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1版模组D3的罗丝,2版的吸血狼和毁灭铁卫
« 于: 2022-08-30, 周二 16:58:12 »
新手渣翻,欢迎批评指正 :ph34r:
罗丝出自模组D3《卓尔的洞窟》(Vault of the Drow)
吸血狼出自《畸异纲要年鉴 第一卷》(Monstrous Compendium Annual Volume One)
毁灭铁卫出自《畸异纲要附录:鸦阁》(Ravenloft Monstrous Compendium Appendices I & II)

罗丝(蜘蛛魔后) LOLTH (Demon Queen of Spiders)
出现频率:非常罕见
出现数量:1
防御等级:-10(-2)
移动力:1" *9" (15")
生命值:66 HP
在巢穴中的概率:25%
宝藏:Q*5,R,X*3
攻击次数:1或1(1)
伤害/攻击:4-16 +毒素和蛛网(使用武器)
特殊攻击:见后述
特殊防御:见后述
魔法抗力:70%
智力:天才
阵营:混乱邪恶
体型:L(M)
灵能能力:266
      攻击/防御模式:所有/所有

罗丝是一名强大而可畏的女性恶魔领主。罗丝身处主物质位面时通常会采用一只巨型黑寡妇蜘蛛的形态(在她独处时偶尔也会选取这种形态),但她也喜欢现身为一名精致美丽的女性卓尔(处于卓尔形态时的数据已列在括号中)。人们对罗丝的目的知之甚少,仅因卓尔精灵对她的崇拜导致她在凡间的现身,才让人们得以收集任何与她相关的重要信息。
罗丝喜欢与各种各样的蜘蛛相伴——她的蜘蛛形态会携各种巨蛛同行,而类人形态则有各式蜘蛛相随。她能与所有种类的蜘蛛交流,蜘蛛们也都能理解并无条件地服从罗丝。
尽管蛛后只拥有66点生命值,但是她的高防御等级能防止大多数攻击伤害到她,更何况她每天还能随意对自己施展至多三次治疗术。由于罗丝热衷于采用各种形态四处游荡,所以无论在哪个位面都很少能在她的巢穴中遇到她,除非信徒们刚好将她召唤到某个特殊的神龛或神殿中。
处于巨蜘蛛形态时,罗丝能从她腹部的丝腺喷出一股等效于蛛网术的、长达30英尺的蛛网,被缠者每轮还将因为蛛网上的有毒分泌物而受到1-4点伤害。在喷射蛛网的同一个近战轮中,罗丝还能进行一次会造成4-16点伤害的致命啮咬, 受害者若未能以-4不利通过对抗毒素的豁免则死亡。处于类人形态时,罗丝将如常使用武器。
当这名女恶魔处于巨蜘蛛形态时,她在每个近战轮中都可随意使用以下能力之一:通晓语言困惑术(只对看向罗丝的生物有效)、10呎黑暗术驱散魔法异界之门(每天一次,成功率66%;有45%几率召来一个低等恶魔,35%召来一个次等恶魔,20%召来一个高等恶魔)、相位门(每天两次)、阅读魔法形体变化召唤蜘蛛(每天一次,有20%几率召来9-16只大蜘蛛,30%召来7-12只特大蛛,40%召来2-8只巨蛛,10%召来1-4只相位蜘蛛)、无误传送术巧言术真知术。类人形态的罗丝则拥有等同于一名16级牧师/14级法师的能力,但在该形态下她无法穿着任何护甲,并且不具有灵能能力(见下)。
罗丝免疫非魔法武器和银制武器(除非具有至少+1的附魔加值)的伤害,寒冷、电能和气体攻击也只能对她造成一半伤害,而强酸、铁制武器、魔法飞弹(如果魔法抗力没能生效的话)和毒素能正常影响她。罗丝具有120英尺的热感视觉,并且像其他恶魔一样能够进行有限的心灵感应。
罗丝的心灵异能包括了身体平衡、遥感视觉、支配的能系异能,以及次元漫步、心灵封锁、分子重构、概率旅行的主要理念。这些灵能(如同魔法力量)的施法者等级为16级。

