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 2019-04-18, 周四 21:49:21

主题: SA里出现的杂项相关翻译
作者: 雾音2019-04-18, 周四 21:49:21
 :em008 随手自翻,怕错所以先丢在这里吧
主题: 【Bestiary 4】活化园艺灌木(Living Topiary)
作者: 雾音2019-04-18, 周四 21:56:05
活化园艺灌木(Living Topiary)
这具灌木被修剪成大象的形状,四肢乃至象牙一应俱全。

活化园艺灌木 CR4
XP 1200
绝对中立 中等体型植物
先攻+6;感官 黑暗视觉60尺,昏暗视觉,察觉+6
 

  防御

AC  16,接触12, 措手不及14 (+2敏捷, +4天防)
hp  42 (5d8+20)
强韧+10,反射+3, 意志+1
DR  5/挥砍;免疫 植物特性
弱点 火焰易伤
 

  攻击

速度 30尺
近战 2挥击+6 (1d6+4)
类法术能力 (CL 5; 专注+4)
任意-行蹤無跡
3次/天-灌木穿行
 

  数据

力量17,敏捷14,体质19,智力6,感知10,魅力9
BAB+3; CMB+6; CMD 18 (22对抗绊摔)
专长 強韌加強,精通先攻,猛力攻擊
技能 脫逃+10,察觉+6,隐匿+9 (+15在树丛中);种族加值 +8脫逃, +2隐匿(+8在树丛中)
语言 通用语, 木族語 (不能说)
SQ  同化, 穿灌木, 重塑形体
 

  生态

生态
环境 任何陆地
组织 单独, 花园 (2-4), 或丛林 (5-7)
财产 无
 

  特殊能力

同化Assimilate (Ex):以一个整轮动作,活化园艺灌木可以同化它触碰到的灌木丛或类似灌木丛的植物。它每轮可以同化5立方尺的植物并恢复1d8血量。如果活化园艺灌木没有受到伤害,那么该能力无效。
灌木穿行Hedge Stride(Sp):该能力如同融身入林,但作用对象从树木改为了园艺灌木或树篱,活化园艺灌木可以此传送到1500尺内拥有相似植被的区域。
穿篱步Move through Hedges(Ex):活化园艺灌木可以穿过大量荆棘或其他植物密集生长的区域而不受到惩罚。但在回合开始前和回合结束后都必须离开这片区域。
塑造形象Sculpt Shape(Ex):以一个标准动作,活化园艺灌木可以将自己塑造成任何生物的基本形态。但这种变化仅是外观上的变化,不会改变其大小,赋予任何特殊能力,又或是改变其原有的能力。

活化园艺灌木既是植物也是动物,它们在不动的时候就像是平时装饰于花园和树丛中的园艺,但是他们的动物天性和冷淡的举止能让人明白它们远非普通的装饰品。
一些研究认为这些活化园艺灌木来自精类的世界第一世界,因为在那里棘石是有着动物形态的植物也不足为奇。活化园艺灌木一直在寻求能满足它们的基本要求的生活区域:能有足够的植物以供吸收,使它们可以变得更大。
实际上活化园艺灌木非常娇弱,虽然它们可以通过不断抽发新苗以存活数十年之久。虽然它们并不会孤身前行,但有时候人们偶然会在没有灌木或水的地方发现它们孤单的身形,比如辽阔的荒原或沙漠。在这种情况下,活化园艺灌木会在数天内因缺水而变得干瘪而枯黄。
活化园艺灌木可以是数尺高的灌木也可以是高耸的树篱。活化园艺灌木平均高约4尺,重200lb。

(https://s2.ax1x.com/2020/02/22/3M3ArF.jpg)

Living Topiary
Living Topiary
This lumberinlJ topiary has the roufJh shape of an elephant,complete with brambly limbs and tusks.
Living Topiary    CR4
XP 1,200
N Medium plant
lnit  +6;  Senses  darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC  16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp  42 (Sd8+20)
Fort +10,  Ref  +3,  Will  +1
DR  5/slashing;  Immune  plant traits
Weaknesses  vulnerable to fire
OFFENSE
Speed  30 ft.
Melee  2 slams +6 (1d6+4)
Spell-Like Abilities  (CL 5th; concentration +4)
Constant-pass without trace
3/day-hedge stride
STATISTICS
Str  17,  Dex  14,  Con  19,  Int  6,  Wis  10,  Cha  9
Base Atk  +3;  CMB  +6;  CMD  18 (22 vs. trip)
Feats  Great Fortitude, Improved Initiative, Power Attack
Skills  Escape Artist +10, Perception +6, Stealth +9 (+15 in undergrowth);  Racial Modifiers  +8 Escape Artist, +2 Stealth (+8 in undergrowth)
Languages  Common, Sylvan (can't speak any language)
SQ  assimilate, move through hedges, sculpt shape
ECOLOGY
Environment  any land
Organization  solitary, garden (2-4), or boscage (5-7)
Treasure  none
SPECIAL ABILITIES
Assimilate (Ex)  As a full-round action, a living topiary can consume undergrowth or bushy plant matter it's currently touching and incorporate that material into its form. It can do this at a rate of 5 cubic feet per round, healing 1d8 points of damage each time.If the topiary is at maximum hit points, this ability has no effect.
Hedge Stride (Sp)  This ability functions as tree stride, but rather than allowing for teleportation from tree to tree, it permits the living topiary to teleport from one area of brush or hedges to another area of similar vegetation within 1,500 feet.
Move through Hedges (Ex)  A living topiary may move through any mass of brambles or other dense plant growth without penalty. It must begin and end its turn outside of the mass.
Sculpt Shape (Ex)  As a standard action, a living topiary can alter itself to take on the basic form of any creature. The change is purely cosmetic, and does not change its size,grant it any special powers, or alter its abilities.
Part plant and part beast, living topiaries are moving flora that look like decorative lawn ornaments used to adorn gardens and groves, though their bestial nature and aloof demeanor prove they are far from mere decorations.
Some theorize that the living topiaries originally came from the primal land offey, where odd phenomena such as animal-shaped flora are not unheard of. Living topiaries wander the lands to fulfill their single purpose:searching for more plants to consume, which enables them to grow ever larger.
Though somewhat delicate, living topiaries can thrive for decades by constantly refreshing their bodies with new plant matter. Though living topiaries will not willingly go to such places on their own, sometimes one accidentally finds itself in an area void of adequate additional
shrubbery or water, like a vast plain or desert. In such situations, an individual deprived of nutrients quickly dries out and shrivels over the course of several days.
Living topiaries range in height from shrubs only a couple feet off the ground to towering hedges. The average specimen is about 4 feet tall and weighs 200 pounds.
主题: 【Bestiary 4】创建真菌生物 CREATlNG A FUNGAL CREATURE
作者: 雾音2019-04-18, 周四 23:40:57
创建真菌生物  CREATlNG A FUNGAL CREATURE
“真菌生物”是一个遗传模板,可以添加到任何容易受到体质伤害的活物上(以下简称基础生物)真菌生物除原基础生物的数据和特殊能力外,还会获得以下能力。

CR 基础生物+1
种类 生物类型变为植物(增强亚种)不重新计算基础职业等级HD,BAB,豁免和技能点。
感官 真菌生物获得60尺黑暗视觉。
AC 真菌生物身上的真菌使他们额外获得2点天防。
HD 种族HD变为D8,职业HD不变。
特殊防御:除植物特性外,真菌生物还免疫疾病。
速度 真菌生物比基础生物的数据减缓10尺(最低速度为5尺)
攻击 真菌生物保留所有天生武器,人造武器和对武器的熟悉程度。如果没有天武,真菌生物会获得根据与其体型相符伤害骰的挥击。

特殊攻击 真菌生物获得以下能力。
制造衍体Create Spawn(EX)被真菌生物的毒孢子云造成的体质伤害杀死的生物会在24后转化为真菌衍体。植物滋长法术可将转化时间减半,植物凋零会使转化时间翻倍。枯萎术可以灭杀真菌并阻止尸体的转化,但移除疾病对此毫无作用。一旦一个生物完全转化为真菌衍体,其寄生的尸体就会被摧毁。
真菌衍体会获得真菌生物模板,但不会获得基础生物的职业等级和记忆。如果基础生物只有一或少于一的种族HD且拥有职业等级,使用一级战士作为其基础生物模板。真菌衍体具有自由意志并知晓一切基础所需的知识(包括语言)以便使用它的能力及生存。虽然不会效忠于创造他的真菌生物,但他可以辨认出其他真菌生物。
毒孢子云Poison Spore Cloud(EX)一天一次,真菌生物可以向周遭15尺范围区域释放令人窒息的孢子云,这些孢子会在空气中飘荡10轮。这是吸入类毒素。任何处于孢子云中需要呼吸的生物都需要通过一个强韧检定否则将吸入孢子。持续留在孢子云区域内的生物需要持续进行强韧豁免。若处于来自不同真菌生物的孢子云的重叠区域需分开进行豁免检定。
真菌孢子:吸入类毒素;强韧DC 10+1/2真菌HD+真菌生物体质修正值;發作頻率 1/rd. for 6 rds;效果 1d2体质伤害伴随1分钟的疲乏;治癒 2save
毒血Poisonous Blood(EX)真菌生物的血肉是为吞入类毒素。任何对真菌生物进行啮咬攻击,活吞或以其他方式摄入其一部分血肉的生物必须通过一个强韧检定否则将受到毒素的折磨。
一个真菌生物可以将自己的血做成吞入类毒素。但其血液会散发出难闻的气味因此只要有智商的生物就不会吃被污染过的事物,除非气味被彻底伪装(DC15的专业[厨师]检定)真菌生活必须对自身造成至少1点的伤害以抽取鲜血(或切下一块肉)获得一剂毒药,毒性会保持24小时,除非在这期间注入新的真菌血液。
真菌生物的血肉:吞入类毒素;强韧DC 10+1/2真菌HD+真菌生物体质修正值;發作頻率 1/rd. for 6 rds;效果 1力量伤害,1敏捷伤害且反胃1分钟;治癒 2save

特殊特性:真菌生物获得以下特性。
真菌代谢Funggal Metabolism(EX)真菌生物需要呼吸,但不需要常规方式的进食和睡眠。
恢复Rejuvenation(EX)真菌生物可以通过接触潮湿的天然土壤获取养分,但频率和回复量如同普通人进行休息睡眠一般。只要与天然土壤接触,休息的真菌生物就会回复生命值,这视作一次卧床休息和长期护理(每天可回复每HD4点HP)在恢复期间真菌生物可进行轻微活动,但任何剧烈活动(战斗,奔跑或施法)都会阻止他回复HP。真菌生物不会从卧床休息中获得HP回复。
能力:力量+4,敏捷-2(最低为1),体质+4
语言:如果真菌生物可以说话,那么除了基础生物掌握的语言他还可以说木族语。


CREATlNG A FUNGAL CREATURE
"Fungal creature" is an inherited template that can be added to any corporeal, living creature susceptible to Constitution damage  ( referred to hereafter as the base creature ) . A fungal creature uses all the base creature's statistics and special abilities except as noted here.
CR:  Same as the base creature +i.
Type:  The creature's type changes to plant  ( augmented ) .Do not recalculate base class Hit Dice, BAB, saves, or skill points.
Senses:  A fungal creature gains darkvision 60 feet.
Armor Class:  The fungal growths that appear on a fungal 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.
Defensive Abilities:  A fungal creature gains immunity to disease in addition to all of the standard plant traits.
Speed:  Each of a fungal creature's speeds decreases by 10 feet from those of the base creature  ( minimum 5 feet ) .
Attacks:  A fungal creature retains all the natural weapons,manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature has no other natural attacks, the fungal creature gains a slam attack that deals damage based on the fungal creature's size.
Special Attacks:  A fungal creature gains the following.
Create Spawn (Ex):  A creature killed by Constitution damage from a fungal creature's poison spore cloud transforms into a fungal spawn over a period of 24 hours. A  plant JJrowth  spell halves the transformation time, and a  diminish plants  spell doubles it. A   blight  spell destroys the fungal spores and prevents the corpse's transformation, but spells that remove disease are ineffective against the growing spores. Once a creature fully transforms into a fungal spawn, the corpse from which it grew is destroyed.
A fungal spawn gains the fungal creature template, but it loses all class levels and memories of the base creature from which it was spawned. If the base creature has l or fewer racial Hit Dice and normally has class levels, use a ist-level warrior version of it as the base creature. The fungal spawn awakens as a free-willed being that knows all it needs to know (including language) in order to use its abilities and survive. Although it bears no allegiance to the fungal creature that created it, the new fungal creature immediately recognizes other fungal creatures as its own kind.
Poison Spore Cloud (Ex):  Once per day, a fungal creature can release a choking cloud of spores in a is-foot-radius spread that lingers in the air for io rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects.Multiple spore clouds from multiple fungal creatures require multiple saves from any creature in where the clouds overlap.
FunJJal Spores:  Poison-inhaled;  save  Fort DC io  +i/2 the fungal creature's racial Hit Dice  +  the fungal creature's Con modifier;  frequency i/round for 6 rounds;effe ct  id2 Con damage and  fatigued for minute; cure 2 saves.
Poisonous Blood (Ex): A fungal creature's blood and flesh are ingested poisons. Any creature that makes a bite attack against a fungal creature, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
A fungal creature can drain its own blood to procure an ingested poison that functions as described above.However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC is Profession [cook] check). The fungal creature must deal at least i point of damage to itself to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
Fungal Blood or Flesh:  Poison-ingested;  save  Fort DC io  +  i/2 the fungal creature's racial Hit Dice  +  the fungal creature's Con modifier;Jrequency 1/minute for 6 minutes;effect  1 Str damage, i Dex damage, and nauseated for 1 minute; cure 2 saves.
Special Qualities:  A fungal creature gains the following.
Funggal Metabolism (Ex):  Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Rejuvenation (Ex):  A fungal creature gains all the sustenance it requires from contact with moist natural earth, but it must rejuvenate itself as often and for as long as humans need sleep. As long as it is in contact with moist natural earth, a resting fungal creature regains hit points as though it were undergoing complete bed rest and long term care  ( 4  hit points per Hit Die for each day of rest). The fungal creature can engage in light activity during rejuvenation, but any strenuous activity (like fighting, running, or casting a spell) prevents it from regaining hit points for that day. Complete bed rest doesn't increase the amount of healing a fungal creature gains from rejuvenation.
Abilities:  Str  +4,  Dex-2 (minimum  i ) ,  Con  +4.
Languages:  If a fungal creature is able to speak, it gains the ability to speak Sylvan in addition to any other languages the base creature knows.
主题: 幻梦境位面特性 DREAMLANDS PLANAR TRAITS
作者: 雾音2019-04-18, 周四 23:46:14
幻梦境位面特性
幻梦境是梦界的一个相对稳定的区域,其与其他未免不同,有着自己的特性。虽然不同地区可能有着更加独特的特色,但以下是幻梦境普遍的特性。
普通重力:幻梦境的重力与物质位面相似的。
流动时间:虽然幻梦境大多数地方的时间都是正常流动的,但在某些地区的时间流动会变得很奇怪。比如在Celephais时间是静止的。当然这也取决于入梦者是肉身入梦还是只是神游。肉身进入幻梦境的人经历的时间是如同正常流逝的,而神游幻梦境的人会发现有时候他们在梦中已经度过了好几年,而现实世界中却不过睡了几小时。
有限形态:作为梦界的一部分,幻梦境的形状与大小都是有限的。
神力及魔法可塑:那些具有神力或法术力量的知识渊博的智者可以使用他们的力量将这片国度按他们的心意进行塑造。无论是拥有神力的生物还是法术高超的入梦者都可以改变幻梦境的景观。
轻微混乱阵营:所有秩序阵营的生物在幻梦境进行基于魅力的检定时都会收到-2的环境罚值。
DREAMLANDS PLANAR TRAITS
The Dreamlands is a stable region of the Dimension
of Dreams, and it has its own traits that differ from
those of the rest of the plane. Various regions of the
Dreamlands can have their own unique planar traits;
however, the following traits are the most pervasive
throughout the Dreamlands.
Normal Gravity: Gravity in the Dreamlands is similar
to that on the Material Plane.
Flowing Time: In most places in the Dreamlands,
time appears to flow normally, though in some areas,
time does strange things. For example, in Celephais time
stands still. The effects of time also vary depending on
whether the dreamer is in the Dreamlands physically
or in his lucid body. Someone in the Dreamlands in
his physical form ages normally and experiences time
normally, but a dreamer in a lucid body can spend years
in the Dreamlands while he sleeps for only a few hours
in the waking world.
Finite Shape: As a portion of the Dimension of
Dreams, the Dreamlands has a finite shape and size.
Divinely and Magically Morphic: Who or what
powers can transform the realm to their whims is beyond
the knowledge of the most erudite sages. Divine beings
and powerful dreamers alike can alter the landscape of
the Dreamlands.
Mildly Chaotic-Aligned: Creatures who have a
lawful alignment take a –2 circumstance penalty on all
Charisma-based checks attempted in the Dreamlands.
主题: 【Bestiary 4】创建阴影生物CREATlNG A SHADOW CREATURE
作者: 雾音2019-05-11, 周六 16:22:50
创建阴影生物CREATlNG A SHADOW CREATURE
“阴影生物”是一种可遗传模板,可以添加到任何生物身上。除下述能力外,阴影生物保留基底生物的数值和能力。
CR 基底生物+1
阵营 任意(一般非善良)
类型 基底生物转化为异界生物且获得增強亞種,这不影响BAB,豁免及技能等
感官 基底生物感官附加60尺黑暗视觉和昏暗视觉
特殊防御 阴影生物随HD增长获得相应的DR和寒冷及电抗力,详见下
HD     抗力 寒冷和电       DR
1-4        5                            -
5-10     10                        5/魔法
11+      15                       10/魔法
融身入影(Su)在除强光外的任何照明情况下,阴影生物都能将自身融入阴影进入隐匿状态(20%失手率)阴影生物可以以自由动作中止或开启此能力。
法术抗力(Ex)阴影生获得等于基底生物的CR+6的法术抗力。
CREATlNG A SHADOW CREATURE
"Shadow creature" is an inherited template that can be
added to any living creature, referred to hereafter as the
base creature. A shadow creature retains all the base
creature's statistics and abilities except as noted here.
Challenge Rating:  Same as the base creature +i.
Alignment:  Any (usually nongood).
Type:  The base creature's type changes to outsider, and
it gains the augmented subtype. Do not recalculate BAB,
saves, or skill ranks.
Senses:  As the base creature plus darkvision 60 feet
and low-light vision.
Defensive Abilities:  A shadow creature gains DR and
resistance to cold and electricity based on its Hit Dice, as
noted on the following table.
Hit Dice  Resist Cold and Electricity
1-4  5
5-10  10
11 +  15
DR
5/magic
10/magic
Shadow Blend (Su):  In any illumination other than bright
light, a shadow creature blends into the shadows, giving
it concealment  (20%  miss chance). A shadow creature can
suspend or resume this ability as a free action.
Spell Resistance (Ex):  A shadow creature gains spell
resistance equal to the base creature's CR +  6.
主题: 【Bestiary 4】创建阴影领主CREATlNG A SHADOW LORD
作者: 雾音2019-05-11, 周六 16:23:42
创建阴影领主CREATlNG A SHADOW LORD
“阴影领主”是一个获得性模板,可以添加到任何5HD及以上的阴影生物上(下称基底生物)大部分阴影领主最初都是人形生物。除下述能力外,阴影生物保留基底生物的数值和能力。
CR 基底生物+2
阵营 任意邪恶
类型 基底生物转化为异界生物且获得增強亞種,这不影响BAB,豁免及技能等
感官 获得看透黑暗能力
AC 同基底生物(附带虚体位移的AC)
特殊防御 阴影领主获得以下特殊防御能力
能量抗力与DR(Su)阴影领主随HD增长获得DR与寒冷及电抗力,详见下表,这取代了阴影生物模板附带的能量抗力与DR。
 HD     抗力 寒冷和电     DR
5-10            15             10/魔法
11-15          20             15/魔法
16+             30             20/魔法
虚体位移(Su)阴影领主保持移动时获得虚体亚种及能力,包括等同魅力调整值的偏斜护甲加值。但在停止移动时将失去虚体亚种能力与偏斜护甲加值。
攻击 阴影领主获得近战接触攻击,造成1d6伤害(通过强韧豁免无效)豁免DC=10+1/2阴影领主HD+魅力调整值。重击时额外造成1点体质伤害(通过强韧豁免无效)
特殊攻击 阴影领主获得以下特殊攻击能力,除非另有说明,否则豁免DC=10+1/2阴影领主HD+魅力调整值。
阴影爆发(Su)每天三次,阴影领主可以释放一道范围30尺的锥形令人腻烦的阴影。若未通过强韧检定,被击中的生物将视作受到缓慢术影响(CL等于阴影领主HD)并在这段时间内陷入目盲状态。
类法术能力 阴影领主获得以下法术能力,CL等于阴影领主HD。
任意-恶心射线
3次/天-幽影咒法术,暗影步
1次/天-高等幽影咒法術(若阴影领主具有11或以上HD)行影术
使用幽影咒法术或高等幽影咒法術召唤的生物将具有天界或煉獄模板而非阴影生物模板。
SQ 阴影领主获得以下SQ
位面削弱(Su)每天一次,以一个整轮动作阴影领主可以削弱主位面与阴影位面间的屏障,使生物更容易在这两地穿行。这视作异界之门的位面旅行能力(CL等于阴影领主HD)但在正常和强光光照下该能力会立刻被消除。
属性 敏捷+4,魅力+4
技能 阴影领主在隐匿上获得+8种族加值
CREATlNG A SHADOW LORD
"Shadow lord" is an acquired template that can be added
to any shadow creature with  5  or more Hit Dice (referred
to hereafter as the base creature). Most shadow lords were
originally humanoids. A shadow lord retains all the base
creature's statistics and abilities  ( including those granted
by the shadow creature template )  except as noted here.
Challenge Rating:  Same as the base creature +2.
Alignment:  Any evil.
Senses:  A shadow lord gains the see in darkness ability.
Armor Class:  Same as the base creature  ( see also the
incorporeal step ability ) .
Defensive Abilities:  A shadow lord gains the following
defensive abilities.
Ener!Jy Resistance and Dama!Je Reduction (Su):  A shadow
lord gains damage reduction and resistance to cold and
electricity based on its Hit Dice, as noted on the table
below. This replaces the energy resistance and damage
reduction granted by the shadow creature template.
Hit Dice  Resist Cold and Electricity  DR
5-10  15  10/magic
11-15  20  15/magic
16+  30  20/magic
Incorporeal Step (Su):  When a shadow lord moves, it
gains the incorporeal subtype and quality, including a
deflection bonus to AC equal to its Charisma bonus. It
loses the incorporeal subtype and special ability when it
stops moving.
Attacks:  A shadow lord gains a melee
touch attack that deals id6 points of
damage  ( Fortitude negates ) . The save
DC is equal to 10 + 1/2 the shadow
lord's Hit Dice + the shadow
lord's Charisma modifier. On
a critical hit, the shadow lord's
touch attack also deals i point
of Constitution damage  ( also
negated by the saving throw ) .
Special Attacks:  A shadow lord gains
the following special attacks. Their
saving throw DCs for these attacks
are equal to io + i/2 the shadow
lord's Hit Dice + the shadow
lord's  Charisma  modifier,
unless otherwise noted.
Cloyin!J Gloom Blast (Su):  Three
times per day, the shadow lord
can unleash a 30-foot cone
of cloying gloom. On a failed
Fortitude saving throw, creatures
in the cone are affected by a  slow
spell  ( caster level equal to the
shadow lord's Hit Dice )  and
are blinded for the duration
of the  slow  effect.
Spell-Like Abilities:  A shadow lord gains the following
spell-like abilities, with a caster level equal to its Hit
Dice: at will -ray of sickenin!JUM; 3/day-shadow conjuration,
shadow stepuM; 1/day-IJreater shadow conjuration ( if the
shadow lord has  11  or more Hit Dice ) ,  shadow walk.
A creature created with  shadow conjuration  or  IJreater
shadow conjuration  that would normally have a celestial
or fiendish template  ( such as a bear )  instead gains the
shadow creature template.
Special Qualities:  A shadow lord gains the following
special quality.
Planar Thinnin!J (Su):  Once per day as a full-round
action, a shadow lord can thin the barriers between the
Material Plane and Shadow Plane, making it considerably
easier for creatures to cross between the two. This
functions like the planar travel aspect of the  IJate  spell
( caster level equal to the shadow lord's Hit Dice ) . This
planar thinning is immediately dispelled ifin an area of
normal or bright light.
Ability Scores:  Dex +4, Cha +4.
Skills:  A shadow lord gains a +8 racial bonus on all
Stealth checks.
主题: 【Bestiary 4】人面树(Jinmenju)
作者: 雾音2019-06-01, 周六 21:49:39
人面树(Jinmenju)
这棵大树四周散发着嗡嗡声,其病态的枝干上结的果子如同人头一般。
人面树 CR11
XP 12800
绝对中立 大型植物
先攻+3;感官 全域视野,盲感60尺,昏暗视觉,察觉+17
灵光 不安噪声(30尺,DC18)
 

