純美蘋果園

跑團活動區 => 網團活動區 => Mariage Sorciere => 主题作者是: 雾音 于 2019-02-06, 周三 07:11:18

主题: 诡秘的万古里稀奇古怪的怪物们
作者: 雾音2019-02-06, 周三 07:11:18
楼层按6本书后面的怪物附录顺序放,顺带感谢帮忙翻译的各位哥哥姐姐 :em003
BOOK1 致谢梦子帮我翻译的怪物数据
BOOK2 致谢咸鱼帮忙翻译的怪物数据
BOOK3-6 抓不到苦力只能自己撸袖子上了

目录(排名按书的顺序)

畸念小魔怪(GREMLIN, DREXIN) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975034#msg975034)
不可描述的集群们 (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975035#msg975035)
梦廻(ONEIROGEN) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975036#msg975036)
拜亚基(BYAKHEE) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975041#msg975041)
无面巨怪(FACELESS HULK) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975175#msg975175)
黄印守秘者(KEEPE OF THE YELLOW SIGN) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975292#msg975292)
星之精(STAR VAMPIRE) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg975293#msg975293)
无形之子(FORMLESS SPAWN) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1001734#msg1001734)
伊伯幽影(IB SHADE) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1001736#msg1001736)伊伯人就在一面不额外做链接了(懒)
瑟拉什摩尔鮟鱇(THRUSHMOOR ANGLER) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1001739#msg1001739)
蛙普(WAMP) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1001740#msg1001740)
发条解剖者(CLOCKWORK VIVISECTIONIST) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1016094#msg1016094)
空壳干尸(HOLLOW ONE) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1016096#msg1016096)
兜帽使徒(HOODED HARBINGER) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1016097#msg1016097)
修格斯原生体(PROTO-SHOGGOTH) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1016098#msg1016098)
修格斯原生体·聚合(PROTO-SHOGGOTH SYNCYTIUM) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1016099#msg1016099)
犹格·索托斯的后裔(CHILD OF YOG-SOTHOTH) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1033231#msg1033231)
妖灵·纳斯妖(DIV, DRUJ NASU) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1033233#msg1033233)
恐惧猎手(HUNTING HORROR) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1033235#msg1033235)
种菌生物(SEEDED CREATURE) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1033237#msg1033237)
KUDIMMU (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1056564#msg1056564)这个是想不到该怎么翻译
外神幼虫(LARVA OF THE OUTER GODS) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1056565#msg1056565)
伯劳蠕虫(SHRIKE WORM) (http://www.goddessfantasy.net/bbs/index.php?topic=106914.msg1056566#msg1056566)
主题: BOOK1 畸念小魔怪(大头娃娃)
作者: 雾音2019-02-06, 周三 07:33:33
畸念小魔怪(GREMLIN, DREXIN )
这些皮肤苍白且纤细的生物拥有类似于人类的外形,但其手臂却长的不甚自然。在哪球状的脑袋上长着长长的白发,其双眼如同深邃的黑色水池。

畸念小魔怪 CR2
XP 600
混乱邪恶 小型精类
先攻+8;感官:黑暗视觉120尺,昏暗视觉;察觉+12
灵光:精神干扰(DC 13)
 

  防御

AC 16,接触15,措手不及12(+4敏捷,+1天防,+1体型)
HP 16(3d6 + 6)
强韧+2,反射+7,强韧+5
DR 5 /寒铁
 

  攻击

速度30英尺
近战 啮咬+1(1d4-1),2爪抓+1(1d3-1)
异能魔法(CL 6;专注+8)
5 PE——狂言乱语OA(2 PE,DC 14),本我暗示I OA(2 PE,DC 14),脑力屏蔽OA(1 PE,DC 13),心灵戳刺I OA(1 PE,DC 13),念动射弹OA(1PE)
 

  数据

力量 9,敏捷 18,体质 13,智力 14,感知 14,魅力15
BAB+1;CMB -1;CMD 13
专长:精通先攻,健壮
技能:特技+10,唬骗+8,攀爬+3,工艺(陷阱)+12,使用魔法装置+7,逃脱术+10,威吓+9,知识(奥秘)+4,察觉+12;种族修正:+4工艺(陷阱),+4威吓,+4察觉
语言邪灵语,地底通用语
特殊能力:陷阱专家
 

  生态

环境 任何地底或城市
组织 孤独,成对或一群(3-6)
宝物 标准

 

  特殊能力

陷阱专家(Ex):畸念小魔怪可以像制作魔法陷阱一样,拥有(制造奇物)专长。
 

 
    与其身体结构相比,这种小魔怪的头和耳朵出奇的大。其头上只有稀疏几条暗淡的头发。他看上去快饿瘪的躯体顺着骨头延伸,在走路时爪子会与地面摩擦得呲呀作响。畸念小魔怪一般高3尺,重25磅。

 

  生态
    许多小魔怪都认为,畸念小魔怪是曾经是居住在遥远的地底的暴虐小魔怪或躡影小魔怪。他们认为这些可怜的家伙在游荡到奧烏这一扭曲之地时遇到了一群夺心巨虫并被其俘虏。在被囚禁的日子里魔怪的外貌变得扭曲的同时,其心智也愈发强大。这些迷失了的小魔怪便是畸念小魔怪。这些小魔怪带着新获得的异能和对夺心巨虫畸形发音的理解从地底深处出现。有人认为他们是侥幸逃脱;有的人认为这也是躲藏在幽暗之地深处的诡异生物的阴谋的一部分。当然这都是猜测,也有可能是畸念小魔怪依靠自己的异能天赋挣脱了夺心巨虫的魔爪
    正如它们特别大的头所示,畸念小魔怪十分聪明且拥有异能天赋,它们喜欢迷惑或攻击他人的内心。其他的小魔怪喜欢破坏东西,畸念小魔怪喜欢扰乱别人的思想,击破目标的意志和内心而非在物理上对对方造成伤害。
    畸念小魔怪喜欢偷偷靠近施法者或工匠,然后使用狂言乱语,本我暗示 I和腦力屏蔽等能力来阻挠施法或创作魔法物品的过程。如果畸念小魔怪被发现了,它会使用心灵戳刺I或在逃跑前把什么可以用的东西丢向目标。除非他们躲在一个强有力的盟友身后,否则身体衰弱的畸念小魔怪会非常拒绝近身战斗。这种怯懦将畸念小魔怪限制在战斗的边缘地带。
    和所有小魔怪一样,畸念小魔怪也精通制作陷阱。畸念小魔怪可以将自己的异能法术注入它们制造的陷阱里,所以它们做的陷阱远胜其他小魔怪。畸念小魔怪喜欢在学习场所,魔法用品店和法师家中安置陷阱。如果目标触发陷阱后倒地且附近没有可以帮助他的人,畸念小魔怪会跳出来继续攻击。畸念小魔怪特别喜欢这样攻击其他异能生物,尤其是那些过于强大不能直面的异能生物。虽然畸念小魔怪渴望更多的异能之力,但却无法使用更多的法术。所以它们特别羡慕那些异能大师。
    有时畸念小魔怪也会为施法者或异能者提供服务,以建构一些陷阱来提高某人的家或工作室的安全性来换取某些知识。任何一个接受畸念小魔怪交易的人都是愚蠢的,因为他们只能享受这些陷阱带来一段时间的便利。因为很快畸念小魔怪在获得想要的知识或对自己的布局感到厌烦后,不幸的主人便会再一次回到家中或在研究时突然掉进原本用于保护他的秘密的陷阱中。然后畸念小魔怪就会杀掉他们的雇主,在偷光所有值钱的东西后回到下水道中。

 

  habitat& society
    在各种小魔怪中,畸念小魔怪因掌握了精神法术而被恐惧着。其他小魔怪并不愿意和他们一同捉弄别的生物,而是将其视作一种疯了的小魔怪且对它们抱有强烈的怀疑。躡影小魔怪、厄运小魔怪和蠹蟲小魔怪甚至放弃对寒铁的厌恶而构筑了“心灵之盾”—其实只是用寒铁打造的简单头盔或碟子加上带子绑在头上以防止畸念小魔怪的精神入侵。但其实这并没有用,但在小魔怪社会中却广为流传。畸念小魔怪会说邪靈語和地底通用语,这至少让他们能与其他小魔怪进行交流。
    在幽暗之地,一些弱小的生物认为畸念小魔怪可以精神控制他人。一般来说它们是做不到主宰他人的思想和内心的,但它们会鼓吹这种谣言以博取威名。但也有一些会成长的比它们的同类更强并获得异能师或操念师等级。这种畸念小魔怪在魔怪社会中会具有异常的影响力,并常常只会它的同类或其他小魔怪—虽然他们都是因恐惧和被迫臣服而非出于尊敬而真心效忠。进阶的畸念小魔怪偶尔会渗入人类社会,怂恿那些好奇的灵魂去探究尘封的奥秘。许多学者开始专研远古的秘密或施法者打开一本被诅咒的魔法书时,很有可能在这背后都有一名野心勃勃的畸念小魔怪在引诱着他们跳入它操控的精神陷阱。
    畸念小魔怪喜欢住在地底,它们通常在洞穴或地下废墟中建立家园。它们常住在幽暗之地,你可以在塞卡米納的卓尔精灵或蛇人的奴隶中发现它们的身影。它们在那-沃斯也与躡影小魔怪、厄运小魔怪和蠹蟲小魔怪一同组建了松散的社群。尽管如此,有的畸念小魔怪还是会被人类的精神世界所吸引而来到地表世界,在这里它们常居住在废弃的建筑物和下水道中。
    虽然畸念小魔怪经常背叛它们的盟友,但偶尔也会有生物能和它们成为伙伴。畸念小魔怪也许会协助一些声称自己能与精神世界或他人的内心相连接,并以此骗取他人的血汗钱的骗子,但它们会要求承诺物资回报或共享知识才会出手。为了避免被畸念小魔怪背后捅刀,这些人必须变得变得和小魔怪一般诡计多端且残忍。这样的生物可能会激发畸念小魔怪类似于友谊的情感。但一旦遭到背叛这种关系便会结束。畸念小魔怪不会遗忘仇恨;相反它们会慢慢使其发酵,并永远不会遗忘背叛者的面容或姓名。畸念小魔怪很有耐心,它们为了复仇可以等待数年之久。
    畸念小魔怪非常骄傲,所以它们很少崇拜神明或承认有比它们强大的力量存在。但与之相反,一些畸念小魔怪十分敬畏一种被称为“夺取者”的存在。这种存在通过被谋害的施法者或异能师的大脑进行的邪恶仪式来窃取他人的力量来增长自己的智慧。侍奉夺取者的畸念小魔怪通常会使用陷阱,下毒或在熟睡时绞杀等方式来夺取受害者的性命。虽然夺取者并非神祗,也无法赐予神术,但畸念小魔怪的先知和萨满依旧称是它的使者与牧者。无人知晓夺取者到底是某位神祗的化身,抑或是一个有着邪恶计划的强大凡物,还是仅存于畸念小魔怪想象中的空想。

(https://s2.ax1x.com/2019/06/26/ZmtEi4.png)

GREMLIN, DREXIN
  GREMLIN, DREXIN
This pale, spindly creature has a vaguely humanoid shape,but with arms unnaturally long for its torso. Strands of long white hair sprout from its bulbous head, and its eyes are pools of liquid darkness.
GREMLIN, DREXIN  CR 2
XP 600
CE Small fey
Init +8; Senses darkvision 120 ft., low-light vision;
Perception +12
Aura mental static (DC 13)

DEFENSE
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 16 (3d6+6)
Fort +2, Ref +7, Will +5
DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee bite +1 (1d4–1), 2 claws +1 (1d3–1)
Psychic Magic (CL 6th; concentration +8)
5 PE—babble OA (2 PE, DC 14), id insinuation I OA (2 PE,DC 14), mental block OA (1 PE, DC 13), mind thrust I OA (1PE, DC 13), telekinetic projectile OA (1 PE)

STATISTICS
Str 9, Dex 18, Con 13, Int 14, Wis 14, Cha 15
Base Atk +1; CMB –1; CMD 13
Feats Improved Initiative, Toughness
Skills Acrobatics +10, Bluff +8, Climb +3, Craft (traps) +12,Disable Device +7, Escape Artist +10, Intimidate +9,Knowledge (arcana) +4, Perception +12; Racial Modifiers +4 Craft (traps), +4 Intimidate, +4 Perception
Languages Aklo, Undercommon
SQ trap savant

ECOLOGY
Environment any underground or urban
Organization solitary, pair, or mob (3–6)
Treasure standard

SPECIAL ABILITIES
Trap Savant (Ex) A drexin can craft magical traps as if it had the Craft Wondrous Item feat.

This gremlin's head and pointed ears are overlarge compared to the rest of its anatomy. Thin, often matted
hair tops a drexin's scalp. Its light-starved, wizened flesh stretches taut across its bones, and its claws brush the ground as it walks. An average drexin stands 3 feet tall and weighs 25 pounds.

Ecology
Many gremlins believe that drexins were once nuglubs or jinkins who strayed too far underground. It's thought that after wandering into the twisted lands of Orv, these poor creatures stumbled upon a cabal of neothelids and were taken prisoner. Years in the massive worms’captivity both warped the gremlins’ appearances and enhanced their minds. These lost gremlins became the drexins. The altered creatures emerged from the depths with new psychic abilities and an understanding of the neothelids’ aberrant tongue. Perhaps the drexins escaped through sheer luck; perhaps their ascension to the upper levels of the Darklands is part of the machinations of the alien monstrosities in the deep heart of the world. Of course, the entire story is mere conjecture, and drexins quite possibly developed their psychic talents independent of neothelid influence.
As their enlarged craniums suggest, drexin gremlins are particularly intelligent and have psychic talents that they gleefully employ to befuddle and maim the minds of others. While other gremlins revel in breaking objects, drexins enjoy tinkering with and disrupting thoughts, breaking the wills and minds of their targets rather than dismantling them physically.
Drexins delight in sneaking up on spellcasters or artisans and using abilities such as babble, id insinuation I, and mental block to disrupt the process of spellcasting or magic item creation. If the victim senses the drexin’s presence, the drexin typically casts mind thrust I or telekinetically flings an available object at the creature before fleeing. Drexins are physically weak and abhor physical combat unless they have a powerful ally to hide behind. This cowardice usually confines drexins to the sidelines of a fight.
Like all gremlins, drexins are skilled trapsmiths. A drexin can imbue its traps with its own psychic spells.These masterpieces far surpass the mechanical devices made by other types of gremlins. Drexins are fond of creating and setting snares outside places of study,magic shops, and mages’ homes. If a target springs the trap, the drexin emerges to torment its victim while she lies incapacitated, just outside the reach of aid.Drexins especially like to target other psychic creatures in this way, particularly those that are too powerful to confront directly. While drexins crave additional psychic power, most are incapable of more than a few spells. These wretched creatures therefore envy those who master the occult.
From time to time, a drexin appears to a spellcaster or psychic and offers its services, usually proposing to increase the security of that person’s home or workshop by building a number of traps in exchange for certain knowledge. Anyone foolish enough to accept the drexin’s terms enjoys the benefits of a loyal trap crafter for a time. All too soon, however, the drexin gains the knowledge it seeks or grows bored with the arrangement. The unfortunate master returns to his home or study only to fall into the traps that once kept his secrets safe. The drexin then either kills or disables its former employer before stealing anything valuable and retreating to the sewers.

HabItat and Society
Among gremlinkind, drexins are feared for their mastery of mental magic. Different varieties of gremlins grudgingly cooperate with drexins to terrorize other creatures, but regard the psychic  gremlins with intense distrust. Jinkins, pugwampis, and vexgits are even known to put aside their aversion to cold iron and construct “mind shields”—simple helms or plates of cold iron that are fastened around the head with straps to prevent drexins’ psychic intrusions. These items do nothing to stop drexins’ intrusions, but popular gremlin opinion keeps them in use. The fact that drexins speak Aklo as well as Undercommon further contributes to their otherness in gremlin society.
In the Darklands, some lesser creatures believe drexins are capable of mental possession. The average drexin cannot truly dominate the mind or spirit, but individuals encourage this rumor, desiring the fearsome reputation it brings. Some drexins, however, grow more powerful than their kindred and gain class levels in kineticist or psychic. These drexins are particularly influential in gremlin society, and often command their own mobs of drexins or even other gremlins, who serve them out of fear and necessity rather than respect.Advanced drexins occasionally infiltrate humanoid
society, enticing curious minds to explore mysteries best left undisturbed. Behind many academics who delve too deeply into maddening ancient secrets and spellcasters who open cursed magical tomes is an ambitious drexin joyfully luring others into psychic peril.
Drexins prefer to dwell in the subterranean world, usually making their homes in caves and underground ruins. These gremlins commonly reside in the Darklands, and can be found among the slaves of the drow and serpentfolk of Sekamina. Drexins also form their own loosely organized
societies in Nar-Voth, alongside jinkins, nuglubs,and vexgits. Still, the buzzing energy of thousands of minds in close proximity draws drexins to surface cities, where they often infest abandoned buildings and sewers.
Though drexins usually betray their allies, occasionally creatures forge successful partnerships with these fey.Frauds claiming a connection to the spirit world or the minds of others sometimes use a hidden drexin’s abilities to con patrons out of their hard-earned coin. A drexin might enter such a deal spurred by the promise of shared knowledge or gifts of materials to augment trap crafting. Ultimately, to avoid falling victim to a drexin’s backstabbing, a drexin’s partner must be just as conniving and cruel as the gremlin itself.Such a worthy creature might inspire a feeling akin to friendship in the drexin. If the partner ever double-crosses the drexin, however, the arrangement ends.Drexins do not hold grudges; rather, they cultivate and nurture them over time, never forgetting the face or name of a betrayer. A drexin is a patient creature and may wait years to exact its revenge.
Drexins are proud gremlins and do not typically worship deities or acknowledge any force greater than themselves. Contrary to their nature, however, some drexins pay homage to a being reverently named “The Taker.” This entity urges drexins to increase their own mental abilities by stealing the power of others, usually through a gruesome ritual in which the gremlin ingests portions of the brain of a murdered spellcaster or psychic. Drexins who follow The Taker typically dispatch their victims via traps, poison, or strangulation while those unfortunate souls sleep. While The Taker is not a deity and cannot grant spells to clerics, drexin oracles and shamans serve as the being's prophets and emissaries among drexin populations. Whether The Taker is an aspect of another deity, a powerful but mortal being with nefarious plans, or the creation of the gremlins’ wild imaginations remains unknown.
主题: 诡异的集群们(密恐请注意)
作者: 雾音2019-02-06, 周三 07:52:16
苍白孑孓(jie jue)集群(PallId Wriggler Swarm)
这些扭曲的长翅膀的蠕虫除了一个巨大的孔洞不断发出嗡嗡作响的声音外,并没有真正的头部。

苍白孑孓(jie jue)集群 CR2
XP 600
中立邪恶 超微型集群
先攻+2;感官:30尺盲感,灵敏嗅觉;察觉+11
 

防御

AC 16,解除16,措手不及14(+2敏捷,+4体型)
HP 13(3d8)
强韧+3,反射+3,意志+5
特殊防御:集群特性;免疫武器伤害
 

攻击

速度10尺,掘穴10尺,飞行40尺(良好)
近战:集群伤害(1d6)
占据10尺;触及0尺。
特殊攻击:扰乱心神(DC 13)
 

数据

力量 3,敏捷 15,体质 11,智力 2,感知 14,魅力 4
BAB+2;CMB - ; CMD -
专长:强韧加强,技能专攻(察觉)
技能:飞行+12,察觉+11
特殊能力:不可描述之虫群(DC 13),噪音
 

生态

环境:任何地底
组织:单独或小群(2-6)
宝藏:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
噪音(Ex):苍白孑孓的怪异噪音会令其扰乱心神的DC提高2点。此外,如果集群花费一个整轮动作嗅探并搜索目标,它的盲感范围会增加到60英尺,直到下一轮行动结束为止。

       在幽暗地域的深处有一种被称为苍白孑孓的诡异生物。它们曾是蝙蝠,却被疯狂的迪洛人所改造过以增强能力,渐渐地便演变成了现在孑孓的样子。蠕虫般的躯体上长着2到6只翅膀,4到8条腿,有的还会有一些尾巴。不过它们都没有头,只有一对奇形怪状的鼻孔,它们利用鼻孔发出的声音以助于狩猎和击垮猎物的感官。
    单个个体的话并不危险,但它们会迅速且致命地解决在其领土内的任何骚扰。它们会聚拥着入侵者并尽可能地记住他们的气息。他们虽然只是出于好奇心的驱使而非因敌意而行动,但因此带来的伤害却是致命的。苍白孑孓是草食性动物,他们以在海绵状的巢穴中滋生的真菌为食,所以被它们杀死的生物在被其他食腐动物吃掉前都是被放任在那里腐烂掉。
PallId Wriggler Swarm
PALLID WRIGGLER SWARM  CR 2
XP 600
NE Diminutive aberration (swarm)
Init +2; Senses blindsense 30 ft., scent; Perception +11

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +3, Will +5
Defensive Abilities swarm traits; Immune weapon damage

OFFENSE
Speed 10 ft., burrow 10 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)

STATISTICS
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; CMB —; CMD —
Feats Great Fortitude, Skill Focus (Perception)
Skills Fly +12, Perception +11
SQ indescribable swarm (DC 13), snort

ECOLOGY
Environment any underground
Organization solitary or cloud (2–6)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex) The horror of discovering a swarm that seems normal at first holds a bloodcurdling secret can drive sane folk mad. The first time an intelligent creature encounters a given variety of swarm with this ability, it must succeed at a Will saving throw against the swarm’s distraction ability save DC or become shaken for 1 hour or until the swarm is defeated,whichever comes first.
Snort (Ex) The swarm’s strange noises increase the DC of its distraction ability by 2. Additionally, if the swarm spends a full-round action sniffing and searching for targets, the range of its blindsense increases to 60 feet until the end of its next round.

From the deepest regions of the Darklands come the strange creatures commonly called pallid wrigglers.Originally bats mutated by mad derros to enhance their natural abilities, the wrigglers have slowly evolved to their current form. A wriggler’s wormlike body is supported between anywhere from two and six wings, four to eight legs, and possibly a collection of tails. Each creature lacks a head, and instead has merely a pair of grotesque nostrils, which create the trademark sound that both aids it in hunting and overwhelms its prey’s senses.
These creatures aren’t terribly dangerous individually,but meet any disturbances in their territory with swift and often deadly investigation. The creatures immediately swarm any intruders, trying to learn their scent from as close as possible. They seem driven more by curiosity than animosity, but the resultant battering and probing can occasionally prove fatal.Pallid wrigglers are herbivores, feeding on the fungus that is ubiquitous in their cavernous lairs, so creatures slain by their attentions often rot away unless eaten by another scavenger.



拼凑昆虫集群(Patchwork Insect Swarm)
这个昆虫集群是由各种蜈蚣、甲虫和其他虫子组成,每个昆虫都携有着类人生物的胳膊、腿、眼睛,甚至是脸的模样。

拼凑昆虫集群 CR1/2
XP 200
绝对中立 微型昆虫集群
先攻-1;感官:黑暗视觉60尺,察觉+1
 

防御

AC 13,接触13,措手不及13(-1 Dex,+4体型)
HP 9(2d8)
强韧+3,反射-1,意志+1
特殊能力:作呕噪音(Ex),群体特性;免疫心灵,免疫武器伤害
 

攻击

速度20尺,掘地20尺。
近战:集群伤害(1d6)
占据10英尺;触及0英尺。
特殊攻击:扰乱心神(DC 11)
 

数据

力量3,敏捷 9,体质 11,智力 - ,感知 12,魅力 4
BAB+1; CMB - ; CMD -
特殊能力:不可描述之虫群(Ex)
 

生态

环境:任何地城
组织:单独,群体(2-8)或大群(9-20)
宝物:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
作呕噪音(Ex):当混种昆虫集群受到任何攻击时,其人形肢体的部分会互相摩擦产生令人厌恶的声音,集群周围20尺内所有可以听见此声音的生物都必须通过DC11的强韧豁免,否则恶心1轮。

    这些怪异的生物以各种形态出现,最常见的是虫子的躯体,但其四肢却令人十分不安。最常见的是类人生物的手脚长在其四肢的部位,而且这些令人厌恶的生物有的还有人的眼睛、耳朵或是整个头部或面部。偶尔还会有精灵的耳朵和矮人的胡须,虽然这两者出现的并不多。有一些长着哥布林的头的昆虫散布在依斯嘉南部的尖叫森林,它们会在吞噬猎物时哼着疯狂的乐曲。
    据近距离研究过这些生物的学者推测,它们实际上是由一种奇怪的真菌或寄生虫组成,寄生在昆虫的甲壳上并长出类人生物的皮肤。其与类人生物令人难以置信的相似度被认为是由某种神秘的魔法影响造成的可能性很大,但是尚未有与这些诡异生物相关的历史文献被发现。
Patchwork Insect Swarm
PATCHWORK INSECT SWARM CR 1/2
XP 200
N Diminutive vermin (swarm)
Init –1; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 13, touch 13, flat-footed 13 (–1 Dex, +4 size)
hp 9 (2d8)
Fort +3, Ref –1, Will +1
Defensive Abilities sickening crunch, swarm traits;Immune mind-affecting effects, weapon damage

OFFENSE
Speed 20 ft., burrow 20 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 3, Dex 9, Con 11, Int —, Wis 12, Cha 4
Base Atk +1; CMB —; CMD —
SQ indescribable swarm (DC 11)

ECOLOGY
Environment any underground
Organization solitary, cluster (2–8), or epidemic (9–20)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex) See above.
Sickening Crunch (Ex) Any attack made against a patchwork insect swarm creates a sickening sound as the insects’ humanoid limbs snap with astonishing volume.

