次/天)恶臭(DC18,7轮/天)
类法术能力(CL7,专注+12)
3次/天—通曉語言,偵測思想(DC17)催眠術(DC16)
1次/天—隱形術
1次/周—聯繫怪誕存在I,聯繫怪誕存在II
法师准备法术(CL7,专注+12)
4环—黑觸手,任意門
3环—解除魔法,暗示術(DC18)吸血鬼之觸
2环—強酸箭,鏡影術,召喚怪物 II,飛蟲走獸
1环—魅惑人類(2,DC16)油膩術(DC16)法師護甲,衰弱射線(2,DC16)
戏法(任意)秘法印記,偵測魔法,法師之手,開關術(DC15)
 

  数据
力量14,敏捷13,体质20,智力20,感知10,魅力6
BAB+3,CMB+5,CMD 20
专长 战斗施法,詐欺師,防禦式戰鬥訓練,法術延時,精通先攻,鋼鐵意志,抄寫卷軸,健壯
技能 唬骗+7,易容+7(易容为人类+15)威吓+5,知识(自然,位面,宗教)+15,察觉+7,法术辨识+19;种族加值 +8易容(伪装成人类)+4知识(奥秘)+4法术辨识
语言 邪靈語,通用语,古老者语,米-戈语
SQ 奧術聯結(+1匕首)隐藏特征,魔法专家
 

  生态
环境 任何
组织 单独或家庭(1犹格·索托斯的后裔和1犹格·索托斯之子嗣)
宝藏 NPC装备(+1匕首,法术材料包,法术书,其他宝藏)
 

这些生物是因凡躯接受了外神犹格·索托斯的精华而诞生,这些孩子生来便肩负着为其他古神神话生物入侵世界做准备的使命。传说这需要通过一个邪恶的仪式使凡人(一般是人类)受孕。而母体在诞下孩子后便会死亡。大多数情况下都会诞下双胞胎—犹格·索托斯的后裔是仍具有母体种族的一些外表,而另一个更贴近父体外形的则被称作犹格·索托斯之子嗣(Bestiary 4 251)
 

创建犹格·索托斯的后裔
犹格·索托斯的后裔是一个遺傳型模板,可以添加到任何有生命的具有肉身的生物(下称基礎生物)不过这些类人生物或动物都是犹格·索托斯的教派选择承受其神明恩宠的结果。犹格·索托斯的后裔除一下列明事项外,保留基礎生物的数据和特殊能力。
CR 基礎生物CR+1
阵营 任意混乱。不过大部分犹格·索托斯的后裔都是混乱邪恶。当然也他们之中也有皈依于善良者。但这需要在出生后便被带离创造他的教团,而且需要有一名善良阵营的导师引导其成长。
类型 生物类型会被转化为异界生物(增強)但不影响其BAB,豁免和技能等级。
感官 获得全域视野和昏暗视觉。
AC 犹格·索托斯的后裔每拥有2HD其天防将获得+1加值或等同基础生物的天防加值,两者取其高。
HD 生物的种族HD变为d8。职业HD不变。
特殊防御 犹格·索托斯的后裔获得10点寒冷抗力和10点火抗力。SR等于其CR+11,在影响心灵效果的豁免上获得+4种族加值。犹格·索托斯的后裔免疫疾病和毒素、
攻击 虽然其腹部长有触手,但那只是掩盖其主要攻击手段—那条长有嘴巴的尾巴—的障眼法(见SQ)尾扫造成幼儿的啮咬伤(视为中等体型生物幼儿的啮咬1d6)
特殊攻击 犹格·索托斯的后裔获得以下特殊攻击能力。
      吸血(EX)尾部的嘴巴可以从被攫抓或无助的敌人身上吸血,每回合造成1d2体质伤害。
      类法术能力 犹格·索托斯的后裔可以获得以下类法术能力(因其特殊体质,他们可以使用智力调整值来计算豁免DC,其施法者等级等于其HD)3次/天:通曉語言,偵測思想(DC17)催眠術(DC16)1次/天:隱形術;1次/周:聯繫怪誕存在I。HD不小于5则可以使用聯繫怪誕存在II,HD不小于9则可以使用聯繫怪誕存在III,HD不小于13可以使用聯繫怪誕存在IV。HD不小于17更是可以每周一次的类法术能力更是可以使用异界之门。
      恶臭(SU)犹格·索托斯的后裔总会散发出难闻的气味。以一个迅捷动作可以使气味变得浓烈令人感到恶心。所有30尺内的生物都必须通过强韧豁免(DC=10+1/2HD+体质修正值)否则将反胃1轮。该能力每天可使用轮数等同HD,但不需要连续。如果需要维持需要耗费一个迅捷动作。该效果为毒素效果。
SQ 犹格·索托斯的后裔获得以下特殊能力。
      掩盖特征 犹格·索托斯的后裔如果穿上衣服或盔甲以掩盖其特征,可以在伪装成基础生物时获得+8易容加值(尽管还是有些特别)但这样他将失去全域视野能力和尾扫攻击。
      魔法专家 犹格·索托斯的后裔对于法术有着异常的了解,所以他们可以以智力调整值决定其类法术能力的专注和豁免DC(无论是基础生物还是模板带来)而非魅力。这不会影响正常的施法能力,如法师职业等级获得的法术。
弱点 犹格·索托斯的后裔获得以下弱点。
      厌恶 犹格·索托斯的后裔备受动物和招魂者厌恶。这两种生物在对犹格·索托斯的后裔的察觉和察言观色检定上获得+4加值,对其攻击和伤害骰获得+2士气加值。
属性 力量+2,体质+4,智力+4,魅力-2
专长 犹格·索托斯的后裔获得健壮作为奖励专长。
技能 犹格·索托斯的后裔在伪装成基础生物时,因其掩盖特征特殊能力其易容获得+8种族加值。所有知识和法术辨识能力对其而言都是本职技能,且自私(奥秘)和法术辨识上获得+4种族加值。