  防御

AC  25,接触7, 措手不及25 (-1敏捷,+18天防,-2体型)
hp  149(13d8+91 意志+1
强韧+14,反射+5,意志+5
免疫 植物特性,毒素
 

  攻击

速度 10尺
近战 啃咬+15(2d6+8/19-20)2挥击+16(1d8+8)
占据 15尺;触及 15尺
特殊攻击 旖旎人头果;醉人恶臭
类法术能力 (CL 13;专注+15)
任意-共享记忆(55尺内某生物面向人面树1轮,DC14)
3次/天-塑声术(DC15)咆哮术(DC16)
 

  数据

力量27,敏捷8,体质22,智力7,感知12,魅力15
BAB+9;CMB+19;CMD 28
专长 战斗反射,精通重击(啃咬)精通先攻,闪电反射,突刺,頑強,武器专攻(挥击)
技能 察觉+17
语言 通用语,
 

  生态

生态
环境 温带丘陵或山脉
组织 单独
财产 incidenta
 

  特殊能力

旖旎人头果Enticing Head-Fruits(Su):任何接近人面树5尺内的生物若未通过DC22的意志豁免,将不由自主地伸手摘果实并将其吃掉。这是一种影响心灵的胁迫效果。通过豁免的生物在接下来的24小时将不再受影响。豁免DC基于体质。吃下后会受到一下影响。
人头果毒素:摄入人头果;强韧豁免DC22;频率 1/rd. for 6 rds;效果 1d3感知伤害并困惑1轮;治愈 连续豁免成功两次。豁免DC基于体质。
醉人恶臭Intoxicating Stench(Su):每日一次,人面树可以以一个迅捷动作使果实散发出60尺范围异常甜腻的气息,持续6轮。每一轮都需要过一个DC22的意志检定,否则将被迷魂。被迷魂的生物会直直地走向人面树。如果进入危险区域或被人面树攻击,被迷魂的生物可以再过一次豁免。这是影响心灵效果。豁免DC基于体质。
不安噪声Unsettling Drone(Su):人面树会持续发出低沉的嗡嗡响声,使听到的人感到不安。进入30尺范围内的人需要通过DC18的意志豁免,否则在离开范围后1d4轮都会战栗。通过豁免的生物可以24小时内不再受到这一影响。豁免DC基于魅力。

人面树生长于远离文明的丘陵地区,且以接近的事物为食。它们十分狡猾,会使用气味和魔法引诱猎物。

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

Jinmenju
A low hum surrounds this hu13e, 13narled tree. The rotten fruits
that han13from its sickly branches look va13uely like human heads.
XP 12,800
N Huge plant
lnit  +3;  Senses  all-around vision, blindsense 60 ft., low-light
vision; Perception +17
Aura  unsettling drone (30 ft., DC 18)
DEFENSE
AC  2S, touch 7, flat-footed 2S (-1 Dex, +18 natural, -2 size)
hp  149 (13d8+91)
Fort  +14,  Ref  +S,  Will  +S
Immune  plant traits, poison
OFFENSE
Speed  10 ft.
Melee  bite +1S (2d6+8/19-20), 2 slams +16 (1d8+8)
Space  1 S ft.;  Reach  1 S ft.
Special Attacks  enticing head-fruits, intoxicating stench
Spell-Like Abilities  (CL 13th; concentration + 1 S)
At will-share memaryuM (with a range of SS feet, targeting
the jinmenju and 1 creature in range, DC 14)
3/day-sculpt sound (DC 1S), shout (DC 16)
STATISTICS
Str  27,  Dex  8,  Con  22,  Int  7,  Wis  12,  Cha  1S
Base Atk  +9;  CMB  +19;  CMD  28
Feats  Combat Reflexes, Improved Critical (bite),
Improved Initiative, Lightning Reflexes, Lunge,
Toughness, Weapon Focus (slam)
Skills  Perception +17
Languages  Common
ECOLOGY
Environment  temperate hills or mountains
Organization  solitary
Treasure  incidental
SPECIAL ABILITIES
Enticing Head-Fruits (Su)
Any creature that begins
its turn within S feet of a
jinmenju must succeed
at a DC 22 Will save or be
magically compelled to
immediately grab a head­
fruit and eat it. This is a
mind-affecting compulsion effect.
A creature that successfully saves is immune
to that jinmenju's enticing head-fruits for 24
hours. The save DC is Constitution­
based. Anyone who takes a bite
out of one suffers from the
following effect.
Head-Fruit Poison: Head-fruit-ingested; save Fort DC 22;
frequency 1/round for 6 rounds; effect 1d3 Wisdom damage
and confused for 1 round; cure 2 consecutive saves. The save
DC is Constitution-based.
Intoxicating Stench (Su)  Once per day as a swift action, a
jinmenju can cause its fruits to emit an unnaturally sweet
aroma in a 60-foot spread for 6 rounds. All creatures within
the area must succeed at a DC 22 Will save each round or be
captivated. A captivated creature takes no actions except to
approach the jinmenju via the most direct route possible. If this
path leads it into a dangerous area or the jinmenju attacks it,
the captivated creature receives a new saving throw. This is a
mind-affecting effect. The save DC is Constitution-based.
Unsettling Drone (Su)  A jinmenju emits a low, persistent hum
that unnerves living creatures that hear it. Those within 30 feet
of it must succeed at a DC 18 Will save or become shaken until
they leave the affected area and for 1d4 rounds thereafter. A
creature that successfully saves is immune to that jinmenju's
unsettling drone for 24 hours. The save DC is Charisma-based.
Jinmenjus are trees that grow in hilly regions far from
civilized lands, and prey on those who
come too close. They are
remarkably intelligent and
crafty, and use both
scent and magical compulsion to lure prey.
主题: Advanced Bestiary;dream creature
作者: 雾音2019-06-18, 周二 07:03:13
梦境生物 dream creature
梦境生物是那些生物入睡的时候苏醒,而生物醒来时便会休息的生物。他们可以在梦境中将自己编织到世界之中,并且在肉体沉睡时神游而去。
只有那些陷入昏迷状态的生物才会成为梦境生物。重伤,失去理智或因怪物或毒药对心智造成的伤害都可以导致昏迷,但梦境生物只有在肉体沉睡时才可以移动。在肉身醒来后他的意识会存乎于深层梦境与现实之间。
梦境生物很难集中注意力,所以他们经常发愣。不过若他们可以学会将现实与梦境的力量融会贯通他们的心灵将会变得晶莹通透,这种改变甚至反应在他们的面容上。因为梦境诡异多变的思维模式,梦境生物都趋于混乱,但除了他们的能力与注意力不集中外几乎毫无共同点。
dream creature
Dream creatures are beings that dream in their waking
moments and bring sleep to creatures that would
otherwise be awake. They have the power to weave
dreams into the world about them and to travel out of
their bodies when sleeping.
Only a creature in a comatose slumber can become a
dream creature. A grave injury, complete loss of reason,
or an intellect damaged by a monster or poison might
be the cause of the coma, but the comatose creature
always moves in its sleep during the transformation to a
dream creature. When it awakens, its consciousness lies
somewhere between slumberous thought and reality.
Dream  creatures  often  appear  distracted,  and
daydreaming is common. When they use their power to
merge the waking and dreaming worlds, however, their
minds gain a crystal clarity and focus that is reflected on
their countenance. Guided by the strange and mutable
thought patterns of dreamers, dream creatures are chaotic
by nature, but other than their powers and distracted
demeanors, they have little in common with each other.

创建梦境生物 creating a dream creature
梦境生物是一个获得性模板,可以添加到任何睡着的,或是魅力、智力和感知都低于3的生物(下称基础生物)除下述能力外梦境生物使用基础生物的所有数据及能力。
CR 基础生物+1
种类 梦境生物获得混乱子类
阵营 任何混乱
感官 基础感官加昏暗视觉
特殊防御 DR/5 寒铁,免疫 虚假幻觉,五官幻觉及心灵幻觉法术
弱点 梦境生物获得以下弱点
嗜睡(Ex)梦境生物在对抗睡眠效果的豁免上获得-2罚值。此外计算睡眠类法术效果的数量及HD时视为比实际HD数少2。如果基础生物免疫睡眠效果,则失去该能力。
特殊攻击 梦境生物保留基础生物原有的特殊攻击并额外获得下述能力。
梦幻法术(Su)梦境生物在施展虚假幻觉,五官幻觉及心灵幻觉法术时视作施法者等级+2。该能力可叠加,如一个梦境生物施展同时具有虚假幻觉及五官幻觉描述符的法术时视作施法者等级+4。
松懈视线(Su)梦境生物20尺范围内的任何生物都需要通过意志豁免否则将在察觉检定上获得-5罚值,对抗睡眠效果法术上获得-2罚值。只要还在范围内每轮都需要重新投掷豁免结果,直到失败或是离开区域。梦境生物可以以自由动作压制或开启该能力。这是凝视效果,DC基于魅力。
入梦曲(Su)以一个整轮动作梦境生物可以唱出一首让附近生物入睡的摇篮曲。任何100尺范围内听到声音的生物需要通过意志豁免(DC=梦境生物的表演(歌唱)检定)否则将会沉睡梦境生物HD的轮数。通过豁免的生物在接下来2小时不会再受其影响。入梦曲无法影响其他梦幻生物。入梦曲是音波,影响心灵的睡眠效果。
醒梦(Su)以一个标准动作,梦境生物可以使自己100尺范围内的区域变得朦胧飘忽,这使他可以穿过物体,甚至是主物质位面的边界。你很难以距离或其速度判断所在的区域,因为他会变得忽明忽暗难觅其踪,而且各种颜色会糅合在一起。只要处在这片区域内所有生物的攻击,检定和豁免都会受到-4罚值。即使是在区域外的生物对区域内的生物做什么也同样需要承受-4的罚值。这是一种幻觉(虚假幻觉)效果,如果免疫幻觉的话该生物将不受影响。施加了真知术或类似效果的生物也将不受影响。梦境生物不受醒梦影响
属性 感知+2,魅力+4
技能 表演(歌唱)视作梦境生物的本职技能
SQ 梦境生物保留基础生物的所有特殊能力外还会获得以下能力
梦境穿梭(Su)每天一次,梦境生物在入睡后可以在梦境维度穿梭。该能力视作幻化靈體,但梦境生物是脱离于肉体行动。只要肉体没有醒来都可以继续使用,梦境生物是在梦境维度穿梭而非以太位面。
任何时候梦境生物都可以在肉体入睡后穿梭于梦境之中。这个时候他的肉身将如同幻化靈體效果一般变得飘渺起来。此时的梦境生物可以自由在梦境维度移动,以灵体的形式在各处随意飘荡。但如果沉睡的肉身受到伤害,有害的咒语或效果,又或是因巨大的噪音或剧烈的动作而被唤醒,那么将解除沉睡状态,肉身将会带着梦境生物所经历的知识醒来,如果梦境生物离开了梦境维度(无论是出于自己的意志还是被迫)或是“死亡”(无论是受重伤还是某些法术效果)也会导致相同的结果。施加与沉睡中的肉身的增益法术也会体现在梦境生物身上,但是对梦境生物施加的负面状态不会影响到他们的肉身,而且在被唤醒后也不会继续生效。如果梦境生物通过某些方式进入主物质位面,它将会消失,而沉睡的肉体将会苏醒。

creating a dream creature
creating a
dream creature
“Dream” is an acquired template that can be added to any
creature that sleeps and whose Charisma, Intelligence,
and Wisdom scores are each at least 3 (referred to
hereafter as the base creature). A dream creature uses all
the base creature’s statistics and special abilities except as
noted here.
C Hallenge r ating : Same as base creature +1.
t yPe : The base creature gains the chaotic subtype.
a lignment : Any chaotic.
s enses : The base creature gains low-light vision.
d efensive a Bilities : A dream creature gains DR 5/cold
iron and is immune to figment, glamer, and pattern spells.
w eaknesses : A dream creature gains the following
weakness:
Sleep Vulnerability (Ex): A dream creature takes a -2
penalty on saves against sleep effects. Furthermore,
it counts as a creature with 2 fewer Hit Dice than it
actually possesses for the purpose of determining the
number and HD of creatures a sleep spell can affect.
If the base creature is immune to sleep effects, it loses
that ability.
s PeCial a ttaCks : The dream creature retains all the base
creature’s special attacks and gains those described here.
Dream Spellcasting (Su): A dream creature’s effective
caster level for figment, glamer, and pattern spells
increases by +2 over that of the base creature. This
ability is cumulative, e.g., a dream creature casting a
spell that is both a figment and glamer casts it at a
+4 caster level.
Lulling Gaze (Su): Any creature within 20 feet
must succeed on a Will save or take a –5 penalty on
Perception checks and a –2 penalty on Will saves
against sleep effects for as long as it remains within
range. A new save is required each round until the
creature either fails or is no longer within range. A
dream creature can suppress or resume this ability
as a free action. This is a gaze effect. The save DC is
Charisma-based.
Sleep Song (Su): As a full-round action, a dream
creature can sing a lullaby that puts nearby creatures
to sleep. Any creature within 100 feet of the dream
creature that can hear its song must succeed on a Will
save (DC equals the dream creature’s Perform [sing]
check result), or fall asleep as though affected by a
sleep spell for a number of rounds equal to the dream
creature’s total Hit Dice. A creature that successfully
saves cannot be affected by the same dream creature’s
sleep song again for 24 hours. Dream creatures are
immune to their own and other dream creatures’
sleep songs. Sleep song is a sonic, mind-affecting
sleep effect.
Waking Dreams (Su): At will as a standard action, a
dream creature can cause the area within 100 feet of
its position to become hazy and dreamlike at will.
This effect penetrates solid objects and even crosses
the boundary with the Ethereal Plane. Distances
and speeds in the affected area become hard to
judge. Bright areas seem dark, and dark areas appear
to have some hazy illumination. Colors blend into
one another in strange and unpredictable ways, and
creatures seem to take on the features of objects or
other creatures. Every creature in the affected area
takes a –4 penalty on all attack rolls, checks, and saves
as long as it remains in the area. A creature outside
the area taking any action that would affect creatures
within or on the other side of the area also takes a
–4 penalty on any associated roll or check. Waking
dreams is an illusion (figment) effect with no save,
but creatures that are immune to illusion effects are
immune to this effect. True seeing and similar effects
allow a creature to act in the affected area without
taking the penalty. Dream creatures are immune to
the penalties caused by their own waking dreams and
those of other dream creatures.
a Bilities : Wis +2, Cha +4.
s kills : Perform (sing) is a class skill for a dream creature.
s PeCial Q ualities : A dream creature retains all the
special abilities of the base creature and gains those
described here.
Dream Travel (Su): Once per day, a dream creature
can go to sleep and travel about in the realm of
dreams. This ability works like the ethereal jaunt spell,
except that the dream creature leaves its material
body behind. It can remain in dream form so long
as its body sleeps, and the dream creature travels
through the realm of dreams instead of the Ethereal
Plane.
At any point in time, the dream creature may go to
sleep with the intent of traveling in dreams. When it
does so, a dream version of it like the ethereal form
resulting from an ethereal jaunt spell rises from its
sleeping body. This version of the dream creature can
then travel about the dream realm, roaming material
areas like an ethereal creature, and act as it wills. If its
sleeping body takes damage, is subjected to a harmful
spell or effect, or is awakened by a loud noise or
vigorous motion, the dream form vanishes, and the
dream creature awakens with the knowledge of what
its dream-self experienced. The same result occurs if
the dream form leaves the dream realm (by its own
will or by force), or “dies” (either from damage or
from some magical effect). Beneficial spell effects
cast on the body of the sleeping dream creature
benefit its dream form as well, but negative effects
that affect the dream form do not affect the sleeping
body of the dream creature, nor do they affect the
dream creature after it has awakened. If the dream
form would become material through some action
or effect, it vanishes, and the sleeping dream creature
awakens.
主题: 碧菌毒蜈Cytillipede(Bestiary 5 65)
作者: 雾音2019-10-05, 周六 21:26:34
碧菌毒蜈Cytillipede
这条蜈蚣状的生物背上长满了青紫色的菌类。在其尖牙之上不断滴落粘稠的毒液。
碧菌毒蜈 CR6
XP 2400
绝对中立 大型魔法兽
先攻+5;感官 黑暗视觉60尺,察觉+11
 

  防御

AC21,接触10,措手不及20(+1敏捷+11天防-1体型)
Hp 76(8d10+32) 强韧+10,反射+7,意志+2
免疫 影响心灵效果;SR 17
 

  攻击

速度 40尺,攀爬 40尺
占据 10尺,触及 10尺
近战 啮咬+14(2d6+9附加毒素)
特殊攻击 毒蜈閃光,毒素
 

  数据

力量23,敏捷13,体质18,智力6,感知10,魅力2
BAB+8,CMB+15,CMD26(免疫摔绊)
专长 能力专攻(毒蜈閃光)精通先攻,猛力攻击,武器专攻(啮咬)
技能 攀爬+21,察觉+11;种族加值 +4察觉


  生态

生态
环境 任何地底
组织 单独,成对,成群(3-6)
财产 无
 

  特殊能力

毒蜈閃光Cytillesh Flash(SU)每天一次,毒蜈可以使背部的真菌发出明亮的蓝光,为半径20尺范围提供明亮光源,接下来这片区域的光照等级会提升一个等级(视作4环的光亮法术)40尺范围内的生物需要过一个DC22的意志豁免。在20尺范围内的生物如果豁免检定失败将会被困惑1d2轮。豁免DC基于体质,包含+2种族加值。
毒素(EX)啮咬—伤口;强韧豁免DC20;1/rd. for 6 rds;效果 1d3敏捷伤害,晕眩兼记忆空白法术效果;治愈 一次豁免成功。豁免DC基于体质,包含+2种族加值。

长期以来,德洛人一直在使用炼金术与魔法研究如何增强其他生物。虽然大部分情况并没有达到他们的理想情况,但偶尔也会有一些可以用得上的产品。不过即使成功研发出技术,德洛人也很少能找到驯服这些强大生物的方法。
碧菌毒蜈就是其成功作品之一。德洛人炼金术师让一些白化蜈蚣只食用碧幻菌。在经过了数年后,在碧幻菌的影响下产生了一个新的物种,德洛人将其称为碧菌毒蜈。
这些蜈蚣长着灰白色的甲,碧幻菌生长在其背部,使其散发着令人毛骨悚然的青紫色光芒。由于长期受到辐射,所以在露天情况下他很容易被发现。大部分时候德洛人会将碧菌毒蜈作为部落的坐骑或者看守。
战斗时毒蜈会冲向对手进行啮咬,注入毒素使其陷入晕眩状态,然后让敌人在丧失记忆的恍惚中慢慢死去。碧菌毒蜈一般只有在被包围时才会使用毒蜈閃光。其骑手也可以通过训练命令他们使用该能力。由于长期接触碧菌毒蜈,所以德洛人不会受到碧菌毒蜈的技能影响,而且会借机一同攻击敌人。
碧菌毒蜈常用于德洛人巡逻用的坐骑。一般的碧菌毒蜈长10尺,高3.5尺,重约600lb。

