作者 主题: 【独享专区】所罗门之仗  (阅读 206554 次)

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Re: 【独享专区】所罗门之仗
« 回帖 #20 于: 2020-03-16, 周一 15:57:05 »
这些强大的生物之间的根源尚且不清楚

The source of the enmity between these mighty creatures is unknown
这些强大生物之间的敌意的来源尚未清楚

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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Re: 【独享专区】所罗门之仗
« 回帖 #21 于: 2020-03-16, 周一 17:50:07 »
感觉有点像萨尔那加……

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Re: 【独享专区】所罗门之仗
« 回帖 #22 于: 2020-03-16, 周一 18:19:11 »
这大眼睛好萌
电子界龙法法会梦见仿生塔克西斯么?

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Re: 【独享专区】所罗门之仗
« 回帖 #23 于: 2020-03-17, 周二 00:24:41 »
那个是造物主
这个应该是晋升者?

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Re: 【独享专区】所罗门之仗
« 回帖 #24 于: 2020-03-18, 周三 14:19:01 »
乌洛波洛斯Ouroboros

这种蛇形生物在自己的尾巴上咀嚼。它的身体由大量缠绕的蛇和无数嘶响的下颚构成。

乌洛波洛斯CR21

XP 409,600
绝对中立 超巨型魔法兽(跨位面)
先攻+12; 感官 盲感120尺, 黑暗视力60尺,低光视觉; 察觉+23
灵光  催眠环圈(100尺 DC27)

防御

AC 38  接触11, 措手不及29 (+8敏捷,+1闪避,+27天防, -8体型)
hp 396 (24d10+264); 再生 50(神话武器或魔法)
强韧+25, 反射+22, 意志+18
防御能力 无尽复兴, DR 15/魔法和挥砍;免疫 酸,年龄,影响心灵效果,负能量,麻痹;SR 32

攻击

速度60尺, 飞行60尺(完美)
近战 8噬咬+30 (1d6+14 /19-20) 或 8噬咬+30 (1d6+7 /19-20),吞噬+30(4d8+21 加攫抓)
占据30尺; 触及30尺(60尺,吞噬)
特殊攻击:群蛇之身,快速下咽,灾变之血,活吞(6d8钝击和6d8强酸伤害,AC23,,39HP)

属性

力量38, 敏捷27, 体质32, 智力3, 感知27, 魅力20
基础攻击+24; CMB +46(+48对冲撞) ; CMD 65 (67vs.冲撞,不能被摔绊)
专长 可怖殴击,战斗反射,重击专攻,闪避,飞越攻击,精通冲撞,精通重击(噬咬),精通先攻,钢铁意志,灵活移动,猛力攻击,恍惚重击
技能 飞行+23,察觉23;
语言 邪灵语(不能说)
SQ 没有呼吸,自我侵蚀

生态

环境 任意(星界)
组织 单独或环结(2–4)
财富 标准

特殊能力
群蛇之身Body of Serpents (Su):乌洛波洛斯是由一条巨大的蛇和一群较小的缠绕蛇组成的。这些较小的蛇可以从整体上分裂开来,对乌洛波洛斯的敌人发起猛烈的攻击。乌洛波洛斯每回合最多可以进行8次噬咬攻击。由于乌洛波洛斯的蛇骨由蛇组成,因此它甚至可以攻击那些被活吞攻击完全吞下的生物,蛇会胃中攻击被活吞的生物。

催眠环圈Hypnotic Coils (Su):目睹乌洛波洛斯奇异之身会淹没弱小生物的思维。在100尺内的所有可以看到乌洛波洛斯的生物,必须在DC27的意志豁免中成功,不然会受到麻痹效果1d4+1轮,在观察它不断的消耗与旋转循环。任何受到此能力麻痹的生物必须通过DC27的意志豁免,不然将逐渐失去对现实的认知,受到1d8的感知伤害。每当生物因为此能力受到感知伤害时,它们可以重新尝试一次DC27的意志豁免。成功时,催眠环圈的麻痹作用结束。一旦生物从催眠环圈的麻痹效果中恢复过来,24小时之内,它不会再受到同一只乌洛波洛斯的催眠环圈能力的麻痹影响。这是基于视觉的影响心灵的效果。豁免DC基于魅力。

吞噬Maw (Ex):乌洛波洛斯在不进行自我侵蚀的时候可以获得强大的噬咬攻击。这是一次主要天武攻击,同时对伤害投掷采用1.5倍的力量调整加值。当它使用吞噬进行噬咬时,它的常规噬咬攻击会变成次要武器。