劇透 -   :
CHILD OF YOG-SOTHOTH
CHILD OF YOG-SOTHOTH
This creature could almost pass for human from the neck up, but
below that its scaly skin, tail, and animal-like legs, as well as the
tentacles that droop from its belly, reveal its aberrant nature.
CHILD OF YOG-SOTHOTH  CR 7
XP 3,200
Male human child of Yog-Sothoth wizard 7
CE Medium aberration (augmented humanoid)
Init +5; Senses all-around vision, low-light vision,
Perception +7
DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 76 (7d6+49)
Fort +7, Ref +3, Will +7; +4 vs. mind-affecting effects
Immune disease, poison; Resist cold 10, fire 10; SR 18
Weaknesses loathed
OFFENSE
Speed 30 ft.
Melee +1 dagger +6 (1d4+3/19–20), tail +5 (1d6+1)
Special Attacks blood drain (1d2 Con), hand of the
apprentice (8/day), stench (DC 18, 7 rounds/day)
Spell-Like Abilities (CL 7th; concentration +12)
3/day—comprehend languages, detect thoughts (DC 17),
hypnotism (DC 16)
1/day—invisibility
1/week—contact entity I HA , contact entity II HA
Wizard Spells Prepared (CL 7th; concentration +12)
4th—black tentacles, dimension door
3rd—dispel magic, suggestion (DC 18), vampiric touch
2nd—acid arrow, mirror image, summon monster II,
summon swarm
1st—charm person (2, DC 16), grease (DC 16), mage
armor, ray of enfeeblement (2, DC 16)
0 (at will)—arcane mark, detect magic, mage hand,
open/close (DC 15)
STATISTICS
Str 14, Dex 13, Con 20, Int 20, Wis 10, Cha 6
Base Atk +3; CMB +5; CMD 20
Feats Combat Casting, Deceitful, Defensive Combat Training,
Extend Spell, Improved Initiative, Iron Will, Scribe Scroll,
Toughness B
Skills Bluff +7, Disguise +7 (+15 when disguised as human),
Intimidate +5, Knowledge (nature) +15, Knowledge
(planes) +15, Knowledge (religion) +15, Perception +7,
Spellcraft +19; Racial Modifiers +8 Disguise (when
disguised as human), +4 Knowledge (arcana), +4 Spellcraft
Languages Aklo, Common, Elder Thing, Mi-go
SQ arcane bond (+1 dagger), conceal features, magic savant
ECOLOGY
Environment any
Organization solitary or family (1 child of Yog-Sothoth and
1 spawn of Yog-Sothoth B4 )
Treasure NPC gear (+1 dagger, spell component pouch,
spellbook, other treasure)
Creatures born of mortal flesh infused with the essence
of the outer god Yog-Sothoth, these deviant children
are often tasked with preparing the world for further
incursions from other dimensions or agents of the Elder
Mythos. Traditionally, the process of creating a child of
Yog-Sothoth involves a blasphemous ritual that uses a
mortal creature (typically a human) as an incubator. For
the purpose of this ritual, gender is irrelevant. Giving
birth to a child of Yog-Sothoth is always fatal. In most
cases, the ritual results in the birth of twins—one a child
of Yog-Sothoth, which can pass for a time as a member
of the race of the creature in which it incubated, and
one that cannot. Those twins that inherit a monstrous
appearance take more after the Outer God itself in form,
and are known as the spawn of Yog-Sothoth (Pathfinder
RPG Bestiary 4 251).
C reating a C hild of Y og -S othoth
“Child of Yog-Sothoth” is an inherited template that can
be added to any living corporeal creature (referred to
hereafter as the base creature), but typically, humanoids
and animals are those chosen by the cult of Yog-Sothoth
to carry the Outer God’s gifts. A child of Yog-Sothoth
retains all of the base creature’s statistics and special
abilities, except as listed below.
Challenge Rating: Base creature’s CR + 1.
Alignment: Any chaotic. The vast majority of the
children of Yog-Sothoth are chaotic evil. While a good-
aligned child of Yog-Sothoth is theoretically possible,
such a creature would be significantly unusual in that it
would need to have been separated at an early age from
the cult that caused its creation, and allowed to mature
with the strong guidance of a good-aligned mentor or
parental figure.
Type: The creature’s type changes to aberration
(augmented). Do not recalculate its base attack bonus,
saves, or skill ranks.
Senses: The creature gains all-around vision and low-
light vision.
Armor Class: A child of Yog-Sothoth has either a +1
natural armor bonus for every 2 Hit Dice it has or the
base creature’s natural armor bonus, whichever of the
two leads to a higher result.