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

Cytillipede
This segmented creature has a chitinous body covered in patches of
glowing, purple fungus. Syrupy venom drips from its mandibles.
CYTILLIPEDE  CR 6
XP 2,400
N Large magical beast
Init +5; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
hp 76 (8d10+32)
Fort +10, Ref +7, Will +2
Immune mind-affecting effects; SR 17
OFFENSE
Speed 40 ft., climb 40 ft.
Space 10 ft.; Reach 5 ft.
Melee bite +14 (2d6+9 plus poison)
Special Attacks cytillesh flash, poison
STATISTICS
Str 23, Dex 13, Con 18, Int 6, Wis 10, Cha 2
Base Atk +8; CMB +15; CMD 26 (can’t be tripped)
Feats Ability Focus (cytillesh flash), Improved Initiative, Power
Attack, Weapon Focus (bite)
Skills Climb +21, Perception +11; Racial Modifiers +4 Perception
ECOLOGY
Environment any underground
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Cytillesh Flash (Su) Once per day, a
cytillipede can cause the cytillesh patches
that grow along its body to release a
bright flash of blue light that provides
bright light in a 20-foot radius and
raises the light level by one step for
the next 20 feet (treat this ability
as a 4th-level light spell).
Creatures within the 40-foot
area of effect must succeed at a
DC 22 Will save. Those within the
20-foot area of bright light that fail
are stunned for 1d4 rounds. Creatures
within the next 20 feet that fail are
instead confused for 1d2 rounds. The
save DC is Constitution-based and
includes a +2 racial bonus.
Poison (Ex) Bite—injury; save Fort DC 20;
frequency 1/round for 6 rounds; effect 1d3
Dex, dazed, and the effects of memory
lapse APG ; cure 1 save. The save
DC is Constitution-based and
includes a +2 racial bonus.
Derros have long used other creatures in their experiments
with alchemical and magical augmentation. For the most
part, these experiments don’t have the results the derros
had in mind, and can be considered qualified successes
at best. However, on rare occasions derros actually get it
right and come up with a powerful and obedient creature
they can train and use.
The cytillipede arose from one of those rare triumphs.
Derro alchemists adapted the diet of a species of albino
centipede to eat nothing but cytillesh fungus. After these
centipedes had endured years of exposure to the fungus
and certain magical augmentations, the result was an
entirely new species that the derros named the cytillipede.
A cytillipede has a gray segmented body covered in
chitin. Patches of cytillesh fungus grow along its back,
giving the creature an eerie blue glow. Because of its
constant radiance, a cytillipede in the open is fairly easy
to spot. Most of the time, a cytillipede is encountered in
the company of derros, who use their creations as mounts
or to guard their lairs.
In combat, a cytillipede simply rushes at its opponent
and makes bite attacks, relying on its cytillesh venom
to stun its enemies so it can bite them repeatedly while
they deal with the disorientation of sudden short-term
memory loss. A cytillipede normally uses its cytillesh
flash ability only when it has been seriously wounded or
threatened by multiple opponents. A trained cytillipede
can also be commanded to use this ability by its rider.
Because of their long exposure to cytillesh, derros
are unaffected by the cytillesh-based attacks of
cytillipedes, and delight in directing them
against their foes.
Cytillipedes are most often encountered
as part of a derro patrol around a
derro lair, usually as mounts.
A typical cytillipede is a
little over 10 feet long and
3-1/2 feet high, and weighs
about 600 pounds.
主题: 【Bestiary 4】dorvae (想不到叫什么好啦)
作者: 雾音2019-10-05, 周六 22:23:22
dorvae
这头噩梦般的爬虫生物背上长着一双布满纹路的皮翼。
dorvae CR11
XP 12800(Bestiary 4 62)
中立邪恶 中等体型 异界生物(邪恶)
先攻+5;感官 黑暗视觉60尺,看破隐形,察觉+24
 

  防御

AC24,接触16,措手不及18(+5敏捷+1闪避+8天防)
hp 123(13d10+52) 强韧+8,反射+13,意志+10
DR 10/善良;免疫 影响心灵效果,毒素;SR 22
 

  攻击

速度 30尺,飞行 60尺(良好)
近战 2挥击+18(3d8+4/19-20附加攫抓)
特殊攻击 扭动之蛇
类法术能力(CL11;专注+14)
常驻—看破隐形
任意—侦测思想(DC15)
3次/天—降咒(DC17)任意門
1次/天—弱智术(DC18)次等指使术(DC17)
 

  数据

力量18,敏捷21,体质18,智力17,感知14,魅力17
BAB+13,CMB+20(攫抓+24)CMD33
专长 靈活戰技,闪避,飛越攻擊,精通重击(挥击)靈活移動,技能专攻(察觉)武器专攻(挥击)
技能 特技+21,唬骗+19,交涉+13,飞行+18,威吓+16,知识(位面,宗教)+19,察觉+24,察言观色+18,隐匿+21
语言 深渊语,天界语,通用语,煉獄语,心电感应50尺


  生态

生态
环境 任何(邪恶位面)
组织 单独
财产 标准
 

  特殊能力

特殊能力
扭动之蛇Writhing Snakes(EX)当dorvae攫抓住敌人后,身上的蛇会缠上敌人并咬向他。这会造成2d8穿刺伤害并附加毒素。
dorvae毒素:扭动之蛇—伤口;强韧豁免DC20;1/rd. for 12rds;效果 1d4感知伤害,初次豁免检定失败后的24小时内将更容易受到dorvae的次等指使术影响。治愈 三次豁免成功。豁免DC基于体质。

这是一种与众不同的精类。他们只相信自己,无论对方多么强大多么聪明都永远不会认其为主。他相信多元宇宙中的其他生命都是为了满足他们残暴的欢愉而存在的。他们残忍,自私,抠门,各自都在追求这他们黑暗的欲望,永远不会对其他生物感到怜悯或者考虑这么做的后果。他们惯于操纵他人,可以的话他们会制造唯命是从的奴隶来实施他们的计划。
许多dorvae参与到邪恶位面生物的权力斗争中,但也有一部分会进入物质位面玩弄他人。他们一般会寻找原始部落,自称为代表复仇与愤怒的神祗。也有部分会潜入大都市之中,伪装成他国的邪教神秘领袖或犯罪首脑。

(https://s2.ax1x.com/2019/10/05/uyvjz9.jpg)

Two pairs of stretched and veiny leather win9s adorn the back of
this shrouded reptilian ni9htmare.
IH1HW·1
XP 12,800
NE Medium outsider (evil)
lnit  +5;  Senses  darkvision 60 ft.,  see invisibility;  Perception +24
DEFENSE
AC  24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
hp  123 (13d10+52)
Fort  +8,  Ref  + 13,  Will  + 1  O
DR  10/good;  Immune  mind-affecting effects, poison;  SR  22
OFFENSE
Speed  30 ft., fly 60 ft. (good)
Melee  2 claws +18 (3d8+4/19-20 plus grab)
Special Attacks  writhing snakes
Spell-Like Abilities  (CL 11th; concentration +14)
Constant- see invisibility
At will- detect thoughts  (DC 15)
3/day-bestow curse  (DC 17),  dimension door
1/day-feeblemind  (DC 18),  lesser geos  (DC 17)
STATISTICS
Str  18,  Dex  21,  Con  18,  Int  17,  Wis  14,  Cha  17
Base Atk  +13;  CMB  +20 (+24 grapple);  CMD  33
Feats  Agile Maneuvers, Dodge, Flyby Attack, Improved
Critical (claw), Mobility, Skill Focus
(Perception), Weapon Focus (claw)
Skills  Acrobatics +21, Bluff +19,
Diplomacy +13, Fly +18,
Intimidate +16, Knowledge
(planes) +19, Knowledge
Motive +18, Stealth +21
Languages  Abyssal, Celestial,
Common, Infernal; telepathy 50 ft.
ECOLOGY
Environment  any (evil planes)
Organization  solitary
Treasure  standard
SPECIAL ABILITIES
Writhing Snakes  ( Ex ) :  When
a dorvae succeeds at a
grapple check against an
opponent, the serpents of
its body writhe around
the grappled foe, biting
wherever they can gain
purchase. This deals 2d8
points of piercing damage, and
the grappled foe is subject to the
dorvae's supernatural poison.
Oorvoe Poison (Su)  Writhing snakes-injury;  save  DC 20;
frequency  1/round for 12 rounds;  effect  1d4 Wis and on
the first failed save the target is susceptible to the dorvae's
lesser geos  no matter its Hit Dice for 24 hours.  Cure  3 saves.
The save DC is Constitution-based.
The dorvaes are a race of fiends standing apart from all
others. Each dorvae prides itself on owing no allegiance to
anything but itself, and is never willing to suffer a master
no matter how powerful or intelligent that creature may
be. Dorvaes believe all other creatures in the universe
live solely to entertain the dorvaes' perverse pleasures.
Cruel, selfish, and calculating, each dorvae pursues its
own dark agenda and desires without guilt, empathy
for its playthings, or even consideration of the possible
consequences. Master manipulators, dorvaes would
rather stand back and create unquestioning minions to
champion their schemes.
Many dorvaes meddle in the politics and power plays of
evil planar beings, but a number of these fiends ply their
manipulations on the Material Plane. Often they seek out
primitive humanoid tribes, which they lead like vengeful
and angry gods. Others look for cosmopolitan centers
to manipulate, often masquerading as the mysterious
leaders of foreign cults, or as the masterminds of
criminal societies.
主题: 【Bestiary 5】抹消神使 Archon, Exscinder(你是哔哔总局的人嘛[惊悚脸])
作者: 雾音2019-10-05, 周六 23:14:42
抹消神使 Archon, Exscinder
这个没有嘴巴的人形生物持有一把与其火焰之翼相得益彰的火焰之剑。
抹消神使 CR12
XP 19200(Bestiary 5 34)
守序善良 巨型异界生物(神使,跨位面,善良,秩序)
先攻+8;感官 黑暗视觉60尺,昏暗视觉,真知術;察觉+28
 

  防御

AC29,接触12,措手不及 25(+4敏捷,+17天防,–2体型;+2对抗邪恶)
hp 147(14d10+70)
强韧+16,反射+10,意志+16;+4对抗毒素
DR 10/evil;免疫 酸,寒冷,电,火,石化;抗力 音波5;SR 23
 

  攻击

速度 30尺,飞行90尺(良好)
近战 +3熾焰长剑+25/+20/+15(3d6+15/19–20附加1d6 火焰)
占据 15尺;触及15尺
特殊攻击 审核文本
类法术能力(CL15;专注+20)
常驻—侦测邪恶,真知术
任意—治疗轻伤,侦测思想(DC17)辨識謊言(DC19)怪物定身術(DC20)聖光擊(DC19)隐身术(自身)生物定位術,物品定位術,修改記憶(DC19)防护邪恶,壓制記憶,穩定傷勢,誠實之域(DC17)
3次/天—反制邪惡,火球術(DC20)焰擊術(DC18)異界傳送(DC20)
1尺/天—感知位置(DC23),尋找捷徑(DC21)
 

  数据

力量30,敏捷19,体质20,智力16,感知25,魅力21
BAB+14;CMB+26;CMD40
专长 警覺,順勢斬,戰鬥反射強韌加強,精通先攻,閃電反射,猛力攻击
技能 威吓+22,知识(奥秘,历史,位面,宗教)+20,知识(地理)+17,语言学+10,察觉+28,察言观色+28,法术辨识+10
语言 深淵語,邪靈語,天界語,通用语,龙语,矮人语,精灵语,半身人语,火族語,煉獄語,柯萊士語,木族語,心靈感應100尺,巧言术
SQ 改变体型,沒有呼吸
装备 +3熾焰长剑


  生态

生态
环境 任何(天堂)
组织 单独,成对或成群(3-6)
财产 标准
 

  特殊能力

特殊能力
审核文本Censor Text(SU)抹消神使可以以标准动作将100尺范围内的任何文书传送到自己手上或修改内容。对于无人持有的文书将自动传送,有人持有的话持有者若通过DC22的意志豁免可阻止传送。抹消神使可以以自己的意志永久性地修改文书的内容—这可以被侦测魔法发现,但只能使用祈愿术或神迹术消除或撤销该效果。豁免DC基于魅力。
改变体型change size(SU)抹消神使可以将自己的体型变化为大型,中型或小型,这不会影响其能力值(但影响武器伤害)

抹消神使是天堂的审查员,在各个位面寻找那些过于邪恶或危险,甚至是不应存于世间的文书。抹消神使极少关注个体或异端的活动,而是着眼于避免凡世种族被腐化。

(https://s2.ax1x.com/2019/10/05/uyvzs1.jpg)

Archon, Exscinder
This massive humanoid figure has no mouth, and carries a
burning sword that matches its flaming wings.
EXSCINDER  CR 12
XP 19,200
LG Huge outsider (archon, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., low-light vision, true seeing;
Perception +28
DEFENSE
AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size;
+2 deflection vs. evil)
hp 147 (14d10+70)
Fort +16, Ref +10, Will +16; +4 vs. poison
DR 10/evil; Immune acid, cold, fire, electricity, petrification; SR 23
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +3 flaming longsword +25/+20/+15 (3d6+15/19–20 plus
1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks censor text
Spell-Like Abilities (CL 15th; concentration +20)
Constant—detect evil, true seeing
At will—cure light wounds, detect thoughts (DC 17), discern
lies (DC 19), hold monster (DC 20), holy smite (DC 19),
invisibility (self only), locate creature, locate object, modify
memory (DC 19), protection from evil (DC 16), repress
memory OA (DC 21), stabilize, zone of truth (DC 17)
3/day—dispel evil (DC 20), fireball (DC 18), flame strike (DC
20), plane shift (DC 20)
1/day—discern location (DC 23), find the path (DC 21)
STATISTICS
Str 30, Dex 19, Con 20, Int 16, Wis 25, Cha 21
Base Atk +14; CMB +26; CMD 40
Feats Alertness, Cleave, Combat Reflexes, Great Fortitude,
Improved Initiative, Lightning Reflexes, Power Attack
Skills Intimidate +22, Knowledge (arcana, history, planes,
religion) +20, Knowledge (geography) +17, Linguistics +10,
Perception +28, Sense Motive +28, Spellcraft +10
Languages Abyssal, Aklo, Celestial, Common, Draconic,
Dwarven, Elven, Gnome, Infernal; telepathy
100 ft., truespeech
SQ change size, no breath
ECOLOGY
Environment any (Heaven)
Organization solitary, pair, or
inquisition (3–6)
Treasure standard (+3
flaming longsword,
other treasure)
SPECIAL ABILITIES
Censor Text (Su) An exscinder can attempt to magically steal
or modify any text within 100 feet as a standard action.
Against an unattended text, it automatically succeeds. A
creature in possession of a text can attempt a DC 22 Will
save to negate this ability. A stolen text teleports directly
into the exscinder’s hand. A modified text is permanently
revised according to the exscinder’s wishes—this change is
detectable with magic, but can’t be dispelled or reversed
short of a wish or miracle. The save DC is Charisma-based.
Change Size (Su) An exscinder can change its form to a Large,
Medium, or Small version of itself. This does not change its ability
scores; it adjusts only its size (and thus its weapon damage).
Exscinders are Heaven’s censors, scouring the planes for
texts containing information too evil or dangerous to be
allowed to exist. Exscinders care little for individual lives
or everyday heresies, remaining staunchly focused on
protecting mortalkind as a whole from corruption.
主题: 【Bestiary 5】哀泣之瘿 GRIEFGALL(你也是寄生兽???)
作者: 雾音2019-10-06, 周日 00:17:10
哀泣之瘿 GRIEFGALL
几缕带着刺与小花的触须从这小小的蠕动着的蛆状植物中伸出。
哀泣之瘿 CR6
XP 2400(Bestiary 5 133)
中立邪恶 超小型植物
先攻+8;感官 全域视野,昏暗视觉;察觉+16
 

  防御

AC17,接触17,措手不及 12(+4敏捷,+1闪避,+2体型)
hp 58(9d8+18)
强韧+8,反射+7,意志+5
DR 5/挥砍;免疫 植物特性;弱点 寒冷易伤
 

  攻击

速度 5尺,掘地 5尺,攀爬 5尺
近战 触须+12(1d2-3附加麻痹)
占据 2.5尺;触及0尺
特殊攻击 麻痹(1d3分钟,DC16)寄生
类法术能力(CL9;专注+11)
常驻—侦测邪恶,真知术
12PE—极度绝望(4PE,DC16)恐惧饕宴(5PE,DC17)示敌以弱(仅对自己和宿主;2PE,DC14)無盡悲痛(4PE,DC16)深沉懺悔(4PE,DC16)
 

  数据

力量4,敏捷19,体质14,智力4,感知15,魅力15
BAB+6;CMB+8;CMD16(免疫拌摔)
专长 闪避,精通先攻,技能专攻(察觉,隐匿)武器娴熟
技能 攀爬+5,察觉+16,隐匿+16
语言 邪靈語(只能通过宿主说)
SQ 静止不动,发芽


  生态

生态
环境 任温带地区,温暖的城市或丛林
组织 单独或成群(2-5)
财产 标准
 

  特殊能力

特殊能力
寒冷易伤(EX)受到寒冷伤害的哀泣之瘿会被遲緩(视作緩慢術)1d4轮
发芽Germinate(SU)每天一次,哀泣之瘿可以通过吸食1小时宿主的情绪以衍生新苗,这会对宿主产生2d4魅力伤害。新苗需要在1周内植入新宿主体内,否则将会死亡。一个哀泣之瘿一次最多衍生一个新苗。
寄生Parasitize (Su)以一个会引起借机攻击的整轮动作,哀泣之瘿可以将自己或幼苗植入相邻的无助或自愿的类人生物喉咙里。植入的幼苗会在1分钟内发育为成熟体,但在此期间可以通过DC20的医疗检定将其取出。植入的哀泣之瘿会根植在宿主的神经系统以控制其行动。防护邪恶等法术也无法阻止这种控制,宿主也无法依赖类似法术以重新豁免夺回控制权。每天哀泣之瘿都会吸食宿主的情绪,使其受到1d2魅力伤害。哀泣之瘿与宿主共格, 而且可以透过花朵感知外界环境,并从宿主的嘴巴伸出触须自行攻击。
范围法术会同时对哀泣之瘿与宿主造成影响,如果只是攻击哀泣之瘿命中会受到-4罚值。如果杀死了哀泣之瘿,其宿主会昏迷1d4小时,在此期间哀泣之瘿的根须会枯萎使人可以在不伤害宿主的情况下将其除去。否则需要花1d4分钟并通过DC25的医疗检定,否则宿主将陷入永久的麻痹。

哀泣之瘿是以情感为粮食的寄生虫。其本体就像一个细小的在蠕动的豆荚,有点像蛆。从豆荚上会伸展出带有麻痹毒液与尖刺的触须。它可以通过开花的触须感知四周。哀泣之瘿必须要植入类人生物体内才能生长,如果没有宿主的话它们在一周内就会死亡。它会蜷缩在宿主的口腔内,将触须穿过宿主的脖子与头皮,以花环或花朵外形的装饰表现出来以伪装自己的感知器官。
哀泣之瘿通常会和自己萌发的新芽聚集在市区的废弃房屋中,组成畸形的家。活得越久的哀泣之瘿越容易辨认,因为其触须会越来越多,并在这个“家”中承担女家长的角色。

(https://s2.ax1x.com/2019/10/06/u6Fi28.jpg)

Griefgall
Thorn-tipped tendrils and flowering filaments sprout from this
tiny, squirming grublike plant.
GRIEFGALL  CR 6
XP 2,400
NE Tiny plant
Init +8; Senses all-around vision, low-light vision; Perception +16
DEFENSE
AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
hp 58 (9d8+18)
Fort +8, Ref +7, Will +5
DR 5/slashing; Immune plant traits
Weaknesses cold lethargy
OFFENSE
Speed 5 ft., burrow 5 ft.,
climb 5 ft.
Melee tendrils +12 (1d2–3
plus paralysis)
Space 2-1/2 ft.; Reach 0 ft.
(5 ft. with tendrils)
Special Attacks paralysis
(1d3 minutes, DC 16), parasitize
Psychic Magic (CL 9th; concentration +11)
12 PE—crushing despair (4 PE, DC 16), feast on fear ACG
(5 PE, DC 17), miserable pity UM (affects host and
self; 2 PE, DC 14), overwhelming grief UM (4 PE,
DC 16), terrible remorse UM (4 PE, DC 16)
STATISTICS
Str 4, Dex 19, Con 14, Int 4, Wis 15,
Cha 15
Base Atk +6; CMB +8; CMD 16 (can’t
be tripped)
Feats Dodge, Improved Initiative, Skill Focus
(Perception), Skill Focus (Stealth), Weapon Finesse
Skills Climb +5, Perception +16, Stealth +19
Languages Aklo (speaks through host only)
SQ freeze, germinate
ECOLOGY
Environment temperate or warm forests or urban
Organization solitary or infestation (2–5)
Treasure incidental
SPECIAL ABILITIES
Cold Lethargy (Ex) A griefgall that takes cold
damage is slowed (as per the slow spell) for
1d4 rounds.
Germinate (Su) Once per day, a
parasitizing griefgall can devour its host’s
emotions for 1 hour, dealing 2d4 points of
Charisma damage. After this psychic
feasting, it germinates an attached
seedling that must be implanted into a
new host within 1 week or perish. A griefgall can have no
more than one seedling at a time.
Parasitize (Su) As a full-round action that provokes attacks
of opportunity, a griefgall can implant itself or a seedling
inside an adjacent helpless or willing humanoid’s throat.
An implanted seedling becomes a fully grown griefgall in
1 minute, during which time the seedling can be removed
by a creature other than the target with a successful DC 20
Heal check. An implanted griefgall’s filaments infiltrate the
host’s nervous system, controlling the host as dominate
person. This control is not prevented by protection from evil
or similar effects, nor does the host receive saving throws
to resist control. Each day, the griefgall deals 1d2 points of
Charisma damage to its host by feeding on its emotions.
The griefgall shares the same space as its host without
detriment to either, uses its flowers to see and hear, and
can attack independently of its host, including with its
tendrils from within the host’s mouth.
Area spells affect both the griefgall and the host. An
opponent can attack just the griefgall, but takes a –4
penalty on the attack roll. If a parasitizing griefgall is slain,
its host falls unconscious for 1d4 hours, during which
time the griefgall’s filaments wither away, enabling it
to be removed without harming the host. Removing it
before this occurs requires 1d4 minutes and a
successful DC 25 Heal check or the host is
permanently paralyzed.
Griefgalls are pitiless psychic parasites
that feed on emotions. Their bodies
appear as tiny, squirming plant pods
that closely resemble grubs. Long
tendrils sprout from the pod, tipped
with thorns that drip a paralytic sap.
Shorter, blossoming filaments allow the
creatures to see and hear. A griefgall must be
implanted into a humanoid, and it quickly
grows to full size, but can’t survive more than
a week without a humanoid host. It attempts
to conceal its body and tendrils within the
host’s mouth. By extruding its filaments
through the victim’s neck and scalp, it
externalizes its sensory organs, disguising
them as a flowery headdress or garland
entwined with the victim’s hair.
A griefgall and the other griefgalls
that sprout from its seedlings often form
twisted family units by congregating in
abandoned houses in sprawling urban
areas. An elder griefgall, identifiable
because it sprouts more and more
tendrils as it ages, takes on the
role of a matriarch.
主题: 【Bestiary 5】影子收藏家 GRIEFGALL
作者: 雾音2019-10-06, 周日 11:49:35
影子收藏家 GRIEFGALL
这个小小的人型生物的指间有阴影流淌而出。长长的耳朵与精制的眉毛使她看上去十分年轻。
影子收藏家 CR
XP 4800(Bestiary 5 228)
混乱邪恶 小型精类
先攻+7;感官 昏暗视觉;察觉+18
 