Every creature within 20 feet of the swarm that can hear this sound must succeed at a DC 11 Fortitude saving throw or become sickened for 1 round.
These grotesque creatures appear in a variety of forms,usually taking the general shape of an insect or other vermin, but with hideous and disconcerting limbs. Most common are humanoid arms and legs in place of the usual limbs, but some of these disgusting creatures have human eyes, ears, or entire heads or faces. Elven ears or dwarven beards appear occasionally, though they are not nearly as common as human traits. There are even tales of goblin-headed beetles roving the Chitterwood of southern Isger in vast packs, singing insane songs as they devour their prey.
Scholars who have had an opportunity to study these creatures up close speculate that they are actually created by some strange form of fungus or parasite that grows a humanlike skin over the existing chitin of the vermin involved. The incredible coincidence of the resemblance to human forms makes the influence of occult magic a strong possibility, but there is no record of the history of these monstrous creatures that might reveal the truth.



浮游眼群 (Swimming Eye Swarm)
这些在水中漂流的集群由令人毛骨悚然的眼珠与少量粘液、触须和斑点组成。

浮游眼群  CR4
XP 1,200
中立邪恶 超小型异怪(水生,集群)
先攻 +7;感官:黑暗视觉60尺;察觉+12
 

防御

AC 16,接触16,措手不及12(+3敏捷,+1闪避,+2体型)
HP 45(7d8 + 14)
强韧+4,反射+5,意志+8
特殊防御:全域视野,粘膜破裂,群体特性
 

攻击

游泳速度40尺
近战:集群伤害(2d6附加毒素)
占据10尺;触及0尺。
特殊攻击:扰乱心神(DC 15)
 

数据

力量3,敏捷17,体质 15,智力 2,感知 16,魅力 6
BAB+5;CMB - ;CMD -
专长:闪避,精通先攻,技能专攻(游泳),技能专攻(察觉)
技能:察觉+12,游泳+14
特殊能力:不可描述之虫群(Ex)(DC 15)
 

生态

环境:温带或温带水域
组织:单独或群体(2-8)
宝物:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
毒素(Ex):集群伤害;强韧豁免DC15,频率1次/轮;效果:1d3点敏捷伤害;豁免成功1次治愈。
粘膜破裂(Ex):作为一种特殊防御能力,当其他生物进入集群占据的空间时,浮游眼群的部分个体通过破坏它们的外部粘膜牺牲自己,用可怕的粘液溅射目标。任何进入浮游眼群占据空间的生物必须通过DC15的反射豁免,否则受到集群毒素能力的影响。如果一个生物未能因这种方式通过毒素豁免,则会反胃1轮。豁免DC基于体质。

    在幽深的海底深处是一些难以想象的诡异生物的家园。咋一看去这些生物看上去不过是小水母罢了。但在每个凝胶状物质之中都有一个令人不安的眼球漂浮在生物的体液当中。
    和它们常见的水母近亲一样,浮游眼群带有可怕的毒素。那诡异的眼球是他们的毒囊和感官。这些眼球异常脆弱,轻轻一挤便会爆开。但是浮游眼群可以在不到一周的时间内快速繁殖。 
    与其身体结构相比,这种小魔怪的头和耳朵出奇的大。其头上只有稀疏几条暗淡的头发。他看上去快饿瘪的躯体顺着骨头延伸,在走路时爪子会与地面摩擦得呲呀作响。畸念小魔怪一般高3尺,重25磅。
Swimming Eye Swarm
SWIMMING EYE SWARM  CR 4
XP 1,200
NE Tiny aberration (aquatic, swarm)
Init +7; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 45 (7d8+14)
Fort +4, Ref +5, Will +8
Defensive Abilities all-around vision, ruptured membranes,
swarm traits

OFFENSE
Speed swim 40 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15)

STATISTICS
Str 3, Dex 17, Con 15, Int 2, Wis 16, Cha 6
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative, Skill Focus (Swim), Skill
Focus (Perception)
Skills Perception +12, Swim +14
SQ indescribable swarm (DC 15)

ECOLOGY
Environment temperate or
warm water
Organization solitary or
bloom (2–8)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex)See above.
Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d3 Dex; cure 1 save.
Ruptured Membranes (Ex) As a defense mechanism, some members of a swimming eye swarm sacrifice themselves by rupturing their outer membranes when unexpected creatures enter the swarm’s space, splattering the target with gruesome vitreous fluid. Any creature entering a space occupied by a swimming eye swarm must succeed at a DC 15 Reflex saving throw or be affected by the swarm’s poison ability. A creature that fails its saving throw against poison administered in this way is nauseated for 1 round. The save DC is Constitution-based.

The darkest depths of the sea are home to some of the strangest creatures imaginable. At first glance, these creatures appear to be little more than small jellyfish. However, at the heart of each gelatinous mass is a disturbingly human-looking eyeball floating as if suspended in the creature’s bodily fluids.
Like many of their common jellyfish cousins, the creatures in a swimming eye swarm are incredibly poisonous. Their uncanny eyeballs act as poison sacs as well as a sensory organ. These eyes are remarkably fragile, often bursting after even the gentlest jostling.However, a swarm’s eyeballs grow back quickly, often in less than a week.


(https://s2.ax1x.com/2019/06/26/ZmtVJJ.png)
主题: 梦廻
作者: 雾音2019-02-06, 周三 08:03:25
梦廻(ONEIROGEN)
这个模糊的人形生物似乎是那团颜色不自然的雾气的源头。

梦廻 CR2
XP 600
混乱中立 中型异界生物(本地异界)
先攻+2;感官:黑暗视觉60尺;察觉+7
灵光:雾霭朦胧(10尺),迷雾面纱(5英尺,DC 12)
 

  防御

AC 12,接触12,措手不及10(+2敏捷)
HP 25(3d10 + 9)
强韧+8,反射+5,意志+2
特殊防御:免疫心智效果
弱点:位面分割
 

  攻击

速度
速度30尺
近战:2挥击+5(1d4 + 2)
 

  数据

力量14,敏捷15,体质16,智力9,感知12,魅力13
BAB+3;CMB+5; CMD 17
专攻:盲斗,强韧加强
技能:特技+8,知识(位面)+5,察觉+7,察言观色+7,潜行+8
语言:通用语(不会说)
 

  生态

环境:任何地区
组织:单独或小队(2-6)
宝物:标准

 

  特殊能力

雾霭朦胧(Sp):这个生物被一团奇怪的雾气所包围并随之一起移动。将其视为隐雾术,并填满10尺范围内的所有空间。该生物对5尺范围内的生物具有隐蔽(20%的失手率),并对远处的生物具有全隐蔽(50%的失手率,并且攻击者无法精准定位目标)。梦廻无法主动抑制该能力,并且它的视野和其他生物相同(即无法看穿雾气)。如果雾气被吹走或烧灭,会在1d4轮内重新恢复。
位面分割(Ex):梦廻总是被困在两个位面之间的夹缝中,并且它的体内拥有能够通往其所连接位面的通道。如果一个梦廻前往了其他位面,会如同受到驱逐术或放逐术效果一般,被迫离开当前位面。此外,如果次元锚或类似效果切断了梦廻与其它位面的链接,会压制它雾霭朦胧和迷雾面纱的能力,并且迫使其陷入蹒跚状态。
迷雾面纱(Su):在梦廻的雾霭中,隐藏着源自其它位面的能量漩涡。这会以不同的形式表现出来,取决于梦廻所链接的位面种类。不过梦廻本身免疫这些雾状能量的影响,任何进入梦廻5尺范围内的其他生物都会受到迷雾面纱的效果影响(见下文)。这些烟雾不会阻碍视野,也不具有失手率。它们可以如同雾霭朦胧一样被吹走或烧灭,并在1d4轮内重新恢复。
许多梦廻都会与梦位面进行链接,并产生黄色的烟雾。进入此烟雾范围内的生物必须通过DC12的意志豁免,否则会陷入睡眠。陷入睡眠的生物不会在接下来的24小时内,因为休息而获得自然恢复。但该生物每轮可以尝试一次新的意志豁免来摆脱梦境,也可以被人主动唤醒,如同受到法术睡眠术影响一般。成功豁免该效果的生物在24小时内不会再受到同一只梦廻的迷雾面纱所影响。豁免DC基于魅力。
 

 
    梦廻曾是一个普通的凡人,但却遭受了罕见且可怕的诅咒。他们体内有一条细小的银色裂缝,甚至不比针眼大,但却是连接着两个位面的通道,其中汹涌着的是能摧毁一切的无尽的位面之力。因为魔法的失误和异界的接触,梦廻只能徘徊在阴影中,因为他们的肉身已经与现实完全隔绝。虽然内心还剩有一丝自我保护的意识,但实际上他们已经被困在无穷无尽的汹涌着的诡异力量之中,那力量是如此之强甚至还会从口鼻处不断流出。也许死亡对他们而言是一种仁慈的解脱,因为他们已经失去理智,被不可控的位面之力所支配。
    虽然梦廻体内的通道可以连通任何位面,但最为常见的还是连通梦境的通道。曾经作为凡人的灵魂在梦境中飘荡,而当有人以强大的魔法试图影响梦境的界限时,便会使得真实世界与梦中的世界产生裂痕。而著名的暗夜連鎖原只是一本探索灵魂深处和梦魇的魔法书。但在那些没有掌握这种力量却妄图施展其上收录的魔法的人手里,则有可能会将他们自己或是使得别人转变成在位面间游荡的生命。
    据一些稀少且令人不安的报道称,如果一群梦廻在一个地区的话,其释放的位面之力足以抹平周边整个地区。这种能量对于它们附近的世界所产生的影响是不可预测的,而且通常对于当地的生命而言这些影响都是致命的。
    梦廻可以来自任何类人生物,但这神秘的人形身边都缠绕着诡异的雾气。它们都很短命,因为其肉体会因暴露在位面之力下而迅速枯竭,而且它们之中的许多人都缺乏足够的自我意识以解决进食等基本需求。只有在受到保护和照料的情况下,它们才可以活过一周。

 

  异种梦廻
    虽然大多数梦廻的通道都与幻梦境相连,但仍有一部分是连接到别的位面。虽然不管连接着哪一个位面其数据并不会变化,但不同的位面之力会使其迷雾面纱发生变化。下面将描述与其他位面相连接的梦廻的异种迷雾面纱。
末日荒原Abaddon:这些梦廻的通道连接着普雷格米爾Plaguemere,亞玻倫Apollyon的邪恶国度。进入雾气的生物需要通过DC12的强韧豁免检定否则将会因吸入毒气而恍惚1轮并感染红肿症(Pathfinder RPG Core Rulebook 557)
深淵:这些梦廻的通道通往深渊的某层充满了恶毒的毒蛇和无名的尖叫着的生物的位面。进入雾气的生物必须通过DC12的强韧检定否则将战栗1轮并在接下来24小时内的意志坚定上承受-2罚值。如果该生物受到提供士气加值的任何效果,则不再承受意志检定的罚值。
元素位面:这一条通道通往元素位面的无垠空间。进入雾气的生物受到1d6能量伤害。伤害类型视连接的元素位面而异:土元素位面造成強酸伤害;水元素位面造成寒冷伤害;风元素位面造成電擊伤害;火元素位面造成火焰伤害。
極樂原野Elysium:连接着極樂原野某处的通道将附近的阴霾一扫而空。进入雾气的生物必须通过DC12的强韧豁免检定否则将会困惑1轮,在这天接下来的时间里该生物都会感到异常亢奋且性欲旺盛(不会影响数据)
能量位面:当梦廻的通道连接到了充盈着正能量或负能量的位面时,进入薄雾的生物都会受到对应能量的1d6伤害。在1轮后即使他们离开迷雾面纱依旧会受到1d6额外伤害,这是因为强大的能量在其躯体内奔腾。如果生物是被正能量杀死,那么其驱壳会化成灰,使得更难以复活。如果生物死于负能量,那么尸体将在1d4轮内转化为僵尸。
地獄:这一通道连接着地狱深处的某个可怖之地。进入雾气的生物会受到2d4伤害。其中一半为火焰伤害,一半为由地狱力量造成的无类型伤害。
陰影位面:这类梦廻的通道通往阴影位面的某个角落。只要靠近此种梦廻5尺范围便会目盲。梦廻不受此影响。
泛位面:有一种最罕见的情况,那边是梦廻的通道一侧固定在其体内,另一侧则在各种位面间不断穿梭着,每一刻都在连接着不用的位面。对这种梦廻每回合开始投一个d12。其薄雾能力随机对应着幻梦境,四个元素位面,两个能量位面,末日荒原,深渊,極樂原野,地狱和暗影位面。

(https://s2.ax1x.com/2019/06/26/ZmtkoF.png)

ONEIROGEN
ONEIROGEN  CR 2
XP 600
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
Aura obscuring fog (10 ft.), veil of mists (5 ft., DC 12)

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 25 (3d10+9)
Fort +8, Ref +5, Will +2
Immune mind-affecting effects
Weaknesses planar split

OFFENSE
Speed 30 ft.
Melee 2 slams +5 (1d4+2)

STATISTICS
Str 14, Dex 15, Con 16, Int 9, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Blind-Fight, Great Fortitude
Skills Acrobatics +8, Knowledge (planes) +5, Perception +7,Sense Motive +7, Stealth +8
Languages Common (can’t speak)

ECOLOGY
Environment any land
Organization solitary or gang (2–6)
Treasure standard

SPECIAL ABILITIES
Obscuring Fog (Sp) An oneirogen is constantly surrounded by strangely colored fog that moves with it. Treat this as obscuring mist that fills the area within 10 feet of an oneirogen. A creature 5 feet away in the mist has concealment (attacks have a 20% miss chance).Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). An oneirogen cannot suppress this effect, and its vision is impeded the same as that of any other creature. If the fog is blown or burned away, it reforms in 1d4 rounds.
Planar Split (Ex) An oneirogen is trapped between two planes, effectively harboring an active portal within its failing body. Having connections to multiple planes at once, an oneirogen is always affected by spells like dismissal and banishment, which force it to the plane to which its portal connects. Additionally, effects like dimensional anchor cut off an oneirogen’s connection to another plane. Such effects suppress the oneirogen’s obscuring fog and veil of mists abilities and make the
oneirogen staggered.
Veil of Mists (Su) Within the obscuring fog that cloaks an oneirogen lie denser eddies of planar potentiality. This fog is charged with extraplanar energies that manifest in a variety of ways depending on the plane to which the oneirogen is linked. While an oneirogen is immune to the effects of these vapors, any creature that enters the mists within 5 feet of the oneirogen is affected (see below). These fumes don’t impede vision any more than  the oneirogen’s obscuring fog ability already does. They can also be blown or burnt away (and recover) in the same manner.
Many oneirogens are linked to the Dimension of Dreams—they spew a sour, yellow fog. Creatures that enter this fog must succeed at a DC 12 Will save or fall asleep. Additionally, they do not receive natural healing from resting for the next 24 hours. The creature can attempt another Will save every round to wake up and can be woken up as if it had been affected by the spell sleep. Creatures that succeed at the save to resist this effect are immune to that oneirogen’s veil of mists for 24 hours. The save DC is Charisma-based.

Oneirogens were once normal mortals who suffered a rare but terrible curse. Within them lies a sliver-sized tear between planes, a crack hardly larger than a pinprick that destroys everything they once were in an endless deluge of planar power. Created by magical mistakes and otherworldly conjunctions, oneirogens wander in a haze as living husks whose grip on any reality has been erased. What little remains of their minds is bent on self-preservation, even as they are locked at the center of storms of strange powers endlessly streaming from their mouths and nostrils. The death of their personalities might be a mercy, but what lingers on are primal beings, slaves of uncontrolled planar might.
While the portal trapped within an oneirogen might connect to any plane of existence, it most commonly provides a path to the Dimension of Dreams. As mortal minds already drift toward that realm, breaches between the waking and unconscious worlds might occur when potent magics attempt to tamper with the boundaries of dream. The notorious tome, The Chain of Nights,is just one grimoire known to plumb the depths of thought and nightmare. Those who attempt to use such magic without full mastery, though, risk transforming themselves or those they would aid into drifters trapped between planes.
Some rare, unsettling reports tell of groups of oneirogens collecting in a single place, flooding the surrounding area with planar energies. The effects of such energies on the world surrounding them are unpredictable and usually deadly to native inhabitants.
Oneirogens might arise from any humanoid race, but always appear as mysterious figures cloaked in a strange haze or fog. These creatures rarely live for long, as their bodies swiftly wither from exposure to planar energies,and most lack enough sense of self to bother with eating or other basic needs. Only if protected and tended will an oneirogen live for more than a week.

Variant Oneirogens
Although most oneirogens are living conduits to the Dimension of Dreams, an oneirogen might be linked to almost any plane of existence. While the creatures’statistics are the same regardless of the plane to which they’re bound, the effects of the raw planar energy infusing its veil of mists changes. Presented here are variant veils of mists tied to other planes to which an oneirogen might be bound.
Abaddon: The oneirogen’s portal opens into the Plaguemere, the unholy realm of Apollyon. Creatures that enter the veil of mists must succeed at a DC 12 Fortitude save or be staggered by the noxious smell for 1 round and contract red ache (Pathfinder RPG Core Rulebook 557).
Abyss: The oneirogen’s portal opens into a vicious Abyssal wilderness of gnashing fangs and nameless,shrieking things. A creature that enters the veil of mists must succeed at a DC 12 Fortitude save or be shaken for 1 round and take a –2 penalty on Will saves for the next 24 hours. The penalty on Will saves ends prematurely if the creature benefits from any effect that grants a morale bonus.
Elemental Planes: The oneirogen’s portal opens into an expanse of one of the Elemental Planes. Creatures that enter the veil of mists take 1d6 points of energy damage. The type of damage varies depending on the relevant Elemental Plane: acid damage for the Elemental Plane of Earth, cold damage for the Elemental Plane of Water, electricity damage for the Elemental Plane of Air, and fire damage for the Elemental Plane of Fire.
Elysium: The oneirogen’s portal opens to euphoric haze somewhere in Elysium. Creatures that enter the veil of mists must succeed at a DC 12 Fortitude save or be confused for 1 round. Additionally, the character feels unusually excited or amorous for the rest of the day (no statistical effect).
Energy Planes: The oneirogen’s portal opens to the overwhelming reaches of either the Positive or Negative
Energy Plane. Creatures that enter the veil of mists take 1d6 points of damage of the appropriate type. They take an additional 1d6 points of damage 1 round later, even if they’ve left the veil of mists, due to the intense energy coursing through their bodies. If the creature is killed by unrestrained positive energy, its body is reduced to a fine ash, making resurrection more challenging. If the creature is killed by unrestrained negative energy, the corpse reanimates as a zombie in 1d4 rounds.
Hell: The oneirogen’s portal opens into a terrible inferno somewhere deep in Hell. Creatures that enter the veil of mists take 2d4 points of damage. Half of this damage is fire damage and half is untyped damage resulting from infernal energy.
Shadow Plane: An oneirogen’s portal opens to a realm of vaporous darkness within the Shadow Plane.Any creature that comes within 5 feet of the oneirogen is blinded for as long as it remains adjacent to the oneirogen. The oneirogen isn’t affected by this effect.
Wild Portal: In the rarest cases, one side of an oneirogen’s portal is locked within its body, but the other wildly lashes through the planes of existence, connecting to a different reality every round. In the case of such creatures, roll 1d12 at the beginning of the oneirogen’s turn. Its veil of mists ability randomly corresponds to the Dimension of Dreams, the four elemental planes, the two energy planes, Abaddon, the Abyss, Elysium, Hell, and the Shadow Plane.
主题: 拜亚基
作者: 雾音2019-02-06, 周三 09:19:04
拜亚基(BYAKHEE)
这种令人恶心的有翼生物以最丑陋的方式结合了腐尸鸟,蚂蚁,蝙蝠和腐烂人类的特征。

拜亚基 CR4
XP 1200
混乱邪恶 中等体型异怪
先攻+7 感官:60尺黑暗视觉 看透黑暗 察觉+11
 

  防御

AC17 接触13 措手不及14(+3敏捷 +4天防)
HP 42(5d8+20)
强韧+5 反射+4 意志+7
免疫:寒冷,困惑和精神错乱Insanity效果,重击,饥饿Hunger,偷袭,干渴Thirst
 

  攻击

速度:30尺,50尺 良好飞行
近战:2爪抓+7(1d4+3),啮咬+6(1d6+3 附带攫抓)
特殊攻击:吸血(1d2体质)嗜血
 

  数据

力量17 敏捷16 体质18 智力10 感知17 魅力15
BAB+3 CMB+6 CMD19
专长:飞跃攻击,精通先攻,武器专攻(爪抓)
技能:飞行+15,察觉+11,隐匿+11,生存+11
语言:邪灵语
SQ:低代谢 不需呼吸 星界航行 黄印亲和
 

  生态

生态
环境:任意空气
组织:单个,一对,大量(3-12)
财宝:标准
出处:奥古斯特·德雷斯 《库尔文街上的屋宅》

 

  特殊能力

嗜血 Bloodlust(EX):当拜亚基成功啮咬一个活物,它被迫迅速进入疯狂的嗜血状态。咬住目标1分钟后,对抗这个生物时的命中和伤害检定+2士气价值。拜亚基在任意时间内可以有多个嗜血目标。但是一旦他的嗜血被激活,只能集中于一个目标。他也在对抗遭受任意来源的流血伤害生物时中获得这些加值。
低代谢 Low Metabolism(EX):拜亚基在最近24小时内没有进食,会渴望鲜血。他不会收到任意来自饥饿的负面效果。理论上,他可以不吃不喝永远活下去。他免疫任意魔法的饥饿和干渴。然而,一旦有机会,绝不放过满足自己渴血欲望的机会。它奇异的代谢和身体也使它对重击、偷袭和其他精准伤害免疫。
窗体顶端
星间旅行 Starflight(Su):拜亚基可以在外层空间(outer space)的空隙中生存,它以惊人的速度穿越太空。尽管确切的旅行时间各不相同,在单个太阳系内的旅行需要3d20月,而超出正常的旅行则需要3d20年(或更久,由DM决定)—— 前提是拜亚基知道前往其目的地的道路。
黄印亲和 Yellow Sign Affinity(Ex):拜亚基免疫黄印的效果,通过专注可以定位最近激活的黄印,如同一个感知位置(CL20)。当激活的黄印可见时,拜亚基获得快速医疗2和敏捷+4增强加值。一个激活的黄印可能由哈斯塔或法术黄印(P72)创造。未激活的的黄印,例如哈斯塔信徒携带的邪徽,不会增强拜亚基,但是这些生物通常将公开携带这些符号的生物视为盟友。以该方式展示黄印的生物对拜亚基的唬骗、交涉、威吓检定+5环境加值。
 

 
    拜亚基是一种来自遥远的外域城市卡爾克薩的物种,它们侍奉着哈斯塔。拜亚基大致有着人的形体,但也结合了禽鸟、昆虫和哺乳动物的腐尸状态,给人以一种可怕但却似乎在自然界中并不罕见的感觉。然而那些研究死亡的人知道这只是表象,因为这些生物的体内长着畸形的器官和大量不知有何作用的未知组织;如果进一步进行探索拜亚基的肉体就能发现它的内脏与这个身体格格不入。事实上,它们明明还活着但肉身却已经开始腐烂这一事给研究它们的生物解剖学上再蒙上了一层面纱。
    拜亚基高6尺重140lb。
 

  生态
   一直以来,学者们都认为拜亚基的类人姿态暗喻着这种生命形态并没有那么异常,这些生物甚至可能曾经也是人类。实际上,拜亚基是由古代都市Alar的原始人类所转化而成的。然而在其向其邻国卡爾克薩宣战后,Alar就再也没有迎来太阳的升起—它消失了。事实上,这座城市和其人民并没有消失—他们都被吸纳进了卡爾克薩。Alar的人民转化为了第一批拜亚基,自那以后,他们就成为了卡爾克薩的主宰,黄衣之王的忠仆。
虽然拜亚基渴望吸食鲜血,但实际上他并不会受到饥渴的影响,而且即使不吸食鲜血也能继续存活。尽管如此他们仍会感到饥渴—这是一种类似内心的渴望而非生理需求。一些学者认为这种饥饿感不过是他们内心的人性残余,又或是印刻在血脉中先祖的饥饿感,这种记忆驱使他们因内心的渴望而非生理需求去吸食鲜血。当然,拜亚基的嗜血也是一个主要的原因;一旦拜亚基咬住了一个敌人,他的脑海里就不会存在死死咬住和饮尽受害者的最后一滴血以外的任何事情。
拜亚基可以通过空间的深层维度穿梭于世界之间,这种能力只有少数几类远古神话中的生物才拥有。所以他们经常被一些施法者用罕见的法术或禁术召唤而来进行这种便利的穿梭,但和夏塔克鳥 (Pathfinder RPG Bestiary 2 244)不一样,他们不能为同行者提供穿梭时的保护。这些生物喜欢将无知的施法者带劲寒冷而空气稀薄的虚空之中,因为他们觉得没有必要警告他们的乘客在位面旅途中会有什么危险。