无尽复兴Perpetual Renewal (Su):乌洛波洛斯的自身不断的在进行消耗和重生。导致眩晕,耳聋,瘫痪,力竭,疲乏,反胃,中毒,恶心和震慑效果的法术或效果的持续时间不能超过1轮。乌洛波洛斯受到任何属性伤害和吸取以每轮1d4的速度自动恢复。无尽复兴只有在乌洛波洛斯自我侵蚀时才会起作用。

灾变之血Ruinous Blood (Su):从乌洛波洛斯破碎的身躯和尾巴上泼洒出的血液有着强大的正能量,它能扭曲暴露在它之下的血肉让它们变成乌洛波洛斯的碎片。每1d4轮以一个移动动作,乌洛波洛斯可以从它破碎的蛇尾泼洒出60尺距离的血迹。处在该区域的生物必须通过DC27的强韧豁免,否则就永久转变为一个毒蛇群(Snake Swarm, Venomous),然后必须在通过一次DC27的意志豁免,不然这些毒蛇不会保留其原本的记忆。这是一个诅咒效果,豁免DC基于魅力。

自我侵蚀Self-Consumption (Su):乌洛波洛斯不断的吃掉自己的尾巴。只要乌洛波洛斯不断进行自我侵蚀,它的再生就不能被任何形式的攻击所抑制,他得益于无尽复兴的作用,但是它不能利用吞噬攻击或灾变之血的能力。任何直接杀死乌洛波洛斯的效果只会使乌洛波洛斯剩余的血量减半。一旦将乌洛波洛斯的生命值降低到正常最大值的一半以下(典型的乌洛波洛斯为198点),它就会停止自我侵蚀,失去无尽复兴能力并获得其吞噬攻击和灾变之血的能力。当乌洛波洛斯处于这种状态时,其所有移动速度都会加倍,但是现在可以通过神话武器或法术造成的伤害来抑制其再生。只要有一半以上的生命值,乌洛波洛斯就可以以一个标准动作来恢复自我侵蚀。乌洛波洛斯不需要吃或是喝来维持生存,它自身的身体就是它所需要的一切维持。

乌洛波洛斯是一种永远在自我消耗的蛇,在许多文明的神话中都占有一席之地,但是很少有人怀疑这些传说是由真实存在的可怕生物种族所启发。乌洛波洛斯生活栖居在星界中,他们在那里可以满足于漫无目的的穿越银色的空间。

乌洛波洛斯的能力有着巨大的破坏力,但是他们并没有理由去主动寻求这种暴力。他们每个都是一个独立的世界,拥有自主权并且不依靠其他生物作为生存和进食需求。乌洛波洛斯可以永远存在,不断的进食自我并且以无限的自身补充其自身。几乎没有感受力的乌洛波洛斯有着强大几乎病理性的生存意志。这驱使它摧毁任何对它们的生存构成最小威胁的生物。这种攻击倾向没有明显的挑衅或警告,这使乌洛波洛斯成为了无意识的破坏引擎。

乌洛波洛斯似乎是一个单独的生物,但是更仔细的观察却会发现事实:它的身体是由无数较小的纠缠在一起的蛇组成的,它们不是独立的生物,一旦和主体分离就变得毫无生气。那些观察了与乌洛波洛斯分离的蛇的人报告说,这些生物也是由较小的蛇组成的。而放大观察时,它们依然是由微小的蛇组成的。

乌洛波洛斯最引人注目的特征就是它几乎可以立刻长出新的肉并能从几乎任何伤口中愈合的能力。

这种强大的再生能力部分来自具有诸多奇迹般效力的乌洛波洛斯的神奇血液。许多人试图利用乌洛波洛斯的血液的治疗能力来使死者复生或恢复严重的伤口。尽管这样的治疗是成功的,但是考虑到正确但晦涩的神秘仪式的效果,乌洛波洛斯的血独特需求于一代乌洛波洛斯不能是别的。以这样的方式治愈的患者通常难以逃脱受到灾变之血影响变成蛇的命运。

尽管乌洛波洛斯看起来是无意识的,他们低下的智力能够听懂的语言。然而乌洛波洛斯隐藏在主位面上的动机到底是什么还不清楚。大多数乌洛波洛斯偶然找到了在星界通往主位面的道路,或是被渴望在世界上释放灾难的疯狂法师以强大的魔法所惑控。