  防御

AC21,接触19,措手不及13(+7敏捷,+1闪避,+2天防,+1体型)
hp 90(12d6+48)
强韧+8,反射+15,意志+11
DR 10/寒铁;SR 19
 

  攻击

速度 40尺
近战 2挥击+15(1d6+2)
特殊攻击 偷袭+3d6,窃影,裂影
类法术能力(CL12;专注+16)
任意—舞光术,易容術,強效幻影(DC17)幽影塑能術(仅可施展枷鎖束縛,DC19)暗影步
3次/天—幽影咒法術(DC18)
1次/天—幽影塑能術(DC19)行影術
 

  数据

力量14,敏捷24,体质19,智力15,感知17,魅力18
BAB+6;CMB+12(盜取+14);CMD25(27对抗盜取)
专长 靈活戰技,寓守於攻,闪避,精通盜取,靈活移動,跳躍攻擊,武器娴熟,武器专攻(挥击)
技能 唬骗+19,攀爬+11,交涉+19,脱逃+22,知识(奥秘,位面)+18,察觉+18,察言观色+12.巧手+22,隐匿+26
语言 邪靈語,通用语,木族語
SQ 无影


  生态

生态
环境 任何地区
组织 单独,成对或成群(3-8)
财产 标准
 

  特殊能力

特殊能力
无影No Shadow(EX)影子收藏家没有自己的影子,她的影子都是从别人那里偷来的。
窃影Steal Shadow(SU)影子收藏家可以偷走那些已经死去或处于乏力状态的生物或虚体的影子,当然也可以通过盜取战技(APG 322)从活着的生物身上偷走影子,影子不会被视作固定在主人身上。原主人失去影子时不会过反射豁免检定,而且失去影子后会获得两个负向等级。即使是使用法术也无法移除这造成的负向等级效果。影子收藏家在偷走影子后会获得2点阴影点,她每个类法术能力都需要消耗1点阴影点才能施展。遭遇开始影子收藏家一般会拥有1d3+1的阴影点。虽然影子收藏家可以以标准动作放走她们偷走的影子,但是也可以通过触碰被杀死或进入无助状态的影子收藏家以拿回影子。一个成功的破除结界(DC23)也可以成功换回目标的影子。
裂影Tear Shadow(Su)影子收藏家的手视作幽冥武器,除了正常的伤害外还能对虚体造成1d6魅力伤害。如果目标魅力归0则会被摧毁。


(https://s2.ax1x.com/2019/10/06/u6oHzV.jpg)

Shadow Collector
Shadows drip from the hands of this small, humanoid figure.
Massive ears and elaborate eyebrows frame her youthful features.
SHADOW COLLECTOR  CR 8
XP 4,800
CN Small fey
Init +7; Senses low-light vision; Perception +18
DEFENSE
AC 21, touch 19, flat-footed 13 (+7 Dex, +1 dodge, +2 natural,
+1 size)
hp 90 (12d6+48)
Fort +8, Ref +15, Will +11
DR 10/cold iron; SR 19
OFFENSE
Speed 40 ft.
Melee 2 claws +15 (1d6+2)
Special Attacks sneak attack +3d6, steal shadow, tear shadow
Spell-Like Abilities (CL 12th; concentration +16)
At will—dancing lights, disguise self, major image (DC 17),
shadow evocation (simulating leashed shackles UM  only;
DC 19), shadow step UM
3/day—shadow conjuration (DC 18)
1/day—shadow evocation (DC 19), shadow walk
STATISTICS
Str 14, Dex 24, Con 19, Int 15, Wis 17, Cha 18
Base Atk +6; CMB +12 (+14 steal APG ); CMD 25
(27 vs. steal APG )
Feats Agile Maneuvers B , Combat Expertise,
Dodge, Improved Steal APG , Mobility, Spring
Attack, Weapon Finesse B , Weapon
Focus (claw)
Skills Bluff +19, Climb +11,
Diplomacy +19, Escape
Artist +22, Knowledge (arcana,
planes) +8, Perception +18, Sense
Motive +12, Sleight of Hand +22,
Stealth +26
Languages Aklo, Common, Sylvan
SQ no shadow
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–8)
Treasure standard
SPECIAL ABILITIES
No Shadow (Ex) A shadow collector casts no
shadow of its own, but instead casts any one of
the stolen shadows it possesses.
Steal Shadow (Su) A shadow collector
automatically steals the shadow of any
incorporeal or living creature destroyed, incapacitated,
or killed by its claw attack. A shadow collector can also steal
a living corporeal creature’s shadow with the steal combat
maneuver (Pathfinder RPG Advanced Player’s Guide 322);
the shadow doesn’t count as fastened to its owner. Until the
shadow is returned, the victim has no shadow or reflection
and gains 2 permanent negative levels. These negative levels
can’t be removed otherwise, even with magic that usually
removes negative levels. When a shadow collector steals a
shadow, it gains 2 shadow points. A shadow collector must
expend 1 shadow point to use any of its spell-like abilities. A
shadow collector generally begins an encounter with 1d3+1
shadow points. A shadow collector can release a stolen
shadow as a standard action. A creature can touch the shadow
collector to regain its stolen shadow, as long as the shadow
collector is helpless or dead. A successful break enchantment
(DC 23) can also restore a target’s shadow.
Tear Shadow (Su) A shadow collector’s claws strike as ghost
touch weapons and, in addition to their normal damage,
deal 1d6 points of Charisma damage to incorporeal creatures.
This damage destroys a creature if it equals or exceeds the
creature’s actual Charisma score.
Shadow collectors feed on memories and regrets sifted
from shadows. They often weave mortal shadows into
certain magic items such as cloaks and gloves. Some
shadow collectors con mortals into selling their shadows
or resort to blatant theft; others prowl the Plane of Shadow
and the Ethereal Plane for shadows that are already lost.
Shadow collectors favor spaces like the edges
of forests and foothills for the varied
lighting and for the numerous places
where they can flank marks from
hiding or surprise them with pits
created by shadow conjuration.
A  typical  shadow  collector
stands over 3 feet tall and weighs
40 pounds.
主题: 【Bestiary 5】月巨人(Giant, Moon)
作者: 雾音2020-02-08, 周六 22:01:49
月巨人(Giant, Moon)
这个巨人的灰色皮肤似乎在反射着光亮一般,而且上面有着像被砸出来的岩石坑。
月巨人(Giant, Moon) CR15
XP 51200
守序中立 超大型类人生物(巨人)
先攻+8;感官 昏暗视觉,真知术,察觉+28
灵光 月亮(60尺,DC23)
 

  防御

AC  32,接触12, 措手不及28 (+4敏捷+20天防-2体型)
hp  220(21d8+126)
强韧+15,反射+13,意志+18
特殊防御 精通接石;抗力 寒冷30,火焰30
 

  攻击

速度 50尺
近战 2挥击+29(3d6+16)
远程 投石+19/+14/+9(2d6+4附加陨石坠)
占据 15尺,触及 15尺
特殊攻击 陨石坠,投石(180尺)
类法术能力(CL20;专注+23)
常驻—真知术
任意—舞光术,侦测魔法,傳訊術
3次/天—銳耳術/鷹眼術,操縱水位,預言術
1次/天—通神術,托夢術,探知(DC18)
 

  数据

力量42,敏捷19,体质22,智力16,感知19,魅力17
BAB+15;CMB+33,CMD 47
专长 战斗反射,远距射击,強韌加強,精通先攻,钢铁意志,閃電反射,近距射擊,猛力攻击,精準射擊,即時備戰,武器专攻(投石)
技能 知识(奥秘,自然)+24,察觉+28,察言观色+25,隐匿17(崎岖地形+25)
 

  生态

生态
环境 温暖地带的丘陵或山脉
组织 单独,成双,宗教(2-5附加35%文职人员和1位4-7级的先知)
财产 标准
 

  特殊能力

月亮灵光(SU)处于月巨人60尺范围内的生物都将受到月亮灵光影响(意志豁免DC23无效)巨人可以在下列效果中选其一:
    月亏:生物会如同受到冷静术影响般平复自己的情绪。对冷静下来的生物的敌意行为将消除此效果。兽化人豁免失败将受到現形術效果影响。
    月盈:生物会受到狂暴術影响。兽化人豁免失败将受到現形術效果影响,但将不是变为类人形态而是混种形态。
    成功豁免灵光效果的生物在接下来24小时免疫月亮灵光效果。月巨人可以以自由动作激活,关闭和改变灵光效果,而且也可以以自由动作决定灵光会影响到谁。豁免DC基于魅力。
陨石坠(EX)月巨人投掷的石头将在降落的地方砸出一个半斤10尺的困难地形。若目标为生物则可以选择目标所占据的任意一个格子为基点。若失手则需要按投掷武器规则,以骰子决定石头降落的地点。
精通接石(EX)月巨人具有接石能力,在尝试接石时其反射豁免获得+4种族加值。

月巨人多见于崎岖的荒地或地形崎岖且干燥的地区。他们崇拜月亮,群星和流星,并在其运动中寻求智慧。尽管他们大多是温和的学者,比起战斗他们更喜欢与别的生物进行学术交流,但月巨人在研究受到干扰或邪月照耀下会变得异常暴躁,
月巨人一般高24尺,重18000lb。

(https://s2.ax1x.com/2020/02/08/1W0pEn.jpg)

Giant, Moon
This giant’s gray skin sparkles as if with reflected light and is
pocked with what look like impact craters on its rocklike surface.
MOON GIANT  CR 15
XP 51,200
LN Huge humanoid (giant)
Init +8; Senses low-light vision, true seeing; Perception +28
Aura lunar (60 ft., DC 23)
DEFENSE
AC 32, touch 12, flat-footed 28 (+4 Dex, +20 natural, –2 size)
hp 220 (21d8+126)
Fort +15, Ref +13, Will +18
Defensive Abilities improved rock catching; Resist cold 30, fire 30
OFFENSE
Speed 50 ft.
Melee 2 slams +29 (3d6+16)
Ranged rock +19/+14/+9 (2d6+24 plus impact crater)
Space 15 ft.; Reach 15 ft.
Special Attacks impact crater, rock
throwing (180 ft.)
Spell-Like Abilities (CL 20th;
concentration +23)
Constant—true seeing
At will—dancing lights,
detect magic, message
3/day—clairaudience/
clairvoyance, control
water, divination
1/day—commune,
dream, scrying (DC 18)
STATISTICS
Str 42, Dex 19, Con 22,
Int 16, Wis 19, Cha 17
Base Atk +15; CMB +33; CMD 47
Feats Combat Reflexes,
Far Shot, Great Fortitude,
Improved Initiative,
Iron Will, Lightning Reflexes,
Point-Blank Shot, Power Attack,
Precise Shot, Quick Draw,
Weapon Focus (rock)
Skills Knowledge (arcana, nature) +24,
Perception +28, Sense Motive +25,
Stealth +17 (+25 in rocky terrain);
Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant, Terran
ECOLOGY
Environment warm hills or mountains
Organization solitary, pair, or cult (2–5 plus
35% noncombatants and one oracle APG of
4th–7th level)
Treasure standard
SPECIAL ABILITIES
Lunar Aura (Su) Creatures within 60 feet of a moon giant
are affected by its lunar aura as long as they remain with
range (Will DC 23 negates). The giant can choose one of the
following effects.
Waning: Affected creatures are calmed as per calm
emotions. Aggressive action against a calmed creature
breaks the effect for that creature only. A lycanthrope that
fails its save is also affected by the true form APG spell.
Waxing: Affected creatures are enraged as per rage. A
lycanthrope that fails its save is also affected by the true
form APG spell, except it is forced to revert to its hybrid form
instead of its human form.
A creature that succeeds at its save against the aura
is immune to that particular moon giant’s lunar aura for
24 hours. A moon giant can activate, suppress, or change the
effect of the aura as a free action, and the giant can choose
whether to include itself as part of the same free action. The
save DC is Charisma-based.
Impact Crater (Ex) When a moon giant throws
a rock, it creates an area of difficult terrain
in a 10-foot radius around the spot where the
rock landed. If the rock was thrown at a creature,
the giant can choose the point of origin for
this radius anywhere within the target’s
space. If the moon giant misses with a
rock attack, roll to determine where the
rock lands as if it were a splash weapon.
Improved Rock Catching (Ex) A moon giant
gains rock catching, and it additionally receives
a +4 racial bonus on its Reflex save when
attempting to catch a thrown rock.
Moon  giants  dwell  in
rocky badlands and other
scarred, deserted places.
They revere the moon, stars,
and comets and seek wisdom in
these celestial bodies’ movements.
Though they are normally placid
scholars, more likely to enter a
lively philosophical debate with
other creatures than a brawl,
moon giants can become
violent when disturbed or
when under the influence of a
bad moon.
Most moon giants
stand about 24
feet tall and
weigh almost
18,000 pounds
主题: 【Bestiary 3】藻猴魔(Sargassum Fiend)海草海草??
作者: 雾音2020-02-08, 周六 22:02:37
藻猴魔(Sargassum Fiend)
这团绿色海藻在人形与一片片水草间切换。
藻猴魔(Sargassum Fiend) CR9
XP 6400
绝对中立 大型植物(水棲)
先攻+6;感官 盲视60尺,顫動感知120尺,察觉+11
灵光 幻像(300尺,DC18)
 

  防御

AC  24,接触12, 措手不及21 (+2敏捷+1闪避+12天防-1体型)
hp  123(13d8+65)
强韧+15,反射+8,意志+4
DR 5/挥砍免疫 植物特性;抗力 寒冷 10
 

  攻击

速度 20尺,攀爬 20尺,游泳 40尺
近战 2挥击+16(2d6+7附加攫抓)
占据 10尺,触及 10尺
特殊攻击 紧勒(2d8+10)攫抓(巨型)
 

  数据

力量25,敏捷14,体质20,智力2,感知11,魅力15
BAB+9;CMB+17(攫抓+25)CMD 30(不可拌摔)
专长 闪避,強韌加強,精通先攻,閃電反射,技能专攻(察觉)隱秘,武器专攻(挥击)
技能 攀爬+19,脱逃+4,,察觉+11,隐匿+7,游泳+15
 

  生态

生态
环境 任何海洋
组织 单独,成双,一群(3-8)
财产 incidental(1d6藻猴魔鳞茎,其他宝藏)
 

  特殊能力

攫抓(EX)藻猴魔可以抓住体型不超过巨型的生物,并在战技中获得+8种族加值而非+4。
幻像(SU)藻猴魔散发的气味会让人产生幻觉。300尺内的所有生物必须通过DC18的意志豁免以避免深陷其中。沉迷于幻想的生物会将怪物视为最想靠近的东西。可能是失去的亲人,需要帮助的孩子,迷人的美人鱼,一片被允诺的土地等等。这相当于海市蜃楼(CL等于藻猴魔CR)但是是影响心灵效果而非五官幻觉效果。如果藻猴魔发起攻击则效果结束。豁免DC基于魅力。

藻猴魔由大量的只能海藻集聚而成,可以释放大量的致幻信息素诱捕猎物。一旦猎物进入触及范围他们就会将猎物抓住并尝试将其勒死。一些经验丰富的水手曾提到全部船员跳入水中游向海中的杀人植物的故事。
藻猴魔的致幻信息素储存在其鳞茎中,在其死后会迅速腐坏。刚摘取的鳞茎只能存放1小时,在其腐烂前可以以标准动作碾碎造成等同于藻猴魔的幻像能力。杀死一只藻猴魔一般可以摘取1d6个藻猴魔鳞茎,而这需要通过DC29的生存检定。至今为止尚未有炼金术师或法师能找到保存鳞茎的方法。
藻猴魔一般高10尺,他们可以以分裂进行无性繁衍。不过一些水手也记录了一些特别的藻猴魔,他们体型更大,有的据说甚至达到了超巨型。对于体型更大的藻猴魔每整长1个体型等级增加5HD。

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

Sargassum Fiend
This shifting mass of green seaweed transforms from the shape of
a humanoid back to a patch of algae, continually changing.
SARGASSUM FIEND  CR 9
XP 6,400
N Large plant (aquatic)
Init +6; Senses blindsense 60 ft., tremorsense 120 ft.;
Perception +11
Aura mirage (300 ft., DC 18)
DEFENSE
AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural,
–1 size)
hp 123 (13d8+65)
Fort +15, Ref +8, Will +4
DR 5/slashing; Immune plant traits; Resist cold 10
OFFENSE
Speed 20 ft., climb 20 ft., swim 40 ft.
Melee 2 slams +16 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d8+10), grab (Huge)
STATISTICS
Str 25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can’t be tripped)
Feats Dodge, Great Fortitude, Improved Initiative,
Lightning Reflexes, Skill Focus (Perception), Stealthy,
Weapon Focus (slam)
Skills Climb +19, Escape Artist +4, Perception +11, Stealth +7,
Swim +15
ECOLOGY
Environment any oceans
Organization solitary, pair, or bed (3–8)
Treasure incidental (1d6 sargassum fiend bulbs, other
treasure)
SPECIAL ABILITIES
Grab (Ex) A sargassum fiend can grab Huge or smaller
foes, and has a +8 racial bonus on grapple checks
rather than the normal +4 bonus most creatures with
grab possess.
Mirage (Su) A sargassum fiend emits a powerful
scent that causes specific, miragelike
hallucinations. All creatures within 300 feet of a
sargassum fiend must make a DC 18 Will save or
become enraptured by the scent. An enraptured
creature sees the monster as whatever would
most compel it to approach. This might be
a lost loved one, a child in need of help,
an enchanting mermaid, the promise of
dry land, and so on. The extent of this
illusion functions as mirage arcana (CL
equals the sargassum’s CR), but is a mind-
affecting phantasm, not a glamer. This effect
ends immediately if the plant makes an attack against any
target. The save DC is Charisma-based.
A sargassum fiend is a free-floating mass of intelligent
seaweed capable of luring its victims to their deaths via a
powerful hallucinogenic pheromone. Once the sargassum
fiend lures prey within striking distance, it grabs the
entranced creature and attempts to crush it to death.
Experienced sailors tell tales of entire crews jumping
overboard to swim out to a murderous field of the sea plants.
The strange pheromone produced by a sargassum fiend
can be harvested from the numerous bulbs that grow within
the fiend’s body, but these bulbs rot quickly once harvested.
A fresh bulb lasts for 1 hour before becoming useless; until
that point it can be crushed as a standard action to produce
a mirage effect as detailed above. A single sargassum fiend
generally has 1d6 bulbs of musk when slain—harvesting
one requires a DC 29 Survival check. To date, no alchemical
or magical process has successfully preserved this musk.
Sargassum fiends usually reach sizes up to 10 feet
in diameter before splitting, their means of asexual
reproduction. Mutations have been known to exist,
however, and sea-faring scholars have recorded individual
sargassum fiends reaching masses of truly enormous size,
up to Colossal. Such enormous sargassum fiends can be
created by advancing their Hit Dice by a minimum of 5 HD
per size increase step.
主题: 【Bestiary 5】噬心菌(Nulmind) 这个起名无能了
作者: 雾音2020-02-08, 周六 22:03:17
噬心菌(Nulmind)
这厚实的真菌看上去就如同毛毛虫一般。其上的皱褶在蠕动时散发出骇人的金色光芒。
噬心菌 Nulmind CR11
XP 12800
绝对中立 小型植物
先攻+8;感官 昏暗视觉,察觉+27
灵光 心灵吸取(30尺,DC23)
 

  防御

AC  25,接触16, 措手不及20 (+4护甲+4敏捷+1闪避+5天防+2体型)
hp  142(15d8+75)
强韧+15,反射+11,意志+12
免疫 植物特性;SR 22
 

  攻击

速度 10尺,攀爬 10尺
近战 孢子+16接触(心灵孢菌)
特殊攻击 心灵孢菌
异能法术 (CL 11;专注+17)
10PE—自性鞭笞I(3PE,DC19)本我暗示I(2PE,DC18)精神屏障I(1PE)心靈戳刺I(4PE,DC20)
类法术能力 (CL 11;专注+17)
常驻-法师护甲
 

  数据

力量10,敏捷19,体质18,智力17,感知20,魅力23
BAB+11;CMB+10;CMD 25(不可拌摔)
专长 警覺,戰鬥施法,闪避,強韌加強,精通先攻,钢铁意志,閃電反射,健壮
技能 攀爬+23,威吓+21,察觉+27,察言观色+24,法术辨识+18
语言 通用语,木族語,地底通用语(不会说)
SQ 吞噬魔法
 