劇透 -   :
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS:-10 (-2)
MOVE: 1" *9" (15")
HIT DICE: 66 hit points
% IN LAIR: 25%
TREASURE TYPE: Q(x5), R, X(x3)
NO. OF ATTACKS: 1 and 1 (1)
DAMAGE/ATTACK: 4-16 + poison and webs (by weapon type)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic evil
SIZE: L (M)
PSIONIC ABILITY: 266
Attack/Defense Modes: All/all

The demoness Lolth is a very powerful and feared demon Lord. She usually takes the form of a giant black widow spider when she is on the Prime Material Plane, and she sometimes assumes this form on her own as well, but she also enjoys appearing as an exquisitely beautiful female Dark Elf (the statistics for this form as given in parentheses). Little is known about her aims, and only the fact that the Drow worship of Lolth causes her to assume form on the earth permits compilation of any substantial information whatsoever.

Lolth enjoys the company of spiders of all sorts — giant species in her arachnid shape, those of normal, large and even huge in her humanoid form. She is able to converse with all kinds of spiders, and they understand and obey her unquestioningly.

Although the Queen of Spiders has but 66 hit points, her high armor class prevents most damage, and she is able to heal herself at will, up to thrice/day. As Lolth enjoys roving about in one form or another, she will seldom be encountered in her lair no matter what the plane, unless worshippers have invoked her to some special shrine or temple.

In the form of a giant spider, Lolth is able to cast web strands 30' long from her abdominal spinnerets which are equal to a web spell with the addition of 1-4 points of damage per round accruing to webbed victims due to a poisonous excretion upon the strands; and during the same melee round she is able to deliver a vicious biting attack for 4-16 hit points of damage plus death if the victim fails to make his, her, or its saving throw versus poison at -4 penalty. In her humanoid form, Lolth will use weapons common to humans.

As a giant spider, the demoness can use any one of the following powers, one per melee round, at will: comprehend languages, confusion (creature looked at only), darkness (10' radius), dispel magic, once per day gate in a type I (45%), type II (35%) or type III (20%) demon (with 66% chance of success), twice per day use phase door, read magic, shape change, once per day summon 9-16 large (20%), 7-12 huge (30%), 2-8 giant (40%) or 1 -4 phase (10%) spiders, teleport with no inaccuracy, tongues, and true seeing. In her humanoid shape, Lolth is a 16th level cleric/14th level magic-user with commensurate abilities. However, in the latter form she is unable to wear armor of any sort, and her psionic powers are lost to her (see hereafter).

Lolth is not affected by weapons which are not magical, silver does her no harm (unless magicked to at least +1), and cold, electrical and gas attack forms cause only one-half damage. Acid, iron weapons, magic missiles (if her magic resistance fails her, naturally), and poison affect the demoness normally. The visual range of the demoness extends into the infrared and ultraviolet spectrums to a normal distance of 120'. Lolth has limited telepathy communication ability as do demons in general.

Her psionic disciplines are body equilibrium, clairvoyance, domination, and the major sciences of dimension walking, mind bar, molecular rearrangement, probability travel. These disciplines (as well as magical powers) are performed at 16th level of ability (experience).
« 上次编辑: 2024-04-06, 周六 22:08:37 由 Mt_Nomad »

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Re: 根据团内需要自翻的几个怪物
« 回帖 #1 于: 2022-08-30, 周二 17:00:21 »
吸血狼 Wolf, Vampiric
气候/地形:任何陆地
出现频率:非常罕见
组织:狼群
活动周期:夜晚
食性:血液
智力:低下(5-7)
宝藏:无
阵营:任何邪恶
出现数量:3d6
防御等级:2
移动力:24
生命骰:6+4
零级命中值:13
每轮攻击次数:1
伤害/攻击:3d4
特殊攻击:摔绊,紧咬不放,高机动性
特殊防御:再生,免疫特定法术与武器
魔法抗力:无
体型:S(2-3.5英尺长)
士气:精锐(13-14)
经验价值:2000