Hit Dice: Change the creature’s racial Hit Dice to d8s.
All Hit Dice derived from class levels remain unchanged.
Defensive Abilities: A child of Yog-Sothoth gains cold
resistance 10 and fire resistance 10. It has spell resistance
equal to its CR + 11, and has a +4 racial bonus on saving
throws against mind-affecting effects. A child of Yog-
Sothoth is immune to disease and poison.
Attacks: While the abdominal tentacles of a child of
Yog-Sothoth are merely unsightly sensory organs, the
sucker-shaped mouth at the tip of its tail is a primary
attack that the child can use as long as it is not concealing
its features (see Special Qualities below). A hit with the
tail deals bite damage as normal for a creature of the
child’s size (1d6 points of damage for a Medium child).
Special Attacks: A child of Yog-Sothoth gains the
following special attacks.
Blood Drain (Ex): A child of Yog-Sothoth can drain
blood from a grappled or helpless foe via its tail mouth,
dealing 1d2 points of Constitution damage per round it
does so.
Spell-Like Abilities: A child of Yog-Sothoth gains the
following spell-like abilities (the save DCs of these
abilities are calculated using the child’s Intelligence
score as a result of its magic savant special quality, and
its caster level equals its Hit Dice): 3/day comprehend
languages, detect thoughts, hypnotism; 1/day invisibility;
1/week contact entity I HA . A child of Yog-Sothoth with
5 Hit Dice adds contact entity II HA to its 1/week spell-like
abilities. A child of Yog-Sothoth with 9 Hit Dice adds
contact entity III HA to its 1/week spell-like abilities. A
child of Yog-Sothoth with 13 Hit Dice adds contact entity
IV HA  to its 1/week spell-like abilities. A child of Yog-
Sothoth with 17 Hit Dice adds gate to its 1/week spell-
like abilities.
Stench (Su): A child of Yog-Sothoth always exudes an
unpleasant scent. As a swift action, the child can intensify
this scent, causing it to become truly nauseating.
All living creatures within 30 feet must succeed at a
Fortitude saving throw (DC = 10 + 1/2 the child’s HD +
the child’s Constitution modifier) or become nauseated
for 1 round. The child can exude this nauseating stench
for a number of rounds per day equal to its total Hit
Dice, but these rounds need not be consecutive. Each
round the child wishes to maintain the stench, it must
use a swift action to do so. The stench is a poison effect.
Special Qualities: A child of Yog-Sothoth gains the
following special quality.
Conceal Features: A child of Yog-Sothoth gains a +8
racial bonus on checks to disguise itself as a typical
member of the base creature’s species (although it always
appears as a particularly sizable member of that race)
if it takes the time to don clothing or armor to
hide its monstrous qualities. When it does so,
it loses access to all-around vision and can’t
make its tail attack.
Magic Savant: A child of Yog-Sothoth’s
intrinsic understanding of magic allows it
to modify the concentration checks and save
DCs of its racial spell-like abilities (whether
from the base creature or from this template) that are
normally affected by Charisma to be modified instead
by the child’s Intelligence modifier. This doesn’t affect
actual spellcasting ability, such as that granted by
sorcerer levels.
Weaknesses: A child of Yog-Sothoth gains the
following weakness.
Loathed: Children of Yog-Sothoth are loathed by
animals and psychopomps. Both types of creatures gain a
+4 bonus on Perception checks and Sense Motive checks
against a child of Yog-Sothoth, and receive a +2 morale
bonus on attack rolls and weapon damage rolls against
such targets.
Ability Scores: Str +2, Con +4, Int +4, Cha –2.
Feats: A child of Yog-Sothoth gains Toughness as a
bonus feat.
Skills: A child of Yog-Sothoth gains a +8 racial bonus
on Disguise checks to appear as a typical specimen of
the base creature when it is using its conceal features
ability. All Knowledge skills and Spellcraft are class
skills for a child of Yog-Sothoth; a child of Yog-Sothoth
gains a +4 racial bonus on Knowledge (arcana) and
Spellcraft checks.
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妖灵·纳斯妖 DIV, DRUJ NASU
« 回帖 #19 于: 2020-02-08, 周六 21:52:44 »
妖灵·纳斯妖 DIV, DRUJ NASU
这只有着苍蝇外形的生物散发着一种难闻的气息,仿佛是麝香,腐肉和浓烈的汗臭混杂在一起。即使不动的时候他的翅膀也在发出渗人的嗡嗡声。