  生态

生态
环境 温带森林
组织 单独
财产 incidental
 

  特殊能力

吞噬魔法(EX)若有生物在其30尺范围内施法,可使其获得1PE。如果施放的是异能法术则获得等同法术环位的PE。
心灵吸取灵光(SU)30尺范围内的生物每轮都需要通过DC23的意志豁免,否则将受到1d3智力伤害。噬心菌可以支配受其造成智力伤害高于智力调整值的生物(该能力会意志属性伤害导致的昏迷)
心灵孢菌(SP)被其孢子集中的生物会受到如同心靈戳刺I豁免失败的伤害。

据研究,噬心菌被认为是自外星降临的真菌生命。它会被充满魔法力量或法师聚集的地区吸引,在那里慢慢吮食魔力,然后以心灵吸取灵光慢慢消耗附近居民的智力。它们最喜爱的是异能施法者,因为他们的精神力量能给予其更多的力量。受到心灵吸取灵光影响的生物最终很可能会变成其奴仆,然后吸引更多猎物前来。这种奴仆对其而言无法满足其需求,只能成为其口食。
若毫无节制地进食,噬心菌会飞快吃完当地的生物而陷入饥饿。因为野兽无法为其提供养分,也无法为其找到具有智慧心智的食物。有时它们会出现在森林边缘的社区或将毒手伸向林地中的德鲁伊教团。因此德鲁伊们会尽可能在生态被破坏前主动捕杀它们。尽管它们是植物,但大多数德鲁伊都将其视作大自然的敌人。
幸运的是噬心菌很罕见,甚少有文档和组织有关于其的记录。这些生物不会合作,因为它们都只顾及自己的需求,甚至还会吞噬自己的同类。如果空腹难耐,它们有时候也会以精类生物的心灵为食。不过尽管它们是敌人,噬心菌却会主动避开精类生物的居住地。
噬心菌像毛毛虫一样蠕动。其长3尺,重50lb。

不确定是不是字符的那个nul啊。。。我的计算机学得很渣。。。勉强记得好像有终结的意思,所以就叫心智终结者噬心菌吧(狗头)吃我降智打击啦

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

Nulmind
This thick ribbon of fungus somewhat resembles a caterpillar. Its
folds pulse with an eerie, golden incandescence.
NULMIND  CR 11
XP 12,800
N Small plant
Init +8; Senses low-light vision; Perception +27
Aura mind drain (30 ft., DC 23)
DEFENSE
AC 25, touch 16, flat-footed 20 (+4 armor, +4 Dex, +1 dodge,
+5 natural, +1 size)
hp 142 (15d8+75)
Fort +15, Ref +11, Will +12
Immune plant traits; SR 22
OFFENSE
Speed 10 ft., climb 10 ft.
Ranged spore +16 touch (mind spores)
Special Attacks mind spores
Psychic Magic (CL 11th, concentration +17)
10 PE—ego whip I OA (3 PE, DC 19), id insinuation I OA
(2 PE, DC 18), mental barrier I OA (1 PE), mind thrust IV OA
(4 PE, DC 20)
Spell-Like Abilities (CL 11th; concentration +17)
Constant—mage armor
STATISTICS
Str 10, Dex 19, Con 18, Int 17, Wis 20, Cha 23
Base Atk +11; CMB +10; CMD 25 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Great Fortitude,
Improved Initiative, Iron Will, Lightning
Reflexes, Toughness
Skills Climb +23, Intimidate +21,
Perception +27, Sense Motive +24,
Spellcraft +18
Languages Common, Sylvan,
Undercommon (can’t speak any
language)
SQ devour magic
ECOLOGY
Environment temperate forests
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Devour Magic (Ex) When a creature
casts a spell within 30 feet of a
nulmind, the nulmind gains
1 PE. If the spell was a
psychic spell, the
nulmind instead gains
a number of PE equal to
the level of the spell.
Mind Drain Aura (Su) Any
creature within 30 feet of a nulmind must succeed at a DC 23
Will save each round or take 1d3 points of Intelligence damage.
A nulmind can control all creatures within its aura that have an
amount of Intelligence damage greater than their Intelligence
scores as if those creatures were dominated (this suppresses
the usual coma that results from such damage).
Mind Spores (Sp) A creature hit by a nulmind’s spores takes
damage as if it failed its saving throw against mind thrust I.
The tremendously dangerous nulmind is a fungal creature
believed by many sages to have extraterrestrial origins. It
is drawn to areas of innate magical power or populated
by spellcasters, feasting off the magic in the area while
slowly wearing down the inhabitants’ mental faculties
with mind-numbing thoughts and images. Users of
psychic magic prove to be favored targets, as their mental
energy is especially empowering to the fungi. A creature
that succumbs to a nulmind’s mind drain aura might
eventually become enslaved to the fungus’s alien will,
the nulmind using such unfortunate creatures to draw in
further prey. A creature enslaved in this way is incapable
of seeing to even its own basic needs, becoming a simple
extension of the nulmind’s need to feed.
Left unchecked, a nulmind rapidly depletes the local
wildlife, as its mindless servants starve to death. Animal
life provides very little sustenance for the creature, and
a nulmind inevitably works to find richer sources of
intelligence and spell power to devour. This sometimes
leads the fungus to communities on the border of its forest
or to  gravitate toward woodland-bound druidic circles.
Because of this, druid enclaves often actively
hunt and destroy these creatures before they
can wreak havoc on the local ecosystem.
Despite the fungi’s plantlike nature, most
druidic communities view nulminds as
anathema to the natural order.
Nulminds are fortunately rare, with
no documented culture or organization.
These creatures rarely work well in
concert, as each is ultimately selfish
and sees only to its own needs, draining
even its fellows without hesitation. Despite
their insatiability, nulminds seem to
lack a taste for the mental energy of fey
creatures. While the fungi still defend
themselves against fey creatures,
they go out of their way to avoid
areas where such creatures live.
A  nulmind  moves  by
compressing and shifting its
body, creeping slowly like a
caterpillar. A nulmind is about
3 feet long and weighs 50 pounds.
主题: 【Bestiary 4】仙人掌人(Saguaroi)
作者: 雾音2020-02-16, 周日 10:54:01
仙人掌人(Saguaroi)
这多刺的仙人掌有着人类的外形,在其血肉中似乎还有更小的仙人掌在发芽。
仙人掌人(Saguaroi) CR5
XP 1600
绝对中立 中等体型植物
先攻+8;感官 昏暗视觉,察觉+10
 

  防御

AC  18,接触14, 措手不及14 (+4敏捷+4天防)
hp  59(7d8+28)再生5 (火焰)
强韧+9,反射+8,意志+4
特殊防御 针刺皮肤;免疫 植物特性
 

  攻击

速度 40尺
近战 2挥击+10(1d6+5)
特殊攻击 针刺球果
 

  数据

力量20,敏捷18,体质18,智力7,感知15,魅力11
BAB+5;CMB+10,CMD 24
专长 警覺,戰鬥反射,精通先攻,閃電反射
技能 察觉+10,察言观色+5,生存+5
语言 木族語
SQ 靜止,产水
 

  生态

生态
环境 温暖沙漠
组织 单独,成双,成群(3-9)或部落(10-20)
财产 标准
 

  特殊能力

针刺球果(EX)每天三次,仙人掌人可以从体内射出一排针刺。这些针刺会对15尺锥形范围内的生物造成4d6的穿刺伤害(通过反射DC20减半)豁免DC基于体质。
针刺皮肤(EX)仙人掌人体表长满针刺,其天武会造成钝击和穿刺伤害。任何攫抓仙人掌人或以天武和徒手攻击仙人掌人的生物都会受到1d4穿刺伤害(拥有長觸及特性武器不受此效果影响)攫抓巨柱仙人掌的生物每轮都会受到此伤害。
产水(EX)每小时一次,以一个标准动作仙人掌人可以切开自己(受到1点伤害)以产出1加仑的水。产出4加仑水后会陷入疲乏。生存8加仑水后会力竭且24小时内无法生产更多的水。

仙人掌人,也被生活在沙漠的人型生物成为仙人掌之民,他们居住在碎石荒野,广阔沙漠中的炎热的灌木丛或被日光烘烤的沙丘之上。他们虽然慷慨但领地意识极强,他们会为勇于在沙漠中行走的旅行者提供帮助—一般是提供自己的体液—但却不会容忍有人经过他们的领地。他们裹着与世隔绝的生活,但如果有好战的生物威胁到他们的生活,他们会暴起反击。
仙人掌人以小型游牧部落形式生活,白天在阳光下前行,晚上扎根与地面以从砂石中汲取矿物质和水分。他们每年开一次花,若得到成体细心照顾便可顺利结果为种子。种子在种植前需要被细心照料1年,而幼年仙人掌人需要抚养4年才能拔起根部自主行走,然后经历数十年的时间成长为成体。一些已经活过数百年的仙人掌人的躯体会长出一些新的奇形怪状的肢体。这些新的肢体看似毫无作用,但一些进化仙人掌人能将其视作主要手脚一般使用。

(https://s2.ax1x.com/2020/02/16/3SWODH.jpg)

5ff OUff ij01
This humanoid plant creature has the prickly hide of a cactus,
and smaller cactuses seemin.!Jly sprout from its flesh.
XP 1,600
N  Medium plant
lnit  +8;  Senses  low-light vision; Perception +10
DEFENSE
AC  18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp  59 (7d8+28); regeneration 5 (lire)
Fort  +9,  Ref  +8,  Will  +4
Defensive Abilities  needle hide;
Immune  plant traits
OFFENSE
Speed  40 ft.
Melee  2 slams +10 (1d6+5)
Special Attacks  needle cone
STATISTICS
Str  20,  Dex  18,  Con  18,  Int  7,  Wis  15,
Cha  11
Base Atk  +5;  CMB  +10;  CMD  24
Feats  Alertness, Combat Reflexes,
Improved Initiative,
Lightning Reflexes
Skills  Perception + 10, Sense
Motive +5, Survival +5
Languages  Sylvan
SQ  freeze, produce water
ECOLOGY
Environment  warm deserts
Organization  solitary, pair, party
(3-9), or tribe (10-20)
Treasure  standard
SPECIAL ABILITIES
Needle Cone (Ex)  Three times
per day, as a standard action a
saguaroi can eject a barrage of
needles from its body. This effect
creates a 15-foot-cone burst of
needles that deals 4d6 points
of piercing damage to all
creatures in the area (Reflex
DC 20 for half). The save DC
is Constitution-based.
Needle Hide (Ex)  A saguaroi
is covered with needles
and spines, and its slam
attacks deal both bludgeoning
and piercing damage. Any
creature grappling a saguaroi or
attacking it with a natural attack
or unarmed strike takes 1d4 points of piercing damage
(manufactured weapons with the reach special feature do
not endanger the user this way). A creature grappling a
saguaroi takes this damage each round of the grapple.
Produce Water (Ex)  As a standard action once per hour, a
saguaroi can cut itself (taking 1 point of damage) to produce
1 gallon of water. After producing 4 gallons, it becomes
fatigued. After producing 8 gallons, it becomes exhausted
and cannot produce more water for 24 hours.
Saguarois, also called cactusfolk by desert-dwelling
humanoids, make their homes in rocky badlands, hot
scrublands on the edge of vast deserts, and sandy
dunes baked by the sun. They are generous but
territorial, offering aid to travelers who brave
the blistering deserts-often in the form of
their own watery blood-but don't tolerate
guests who overstay their welcome.
Civilization rarely attempts to push
far into the deserts, leaving these
creatures relatively isolated from
other intelligent races. In cases
where  belligerent  settlements
threaten the way of life for
tribes of saguarois, however,
the cactusfolk respond with
terrifying violence.
Saguarois live in small
nomadic tribes, traveling
under the life-giving sun by
day and rooting themselves
each night in places where
they can draw minerals from
the pebbly and sandy soil and absorb water.
Saguarois produce flowers once a year that go
to seed and grow into young saguarois ifthe
adult creatures properly care for them. If
planted, a seed must be attended by one
or more saguarois over the course of a
year before the infant saguaroi sprouts.
After sprouting, it takes  4  years before
the infant saguaroi can uproot itself and
move about, and decades more to reach
maturity. Some saguarois have lived for
hundreds of years, and these old cactusfolk
often sprout additional limbs or strange
twisting growths stretching out from their
cylindrical torsos. Usually these additional
limbs and growths are nonfunctional,
but significantly advanced saguarois
have been known to learn how to
use them as if they were their
primary arms and legs.
主题: 活化蜃景(Living Mirage)
作者: 雾音2020-02-16, 周日 10:55:13
活化蜃景(Living Mirage)
一层雾气在地平线上折射着光芒,在空中凝结成似幻亦真的绿洲。
活化蜃景(Living Mirage) CR9
XP 6400
绝对中立 巨型泥怪
先攻+0;感官 察觉-5
 

  防御

AC  6,接触6, 措手不及6 (-4体型)
hp  114(12d8+60)
强韧+9,反射+4,意志-1
特殊防御 天生隱形;DR 10/魔法;免疫 音波,泥怪特性;抗力 寒冷10,火焰10
弱点 易散于风
 

  攻击

速度 飞行20尺(完美)
近战 接触+5(8d6附加干燥)
占据 20尺,触及 20尺
特殊攻击 没于蜃景(DC21,6d6附加干燥)干燥,蜃景构造
 

  数据

力量-,敏捷10,体质20,智力-,感知1,魅力10
BAB+9;CMB+13,CMD 23
技能 飞行+2
SQ 气态
 

  生态

生态
环境 任何沙漠或海洋
组织 单独
财产 incidental
 

  特殊能力

没于蜃景(EX)活化蜃景可以包捲敌人(使用怪物通用规则)被包捲的生物不会被壓制且可以正常行动—而且也不会窒息—但在轮到其行动时会受到伤害和干燥效果。豁免DC基于体质。
干燥(EX)活化蜃景能从接触到会包捲住的敌人处吸走体液。受到伤害的生物需要通过豁免检定否则将受到乾渴效果(CRB 444)DC等于玩家可坚持时间+1小时的乾渴检定或活化蜃景造成的一半伤害,两者取其高。在每受到活化蜃景一次伤害后,目标都会在检定上累积一次-1罚值。因乾渴效果而受到非致命伤害的生物将会疲乏。
气态(EX)活化蜃景的身形完全是一团气体。它可以穿过小孔和裂缝,但不能溶于水或其他液体。它不具有力量值,故而也不能拿起任何物体。
天生隱形(EX)即使在攻击时也活化蜃景无法被窥见。消除隱形对其无效。对于无法定位其位置的敌人,活化蜃景移动时在隐匿上获得+20加值,静止时获得+40加值。加值未计算在数据内。因其体型与占据面积巨大,故而其因隱形仅获得20%失手率。
蜃景构造(EX)以一个标准动作,活化蜃景可以投影出极端高温或可折射区域—如沙漠,辽阔的海洋或积雪的平原—的幻想,利用受害者的心理诱使受害者向其靠近。这是影响心灵的五官幻覺非魔法效果,效果与幻景相同。活化蜃景可以以迅捷动作将其消除。豁免DC基于魅力,且活化蜃景在该能力DC上获得+4种族加值。
易散于风(EX)面对風力效果影响时,活化蜃景视为小体型生物(CRB 439)

活化蜃景是一团栖息于炎热与寒冷交织的沙漠或平静海面上的气体。尽管那些被其夺取所爱之人视其为残忍的欺骗者,但它并不具有意识,知识下意识以生物体内的体液和矿物质为生。它们所展示的幻想也不因其不同而有差异,因为这是源自于受害者内心的幻想。

(https://s2.ax1x.com/2020/02/16/3SWLKe.jpg)

Living Mirage
A glimmering vision shimmers on the horizon, the very air
coalescing into an oasis that may or may not exist.
LIVING MIRAGE  CR 9
XP 6,400
N Gargantuan ooze
Init +0; Senses Perception –5
DEFENSE
AC 6, touch 6, flat-footed 6 (–4 size)
hp 114 (12d8+60)
Fort +9, Ref +4, Will –1
Defensive Abilities natural
invisibility; DR 10/magic;
Immune sonic, ooze traits;
Resist cold 10, fire 10
Weaknesses vulnerable to wind
OFFENSE
Speed fly 20 ft. (perfect)
Melee touch +5 (8d6 plus
desiccation)
Space 20 ft.; Reach 20 ft.
Special Attacks consuming
mirage (DC 21, 6d6 and
desiccation), desiccation,
project mirage (DC 20)
STATISTICS
Str —, Dex 10, Con 20, Int —,
Wis 1, Cha 10
Base Atk +9; CMB +13; CMD 23
Skills Fly +2
SQ gaseous
ECOLOGY
Environment any deserts or oceans
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Consuming Mirage (Ex) A living mirage can engulf foes (as
per the universal monster ability). A creature engulfed
by a living mirage doesn’t gain the pinned condition and
can move normally—such a creature is not in danger of
suffocating—but as long as it begins its turn engulfed, it’s
subject to desiccation in addition to the damage the attack
causes. The save DC is Constitution-based.
Desiccation (Ex) A living mirage siphons streamers of blood
and other vital fluids away from living creatures it touches
or engulfs. A living creature that takes damage from the
living mirage must succeed at a Constitution check to
avoid the effects of thirst (Pathfinder RPG Core Rulebook
444), with a DC equal to either the DC against thirst as if
1 additional hour had passed or half the amount of damage
dealt by the living mirage, whichever is higher. The target
takes a cumulative –1 penalty on this check for each
consecutive round beyond the first it takes damage from
the living mirage. A creature that takes nonlethal damage
from thirst as a result of this ability is fatigued.
Gaseous (Ex) A living mirage has a body composed of
shimmering air. It can pass through small holes or narrow
openings, even mere cracks, but cannot enter water or
other liquid. It has no Strength score, and cannot manipulate
objects as a result.
Natural Invisibility (Ex) A living mirage
remains invisible at all times, even
when attacking. This ability isn’t
subject to the invisibility purge
spell. Against foes that cannot
pinpoint its location, a living
mirage gains a +20 bonus
on Stealth checks when
moving or a +40 bonus
when standing still. These
bonuses are not included
in the statistics above.
Because of its size and
pervasiveness within
the area it occupies, a
living mirage gains only a
20% miss chance due to
its invisibility.
Project Mirage (Ex) As
a standard action, a living
mirage can create an illusory
vision in areas of extreme heat
or reflection—such as a desert,
open ocean, or snow plain—to lure
victims toward it, instinctively using the
victims’ own desires for comfort to form the
illusion. This is a nonmagical mind-affecting glamer effect
that is otherwise identical to hallucinatory terrain and that
the living mirage can dismiss as a swift action. The save
DC to disbelieve the illusion is Charisma-based, and the DC
includes a +4 racial bonus.
Vulnerable to Wind (Ex) A living mirage is treated as if it
were a Small creature for the purposes of determining the
effects high wind has upon it (Core Rulebook 439).
A living mirage is a cloud of shimmering air that dwells in
warm and cold deserts and calm stretches of open ocean.
Although those who have lost loved ones to living mirages
revile them as cruel deceivers, living mirages are in fact
mindless, without any motive beyond feeding on the water
and minerals found in living bodies. They manage to show
hallucinations of what a victim desires not because of any
intelligence on the living mirage’s part, but because the
victim’s own mind generates the illusions.
主题: 死亡马车 Death Coach(灵车漂移啦)
作者: 雾音2020-04-07, 周二 00:16:11
死亡马车 Death Coach
两匹幽灵马拉动着这辆华丽的幽灵马车,窗户被暗沉的窗帘遮挡着。

死亡马车 Death Coach,[CR14]
XP 38400
中立邪恶 超大型 不死生物(虚体)
先攻 +14;感官 黑暗视觉60呎,觀命術,生命感知;察覺 +30;灵光毀滅靈氣

防禦

AC 27,接触 16,措手不及 16 (+8偏斜+10敏捷+1闪避-2体型)
HP 212(17d8+136)
強韌 +13,反射 +15,意志 +14
特殊防御 导能抗力+4,虚体;免疫 不死生物特性

攻擊

速度 40尺,飞行 30尺(一般)缚魂疾驰
近戰 虚体接触 +20(17d6 负能量伤害)
占据15尺;触及15尺
特殊攻击夺魂
類法術能力(CL16;专注+24)
任意—幻音術(DC18)恐嚇術(DC20)擾人噪音(DC21)
3次/天—瞬发恐惧术(DC22)魅影殺手(DC22)

數據

力量 -,敏捷 30,體質 -,智力 15,感知 18,魅力 27
BAB +12;CMB +24;CMD 43(不可被拌摔)
專長 战斗反射,闪避,精通先攻,閃電步,靈活移動,類法術能力瞬發(恐惧术)技能专攻(威吓,察觉)疾風步
技能 飞行+26,威吓+34,知识(地理,历史,本地,贵族)+9,察觉+30,察言观色+13,生存+21
語言 深淵語,通用语,炼狱语(不会说)

生態背景

環境 任何
組織 单独
財寶 标准

特殊能力

毀滅靈氣(Aura of Doom,SU):死灵马车会散发出半径30尺的毀滅靈氣。成功豁免的生物在接下来24小时将免疫该死灵马车的灵气效果。这是影响心灵的恐惧效果,豁免DC基于魅力。
夺魂(Collect Soul,SU):死灵马车以接触攻击对生物造成伤害时可以以迅捷动作收割该生物的灵魂,目标必须通过DC24的强韧豁免。受恐惧效果影响的生物在此次豁免受到-4罚值。成功豁免的生物将受到3d6+16伤害,失败则受到160伤害(视为CL16的死亡一指)被该效果杀死的生物灵魂将被囚禁于死灵马车内部。这只有通过奇迹术或祈愿术才能复活侍者。这是死亡效果,通过豁免的生物在接下来24小时将免疫死灵马车的夺魂能力。豁免DC基于魅力。
缚魂疾驰(Soulbound Gallop,SU):在以夺魂束缚了其他灵魂时,死灵马车的速度会倍增。若收到其他效果影响而提升速度也会一并翻倍。

可怖的虚幻马车被幽灵马拖动着,死灵马车会突然出现,强行杀害他们的受害者并强行夺走他们的灵魂。

(https://s1.ax1x.com/2020/04/18/JeQ7SH.jpg)