  Habitat and Society
拜亚基是哈斯塔,他的邪教及卡爾克薩的仆从,这种信念已经如同他们身体一部分一般根植在他们心中。而那些想要摆脱这种想法而臣服于其他主人的拜亚基—又或是那些不希望被任何人主宰的拜亚基—这些极个别的存在会被其他拜亚基说厌恶,一旦发现必将赶尽杀绝。
哈斯塔的牧师和一些使用鲜为人知且可怕的法术的法师一般可以使用对应的魔法召唤拜亚基(如使用一个银制哨子作为施法材料施放HA P113页的聯繫怪誕存在 I)。一旦被召唤到新的世界侍奉黄衣之王,拜亚基会迅速建立一个繁衍地。而新的拜亚基会从充满剧毒且和皮革相弗的卵中孵化,并在短短数周内发育到成年。然而一旦拜亚基的数目达到了数十体,他们就会完全丧失繁育的动力。只有在及个别情况,比如在外域都市卡爾克薩又或是已经被哈斯塔支配的世界里才会遇到大量的拜亚基。
虽然有着野兽的外形,但是拜亚基拥有和人类一般的智商,甚至比大多数人都要聪慧且有魅力。因此他们之间的领导者经常会掌握一些职业等级。拜亚基虽然可以适应所有职业,但是他们倾向于避免会获得同伴、坐骑或魔宠的职业等级—因为自然生物的存在只会让他们不悦。大多数选择的职业会是野蛮人,哈斯塔的牧师,异能者会是具有異怪或星魄血统(Pathfinder RPG Advanced Player’s Guide 140)的术士。


  Origins
拜亚基一直是洛夫克拉夫特式RPG游戏里的常客,这应该要多亏Chaosium的克苏鲁的呼唤这一TRPG游戏,而那也是Sandy Petersen在PF中创作这一怪物的前身。这些生物首次出现于奥古斯特·德雷斯的小说《库尔文街上的屋宅》。他们从未出现在洛夫克拉夫特的小说里,尽管Chaosium是以魔宴中出现的被描述为有着奇异外形的无名生物为基础创作的。

(https://s2.ax1x.com/2019/06/26/ZmtiZT.png)

BYAKHEE
BYAKHEE  CR 4
XP 1,200
CE Medium aberration
Init +7; Senses darkvision 60 ft., see in darkness;
Perception +11

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +7
Immune cold, confusion and insanity effects, critical hits,
hunger, sneak attacks, thirst

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee 2 claws +7 (1d4+3), bite +6 (1d6+3 plus grab)
Special Attacks blood drain (1d2 Constitution), bloodlust

STATISTICS
Str 17, Dex 16, Con 18, Int 10, Wis 17, Cha 15
Base Atk +3; CMB +6; CMD 19
Feats Flyby Attack, Improved Initiative, Weapon Focus (claw)
Skills Fly +15, Perception +11, Stealth +11, Survival +11
Languages Aklo
SQ low metabolism, no breath, starflight, Yellow Sign affinity

ECOLOGY
Environment any air
Organization solitary, pair, or flock (3–12)
Treasure standard
Original Source August Derleth, “The House on Curwen Street”

SPECIAL ABILITIES
Bloodlust (Ex) When a byakhee successfully bites a living creature, it is swiftly driven to a frenzied bloodlust. For 1 minute after it bites a target, it gains a +2 morale bonus on attack and damage rolls against that target. A byakhee has no limit as to how many simultaneous bloodlust targets it can have at any one time, but it generally focuses on the same target once its bloodlust is engaged. It also gains these bonuses on attack and damage rolls against creatures taking bleed damage from any source.
Low Metabolism (Ex) While a byakhee craves blood if it hasn’t fed within the last 24 hours, it doesn’t suffer any negative effects from starvation, and it can, in theory,survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. Its strange metabolism and body also render it immune to critical hits, sneak attacks, and other forms of precision damage.
Starflight (Su) A byakhee can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while a trip beyond normally takes it 3d20 years (or more, at the GM’s discretion)—provided the byakhee knows the way to its destination.
Yellow Sign Affinity (Ex) A byakhee is immune to the effects of the Yellow Sign, and by concentrating, it can locate the nearest active Yellow Sign as per discern location (CL 20th). When an active Yellow Sign is visible, a byakhee gains fast healing 2 and a +4 enhancement bonus to its Dexterity. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign
spell (see page 72). Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a byakhee, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner gains a +5 circumstance bonus on all Bluff, Diplomacy, and Intimidate checks against a byakhee.

Byakhees are a race of interstellar aberrations that hail from the distant and alien city of Carcosa, where they serve Hastur. Vaguely humanoid in shape, their bodies combine elements of the forms of carrion birds, insects, and mammals, giving an outward appearance that, while horrific, might at first glance seem possible in the natural world. Yet, those who have studied dead byakhees know this to be a lie, for the creatures’ bodies hold bizarre organs and masses of unknown tissue that seem to serve no purpose; the further into a byakhee’s body one explores, the stranger its entrails become. The fact that portions of its body appear to be decaying or rotting away even as it lives only adds to the mystery of the creature’s peculiar anatomy.
A byakhee is 6 feet tall and weighs 160 pounds.

Ecology
Scholars have long argued that byakhees’ somewhat humanoid shape suggests a relationship to a less aberrant form of life, and that these creatures may once have even been humans. Indeed, byakhees were created from the original human denizens of the ancient city of Alar. When that city declared war upon its neighbor Carcosa, Alar vanished without a trace on the next rising of its planet’s red sun. In truth, the city and its citizens did not disappear—they were absorbed and transformed by Carcosa. Alar’s inhabitants became the first byakhees,and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
Although a byakhee longs to consume the blood of the living, it doesn’t actually ever suffer the effects of thirst or starvation and can live its entire life without ever tasting a drop of blood. Nonetheless, these creatures still feel something akin to hunger—albeit a sensation driven by a mental impulse other than a biological imperative. Some scholars theorize that this hunger is nothing more than a remnant from the race’s past, a sort of ancestral memory of starvation, perhaps,that drives them to drink blood out of a psychological need rather than a physical one. Certainly, byakhees’bloodlust is a powerful driving force; once a byakhee has bitten a foe, it has difficulty thinking of anything other than latching on and drinking its victim dry.
Byakhees’ ability to fly between worlds through the depths of space is shared by several other types of creatures, many of which are tied in similar ways to the Elder Mythos. They are often called upon by spellcasters who use rare or forbidden magic to take advantage of such transport, yet unlike shantaks (Pathfinder RPG Bestiary 2 244), who can impart some of their defenses against the depths of space to those they carry through the gulfs between worlds, byakhees can offer no such protection. The creatures delight in carrying ignorant spellcasters into the cold, airless void when foolishly commanded, as they feel no need to warn their would-be passengers of the dangers of interstellar travel.A byakhee can live for centuries, although most perish from violence before attaining such an age.

Habitat and Society
Byakhees serve Hastur, his cult, and the city of Carcosa, driven by an ancient compulsion that is still as much a part of what they are as their claws and wings. The rare byakhees that manage to ignore this urge in order to serve another master—or even more remarkably, to obey no master at all—are particularly hated by other byakhees, and no efforts are spared in the pursuit of such enemies of Carcosa when their existence is exposed.
Priests of Hastur can conjure byakhees with the proper magic, as can spellcasters who use rare and eldritch spells (such as contact entity I, found on page 113 of Pathfinder RPG Horror Adventures, which uses a silver whistle as the material component). Once called to a new world to serve the cult of the King in Yellow, byakhees are quick to establish a colony. Young are hatched from noxious, leathery eggs and grow to maturity over the course of only a few weeks. Yet, once a local byakhee population reaches a few dozen, they lose the drive to procreate entirely. Only in rare cases,such as within the streets of the alien city of Carcosa or on worlds that have fallen fully under Hastur’s control, are byakhees encountered in significantly larger numbers.
Despite their bestial appearance, byakhees are as smart as the typical human and much wiser and charismatic than most. As such, it isn’t uncommon for leaders among their kind to grow in power by gaining class levels. Byakhees can excel in most classes, although they tend to avoid taking levels in classes that grant companions, mounts, or familiars—they find the presence of creatures from the natural world unpleasant at best. Most byakhees that take class levels do so as barbarians, clerics of Hastur, psychics,or sorcerers with the aberrant or starsoul bloodlines (Pathfinder RPG Advanced Player’s Guide 140).

Origins
The byakhee has been a staple of Lovecraftian RPGs in large part due to their inclusion in Chaosium’s Call of Cthulhu Roleplaying Game, and it is Sandy Petersen’s take on byakhees that largely inspired their Pathfinder incarnation. The creatures first appeared in print in August Derleth’s short story, “The House on Curwen Street.” They never actually appeared in any of Lovecraft’s writings, although Chaosium has taken the description of the nameless creatures from Lovecraft’s short story “The Festival” as the basis for the monster’s strange appearance.
主题: 无面巨怪
作者: 雾音2019-02-07, 周四 14:33:58
无面巨怪(FACELESS HULK)
这个光秃秃的,如皮革般粗糙的巨人,除了令人不安的螺纹遍及他的皮肤,怪诞的发出啧啧声的舌头替代了本应是脸的部位之外,没有任何可辨别的特征。

无面巨怪 CR9
XP 6400
混乱邪恶 大型异怪(变形生物)
先攻+0 感官:黑暗视觉60尺 察觉+17
 

  防御

AC18 接触9 措手不及18(+9天防,-1体型)
HP 119(14d8+56)强韧+8 反射+4 意志+11
防御能力 接石 DR10/穿刺或挥砍
抗力:寒冷5 火焰5
 

  攻击

速度 40尺
近战 精制品巨斧+18/+13 (3d6+12/×3) 或 2挥击+17(1d6+12 附带攫抓)
远程 投石+10(1d8+8)
占据 10尺 触及10尺
特殊攻击 吸血(1d2体质)爆炸膨胀 投石(120尺)
类法术能力(CL8 专注+11)
恒定-巧言术
 

  数据

力量26 敏捷11 体质19 智力16 感知11 魅力16
BAB+10 CMB+19(冲撞+21) CMD29(对抗冲撞31)
专长:可怖殴击 顺势斩 诈欺师 精通冲撞 钢铁意志 猛力攻击 随手投掷
技能:特技+3,唬骗+21,攀爬+25,易容+25,逃脱+17,威吓+20,知识(本地)+7,察觉+17,隐匿+11,生存+8,游泳+15
种族加值 +4易容 +8逃脱
语言:水族语 通用语
SQ:改变外形(大型类人生物,变身术)压缩 无面
 

  生态

生态
环境:任意山坡或山脉
组织:单个,一对,大量(3-12)
财宝:标准(精制品巨斧,其他财宝)
 

  特殊能力

變身(Change Shape ,Su)无面巨怪可以任意变化为巨人的形态,但是需要不间断的10分钟改变他的身体。实现这样的改变有些痛苦,但是一旦达成新形态,就可以无限期保持新形态。以一个迅捷动作,他可以变为自己的真实形态。这样做之后的1轮,他的攻击、伤害、技能、豁免检定+2士气加值。无面巨怪在显现新形态时,保留自身的天生能力,不获得他变成生物的任意能力。当使用这个能力时,易容检定+10。
爆炸膨胀 Explosive Expansion(Su)在他的天生形态下,无面巨怪可以以一个整轮动作迅速扩展。增大一个体型,推开在新空间内的任意生物或物体。无面巨怪可以选择从原有空间扩展的方向,可以尝试以一个自由动作,对任意在这些方格内的大型体型以下的生物进行冲撞战技检定。无面巨怪使用增长后的体型(通常是超大型)计算他的CMB。在他的回合结束时,他立即变回原有的体型,虽然他可以选择,当他这样做时所占据的方格。这个能力不改变无面巨怪的重量。
无面 Faceless(Su)在他的天生形态下,无面巨怪没有明显的面部特征。他在对抗基于感官的攻击和效果时+4豁免。包括凝视攻击,基于气味的攻击,音波攻击,和类似的攻击。加值不适用于幻像。
 

 
Ugothols是是底栖魔鱼在对抗地面生物那漫长战争中创造的骇人听闻的嗜虐成性的怪物。他们与他们的近亲无面潜行者(Pathfinder RPG Bestiary 2 122)一起努力破坏地表的文明。在战争期间,他们在底栖魔鱼的城市Voshgurvaghol被毁灭后失去了指引和目标。虽然他们已然忘却自己的创造者,但是无面巨怪依旧继续着最初的使命,继续任由对类人生物的仇恨驱动自己的身体。有些人认为,无面巨怪即使没有世代传承的知识,也仍在侍奉着他们藏匿起来的主人。无面巨怪高10到14尺不等,重1200到1700lb不等。
 

  生态
Ugothols的身躯柔若无骨,可以抵抗各种攻击。虽然他们不喜欢着甲,但是为了伪装他们也会使用任何武器和装备。虽然他们并不具有巨人种的特有特殊技能,但是他们已经想出了只要不是极其严格的审查以外都能通过的办法。一些年长的Ugothols更是可以通过魔法物品和一些制品以弥补他们欠缺的地方。
因为他们没有类似嘴巴的构造,所以无法进食固体食物。相对的他们钟爱液体,尤其是血液。在他们原始状态下他们有三条中空的舌头可以穿透牺牲者并从中吸血。
史学家不确定第一只无面巨怪到底是底栖魔鱼为了渗透格拉里昂的地表世界的阴谋而创造的物种还是他们的中体型近亲无面潜行者慢慢进化而来的。一些古阿茲蘭特学者认为,无面巨怪是用于渗透入阿茲蘭特说奴役的独眼巨人之中(以及已经灭绝的苟-干王国)。但其他人则坚持进化论,因为一些更巨大更古老的Ugothols的存在便是如今的无面巨怪由一个异常庞大的变异无面潜行者繁衍而来的证据。尽管意见不同,但是都承认无面巨怪和无面潜行者已经繁衍成两个不同的物种。


  Habitat and Society
无面巨怪最初是为了在巨人与其他种族之间散播不睦与纷争而创造的,以期在战争中削弱他们的力量。因此无面巨怪会伪装成巨人,并在其他类人生物的聚集地发动攻击和传播混乱。在攻击类人生物的聚集地前,一个无面巨怪会将自己伪装成火巨人或霜巨人。而潜入巨人部落或参与到掠夺队伍中的无面巨怪则会潜伏数月甚至数年,并寻找机会掀起更大的波澜。而那些更强大的无面巨怪则会伪装成云巨人或风暴巨人,潜伏数十年的时间以引起跨越数代人的冲突。
和一般的巨人不一样,无面巨怪的袭击不会留下多少幸存者。而且它们喜欢大规模的袭击,尤其是商业中心和政治枢纽。而且这样他们还可以找到一些犯人抓起来做储备粮。众所周知,无面巨怪经常与无面潜行者一起行动。他们体型较小的近亲负责确保类人生物聚集地不会有对付巨人的准备,并折磨幸存者以驱使他们疯狂地对巨人进行报复。通过这种合作方式往往可以将小规模的冲突发展为大规模战争。
有些Ugothols认为他们是寄生虫与萧条之神珈蘭德爾,而其他则深信他们是有底栖魔鱼所创造的。虽然一部分无面巨怪转而信奉混乱邪恶的巨人神灵。甚至更稀奇的是,一些ugoroths认为邪恶的巨人才是自己的近亲,他们比起自己的血族更加偏爱巨人。在一些罕见的情况下他们会伪装成巨人中的隐士或流浪者度过一生。这对ugoroths而言十分危险,因为许多巨人并不相信他们,一旦他们的真面目被发现,巨人们将毫不犹豫地赶尽杀绝。


  Greater Faceless Hulks
在Ugothols中最强大最古老的存在会在巨人社会中充当间谍和渗透着,包括云巨人,风暴巨人和寒林巨人等。Ugothols是无面巨怪,但套用了进阶和巨人生物的简单模板。他会获得战斗反射和高等衝撞作为奖励专长。同时他的类法术能力视作CL12,并且可以随意施放浮空術和隱匿陣營。当使用变形能力时,Ugothols可以变成任何巨人。和他的血亲不一样,这些Ugothols通常会学会野蛮人、战士、游侠、法师或女巫之类的职业等级以更好的扮演其他巨人种族。

(https://s2.ax1x.com/2019/06/26/ZmtCLV.png)

FACELESS HULK
FACELESS HULK (UGOROTH)  CR 9
XP 6,400
CE Large aberration (shapechanger)
Init +0; Senses darkvision 60 ft.; Perception +17

DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 119 (14d8+56)
Fort +8, Ref +4, Will +11
Defensive Abilities rock catching; DR 10/piercing or
slashing; Resist cold 5, fire 5

OFFENSE
Speed 40 ft.
Melee mwk greataxe +18/+13 (3d6+12/×3) or
2 slams +17 (1d6+12 plus grab)
Ranged rock +10 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution), explosive
expansion, rock throwing (120 ft.)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—tongues

STATISTICS
Str 26, Dex 11, Con 19, Int 16, Wis 11, Cha 16
Base Atk +10; CMB +19 (+21 bull rush); CMD 29 (31 vs.bull rush)
Feats Awesome Blow, Cleave, Deceitful, Improved Bull Rush, Iron Will, Power Attack, Throw Anything
Skills Acrobatics +3, Bluff +21, Climb +25, Disguise +25,Escape Artist +17, Intimidate +20, Knowledge (local) +7,Perception +17, Stealth +11, Survival +8, Swim +15; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common
SQ change shape (Large humanoid, alter self),
compression, faceless

ECOLOGY
Environment any hills or mountains
Organization solitary, pair, or tribe (3–12)
Treasure standard (mwk greataxe, other treasure)

SPECIAL ABILITIES
Change Shape (Su) A faceless hulk can assume the form of a Large humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely once it has achieved that form. It can change back to its true form as a swift action, and it gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. A faceless hulk retains its own innate abilities when it assumes its new form and does not gain any of the abilities of the creature it mimics. A faceless hulk gains a +10 bonus on Disguise checks when using this ability.
Explosive Expansion (Su) In its natural form, a faceless hulk can expand rapidly as a full-round action. It grows one size category larger, pushing back any creature or object in its new space. The faceless hulk can choose which direction (or directions) it expands from its original space, and it can attempt a free bull rush combat maneuver check against any creatures in these squares of sizes Large or smaller. The faceless hulk uses its
increased size (usually Huge) to determine its Combat Maneuver Bonus for these checks. At the end of its turn,it immediately returns to its original size, though it can choose which squares it occupies when it does so. This ability does not change the faceless hulk’s weight.
Faceless (Su) In its natural form, a faceless hulk has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks,sonic attacks, and similar attacks. This bonus does not apply to illusions.

Ugoroths are monstrous, sadistic beings created by aboleths in their long war against the surface world. Alongside their smaller cousins, the faceless stalkers (Pathfinder RPG Bestiary 2 122), they work to destabilize surface-dwelling civilizations from within. During the war, the destruction of the aboleth city Voshgurvaghol left them leaderless and without direction. Though they have long forgotten the beings that created them, faceless hulks continue their original mission, driven only by a hatred for humanity that was molded into their very bodies. Some believe that ugoroths still serve their veiled masters, even without their own knowledge. Faceless hulks range in height from 10 to 14 feet and weigh anywhere from 1,200 to 1,700 pounds.

Ecology
Ugoroths have flexible, boneless bodies that resist various forms of attack. While they prefer to forgo armor whenever possible, they typically use whatever weapons and equipment are most common among the race they are disguised as. Though they lack many of the special abilities that make each giant race unique, they have managed to adapt facsimiles of several, enough to pass the scrutiny of all but the most discerning of observers. Some older ugoroths acquire magical items and artifacts to bolster themselves with abilities they would normally lack.
They cannot digest solid food even when they assume the forms of creatures with mouths. Instead, they subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
Historians are unsure whether aboleths created the first faceless hulks as part of a larger plot to infiltrate the land-dwelling peoples of Golarion or whether the enlarged faceless stalkers simply evolved from their Medium-sized kin over time. Some scholars of ancient Azlant believe faceless hulks were crafted intentionally to infiltrate the cyclopes the Azlanti enslaved (and the cyclopes of the long-extinct kingdom of Ghol-Gan). Others defend the theory of independent evolution,citing the existence of even larger, older ugoroths (ugoloroths, which are described below) as proof that the faceless hulks of today are simply the descendants of an exceptionally large strain of faceless stalkers. Despite their disagreements, sages recognize that faceless hulks and faceless stalkers now form two distinct species.

Habitat and Society
Faceless hulks were originally created to sow discord and animosity between giants and other surface-dwelling races, to further weaken both during the war with the aboleths. Toward that end, ugoroths disguised themselves among the various giant races to attack and spread mayhem in humanoid society. A lone faceless hulk may take the form of a fire or frost giant before attacking a humanoid settlement. Others infiltrate giant tribes and raiding parties, living among them for months or years and manipulating them into causing great violence whenever possible. Greater faceless hulks,which prefer to take the shapes of cloud or storm giants,spend decades in disguise, sparking conflicts that can span generations.
Unlike typical giants, faceless hulks leave very few casualties in the wake of their attacks. Instead, they favor mass destruction, taking special care to level centers of commerce and locations of political import. These attacks also give them the opportunity to take prisoners they may later feed on in private. Faceless hulks have been known to work together with faceless stalkers to great success. Their smaller kin ensure that humanoid settlements are unprepared for giant attacks,and they later whip the survivors into a frenzy, driving them to retaliate against the giants. By working together this way, the two races can transform minor conflicts into explosive wars.
Some ugoroths believe they are the divine creations of the god Ghlaunder, who reigns over parasites and stagnation, while others cleave to the atheistic nature of their true creators, the aboleths. A few have taken to worshiping chaotic evil giant deities. Strangely, many faceless hulks consider themselves kin to evil giants,favoring them over their own kind. In some rare cases, they willingly choose to spend their entire lives among giants, pretending to be hermits or wandering sages. This is a particularly dangerous lifestyle for an ugoroth—after generations of slavery, many giants are naturally distrustful of those they don’t know. If they discover an ugoroth hiding among them, giants hunt it down without mercy.