这些秽恶的不死生物是邪恶牧师用普通狼崽举行腐化仪式的产物。吸血狼通体漆黑,发光的橘色双眼透着狂野。

战斗:吸血狼在狩猎时会采用常规的集群战术直到受害者无法逃脱为止。在游戏中表现为吸血狼的啮咬攻击会使未通过对抗麻痹的豁免检定、正跑动或站着的受害者倒地。一旦猎物摔倒,狼群便会转而攻击受害者的手臂,使其无法使用武器。这是一种指定目标攻击,吸血狼会在攻击检定种承受-4惩罚,如果成功命中则意味着吸血狼将目标的一只手紧咬不放,而受害者必须靠一次成功的力量检定才能挣脱(每轮仅可尝试一次)。受害者的双腿也可能成为吸血狼紧咬的目标。当吸血狼成功咬住目标部位后,它在后续每轮种都可继续啃咬肢体造成伤害。
一旦受害者陷入无助,吸血狼们便会靠近啜饮溢出的血液,这个行为会一直持续到受害者死后1d4+1轮时。饱饮鲜血后,吸血狼的眼睛会在接下来的12个小时内闪着深红色的光。
由于吸血狼具有吸血鬼的某些特性,它们行动起来十分迅捷,这使得它们的先攻检定具有+2奖励。吸血狼免疫睡眠魅惑定身和造成麻痹的法术,只有银制武器或附魔加值为+1或更好的武器能在近战中对它们造成有效伤害。吸血狼还具有再生的能力,它们能立刻把对目标造成的伤害转化为自己的生命值。
与吸血鬼不同的是,吸血狼能够在日光下行动,尽管它们通常不会选择这么做。吸血狼在日光下发动攻击时会遭受-2的惩罚。

栖息地/社会:吸血狼会把创造它们的牧师视为首领,除此以外也只接受自己狼群中最强壮的成员的领导,并且会对其他任何试图指挥它们的人发动攻击。作为狼群的首领,牧师享有对吸血狼的完全控制权。狼群能理解最多四个单词的简单命令,即使与牧师长期分隔也会遵守这些命令。然而,作为狼群首领的牧师也面临着一些危险:吸血狼不能容忍首领有懦弱之处,如果牧师有任何不配领导的迹象,狼群就会攻击他。如果吸血狼杀死了牧师,它们就不再受他人意志的束缚。吸血狼会避免与人类或亚人接触,除非后者正在猎杀它们。

生态:作为不死生物,吸血狼在自然界中没有生态位。它们只懂得毁灭而不会回馈任何东西。
吸血狼对财宝没有兴趣,但是创造它们的牧师经常把它们用作守卫。如果在一个看起来像狼窝的地方发现了吸血狼,那么附近就很可能有某种隐蔽的入口。
只有不低于9级的邪恶牧师能够创造这种秽恶的怪物。牧师选用的3d6只狼崽可以不必来自同一个狼窝,但是这些幼崽必须非常接近断奶且未曾进食过肉类,否则它们将无法成为吸血狼。
牧师必须先用一道逆向的赎罪术来举行仪式,在之后的每一天他都要亲手喂食这些狼崽。这些食物的新鲜度不能超过一天,而且要混入一两滴活人的血液或是一些吸血鬼之尘,并用逆向的祝福术加以亵渎。这个过程必须持续整整三个月,否则狼崽就此死亡。狼崽们会在该阶段结束后完全长大,再被毒杀后就会成为吸血狼。如果它们此时未能被杀死,那么每只存活下来的狼都要进行对抗死亡魔法的豁免检定,失败则陷入极度虚弱(每个生命骰仅有1HP),除了以血为生之外和普通狼没有区别。
创造吸血狗是不可行的