乌洛波洛斯通常盘绕成直径约50尺的圆,重达260吨。

乌洛波洛斯鲜血仪式
下面详细介绍了利用乌洛波洛斯的血液最常见的仪式。有关于仪式的完整规则,参见异能冒险的神秘仪式规则。

乌洛波洛斯鲜血仪式
学派 咒法系(治疗);等级9
施放时间 90分钟
成分 V,S,M(一个月内从一体乌洛波洛斯中收获的一加仑血液),SC(最多8个)
技能检定 医疗DC34,4次成功;知识(奥秘)DC34,3次成功;知识(位面)DC34,2次成功;
范围 接触
目标 一个死亡的生物
持续时间 瞬间
豁免 无 SR 不可
反冲 主要施法者和辅助施法者变得力竭。
失败 所有施法者都受到乌洛波洛斯的灾变之血特殊攻击的影响。尸体不能再作为乌洛波洛斯鲜血意识的目标。
影响
施法者使用乌洛波洛斯的血在死者周围的地面上绘制复杂的数学方程式(如果没有尸体就在尸体被杀的区域)
仪式结束后,死者将复活如同真实复活术。与该法术的限制不同,对于这种方式恢复生命之前的尸体没有已经死亡时间的限制。但是其灵魂已经被审判并转生来世的尸体(由GM斟酌)无法复活。一个生物只能有一次通过乌洛波洛斯鲜血仪式来复活。



剧透 -   :
Ouroboros
This serpentine creature chews at its own tail. Its body consists of a multitude of entangled serpents with countless hissing jaws.

Ouroboros CR 21

XP 409,600
N Colossal magical beast (extraplanar)
Init +12; Senses blindsense 120 ft., darkvision 60 ft., low-light vision; Perception +23
Aura hypnotic coils (100 ft., DC 27)

DEFENSE

AC 38, touch 11, flat-footed 29 (+8 Dex, +1 dodge, +27 natural, –8 size)
hp 396 (24d10+264); regeneration 50 (mythic weapons or spells)
Fort +25, Ref +22, Will +18
Defensive Abilities perpetual renewal; DR 15/magic and slashing; Immune acid, aging, mind-affecting effects, negative energy, paralysis; SR 32

OFFENSE

Speed 60 ft., fly 60 ft. (perfect)
Melee 8 bites +30 (1d6+14/19–20) or 8 bites +25 (1d6+7/19–20), maw +30 (4d8+21 plus grab)
Space 30 ft.; Reach 30 ft. (60 ft. with maw)
Special Attacks body of serpents, fast swallow, ruinous blood, swallow whole (6d8 bludgeoning plus 6d8 acid damage, AC 23, 39 hp)

STATISTICS

Str 38, Dex 27, Con 32, Int 3, Wis 27, Cha 20
Base Atk +24; CMB +46 (+48 bull rush); CMD 65 (67 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Mobility, Power Attack, Staggering Critical
Skills Fly +23, Perception +23
Languages Aklo (cannot speak)
SQ no breath, self consumption

SPECIAL ABILITIES

Body of Serpents (Su)
An ouroboros is simultaneously one enormous serpent and a collection of smaller, entwined serpents. These smaller serpents can split from the whole and lash out at the ouroboros’s enemies. An ouroboros can make up to 8 bite attacks each round. As the ouroboros is uniformly composed of serpents, it can even target creatures it has swallowed whole with these bite attacks, the serpents lining its stomach lashing out at the swallowed creature.

Hypnotic Coils (Su)
The mere sight of an ouroboros overwhelms the minds of lesser creatures. Any creature within 100 feet that can see an ouroboros must succeed at a DC 27 Will save or be paralyzed for 1d4+1 rounds, watching its endless consumption and churning coils. Any creature that begins its turn paralyzed by this ability must succeed at a DC 27 Will save or take 1d8 points of Wisdom damage as it slowly loses its grip on reality. Every time a creature takes Wisdom damage from this ability, it can immediately attempt a new DC 27 Will save; on a success, the paralysis effect from the hypnotic coils ends. Once a creature recovers from the hypnotic coils’ paralysis effect, it is immune to further paralysis from that particular ouroboros’s coils for 24 hours. This is a vision-based mind-affecting effect. The save DCs are Charisma-based.

Maw (Ex)
An ouroboros gains a powerful bite attack while not engaged in self-consumption. This is a primary attack that always applies 1-1/2 times the ouroboros’s Strength modifier to the damage roll. When it bites with its maw, its regular bite attacks become secondary attacks.

Perpetual Renewal (Su)
An ouroboros continually consumes and regrows itself. The duration of any spell or effect that causes an ouroboros to be dazed, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened, or stunned can never have a duration of longer than 1 round. Any ability damage or drain an ouroboros receives is automatically healed at a rate of 1d4 points per round per ability. Perpetual renewal functions only while the ouroboros consumes itself.