Death Coach
Two spectral horses pull this ornate, ghostly carriage, whose
windows are blocked by dark, heavy curtains.
DEATH COACH  CR 14
XP 38,400
NE Huge undead (incorporeal)
Init +14; Senses darkvision 60 ft., deathwatch, lifesense;
Perception +30
Aura aura of doom (30 ft., DC 26)
DEFENSE
AC 27, touch 27, flat-footed 16 (+8 deflection, +10 Dex, +1 dodge,
–2 size)
hp 212 (17d8+136)
Fort +13, Ref +15, Will +14
Defensive Abilities channel resistance +4, incorporeal;
Immune undead traits
OFFENSE
Speed 40 ft., fly 30 ft. (average); soulbound gallop
Melee incorporeal touch +20 (17d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks collect soul
Spell-Like Abilities (CL 16th; concentration +24)
At will—ghost sound (DC 18), scare (DC 20), distracting
cacophony UM (DC 21)
3/day—quickened fear (DC 22), phantasmal killer (DC 22)
STATISTICS
Str —, Dex 30, Con —, Int 15, Wis 18, Cha 27
Base Atk +12; CMB +24; CMD 43 (can’t be tripped)
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning
Stance, Mobility, Quicken Spell-Like Ability (fear), Skill Focus
(Intimidate), Skill Focus (Perception), Wind Stance
Skills Fly +26, Intimidate +34, Knowledge (geography, history, local,
nobility) +9, Perception +30, Sense Motive +13, Survival +21
Languages Abyssal, Common, Infernal (can’t speak any language)
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Aura of Doom (Su) The death coach’s aura acts like an aura of
doom UM with a radius of 30 feet. A creature that succeeds at its
save is immune to that death coach’s aura for 24 hours. This is
a mind-affecting fear effect. The save DC is Charisma-based.
Collect Soul (Su) When a death coach deals damage to a creature
with its touch attack, it can immediately attempt to collect the
creature’s soul, forcing the creature to attempt a DC 24 Fortitude
save. Creatures under the effects of a fear effect take a –4
penalty on this save. A creature that succeeds at its save takes
3d6+16 points of damage. On a failed save, the creature takes
160 points of damage (as if affected by a CL 16 finger of death).
The soul of a creature slain by this attack becomes trapped in
the death coach’s interior. A trapped soul can be restored to life
only by a miracle or wish. This is a death effect, and a creature
that succeeds at its save is immune to that death coach’s collect
soul ability for 24 hours. The save DC is Charisma-based.
Soulbound Gallop (Su) When the death coach has trapped a
soul with its collect soul ability, all of its movement speeds
double. The doubling occurs before applying any other effects
that increase its speed.
Fearsome phantasmal carriages pulled by ghostly horses,
death coaches appear without warning to collect and carry
off unwilling mortal souls to the afterlife, slaying their
victims first if need be.
主题: 尼姆布恩 nemhain(凯尔特神话的死亡和战争女神居然变成了这个鬼样子)
作者: 雾音2020-04-18, 周六 09:03:10
一团团半透明的鬼魂围绕着这具干尸。

尼姆布恩 nemhain,[CR15]
XP 51200
中立邪恶 中等体型 不死生物(虚体)
先攻 +12;感官 黑暗视觉60呎;察覺 +28

防禦

AC 26,接触 26,措手不及 17 (+7偏斜+8敏捷+1闪避)
HP 225(18d8+144);亵渎再生 5(电或善良)
強韌 +13,反射 +16,意志 +20
特殊防御 导能抗力+4,虚体
抗力 酸10,火10;免疫 寒冷,不死生物特性

攻擊

速度 飞行30尺(完美)
近戰/遠程 虚体接触 +21(3d8+1d6体质吸取)
類法術能力(CL15,專注 +22)
3次/天–
重傷術(DC23)殺生術(DC22)心靈遙控(DC22)
1次/天–
防活物護罩,力牆術

數據

力量 -,敏捷 26,體質 -,智力 23,感知 25,魅力 25
BAB +13;CMB +21;CMD 39
專長 战斗反射,闪避,飞越攻击,精通先攻,钢铁意志,闪电反射,突刺,靈活移動,健壮
技能 唬骗+25,交涉+25,飞行+37,威吓+28,知识(奥秘,宗教)+27,察觉+28,察言观色+28,法术辨识+27,隐匿+29
語言 通用语,心灵感应100尺
特殊能力 复生

生態背景

環境 任何
組織 单独
財寶 标准

特殊能力

拘禁怨灵(Bound Spirits,SU]):尼姆布恩身边围绕着一些怨灵—它们一般都是其生前的近亲好友。以一个迅捷动作可以命令被拘禁的怨灵进行30尺的远程接触攻击(+21)这视为尼姆布恩的虚体接触攻击,也可以用于施放重傷術或殺生術。以怨灵传递法术是一个迅捷动作且无需使用标准动作施展法术,但仍需消耗每天类法术能力的次数。其甚至可以将这些怨灵散布到距离自己1公里外的地方侦查。其飞行速度为60尺(完美)所听所闻都能和尼姆布恩共享,但只要不回归便不可以怨灵进行远程接触攻击。这些怨灵除了反制邪惡,死者復活和復生術外不受其他攻击和法术效果影响。被施展上述法术将会令怨灵被暂时驱散,尼姆布恩在接下来的1小时内无法在利用它们。而完全復生術则可以使怨灵消失24小时。
亵渎再生(Profane Regeneration,SU]):此能力如同再生,尽管尼姆布恩没有体质加值。hp归0时尼姆布恩会陷入恍惚而非被摧毁。只要亵渎再生不被压制其hp便不会降到0以下。
复生(Rejuvenation,SU]):尼姆布恩在转化时都与某样仪式道具进行了绑定。一般是大型雕像,石柱或石碑。在物品没被摧毁时,尼姆布恩在被摧毁的1d4天后将自动复生在绑定物品旁。

尼姆布恩是一种用以保护某个人,某样事物,某个地方或想法而被转化的生命。一些虔诚的牧师和教徒或将自己或其亲人(一般是在不知情的情况下)进行转化仪式,以便在其死后依旧保护自己的领域。但转化尼姆布恩的亵渎仪式据说已经失传了。
尽管大多数主动转化为尼姆布恩的人都是邪恶之人(大多是邪教组织的成员)但一些善良之人也会出于看护酷吏与腐化之地而接受这一仪式。但无论初衷如何,他们必将堕入邪恶。
(https://s1.ax1x.com/2020/04/18/JeQHld.jpg)
Nemhain
A cloud of translucent humanoid spirits whirls around this
ghostly desiccated corpse.
NEMHAIN CR 15
XP 51,200
NE Medium undead (incorporeal)
Init +12; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
hp 225 (18d8+144); profane regeneration 5 (electricity or good)
Fort +13, Ref +16, Will +20
Defensive Abilities channel resistance +4, incorporeal;
Immune cold, undead traits; Resist acid 10, fire 10
OFFENSE
Speed fly 30 ft. (perfect)
Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
Special Attack bound spirits
Spell-Like Abilities (CL 15th; concentration +22)
3/day—harm (DC 23), slay living (DC 22),
telekinesis (DC 22)
1/day—antilife shell, wall of force
STATISTICS
Str —, Dex 26, Con —, Int 23, Wis
25, Cha 25
Base Atk +13; CMB +21; CMD 39
Feats Combat Reflexes, Dodge,
Flyby Attack, Improved
Initiative, Iron Will, Lightning
Reflexes, Lunge,
Mobility, Toughness
Skills Bluff +25,
Diplomacy +25, Fly +37,
Intimidate +28, Knowledge
(arcana) +27, Knowledge
(religion) +27, Perception +28, Sense
Motive +28, Spellcraft +27, Stealth +29
Languages Common; telepathy 100 ft.
SQ rejuvenation
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Bound Spirits (Su) A nemhain is
surrounded by a whirling cloud
of spirits that are bound to her—often the
spirits of close relatives or friends she had in life.
As a swift action, she can direct these bound spirits
to strike at any creature within 30 feet as a ranged touch
attack (with an attack bonus of +21). These spirits may
be used to cause damage as if the nemhain had touched
the target with her incorporeal touch, or they can be used
to deliver a harm or slay living effect. Using these spirits
to deliver one of these spell-like abilities is a swift action;
the nemhain does not need to take a standard action to
cast the spell-like ability, but it still counts against the
number of times per day she can use that spell-like ability.
The nemhain can also send these spirits as a group up to 1
mile away to act as scouts; they have a fly speed of 60 feet
(perfect). She can observe and listen through them, but as
long as they don’t share her space, she can’t use them to
deliver ranged touch attacks. These spirits are impervious
to almost all attacks and magic, save the following: dispel
evil, raise dead, or resurrection. Such spells cause the spirits
to vanish and to be useless to the nemhain for 1 hour. True
resurrection makes the spirits useless for 24 hours.
Profane Regeneration (Su) This ability functions like
regeneration except the nemhain possesses it despite the fact
that she lacks a Constitution score. A nemhain reduced to 0
hit points is staggered instead of destroyed while her profane
regeneration is active. As long as her profane regeneration
is active, a nemhain ignores all damage that would reduce
her hit points below 0.
Rejuvenation (Su) All nemhains are tied to
a ritual object used in their creation.
This object is typically a large statue,
pillar, or monolith. Until this object
is destroyed, a destroyed nemhain
automatically rejuvenates back to
full hit points 1d4 days after she
is destroyed, always appearing
adjacent to her ritual object.
A nemhain is formed when a soul
deliberately assumes undead status
as a means of protecting a person,
object, place, or ideal. Often, a devoted
priest or ally volunteers herself
and her (often unwitting)
kin  for  transformation
into a nemhain in order
to continue protecting her
home even beyond her death. The
blasphemous rituals used to create
nemhains are often believed to have
been lost.
While most nemhain aspirants
are  evil  to  begin  with—such
individuals are often members of cults
worshiping deities of lost or forbidden secrets—
occasionally a goodly creature considers protecting a
site worthy of a corrupted, tortured existence. Such an
act, however well intentioned, is destined to damn her
for all eternity
主题: 静默乐手(Mute Musician])
作者: 雾音2020-05-11, 周一 00:05:21
静默乐手(Mute Musician])【诗人变体】

  [静默乐手为不自然或是存在于深邃星空中的存在歌唱。她不可思议地将光线和声乐糅合在一起。其中一些人将音乐灵感视为黛絲娜的阴暗面,但实际上他们大部分的灵感都来源于黑暗异帷中的旧日神话,或是围绕着盲目痴愚之神阿撒托斯歌唱的外神合奏。]

[静默]([Mute],[EX]):[静默乐手一般身心都有所缺损(有的是心理上的问题,有的甚至是自残)而无法发出声音。基于语言的效果(如表演[演讲])需要吟游诗人可以使用心电感应,无需语言或写出来。尽管她仍可使用乐器演奏吟游诗人表演,但却不能使用表演(歌唱)和说话。静默乐手可以通过演奏拥有表演技能的乐器以代替施法所需的語言和姿势成分。]
[施法免材]([Eschew Materials],[EX]):[静默乐手在一级获得施法免材作为奖励专长]。[该能力替换逸聞知識]。
[吟遊表演]([Bardic Performance]):[静默乐手获得以下吟遊表演能力。]
静默交响乐(SU)3级开始静默乐手的演奏可以减弱半径30尺内所有其他声音。在范围内的生物对声波效果或依赖语言的效果豁免获得+2加值。在7级增加到+3,在11级增加到+4,在15级增加到+5,在19级增加到+6。静默交响乐依赖听觉成分运作。该能力替换激發勇氣能力。
扰人谐律(SU)14级开始静默乐手可以演奏出令人困惑的不谐音律,使得半径30尺内所有生物都陷入混乱。她可以指定受到影响的目标。区域内所有能听到演奏的生物若未通过豁免检定(DC=10+1/2吟游诗人等级+魅力调整值)则会持续困惑到听不到演奏。若成功通过豁免则在接下来24小时都不会受该能力影响。扰人谐律依赖听觉成分运作。该能力替换恐懼魔音。
恒久演奏(SU)15级开始静默乐手可以以自由动作维持吟遊表演,即使陷入困惑,恐惧,暈眩,反胃,恐慌,麻痹,石化,沉默,恍惚,震慑或昏迷等状态。即使被杀死,只要吟遊表演回合数没有消耗殆尽,她依旧可以以自由动作维持表演。只有彻底毁掉其躯体(如灰飛煙滅或解離術,或其hp下降到10X其体质调整值)才可以终止表演。该能力替换激發豪情能力。
大合奏(SU)18级开始静默乐手可以与异界的演奏者共鸣,演奏出宇宙的乐章。该能了可以复制異界之門的旅行能力,只能在同一位面传送但不受距离限制。该能力替换群體暗示能力。
[洞察彼岸]([Insights from Beyond],[EX]):[2级开始静默乐手可以将法师/术士法术表中的两个属于咒法(呼喚,召唤,传送)之类的法术加入已知法术列表。在6级后的每4级都能额外选择两个法术添加到已知法术列表中。]。[该能力替换多才多藝]。
[迟钝恐惧]([Dulled Horror],[EX]):[2级开始静默乐手对于困惑,恐惧,精神錯亂和异怪的超自然能力豁免获得+4加值]。[该能力替换通曉音律]。
[旧日音符]([Eldritch Caesura],[SU]):[10级开始静默乐手可以每轮多消耗1轮吟遊表演轮数,将令人不安的死寂加入到自己的演奏中。这种超自然的技巧可以模糊声乐和光线的界限,即使与目标之间存在阻碍。这使得吟游诗人的表演和语言法术可以跨越位面的界限(包括星界和阴影位面)真空和沉默术作用范围。该能力替换]。[替换能力描述萬事通]。
[前静默乐手]([Ex-Mute Musicians]):[恢复声音或大声说话的静默乐手将失去变体赋予的能力。只有通过24小时闭口不言才能恢复。]。

M ute M usician (B ard a rchetype )
A mute musician forswears speech for the unnatural songs
and thunderous silences of the depths of space. She learns
to blend light and sound in seemingly impossible ways.
Some mute musicians look to the darker aspects of Desna
as their inspiration for these performances, but most mute
musicians find their muse in the alien sounds of the Elder
Mythos and the entities that orbit the blind idiot god
Azathoth, who floats in the heart of the Dark Tapestry.
Mute (Ex): A mute musician has a disability or injury
(possibly self-inflicted or even psychological) that prevents
her from speaking or vocalizing. Language-dependent
effects (including Perform [oratory]) require the bard to
be able to use telepathy, nonverbal languages, or writing
to communicate. She cannot use Perform (sing) or speak
languages, though she can still create audible bardic
performances by means of a musical instrument. A mute
musician can provide verbal and somatic components for
spells she casts via any musical instrument in which she
has ranks in the appropriate Perform skill.
Eschew Materials (Ex): A mute musician gains Eschew
Materials as a bonus feat at 1st level.
This ability replaces bardic knowledge.
Bardic Performance: A mute musician gains the
following bardic performances.
Symphony of Silence (Su): At 3rd level, the mute musician’s
music muffles all other sounds within a 30-foot radius. All
creatures in the area of effect gain a +2 bonus on all saving
throws made against sonic attacks or language-dependent
effects. This bonus increases to +3 at 7th level, +4 at 11th
level, +5 at 15th level, and +6 at 19th level. Symphony of
silence relies on audible components.
This bardic performance replaces inspire competence.
Maddening Harmonics (Su): At 14th level, the mute
musician can create a performance so baffling and
discordant that it usurps all thought within a 30-foot
radius with chaos and entropy. The mute musician can
select which creatures in this area are affected by the
maddening harmonics and which are not. All targeted
creatures within this area must succeed at a Will saving
throw (DC = 10 + 1/2 the bard’s level + the bard’s Charisma
modifier) or be confused for as long as they can hear the
performance. If the creature succeeds at its saving throw,
it is immune to this ability for 24 hours. This performance
relies on audible components.
This bardic performance replaces frightening tune.
Ceaseless Performance (Su): At 15th level, the mute
musician can continue taking the free action to maintain
a bardic performance even while confused, cowering in
fear, dazed, nauseated, panicked, paralyzed, petrified,
silenced, staggered, stunned, or unconscious. Even if the
mute musician is killed, she can continue to take the free
action to maintain her performance as long as she has
rounds remaining. Only the utter destruction of the mute
musician’s body (such as via destruction or disintegrate, or
by reducing the bard to a negative hit point total equal
to 10 × her Constitution score) causes the performance
to end.
This ability replaces inspire heroics.
Song of the Conjunction (Su): At 18th level, the mute
musician can harmonize with the alien chorus beyond
the music of the spheres, creating a portentous cosmic
alignment. This effect duplicates a gate used to travel, save
that the destination point must be on the same plane as
the bard, but it is not otherwise limited by distance.
This bardic performance replaces mass suggestion.
Insights from Beyond (Ex): At 2nd level, a mute musician
adds two abjuration, conjuration (calling), conjuration
(summoning), or conjuration (teleportation) spells from
the sorcerer/wizard spell list to her list of bard spells
known. At 6th level and every 4 bard levels thereafter, she
can choose two more spells to add to her spells known.
This class feature replaces versatile performance.
Dulled Horror (Ex): At 2nd level, a mute musician
gains a +4 bonus on saves against confusion, fear, insanity
effects, and the supernatural abilities of aberrations.
This class feature replaces well-versed.
Eldritch Caesura (Su): At 10th level, a mute musician
can insert unsettling silences into her otherworldly music
by spending an additional 1 round of bardic performance
per round. This supernatural technique impossibly blurs
the line between music and light, transmitting audible
performances and sonic bard spells through most
barriers save lead. This allows the music and sonic spells
to affect creatures across planar boundaries (including
on the Ethereal or Shadow Planes), vacuums, and areas of
magical silence.
This class feature replaces jack-of-all-trades.
Ex-Mute Musicians: A mute musician who regains the
ability to speak or chooses to speak aloud loses all abilities
granted by this archetype. She can regain the archetype’s
abilities by spending 24 hours without speaking.
主题: 【Bestiary4】Taniniver 名字还没找到出处,先搁着吧
作者: 雾音2020-05-30, 周六 09:39:20
这条无色长翼的白眼巨龙身上布满了长苍的烂肉,扭动时依稀能看到蛆虫和脓流出。

Taniniver,[CR18]
XP 153600
中立邪恶 超大型 龙类
先攻 +4;感官 黑暗视觉120尺,觀命術;察觉 +26;灵光 气势凶猛(180尺,DC25)
防御

AC 33,接触8,触手不及33(+25天防-2体形)
HP 270(20d12+140)
强韧 +21,反射 +12,意志 +15
特殊防御 负能量亲和
傷害減免(若有)15/善良和魔法
抗力 酸30,寒冷30,电30,火30;免疫 麻痹,睡眠,视觉效果
法術抗力(若有)29

攻击

速度 30尺,飞行 200尺(笨拙)
近战/远程 啮咬+30(4d6+11附加疾病)2挥击+30(2d8+11附加疾病)尾扫+24(2d8+5附加疾病)
占据 15尺 ;触及 10尺(啮咬15尺)
特殊攻擊 吐息武器(60尺锥形,1d6力量吸取附加腐尸病,强韧DC27无效,间隔1d4轮)
类法术能力(CL20,专注 +25)
常驻–
觀命術
3次/天–
操縱屍體,造成重傷(DC18)
1次/天–
攝心目光(DC21)凋死術(DC23)痛苦徽記(DC20)

数据

力量 33,敏捷 11,体质 25,智力 18,感知 17,魅力 20
BAB +20;CMB +33;CMD 43(不可拌摔)
专长 順勢斬,战斗反射,重擊專攻,强韧加强,精通先攻,猛力攻击,噁心重擊,要害打擊,武器专攻(啮咬,挥击)
技能 唬骗+28,飞行+12,医疗+26,威吓+28,知识(奥秘,宗教)+27,察觉+26,察言观色+26,法术辨识+27,隐匿+15,使用魔法装置+28
语言 通用语,龙语,地底通用语