Greater Faceless Hulks
Known as ugoloroths among their own kind, the largest and most ancient faceless hulks serve as spies and infiltrators within the societies of the largest races of giantkind, including cloud giants, storm giants, and taiga giants. An ugoloroth is a faceless hulk with the advanced and giant creature simple templates. It gains Combat Reflexes and Greater Bull Rush as bonus feats.It casts spell-like abilities as a 12th-level caster, and gains levitate and undetectable alignment as at-will spell-like abilities. When using its change shape ability, an ugoloroth can take the shape of any Huge humanoid.More so than their ugoroth kin, ugoloroths often take levels in classes such as barbarian, fighter, ranger,sorcerer, and witch to more easily pass as members of various giant races.
主题: 黄印守秘者
作者: 雾音2019-02-08, 周五 19:27:13
黄印守秘者(KEEPE OF THE YELLOW SIGN)
这个身着黑衣之人有一张苍白浮肿的脸,黄色的眼睛中浮现着强烈而疯狂的目光。

黄印守秘者 CR6
XP2400  中等体型不死生物
先攻+6 感官:黑暗视觉60尺 ;察觉+10
灵光:不安灵光(30尺,DC17)
 

  防御

AC 17 接触12 措手不及15(2敏捷,+5天防)
HP 66(7d8+35)
强韧+8 反射+4 意志+5
防御能力:引导抗力+2
DR 5/魔法或银
免疫 不死生物特性
弱点 阳光无力
 

  攻击

速度:30尺
近战:2爪抓+12(1d6+6)或 熵吸取+11接触(能量吸取)
特殊攻击:能量吸取(1等级,DC17)
类法术能力(CL 7;专注+11)
每日3次——黑暗术,隐形术(仅自身)
每日1次——降咒(DC17)托梦术(DC19)锈蚀爪 曲木术
 

  数据

力量22 敏捷15 体质- 智力13 感知10 魅力19
BAB+5 CMB+11 CMD23
专长:强韧加强 精通先攻 健壮 武器专攻(爪抓)
技能:攀爬+11 威吓+14 知识(奥术)+8 知识(宗教)+8 察觉+10 察言观色+7 隐匿+7
语言:邪灵语 通用语
SQ:黄印亲和
 

  生态

环境:任意陆地
组织:单个,一对,一团(3-6)
财宝:标准
出处:罗伯特·W·钱伯斯《黄印》 Robert W. Chambers 《The Yellow Sign》
 

  特殊能力

不安灵光 Disquieting Aura(Su) 黄印守秘者被一种令人沮丧而厌恶的灵光所环绕。豁免失败的生物,当他在灵光内和离开灵光的7分钟内,在攻击检定和对抗恐惧的豁免有-1的罚值。豁免成功的生物24小时内不再受影响。这是一种影响心灵的恐惧效果,豁免DC基于魅力。在黄印守秘者的不安灵光内的生物,可以从远处(不仅是接触)会受到类法术降咒能力。如果灵光的目标可以看见黄印,对抗该灵光和黄印守秘者的类法术降咒能力的豁免受到-2罚值
熵吸取 Entropic Drain(Ex) 黄印守秘者使用能量吸取能力可导致激增的熵毁灭它的身体,扰乱他周围的一切。每次守秘者的熵吸取攻击导致生物死亡,守秘者必须通过DC17的强韧,否则它会被摧毁。如果一个守秘者被摧毁,守秘者周围15尺半径的所有生物获得一个负向等级(强韧17豁免)。如果任意守秘者赋予的负向等级变为永久,受害者必须通过DC17的一只,否则在1小时的谵妄症(Delirium)后死亡。豁免DC基于魅力。
阳光无力 Sunlight Powerlessness(Ex) 黄印守秘者在自然阳光下 (不包括『昼明术』或类似效果) 不能攻击并且进入恍惚状态。他可以使用它的超自然和类法术能力,但是有50%几率失效。
黄印亲和 Yellow Sign Affinity(Su) 黄印守秘者在一个激活的黄印1公里内持续24小时,AC+2亵渎加值,所有豁免+1抗力加值。一个激活的黄印可能由哈斯塔或法术黄印(P72)创造。离开这个范围的守秘者立即失去所有加值,必须在激活的黄印1公里内持续24小时才能重新获得。
 

 
黄印守秘者是哈斯塔的邪教徒转化的不死生物,他们自愿在死后也献上自己的灵魂以永恒地侍奉自己的神明。作为不可描述之人的安静冷漠的斗士,他会给予接近他的主人秘密的异教徒灾祸。和吸血鬼一般,他们常被误以为人类,如果他希望的话,但是他看上去肤色极度不健康的白,而且脸部很肿胀,而那些发现其不寻常之处的人则能知晓其真身。他们在阳光下会变得虚弱和迟缓,所以如果在白天看到他的时候可能会被以为是生病的流浪汉或麻风病人。然而在黑暗之中,他们会变得十分强壮且精神,而且他的双眼会发出邪恶的黄光。
他们的存在意义主要是困扰和迫害曾见证过黄印,或者刻有这可怕印记的书籍或物品,比如《黄衣之王》的副本或哈斯塔邪教的其他神奇的非信徒。对于这些被顶上的人,他们会制造预知梦以让其知晓即将到来的毁灭。虽然他们一般都是作为施虐者散播痛苦和悲伤,但他们也可以代哈斯塔的牧师履行某些特殊职务,比如杀害她的仇敌或是侵扰那些已经没有价值的牧师。这些生物对于艺术有一种奇怪且病态的喜爱,而且特别钟爱怪诞和颓废的作品。因为使用熵吸取会致使他们的毁灭,所以为了存活他们会尽可能使用接触攻击。通常情况下,他们因为难以击中身穿重甲的对手所以会使用接触攻击,当血量降至一般(已经接近破灭),或是他想让对方一“尝”的滋味—这一般是具有艺术天赋的人(比如在工艺或表演领域表现出天分的人)才会使用熵吸取。
 

  生态
 因为是不死生物,所以黄印守秘者不可繁衍,但他们的存在便足以昭示对哈斯塔的崇拜。在这些生物的影响下其他黄衣之王的信徒也有可能通过转化仪式加入他们。黄印守秘者极少改信,但也不会发展潜在的信徒或壮大他们的团体。他们只会转注意防止哈斯塔教会的证据或知识流传到非信者的手中,这包括任何看过黄印、或是雕刻着黄印的神奇,又或是知晓了邪教计划的人。
黄印守秘者不需要进食和呼吸,但它非常渴望消耗那些在艺术领域表现出天分的人的能量。当使用熵吸取来满足这种渴望时,他们会一改平时的风度显得痴狂而愉悦,这也是哈斯塔对颓废和堕落的偏爱的体现。他们一般会在消耗完受害者的能量后恢复镇定,极少数情况下,他们会在受害者死亡之前而感到无上的愉悦,甚至让受害者身上流出的能量本质淹没了他们自身从而陷入自我毁灭。


  Habitat and Society
黄印守秘者可以在任何哈斯塔邪教活跃的地方,或者是那些曾经是邪教聚集地的废墟,尤其是有黄印的地方被发现。他们很少远离被转化的区域,他们会在附近的城镇里孤独地隐居。他们很少与同类相聚,除非他们同时侍奉一位哈斯塔的牧师。他们好留着对生活的记忆,那些较为少见的独立黄印守秘者也与其他集群生活的黄印守秘者相识—可能是因为他们都信奉不可描述之人而且都参加了转化仪式。然而尽管存在这种联系,他们也宁愿与孤独与疯狂独处,只有在为了解除来自外部的强大威胁他们才会选择聚集在一起。
在生活中他们常被误认为是流浪汉,托钵僧或是生病的乞丐。他们常坐在无人居住的门廊,公共长椅上或排水沟里,一边在小声地自言自语,一边观察经过的人是否有可能目睹过黄印。当遇到为他们提供慈善帮助的善良之人时,黄印守秘者会选择逃离而不是冒险放弃他们的天性,所以人们会认为他是个疯子,不愿接受援助或无法接受援助。但他们会接受人们厌恶或嫌恶的工作,比如掘墓人或灵车驾驶人。他们会利用这些角色潜伏在墓地或教堂里,用他们令人不安的目光观察他们的潜在目标。
因为一直处于社会的边缘地带,所以黄印守秘者很容易受到当地人的忽视,以至于没有人注意到他从来没有老去也没有死亡。因此一些黄印守秘者已经经历了数千年的时光—然而他们缺乏足够的理智,也不愿意向他人传述他们的知识,除了哈斯塔教会中最虔诚最强大的成员。

(https://s2.ax1x.com/2019/06/26/ZmtFdU.png)

KEEPER OF THE YELLOW SIGN
KEEPER OF THE YELLOW SIGN  CR 6
XP 2,400
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +10
Aura disquieting aura (30 ft., DC 17)

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 66 (7d8+35)
Fort +8, Ref +4, Will +5
Defensive Abilities channel resistance +2; DR 5/magic or silver; Immune undead traits
Weaknesses sunlight powerlessness

OFFENSE
Speed 30 ft.
Melee 2 slams +12 (1d6+6) or
entropic drain +11 touch (energy drain)
Special Attacks energy drain (1 level, DC 17)
Spell-Like Abilities (CL 7th; concentration +11)
3/day—darkness, invisibility (self only)
1/day—bestow curse (DC 17), dream (DC 19), rusting grasp, warp wood

STATISTICS
Str 22, Dex 15, Con —, Int 13, Wis 10, Cha 19
Base Atk +5; CMB +11; CMD 23
Feats Great Fortitude, Improved Initiative, Toughness,Weapon Focus (slams)
Skills Climb +11, Intimidate +14, Knowledge (arcana) +8,Knowledge (religion) +8, Perception +10, Sense Motive +7, Stealth +12
Languages Aklo, Common
SQ Yellow Sign affinity

ECOLOGY
Environment any land
Organization solitary, pair, or cult (3–6)
Treasure standard
Original Source Robert W. Chambers, “The Yellow Sign”

SPECIAL ABILITIES
Disquieting Aura (Su) A keeper of the Yellow Sign is surrounded by an aura of gloom and repulsiveness. A creature that fails its saving throw against this aura takes a –1 penalty on attack rolls and on saving throws against fear effects while within the aura and for 7 minutes after leaving the affected area. Any creature that successfully saves against this power cannot be affected again by it for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma-based. A creature within range of a keeper’s disquieting aura can be affected by its bestow curse spell-like ability from a distance (not only by touch).If a target of the aura has seen the Yellow Sign, it takes a
–2 penalty on its saving throws against the aura and the keeper’s bestow curse spell-like ability.
Entropic Drain (Ex) A keeper’s use of its energy draining ability can result in a surge of entropy that consumes its body and disrupts life all around it. Every time the keeper’s entropic drain attack results in a creature’s death, the keeper must succeed at a DC 17 Fortitude saving throw or be destroyed. If the keeper is destroyed,all sentient beings in a 15-foot radius around the keeper gain a negative level (Fortitude DC 17 negates).If any negative level bestowed by a keeper becomes
permanent, the victim must succeed at a DC 17 Will saving throw or die after 1 hour of delirium. The save DCs are Charisma-based.
Sunlight Powerlessness (Ex) A keeper of the Yellow Sign is powerless in natural sunlight (though not in an area of daylight or similar spells), and it cannot attack and is staggered. It can use its supernatural and spell-like abilities, but with a 50% failure chance.
Yellow Sign Affinity (Su) When the keeper of the Yellow Sign stays within 1 mile of an active Yellow Sign for 24 hours, it gains a +2 profane bonus to its Armor Class and a +1 resistance bonus on all saving throws. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell (see page 72). If the keeper leaves this range, it loses the bonuses immediately and can regain them only after once more staying within 1 mile of an active Yellow Sign for 24 hours.

A keeper of the Yellow Sign is the undead form of a cultist of Hastur who willingly sacrificed his soul to rise as his god’s servant after death. A quiet but relentless champion of the Unspeakable One, a keeper brings anxiety and woe to the lives of any infidel who comes too close to the secrets of its master. Like a vampire, a keeper can easily pass for a living human, if it so wishes,although it tends to have a pale, unhealthy look and a swollen face that can give away its true nature to those who know what to look for. Feeble and sluggish in the sunlight, a keeper can easily be mistaken for a sickly vagrant or even a leper if seen in the open during the day.In the darkness, however, a keeper grows supernaturally strong and attentive, and its eyes glow with a malignant,yellow luminescence.
A keeper’s primary purpose is to haunt and persecute
unbelievers who witness the Yellow Sign or, worse, have a document or item that bears the dreaded symbol, such as a copy of The King in Yellow or another artifact of Hastur’s cult. Against these favored victims, the keeper uses dream to create a sense of anticipation and awareness of its victim’s forthcoming doom. Although a keeper’s actions are mainly motivated by a sadistic eagerness to spread pain and misery, the creature can also perform special duties on behalf of a cleric of Hastur, such as slaying her personal enemies or harassing cultists she considers unworthy. These monsters also have an odd,morbid attraction for art in all its forms, favoring bizarre and decadent creations. Since a keeper’s energy drain ability can cause its own destruction, one interested in prolonging its own existence uses its touch attack sparingly. Typically, a keeper switches to touch attacks when it faces heavily armored adversaries otherwise difficult to hit, when it is reduced to half hit points (and therefore already facing destruction), or when it simply feels the urge to “taste” the energy of a victim, usually one with artistic talent (such as anyone who demonstrates particular skill in the areas of Craft or Perform).

Ecology
As undead creatures, keepers of the Yellow Sign do not reproduce, though their existence in a given area can signify the presence of a cult of Hastur. Interacting with such creatures can sometimes influence other followers of the King in Yellow to undergo the transformation ritual and become keepers themselves. Keepers do little to proselytize and do not seek out potential converts to their faith or possible additions to their ranks. Rather,they are singularly focused on preventing evidence or knowledge of Hastur’s cult from spreading to unbelievers, pursuing anyone who has seen the Yellow Sign, has an artifact bearing the powerful symbol, or has intimate knowledge of a cult’s activities or plans.
A keeper of the Yellow Sign does not need to eat, drink, or breathe,but it nevertheless has an urge to consume the energy of those who show particular talent in the arts. When using its energy draining abilities to sate such a hunger, the keeper typically drops its normally dour demeanor in favor of one of ecstasy and satisfaction, a small hint at Hastur’s predilection for decadence and depravity. The keeper generally regains its composure immediately after it is done draining its victim’s energy,though in rare cases a keeper might become so enraptured by the experience that it does not stop before its victim dies, thus putting itself in danger of self-destructing as the essence of life drained from its victim overwhelms it.

H abitat and S ociEty
A keeper of the Yellow Sign can be found anywhere there are active cults of Hastur or in ruins where a cult once existed, especially those locations marked by a Yellow Sign. Keepers rarely travel far from the site of their creation, preferring to live reclusive, solitary existences in nearby communities. They seldom congregate with others of their kind, except when multiple keepers serve the same priest of Hastur. The undead retain their memories of life, and those rare independent keepers that share the company of other keepers often knew one another in life—likely they came from the same cult of the Unspeakable One and took part in the same transformation ritual. Despite this connection, however, even paired keepers yearn to be alone with their despair and insanity-wracked thoughts, coming together only for protection from outside threats or to overpower potential targets that are more powerful than a lone keeper could handle.
In the communities where they reside, keepers are often mistaken for vagrants, mendicants, and diseased beggars. They often sit on unoccupied stoops, on public benches, or in gutters, muttering to themselves for hours on end, all the while watching passersby for indications that their neighbors may have witnessed the Yellow Sign. When offered charitable help by kind souls who encounter them, keepers of the Yellow Sign typically flee rather than risk giving away their true nature, which leads to the common belief that they are simply mad and either unwilling to receive aid or incapable of accepting it. Other times, they take on jobs that the general populace deems unsavory or macabre, such as gravedigger or hearse driver. They can observe potential targets from afar in these roles, lurking in cemeteries or churchyards and turning their unnerving gazes on the targets of their ire.
By  remaining  on the fringes of society, however, a keeper of the Yellow Sign can exist unheeded in a single settlement or region for generations, as most residents pay so little attention to it that they fail to notice that the creature never ages or dies.As such, some keepers are old enough to remember past millennia—yet, they are rarely sane enough or willing enough to recount their knowledge to anyone but the most devout and powerful members of Hastur’s faith.
主题: Re: 恒古诡邪里稀奇古怪的怪物们
作者: 雾音2019-02-08, 周五 19:57:06
星之精(STAR VAMPIRE)
这漂浮着的一团尖端附着利爪的触须,其充满尖牙的大嘴发出一种不自然的傻笑声。全身如同刚刚溢出的血液一般鲜红。

星之精 CR6
XP 2400   混乱邪恶 大型异怪
先攻+3 感官:黑暗视觉60尺,昏暗视觉,血液嗅觉 ;察觉+18
 

  防御

AC 19 接触8 措手不及19(-1敏捷,+11天防,-1体型)
HP 67(9d8+27)强韧+6 反射+4 意志+11
防御能力:不定形体 血液愈合 部分隐形
DR 5/挥砍
弱点 出血效果
 

  攻击

速度:20尺 40尺完美飞行
近战:3爪抓+9(1d4+4 附带流血)啮咬+9(1d6+4 附带攫抓)
占据10尺 触及10尺
特殊攻击:吸血(1d2体质),憎恶拥抱
 

  数据

力量19 敏捷8 体质16 智力9 感知16 魅力15
BAB+6 CMB+11 CMD20
专长:飞跃攻击 精通先攻 钢铁意志 闪电反射 技能专攻(察觉)
技能:飞行+17 察觉+18 隐匿+7
语言:邪灵语
SQ:压缩 飞行 无需呼吸
 

  生态

环境:任意空气
组织:单个,一对,一团(3-8)
财宝:次要的 incidental
出处:罗伯特·布洛克 《外星怪物》(The Shambler from the Stars)
 

  特殊能力

血液愈合 Blood Healing(Ex) 只要星之精开始他的回合,周围10尺有生物受到流血效果(除了它自身或其他星之精),它治疗5点伤害,如同微小的卷须从身体中滑出,以令人恶心的效率吸走滴落的血液。
飞行 Flight(Su) 星之精的飞行能力是超自然,反魔场内无效。此外当充满血液并可见时,它的飞行检定-10
憎恶拥抱 Loathsome Embrace(Ex) 星之精用来用来喂养和抓住猎物的滑行潮湿的触须和具有欺骗性的卷须,特别令人厌恶。被它擒抱,或擒抱它的生物需要DC16的意志,否则反胃一轮。每轮擒抱维持都需要一个新的意志豁免。一旦生物在对抗憎恶包卷豁免成功,他在24小时内对所有星之精的憎恶拥抱免疫。这是一种影响心灵的恐惧效果。豁免DC基于魅力。
部分隐形 Partial Invisibility(Su) 星之精在天生形态下隐形,尽管它不断发出阴森恐怖的吃吃的笑声,使定位更容易。当星之精饮用鲜血将变得可见(无论是成功的吸血攻击,还是血液愈合)它令人恶心的外表因为充满血液而暴露。星之精以这种方式保持可见,直到他受到两轮连续的流血伤害,或者最后饮用鲜血或的血液愈合的10分钟之后。
血液嗅觉 Scent Blood(Ex) 星之精对所有有血液的活物有灵敏嗅觉能力。对抗当前受到流血伤害的生物,察觉检定+10环境加值
弱点流血 Weakness to Bleed Effects(Ex) 当受到流血效果,星之精遭受持续痛苦,只要流血效果仍在就处于恶心。当它受到流血效果影响,血液迅速从星之精的身体排出。经过连续2轮流血伤害,星之精变得可见,饮用血液后再次隐形。
 

 
星之精降落于世间,以生物的鲜血为食。虽然平时隐形,但是在进食时星之精会显现出它们令人作呕的外形,随着吸食鲜血它们的身躯会变化成闪亮的深红色。在它们身上的大量触须都密密麻麻地长满了细小的尖牙,星之精可以伸出三条长长的带有利爪的触须以划破敌人,并通过这数千个细小的伤口进食。
一只星之精直径约10尺,但重量只有300lb。
 

  生态
星之精是不朽的存在,只要不是在斗争,事故或疾病中死亡,理论上它们可以永生。这些生物大多在浩瀚的暗幕之中飘荡,但却没有星间旅行的能力(详见P82拜亚基)所以它们需要飘荡数千,数万,甚至数百万年才能完成旅途,开始寻找下一个可以降落觅食的位面。一旦星之精降落到一个位面,它会开始以这个世界的生命为食,且很少会再次回到太空中。
更为常见的情况是通过一些罕见的法术或仪式将宇宙深处的星之精召唤到位面之上。这些仪式一般是包含着暧昧的承诺以从宇宙深处寻求伟大存在的帮助—这是为了给饥渴的星之精在新的世界里提供毫无防备的施法者作为食粮而设计的。这些危险的仪式从何而来不得而知,因为凭星之精的智力未必能想出这样的方法。这些狡诈的咒语可能是由一个厌世的狂人所传播的,他渴望给予试图联系宇宙中的存在的愚蠢之人带来痛苦与灾厄。
星之精或是没有必要,或是已经失去了繁衍的能力,所以它们的数目是有限的,它们在随着个体的消亡而逐渐走向灭绝。但是在宇宙中漂浮着得星之精又是如此之多,哪怕是这种情况它们也不会在短时间内灭绝。
星之精会发出毫无意义的古怪声音,这听起来有点像嘲笑声。当然如果他们愿意,它们也会说邪灵语(只有很少一部分会说邪灵语以外的语言),但是它们说话时会混扎着大量的口水,所以它们会不断发出滴答的声音—只有在进食时它们才会相对安静。


  Habitat and Society
孕育星之精的世界早在大部分位面都尚未诞生的远古世纪便已崩灭,甚至星之精之中也不再记得那个地方,甚至是它们曾经的文化和名字。但是它们不会为此哀悼。它们不需要陪伴,不渴望留下遗赠,也不期望殖民新世界,因为它们的想法和意志和他们诡异的外形一般奇特,甚至与大部分外域生物的社会都大相庭径。
一些星之精比这里所描述的更为强大,他们的身形大小和生命骰将没有明显的限制—当然在大到一定程度之后它们总会被寄生着得世界的伟大英雄所追捕和摧毁。一些星之精会通过获得职业等级而变得更加强大,它们偏好于先知,异能者和盗贼,它们尽量倾向于不需要依赖装备和伙伴的职业。拥有职业等级的星之精比起只是变得更加庞大的星之精更为危险,因为前者通常为展现出更为人性化的一面而不仅仅只是一味地感到饥渴。它们会发展自己的邪教并在那些无法分辨到底是怪物还是神明的原始社会或狂信徒面前扮演神祗。星之精甚少敬拜神明,但也有一部分会崇拜奈亞拉托提普,莎布·尼古拉斯或犹格·索托斯。


  Origins
被称为星之精的生物是Sandy Petersen所命名的Chaosium在克苏鲁的呼唤中创造的生物,它们饮食了无数好奇的调查员以及不幸的英雄的鲜血。最初出现在Robert Bloch的短篇小说《The Shambler from the Stars》时它们尚未拥有统一的名字,作者在获得H.P.洛夫克拉夫特的书面许可将其写进小说并被怪物吞噬后,他更加投入到洛夫克拉夫特小说创作之中。洛夫克拉夫特同样将其写进自己的短片小说《The Haunter of the Dark》中以示敬意,在那里这位布洛赫风格的人也遭受到了同样可怕的命运。

(https://s2.ax1x.com/2019/06/26/ZmtZW9.png)

STAR VAMPIRE
STAR VAMPIRE  CR 6
XP 2,400
CE Large aberration
Init +3; Senses darkvision 60 ft., low-light vision, scent
blood; Perception +18

DEFENSE
AC 19, touch 8, flat-footed 19 (–1 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +4, Will +11
Defensive Abilities amorphous, blood healing, partial
invisibility; DR 5/slashing
Weaknesses bleed effects

OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee 3 talons +9 (1d4+4 plus bleed), bite +9 (1d6+4
plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution), loathsome embrace

STATISTICS
Str 19, Dex 8, Con 16, Int 9, Wis 16, Cha 15
Base Atk +6; CMB +11; CMD 20
Feats Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +17, Perception +18, Stealth +7
Languages Aklo
SQ compression, flight, no breath

ECOLOGY
Environment any air
Organization solitary, pair, or clot (3–8)
Treasure incidental
Original Source Robert Bloch, “The Shambler from the Stars”

SPECIAL ABILITIES
Blood Healing (Ex) Whenever a star vampire starts its turn within 10 feet of a creature suffering a bleed effect (other than itself or another star vampire), it heals 5 points of damage as minuscule tendrils slither out from its body to leech away the dripping blood with disgusting efficiency.
Flight (Su) A star vampire’s ability to fly is supernatural and doesn’t function in areas where magic doesn’t work. Furthermore, when engorged with blood and thus visible, it takes a –10 penalty on Fly checks.
Loathsome Embrace (Ex) The slithering wet tentacles and suckered tendrils a star vampire uses to feed with and clutch its prey are particularly disgusting to experience. Any creature that is grappled by or that grapples a star vampire must attempt a DC 16 Will save to avoid being nauseated for 1 round. A new Will save is required each round the grapple is maintained, but once a creature succeeds at its saving throw against a star vampire’s loathsome embrace, it becomes immune to the loathsome embrace of all star vampires for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Partial Invisibility (Su) A star vampire is invisible in its natural state, although the eerie tittering it constantly emits makes locating it easier than normal—treat a star vampire as if it were in combat or speaking for the purposes of Perception checks against it. When a star vampire feeds on blood (either as a result of a successful blood drain attack or by gaining the benefit of its blood healing), it becomes visible, its nauseating appearance laid bare by the blood that infuses its entire being. A star vampire that becomes visible in this manner remains visible until it takes 2 consecutive rounds of bleed damage or 10 minutes pass after it last drained blood or gained the benefit of blood healing.
Scent Blood (Ex) A star vampire has the scent ability against all living creatures that have blood, and it gains a +10 circumstance bonus on Perception checks against creatures currently taking bleed damage.
Weakness to Bleed Effects (Ex) When subjected to a bleed effect, a star vampire suffers wracking pain that leaves it sickened as long as the bleed effect persists. Consumed blood drains rapidly from a star vampire’s body when it is affected by a bleed effect, and after 2 consecutive rounds of bleed damage, a star vampire that had become visible after drinking blood becomes invisible once again.

Star vampires descend upon worlds to feed upon the blood of the living. Naturally invisible, star vampires expose their offensive shapes when they feed, for the blood they gorge upon infuses their bodies with a glistening crimson hue. Tangled masses of writhing feelers surrounding toothy maws, star vampires can extend three long tentacles tipped with talons to lacerate foes, allowing the aberrations to drink the blood from the air with thousands of tiny feeding tendrils.
A star vampire is approximately 10 feet in diameter, yet weighs a mere 300 pounds.