Ruinous Blood (Su)
The blood that sprays from the ragged stump of an ouroboros’s tail is so potent with positive energy that it warps the flesh of those exposed to it, transforming them into fractured pieces of the ouroboros itself. Once every 1d4 rounds as a move action, an ouroboros can spray a 60-foot line of blood from the stump of its tail. Creatures caught in this area must succeed at a DC 27 Fortitude save or be permanently transformed into a venomous snake swarm that retains no memories of its previous life, as per baleful polymorph when the target fails its Will save to resist the spell’s secondary effect. This is a curse effect. The save DC is Charisma-based.

Self-Consumption (Su)
An ouroboros continuously eats its own tail. So long as the ouroboros continues its self-consumption, its regeneration cannot be suppressed by any form of attack and it benefits from the effects of perpetual renewal, but it cannot use its maw attack or its ruinous blood ability. Any effect that would kill the ouroboros outright merely halves the ouroboros’s remaining hit points. Once an ouroboros’s hit points are reduced to less than half its normal maximum (198 hit points for a typical ouroboros), the monster ceases its self-consumption, loses its perpetual renewal ability, and gains its maw and ruinous blood abilities. All its movement speeds are doubled when the ouroboros is in this state, but its regeneration can now be suppressed via damage caused by mythic weapons or spells. An ouroboros can resume self-consumption as a standard action as long as it has more than half its hit points. An ouroboros need not eat or drink to survive—its own body is all the sustenance it needs.

ECOLOGY

Environment any (Astral Plane)
Organization solitary or knot (2–4)
Treasure standard

The ouroboros—the serpent that eternally consumes itself—occupies a place in the mythology of many civilizations, yet few suspect that these legends are inspired by a real and terrifying race of creatures. Living ouroboroses dwell on the Astral Plane, where they are content to drift aimlessly through the silvery void.

Ouroboroses are capable of tremendous devastation, yet they have little reason to seek out such violence. They are each a world unto themselves, autonomous and reliant on no other creature for their sustenance or livelihood. An ouroboros can exist forever, constantly eating itself and replenishing its body with its own infinity. Barely sentient, an ouroboros has a powerful, almost pathological will to survive, which drives it to destroy any and all creatures that pose even the slightest threat to its well-being. This propensity to attack without clear provocation or warning has given ouroboroses a reputation for being engines of mindless destruction.

An ouroboros might appear to be a single creature, but closer inspection reveals the truth: its body is formed from a myriad of smaller entwined serpents, which are not independent creatures and become lifeless once separated from the main body. Those who have examined serpents detached from an ouroboros report that these creatures too are formed from smaller serpents that, when inspected under magnification, prove to be composed of tinier serpents still.

An ouroboros’s most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound.

This profound regenerative ability comes in part from an ouroboros’s magical blood, which has many miraculous properties. Many have tried to harness the healing powers of the ouroboros’s blood to restore life to the dead or regenerate grievous wounds. While such treatments can be successful, given the application of the correct but obscure occult rituals, ouroboros blood is uniquely suited to the generation of ouroboros flesh and no other. Patients treated in this way typically suffer the fate of those exposed directly to the ouroboros’s blood and transform into serpents.

While ouroboroses seem mindless, they have crude intellects and can understand speech. Yet whatever motives the ouroboroses have for hiding away on the Material Plane are unclear. Most find their way to this reality by accident, tumbling through rents in reality from the Astral Plane or perhaps conjured here by powerful magic wielded by mad spellcasters eager to unleash devastation upon the world.

An ouroboros is usually coiled into a circle roughly 50 feet in diameter. It weighs 260 tons.

OUROBOROS BLOOD RITUAL
The most common ritual that utilizes ouroboros blood is detailed below; full rules for rituals are on page 208 of Pathfinder RPG Occult Adventures.
OUROBOROS BLOOD RITUAL
School conjuration (healing); Level 9
Casting Time 90 minutes
Components V, S, M (a gallon of blood harvested from an ouroboros within the previous month), SC (up to 8)
Skill Checks Heal DC 34, 4 successes; Knowledge (arcana) DC 34, 3 successes; Knowledge (planes) DC 34, 2 successes
Range touch
Target one dead creature
Duration instantaneous
Saving Throw none; SR no
Backlash The caster and secondary casters become exhausted.
Failure All casters are affected by the ouroboros’s ruinous blood special attack. The dead body can’t be the target of the ouroboros blood ritual in the future.
EFFECT
The caster uses the ouroboros blood to paint complex mathematical equations on the ground surrounding a dead body (or if lacking a body, in the area where the body was slain).
Upon the ritual’s completion, the dead body is restored to life, as per true resurrection. Unlike that spell’s limitation, there is no limit as to how long the body has been dead before it can be restored to life in this manner, but bodies whose souls have been judged and sent on to the afterlife (GM’s discretion) cannot be restored to life via this ritual. A creature can be restored to life via an ouroboros blood ritual only once through all time.
« 上次编辑: 2020-09-03, 周四 15:08:44 由 所罗门之仗 »