生态背景

环境 任何陆地或地底
组织 单独
财宝 标准

特殊能力

吐息武器(Breath Weapon,EX]):taniniver能吐出带有疾病粒子的灰色云雾。被喷中的生物若未通过DC27的强韧豁免将会患上腐尸病(Bestiary  210)疾病没有潜伏期即刻生效。治愈DC等于对抗龙息的DC。豁免DC基于体质。
疾病(Profane Regeneration,SU]):被taniniver击中会随机罹患一下疾病:失明症,黑死病,失心热,痲疯,心炎症或颤抖症。豁免DC等于吐息武器。


taniniver是罹患疾病后堕落的龙族。虽然肉体活着,但却在不断地腐烂,经受着永无止境的折磨,其腐臭是如此强烈以至于使得其感官更为敏锐。taniniver将大半生都花在治疗自己的研究上,但大多都失败导致了进一步恶化。他们常与崇拜不死生物或巨龙的邪教联手。
(https://s1.ax1x.com/2020/05/30/tKH4pT.jpg)
TffOIOIUEij
This lenless, winned, white-eyed dranon is covered in patches of
diseased flesh, squirminn with mannots and oozinn pus.
XP 153,600
NE Huge dragon
lnit  +4;  Senses  darkvision 120 ft.,  deathwatch;  Perception +26
Aura  frightful presence (180 ft., DC 25)
DEFENSE
AC  33, touch 8, flat-footed 33 (+25 natural, -2 size)
hp  270 (20d12+140)
Fort  +21,  Ref  +12,  Will  +15
Defensive Abilities  negative energy affinity;  DR  15/good and
magic;  Immune  paralysis, sleep, visual effects;  Resist  acid 30,
cold 30, electricity 30, fire 30;  SR  29
OFFENSE
Speed  30 ft., fly 200 ft. (clumsy)
Melee  bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus
disease), tail slap +24 (2d8+5 plus disease)
Space  15 ft.;  Reach  10 ft. (15 ft. with bite)
Special Attacks  breath weapon (60-ft. cone, 1d6 Str drain plus
mummy rot, Fortitude DC 27 negates, usable every
1d4 rounds)
Constant-deathwatch
3/day -animate dead, inflict serious wounds  (DC 18)
1 / day-eyebite  (DC 21),  horrid wilting  (DC 23),  symbol of
pain  (DC 20)
STATISTICS
Str  33,  Dex  11,  Con  25,  Int  18,  Wis  17,  Cha  20
Base Atk  +20;  CMB  +33;  CMD  43 (can't be tripped)
Feats  Cleave, Combat Reflexes, Critical Focus, Great Fortitude,
Improved Initiative, Power Attack, Sickening Critical, Vital
Strike, Weapon Focus (bite), Weapon Focus (claw)
Skills  Bluff +28, Fly -12, Heal +26, Intimidate +28, Knowledge
(arcana) +27, Knowledge (religion) +27, Perception +26, Sense
Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28
Languages  Common, Draconic, Undercommon
ECOLOGY
Environment  any land or underground
Organization  solitary
Treasure  standard
SPECIAL ABILITIES
Breath Weapon  ( Ex ) A taniniver's breath weapon is a
hideous gray cloud of disease particles. Any creature in the
area must succeed at a DC 27 Fortitude save or contract
mummy rot ( Pathfinder RPG Bestiary  210). The disease is
contracted immediately (the onset period does not apply)
and is an instantaneous effect. Ongoing saving throws
against the disease use the dragon's breath weapon DC.
The save DC is Constitution-based.
Disease  ( Ex ) A taniniver's natural attacks infect its
opponent with a random disease from the following
list: blinding sickness, bubonic plague, cackle fever,
leprosy, mindfire, or shakes. The initial saving throw
against these diseases uses the breath weapon's DC.
are a degenerate race of diseased
dragons. A taniniver's body is
alive but constantly rotting.
Wracked by never-ending
pain, with the stench
of its own decaying
flesh so strong it
nearly overwhelms
the vile creature's
enhanced senses,
the foul taniniver
spends most of its
time in magical
research to reverse
the progression of
its diseases or, failing
that, to stave off further
deterioration. Taninivers
often ally with cults of undeath
or dragonkind.
主题: 【Bestiary5】 瘟疫集群 plague swarm·吃光吃光吃光光
作者: 雾音2020-05-30, 周六 11:54:21
瘟疫集群 plague swarm
成千上万的红眼蝗虫遮天蔽日,它们掀起汹涌的风暴吞噬一切。

瘟疫集群 plague swarm
所有瘟疫集群拥有以下特性

生态背景

环境 任何
组织 单独或巢穴(瘟疫集群加1-100子代)
财宝

特殊能力

枯萎Blight(SU)瘟疫集群将额外造成等同于集群基础伤害的无类型伤害。其源于神力,类似焰击术。瘟疫集群的伤害在面对伤害减免时视为魔法和传奇。
倍增Multiply(EX)瘟疫集群的繁衍速度惊人。每分钟一次,可以以一个整轮动作增裂出新的普通集群。在非战斗时候也可以每分钟增裂一次。当瘟疫集群被消灭,普通集群也将消散。
重组Reform(EX)一般的伤害无法消灭瘟疫集群而只能将其驱散。被驱散的瘟疫集群将在24小时内重组。每种瘟疫集群都有着各自独特的消灭条件。而且因为其是神怒的象征,一旦神怒被平息也可将其消灭。

(https://s1.ax1x.com/2020/05/30/tMPlyn.jpg)
Plague Swarm
Millions of red-eyed locusts blot out the sun. They descend in a
ravenous tornado, consuming everything they touch.
PLAGUE SWARM
All plague swarms have the following features.
ECOLOGY
Environment any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none
SPECIAL ABILITIES
Blight (Su) Plague swarms deal additional untyped damage
equal to their standard swarm damage. This damage
originates from divine power, similar to the spell flame
strike. A plague swarm’s damage counts as magic and epic
for the purposes of bypassing damage reduction.
Multiply (Ex) Plague swarms spawn at an incredible rate. Once
per minute, a plague swarm can produce a new swarm of
the type listed in its stat block as full-round action. When the
plague swarm is not in combat, it typically uses this ability
once per minute. If the plague swarm is destroyed, all of the
swarms that it spawned also disperse.
Reform (Su) When a plague swarm is dispersed by damage,
it is not destroyed. A dispersed plague swarm reforms in
24 hours. Each plague swarm has a unique destruction
condition. In addition, because plague swarms are
manifestations of divine retribution, placating the deity’s
rage destroys the swarm instantly.
主题: 瘟疫集群·老鼠 RAT PLAGUE SWARM
作者: 雾音2020-05-30, 周六 11:54:57
瘟疫集群·老鼠 RAT PLAGUE SWARM ,[CR11/MR8]
XP 153600
守序邪恶 超小型 魔法兽(神话,集群)
先攻 +16M/-4;感官 黑暗视觉60尺,昏暗视觉,靈敏嗅覺;察觉 +23
防御

AC 25,接触17,触手不及20(+4敏捷+1闪避+8天防+2体形)
HP 152(16d10+64)快速医疗 5
强韧 +11,反射 +16,意志 +9,二次豁免
特殊防御 重组,集群特性,無人能擋MA
伤害减免(若有)15/传奇

攻击

速度 30尺,攀爬30尺,游泳30尺
近战/远程 集群+14(4d6-2附加4d6枯萎,兽化诅咒 ,疾病和擾亂心神)
占据 20尺 ;触及 0尺
特殊攻击 擾亂心神(DC19)神話之力(8次/天,神力湧動+1d10)

数据

力量 2,敏捷 19,体质 8,智力 19,感知 18,魅力 15
BAB +16;CMB -;CMD -
专长 能力專攻(兽化诅咒,擾亂心神)闪避,額外神話之力,强化强韧,精通先攻,闪电反射,閃電步,疾風步
技能 特技+20,攀爬+31,交涉+18,察觉+23,隐匿+31,游泳+31
语言 深渊语,天界语,通用语,炼狱语(不能说任何语言)心电感应200尺
SQ 蜂群思维,倍增(老鼠集群带兽化诅咒)


特殊能力

兽化诅咒(Curse of Lycanthropy ,SU):被瘟疫集群·老鼠咬伤且未能通过DC19的强韧检定都将罹患兽化症并变为鼠人。但已罹患其他兽化症的目标不会再受其感染。
疾病(Disease,EX):鼠疫:集群—伤口;豁免 强韧DC19;频率 1次/天;效果 1d4力量伤害,1魅力伤害且陷入疲乏;治愈 连续两次豁免成功。
蜂群思维(Hivemind,SU):只要处于同一位面,瘟疫集群·老鼠就能与所有被其兽化诅咒转化的鼠人建立心电感应。而且这些鼠人会倾向于为瘟疫集群提供协助。
重组(Reform,SU):只有神话施法者(或是通过DC31的施法者等级检定的非神话施法者)才能在瘟疫集群·老鼠被驱散前以移除疾病将其消灭。这会直接作用在集群整体上而不再集中于某一个体。

RAT PLAGUE SWARM  CR 11/MR 8
XP 25,600
LE Tiny magical beast (mythic, swarm)
Init +16 M /–4, dual initiative; Senses darkvision 60 ft., low-light
vision, scent; Perception +23
DEFENSE
AC 25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +8 natural,
+2 size)
hp 152 (16d10+64); fast healing 5
Fort +11, Ref +16, Will +9; second save
Defensive Abilities reform, swarm traits, unstoppable MA ; DR
10/epic
OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee swarm +14 (4d6–2 plus 4d6 blight, curse of lycanthropy,
disease, and distraction)
Space 20 ft.; Reach 0 ft.
Special Attacks distraction (DC 19), mythic power (8/day,
surge +1d10)
STATISTICS
Str 2, Dex 19, Con 8, Int 19, Wis 18, Cha 15
Base Atk +16; CMB —; CMD —
Feats Ability Focus (curse of lycanthropy), Ability Focus
(distraction), Dodge M , Extra Mythic Power M , Great Fortitude,
Improved Initiative M , Lightning Reflexes M , Lightning Stance,
Wind Stance
Skills Acrobatics +20, Climb +31, Diplomacy +18, Perception +23,
Stealth +31, Swim +31
Languages Abyssal, Celestial, Common, Infernal (can’t speak
any language); telepathy 200 ft.
SQ hivemind, multiply (rat swarm with curse of lycanthropy
[Fort DC 12])
SPECIAL ABILITIES
Curse of Lycanthropy (Su) A humanoid of any size who takes
damage from a plague rat swarm must succeed at a DC 19
Fortitude save or it contracts lycanthropy and becomes a
wererat. Any humanoid who contracts lycanthropy from a rat
plague swarm becomes immune to bubonic plague.
Disease (Ex) Bubonic Plague: Swarm—injury; save Fort DC 19;
onset immediate; frequency 1/day; effect 1d4 Str damage,
1 Cha damage, and target is fatigued; cure 2 consecutive saves.
Hivemind (Su) A plague rat swarm can maintain constant
telepathic communication with every wererat it created with
its curse of lycanthropy as long as they are on the same plane.
These wererats have an attitude of helpful toward the swarm.
Reform (Su) A rat plague swarm can be destroyed only if a
mythic spellcaster (or a non-mythic spellcaster who succeeds
at a DC 31 caster level check) affects it with remove disease
on the round before the swarm is dispersed. This condition
bypasses a swarm’s normal immunity to single-target effects
主题: 瘟疫集群·蝗虫 LOCUST PLAGUE SWARM
作者: 雾音2020-05-30, 周六 11:55:11
瘟疫集群·蝗虫 RAT PLAGUE SWARM ,[CR15/MR8]
XP 51200
守序邪恶 超微型 魔法兽(神话,集群)
先攻 +16M/-4;感官 黑暗视觉60尺,昏暗视觉,灵敏嗅觉;察觉 +24
防御

AC 31,接触23,触手不及26(+4敏捷+1闪避+8天防+8体形)
HP 216(21d10+101)快速医疗 5
强韧 +15,反射 +18,意志 +13,二次豁免
特殊防御 重组,集群特性,无人能挡MA
伤害减免15/传奇
免疫影响心灵效果,武器伤害

攻击

速度 10尺,攀爬10尺,飞行40尺(良好)
近战/远程 集群(5d6附加5d6枯萎,吞噬和扰乱心神)
占据 20尺 ;触及 0尺
特殊攻击 吞噬,扰乱心神(DC23)神话之力(8次/天,神力涌动+1d10)

数据

力量 6,敏捷 19,体质 12,智力 5,感知 18,魅力 9
BAB +21;CMB -;CMD -
专长 能力专攻(吞噬)闪避,额外神话之力,强化强韧,精通先攻,精通闪电反射,钢铁意志,闪电反射,闪电步,技能专攻(飞行,察觉)疾风步
技能 攀爬+12,飞行+35,察觉+24
语言 深渊语(不能说)
SQ 倍增(蝗虫集群带吞噬)


特殊能力

吞噬(Devour ,EX):蝗虫过境寸草不生,瘟疫集群·蝗虫甚至会损坏无人看管的非魔法物品。甚至对在攻击每个目标的同时也会随机攻击其身上佩戴的一件魔法物品。若目标带有多件魔法物品,请翻阅受魔法攻擊影響的物品(CRB 216)以确定会以哪件魔法物品为目标。这些蝗虫的大颚在面对DR时视为精金,而且无视低于20的硬度。
重组(Reform,SU):瘟疫集群·蝗虫只有在吞噬一件善良阵营的工艺品或圣遗物时才会被消灭。

LOCUST PLAGUE SWARM  CR 15/MR 8
XP 51,200
NE Fine magical beast (mythic, swarm)
Init +16 M /–4, dual initiative; Senses darkvision 60 ft., low-light
vision; Perception +24
DEFENSE
AC 31, touch 23, flat-footed 26 (+4 Dex, +1 dodge, +8 natural,
+8 size)
hp 216 (21d10+101); fast healing 5
Fort +15, Ref +18, Will +13; second save
Defensive Abilities reform, swarm traits, unstoppable MA ; DR
10/epic; Immune mind-affecting effects, weapon damage
OFFENSE
Speed 10 ft., climb 10 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, devour, and distraction)
Space 20 ft.; Reach 0 ft.
Special Attacks devour, distraction (DC 23), mythic power (8/day,
surge +1d10)
STATISTICS
Str 6, Dex 19, Con 12, Int 5, Wis 18, Cha 9
Base Atk +21; CMB —; CMD —
Feats Ability Focus (distraction), Dodge M , Extra Mythic Power M ,
Great Fortitude, Improved Initiative M , Improved Lightning
Reflexes, Iron Will, Lightning Reflexes M , Lightning Stance,
Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Climb +12, Fly +35, Perception +24
Languages Abyssal (can’t speak)
SQ multiply (locust swarm B4 with the devour ability)
SPECIAL ABILITIES
Devour (Ex) A locust plague swarm devours everything in its
path. Its swarm attack damages all unattended objects and
all attended items that are not magical. Each round, the
locusts also damage one attended magic item
worn or carried by each creature
damaged by the swarm.
Each round, the swarm can
affect only one magic
item per creature,
even with its dual
initiative. If a creature
possesses more than
one attended magic
item, use the table for
items affected by magical
attacks (Pathfinder RPG
Core 216) to Rulebook
determine which magic
item the swarm targets. The
locusts’ powerful jaws count
as adamantine for the purpose
of bypassing DR and bypass all
hardness less than 20.
Reform (Su) A locust plague swarm is truly
destroyed only if it devours a good-aligned minor
artifact or holy relic.
主题: 瘟疫集群·蝙蝠 BAT PLAGUE SWARM
作者: 雾音2020-05-30, 周六 11:55:23
瘟疫集群·蝙蝠 BAT PLAGUE SWARM ,[CR17/MR8]
XP 51200
守序邪恶 微型 魔法兽(神话,集群)
先攻 +19M/-1,雙重先攻;感官 盲视100尺,黑暗视觉60尺,昏暗视觉;察觉 +34
防御

AC 32,接触24,触手不及24(+7敏捷+1闪避+8天防+2亵渎+4体形)
HP 279(21d10+164)快速医疗 10
强韧 +18,反射 +21,意志 +13,二次豁免
特殊防御 亵渎防护,集群特性,无人能挡MA
伤害减免10/传奇
免疫武器伤害

攻击

速度 5尺,飞行40尺(良好)
近战/远程 集群(5d6附加5d6枯萎,扰乱心神和灵魂淌血)
占据 20尺 ;触及 0尺
特殊攻击 创造衍体,扰乱心神(DC26)神话之力(8次/天,神力涌动+1d10)灵魂淌血

数据

力量 6,敏捷 25,体质 18,智力 11,感知 18,魅力 9
BAB +21;CMB -;CMD -
专长 能力专攻(扰乱心神,灵魂淌血)闪避,额外神话之力,强化强韧,精通先攻,钢铁意志,闪电反射,闪电步,技能专攻(飞行,察觉)疾风步
技能 飞行+37,察觉+34,隐匿+32
语言 通用语
SQ 倍增(蝙蝠集群带灵魂淌血,强韧DC11)

特殊能力

创造衍体(Create Spawn,SU):因灵魂淌血而死去的类人生物将被转化为吸血鬼衍体并处于瘟疫集群的控制之下,只有其彻底被消灭方能解脱。但瘟疫集群能控制的衍体数量不能超过其HD的两倍,否则将变为具有自由意志的不死生物。
亵渎防护(Profane Protection,SU):瘟疫集群·蝙蝠因是神力造物故而在AC上具有+2亵渎加值。
重组(Reform,SU):瘟疫集群·蝙蝠只有在聖居效果范围内被杀死才能真正被消灭 。
灵魂淌血(Soul Bleed,SU):瘟疫集群·蝙蝠的攻击会在受害者的灵肉上都造成伤口。每轮受到灵魂淌血效果的生物都将受到1d4体质流血伤害和1个负向等级。灵魂淌血造成的伤害仅能通过神话施法者的普通治疗法术来愈合伤痛,而非神话施法者则必须先通过一个DC24的施法者检定。当然也可以通过DC35的医疗来结束灵魂淌血的效果。在因灵魂淌血造成负向等级的24小时后,每拥有一个负向等级都需要通过一个DC26的强韧检定以移除负向等级,否则效果将变为永久。豁免DC基于体质。

BAT PLAGUE SWARM  CR 17/MR 8
XP 102,400
NE Diminutive magical beast (mythic, swarm)
Init +19 M /–1, dual initiative; Senses blindsense 100 ft.,
darkvision 60 ft., low-light vision; Perception +34
DEFENSE
AC 32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural,
+2 profane, +4 size)
hp 279 (21d10+164); fast healing 10
Fort +18, Ref +21, Will +13; second save
Defensive Abilities profane protection, swarm traits,
unstoppable MA ; DR 10/epic; Immune weapon damage
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
Space 20 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 26), mythic
power (8/day, surge +1d10), soul bleed
STATISTICS
Str 6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
Base Atk +21; CMB —; CMD —
Feats Ability Focus (distraction), Ability Focus (soul bleed),
Dodge M , Extra Mythic Power M , Great Fortitude, Improved
Initiative M , Iron Will, Lightning Reflexes M , Lightning Stance,
Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Fly +37, Perception +34, Stealth +32
Languages Common
SQ multiply (bat swarm with soul bleed [Fort DC 11])
SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature who dies
from a bat plague swarm’s soul bleed
ability rises from death as a vampire
in 1d4 days. This vampire is
under the command of
the swarm, and remains
enslaved until the swarm
is destroyed. The swarm
can have enslaved spawn
whose Hit Dice total no
more than twice its own;
any spawn it creates that
would exceed this limit
become free-willed undead.
Profane Protection (Su) A
bat plague swarm gains a +2
profane bonus to its Armor
Class from its divine creator.
Reform (Su) A bat plague
swarm is truly destroyed only if it is
dispersed in the area of a hallow spell.
Soul Bleed (Su) A creature that takes damage from
a bat plague swarm begins to bleed from its body and its
soul. Each round, a creature under the effects of soul bleed
takes 1d4 points of Constitution bleed damage and gains
1 negative level. A creature affected by soul bleed can’t
be healed by magical healing from a non-mythic source.
A mythic caster can attempt a DC 24 caster level check to
heal a creature under the effects of soul bleed. If the caster
succeeds, the soul bleed ends. Otherwise, any creature can
end a soul bleed effect with a successful DC 35 Heal check.
Twenty-four hours after a creature takes negative levels from
soul bleed, it must attempt a separate DC 26 Fortitude save
for each negative level. If it succeeds at a save, that negative
level is removed. If it fails, that negative level becomes
permanent. The save DC is Constitution-based.
主题: Re: SA里出现的杂项相关翻译
作者: 万寿炸鸡2020-05-30, 周六 15:31:54
毒蜈闪光Cytillesh Flash(SU) 外圈20尺范围内豁免检定失败将会被震慑1d2轮
Cytillesh Flash (Su)  Creatures within the next 20 feet that fail are instead confused for 1d2 rounds.

……在经过了数年后,在碧幻菌的影响下产生了一个行动的物种……
抓个虫:不会被震慑但是困惑1d2轮;全新的物种;顺便赞美翻译排版,正好最近要放这个怪
P.S Taniniver出自Bestiary 4, pg(s). 258
如果格式问题请见谅 需要连续占楼可删(
主题: Re: SA里出现的杂项相关翻译
作者: 雾音2020-05-30, 周六 16:33:30
毒蜈闪光Cytillesh Flash(SU) 外圈20尺范围内豁免检定失败将会被震慑1d2轮
Cytillesh Flash (Su)  Creatures within the next 20 feet that fail are instead confused for 1d2 rounds.