劇透 -   :
Climate/Terrain:   Any land
Frequency:   Very rare
Organization:   Pack
Activity Cycle:   Night
Diet:   Blood
Intelligence:   Low (5-7)
Treasure:   Nil
Alignment:   Any evil
No. Appearing:   3d6
Armor Class:   2
Movement:   24
Hit Dice:   6+4
THAC0:   13
No. of Attacks:   1
Damage/Attack:   3d4
Special Attacks:   Cause falling, grasping bite, high initiative
Special Defenses:   Regeneration, immunity to certain spells and weapons
Magic Resistance:   Nil
Size:   S (2-3½' long)
Morale:   Elite (13-14)
XP Value:   2,000

These foul undead creatures are the result of corrupting ceremonies used on normal wolf pups by evil clerics. Vampiric wolves are uniformly black, with feral, glowing orange eyes.

Combat: When vampiric wolves hunt, they follow normal pack tactics until their victim is unable to escape. In game terms, a bite attack will cause a running or standing victim to fall if the victim fails a saving throw vs. paralysis. Once the prey falls, the wolves continue to attack, shifting to the victim's arms so that he can no longer use a weapon. This involves a called-shot attack in which a vampiric wolf has a -4 penalty to hit; success means the wolf has grasped an arm in its mouth, and the victim cannot get free unless he makes a successful Strength check (one attempt per round). A victim's legs may be similarly grasped. Once a grasping bite is made, damage is continually inflicted each round as the wolf gnaws on the limb.

Once the victim is helpless, the vampiric wolves close in and drink the spilled blood, an act that takes as long as the victim lives, plus 1d4+1 rounds. This causes the wolves' eyes to glow a deep red for the next 12 hours.

Since they share some of the nature of vampires, these wolves are extremely agile, giving them a bonus of +2 on initiative rolls. Vampiric wolves are immune to sleep, charm, hold, and paralysis-based spells. Only silver weapons or magical weapons of +1 value or better can do actual damage in melee. They also regenerate, instantly gaining the same number of hit points they inflict as damage on an opponent.

Unlike a vampire, these wolves can move about in daylight, though they normally choose not to do so. When attacking in daylight, they suffer a -2 penalty.

Habitat/Society: Vampiric wolves regard the cleric who created them as their leader, accepting no other except their own, strongest member. Any other who tries to command them is attacked. As pack leader, the cleric has complete control over them. The pack can understand simple commands of up to four words and will obey them even when left on their own for long periods. But, as pack leader, the cleric also faces some danger: Wolves do not accept weakness in their leader, and should he show any sign of unfitness, the pack will turn on him. Should the wolves kill the cleric, they will run free. They will avoid contact with humans or demihumans unless the latter are hunting the vampiric wolves.

Vampiric wolves have no interest in treasure. However, the cleric often uses them as guards. It is a better than even chance that there is a concealed portal of some sort nearby if the wolves are found near what appears to be a wolf den.

Ecology: Being undead, these creatures have no place in the natural order. They destroy things and give back nothing.

In order to create these foul corruptions, a cleric must be evil and at least 9th level. He can use 3d6 pups from one or more wolf dens. The pups must be very close to being weaned, but cannot have tasted meat or they will be useless.

The cleric first performs a ceremony using what amounts to the opposite of an atonement spell. Then, every day he must hand-feed the pups. The food can be no more than one day old and it must be infused with one or two drops of blood from a living human, or dust from a vampire and cursed using a reversed bless spell. This must continue every day for three months or the pups die. At the end of the three-month period, the pups are fully grown and must then be slain by poisoning; they then arise as vampiric wolves. If they are not slain at this time, the wolves must each make a saving throw vs. death magic or become greatly weakened (1 hp per Hit Die), living on as bloodthirsty but otherwise normal wolves.

It is impossible to create vampiric dogs.