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Re: 【独享专区】所罗门之仗
« 回帖 #25 于: 2020-03-30, 周一 13:58:15 »
古妖龙Elder Wyrm

这头强大的双头龙有着一具六足蛇身,末端是一条扭动的鞭状尾巴。


古妖龙 CR24
XP1,228,800
绝对中立 超巨型龙类
先攻+16;感官:黑暗视觉300尺,低光视觉,灵敏嗅觉,真知术;察觉+49
灵光 气势凶猛(300尺,DC33)
====================================================================
防御能力
====================================================================
防御等级42,接触14,措手不及30(+12敏捷,+28天生,-8体型)
生命值528(32d12+320);快速医疗20
强韧+28,反射+30,意志+24
DR20/史诗免疫:强酸,魅惑,诅咒,电击,恐惧,麻痹,石化,睡眠;抗力:寒冷30、火焰30、音波30;SR35
====================================================================
攻击能力
====================================================================
速度50尺,攀爬50尺,飞行250尺(不良),游泳50尺
近战:2啮咬+40(4d8+16/19-20附加饮神者),2爪抓+40(2d8+16),2尾扫+35(4d6+8/19-20)
占据30尺;触及30尺
特殊攻击:喷吐武器,神灵屠夫,撕扯 (2啮咬,4d8+16附加饮神者),迅尾,同步打击,尾叩

类法术能力(CL20th;专注+27)

永久——真知术
1/月——神迹术

已知术士法术(CL20th;专注+27)

9th (6)—支配怪物 (DC 26), 预警术, 时间停止
8th (6)—高等窥视魔眼, 迷宫术, 阳炎爆 (DC 25)
7th (7)—高等秘法视力, 高等探知 (DC 24), 高等传送术
6th (7)—解离术(DC 23), 群体暗示术 (DC 23), 行影术 (DC 23)
5th (7)—寒冰锥(DC 22), 弱智术 (DC 22), 怪物定身术 (DC 22), 力墙术
4th (7)—秘法眼, 降咒 (DC 21), 任意门, 塑石术
3rd (8)—锐耳术/鹰眼术, 解除魔法, 加速术, 力竭射线 (DC 20)
2nd (8)—朦胧术, 闪光尘 (DC 19), 隐形术, 镜影术, 风讯术
1st (8)—魔法警报, 通晓语言, 脚底抹油,护盾术, 隐形仆役
0 (随意)—秘法印记, 出血术 (DC 17), 舞光术, 侦测魔法, 幻音术(DC 17), 法师之手, 传讯术, 魔法伎俩, 阅读魔法

====================================================================
数据
====================================================================
力量43,敏捷34,体质30,智力17,感知22,魅力25
基础攻击+32;CMB+56;CMD78(86对抗绊摔)
专长:警觉,奥术打击,战斗反射,法术强效,飞越攻击,高等法术穿透,高等要害打击,盘旋,精通重击(啮咬,尾扫),精通先攻,精通要害打击,突刺,猛力攻击,法术瞬发,要害打击
技能:特技+44,唬骗+42,攀爬+24,交涉+42,飞行+0,威吓 +42,知识(奥秘)+38,察觉+49,察言观色+45,法术辨识+38,游泳+24,使用魔法装置+42;种族调整值:+4察觉
语言:深渊语,邪灵语,天界语,通用语,龙语,炼狱语,地底通用语
特殊:反常协调
====================================================================
生态
====================================================================
环境:任意
组织:单独
财宝:三倍
====================================================================
特殊能力

喷吐武器Breath Weapon (Su):每个古妖龙的头部都可以吐出一次喷吐武器,每1d4轮可以使用一次。第一种喷吐武器是500尺的闪电直线射线,造成20d10的电击伤害(反射豁免DC36减半)。第二种是250尺的锥形气体,造成20d10的强酸伤害(强韧豁免DC36减半)。如果古龙同时使用了两种喷吐武器(列如以其反常协调能力通过准备动作),则电荷会导致气体爆炸;爆炸不会造成酸与电伤害,而是对250尺锥形区域内的所有生物造成40d10的火焰伤害(反射DC36减半),并使受伤的生物着火,每轮造成6d10火焰伤害,持续1d4轮,除非他们在第二次DC36的反射豁免中成功。豁免DC基于体质。