E cology
Star vampires are effectively immortal and can live forever if not slain through violence, accident, or disease. The bulk of these creatures drift through the vastness of the Dark Tapestry, but without the starflight ability (like that of byakhees; see page 82), thousands or even millions of years can pass before one manages to find a planet where it can descend to feed. Once a star vampire arrives on a planet, it adopts the new world as its personal feeding ground and very rarely, if ever, returns to space. It is far more common for a star vampire to show up on a world after being conjured from the depths of space via certain rare spells or rituals. Many of these
rites are deliberately ambiguous promises of the aid of a powerful spirit from the depths of space—designed to serve up the unsuspecting occultist as a hungry star vampire’s inaugural meal on the new world. The source of these dangerous rituals is unclear, for it is unlike the alien mind of a star vampire to conceive of such tactics. Likely, these treacherous spells were inflicted upon the world by a misanthropic lunatic eager to bring pain and doom upon those foolish enough to attempt to contact alien beings.
Star vampires either have no need or have lost the ability to reproduce, and thus their numbers in the universe are limited, dwindling as individuals perish. Yet, the sheer number of star vampires that drift through space, while spread thin, is vast enough that the vampiric race is in no danger of going extinct any time soon.
The strange noises issued by a star vampire seem to serve no purpose, although they tend to sound like mocking laughter at times. These creatures can speak if they wish (although few know any language other than Aklo), but their voices are wet and slobbery and do not prevent the tittering sounds they emit from continuing—only when feeding do these monsters fall relatively silent.

H abitat and S ociEty
Ancient beyond most worlds, whatever realm first spawned these interstellar predators is long gone, vanished even from the memories of the star vampires themselves, along with any culture or name for themselves they may have once had. Yet, the star vampires do not mourn this loss. They have no need for companionship, no desire to leave a legacy, and no drive to colonize new worlds, for their minds and motivations are as alien as their strange shapes to most planet-bound societies.
Some star vampires grow mightier than the typical specimen presented here, gaining size and Hit Dice with no apparent limit—although when they grow particularly large, they are invariably hunted down and destroyed by great heroes on the worlds they infest. Other star vampires gain class levels to become more powerful, preferring to focus on classes such as oracle, psychic, and rogue, eschewing classes that place too much emphasis on the use of gear or the acquisition of companions. Star vampires with class levels tend to pose more of a threat than those that merely grow in size, for the former often develop all-too-human goals and desires beyond simply feeding. These creatures are fond of forming cults and playing the role of gods to primitive societies or fanatics who are incapable of discerning the monster from a divine sending. It is rare for a star vampire to worship a deity, but those that do tend to venerate Nyarlathotep, Shub-Niggurath, or Yog-Sothoth.

o riginS
The creatures known now as “star vampires” were named such by Sandy Petersen in Chaosium’s Call of Cthulhu Roleplaying Game, and they’ve gone on to drink the blood of countless inquisitive investigators and hapless heroes. The first star vampire noted in print lacked its name, appearing in Robert Bloch’s short story, “The Shambler from the Stars,” which the author dedicated to H. P. Lovecraft—after receiving written permission to put Lovecraft into the story and have a monster eat him. Lovecraft returned the favor by having an equally grisly fate await a Bloch-inspired character in the short story, “The Haunter of the Dark.”
主题: 无形之子 (哒哒哒哒哒)
作者: 雾音2019-06-26, 周三 23:15:52
无形之子(FORMLESS SPAWN)
这团深色的泥怪挥舞着扭曲的触手,他的胃如无底洞一般黝黑。

无形之子 CR10
XP 9600
混乱邪恶 超大型泥怪
先攻+9;感官 全域视野,盲视120尺,颤动感知240尺,察觉+13;灵气 蔓须(20尺)
 

  防御
防御
AC22,接触22,措手不及13(+5偏斜,+9敏捷,-2体型)
Hp126(12d8+72)快速痊愈10
强韧+10,反射+13,意志+5;DR 10/-;免疫 酸,老化,泥怪特性,穿刺伤害;抗力 电10;SR 21
 

  攻击
攻击
速度 40尺,攀爬20尺,游泳40尺
近战 啮咬+17(2d6+6附加攫抓)4挥击+17(1d6+6)
占据 15尺;触及 15尺(触手20尺)
特殊攻击 快速下咽,活吞(2d6+6伤害,AC12,hp12)
 

  数据
数据
力量23,敏捷29,体质22,智力15,感知12,魅力15
BAB+9;CMB+17;CMD 36
专长 寓守于攻,戰鬥反射,猛力攻击,武器娴熟,武器专攻(啮咬,挥击)
技能 攀爬+20,知识(宗教)+14,察觉+13,隐匿+13,游泳+20
语言 邪靈語
SQ 压缩,静止,精通活吞,触手
 

  生态
环境 废弃的神殿
组织 单独或一队(2-6)
宝藏 标准
 

  特殊能力
靜止(Ex)无形之子可以将自己变得像一滩黑油。此时在隱匿檢定中可取20。在静止期间无形之子无需进食。
进阶活吞(Ex)当被活吞的生物从内切开逃出来后,组成无形之子的液体会立刻修复使其可以继续活吞而不必等到恢复了伤势。
蔓须(Ex)一旦进入无形之子的20尺范围内便会受到无形之子如同狂风骤雨般的触手攻击。这些触手给予其+5偏斜AC,且在范围内的生物战技检定受到-5罚值。施加了行動自如、气态或虚体生物可以无视该罚值。
触手(Ex)无形之子的触手是其主要天生武器。在使用触手造成伤害时无形之子可以自行决定造成钝击,挥砍或穿刺伤害。
 

大多数泥怪都来自于幽暗之地,他们大部分都有着总所周知的特点。其一是没有心智(一些经验老到的冒险家会利用这种没有战术的特点)其二是没有护甲(但免疫猛力攻击)但这对于扎特瓜的无形之子不再此二者之列,他拥有心智但在战斗中更容易收到攻击,这些致命的守护者十分狡黠,他们与外观不符的敏捷使他们能够闪过不少致命的物理伤害。
无形之子不动的时候就像一滩焦油或是别的神色液体;然而这只是可怕的捕食者作出的假象。这种生物的轮廓可以不断变化,从硬如蛇纹石到柔若无骨—甚至可以模拟一些人或动物的外形,虽然很快就会崩塌。无形之子总是以狂风般舞动自己的触手以阻隔他人的攻击和战技。虽然会说话,但他们甚少在有具体形状的生物上花费心思—他们认为与食物交谈毫无意义。
无形之子体积和大象相近,能够充盈边长15尺深1尺的池子,重9000lb。虽然如痴无形之子也可以如同油一般漂浮在水上,除非他主动下潜。
 

  生态
无形之子不但有心智而且相当聪明,虽然不能长时间保持但也可以模仿任何形状。它没有真正的形态。泥怪那不定型的特征使得他不愿意长时间保持一种形状(这使得他看上去很恶心)而且他也很难理解那些具有固定形态的概念。尽管如此,无形之子的力量和心智不会因外表的改变而变化。事实上他们经常嘲笑那些“固定”为某一形态的东西,不过大多数生物都不知道这一点,因为无形之子一般更喜欢吞食掉他们遇到的生物而非交谈。
无形之子不会衰老—他们蔑视其为“低级的生物机能”—甚至不会繁衍。所有无形之子都自地底深处出现。最初的无形之子是由扎特瓜创造的,但在那之后扎特瓜沉眠的地方也会慢慢渗出液体,最终形成无形之子。不过后者十分罕见。虽然不会衰老和繁衍,但无形之子仍需进食,而且如果不进食就会饿死。当无形之子进入静止状态后新陈代谢会变慢,这样的状态下他们甚至可以维持数十年甚至数个世纪,但一旦醒来饥肠辘辘的他必须马上开始觅食。


  Habitat and Society
大部分无形之子都是扎特瓜神殿的守卫或是其教派组织的代理人,在许多宗卷中会以“扎特瓜的无形之子”等更长的名号称呼他们。在旧日支配者的神殿里,无形之子一般会呆在圣池或是雕刻着什么的容器里,伪装称神殿的装饰。在野外的无形之子一般都是因为原本身处的神殿收到了破灭。冷酷的无形之子会在黑暗的深邃地穴里徘徊,寻找新的伺奉其父的教会神殿。因为受到更多的挑战和阻碍,这些无形之子比起同类一般还会获得更多的HD,甚至是职业等级,如扎特瓜的牧师,通灵师,盗贼或术士。无形之子一般都会拥有施法免材专长,如果是扎特瓜的牧师,他可以以自身代替圣徽施法。
在一些特定情况下无形之子甚至会从神殿的守护者或者代理人擢升为领导者。他们都是扎特瓜的牧师,甚至手下还有几位无形之子,以及各种类人或非人的邪教徒。无形之子可以长时间保持某个形态纯属胡说,可能是因其颜色与修格斯相似而将两者混为一谈。虽然都是深色的泥怪,但两者并无相似之处—无形之子视修格斯为危险但无用的野兽,而修格斯对自身以外的事物毫无兴趣。


  Origins
这个令人难以忘记的生物首次出现于Clark Ashton Smith的短篇小说《The Tale of Satampra Zeiros》,在两个小偷在失落的森林城市中的扎特瓜神庙中寻找宝藏时碰到的未知怪物。

(https://s2.ax1x.com/2019/06/26/ZmtKL6.png)

FORMLESS SPAWN
FORMLESS SPAWN  CR 10
XP 9,600
CE Huge ooze
Init +9; Senses all-around vision, blindsight 120 ft.,
tremorsense 240 ft.; Perception +13
Aura tendrils (20 ft.)
DEFENSE
AC 22, touch 22, flat-footed 13 (+5 deflection, +9 Dex, –2 size)
hp 126 (12d8+72); fast healing 10
Fort +10, Ref +13, Will +5
DR 10/—; Immune acid, aging effects, ooze traits, piercing
damage; Resist electricity 10; SR 21
OFFENSE
Speed 40 ft., climb 20 ft., swim 40 ft.
Melee bite +17 (2d6+6 plus grab), 4 tentacles +17 (1d6+6),
Space 15 ft.; Reach 15 ft. (20 ft. with tentacle)
Special Attacks fast swallow, swallow whole (2d6+6 damage,
AC 12, 12 hp)
STATISTICS
Str 23, Dex 29, Con 22, Int 15, Wis 12, Cha 15
Base Atk +9; CMB +17; CMD 36
Feats Combat Expertise, Combat Reflexes, Power Attack,
Weapon Finesse, Weapon Focus (bite), Weapon
Focus (tentacle)
Skills Climb +20, Knowledge (religion) +14, Perception +13,
Stealth +13, Swim +20
Languages Aklo
SQ compression, freeze, improved swallow whole, tentacles
ECOLOGY
Environment temperate ruins
Organization solitary or flood (2–6)
Treasure standard
SPECIAL ABILITIES
Freeze (Ex) A formless spawn can hold itself so still that it
appears to be nothing more than a puddle of tar or oil.
When using this ability, a formless spawn can take 20
on its Stealth check to hide in plain sight as just such a
puddle. While freezing, a spawn need not drink or eat.
Improved Swallow Whole (Ex) When a creature cuts its way
out of a formless spawn after being swallowed whole,
the monster’s fluid body reforms instantly, allowing it
to continue to use swallow whole without needing to
completely recover from all damage.
Tendrils (Ex) A formless spawn fills an area around it to
a 20-foot radius with a writhing storm of black tendrils
formed from its own amorphous body. These tendrils
grant it a +5 deflection bonus to AC and other creatures in
this area take a –5 penalty on combat maneuver checks.
Freedom of movement grants immunity to this combat
maneuver penalty, and the tendrils cannot penalize
creatures that are gaseous or incorporeal.
Tentacles (Ex) A formless spawn’s tentacles always function
as primary natural weapons. As it deals damage with
a tentacle, a formless spawn can decide whether it is
dealing bludgeoning, slashing, or piercing damage.
Oozes are much-feared denizens of the Darklands,
yet many of them share characteristics that canny
adventurers can exploit. The two best known are
their mindlessness (a feature that lets an experienced
adventurer manipulate the ooze in a battle, due to its
inability to use tactics) and their lack of armor (a quality
that allows for tactics like Power Attack to be used with
abandon). However, those who stumble across one of
the so-called formless spawn of Tsathoggua would do
well to remember that not all oozes are mindless and
easily hit in combat, for these deadly guardians prove
quite cunning and display an alacrity that grants them
incredible defenses against physical attacks.
A formless spawn at rest resembles nothing more
than a simple puddle of tar, oil, or another dark, thick
liquid; once roused to attack, however, it could never
be mistaken for anything other than a monstrous and
malignant predator. The creature’s outline changes
constantly, shifting from serpentine to insectile to a
truly shapeless mass—at times even approximating
humanoid or other bestial shapes before collapsing in
on itself a moment later. Always, the formless spawn
sends forth a storm of tendrils that whip and writhe,
blocking attacks and fouling attempts at combat
maneuvers. The creatures can speak if they deign to, yet
they rarely bother to do so with creatures that have fixed
shapes—formless spawn consider talking to one’s food
a waste of time.
A formless spawn is elephantine in size, capable of
covering a 15-foot-diameter pool to a depth of a foot,
and it weighs just over 9,000 pounds. Even at this
weight, a formless spawn is only about as dense as oil
and thus floats on water, unless it actively swims down
under the surface.
E cology
A formless spawn is a sentient and quite intelligent
mass of protoplasm capable of assuming any basic
shape but incapable of holding that form for long.
It has no true shape. The ooze’s characteristic
formlessness results from a combination of physical
disinclination to stay in one configuration (doing so
causes a formless spawn something akin to nausea)
and a mental inability to even comprehend the concept
of a fixed form. Still, a formless spawn hardly seems
to suffer at all in power or intellect for these constant
fluctuations in appearance. Indeed, they often ridicule
those who they view as being “locked” into a single
shape, although most creatures never even get the
chance to hear such mockery, for formless spawn are
usually more eager to slaughter and consume those
they encounter than speak to them.
Formless spawn do not age—a process that spawn
refer to as “a crude biological function”—nor do
they reproduce. All formless spawn that exist were
themselves spawned from sources deep below the
ground. The original formless spawn issued fully
formed and aware from Tsathoggua himself, but after a
time, the very rocks in places where that Great Old One
slumbered seemed to gain the ability to create them.
Just as pockets of oil might bubble up from a fissure in
the stones, so too might a fully formed spawn come into
being. Fortunately, such points are few and far between.
While spawn do not grow old or mate, they must eat,
and a spawn denied meals can starve to death. When
a spawn uses its freeze ability, its metabolism slows
significantly—a spawn masquerading as a pool can
live for decades or even centuries without eating, but
upon awakening, it is always ravenous and must seek
sustenance promptly or begin to starve.
H abitat and S ociEty
The majority of formless spawn that are encountered
are acting as temple guardians or agents of the cult
of Tsathoggua, to the extent that many texts refer to
these monsters by a longer name: the formless spawn
of Tsathoggua. Within the Great Old One’s temples,
a formless spawn often resides within a large font or
other carved container that upon first glance might
appear to be little more than a decorative aspect of the
shrine. Those formless spawn that are encountered in
the wild are almost always ones that have
lost their temples or have survived the
destruction of a cult they once served.
Formless spawn wander the deep
tunnels of the Darklands relentlessly,
driven by an urge to seek out new cults
or temples of their father to serve.
These formless spawn, subjected to a
wider range of obstacles
and challenges, most
often advance beyond
the  standard  powers
presented above, either
by gaining Hit Dice or
class levels. Formless
spawn that gain levels
generally do so as clerics
of Tsathoggua, psychics,
rogues, or sorcerers. A
spellcasting  formless
spawn  usually  takes
Eschew Materials as a
feat as early as possible,
but  as  long  as  it
worships Tsathoggua, it can use its own body as a divine
focus in place of a holy symbol when casting spells.
In some cases, formless spawn manage to ascend
beyond being mere guardians of a temple or agents
of a cult, and wind up actually leading the temple
itself. These formless spawn are almost always clerics
of Tsathoggua, and they often count several standard
spawn among their servitors, alongside the various
humanoid or monstrous cultists who make up the bulk
of the clergy. Legends of formless spawn being able to
hold a single shape for extended periods of time are
inaccurate, and they are often confused with accounts
of shoggoths that have developed this capability.
Despite both being dark-colored oozes, shoggoths and
formless spawn have very little in common—the former
being regarded by the latter as dangerous but useful
beasts of burden, and with the shoggoths themselves
generally showing minimal interest in anything other
than themselves.
o riginS
This memorable creature first made its appearance as an
unnamed antagonist in Clark Ashton Smith’s short story,
“The Tale of Satampra Zeiros,” wherein a pair of would-
be thieves run afoul of the monster in a lost jungle city
while searching for treasure said to be held within a
temple devoted to Tsathoggua.
主题: 伊伯幽影
作者: 雾音2019-06-26, 周三 23:19:29
伊伯幽影(IB SHADE)
这个诡异绿色的人形幽灵长着诡异的耳朵和松弛的嘴巴,这让他看上去就像是青蛙一般,但是在眼睛处却只能看到一个深深陷进去的眼窝。。

伊伯幽影 CR4
XP 1200
混乱邪恶 中等体型不死生物(虚体)
先攻+7;感官 黑暗视觉60,察觉+9
 

  防御
AC 17,接触17,措手不及14 (+4偏斜,+3敏捷)
hp 42 (5d8+20)强韧+5,反射+4,,意志+7
特殊防御 虚体;免疫 寒冷;不死生物特性
 

  攻击
速度 飞行30尺(良好)
近战 2凌虐之触 +6触摸(2d6附加丧志术)
类法术能力(CL4;专注+8)
任意—丧志术(DC15)
 

  数据
力量-,敏捷16,体质-,智力11,感知13,魅力19
BAB+3;CMB+6;CMD20
专长 戰鬥反射,精通先攻,钢铁意志
技能 飞行+15,察觉+9,察言观色+9,隐匿+15;种族加值 +4隐匿
语言 伊伯语
SQ 魂之触碰,无声
 

  生态
环境 温带沼泽
组织 单独,一对或成群(3-12)
宝藏 附带装备
出处 H. P. Lovecraft《The Doom That Came to Sarnath》
 

  特殊能力
厄运(Su)受到伊伯幽影的凌虐之触伤害的生物除非通过DC16的意志豁免,否则将遭逢厄运。豁免失败的生物将颤栗,已然颤栗的生物再次受到伤害需再过一次DC16的意志豁免检定,否则将遭受诅咒。被诅咒的生物将被扑面而来的毁灭气息魇住,以至于晕眩1轮,然后恍惚1d6轮。这是影响心灵的诅咒效果,豁免DC基于魅力。
魂之触碰(EX)伊伯幽影的蹼可以操纵物体(但不能是生物)而且该物体将具有魂之触碰能力。这使得伊伯幽影可以自由挥舞武器(虽然大多数更喜欢用更具危险性的凌虐之触)或携带大型物件(如波库鲁格的雕像)伊伯幽影以魅力值计算其可携带,拉动的物品重量,而非力量。
无声(EX)伊伯幽影没有声响,因此无法说话或做任何需要使用语言的事情。但具有施法者等级的伊伯幽影可以将法术的语言成分替换为思维(详见Pathfinder RPG Occult Adventures P144)
凌虐之触(Su)伊伯幽影的触碰将会造成伤害,在生物身上可能会呈现灼伤或深色淤伤,在物体上可能会表现为裂痕。这种伤害同时视作钝击、挥砍及穿刺伤害,在克服DR时也视作魔法武器。对于受到厄运能力影响的生物,成功的近战攻击将被视为重击。凌虐之触是伊伯幽影主要攻击手段。
 

许久以前,在幻梦境的米纳尔附近栖息着一种奇怪的两栖类人生物—据传他们是自异界降临的—他们在一个没有河流流经的无名之湖附近用石头建立了他们的城市,伊伯。这些生物在这里生活了许久,默默以他们诡异的仪式祭奠着他们的神祗波库鲁格,知道他们诡异的外表和可怕的仪式引起了人类的忌惮而被屠杀干净。自那一千年后,这些生物的鬼魂自湖中升起并前往萨尔纳斯毁灭该城,在太阳升起后这里只剩下一片沼泽,再无人烟。
伊伯人的皮肤呈恶心的绿色。他们的手脚都有蹼,身子柔软而轻盈,腹部能看到稍微的凹陷。他们的头看上去和青蛙无异,大嘴巴十分松弛,眼睛深深陷入眼窝中。耳朵则有三个锥形突起,两个伸向后脑勺,最下面的则能碰到肩膀。
 

  生态
伊伯幽影比起生前更为凶残;在生时他们是温和的两栖渔夫,转化为不死生物后他们是对那些威胁到波库鲁格信徒的复仇之魂。他们从水底冒出并攻击附近住有攻击过水蜥蜴信徒之人的城镇,甚至会招来水蜥蜴的投影以破灭一方。除此之外他们隐匿在曾经居住过的沼泽和浅滩,与自然和谐相处,但一旦有外来高智生物踏入这片区域他们就会发起攻击。


  Habitat and Society
虽然伊伯幽影曾经可能会有过自己的种族名,但这已经消逝在时间长河之中。而今学者们也只是称其为“伊伯之民”活着的时候他们是身子柔弱皮肤黏糊的两栖生物。他们并不好战,只是满足与崇拜他们的神祗波库鲁格,狩猎和钓鱼,以及一些小娱乐。但他们从未在水下建立过自己的都市,他们选择在泥泞的沼泽上建立其石头建筑。
伊伯之民的生活十分平和,他们只是没有野心的渔民,除了他们对波库鲁格的狂热崇拜外。他们在湖边定居时做的第一件事就是雕刻出他们神祗的海绿色石雕。

(https://s2.ax1x.com/2019/06/26/Zmtusx.png)

IB SHADE
IB SHADE  CR 4
XP 1,200
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +7
Defensive Abilities incorporeal; Immune cold, undead traits
OFFENSE
Speed fly 30 ft. (good)
Melee 2 wracking touches +6 touch (2d6 plus doom)
Spell-Like Abilities (CL 4th; concentration +8)
At will—doom (DC 15)
STATISTICS
Str —, Dex 16, Con —, Int 11, Wis 13, Cha 19
Base Atk +3; CMB +6; CMD 20
Feats Combat Reflexes, Improved Initiative, Iron Will
Skills Fly +15, Perception +9, Sense Motive +9, Stealth +15;
Racial Modifiers +4 Stealth
Languages Ib
SQ ghost touch, voiceless
ECOLOGY
Environment temperate swamp
Organization solitary, pair, or haunting (3–12)
Treasure incidental
Original Source H. P. Lovecraft, “The Doom That Came to
Sarnath”
SPECIAL ABILITIES
Doom (Su) A creature that takes any damage from an
Ib shade’s wracking touch becomes doomed unless it
succeeds at a DC 16 Will save. A doomed creature gains
the shaken condition. An already shaken creature that
takes damage from an Ib shade must succeed at a DC 16
Will save to avoid becoming damned instead. A damned
creature becomes so haunted by the certainty of its own
imminent destruction that it is dazed for 1 round and
then staggered for 1d6 rounds thereafter. This is a mind-
affecting curse effect. The save DC is Charisma-based.
Ghost Touch (Ex) An Ib shade’s webbed hands can
manipulate solid objects (but not creatures) as if the
objects had the ghost touch special ability. This allows
Ib shades to wield weapons if they desire (although
most eschew weaponry in favor of their more dangerous
wracking touches) and to work together to carry large
objects (such as statues of Bokrug). An Ib shade uses
its Charisma score instead of its Strength score for
determining how much weight it can carry, lift, or drag.
Voiceless (Ex) An Ib shade has no voice and cannot speak
or take any verbal action as a result. An Ib shade that
gains a level in a spellcasting class automatically replaces
any verbal components required by its spells with
thought components (see page 144 of Pathfinder RPG
Occult Adventures for rules on thought components).
Wracking Touch (Su) An Ib shade’s incorporeal touch
causes painful wounds that manifest as wracking burns,
deep bruises, or, in the case of attacks made against
objects or constructs, crumbling fissures. This damage
is treated as bludgeoning, slashing, and piercing, but it
also counts as magical for the purpose of overcoming
damage reduction. Against foes who are dazed or shaken
by an Ib shade’s doom ability (see above), successful
melee attacks are treated as confirmed critical hits. An Ib
shade’s wracking touch is a primary touch attack.
Untold eons ago, in the land of Mnar in the Dreamlands,
a strange race of amphibian humanoids (rumored to
have descended from the depths of space) built a city
of gray stone—naming it Ib—on the shores of a deep
lake to and from which no river or stream flowed.
These beings dwelt in Ib for ages, worshiping their deity
Bokrug and performing their own curious rites and
rituals until they were slaughtered by humans who were
disturbed by the creatures’ strange appearances and
frightening deity. One thousand years later, the ghosts
of this slaughtered race rose from the waters of that
lake and descended upon the human city of Sarnath,
bringing with them a terrible doom that brought death
to all and wiped the mighty metropolis from existence,
leaving only a swampy shoreline in its wake with the
rising of the next sun.
An Ib shade is a nauseating green color. Its hands
and feet are webbed and its body limber and lithe, with
a sunken belly. The shade’s face is froglike, with wide,
flabby lips, but it has no eyes in its overly large eye
sockets. Its ears are long and taper to two distinct points
that protrude backward from the skull at an angle, with
a third point descending downward to the shoulder in
place of an earlobe.
E cology
Ib shades are much more violent and dangerous than
their living counterparts; while alive, they were mild,
aquatic fisherfolk, but as undead they threaten all who
cross worshipers of Bokrug with vengeful wrath. These
creatures have been known to rise up from nearby bodies
of water to assault settlements and cities whose denizens
have brought harm to the worshipers of the Water Lizard,
and in the worst cases, have caught Bokrug’s attention,
leading to that site’s ultimate destruction. Beyond this,
Ib shades are content to remain hidden in the shallow
waters of the bogs and lakes in which they once dwelt,
coexisting in relative peace with animals but taking great
and violent offense against intelligent intruders into
their domains.
H abitat and S ociEty
If the Ib shades had a name for their race back in the
days they lived, such a word has long been lost to the
gulfs of time. Today, when scholars speak of these
creatures, they refer to them as the “beings of Ib.” In
life, they were amphibious creatures with weak frames
and slimy, fragile skin. They were not warlike, but
rather were content to spend their lives in worship
of their god Bokrug, hunting and fishing for small
game, and pursuing idle entertainments. Curiously,
they never built their cities underwater, preferring
to raise their squat, functional buildings on swampy
lakeshores where the ground was firm enough to
support stone edifices.
The beings of Ib were relatively peaceful in life and
never presented much in the way of ambition or drive
to be anything more than simple lake dwellers. The
singular exception concerned their worship of Bokrug,
the Water Lizard. The beings of Ib were fanatical
devotees of the Great Old One, and the construction
of intimidating but masterfully carved statues of the
deity from strange, sea-green stone was always the
first task these amphibious creatures undertook after
settling on a lakeshore.
主题: 伊伯之民
作者: 雾音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
 