妖灵·纳斯妖 DIV, DRUJ NASU CR8
XP 4800
中立邪恶 中等体型 异界生物(妖灵,邪恶,跨位面)
先攻 +10;感官 黑暗视觉60尺,看破黑暗,侦测善良,侦测魔法,察觉+21
 

  防御
AC 24,接触16,措手不及18(+6敏捷+8天防)
Hp 105(10d10+50)强韧+8,反射+13,意志+11
DR 10/寒铁和善良;免疫 火,毒素;抗力 酸10,电10;SR 19
 

  攻击
速度 30尺,飞行 60尺(完美)
近战 啮咬+16(1d6+4附加疾病)2挥击+16(1d4+4附加扰乱心神)
特殊攻击 疾病,扰乱心神(DC20)震动
类法术能力(CL10;专注+16)
常驻—侦测善良,侦测魔法
任意—隐身术(仅自身)腐化食糧,識破隱形,飛蟲走獸
3次/天—降咒(DC20)命令死靈(DC18)弱能術
1次/天—操縱屍體,疫病蟲群,召喚怪物VI(1恶欲妖(Bestiary 3 88)或1d6煉獄巨苍蝇(Bestiary 2 292, 124)50%)
 

  数据
力量18,敏捷23,体质20,智力12,感知19,魅力23
BAB+10,CMB+14,CMD 30
专长 警覺,飛越攻擊,盤旋,精通先攻,武器娴熟
技能 特技+19,唬骗+19,飞行+22,知识(奥秘,地城,位面,宗教)+9,察觉+21,察言观色+14,隐匿+19
语言 深淵語,天界语,火族语,心电感应100尺
SQ 穿越集群,无视火焰
 