神灵屠夫Godslayer (Ex):古妖龙的天生武器攻击可以克服史诗和魔法武器的伤害减免与再生。作为一个迅捷动作,古妖龙可以为天生武器赋予一种阵营属性和一种材质属性。这些次要属性持续1个小时,或直到古妖龙再次使用此能力选择新属性。

反常协调Impossible Coordination (Ex):古妖龙可以在短时间内进行并执行大量的计划。当遭遇开始时,古妖龙可以投2次先攻。每分钟一次,他可以同时在两个先攻值时行动,并且可以在每个先攻值的行动中独立使用延后或准备动作。在其他回合中,它使用较高的先攻值。

饮神者Myth-Drinker (Su):古妖龙的啮咬和撕扯攻击会对具有神话等级或神话亚种的生物造成额外的2d6点伤害。当古妖龙通过对此类目标啮咬的重击确认时,该目标会失去1d4的神话之力的使用。对于每一次失去的神话之力,古妖龙可以获得2d10的生命值或者要么进行一次豁免尝试以对抗持续性的效果;豁免成功后效果立刻结束。由GM自行判断,此能力可以应用于强大的非神话神性生物,列如比蒙巨兽,魔孽,泰坦和CR等于或者大于20的异界生物。在这种情况下,古妖龙会收益就如同目标失去了2次神话之力一般。

法术能力:古妖龙如同20级术士一般释放法术。

迅尾Swift Tail (Ex):古妖龙可以在全回合攻击中用尾扫攻击2次。

同步打击Synchronized Strike (Ex):古妖龙的两个头部在发动攻击时完美协调,能够从相反的方向打击目标。每回合一次,古妖龙可以用一个攻击动作执行2次啮咬,列如在进行冲锋时,进行攻击或是借机时。当古妖龙对比它至少小一个体型的生物进行2次啮咬攻击时,在处理攻击时古妖龙的两个头视为从两边夹击。

尾叩Tail Snap (Su):以一个整轮动作,古妖龙可以对它可以触及到的生物进行2次尾扫攻击。如果被一次尾扫击中,则目标还必须在DC36的强韧豁免中成功否则被震慑一轮。如果2次尾扫都被击中,则尾巴的撞击会导致以目标为中心的10尺半径范围内震荡里爆发,对该区域内的所有生物造成10d10的音波伤害,并使他们震慑1轮(强韧豁免DC36抵消震慑效果)古妖龙自身不受此效果影响。豁免DC基于体质。

长久以来,神灵和近神生物在多元宇宙中释放了无数怪物,徒劳地试图创造崇拜者或是惩罚破坏誓言的人,或是只是出于恶意。许多这样的怪兽都无法发挥其作用并变得疯狂,抗拒他们的创造者为了独立下来。

古妖龙曾经是神的复仇者,为了寻找和消灭众神的混蛋代理人以及其他可憎之物而被赋予生命。在歼灭了被要求讨伐的生物之后,古妖龙摆脱了众神的控制。尽管如此,古妖龙因其神圣的使命而灌输了一种灵动却始终如一的正义感并扮演法官、陪审团、刽子手,只要有强大的敌人存在就急切难耐。少数生活在固定星球上的古妖龙,将大部分的时间都花在僻静的地方,偶尔醒来寻找不公的事物,并根据他们的个人兴趣和情绪进行惩罚。这种无所事事的循环使大多数古妖龙对时事不知所措,尽管一旦引起人们的注意,他们敏锐的理智和强大的占卜能力使他们能够在短时间内收集和处理几个世纪的新闻。

因为它们很少醒来,所有古妖龙常常成为当地传说或是寓言故事的核心。特别是有威望或是鲁莽的英雄甚至会去寻找一个古妖龙,以将其复仇性的愤怒指向特定的目标,尽管古妖龙也很可能判断英雄是否比他们的目标更值得毁灭,毕竟拥有两个脑袋确实会使古妖龙更容易看到问题的两面性并作出判断。每个头都可以独立思考并且无缝共享身体的控制权,从而使古妖龙可以执行令人眼花缭乱的同步动作。两颗头的性格常常会导致分歧,导致两颗头之间的良性争吵和辩论,这会让一旁的围观者感到恐惧。

古妖龙长100英尺,重25000磅。

征求一下译名意见,目前翻译成古龙因为有点让我想起猛汉的某种生物,但是从龙学来说应该叫古老飞龙或者古老妖龙(不过都有术士能力了完全就是真龙了吧)还是决定叫古妖龙了,简洁明了一些



剧透 -   :
Elder Wyrm

This mighty, two-headed dragon has a six-legged serpentine body that ends in a writhing, whiplike tail.

