作者 主题: 3R 的mm1的一个怪物  (阅读 1152 次)

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离线 涅薇儿·德拉诺尔

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3R 的mm1的一个怪物
« 于: 2014-02-19, 周三 10:40:25 »
鬼火(WILL-O’-WISP)
小型异怪(风系)
生命骰: 9d8(40hp)
先攻权: +13
速度: 飞行50尺(完美)(10格)
防护等级: 29(+1体形,+9 敏捷,+9偏斜),接触29,措手不及20
基础攻击/擒抱: +6/-3
攻击: 电击+16近战接触(2d8电)
整轮攻击: 电击+16近战接触(2d8电)
面宽/触及: 5 尺/5 尺
特殊攻击: -
特性: 黑暗视觉60 尺,对魔法免疫,天生隐形
豁免: 强韧 +3,反射+12,意志+9
属性: 力量1,敏捷29,体质10,智力15,感知16,魅力12
技能: 唬骗+13,交涉+3,易容+1(演技+3),威吓+3, 聆听+17,搜索+14,侦察+17,生存+3 (追迹+5)
专长: 警觉,盲斗,闪避,精通先攻,武器娴熟
环境: 温带沼泽
组织: 单独,成对或成列(3-4)
挑战等级: 6
宝藏: 1/10金币;50% 宝物;50%物品
阵营: 通常是混乱邪恶
进化: 10-18HD(小型)
等级调整: -
鬼火可能是黄色,白色,绿色或蓝色.它们经常被误认为提灯,尤其是在它们居住大雾弥漫的湿地或沼泽中.鬼火的身体是一个直径约1尺,重约3磅的海绵状球体,它发光的躯体发出的光大约相当于一个火把.
鬼火会说通用语和水族语.它们没有发声器官,却能通过震动发出鬼魅般的声音.

战斗

鬼火通常会避免战斗.它们更愿意扰乱并迷惑冒险者们,诱引他们进入沼泽或其他危险的地方.当它们被迫战斗时,他们会以近战接触攻击的形式放出少量电流.

对魔法免疫(特异): 鬼火对大部分允许法术抗性的法术和类法术能力免疫,除了魔发飞弹 和迷宫术.
天生隐形(特异):一个受惊吓或恐惧的鬼火可以熄灭它的光芒,从而如被施展了同名法术一般成为隐形.
我想知道这个+9偏斜是哪里来的
下辈子一定要当个蛮子,免得想太多。
帕拉丁冲锋破鞋必出1,这是一种真理
每当我出carry的时候总有人抢中路,每当我出辅助的时候总让我去中单
自从当了DM,豁免骰那是一个比一个大……
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投擲 出1我就掀桌: 1d20+13=(1)+13=14

离线 霜千翎

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Re: 3R 的mm1的一个怪物
« 回帖 #1 于: 2014-02-19, 周三 10:58:02 »
种族自带...

离线 霜千翎

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Re: 3R 的mm1的一个怪物
« 回帖 #2 于: 2014-02-19, 周三 11:02:30 »
WILL-O’-WISP
Small Aberration (Air)
Hit Dice:9d8 (40 hp)
Initiative:+13
Speed:Fly 50 ft. (perfect) (10 squares)
Armor Class:29 (+1 size, +9 Dex, +9
deflection), touch 29, flat-footed 20
Base Attack/Grapple:+6/–3
Attack:Shock +16 melee touch (2d8
electricity)
Full Attack:Shock +16 melee touch
(2d8 electricity)
Space/Reach:5 ft./5 ft.
Special Attacks:—
Special Qualities:Darkvision 60 ft.,
immunity to magic, natural invisibility
Saves:Fort +3, Ref +12, Will +9
Abilities:Str 1, Dex 29, Con 10, Int 15, Wis 16,
Cha 12
Skills:Bluff +13, Diplomacy +3, Disguise +1 (+3 acting),
Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3
(+5 following tracks)
Feats:Alertness, Blind-Fight, Dodge,
Improved Initiative, Weapon Finesse
B
Environment:Temperate marshes
Organization:Solitary, pair, or string
(3–4)
Challenge Rating:6
Treasure:1/10 coins; 50% goods;
50% items
Alignment:Usually chaotic evil
Advancement:10–18 HD (Small)
Level Adjustment:—
This creature seems to be nothing but a faintly
glowing sphere of light.
Will-o’-wisps are evil creatures that feed
on the powerful emotions associated with
panic, horror, and death. They delight in
luring travelers into deadly peril, then
absorbing the resulting emanations.
Will- o’-wisps can be yellow, white,
green, or blue. They are easily mistaken for
lanterns, especially in the foggy marshes
and swamps where they reside.
A will-o’-wisp’s body is a globe of spongy
material about 1 foot across and weighing
255
WILL-O’-WISP
Will-o’-wisp
Wight
256
about 3 pounds, and its glowing body sheds as much light as a
torch.
Will- o’-wisps speak Common and Auran. They have no
vocal apparatus but can vibrate to create a voice with a ghostly
sound
COMBAT
Will-o’-wisps usually avoid combat. They prefer to
confuse and bewilder adventurers, luring them into
morasses or other hazardous places. When they are
forced to fight, they loose small electrical shocks,
which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is im-mune to most spells or spell-like abilities that allow
spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened
will-o’-wisp can extinguish its glow, effectively becom-ing invisible as the spell.

 :em003