  生态
环境 任何(末日荒原)
组织 单独
宝藏 标准
 

  特殊能力
特殊能力
疾病(SU)啮咬或挥击—伤口;强韧豁免 DC20;发作 1小时;频率 1天;效果 1d3体质伤害附加噁心和戰慄;治愈 2次体质检定。
震动(SU)以标准动作,纳斯妖可以让自己的翅膀发出仿佛成千上万只苍蝇在振翅的生效。这种声音即使是30尺外的生物都能听到。30尺范围内的生物在射击听觉的察觉检定上收到-4罚值,且每轮有25%的几率被反胃1轮。反胃的生物可以通过DC20的强韧检定以消除该状态。此外在范围内施法的生物必须通过专注检定(DC=15+法术环位)才能成功。纳斯妖可以以自由动作保持该状态,或以移动动作解除。
穿越集群(SU)纳斯妖免疫集群伤害和影响。
无视火焰(SU)所有被纳斯妖操纵的死灵和召唤的集群将和纳斯妖一样免疫火焰。
 

身为腐化死亡象征的妖灵,他们热衷于从火葬场,陵墓和坟场中偷窃尸体。他们代表着肉身的不洁与腐坏,其力量可以阻止生物进行轮回。一些研究称正是这些生物迫使许多文化在下葬的风俗上出现了改变。
若在将要下葬的尸体附近发现纳斯妖的踪迹,就说明尸体有可能受到可污染。而被污染的尸体无法下葬,即使是焚烧其中的污物也会随风飘散,因此故人会将尸体抬到悬崖或山顶上,附以一些必要的仪式并借助鸟兽“清洁”掉死者骨骼上的肉,以确保其能顺利进入偉大彼岸。
与其他盗尸者不一样,纳斯妖并不以死者的腐肉为食,他只是为了让死者的家人受到更大的悲痛的伤害。他会操纵被盗走的尸体,因为其没有能力创造死灵,只能命令其回到生前所爱的人身边。他们便是以此破坏人文礼节和侵犯人死后的安宁。
和其他妖灵一样,纳斯妖致力于毁灭人类所打造的一切,尤其是那些善良信徒。他们尤其憎恶法莱斯玛,因其教会对尸体和死者的态度使他们进展困难。不过他们甚少理会其教会成员,只是专注于对生者的捉弄。但据闻曾有一次他们因未知的原因与柯莱士的莎伦莱教会发生冲突,甚至不惜与其一战。而莎伦莱的牧师措手不及,因为这些妖灵免疫火焰。
站立的纳斯妖高约6尺,体重约100lb。
 

  生态
所有的妖灵都有着各自的弱点,而纳斯妖的弱点就是怕狗。如果看到狗他们会飞走或是忽略其他威胁优先捕杀。但诸如地狱犬或三头地狱犬等有着犬类外形的超自然生物却不会引起应激反应。意识到这一点的牧师经常会驯养狗以驱赶这些妖灵。尽管不害怕太阳,但他们喜欢在夜间隐匿地行动。
战斗中纳斯妖会先利用其能力削弱对手,然后在隐形术的保护下施展飞虫走兽召唤虫子叮咬对手。一旦对手被虫群围住,他们就会开始近战。如果对方数量较多或实力更强,他们会使用飞越攻击(一般会配合隐形术)以避免被抓住。


  Habitat and Society
纳斯妖居于末日荒原,但和其他妖灵一样他们渴望前往主位面以毁坏凡人的成就和创造。他们在卡塔佩什,柯莱士,卡蒂亚和苏比亚最为常见,当然其他地区也有他们的踪迹。纳斯妖喜爱沙漠气候,但他们并不会在旷野呆很久,而是前往城镇中充满腐尸的地方。你经常可以在较大型聚居点的郊外,尤其是坟墓附近找到他们的定居点。
随着他们的出现必定伴随着不死生物横行。不受控制的不死生物对于居民而言十分危险。除此以外这些残忍的妖灵也会利用隐身术躲藏,使用腐化食糧腐坏人们的食物水井。对于拥有大量储备的聚居点还会重复多次直到这里的住民陷入饥荒。纳斯妖也热衷于污染神殿中的圣水,和派遣昆虫骚扰田野和城镇中的居民。
一般纳斯妖喜欢独来独往,但他们有时也会以群体合作然后分散行事。他们不反对与其他妖灵合作,尤其是恶欲妖,因为他们都散播疾病和不睦。
在主位面,纳斯妖和食尸鬼经常会争夺地盘。但是双方抢夺尸体的行为一般是纳斯妖获胜,毕竟可以在烈日下行走的纳斯妖比起食尸鬼而言更有优势。