Elder Wyrm CR 24

XP 1,228,800
N Colossal dragon
Init +16; Senses darkvision 300 ft., low-light vision, scent, true seeing; Perception +49
Aura frightful presence (300 ft., DC 33)

DEFENSE

AC 42, touch 14, flat-footed 30 (+12 Dex, +28 natural, –8 size)
hp 528 (32d12+320); fast healing 20
Fort +28, Ref +30, Will +24
DR 20/epic; Immune acid, charm, curses, electricity, fear, paralysis, petrification, sleep; Resist cold 30, fire 30, sonic 30; SR 35

OFFENSE

Speed 50 ft., climb 50 ft., fly 250 ft. (poor), swim 50 ft.
Melee 2 bites +40 (4d8+16/19–20 plus myth-drinker), 2 claws +40 (2d8+16), 2 tail slaps +35 (4d6+8/19–20)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, godslayer, rend (2 bites, 4d8+16 plus myth-drinker), swift tail, synchronized strike, tail snap
Spell-Like Abilities (CL 20th; concentration +27)

Constant—true seeing
1/month—miracle

Sorcerer Spells Known (CL 20th; concentration +27)

9th (6)—dominate monster (DC 26), foresight, time stop
8th (6)—greater prying eyes, maze, sunburst (DC 25)
7th (7)—greater arcane sight, greater scrying (DC 24), greater teleport
6th (7)—disintegrate (DC 23), mass suggestion (DC 23), shadow walk (DC 23)
5th (7)—cone of cold (DC 22), feeblemind (DC 22), hold monster (DC 22), wall of force
4th (7)—arcane eye, bestow curse (DC 21), dimension door, stone shape
3rd (8)—clairaudience/clairvoyance, dispel magic, haste, ray of exhaustion (DC 20)
2nd (8)—blur, glitterdust (DC 19), invisibility, mirror image, whispering wind
1st (8)—alarm, comprehend languages, expeditious retreat, shield, unseen servant
0 (at will)—arcane mark, bleed (DC 17), dancing lights, detect magic, ghost sound (DC 17), mage hand, message, prestidigitation, read magic

STATISTICS

Str 43, Dex 34, Con 30, Int 17, Wis 22, Cha 25
Base Atk +32; CMB +56; CMD 78 (86 vs. trip)
Feats
Alertness, Arcane Strike, Combat Reflexes, Empower Spell, Flyby Attack, Greater Spell Penetration, Greater Vital Strike, Hover, Improved Critical (bite, tail slap), Improved Initiative, Improved Vital Strike, Lunge, Power Attack, Quicken Spell, Vital Strike
Skills Acrobatics +44, Bluff +42, Climb +24, Diplomacy +42, Fly +0, Intimidate +42, Knowledge (arcana) +38, Perception +49, Sense Motive +45, Spellcraft +38, Swim +24, Use Magic Device +42; Racial Modifiers +4 Perception
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal, Undercommon
SQ impossible coordination

SPECIAL ABILITIES

Breath Weapon (Su)
Each of an elder wyrm’s heads can expel a breath weapon, each of which can be used once every 1d4 rounds. The first breath weapon is a 500-foot line of lighting that deals 20d10 points of electricity damage (Reflex DC 36 half). The second is a 250-foot cone of caustic gas that deals 20d10 points of acid damage (Fortitude DC 36 half). If an elder wyrm uses both breath weapons simultaneously—such as by readying an action with its impossible coordination ability—the electrical charge causes the gas to explode; rather than dealing acid or electricity damage, the explosion instead deals 40d10 points of fire damage to all creatures in a 250-foot cone (Reflex DC 36 half) and causes damaged creatures to catch fire, taking 6d10 points of fire damage each round for 1d4 rounds, unless they succeed at a second DC 36 Reflex save. The save DCs are Constitution-based.

Godslayer (Ex)
An elder wyrm’s natural attacks overcome damage reduction and regeneration as per epic and magic weapons. As a swift action, the elder wyrm can grant its natural weapons one alignment property and one material property for this purpose. These secondary properties last for 1 hour or until the elder wyrm uses this ability again to select new properties.

Impossible Coordination (Ex)
An elder wyrm can plan and execute a vast number of schemes in a short time. When an encounter starts, an elder wyrm rolls twice for initiative. Once per minute, it can act on both initiative counts and can use the delay or ready actions independently at each initiative. On other rounds, it uses the higher initiative count.