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Re: 根据团内需要自翻的几个怪物
« 回帖 #2 于: 2022-08-30, 周二 17:06:59 »
毁灭铁卫 Doom Guard
气候/地形:任何城堡或废墟
出现频率:罕见
组织:独行
活动周期:随时
食性:无
智力:低下(5-7)
宝藏:无
阵营:绝对中立
出现数量:1-6
防御等级:2
移动力:9
生命骰:5
零级命中值:15
每轮攻击次数:1
伤害/攻击:1d8(武器)
特殊攻击:无
特殊防御:见后述
魔法抗力:无
体型:M(6英尺高)
士气:无畏(20)
经验价值:2000

虽然毁灭铁卫原本只不过是一套铠甲,但经过了一系列秘法附魔后,它成为了一种与魔像相似的、被其创造者用于守卫城堡和塔楼的可怕活化生物。被用作毁灭铁卫的铠甲样式既有西方和东方风格,也有其他各种风格。
毁灭铁卫从不说话,因此也没有自己的语言。它们能够遵循创造者的简单指令,但这些指令通常仅包括一两种基本行为逻辑。典型的指令有“待在这个房间里并攻击任何除我以外的进入者”或“杀死任何打开这个箱子的人直到我给你其他指示”。

战斗:毁灭铁卫是一个不太聪明的对手。当自身机能指示它们参战时,毁灭铁卫便只管接近目标并用武器进行打击。冒险队伍可以靠一些巧妙的计划避免与毁灭铁卫一对一战斗并智取它们。大多数毁灭铁卫都装备有各式的剑、斧或钝器,它们几乎在所有情况下都能使用这些武器造成1-8(1d8)点伤害。在极少数情况下(约10%),毁灭铁卫配备了更重或更轻的武器(各有50%的几率),能藉此分别造成1d10或1d6点伤害。
尽管很容易被误认为亡灵,但毁灭铁卫并非不死生物。它们不会被斥退,也不会被针对不死生物的法术所影响(如操控亡灵等)。
由于毁灭铁卫没有心智,所以像魅惑定身睡眠之类的影响心智的魔法效果对它无效。相似地,毁灭铁卫也因它们并非真正的活物而免疫作用于生理功能的法术(例如造成轻伤目盲术)。出于同样的原因,毒素也无法对它们造成损害。
若毁灭铁卫通过了豁免检定(适用时)则不受基于火焰和寒冷的伤害,豁免失败也只受相应攻击造成的一半伤害。基于闪电或电能的法术能对这种非自然的敌人造成全额伤害。一道化铁为木脆晶化对毁灭铁卫来说是致命的,这会转变它们的性质,并使维持它们活化的法术崩溃。

栖息地/社会:很显然,毁灭铁卫不是自然生物也不具备社会性。它们只存在于被创造和被派驻的地方,自身也不具备繁殖能力。

生态:创造毁灭铁卫是一个有趣的过程,因为它与“附魔铠甲”的原理是相反的。原因很简单,被用作毁灭铁卫的铠甲从头到尾都没受到法术的影响,更确切地说,它是在一块叫做黑暗之砧的附魔铁砧上打造出来的,正是这个装置赋予了毁灭铁卫魔法灵光。
创造黑暗之砧的第一步是先制作一块铁砧,其原料必须取自一尊被击败的铁魔像。当铸造铁砧时,必须在它的中心部位放置一个对魔像圣甲虫(圣甲虫影响的魔像种类不限)或一本未被研读过的魔像指南。在铁砧冷却之前,它必须被一个强大的法师进行附魔。附魔的第一步是对铁砧施展一道附魔物品,使其能够承受接下来的法术。然后是一道制造术,它将给予铁砧创造力——这在随后的日子里非常关键。接着是一道束缚术,用以捕捉活化了被铸成铁砧的那尊铁魔像中的最后一丝精魄。最后是一道恒定术,使得这些魔法效果合为一体,凝聚成黑暗之砧的附魔能力。
黑暗之砧制成后,熟练的制甲师每20周便可用它制造一个毁灭铁卫。制造毁灭铁卫的作业一旦开始,制甲师就必须每天工作至少8小时来推进作业。该作业若因任何原因停止或推迟,那么附魔进程便终止。