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
主题: 瑟拉什摩爾鮟鱇
作者: 雾音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。

(https://s2.ax1x.com/2019/06/26/ZmtnQ1.png)

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.
主题: 蛙普(好诡异的小东西)
作者: 雾音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。

(https://s2.ax1x.com/2019/06/26/ZmtQeK.png)

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.
主题: Re: 诡秘的万古里稀奇古怪的怪物们(嗨,你要坐上来玩一哈吗)
作者: 雾音2019-10-05, 周六 17:12:38
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


(https://s2.ax1x.com/2019/10/05/usjMKx.jpg)

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
主题: Re: 诡秘的万古里稀奇古怪的怪物们(I'M FREE![哪里不对])
作者: 雾音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


(https://s2.ax1x.com/2019/10/05/usjn2R.jpg)

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
主题: Re: 诡秘的万古里稀奇古怪的怪物们(你要看看我的脸吗)
作者: 雾音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。
 



(https://s2.ax1x.com/2019/10/05/usjux1.jpg)

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.
主题: Re: 诡秘的万古里稀奇古怪的怪物们
作者: 雾音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。


(https://s2.ax1x.com/2019/10/05/usjlqK.jpg)

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

主题: Re: 诡秘的万古里稀奇古怪的怪物们(我是楼上的进化版啦)
作者: 雾音2019-10-05, 周六 17:35:33
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。


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).
主题: 犹格·索托斯的后裔 CHILD OF YOG-SOTHOTH
作者: 雾音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。


(https://s2.ax1x.com/2020/02/08/1WwOgS.jpg)

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.
主题: 妖灵·纳斯妖 DIV, DRUJ NASU
作者: 雾音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。


(https://s2.ax1x.com/2020/02/08/1Wwq9f.jpg)

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.
主题: 恐惧猎手 HUNTING HORROR
作者: 雾音2020-02-08, 周六 21:57:04
恐惧猎手 HUNTING HORROR
这条体型庞大的龙蛇虽然长有蝙蝠般的翅膀但却不够坚固,但却可以自由飞翔。

恐惧猎手 HUNTING HORROR
XP 38400
混乱邪恶 巨型魔法兽
先攻+5;感官 黑暗视觉60尺,偵測探知,昏暗视觉,靈敏嗅覺,看破黑暗,察觉+19
 

  防御
AC 29,接触11,措手不及24(+5敏捷+18天防-4体型)
Hp 202(15d10+120)快速痊愈10
强韧+17,反射+14,意志+11
特殊防御 行动自如,沒有呼吸;DR 10/魔法和挥砍;免疫 酸,寒冷;SR 25
弱点 強光敏感,日光易伤
 

  攻击
速度 30尺,飞行 60尺(完美)
近战 啮咬+23(2d6+12)尾扫+23(2d8+12附加攫抓)2翼击+21(2d6+6)
占据 20尺,触及 20尺
特殊攻击 緊勒(2D8+18)碾压,挤压卷曲,活吞(2d6+18钝击附加6d6酸伤害,AC19,hp20)
类法术能力(CL14,专注+19)
常驻—偵測探知,行动自如
任意—氣化形體,生物定位術,物品定位術,心靈遙控(DC20)
3次/天—短訊暗示(DC23)有限祈願術(只可复制複製任何6環或更低環級的術士/法師法術)
1次/天—感知位置,幻化靈體,探知(DC19)靈視
1次/周—跨位面傳送術
 

  数据
力量34,敏捷20,体质27,智力15,感知23,魅力20
BAB+15,CMB+31(冲撞+33)CMD 46(48对抗冲撞)
专长 可怖毆擊,戰鬥施法,戰鬥反射,飛越攻擊,精通衝撞,多重攻擊,猛力攻击,攫抓
技能 飞行+20,知识(地理,本地)+12,察觉+19,法术辨识+20,生存+27;种族加值 +8法术辨识,+8生存
语言 邪靈語,通用语,龙语
SQ 回应呼唤,觸發術,猎手,玩弄魔法,猛力尾扫
 

  生态
环境 任何
组织 单独,成双,成群(3-6)
宝藏 标准
 

  特殊能力
特殊能力
回应呼唤(EX)尽管并非元素或异界生物,但其依旧可以被信奉旧日支配者或外神的施法者召唤,又或是在召唤咒语中更改几个词,不过都必须确保处于不被阳光直射的区域召唤。这是施法者需要通过一个DC30的法术辨识作为施法的一部分,否则召唤出来的恐惧猎手将按自己的意志行动。
觸發術 尽管每个恐惧猎手都可以选择给自己触发不同的法术(因为拥有玩弄魔法的能力使其可以有大量法术选择)但大部分会选择简单而有效的高等隱形術,一旦受到伤害就会触发恐惧猎手身上的法术。
碾压(EX)恐惧猎手可以以标准动作跳起,然后将身躯碾压在敌人身上。这只对比起小三个体型等级以上的生物起效(大部分恐惧猎手而言大于中型的生物无效)在其占据范围内的所有生物都会受到影响。区域中的生物需要通过DC25的反射豁免否则将被壓制,每壓制1轮受到4d6+18钝击伤害。如果恐惧猎手需要维持则需要进行战技检定。豁免DC基于体质。
猎手(EX)恐惧猎手精通追踪猎物,故而生存对其而言是本职技能。此外他们在生存上获得+8种族加值。当其通过生存检定追踪某一生物的踪迹时,他已经盯上了自己的猎物。如果同一组踪迹为多个生物一起行动的痕迹,恐惧猎手可以指定其一为猎物,否则将随机确定,在与猎物战斗时其先攻获得+10加值,此外猎物对其的类法术能力豁免获得-2罚值。恐惧猎手只能指定一个猎物,若24小时无法成功以生存找到猎物的踪迹,则该生物将不再是恐惧猎手的猎物。
玩弄魔法(SP)恐惧猎手拥有操纵魔法的天赋,以致于可以使用类法术能力以外的法术。事实上每只恐惧猎手每天都可以使用三次有限祈願術以复制複製任何6環或更低環級的術士/法師法術。他们喜欢用强大的破坏法术处理远处的敌人,比如連環閃電,解離術或石化術。当然他们会保留最后一次作为最后手段,比如为了避免必败的战斗而传送逃跑,比如以破除結界或高等接触魔法削弱敌人。当然他们还会将这一能力用在自己的触发术上。
猛力尾扫(EX)恐惧猎手的尾巴是其主要天生武器。
挤压卷曲(EX)被恐惧猎手緊勒的生物需要通过DC29的强韧豁免,否则将昏迷1d4轮,豁免DC基于力量。
日光易伤(EX)远离恒星的光照不会为其带来不便,但恐惧猎手无法忍受较近的日光—比如适宜生物居住的格拉里昂的日光。在日照下(非法术效果)他们将无法攻击且陷入恍惚。同时他们会失去其快速痊愈和DR能力,每轮会受到2d6火焰伤害。在自然日光下其強光敏感会上升为强光失明。
 

身为匍匐蠕行之混沌,奈亚拉托提普的仆人,恐惧猎手善于追踪和寻找猎物,故一些邪教徒会召唤他们以猎杀敌人。他们的声音雄浑有力,尽管他们不经常说话。
一只普通的恐惧猎手体长60尺,重2吨。
 

  生态
恐惧猎手厌恶光亮,因其本身便一片漆黑,有的学者认为其起源于黑暗异帷。当然这些生物的飞行并不遵守物理定律,因其飞行是超自然能力而无需耗费体力—所以有的恐惧猎手甚至只有一只翅膀,它们只有在告诉飞行的时候会偶尔抖动一下。其身体也是超自然物质构成,故而会在日光下燃烧,但其皮肤十分坚硬,除了负有魔法的刀刃外绝难轻易伤到他们。


  Habitat and Society
尽管经常有施法者召唤他们进行猎杀,但他们还是著名的魔法学者。尽管很少会主动专研魔法,但玩弄魔法的能力使其可以随意的挑选喜欢的法术。许多恐惧猎手都热衷于制造魔法物品,但并不会将其交出去以免被用于对付自己。专注于制造物品的恐惧猎手一般会获得製造奇物以替代戰鬥施法。



  Origins
和拜亚基,莎布·尼古拉斯的黑暗之子,诺弗·刻等克苏鲁神话生物一样,其最初是一个模糊的形象和一些令人印象深刻的形容词。Sandy Petersen在克苏鲁的呼唤中将这一怪物具象化并使其成为了一个标志性的怪物。

(https://s2.ax1x.com/2020/02/08/1WwH4P.jpg)

HUNTING HORROR
HUNTING HORROR
This vast draconic serpent has a pair of leathery wings that
don’t appear to be strong enough to allow the creature to fly.
HUNTING HORROR  CR 14
XP 38,400
CE Gargantuan magical beast
Init +5; Senses darkvision 60 ft., detect scrying, low-light
vision, scent, see in darkness; Perception +19
DEFENSE
AC 29, touch 11, flat-footed 24 (+5 Dex, +18 natural, –4 size)
hp 202 (15d10+120); fast healing 10
Fort +17, Ref +14, Will +11
Defensive Abilities freedom of movement, no breath;
DR 10/magic and slashing; Immune acid, cold; SR 25
Weaknesses light sensitivity, susceptible to sunlight
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee bite +23 (2d6+12), tail slap +23 (2d8+12 plus grab),
2 wings +21 (2d6+6)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (2d8+18), crush, squeezing coils,
swallow whole (2d6+18 bludgeoning plus 6d6 acid
damage, AC 19, 20 hp)
Spell-Like Abilities (CL 14th; concentration +19)
Constant—detect scrying, freedom of movement
At will—gaseous form, locate creature, locate object,
telekinesis (DC 20)
3/day—demand (DC 23), limited wish (to duplicate
sorcerer/wizard spells of 6th level or lower only)
1/day—discern location, ethereal jaunt, scrying
(DC 19), vision
1/year—interplanetary teleport UM
STATISTICS
Str 34, Dex 20, Con 27, Int 15, Wis 23, Cha 20
Base Atk +15; CMB +31 (+33 bull rush); CMD 46 (48 vs.
bull rush)
Feats Awesome Blow, Combat Casting, Combat Reflexes,
Flyby Attack, Improved Bull Rush, Multiattack, Power
Attack, Snatch
Skills Fly +20, Knowledge (geography) +12, Knowledge
(local) +12, Perception +19, Spellcraft +20, Survival +27;
Racial Modifiers +8 Spellcraft, +8 Survival
Languages Aklo, Common, Draconic
SQ answer beckoning, contingency, hunter, manipulate
magic, powerful tail
ECOLOGY
Environment any
Organization solitary, pair, or pack (3–6)
Treasure standard
SPECIAL ABILITIES
Answer Beckoning (Ex) Although a hunting horror is not
an elemental or outsider, it can be conjured via gate,
greater planar ally, or greater planar binding, provided
the caster of the spell is a worshiper of one of the Great
Old Ones or Outer Gods or specifically alters the words
of the spell to invoke a hunting horror, and provided
the spell is not cast in an area of direct sunlight. When
invoking a hunting horror in this way, the spellcaster
must succeed at a DC 30 Spellcraft check as part of the
casting of the spell, or when the hunting horror arrives it
is automatically free to act under its own will.
Contingency While the exact details of a particular hunting
horror’s contingency effect can vary wildly (as the
monster has an immense range of potential spells to
choose from due to its ability to manipulate magic), most
settle for the simple but effective tactic of causing a
greater invisibility spell to activate on the hunting horror
as soon as it takes damage.
Crush (Ex) A flying hunting horror can land on foes as a
standard action, and then use its lengthy coils to crush
them. This attack is effective only against creatures three
or more size categories smaller than the hunting horror
(Medium for most hunting horrors), and affects as many
creatures as fit in the hunting horror’s space. Any creature
in the affected area must succeed at a DC 25 Reflex
saving throw or be pinned, automatically taking 4d6+18
points of bludgeoning damage each round it is pinned. If
the hunting horror chooses to maintain the pin, it must
succeed at a combat maneuver check as normal. The
save DC is Constitution-based.
Hunter (Ex) Hunting horrors are efficient and talented
at tracking prey, and Survival is a class skill for these
creatures as a result. In addition, they gain a +8 racial
bonus on Survival checks. When a hunting horror
succeeds at a Survival check to follow a creature’s tracks,
the hunting horror can declare that creature to be its
prey. If there are multiple sets of tracks from a group
of creatures traveling together, the hunting horror can
choose which specific creature becomes its prey if it
knows the target is among those in the group; otherwise,
its chosen prey is determined randomly. The next time
the hunting horror begins a battle against its prey, it
gains a +10 bonus on its initiative check. In addition, its
prey takes a –2 penalty on all saving throws against the
hunting horror’s spell-like abilities. A hunting horror can
have only one creature as its designated prey at any one
time, and if 24 hours pass without the hunting horror
succeeding at a Survival check to follow that prey’s trail,
that creature ceases being the hunting horror’s prey.
Manipulate Magic (Sp) A hunting horror is gifted at
manipulating magic to affect a wide range of spell-like
abilities beyond those that it normally can access. In
effect, this allows each hunting horror to use limited
wish three times per day as a spell-like ability, but
only to duplicate a sorcerer/wizard spell of 6th level or
lower. Hunting horrors typically use this ability to deal
with foes who manage to stay at a distance, favoring
potent attacks like chain lightning, disintegrate, and
flesh to stone. Most save the third and final daily use
for emergencies—teleport to escape from a battle gone
unpredictably poorly, for example, or break enchantment
or greater dispel magic to remove a debilitating
effect. All hunting horrors use this ability to maintain a
contingency effect on themselves as well.
Powerful Tail (Ex) A hunting horror’s tail slap is treated as
a primary natural attack.
Squeezing Coils (Ex) A creature that takes damage from a
hunting horror’s constrict ability after being struck by the
hunting horror’s tail slap attack must succeed at a DC 29
Fortitude saving throw or fall unconscious for 1d4 rounds.
The save DC is Strength-based.
Susceptible to Sunlight (Ex) While the glow of a distant
star does not inconvenience a hunting horror, this
creature cannot abide the light of a sun in relatively
close proximity—including sunlight on a typical habitable
planet such as Golarion. When in natural sunlight (but not
in an area of daylight or similar spells), a hunting horror
can’t attack and is staggered. In sunlight, its fast healing
ability doesn’t function, it loses its damage reduction,
and it takes 2d6 points of fire damage per round. In areas
of natural sunlight, a hunting horror’s light sensitivity
increases to light blindness.
Servitors of the Crawling Chaos Nyarlathotep, the
serpentine hunting horrors excel at tracking and
seeking prey, talents that often see them called on by
cultists or spellcasters to hunt down enemies. They
speak in great and powerful voices, when they deign to
speak at all.
A typical hunting horror is 60 feet long but weighs
only 2 tons.
e CologY
A hunting horror abhors light, as
it is a creature of inky blackness,
some scholars theorize to be akin to
the darkness that makes up the Dark
Tapestry. Certainly these creatures seem
uninterested in obeying the laws of
physics in flight; their ability to fly
is supernatural, rather than the
result of physical exertion—
some hunting horrors even have
but a single wing that flops
lazily as it slithers with great
speed through the air. The
material that composes their
bodies is also supernatural,
for although they burn like
straw when exposed to sunlight,
their hide is thick and difficult
to damage with most weapons;
only magical blades have a
chance of fully penetrating it.
h abitat and S oCietY
Hunting horrors are often called on to perform tasks
for wizards or priests, but they are themselves notable
scholars of magic. While very few ever bother to become
actual spellcasters, their ability to manipulate magic
allows them significant variety and alacrity when it comes
to generating magical effects. Many hunting horrors take
to the creation of magic items, but they are unconcerned
with scaling their magical devices for other users, which
reduces their utility for smaller creatures. A hunting
horror that focuses on item creation generally replaces
its Combat Casting feat with Craft Wondrous Item.
o riginS
As with many of the monsters that have come to be
associated with the Cthulhu Mythos, like the byakhee,
the dark young of Shub-Niggurath, and the gnoph-keh,
the hunting horror’s original incarnation in fiction
was as a vague fragment and a few evocative words.
Sandy Petersen ran with these scraps when creating the
bestiary section for the Call of Cthulhu RPG, and fully
fleshed out the hunting horror into an iconic monster
in its own right.
主题: 种菌生物 SEEDED CREATURE
作者: 雾音2020-02-08, 周六 22:00:24
种菌生物 SEEDED CREATURE
这只生物下半身是正在腐烂的四肢,其上半身则是以细长真菌为发的女子。一团诡异的植物正在其体内发芽。

种菌拉米亚 CR7
XP 3200
中立邪恶 大型不死生物(增强人形怪物)
先攻+3;感官 黑暗视觉60尺,昏暗视觉,察觉+16
 

  防御
AC 22,接触13,措手不及18(+3敏捷+1闪避+9天防-1体型)
Hp 67(9d8+27)快速痊愈5
强韧+8,反射+9,意志+12;对抗影响心灵效果+4
特殊防御 导能抗力+4;DR 5/鈍擊或挥砍,抗力 寒冷10,电10
弱点 转化
 

  攻击
速度 60尺,攀爬 60尺
近战 +1匕首+15/+10(1d4+7/19-20)+9接触(1d4感知吸取附加种菌结核)2挥击+9(1d4+3附加种菌结核)2触须+9(1d8+3附加种菌结核)
占据 10尺,触及 5尺(触须10尺)
特殊攻击 死亡炸裂,诱捕卷须,潜伏之心,种菌结核(DC17)感知吸取
类法术能力(CL9;专注+12)
任意—易容术,腹语术
3次/天—魅惑怪物(DC17),高阶幻象(DC 16),镜影术,暗示术(DC 16)
1次/天—深度睡眠(DC16)
 

  数据
力量22,敏捷16,体质-,智力12,感知18,魅力16
BAB+9,CMB+16,CMD 30(30对抗拌摔)
专长 闪避,強韌加強,钢铁意志,灵活机动,跳跃攻击
技能 特技+3(跳跃+15)唬骗+11,攀爬+14,交涉+6,易容+8,威吓+12,知识(宗教)+4,察觉+16,隐匿+15,生存+13;种族加值 +4唬骗,+4隐匿
语言 深渊语,通用语,心电感应100尺(仅种菌生物)
SQ 小型武器
 

  生态
环境 温带沙漠
组织 单独,成双,或邪教(3-12)
宝物 双倍(+1匕首,其他宝物)
 

尽管旧日支配者夏曼·朵自数千年前从星空坠落后便陷入半休眠状态,但这也难以阻挡祂感染其他生命。最常用的方式就是使用梦魇加深夏曼·朵在梦境维度对生物的影响,然后深空污秽就能慢慢侵蚀受害者的心智,使其受尽折磨陷入疯狂。有的甚至死后将变成旧日支配者触须支配下的种菌生物。
 

创建种菌生物
种菌生物是一个遺傳型模板,可以添加到任何有魅力高于12的生物(下称基础生物)种菌生物除下列列明事项外具有基础生物的数据和能力。
CR 基礎生物CR+1
阵营 中立邪恶
类型 生物类型会被转化为不死生物(增強)但不影响其职业HD,BAB或豁免。
感官 获得60尺黑暗视觉。
AC 种菌生物体表的真菌使其获得2点天防。
HD 生物的种族HD变为d8。职业HD不变。作为不死生物,种菌生物以其魅力调整值计算HP(而非体质)
特殊防御 种菌生物获得+4导能抗力,DR 5/鈍擊或挥砍,对抗影响心灵效果的豁免获得+4加值,10点寒冷抗力,10点电抗力和不死生物特性。同时种菌生物也会获得5点快速痊愈。
弱点 种菌生物获得以下弱点。
      转化 尽管身为不死生物,但其身躯却是因体内的植物而活动。在针对生物类型的效果(如游侠的宿敌和破敌武器)其同时被视为不死生物和植物。
种菌生物并不免疫魅惑,胁迫和影响心灵的精神影响。但施法者可能会受到种菌生物的潜伏之心特殊攻击伤害(见下)
速度 种菌生物保留基础生物的移动,且获得与其移动相同速度的攀爬能力。
攻击 种菌生物获得2下触须攻击,触须伤害骰取比基础生物体型大一级的数据。触须是次要武器,不过具有攫抓能力,而且可以使种菌生物的触及增加5尺。这些天生武器在应对DR时视作魔法和邪恶武器。
特殊攻击 种菌生物获得以下特殊攻击能力。除特殊说明,否则DC=10+1/2种菌生物HD+魅力调整值。
      死亡炸裂(EX)在种菌生物死亡时会迸发出精神孢子,所有与其相邻的生物都会受到种菌结核的侵扰(见下)因其非实体,所以偏转气流和类似隔绝空气传播的效果只能使得生物豁免获得+5加值。
      诱捕卷须(EX)种菌生物通过战技压制敌人后,可以以迅捷动作尝试第二次战技将敌人捆起来。这样虽然可以绑住敌人但也暂时无法使用这条触须战斗,而且种菌生物只能捆住两个生物。被绑住的生物每一轮都需要受到种菌结核的侵扰。此外若被捆住1天则视作已受到种菌结核影响1月。触须硬度为5,hp为10。若生物撕裂触须,种菌生物体内的植物会自行重新生长,在1分钟后会再次长出可以攻击的触须。
      潜伏之心(SU)当种菌生物成功通过魅惑,胁迫和影响心灵的豁免时,其梦境可以感染施法者心智。使其受到种菌结核侵扰。
      种菌结核(SU)天武或近战接触;豁免 强韧检定,DC=10+种菌生物1/2HD+魅力修正值;发作 1个月;频率 1次/月;效果 1d2魅力伤害(在感染时无法回复)治愈 3次豁免成功。魅力归0时生物将陷入癫狂而非昏迷。其仍可行动,但只能专注于一个动作,且每次只能坚持几分钟;所有豁免,基于智力、感知和魅力的检定和技能检定受到-4罚值。在魅力归0的24小时后将死亡并转化为种菌生物。
属性 力量+4,感知+2,魅力+4。因其身为不死生物,种菌生物体质为-。
语言 种菌生物可以与100尺内的其他种菌生物进行心电感应。在心电感应范围内种菌生物可获得其他同类的士气加值。

(https://s2.ax1x.com/2020/02/08/1WwzHs.jpg)