Myth-Drinker (Su)
An elder wyrm’s bite and rend attacks deal an additional 2d6 points of damage to creatures with mythic tiers or the mythic subtype. When an elder wyrm confirms a critical hit with its bite attack against such a target, the target loses 1d4 uses of mythic power. For each use of mythic power lost, the elder wyrm either regains 2d10 hit points or can attempt a saving throw against one ongoing effect; on a successful save, the effect ends immediately. At the GM’s discretion, this ability could apply to mighty albeit non-mythic divine creations, such as behemoths, demodands, titans, and outsiders whose CR is 20 or higher; in this case the elder wyrm benefits as though the target had lost two uses of mythic power.

Spells
An elder wyrm casts spells as per a 20th-level sorcerer.

Swift Tail (Ex)
An elder worm can strike twice in a round with its tail slap when it makes a full attack.

Synchronized Strike (Ex)
An elder wyrm’s two heads work in perfect concert when making attacks, snaking apart to strike targets from opposite directions. Once per round, the elder wyrm can perform two bite attacks as an attack action, such as when performing a charge or making an attack or opportunity. When an elder wyrm uses both bite attacks against a creature that is at least one size category smaller than it is, the elder wyrm is treated as if both heads were flanking the target for the purposes of resolving the attacks.

Tail Snap (Su)
As a full-round action, an elder wyrm can make two tail slap attacks against a single creature it can reach. If one tail slap hits, the target must also succeed at a DC 36 Fortitude save or be stunned for 1 round. If both hit, the tail’s impact causes a 10-foot-radius burst of concussive force centered on the target, dealing 10d10 points of sonic damage to all creatures in the area and stunning them for 1 round (Fortitude DC 36 negates the stunned effect). The elder wyrm is unharmed by this effect. The save DC is Constitution-based.

ECOLOGY

Environment any
Organization solitary
Treasure triple

Over the eons, gods and would-be divinities have unleashed countless monstrosities on the multiverse in vain attempts to create worshipers or punish oath breakers, or just out of spite. Many such beasts outlive their usefulness and run amok, defying their creators’ commands to stand down.

Elder wyrms were once divine avengers, granted life in order to seek and destroy rogue agents of the gods and other such abominations. After annihilating several condemned species, the dragons broke free from the gods’ control. Despite this, elder wyrms have a flexible but insistent sense of justice instilled in them by their divine mandate, and acting as the judge, jury, and executioner of mighty foes scratches an existential itch. The few elder wyrms that live on a given planet spend much of their time dozing in secluded places, waking occasionally to hunt or seek out injustices to punish based on their individual interests and moods. This cycle of inactivity leaves most elder wyrms woefully ill-informed of current events, though once they have cause to pay attention, their keen intellects and powerful divinations allow them to gather and process several centuries of news in short order.

Because they wake so rarely, elder wyrms often become centerpieces of local legends and cautionary tales. Especially convincing or foolhardy heroes might even seek out an elder wyrm in order to direct its vengeful wrath against a specific target, though the wyrm is just as likely to determine that the heroes are more worthy of destruction than their targets. Having two heads does, after all, make elder wyrms better equipped to see both sides of an issue and render judgment. Each head can think independently and seamlessly share control of the body, allowing the dragon to perform dizzying acts of synchronicity. Often the two heads’ personalities diverge, leading to good-natured bickering and debate between the two, much to the dread of anxious onlookers.

An elder wyrm is 100 feet long and weighs 25,000 pounds.
« 上次编辑: 2020-07-20, 周一 08:48:37 由 所罗门之仗 »

离线 沙包

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Re: 【独享专区】所罗门之仗
« 回帖 #26 于: 2020-03-30, 周一 14:36:19 »
上古妖龙

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Re: 【独享专区】所罗门之仗
« 回帖 #27 于: 2020-03-30, 周一 15:34:14 »
对神话杀手

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

离线 罗杰@画图提不起劲

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Re: 【独享专区】所罗门之仗
« 回帖 #28 于: 2020-03-30, 周一 19:08:33 »
感觉多了两条腿一下子就没那么帅了
角色信息: 费恩 男性 | NG 魔裔 | 审判者1|HP 9/9 | AC 19(12 tch, 17 fl)  | CMD 16 | F3 R2 W5 | 先攻+2 | 黑暗视觉60尺 |  觉察+7 | 通用语,深渊语,炼狱语,龙语 | 戏法:侦测魔法;眩晕术;神导术;光亮术 | | 一环:神恩;命令术

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Re: 【独享专区】所罗门之仗
« 回帖 #29 于: 2020-03-31, 周二 11:01:50 »
古蛮神龙