劇透 -   :
DIV, DRUJ NASU
DIV, DRUJ NASU
A sickly smell of feral musk, rotting flesh, and acrid sweat
surrounds this fly-like creature. Its wings fill the air with a
dreadful drone even when the creature is still.
DRUJ NASU  CR 8
XP 4,800
NE Medium outsider (div, evil, extraplanar)
Init +10; Senses darkvision 60 ft., see in darkness, detect
good, detect magic; Perception +21
DEFENSE
AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
hp 105 (10d10+50)
Fort +8, Ref +13, Will +11
DR 10/cold iron and good; Immune fire, poison; Resist
acid 10, electricity 10; SR 19
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee bite +16 (1d6+4 plus disease), 2 claws +16 (1d4+4
plus distraction)
Special Attacks disease, distraction (DC 20), droning
Spell-Like Abilities (CL 10th; concentration +16)
Constant—detect good, detect magic
At will—invisibility (self only), putrefy food and drink APG ,
see invisibility, summon swarm
3/day—bestow curse (DC 20), command undead (DC 18),
enervation
1/day—animate dead, insect plague, summon (level 6,
1 pairaka [Pathfinder RPG Bestiary 3 88] or 1d6 fiendish
giant flies [Pathfinder RPG Bestiary 2 292, 124] 50%)
STATISTICS
Str 18, Dex 23, Con 20, Int 12, Wis 19, Cha 23
Base Atk +10; CMB +14; CMD 30
Feats Alertness, Flyby Attack, Hover, Improved Initiative,
Weapon Finesse
Skills Acrobatics +19, Bluff +19, Fly +22, Knowledge
(arcana) +9, Knowledge (dungeoneering) +9, Knowledge
(planes) +9, Knowledge (religion) +9, Perception +21,
Sense Motive +14, Stealth +19
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ swarmwalking, untouched by flame
ECOLOGY
Environment any (Abaddon)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Disease (Su) Bite or claw—injury; save Fortitude DC 20; onset
1 hour; frequency 1 day; effect 1d3 Constitution damage
plus sickened and shaken; cure 2 consecutive saves.
Droning (Su) As a standard action, a druj nasu can beat
its wings in such a way that the sound they make
resembles the droning of millions of buzzing flies. This
sonic effect extends out to a 30-foot radius, though a
creature can still hear the cacophony from a distance
without being affected. Creatures in the area take a
–4 penalty on Perception checks involving hearing, and
all creatures in the area have a 25% chance each round
of being nauseated for 1 round. Any creature subject
to the nauseating effect of this ability can negate the
nausea with a successful DC 20 Fortitude saving throw.
In addition, any creature casting a spell in the area must
succeed at a concentration check (DC = 15 + the level of
the spell being cast) or lose the spell. After initiating this
effect, a druj nasu can maintain the effect each round as
a free action and can dismiss it as a move action.
Swarmwalking (Su) A druj nasu is immune to damage or
distraction effects caused by swarms.
Untouched By Flame (Su) Any undead animated by a druj
nasu or any swarm summoned by this div gains the druj
nasu’s immunity to fire.
Foul corruptors of the dead, druj nasus are divs that
haunt funeral pyres, mausoleums, and burial sites to
steal corpses. They represent the uncleanness of the
body and corrupting forces that can prevent a creature’s
proper passage into the afterlife. Some scholars claim
that in ancient times these creatures’ interference
caused numerous cultures to alter their practices
regarding burial.
When a druj nasu was found near a body that was to
be buried, the body would be considered unclean. An
unclean body couldn’t be buried and the sacred flames of
a funeral pyre would only spread the taint to the winds,
so some ancient people would then carry the corpse up
the side of a cliff or mountain and have the birds and
other animals clean the flesh from the bones before the
deceased could be interred with the necessary rites to
ensure a proper passage into the Great Beyond.
Unlike other corpse thieves, druj nasus don’t take the
bodies of the deceased in order to feast upon the rotting
flesh. The divs do this to spite the survivors and bring
greater grief and sorrow to the family and loved ones of
the dead. After pilfering the bodies, the divs watch from
afar as the grieving family sinks deeper into sadness. They
then animate the stolen remains and, since they have
no innate ability to influence these creations, use their
command undead spell-like ability to send the shambling