SEEDED CREATURE
SEEDED CREATURE
This creature’s lower body is that of a decaying lion, while its
upper torso is that of a woman with ropey fungus for hair. A
web of grotesque fibers sprouts from its body.
SEEDED LAMIA  CR 7
XP 3,200
NE Large undead (augmented monstrous humanoid)
Init +3; Senses darkvision 60 ft., low-light vision;
Perception +16
DEFENSE
AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural,
–1 size)
hp 67 (9d8+27); fast healing 5
Fort +8, Ref +9, Will +12; +4 vs. mind-affecting effects
Defensive Abilities channel resistance +4; DR 5/
bludgeoning or slashing; Resist cold 10, electricity 10
Weaknesses transformed
OFFENSE
Speed 60 ft., climb 60 ft.
Melee +1 dagger +15/+10 (1d4+7/19–20), +9 touch (1d4
Wisdom drain plus seedborne consumption), 2 claws +9
(1d4+3 plus seedborne consumption), 2 tendrils +9 (1d8+3
plus grab and seedborne consumption)
Space 10 ft.; Reach 5 ft. (10 ft. with tendrils)
Special Attacks death burst, entrapping tendrils, seedborne
consumption (DC 17), insidious mind, Wisdom drain
Spell-Like Abilities (CL 9th; concentration +12)
At will—disguise self, ventriloquism (DC 14)
3/day—charm monster (DC 17), major image (DC 16),
mirror image, suggestion (DC 16)
1/day—deep slumber (DC 16)
STATISTICS
Str 22, Dex 16, Con —, Int 12, Wis 18, Cha 16
Base Atk +9; CMB +16; CMD 30 (34 vs. trip)
Feats Dodge, Great Fortitude, Iron Will, Mobility,
Spring Attack
Skills Acrobatics +3 (+15 when jumping), Bluff +11,
Climb +14, Diplomacy +6, Disguise +8, Intimidate +12,
Knowledge (religion) +4, Perception +16, Stealth +15,
Survival +13; Racial Modifiers +4 Bluff, +4 Stealth
Languages Abyssal, Common; telepathy 100 ft. (seeded
creatures only)
SQ undersized weapons
ECOLOGY
Environment temperate deserts
Organization solitary, pair, or cult (3–12)
Treasure double (+1 dagger, other treasure)
SPECIAL ABILITIES
Undersized Weapons (Ex) Although a lamia is Large,
its upper torso is the same size as that of a Medium
humanoid. As a result, lamias wield weapons as if they
were one size category smaller than their actual size.
Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom
each time it hits with its melee touch attack (unlike with
other kinds of ability drain attacks, a lamia doesn’t regain
hit points when it uses its Wisdom drain). Lamias try to
use this power early in an encounter to make foes more
susceptible to charm monster and suggestion.
Though the Great Old One Xhamen-Dor lies half-
dormant where its bloated body crashed millennia ago,
virtually nothing can prevent it from seeking new hosts
to infect. The most common means by which one might
contract this infestation is through nightmares that
brush against Xhamen-Dor’s influence in the Dimension
of Dreams, after which the Inmost Blot can track victims
and infest their thoughts, slowly and painfully driving
them mad. Less common is direct exposure to one of the
Great Old One’s vine-choked thralls: the seeded.
Xhamen-Dor feeds upon a victim’s force of personality,
and as a result, only a select few who meet its inscrutable
criteria are even able to contract the seedborne
consumption disease that turns one into a seeded. Those
infected first become sickly and withdrawn. Weeks later,
the germinating evil within begins sending fibrous feelers
throughout the victim’s body. When the host finally slips
into a catatonic coma, these fibers quickly digest the
organs and portions of the flesh before animating the
corpse from within like a puppet. Most victims maintain
painful recollections of their former lives, yet they are
driven to hear and obey the commands of Xhamen-Dor
and find new victims to spread their plague.
C reating a S eeded C reature
“Seeded creature” is an inherited template that can be
added to any corporeal, living creature with a Charisma
score of 12 or higher. A seeded creature uses the base
creature’s stats and abilities except as noted here.
CR: Base creature’s CR + 1.
Alignment: Always neutral evil.
Type: The creature’s type changes to undead
(augmented). Do not recalculate class Hit Dice, Base
Attack Bonus, or saves.
Senses: A seeded creature gains darkvision with a
range of 60 feet.
Armor Class: The fungal growths that appear on
a seeded creature’s body increase the base creature’s
natural armor bonus by 2.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit
Dice are unaffected. As undead, seeded creatures use
their Charisma modifiers to determine bonus hit points
(instead of their Constitution modifiers).
Defensive Abilities: A seeded creature gains channel
resistance +4, damage reduction 5/bludgeoning or
slashing, a +4 bonus on saving throws against mind-
affecting effects, cold resistance 10, and electricity
resistance 10, in addition to the defensive abilities
granted by the undead type. A seeded creature also gains
fast healing 5.
Weaknesses: A seeded creature has the following weakness.
Transformed: Although seeded creatures are undead,
their bodies pulse with alien plant life. For the purposes
of effects targeting creatures by type (such as a ranger’s
favored enemy and bane weapons), seeded creatures count
as both undead and plants.
Seeded creatures are not immune to charms,
compulsions, and mind-affecting effects from psychic
sources, such as psychic spells or a creature’s psychic
magic ability. However, such effects have a chance to
harm the source due to seeded creatures’ insidious mind
special attack (see below).
Speed: A seeded creature retains all movement types
and gains a climb speed equal to its base speed.
Melee: A seeded creature gains two tendril attacks that
each deal damage as per a tentacle of a creature one size
category larger than the base creature’s size. These tendrils
are secondary attacks and also have the grab universal
monster ability, and the seeded creature’s reach
with these attacks increases by 5 feet. Its natural
weapons are treated as magic and evil weapons for
the purpose of overcoming damage reduction.
Special Attacks: A seeded creature gains
several special attacks. The save DCs are
equal to 10 + 1/2 the seeded creature’s HD + the
seeded creature’s Charisma modifier unless
otherwise noted.
Death Burst (Ex): When a seeded creature
dies, it releases psychic spores. All creatures
adjacent to the seeded creature are exposed to its
seedborne consumption infestation (see below).
Due to the spores’ psychic nature, any effect
that would completely deflect gases and
similar airborne hazards grants protected
creatures only a +5 bonus on saving
throws against exposure.
Entrapping Tendrils (Ex): When
a seeded creature succeeds at a
combat maneuver check to pin a foe,
it can attempt a second combat maneuver
check to tie up the foe with a tendril as a
swift action. Doing so causes it to lose
one of its tendril attacks as long as it is
keeping a creature tied up in this way,
and a seeded creature can tie up only two
creatures in this way before it runs out of
spare vines. Each round that a creature
remains tied up in this way, it is exposed
to the seeded one’s seedborne consumption
until it is affected. In addition, every full day
a victim remains tied up in this way is instead
treated as though a month had passed for the
purpose of the seedborne consumption disease.
The tendrils each have hardness 5 and 10 hit points. If
a creature tears free or destroys a tendril, the seeded
creature regrows enough of the vines that make up its
tendrils to regain its lost tendril attack after 1 minute.
Insidious Mind (Su): When a seeded one succeeds at a
saving throw against a psychic charm, a compulsion, or
another mind-affecting spell or spell-like ability that
would otherwise affect it, its dreams infect the spellcaster’s
mind, exposing him to seedborne consumption.
Seedborne Consumption (Su): natural or touch attack; save
Fort DC = 10 + 1/2 the seeded one’s HD + the seeded one’s
Charisma modifier; onset 1 month; frequency 1/month; effect
1d2 Charisma damage (this damage cannot be healed while
the creature is infected); cure 3 consecutive saves. When a
creature’s Charisma is reduced to 0, instead of becoming
unconscious it falls into a feverish mental state where its
mind is scattered and inattentive. The creature can still
move and perform actions, but it can concentrate on
only a single action, and for only a few moments. It takes
a –4 penalty on saving throws; Intelligence-,
Wisdom-, and Charisma-based checks;
and skill checks. Within 24 hours of a
creature’s Charisma score reaching 0, it
dies and rises as a seeded creature.
Ability Scores: Str +4, Wis +2, Cha
+4. As an undead creature, a seeded
creature has no Constitution score.
Language: A seeded creature gains
telepathy with a range of 100 feet, but
only with other seeded creatures.
Seeded  creatures  benefit
from the morale bonuses
granted by other seeded
creatures within range of
their telepathy.
主题: KUDIMMU
作者: 雾音2020-05-28, 周四 23:49:53
KUDIMMU(这个求起名 :em016找不到有什么出处了,搜意思也找不到相近的)
这具笨拙的树人长满了畸形的藤蔓,上面挂满了血红的果实,其脸上只能看到一双暗红色的双眼。

KUDIMMU CR16
XP 76800
中立邪恶 大型植物
先攻+10;感官 昏暗视觉,颤动感知30尺,察觉+32
 

  防御
AC 31,接触15,措手不及25(+6敏捷+16天防-1体型)
Hp 252(24d8+144)快速医疗15
强韧+20,反射+14,意志+15
特殊防御 不定形體;DR 10/魔法和挥砍;免疫 即死效果,能量吸取,负能量,植物特性;抗力 寒冷10,火10;SR 27
 

  攻击
速度 30尺,掘地15尺
近战 2挥击+28(2d4+11附加攫抓)4藤蔓+27(1d6+5附加流血和拖拽)
远程 轰击+23接触(8d6负能量伤害附加濺射)
占据 10尺,触及10尺(藤蔓30尺)
特殊攻击 流血(1d6)吸血(1d4体质)轰炸,制造衍体,拖拽(藤蔓,5尺)
类法术能力(CL24,专注+27)
3次/天—棘牆術
1次/天—活化植物(DC20)
 

  数据
力量32,敏捷22,体质22,智力13,感知21,魅力17
BAB=18,CMB+30,CMD46(48对抗拌摔)
专长 寓守于攻,战斗反射,次元靈巧,次元突擊,次元狂舞,精通先攻,精通拌摔,钢铁意志,多重攻擊,猛力攻击,武器专攻(藤蔓)
技能 察觉+32,察言观色+29,隐匿+29
语言 阿兹兰特语,木族语(不能说)心电感应100尺
SQ 血色果实,界域
 

  生态
环境 任意陆地
组织 单独
宝藏 标准


  特殊能力
血色果实(SU)在KUDIMMU的界域中,所有植物的果实都会变得畸形且血红。不死生物可以进食这些果实以代替血液,鲜肉或其他需求。但这只能暂时满足口腹之欲而不能提供任何好处。但未通过DC25意志豁免的不死生物在吞食后将受到KUDIMMU的控制。对于活物而言这是毒品,数据如下(成瘾规则详见GMG P236)成癮性:重度;豁免:强韧DC25;效果 1小时;对死灵系法术和效果获得+2炼金加成,受到死疽效果(CL24)伤害:1d4体质。豁免DC基于魅力。
轰击(SU)KUDIMMU可以投掷身上结出的果实,造成带溅射效果的负能量伤害。其会对目标造成8d6负能量伤害,对附近的生物造成8点溅射伤害。通过DC25意志豁免的生物伤害减半。豁免DC基于魅力。
制造衍体(SU)被KUDIMMU吸血或使用血色果实造成的体质伤害而死的生物会成为吸血鬼衍体。KUDIMMU同时只能控制数量为其HD双倍的衍体。超出此数目的衍体将成为具有自由意志的不死生物。
界域(Ex,Sp,Su)KUDIMMU可以将最大100尺见方的植被划为界域,使这里的植物根须相互纠缠链接成一个整体。在与界域接触时他会获得15点快速医疗,颤动感知和15尺掘地速度。此外他可以在这里随意使用任意門来去自如。因为地底的根须都被视作其身体的一部分,因此他不能离开自己的界域。一旦离开界域超过24小时KUDIMMU将会腐烂枯死。在被杀死后的1d10天他会再次从界域的地下长出。若要彻底铲除他,需要使这里化为盐碱地或利用魔法毁灭这里(仅仅铲除地表的植物是不够的,地底的根须也需要被毁灭)而KUDIMMU以血液维生,界域每周都需要吸收一次中体型或更大型生物的血液。若未能汲取养分则每周都会受到2点体质伤害,直到汲取到养分其体质才能恢复。KUDIMMU每月可以花费1小时指令另一个新的界域,每颗KUDIMMU同一时间只能拥有一个界域。


在破城之日,征服者们惯于将盐洒落在大地上使其无法生长,并诅咒那些想要重建城镇的人。当然这一般都是走个过场,但这却演变成了一个仪式。死亡与毁灭凝结成种子,死者的鲜血与废墟的灰烬化为肥料,催生出可怕的生命—KUDIMMU,这颗扭曲的植物占据了废墟,给予入侵者惨痛的教训。
KUDIMMU根须布满其界域,重达数万磅。其主体看似树人,高10尺,重4000lb。

生态
KUDIMMU的果子都受到邪恶的侵染,尽管无损其味道和营养,但可能为使用者带来死亡。只要他想就能结出充满生机的果子,尽管和血色果实无异,但却可以种植出新的KUDIMMU。但只有在生命受到危险之时他们才会催生出这种果实,然后命令不死生物忠仆送到远方播种。
这种可怕的生物依赖人型生物的鲜血才能存活。虽然短时间可以以动物血液来充饥,但并不能长久,所以他们附近必然有农场或城镇。一些KUDIMMU过着居无定所的游牧生活。但更多的会十分谨慎和狡猾,他们如同农民播种一般圈养人型生物。

habitat and society
一旦扎根,KUDIMMU就会利用会令人上瘾引诱凡人过来定居。如果当地民众不愿吃这种诡异的果实,他甚至会离开界域,毁坏农田以造成机皇。一旦有人转化为其衍体,他就会扶植自己的吸血鬼仆从支配这片村镇。
因为对于食物的需求使得KUDIMMU无法相互合作。实际上他们甚至会为领地而发起冲突。由于KUDIMMU不愿意离开自己的界域,因此一般都是通过代理人(一般是其吸血鬼仆从)进行争斗。
KUDIMMU以类人生物为食,不死生物也视其为粮食。这对KUDIMMU并非坏事,因为食用其果实的不死生物终将北极控制,加深对村镇的控制里。不过意志力顽强的不死生物可以抵抗这一影响,且可以将其视作类人生物的替代品。
(https://s1.ax1x.com/2020/05/28/tmAy9J.jpg)

KUDIMMU
KUDIMMU
Tumorous, misshapen vines laden with dark red fruit make up
the form of this lumbering humanoid creature, and its face is
marked only by a pair of glowing, crimson eyes.
KUDIMMU  CR 16
XP 76,800
NE Large plant
Init +10; Senses low-light vision, tremorsense 30 ft.;
Perception +32
DEFENSE
AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
hp 252 (24d8+144); fast healing 15
Fort +20, Ref +14, Will +15
Defensive Abilities amorphous; DR 10/magic and slashing;
Immune death effects, energy drain, negative energy,
plant traits; Resist cold 10, fire 10; SR 27
OFFENSE
Speed 30 ft., burrow 15 ft.
Melee 2 slam +28 (2d4+11 plus grab), 4 tentacles +27
(1d6+5 plus bleed and pull)
Ranged bombardment +23 touch (8d6 negative energy
plus splash)
Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)
Special Attacks bleed (1d6), blood drain (1d4 Constitution),
bombardment, create spawn, pull (tentacle, 5 ft.)
Spell-Like Abilities (CL 24th; concentration +27)
3/day—wall of thorns
1/day—animate plants (DC 20)
STATISTICS
Str 32, Dex 22, Con 22, Int 13, Wis 21, Cha 17
Base Atk +18; CMB +30; CMD 46 (48 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dimensional
Agility UC , Dimensional Assault UC , Dimensional Dervish UC ,
Dimensional Savant UC , Improved Initiative, Improved
Trip, Iron Will, Multiattack, Power Attack, Weapon
Focus (tentacle)
Skills Perception +32, Sense Motive +29, Stealth +29
Languages Azlanti, Sylvan (can’t speak); telepathy 100 ft.
SQ bloodfruit, fieldbound
ECOLOGY
Environment any land
Organization solitary
Treasure standard
SPECIAL ABILITIES
Bloodfruit (Su) Fruit-bearing plants in a kudimmu’s field
produce sickly, misshapen, blood-red versions of normal
fruits of the same variety. An undead creature can
consume a kudimmu’s bloodfruit in place of whatever
bodily material it normally hungers for, whether blood,
flesh, or something else. Doing so temporarily sates
the undead creature’s hunger, but does not provide any
other benefits normally gained from consumption. Upon
consuming bloodfruit, an undead creature must succeed
at a DC 25 Will saving throw or fall under the kudimmu’s
control, as per control undead. A living creature treats
bloodfruit as a drug with the following statistics (see
page 236 of the Pathfinder RPG GameMastery Guide
for full rules on drugs and addiction): type ingested;
addiction severe, Fortitude DC 25; effects 1 hour; +2
alchemical bonus on saving throws against necromancy
spells and effects, fester APG as per the spell (caster level
24th); damage 1d4 Con. The save DC is Charisma-based.
Bombardment (Su) A kudimmu can produce bloodfruit
from its body, which are charged with negative energy
and can be thrown as splash weapons. These bloodfruit
deal 8d6 points of negative energy damage on a direct
hit, and 8 points of damage to creatures adjacent to the
targeted square. A successful DC 25 Will saving throw
halves this damage. The save DC is Charisma-based.
Create Spawn (Su) A creature killed by the kudimmu’s
blood drain ability or by Constitution damage accrued
through consuming bloodfruit rises as a vampire spawn
under the kudimmu’s control 1d4 days later. A kudimmu
can have a number of enslaved spawn totaling at most
double its own Hit Dice; any spawn it creates that would
exceed this limit become free-willed undead.
Fieldbound (Ex, Sp, Su) A kudimmu can designate an
area of natural vegetation up to 100 feet by 100 feet
per side as its field, fusing the root systems of the area’s
plants into an interconnected mass. While in physical
contact with the ground of its field, a kudimmu gains fast
healing 15, tremorsense, and a 15-foot burrow speed.
Additionally, the kudimmu can teleport to any location
in its field as per dimension door. Spells and effects that
attempt to alter the field’s earth or vegetation must
overcome the kudimmu’s spell resistance to succeed.
The kudimmu is physically dependent on its field, as the
root system beneath it is in many ways an extension of
the kudimmu’s body. A kudimmu separated from its field
for more than 24 hours instantly decays into a lump of
inanimate matter. A kudimmu that is slain or destroyed
reforms in the ground beneath its field in a process that
takes 1d10 days to complete. To prevent a kudimmu from
reviving, its field must be sown with salt or destroyed
by magic (merely destroying the surface plants is not
sufficient—the roots must also be entirely destroyed).
A kudimmu must maintain its field with the blood of the
living. The field must soak up the blood of a Medium
or larger creature once per week. For each week the
kudimmu fails to feed its field, it takes 2 points of
Constitution damage. This damage cannot be healed until
the kudimmu feeds its field. A kudimmu can designate a
new field once per month in a process that takes 1 hour
to complete. It can have only one active field at a time.
When a city is destroyed, it is customary for the conquering
army to sow salt or thorns to render the ground forever
infertile and curse those who would dare to rebuild. In
most cases, this is simply a symbolic gesture. However, this
ritual has eminently practical roots. Death and devastation
are potent seeds, and the blood of conquered peoples can
mingle with the roots of burned fields to produce terrible
creatures. These are called kudimmus, twisted weeds
that corrupt the ground of vanquished cities and exact a
terrible price upon invaders.
A kudimmu’s body is diffused throughout its field, and
it can weigh tens of thousands of pounds. Its primary
fruiting body is vaguely humanoid in shape, standing 10
feet tall and weighing 4,000 pounds.
E ColoGy
Most of the fruit a kudimmu produces is tainted by sinister
magic. While this does not affect the taste or nutritional
value of the fruit, it does leave them misshapen and
renders any seeds inside dead. Kudimmus can, however,
produce viable fruit should they choose to do so. These
fruit are identical to their normal
bloodfruit in every way, except that
the seeds of these fruit sprout
into new kudimmus if planted
into  unconsecrated  ground.
Kudimmus rarely use this ability,
as more kudimmus in the world
means more competition for food.
However, if a kudimmu feels its
life is threatened or it knows it will
soon be attacked, it can send one
of its undead minions to plant its
seeds in a distant field to ensure the
continuation of its line.
These monstrous plants require
fresh sources of blood for their fields
and thus prey on humanoid settlements
to survive. Some kudimmus can make
do with the blood of animals for a
short time, but they do not find
this subsistence living agreeable
and almost always seek out farms or
other civilized places to make their
homes. Some kudimmus consume
communities without care and live
nomadic lives, always searching
for fresh hunting grounds. Other
kudimmus are more cautious and
cunning,  cultivating  humanoid
populations much as farmers tend to
their crops.
h abitat and s oCiEty
Once a kudimmu establishes itself in a
field, it uses its addictive bloodfruit to
conquer nearby settlements. If the local
populace seems unwilling to eat the
misshapen fruit, the kudimmu may leave
its field at night to poison other fields and bring about
a famine. Once one or two individuals fall under the
kudimmu’s control, it sends its new vampiric minions to
strong-arm or convert the town’s leadership.
Competition for feeding grounds keeps kudimmus
from cooperating with each other. In fact, kudimmus
often squabble over territory. As kudimmus are usually
unwilling to leave their fields and fight powerful rivals
on their own, these wars are fought through proxies,
often the kudimmus’ vampiric minions.
As kudimmus prey on humans, so too do the undead
prey on kudimmus. Usually this is to the plants’ benefit,
as any undead that feed on their fruit eventually fall
under their spell and strengthen their influence over the
countryside. However, particularly strong-willed undead
can resist the effects of kudimmus’ bloodfruit and exploit
the plants as an alternative to hunting humanoids.
主题: 外神幼虫 LARVA OF THE OUTER GODS
作者: 雾音2020-05-28, 周四 23:53:23
外神幼虫 LARVA OF THE OUTER GODS
这个诡异的生物长有甲壳鳞片,臃肿肉块,永远睁大的眼睛和扭曲的触手。

外神幼虫 LARVA OF THE OUTER GODS CR15
XP 51200
混乱中立 大型异怪
先攻+12;感官 黑暗视觉60尺,看破黑暗,察觉+17
 

  防御
AC 32,接触17,措手不及24(+8敏捷+15天防-1体型)
Hp 207(18d8+126)再生10(守序法术和效果)
强韧+14,反射+14,意志+18
特殊防御 不定型体;DR 10/守序;免疫 寒冷,火,声波;抗力 酸10,电10;SR 26
 

  攻击
速度 20尺,飞行 60尺(完美)
近战 8触手+19(1d6+2附加毒素)
占据 10尺,触及 15尺
特殊攻击 释放野性,狂舞曲,毒素
类法术能力(CL15,专注+21)
任意—次元錨,召喚樂器,傳送術(仅自身)
5次/天—混亂之錘(DC20)解除魔法,反秩序法陣
3次/天—控制召喚生物(DC20)爆音箭,挑撥曲
1次/天—召喚怪物VII,混沌真言
 

  数据
力量20,敏捷26,体质23,智力11,感知20,魅力23
BAB+13,CMB+19,CMD 37(49对抗拌摔)
专长 战斗反射,强韧加强,精通先攻,钢铁意志,多重攻擊,技能专攻(表演[吹奏])健壮,武器娴熟,武器专攻(触手)
技能 飞行+26,知识(位面)+18,察觉+17,表演(吹奏)+33,法术辨识+21
语言 邪靈語,心电感应100尺
SQ 无息,星间旅行,虚空歌者
 

  生态
环境 任何
组织 单独,成双,或合唱团(4-6)
宝藏 无


  特殊能力
释放野性(SU)外神幼虫的歌声可以释放生物内心的野性。以不引发借机的标准动作,可以唱出影响生物肉身的狂乱之歌。若未通过DC25的强韧检定则会被变形为混沌兽(Bestiary 2 54)只有移除诅咒,有限祈愿术,奇迹术或祈愿术可以使生物恢复原状,而混沌兽不会自愿接受这一效果。这是声波變形效果,豁免DC基于魅力。
狂舞曲(SU)外神幼虫可以唱出激发内心疯狂的歌曲。只要他还在演奏,就能迫使30尺内的生物不由自主地跳舞。生物可以通过DC25的意志豁免以抵抗这一能力,若成功接下来24小时都免疫该效果。而离开能力范围的生物也能停下舞蹈,但只要进入范围便需要再次进行豁免。开始歌唱是一个标准动作,之后每轮只需要花费自由动作维持。这是影响心灵的声波效果,豁免DC基于魅力。
毒素(EX)触手—伤口;豁免 强韧DC25;频率 1/rd  for 6 rds;效果 1d4敏捷和1d4感知伤害;治愈 连续两次医疗效果。豁免DC基于体质。
星间旅行(SU)外神幼虫可以生活在星界,以飞快的速度在那穿行。尽管确切所需时间不定,但在星系内飞行需花费3d20小时,跨星系的穿行需要花费3d20天(或更长,由GM决定)但幼虫需要能确定目的地的坐标。
虚空歌者(SU)外神幼虫的歌声能跨越虚实。其声波法术和效果,包括释放野性和狂舞曲能力,即使在太空,被法术神秘的区域以及聋哑生物身上也能如常生效。


阿撒托斯位于黑暗异帷的中央,是为一个巨如恒新,充满混乱与毁灭的不定形体。其身边有着无数外神环绕,向盲目痴愚之神献上混乱癫狂的歌曲。其中最小者便是外神幼虫,其是阿撒托斯掉落的皮屑所生。它们从虚空中召唤出各色乐器,向其起源献上颂歌以期蜕变为虚空之神。
外神幼虫的形态各异,但平均直径10尺,重1600lb。

Ecology
外神幼虫原是阿撒托斯在不断变化的过程中掉落的微粒。这些微粒在星界中围绕着盲目痴愚之神旋转,吸收宇宙射线和其兄弟姐妹的歌声。最终慢慢聚合成为混乱的生命,外神幼虫。一旦成长到可以自有移动,他们就会加入到为原初混沌之核献上的大合唱中载歌载舞。
外神幼虫的乐器十分诡异,尽管看似长笛,但其音色和音效却各不相同,在他们手中乐器也变成了传播混乱的可怕道具。
外神幼虫的演奏不仅仅会发出声响,还会扭曲空间形成声浪。即使是绝对真空的地方也无法阻拦他们的演奏传出。这也赋予了他们从其他位面召唤怪物,阻碍传送和进行空间跳跃的能力。
虽然也会进食,但大部分外神幼虫可以依赖宇宙射线维生,所以即使是在星界中飞行数周甚至数月也不会饥渴而死。随着时光飞逝,他们会变得更大更强,然后返回阿撒托斯身旁完善自己的乐谱。据说在吸食了无数同伴后,会有一名外神幼虫能蜕变到下一阶段,成为如同行星般大小的外神。