劇透 -   :
Climate/Terrain:   Any castle or ruin
Frequency:   Rare
Organization:   Solitary
Activity Cycle:   Any
Diet:   Nil
Intelligence:   Low (5-7)
Treasure:   Nil
Alignment:   Neutral
No. Appearing:   1-6
Armor Class:   2
Movement:   9
Hit Dice:   5
THAC0:   15
No. of Attacks:   1
Damage/Attack:   1d8 (by weapon)
Special Attacks:   Nil
Special Defenses:   See below
Magic Resistance:   Nil
Size:   M (6' tall)
Morale:   Fearless (20)
XP Value:   2,000

Originally nothing more than a suit of armor, the doom guard is now an animated creature similar in nature to a golem. Created by a series of arcane enchantments, these frightening automatons are often used as guards in the castles and towers of those who create them. Doom guards are found in both western and eastern (oriental) styles as well as a variety of others.

Doom guards never speak and, thus, have no language of their own. They are able to obey simple commands from their creator, but these are generally limited to one or two rudimentary concepts. Typical orders include "stay in this room and attack anyone but me who enters" or "kill anyone who opens this chest until I tell you otherwise".

Combat: The doom guard is an unsubtle and straightforward opponent. When their instructions call for them to engage in combat, they simply move toward their intended target and strike with their weapons. Subtle planning can often enable a party to outwit doom guards without having to battle them one-on-one. Most doom guards are armed with some manner of sword, axe, or bludgeon. In almost every case their blows with these weapons will inflict 1-8 (1d8) points of damage. In rare cases (about 1 in 10), they are equipped with heavier or lighter weapons (50% chance of either) and can inflict 1d10 or 1d6 points of damage respectively.

Doom guards are not undead, although they are often mistaken for creatures of this type. They cannot be turned or affected by spells that are intended for use against the living dead (control undead, etc.)

Spells such as charm, hold, sleep, or other mind affecting magic have no power over doom guards because of their mindless nature. Similarly, the fact that they are not true living beings makes them immune to spells that depend on biological function (cause light wounds or cause blindness, for example). For like reasons, poisons do not harm them.

Heat- and cold-based attacks inflict only half damage to doom guards, with successful saving throws (when applicable) indicating that no harm is done. Lightning- or electricity-based spells inflict full damage when used against these unnatural foes. A transmute metal to wood or crystalbrittle spell is instantly fatal to doom guards, transforming them and destroying the delicate balances of the spells that keep them animated.

Habitat/Society: Clearly, doom guards are not natural creatures and have no society. They dwell only in those places where they have been created and stationed and have no means of reproducing themselves.

Ecology: The creation of a doom guard is an interesting process, for it runs contrary to the idea of an "enchanted suit of armor". The reason for this is simply that the suit of armor is never actually subjected to a spell cast directly upon it. Rather, the doom guard is fashioned using an enchanted anvil of darkness, and it is this device that gives the creature its magical aura.

The first step in the creation of an anvil of darkness is the building of the anvil itself. The raw materials used in the creation of this object must be attained from the body of a slain iron golem. When the anvil is cast, it must have either a scarab versus golems (of any type) or a pristine, unread manual of golems set at its heart. Before the hot metal of the anvil cools, it must be enchanted by a powerful wizard. The first step in this enchantment is the weaving of an enchant an item spell over the anvil to make it ready for further wizardry. A fabricate spell is cast next, in order to give the anvil the creative essence that will be so important to it in later years. Subsequently, a binding spell is employed to capture the last essence of the spirit that once animated the anvil in its iron golem form. Finally, a permanency spell is used to bind these magics into a single, cohesive enchantment that will enable the anvil to carry out its function.

Once the anvil of darkness is created, it can be used by a skilled armorer to create one doom guard every 20 weeks. Once work on a specific doom guard is begun, the armorer must work at least 8 hours out of 24 on his creation. Work cannot be halted or delayed for any reason or the enchanting process fails.