corpse back to prey upon its former loved ones. In this
way, druj nasus disrupt polite society and commit one of
the ultimate cultural taboos.
Because druj nasus, like all divs, are a scourge on
humanity’s accomplishments, these foul fiends are a
constant target of good faiths. They are particularly hated
by followers of Pharasma because of their treatment of
corpses and proclivity for animating the remains they
steal. Druj nasus generally ignore Pharasmins, however,
and instead focus on their own mockery of the living.
Because of an unknown, ancient conflict in Kelesh,
druj nasus have a strong hatred for Sarenrae and her
worshipers, going so far as to single them out in combat
and steal away the bodies of the clergy and faithful.
Sarenrae’s devoted find combating these divs frustrating
due to their immunity to fire.
A druj nasu stands roughly 6 feet tall and weighs a
slight 100 pounds.
e CologY
All divs have some manner of esoteric weakness, and
druj nasus have a strange negative reaction to common
dogs. The divs flee from them in flight or ignore all other
creatures and threats in order to kill them. Strangely, this
reaction doesn’t apply to supernatural doglike creatures
like hell hounds or cerberi (Pathfinder RPG Bestiary 3 51),
but they are particularly hateful toward or frightened of
hound archons. Morticians and priests who are aware
of the predations of these divs often keep dogs around
to help ward off the fiends. Though druj nasus have no
weakness against the sun, these divs tend to do their
hunting at night when there are fewer watchful eyes.
In combat, druj nasus use their droning ability
to weaken and incapacitate their enemies, and then
summon swarms of biting insects to wash over them,
often doing so under the protection of invisibility.
Once their foes are subjected to the distracting
nature of the swarms, the div closes
into  melee  range,  taking  full
advantage of its swarmwalking
ability.  Against  enemies  that
outnumber them or are more
powerful, the divs make great use
of flyby attacks, often paired with
invisibility, to keep out of reach.
h abitat and S oCietY
Druj nasus make their home in Abaddon, but, like
most divs, they visit the Material Plane whenever
they have the chance so that they can wreck the
accomplishments and creations of humankind.
These divs are most plentiful in Katapesh, Kelesh, Qadira,
and Thuvia, but they can be found anywhere in the world.
Druj nasus favor desert climates, but they don’t spend
much time in the open deserts, choosing instead to stick
to places where people throng and plenty of dead bodies
can be found and corrupted. These divs tend to stick to
the outskirts of larger settlements, typically where the
burial sites are located.
In regions where a druj nasu takes up residence,
undead are a particular problem. These uncontrolled
undead roam the countryside causing strife and danger
to the area’s inhabitants. These cruels divs also haunt
nearby communities. They hide using their invisibility
spell-like ability and spoil people’s stores of
food and communal water wells using
their putrefy food and drink spell-like
ability. For communities with large
stores of food and drink, divs continuously return until
the settlements are on the verge of starvation. Druj
nasus also use this ability to taint holy water fonts found
in temples and shrines. These divs delight in sending
plagues of insects to swarm through fields and towns to
harass those living nearby.
Typically, druj nasus are loners, but they sometimes
work in small groups to achieve a task before
disbanding and going their respective ways. They are
not particularly opposed to working with other divs, but
when they do so they get along the best with pairakas,
with whom they share a desire to spread disease and
personal strife.
On the Material Plane, ghuls (Pathfinder RPG Bestiary 3
125) frequently inhabit the same kinds of spaces that druj
nasus haunt. This leads the two creatures to compete over
the theft of corpses; more often than not, such conflicts
are won by the divs. Since divs can tolerate the burning
rays of the sun better than ghuls, these divs gain a greater
advantage in successfully stealing corpses.
« 上次编辑: 2022-02-08, 周二 23:33:18 由 雾音 »
Even the smallest person can change the course of the future