Habitat and Society
一旦成为成体他们就可以脱离阿撒托斯身旁,凭自己的能力与意愿在黑暗异帷和无尽的世界间飘荡。他们会在星界顺流而行,跟着只有他们能听到的歌声进发。同时他们也常与凡人接触并发生冲突。
虽然对于凡人毫无恶意,但其存在本身对于凡人便是致命的。他们不了解死亡,也不明白为何人不想挣脱固定驱壳的束缚。因此所有世界都将漂流而来的外神幼虫视作散播恐惧和毁灭的怪物。
外神幼虫钟爱才华横溢的诗人和音乐家,尤其是接触过黑暗异帷之人。他们会穿越时空追逐这些人,甚至让对方大为恼怒。因为这种追逐终会以幼虫之死或音乐家被幼虫的演奏逼疯而结束。有人认为幼虫可以将凡人音乐家转化为同类,并将其带往彼方为阿撒托斯的合奏增添光彩。
有些愚蠢的犯人会向幼虫求助,将其召唤而来击杀自己的敌人或渴求阿撒托斯的智慧。尽管他们不反对这种服务,但也不在意自己的歌曲会对凡物造成何种影响。那些聆听过幼虫演奏的凡人大多都会陷入癫狂,而追逐宇宙奥秘之人终将要改变自己的躯体以适应那庞大的知识。即使召唤者采取了不受转变的防护措施,幼虫那漫不经心的态度也标明他们并非良仆。
(https://s1.ax1x.com/2020/05/28/tmADNF.jpg)

KUDIMMU
LARVA OF THE OUTER GODS
This creature is a terrifying amalgamation of chitinous scales,
bloated flesh, unblinking eyes, and writhing tentacles.
LARVA OF THE OUTER GODS  CR 15
XP 51,200
CN Large aberration
Init +12; Senses darkvision 60 ft., see in darkness;
Perception +17
DEFENSE
AC 32, touch 17, flat-footed 24 (+8 Dex, +15 natural, –1 size)
hp 207 (18d8+126); regeneration 10 (lawful spells and effects)
Fort +14, Ref +14, Will +18
Defensive Abilities amorphous; DR 10/lawful; Immune
cold, fire, sonic; Resist acid 10, electricity 10; SR 26
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee 8 tentacles +19 (1d6+2 plus poison)
Space 10 ft.; Reach 15 ft.
Special Attacks liberated flesh, maddening song, poison
Spell-Like Abilities (CL 15th; concentration +21)
At will—dimensional anchor, summon instrument,
teleport (self only)
5/day—chaos hammer (DC 20), dispel magic, magic
circle against law
3/day—control summoned monster UM (DC 20), deafening
song bolt APG , song of discord (DC 21)
1/day—summon monster VIII, word of chaos (DC 23)
STATISTICS
Str 20, Dex 26, Con 23, Int 11, Wis 20, Cha 23
Base Atk +13; CMB +19; CMD 37 (49 vs. trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative,
Iron Will, Multiattack, Skill Focus (Perform [wind]),
Toughness, Weapon Finesse, Weapon Focus (tentacle)
Skills Fly +26, Knowledge (planes) +18, Perception +17,
Perform (wind instruments) +33, Spellcraft +21
Languages Aklo; telepathy 100 ft.
SQ no breath, starflight, void singer
ECOLOGY
Environment any
Organization solitary, pair, or choir (4–6)
Treasure none
SPECIAL ABILITIES
Liberated Flesh (Su) A larva of the Outer Gods can use
its song to free creatures from their static forms. As a
standard action that does not interrupt its performance,
a larva can attempt to liberate the flesh of each creature
currently affected by its maddening song. Each target
must succeed at a DC 25 Fortitude saving throw or be
transformed into a chaos beast (Pathfinder RPG Bestiary
2 54) under the larva’s control. A break enchantment,
limited wish, miracle, or wish spell can return the creature
to its original form, though the chaos beast does not
willingly submit to such efforts. This is a sonic polymorph
effect. The save DC is Charisma-based.
Maddening Song (Su) A larva of the Outer Gods can play
a song on its pipes that inspires madness in those who
hear it. Each creature within 30 feet of the larva is
compelled to dance, as per irresistible dance, for as long
as the larva continues to play. A creature can attempt a
DC 25 Will saving throw to resist the effect, becoming
immune to the larva’s song for 24 hours. Creatures that
fail their saving throws can act normally if removed
from the maddening song’s area of effect, but they must
attempt a new saving throw upon re-entering the song’s
radius. Beginning a maddening song is a standard action,
but a larva can continue the performance on subsequent
rounds as a free action. This is a mind-affecting sonic
effect. The save DC is Charisma-based.
Poison (Ex) Tentacles—injury; save Fort DC 25; frequency
1/round for 6 rounds; effect 1d4 Dex drain and 1d4
Wis drain; cure 2 consecutive saves. The save DC is
Constitution-based.
Starflight (Su) A larva of the Outer Gods can survive in the
void of outer space. It flies through space at an incredible
speed. Although exact travel times vary, a trip within
a single solar system should take 3d20 hours, while
a trip beyond should take 3d20 days (or more, at the
GM’s discretion)—provided the larva knows the way to
its destination.
Void Singer (Su) The songs of a larva of the Outer Gods travel
through the fabric of reality itself. Sonic spells and effects
produced by the larva, including its maddening song and
liberated flesh abilities, function even in the void of space,
in areas of magical silence, and against deaf creatures.
At the heart of the Dark Tapestry lies Azathoth, a shapeless
entity the size of a star, imbued with immense chaotic
and destructive power. The members of Azathoth’s court
orbit it like planets, exalting in the babbling nonsense the
blind idiot god issues into the void and singing songs of
exquisite madness to their lord. The least of this celestial
choir are the larvae of the Outer Gods, shed from Azathoth
as a body sheds skin cells. They conjure instruments from
the ether, such as pipes and flutes, with which to serenade
their progenitor as they mature into gods of the void.
Larvae of the Outer Gods are constantly shifting in form,
but average 10 feet in diameter and weigh 1,600 pounds.
E ColoGy
Larvae of the Outer Gods are born as minuscule specks of
matter sloughed off by the ever-changing bulk of Azathoth.
These motes of flesh drift through space, caught in the
gravitational gyrations of the idiot god, soaking up cosmic
radiation and the songs of their kin. Eventually, the motes
grow and coalesce into beings of chaos: larvae of the Outer
Gods. Once they are large enough to move of their own
volition, the larvae begin to whirl and dance in their orbits
around the Primal Chaos, compelled by incomprehensible
forces to join the cosmic song and dance.
It is not known where the larvae of the Outer Gods
create or steal their instruments. Though strange in
appearance, these pipes and flutes are utterly mundane
in both function and composition. However, in the
hands of the larvae, they become terrible tools of chaos.
When a larva plays an instrument, it does not merely
create sounds. Instead, it warps the fabric of space, creating
waves in reality. This allows the larvae to serenade their god
even in the midst of an absolute vacuum. This dominion
over space enables the larvae to conjure creatures from the
planes, block dimensional travel, and transport themselves
unfathomable distances in an instant.
Though some do eat, most larvae of the Outer Gods
subsist on cosmic radiation, allowing them to travel for
weeks or months across interstellar voids without dying
of hunger or thirst. Over time, exposure to the cosmic
winds causes them to swell and mutate, growing even
more powerful. The oldest of these larvae eventually
mature into colossal beings as powerful as demigods.
These beings return to orbit Azathoth and refine their
songs. Rumor has it that some eventually reach the next
stage of their life cycle, absorbing countless other larvae
to become planet-sized gods unto themselves.
h abitat and s oCiEty
Once a larva of the Outer Gods has reached
maturity, it is not compelled to stay in the
court of Azathoth. Indeed, all have the
ability and many have the inclination
to explore the Dark Tapestry and
the worlds beyond. Larvae of
the Outer Gods drift among
the stars on unseen currents,
or fly through space following
songs only they can hear. This
often brings them into contact—
and conflict—with mortal beings.
Larvae of the Outer Gods
bear no ill will toward such
creatures, but their presence
is often ruinous to mortal forms.
Larvae do not understand the concept
of mortality, nor can they imagine that
a being would not want to be freed from
the confinement of a static, unchanging
body. Worlds visited by larvae of the
Outer Gods thus come to see them as
monsters—horrifying emissaries of
destruction that spread chaos
and fear wherever they roam.
Larvae of the Outer Gods
are  particularly  fascinated
by any talented mortal bards and
musicians  that  they  encounter,
particularly those who are touched by
chaos or the Dark Tapestry. They pursue such players
across time and space, much to the musicians’ chagrin.
These infatuations almost always end with either the
larva’s destruction, or with the musician succumbing
to the larva’s song. Some believe that larvae can even
transform mortal musicians into fellow larvae of the
Outer Gods, and that larvae scour distant worlds seeking
to recruit new voices for Azathoth’s court.
Foolish mortals sometimes call upon the larvae of
the Outer Gods for aid, summoning them to the realms
of men in order to strike down some mortal enemy or
share the forbidden secrets of Azathoth. While larvae are
not opposed to serving such mortals, they also care little
for what effect their songs have on mortal flesh. Those
who conjure a larva of the Outer Gods are just as likely to
fall victim to its maddening song as those they hoped to
smite, and those who seek the secrets of the cosmos often
learn them at the cost of their corporeal forms. Even
when summoners take steps to protect themselves from
unwelcome transformations, they find that the larvae
of the Outer Gods approach tasks with an unfocused
dreaminess that makes them terrible servants.
主题: Re: 诡秘的万古里稀奇古怪的怪物们
作者: 雾音2020-05-28, 周四 23:57:37
伯劳蠕虫 SHRIKE WORM
这条巨大的蠕虫长有彩色的棘刺。在长满尖牙的圆形口器中伸出螺旋形的触角,而且不止地滴落着唾液。

伯劳蠕虫 SHRIKE WORM CR15
XP 51200
中立邪恶 超大型异怪
先攻+7;感官 盲视60尺,黑暗视觉60尺,察觉+29
灵光 叵侧形体
 

  防御
AC 29,接触11,措手不及26(+3敏捷+18天防-2体型)
Hp 231(22d8+132)
强韧+14,反射+10,意志+17,对幻术+6
特殊防御 幻术感官;DR 10/魔法;SR 26
 

  攻击
速度 30尺,凌空而行
近战 2挥击+24(1d8+9)6触手+22(1d6+4附加擒抱)
占据 15尺,触及 15尺
特殊攻击 穿刺,幻想粘液(DC27,1d4轮1次)
类法术能力(CL15,专注+21)
常驻—凌空而行
3次/天—幻景(DC20)長駐幻影(DC21)
1次/天—閃光圖紋(DC24)
 

  数据
力量28,敏捷16,体质20,智力7,感知19,魅力23
BAB+16,CMB+27(+31擒抱)CMD 40(不可拌摔)
专长 战斗反射,咄咄逼人,强韧加强,精通先攻,突刺,多重攻擊,快步跟進,飛步進擊,健壮,武器专攻(挥击,触手)
技能 察觉+29,生存+29
语言 邪靈語(不能说)


  生态
环境 任意地面或地底
组织 单独,成双或幻象(3-5)
宝藏 附带(incidental)
 

  特殊能力
幻术感官(EX)伯劳蠕虫可以感知到幻术,因此其效果对其并无太大作用。伯劳蠕虫在针对幻术系法术和效果的豁免获得等同魅力调整值的加值,且无需互动也可进行豁免。
穿刺(EX)若伯劳蠕虫的触手擒抱住一个生物,在下一轮开始可以进行一次擒抱以尝试将其穿刺在背部的棘刺上。若成功,则被擒抱的生物受到6d6+18点伤害且被压制。在被穿刺后伯劳蠕虫可以继续使用其全部的触手。伯劳蠕虫同时最多穿刺6个中体型或更小的生物。被穿刺的生物可以整场战斗或以脱逃自行拔出棘刺。从棘刺中拔除的生物(无论是靠自己,同伴帮忙或魔法协助)都会受到3d6流血伤害且恶心1d4轮。
叵测形体(SU)只要处于伯劳蠕虫100尺内的生物都需要通过DC27的意志检定否则将被迷魂。被迷魂的生物无法豁免伯劳蠕虫的幻觉和幻术。即使受到伯劳蠕虫靠近也不会视为威胁且解除该效果。但受到伯劳蠕虫攻击或同伴互动便可如常结束迷魂。通过豁免的生物在接下来24小时免疫该效果。这是影响心灵效果,豁免DC基于魅力。
幻想粘液(SP)以一个不会引起借机的标准动作,伯劳蠕虫可以喷出30尺锥形的七彩粘液以感染目标的心灵。这视作魅影蛛網效果,但未通过豁免的生物会认为被粘稠的彩色粘液黏住,而且身边布满了伯劳蠕虫。此能力每1d4轮可以使用一次。意识到粘液是假的的话豁免可以获得+4加值。


伯劳蠕虫是来自于现实与虚幻的边境的狡诈生物,他们能操控幻术以吓唬自己的猎物,因此也被称为迷幻蠕虫。但因其猎食方式,一般人们都称其为伯劳蠕虫。当他用触手抓住一个生物后,会将其穿刺在背上的七彩棘刺上,尽可能延长猎物的痛楚。
伯劳蠕虫可以长到25尺,重可达16000lb。但他们的长腿却十分修长,使其动作看上去带有一丝优雅。而他们的能力更能凸显这一特质。

Ecology
虽然和天鹅绒虫略微相似,但他们体型更庞大而且更残忍。和天鹅绒虫喷吐粘液以捕抓猎物和抵御猎食者一般,他们可以突出七彩的粘液影响对方的心智。伯劳蠕虫会在被突袭或处于下风时使用该技能,趁着对手陷入幻术时抢占上风或逃跑。
但他们捕猎主要利用的是他们诡异的外表。他们看起来十分诡异,就和幻术一般,以至于许多生物都无法辨认出他们。伯劳蠕虫会借此移动到便于下手且阻碍猎物逃跑的位置。其猎物有时只有在被其触手抓到,并挪向背后的棘刺时才意识到伯劳蠕虫的存在。
和许多蠕虫一般,他们之所以将猎物穿刺在棘刺上是因为难以消化新鲜的食物。他们的口器很小,难以撕开皮肤和咬碎骨头,所以需要将猎物固定在棘刺上等待其分解软化。这可能会耗费不少时间,尤其是一些猎物并没有立刻死亡,但伯劳蠕虫能够长时间不进食,所以他们也不介意等待收获的时刻。即使有更可口的食物,他们也偏好捕猎坚硬的生物,因为这更能品尝到猎物死前的痛苦。
伯劳蠕虫没有性别也无需交配,在长到一定大小后就可以自行分裂为两个同等大小的个体。在刚分裂后的伯劳蠕虫会非常饥饿,故而成年前会分开以免争抢食物。但在成年后又会找寻对方,仿佛少了对方便不完整一般。

Habitat and Society
尽管因其罕见而经常独行,但伯劳蠕虫也很享受同类的陪伴,虽然至今尚未究明他们是以什么方式交流。当然同类的陪伴可能只是出于卫生层面的需求,因为他们能互相舔舐,从缝隙中挑出碎骨和烂肉。同时他们也有一定的社会阶级,最年长最强壮的伯劳蠕虫都是团队首领。
伯劳蠕虫喜欢待在偏远地区,寻找有着强大或恒定了幻术的区域。比如会对恒定了幻景地貌或幻牆術的地方趋之若鹜。当然一些残留着癫狂痕迹的地方也时而能发现他们的踪迹,比如被遗弃的疗养院或集体患上精神疾病的村落。有人认为这正是伯劳蠕虫造成的,过多接触迷幻蠕虫的视线会将人的大脑搞得一塌糊涂。
伯劳蠕虫喜欢与同类相伴,但只会将其他生物视为食物。他们精通邪靈語,乐于与邪恶的精类或强大的骗子打交道,但却不会免费提供服务。那些雇佣他们的人需要支付酬劳,通常是为其提供稳定的肉食。
德洛人是唯一的例外。因其疯狂的特性,当他们待在某地太久或建立大型社区时都会吸引伯劳蠕虫。尽管伯劳蠕虫还是会吃掉一些小家伙,但他们也会压迫德洛人,并让德洛人视其为神。伯劳蠕虫会利用幻术会因祈祷并传递命令,让他们提供活祭品以安抚诡异叵测的神明,而这些伯劳蠕虫一般都会变得懒惰且肥胖。
(https://s1.ax1x.com/2020/05/28/tmArh4.jpg)

SHRIKE WORM
SHRIKE WORM
Iridescent spines cover the back of this enormous, long-legged
worm. Writhing tentacles sprout from its throat, below a circular,
toothy maw dripping with luminescent spittle.
SHRIKE WORM  CR 15
XP 51,200
NE Huge aberration
Init +7; Senses blindsight 60 ft., darkvision 60 ft.;
Perception +29
Aura impossible form (100 ft., DC 27)
DEFENSE
AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
hp 231 (22d8+132)
Fort +14, Ref +10, Will +17; +6 vs. illusion
Defensive Abilities illusion sense; DR 10/magic; SR 26
OFFENSE
Speed 30 ft., air walk
Melee 2 claws +24 (1d8+9), 6 tentacles +22 (1d6+4 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks impale, phantasmal slime (DC 27, once
every 1d4 rounds)
Spell-Like Abilities (CL 15th; concentration +21)
Constant—air walk
3/day—hallucinatory terrain (DC 20), persistent image
(DC 21)
1/day—scintillating pattern (DC 24)
STATISTICS
Str 28, Dex 16, Con 20, Int 7, Wis 19, Cha 23
Base Atk +16; CMB +27 (+31 grapple); CMD 40 (can’t be tripped)
Feats Combat Reflexes, Following Step APG , Great Fortitude,
Improved Initiative, Lunge, Multiattack, Step Up, Step Up
and Strike APG , Toughness, Weapon Focus (claw), Weapon
Focus (tentacle)
Skills Perception +29, Survival +29
Languages Aklo (can’t speak)
ECOLOGY
Environment any land or underground
Organization solitary, pair, or delusion (3–5)
Treasure incidental
SPECIAL ABILITIES
Illusion Sense (Ex) Shrike worms can sense illusion magic,
rendering it less effective against them. A shrike worm
gains a bonus on saving throws against illusion spells and
effects equal to its Charisma bonus, and it does not need to
examine or interact with an illusion in order to attempt a
saving throw to disbelieve it.
Impale (Ex) If a shrike worm begins its turn with a creature
grappled with its tentacles, it can attempt a grapple combat
maneuver check as a free action to try to impale the
grappled creature on one of the spines on its back. If the
shrike worm succeeds, the grappled creature takes 6d6+18
points of damage and is pinned. Once a creature is impaled,
it loses the grappled condition and the shrike worm can use
all of its tentacles without penalty. A shrike worm can have
up to six Medium or smaller creatures impaled on its spikes
at a time. An impaled creature can remove itself from a
spine by succeeding at a combat maneuver or Escape Artist
check as normal. A creature that is removed from a shrike
worm spine (either by its own efforts, those of its allies, or
magic) takes 3d6 points of bleed damage and is sickened
for 1d4 rounds.
Impossible Form (Su) Any creature within 100 feet of the
shrike worm that can see it must succeed at a DC 27 Will
saving throw or become fascinated for as long as the
creature remains within range of this ability. A creature that
fails its save believes the shrike worm is a hallucination or
an illusion; the shrike worm’s approach does not constitute
an obvious threat and does not break this fascination effect.
The fascination effect ends as normal if the shrike worm
attacks or interacts with the affected creature or its allies. A
creature that saves against a shrike worm’s impossible form
aura is immune to it for 24 hours. This is a mind-affecting
effect. The save DC is Charisma-based.
Phantasmal Slime (Sp) As a standard action that doesn’t
provoke attacks of opportunity, a shrike worm can spew
from its mouth a 30-foot cone of scintillating color that
infects the minds of those it touches. This functions as per
phantasmal web APG (DC 21), except that a creature that fails
its save believes it is caught in threads of sticky, luminous
slime infested with diminutive shrike worm larvae. The
shrike worm can use this ability once every 1d4 rounds. A
creature that realizes the slime is illusory gains a +4 bonus
on saves to resist subsequent uses of this ability.
Shrike worms are insidious creatures from the edges of
reality, and are able to blur the boundary between what
is real and unreal in order to take their prey by surprise.
Also known as hallucination worms, they are most often
called shrike worms due to the method by which they kill
their prey. When a shrike worm catches a creature in its
tentacles, it then impales its victim on its iridescent back
spines, pinning the creature in place in order to prolong
its prey’s suffering as much as possible.
Shrike worms grow to over 25 feet long and, despite
weighing upward of 16,000 pounds, carry themselves
about with surprising grace on their long legs. This lends
their movements an unearthly quality, which is further
enhanced by their magical abilities.
E ColoGy
Shrike worms are superficially similar to mundane velvet
worms, though they are much larger and exhibit a cruel
intelligence that their mundane cousins lack. Much like
velvet worms can spray sticky slime to capture prey or fend
off predators, shrike worms can emit phantasmal slime,
which entangles and sickens the weak minded. Shrike
worms use this ability when overwhelmed or surprised,
trapping potential aggressors in their own delusions until
the shrike worms can either regain the upper hand or flee.
However, shrike worms’ primary hunting tool is their
bizarre appearance. Shrike worms are so strange looking
and so suffused with illusion magic that they appear to be
illusions to most creatures. The worms take advantage of
this trait to keep potential prey from fleeing or attacking
before the worms can move into an ideal attack position.
A worm’s victim realizes its error only in time to feel the
worm’s grasping tentacles lifting it toward the terrible
spines along the creature’s back.
Much like shrikes, shrike worms impale their prey
because they have trouble consuming fresh corpses.
Their mouths are small and poorly adapted to chewing
through skin and bone, so they impale their prey on their
back spines and wait for it to decompose and soften. This
can take some time, particularly as creatures may not die
immediately upon being impaled—but the shrike worm
is capable of going without food for long stretches of time
and does not mind waiting for its dinner to ripen. Even
when more palatable food is available, shrike worms prefer
to hunt hardier creatures, for they savor the suffering that
comes with the creatures’ prolonged and painful deaths.
Shrike worms do not reproduce sexually and have no
gender. When a shrike worm achieves sufficient size, it
splits itself, producing two identical offspring. These two
spawn shrike worms are ravenous upon formation, and
usually part ways so as not to compete for food as they
mature. However, sibling shrike worms often seek each
other out once they’ve reached adulthood, almost as though
they feel incomplete in each other’s absence.
h abitat and s oCiEty
Though they are often
encountered  alone
due to their rarity,
shrike worms are not
overly solitary creatures.
They  seem  to  enjoy
each other’s company,
although it isn’t clear
whether, or to what extent,
they can communicate.
Their  fondness  for
company may be a matter
of hygiene, as groups of
shrike worms preen each
other, picking pieces of bone
and rotting flesh from the gaps in their carapaces. In this
way, shrike worms display their social hierarchy, with the
oldest and strongest worms being the recipients of the
most attention from their peers.
Shrike worms lair in remote places,
often seeking out areas exposed to
powerful or long-lasting illusions.
For example, permanent
hallucinatory terrain or
large illusory wall effects attract shrike worms like moths
to a flame. Shrike worms are also often found in areas
afflicted by legacies of madness, such as abandoned
insane asylums or villages destroyed by plagues of
mental illness. Some believe that shrike worms are
actually responsible for such bouts of insanity, claiming
that repeated exposure to the sight of the impossible
worms can shatter minds and drive people mad.
While shrike worms enjoy each other’s company a great
deal, they treat almost all other creatures as mere food. They
understand Aklo and are willing to deal with wicked fey or
other powerful tricksters, but they never offer their services
to such creatures for free. Those who wish to employ a
shrike worm’s abilities must pay, usually by providing the
worm a steady supply of victims.
Derros are an exception to this trend. As creatures of
madness, derros attract shrike worms whenever they dwell
in one place for too long or build large communities.
While some shrike worms simply devour the derros en
masse, cleverer worms take advantage of their ability to
dominate the smaller creatures and instate themselves
as false gods among the derros. These shrike worms use
their illusory magic to answer their subjects’ prayers and
to relay their commands, and they tend to grow fat and
lazy as the derros supply live sacrifices to placate their
strange and impossible gods.
主题: Re: 诡秘的万古里稀奇古怪的怪物们
作者: rezl2022-01-06, 周四 04:25:36
苍白孑孓集群好像是超微型异怪?
主题: Re: 诡秘的万古里稀奇古怪的怪物们
作者: 雾音2022-01-31, 周一 20:23:26
苍白孑孓集群好像是超微型异怪?
是的