……在经过了数年后,在碧幻菌的影响下产生了一个行动的物种……
抓个虫:不会被震慑但是困惑1d2轮;全新的物种;顺便赞美翻译排版,正好最近要放这个怪
P.S Taniniver出自Bestiary 4, pg(s). 258
如果格式问题请见谅 需要连续占楼可删(

感谢指正呢~(其实Taniniver是知道那本书我的意思是还没找到原本名词的出处所以没有冠名。。。。所以用英文先丢在这里了)
主题: 【Bestiary 5】浮游岛怪 plankta
作者: 雾音2020-12-05, 周六 10:06:32
在这潮湿崎岖的按岩石之上,隐约可见期间的建筑物及雕像的残骸。

浮游岛怪 plankta,[CR 17]
XP 102400
中立邪恶 超巨型 異怪(水棲,土系)
先攻 +5;感官 黑暗视觉60尺,顫動感知120呎;察覺 +31

防禦

AC 36,碰觸 11,措手不及 36 (+8掩蔽,+1敏捷,+25天防,-8体型)
HP 313(19d8+228)
強韌 +18,反射 +13,意志 +20
特殊防禦
全域视野,接石,覆石
傷害減免 15/-
免疫 寒冷,电,火
法術抗力 28

攻擊

速度 10尺,游泳 30尺,
近戰/遠程 2挥击 +27(4d6+20/19-20)啮咬 +26(4d6+20)
占据 30尺;触及 30尺
特殊攻擊 傾覆,乱石冲击,灼热断层,強力衝鋒(挥击,8d6+24)推離(挥击,10尺)巨石雨

數據

力量 50,敏捷 13,體質 34,智力 13,感知 28,魅力 21
BAB +14;CMB +42;CMD 61(不可绊摔)
專長 盲斗,重擊專攻,暈眩強襲,精通重擊(挥击)精通先攻,闪电反射,猛力攻击,攫抓,恍惚重擊,武器专攻(挥击)
技能 攀爬+36,知识(历史)+13,知识(自然)+10,察觉+31,隐匿+7(在天然岩石中+27)生存+31,游泳+38;种族加值 +20隐匿于天然岩石中
語言 水族語,土族語

生態背景

環境 任何海洋
組織 单独
財寶 标准

特殊能力

乱石冲击(Clashing Rocks,EX):浮游岛怪可以将背部的巨岩分散为自己意识延伸的碎石,当然若被击碎也会削减其HP。但这会使其失去覆石能力。这些碎石通过搅动和碰撞可以对水中60尺半径内的所有生物(水上半径10尺)每轮造成4d6+14的钝击伤害。激活或维持该能力需要耗费整轮动作。若放弃维持碎石则会重新组合为其背部的巨岩。豁免DC基于力量。
灼热断层(Fiery Fault,SU):在被重击后浮游岛怪会产生裂缝并对10尺锥形区域喷射出一道岩浆。这会对攻击者造成10d6火焰伤害(反射DC31,通过减半)未通过反射豁免的生物将被纠缠2d4轮,并在每轮开始时受到5d6火焰伤害,但在回合结束时可以尝试一次新的豁免以终结此伤害。以一个标准动作通过DC25力量检定方能挣脱凝固的熔岩并结束纠缠状态,当然这也会结束持续的火焰伤害。豁免DC基于体质。
巨石雨(Rain of Boulders,EX):以一个标准动作浮游岛怪可以喷射出一串带热气的巨石,在120尺的直线上造成12d6钝击伤害和6d6火焰伤害(反射DC31,通过减半)豁免失败的小于超大型的船只将视为受到傾覆能力影响,豁免失败的生物视为受到推離能力影响。豁免DC基于体质。
覆石(Stony Cover,EX):浮游岛怪的外壳上布满了废墟碎片,这大大提升了其防御力。而且因为受到遮蔽,普兰克塔也获得了精通反射闪避能力。

浮游岛怪原本乃是远古时期受到自然伟力或魔法灾祸而化为废墟的岛屿,因其身处的魔法能量和死亡之人的痛苦遗念而迸发出生命。
这些巨大的岩石生物栖息于海洋之中。对仍然屹立于世的船只和城市深怀恨意,并致力于摧毁他们一创造更多的普兰克塔,然而这种奇怪的繁衍方式甚少成功。
部分浮游岛怪会四处游猎,但另一些会潜伏在海上要道之下或狭窄的海峡之中,以图倾覆那些在其上方通过的船只。

Plankta
The shattered remnants of buildings and statues can be seen in
this shuddering mass of wet, rugged rock.
PLANKTA  CR 17
XP 102,400
NE Colossal aberration (aquatic, earth)
Init +5; Senses darkvision 60 ft., tremorsense 120 ft.;
Perception +31
DEFENSE
AC 36, touch 11, flat-footed 36 (+8 cover, +1 Dex, +25 natural,
–8 size)
hp 313 (19d8+228)
Fort +18, Ref +13, Will +20
Defensive Abilities all-around vision, rock catching, stony
cover; DR 15/—; Immune cold, electricity, fire; SR 28
OFFENSE
Speed 10 ft., swim 30 ft.
Melee 2 slams +27 (4d6+20/19–20), bite +26 (4d6+20)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, clashing rocks, fiery fault, powerful
charge (slam, 8d6+24), push (slam, 10 ft.), rain of boulders
STATISTICS
Str 50, Dex 13, Con 34, Int 13, Wis 28, Cha 21
Base Atk +14; CMB +42; CMD 61 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dazing
Assault APG , Improved Critical (slam),
Improved Initiative, Lightning Reflexes,
Power Attack, Snatch, Staggering
Critical, Weapon Focus (slam)
Skills Climb +36, Knowledge
(history) +13, Knowledge
(nature) +10, Perception +31,
Stealth +7 (+27 in natural
rocks), Survival +31, Swim +38;
Racial Modifiers +20 Stealth
in natural rocks
Languages Aquan, Terran
ECOLOGY
Environment any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Clashing Rocks (Ex) A plankta
can scatter its rocky mass
into multiple fragments with
a shared consciousness and
a shared pool of hit points,
though it loses its stony
cover ability when it does so.
These fragments churn and clash,
dealing 4d6+14 points of bludgeoning
damage per round to all creatures in a 60-foot-radius sphere
in the water (extending up to 10 feet above the water’s
surface). Activating or maintaining this ability is a full-round
action. If it chooses not to maintain this ability, the plankta’s
body reforms automatically at any point in the area. The
save DC is Strength-based.
Fiery Fault (Su) When a critical hit is confirmed against a
plankta, its rocky form cracks and a gout of magma spews out
in a 10-foot cone toward the attacker, dealing 10d6 points
of fire damage (Reflex DC 31 half). Any creature that fails
its save is entangled for 2d4 rounds and takes 5d6 points
of fire damage each round at the beginning of its turn, but
can attempt a new save each round at the end of its turn to
end this damage. A creature can break free of the hardened
magma and end the entangled condition as a standard
action with a successful DC 25 Strength check. This also ends
the fire damage. The save DC is Constitution-based.
Rain of Boulders (Ex) As a standard action, a plankta can
unleash a barrage of heated boulders that deals 12d6 points
of bludgeoning damage and 6d6 points of fire damage
(Reflex DC 31 half) in a 120-foot line. Huge or smaller ships
that fail their saves are affected by the plankta’s capsize
ability, while creatures that fail their saves are affected by its
push ability. The save DC is Constitution-based.
Stony Cover (Ex) A plankta’s outer shell is covered in most
places by ruin fragments that aren’t part of its body,
providing it improved cover at all times. As usual for
improved cover, this grants the plankta improved evasion.
Planktas are stony creatures formed from
the shattered remnants of ancient island
civilizations devastated and inundated
by natural or magical cataclysms,
and given life by unleashed magical
energies and the anguished spirits
of those lost in the tragedies
that formed the planktas.
These massive, rocky
aberrations dwell in the
seas. They burn with
hatred for the ships and
cities of empires that
still stand, and seek to
ruin such foes in the hope
of creating more planktas,
though this bizarre attempt at
reproduction rarely succeeds.
Some planktas are nomadic,
wandering in search of prey,
but others lurk in busy sea-
lanes  or  narrow  straits
to shatter and sink ships
attempting to pass.
(https://s3.ax1x.com/2020/12/05/DLSyIU.png)
主题: 【Bestiary 5】小灰人 gray
作者: 雾音2020-12-07, 周一 22:30:09
这些皮肤灰白的人型生物有着细长的四肢,头大如球,还有一双庞大黑眼镜。

小灰人 gray,[CR]4
XP [XP]
中立邪恶 小型 类人生物(小灰人)
先攻 +3;感官 黑暗视觉60呎;察覺 +8

防禦

AC 14,碰觸 14,措手不及 11 (+3敏捷,+1体型)
HP 39(6d8+12)
強韌 +4,反射 +4,意志 +9

攻擊

速度 20尺
近戰/遠程 接触 +2(感官超载)
特殊攻擊 探测,麻痹睡眠(DC16)
异能法术(CL5,專注 +9)
7PE–
思維預讀(2PE,DC16)心靈戳刺 II(2PE,DC16)睡眠術(1PE,DC15)
類法術能力(CL5,專注 +9)
常驻—閃現術

數據

力量 9,敏捷 16,體質 15,智力 18,感知 14,魅力 17
BAB +3;CMB +1;CMD 13
專長 战斗施法,精通钢铁意志,钢铁意志
技能 医疗+,只是(任一,位面)+10,知识(奥秘)+7,察觉+,察言观色+,法术辨识+10
語言 邪灵語(不会说)心电感应100尺

生態背景

環境 任何
組織 单独,一对或一群(6-12)
財寶 标准

特殊能力

相位(Phase,SU):小灰人拥有相位之力,使其可以穿过墙壁或实体的障碍物。但使用此能力时,其必须能在行动结束前完全穿过障碍物。小灰人无法以该能力穿过具有实体的生物,且穿过障碍我时速度减半。该能力还使得小灰人可以在其回合以自有动作使用其类法术能力閃現術。
探测(Sensory Overload,SU):小灰人可以以一个标准动作探测被其触碰的无助有智力的生物的思想。每分钟他都能获取一个简单问题的答案(如“你的家人藏在哪里?”)或者已知晓大概主旨的信息。此外触碰超过1分钟就可以选择对象一项至少有1级的知识技能,并在接下来24小时内以对象的该知识技能加成,而非自身原来的知识等级通过知识检定。该效果为影响心灵效果。
感官超载(Phase,SU):被小灰人触碰的生物若未通过DC16的意志豁免检定,都会因感官超载而昏迷1d4轮。小灰人在触碰时必须要先决定使用探测还是感官超载能力。豁免DC基于智力。
麻痹睡眠(Sleep Paralysis,SU):小灰人可以以一个标准动作使得30尺范围内的陷入睡眠状态的生物麻痹。通过DC17意志检定的生物将保持睡眠状态且在接下来24小时内免疫该能力。失败的生物将被麻痹1d6分钟。除探测能力外一切攻击行为都将结束麻痹状态。若未被打断,对象会在麻痹结束后继续睡眠,且仿佛被消除了记忆一般对此毫无印象。当然也可以通过意志检定尝试对抗,若成功则会记住被麻痹和被探测时的一些模糊记忆。这是影响心灵效果,豁免DC基于智力。

神秘的小灰人会在物质位面探寻知识和活体标本,但其动机却不为人知。与其相遇的生物大概只会记得被小灰人麻痹睡眠时的昏沉记忆,而这也会成为他们一生的噩梦。有人说他们曾被带到庞大的高科技飞船之中,经受了噩梦般的实验生活,而一些人则活在了被囚禁于一片具有生命的黑暗之中的恐惧回忆之中。尽管大同小异,但一般来说与小灰人相遇得人都认为其实一种高高在上且阴险的异界生命。
小灰人的动作和表情与普通人相距甚远,故而难以揣测其意图且令人心生不安。通过心电感应他们的实验体可以感受到不间断且决绝的恶意。而且他们灰色的面孔的黑色的眼瞳毫无表情,没有一丝多余的动作。甚至在做下一步前都会花费几秒进行思考。他们似乎只会使用心电感应与同类交流,甚至不屑于使用肢体语言或者眼神交流。

Gray
This gray-skinned humanoid has long, willowy limbs and a
bulbous head with oversized black eyes.
GRAY  CR 4
XP 1,200
NE Small humanoid (gray)
Init +3; Senses darkvision 30 ft.; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 39 (6d8+12)
Fort +4, Ref +4, Will +9
OFFENSE
Speed 20 ft.
Melee touch +2 (sensory overload)
Special Attacks probe, sleep paralysis (DC 16)
Psychic Magic (CL 5th, concentration +9)
7 PE—anticipate thoughts OA (2 PE, DC 16), mind thrust II OA
(2 PE, DC 16), sleep (1 PE, DC 15)
Spell-Like Abilities (CL 5th; concentration +9)
Constant—blink
STATISTICS
Str 9, Dex 16, Con 15, Int 18, Wis 14, Cha 17
Base Atk +3; CMB +1; CMD 13
Feats Combat Casting, Improved Iron Will, Iron Will
Skills Heal +8, Knowledge (any one) +10, Knowledge
(arcana) +7, Knowledge (planes) +10, Perception
+8, Sense Motive +8, Spellcraft +10
Languages Aklo (can’t speak); telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or invasion (6–12)
Treasure standard
SPECIAL ABILITIES
Phase (Su) A gray has the ability to become
out of phase, allowing it to pass through
walls or material obstacles. In order to use
this ability, a gray must begin and end its
turn outside of whatever wall or obstacle
it’s moving through. A gray can’t move
through corporeal creatures with this
ability, and its movement speed is halved
while moving through a wall or obstacle.
This innate acumen with phasing also lets a gray
begin and end its blink spell-like ability as a free action
on its turn.
Probe (Su) As a standard action, a gray can probe the
mind of a single intelligent, conscious, helpless creature it
touches. Each minute it can scan for an answer to a simple
question (such as, “Where is your family hiding?”) or for
information on a general topic the subject knows. In
addition, as long as the gray has probed the subject
for at least 1 minute, it can choose one Knowledge skill the
subject has at least 1 rank in and make Knowledge checks
using the subject’s skill modifier instead of its own for the
next 24 hours. This is a mind-affecting effect.
Sensory Overload (Su) Any creature hit by a gray’s touch
is stunned by sensory overload for 1d4 rounds unless it
succeeds at a DC 16 Will save. A gray can’t use sensory
overload and probe at the same time, and must choose only
one of these to use each time it touches a creature. The save
DC is Intelligence-based.
Sleep Paralysis (Su) As a standard action, a gray can paralyze
a sleeping creature within 30 feet that it can see. Targets
who succeed at a DC 17 Will save remain asleep and are
immune to the same gray’s sleep paralysis for 24 hours.
A creature who fails awakens and is paralyzed for 1d6
minutes. Any attack or hostile action other than a gray’s
probe ability ends this paralysis. If the paralysis is not
interrupted early, at the end of its duration the victim
falls back asleep and has no memory of the event, as if its
memory were eliminated by modify memory. The creature
attempts a Will save against the memory erasure, and if it
succeeds it remembers the paralysis and probing but with
imperfect clarity. This is a mind-affecting effect. The save
DC is Intelligence-based.
Enigmatic grays travel the Material Plane in search of
knowledge and living specimens for research,
yet little is known about their motivations
or where exactly they come from. Stories
of encounters with these creatures often
take the form of poorly remembered
nightmares from those who experience
a gray’s sleep paralysis. Some abductees
recall being brought aboard the grays’
vast, otherworldly vessels and subjected
to nightmarish experiments, while others
have vivid but terrifying memories of being
confined in cramped, dark places that are
seemingly alive. In spite of the differences
in their experiences, those who have
encountered grays universally find their
presence alien, condescending, and sinister.
Grays’ movements and expressions are disturbing
and inhuman, and their intentions remain inscrutable.
Through telepathic contact with the beings, their
victims detect a constant, unwavering malevolence.
Beyond that, the grays’ faces and full, black eyes show
little emotion. Their movements are efficient,
and they frequently spend several seconds in
deliberation before each move they make. They
seem to communicate with their own kind using
only telepathy, forgoing even body language or
eye contact.
(https://s3.ax1x.com/2020/12/07/Dz1kxU.png)
主题: 【Bestiary 5】安努纳奇人 ANUNNAKI
作者: 雾音2020-12-14, 周一 00:17:57
这个高大的人形生物有一个尖耸如同石头般的脑袋。背后有一双机械组成的小翅膀。

安努纳奇人 ANUNNAKI,[CR18]/[神話階級7]
XP 153600
绝对中立 大型 人形怪物(神话,变形)
先攻 +16;感官 黑暗视觉60呎;生命感知;真知术察覺 +31

防禦

AC 35,碰觸 22,措手不及 30 (+8偏斜,+5敏捷,+13天防,—1体型)
HP 320(20d10+210);再生 10(传奇武器)
強韌 +15,反射 +17,意志 +20;+8对抗影响心灵效果
特殊防御morphic anatomy,心灵屏障,無人能擋
傷害減免 20/传奇
抗力 酸20,寒冷20,电20,声波20;免疫 毒素

攻擊

速度 50尺,飞行 60尺(良好)
近戰/遠程 原能之凿 +30/+25/+20/+15(3d6+10/15-20附加退化)啮咬+26(1d8+5)4翼击+26(1d6+5)
特殊攻擊 退化(DC28)神話法能3次/天,神話之力(9次/天,神力湧動+1d10)
類法術能力(CL20,專注 +28)
常驻–
真知术
任意–
同游靈界,高等傳送術(自身附加50lb的物品)腦力屏蔽(DC20)訊息傳遞
5次/天–
高等解除魔法
3次/天–
瞬发惡意變形術(DC23)原始退行(DC24)
1次/天–
思維分割,神威如獄

數據

力量 29,敏捷 20,體質 24,智力 27,感知 27,魅力 26
BAB +20;CMB +30(衝撞+32);CMD 53(55对抗衝撞)
專長 战斗施法,额外神話之力,強韌加強,精通衝撞,精通重擊(原能之凿)精通強韌加強,精通先攻,多重攻擊,猛力攻击,類法術能力瞬發(惡意變形術)武器专攻(原能之凿)
技能 唬骗+18,交涉+23,飞行+25,医疗+28,威吓+26,知识(奥秘,本地,自然)+28,知识(地城,工程,历史)+16,知识(地理,位面,宗教)+13,语言学+23,察觉+31,察言观色+19,法术辨识+28
語言 邪灵語,通用语,龙语,巨人语;巧言术
特殊能力 赋予知识,文明提灯,模拟记忆,可变形体,mythic immortality MA,升华

生態背景

環境 任何
組織 单独,一对,一群(6-10)
財寶 标准

特殊能力

赋予知识(Bestow Kno wledge,Su):安努纳奇人可以通过触碰智力高于3的生命以暂时赋予其一定的知识与认知能力。选择安努纳奇人的一项技能,在接下来的24小时内被触碰的生物可以以其技能等级替代自己对应的技能进行检定,即使本身所具有的等级比其更高。一个生物不能同时多次受益于此能力。若安努纳奇人对一个以被赋予知识的生物(无论来自自身还是另一位安努纳奇人)使用该能力,最新一次的效果将覆盖以往的能力效果。
退化(Devolution,Su):以一个标准动作,安努纳奇人可以触碰一个生物并使其永久失去理智。若被触碰的生物未能通过DC28的意志检定则会视为受到弱智术影响,只能通过祈愿术或者神跡術方能被消除。若退化的生物繁衍后代,其子嗣的智力与魅力均不能高于2,即使是使用法术也无法消除该效果。而这些后代也会更具野性,外表会产生返祖现象。豁免DC基于魅力。
文明提灯(Lantern of Civilization,Su):安努纳奇人的文明提灯为其提供恒定的真知术,且可以为原能之凿供能。若失去文明提灯,他将失去这两项能力。
模拟记忆(Mimetic Memory,EX):以一个标准动作,安努纳奇人可以触摸一个自愿的生物以读取或展示一段记忆,视为对目标释放了共享記憶。
morphic anatomy(Morphic Anatomy,EX):安努纳奇人可以娴熟地调整身体结构以满足其需求。这使其不会受到重击,偷袭和精准伤害。
可变形体(Morphic Body,EX):安努纳奇人可以变为等于或小于其体型的任何种类生物(除元素,虚体和集群,而且对象必须具有实体)这种变化只是表面变化,安努纳奇人的生物类型不会改变,而且不会因此获得对象的特殊能力。他仍保有原有的数据和能力,但会因提醒变化而获得适当的加值或罚值。尽管这仅影响其外表,但是一种變化效果。
原能之凿(Primal Chisel,SU):这是安努纳奇人身体的一部分,由文明提灯为其提供动力。这是一件精致的单手穿刺武器,重击范围为18-20,可以造成3d6伤害。而且攻击成功会附带退化能力。
心灵屏障(Psychic Warding,SU):安努纳奇人在身体四周产生心灵力场以保护其肉体及灵魂,这使其护甲获得等同魅力调整值的偏斜加值,且在对抗影响心灵效果的豁免检定上获得等同于魅力调整值的加值。
升华(Uplift,SU):以一个整轮动作,安努纳奇人可以提升被接触的生物的智商。只有智力低于3的生物方能受此效果影响。这视为啟蒙術,但可以作用于动物,植物,类人生物,魔法兽和人形怪物。受影响的生物不会改变生物类型(动物会变为魔法兽)也不会因此对安努纳奇人产生亲切感。该效果是永久性的,且可以通过繁衍遗传到其后代。

这些来自物质位面之外的神秘未知世界的生命被认为是塑造文明的,被视为神灵的神秘生物。关于其所来自位面的信息甚少,但通过学者搜集到的信息可以得知它每数千年都会与物质位面产生交接。此时安努纳奇人就会前往其他世界,以其被称为文明提灯的动能创造文明和升华那些原始生物。他们一般不会亲自指引文明进步,但被其升华的生命通常将其奉若神明。因为安努纳奇人可以改变外形,所以很难知晓他们到底到访或者没有到访过哪些文明。他们可以以高大光辉的同族形象引导文明进步,或者通过伪装潜伏数十年以潜移默化地改变一个社会。每个安努纳奇人都会适当调整自己的外表以适应要面对的社会风俗以及成见。
安努纳奇人乃是文明与秩序的守望者,其宿敌为造物主(Elohim,Pathfinder RPG Bestiary 4 86)这两种强大生物之间的夙愿为何无人知晓,但现在仍可以找到他们数千年前大战所遗留的痕迹。一些博学之士认为他们都在规避某种未来的灾厄,但因思考方式或观点上的差异造就方法的差异。据古人所记述,安努纳奇人曾为他们展示过这么一副迹象,在群星之中裂开了一道巨大幽邃的裂缝,在裂痕深处潜伏着凡人难以想象的恐惧之物。
尽管拥有博大的知识与力量,但被其创造的文明不总将其视作仁慈的救世主。因为一部分安努纳奇人有着与同族相去甚远的险恶用心,他们会避开同族的视线暗中操控文明,只要不被同族发现,那么那些凡人一般难以发现他们的踪迹,因此他们也可恣意妄为。一部分堕落者会借此进行大规模试验,以创造出诡异的混合生物。其他的则会以复制安努纳奇人的文明快速促进生物的改变,而非单纯为其提供知识以发展自己的文明。通常而言这些高速发展的社会并不能适应这一改变,人民在意识到文明进步带来的科技与创造力发展前反而会因自身的野心与阶级鸿沟而引发猜疑,甚至陷入疯狂。
安努纳奇人在与凡物打交道时都不愿暴露自己的身份,若在交流时被其他生物认出伪装,安努纳奇人会选择离开。

Anunnaki
This towering humanoid has a strange, stony head. Small,
mechanical wings spread out from its back.
ANUNNAKI  CR 18/MR 7
XP 153,600
N Large monstrous humanoid (mythic, shapechanger)
Init +16 M ; Senses darkvision 60 ft., lifesense, true seeing;
Perception +31
DEFENSE
AC 35, touch 22, flat-footed 30 (+8 deflection, +5 Dex, +13 natural,
–1 size)
hp 320 (20d10+210); regeneration 10 (epic weapons)
Fort +15, Ref +17, Will +20; +8 vs. mind-affecting effects
Defensive Abilities morphic anatomy, psychic warding,
unstoppable MA ; DR 20/epic; Immune poison; Resist acid 20,
cold 20, electricity 20, sonic 20
OFFENSE
Speed 50 ft., fly 60 ft. (good)
Melee primal chisel +30/+25/+20/+15 (3d6+10/15–20 plus
devolution), bite +26 (1d8+5), 4 wings +26 (1d6+5)
Special Attacks devolution (DC 28), mythic magic MA 3/day,
mythic power (9/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing
At will—etherealness, greater teleport (self plus 50 lbs. of
objects only), mental block OA (DC 20), mindlink OA
5/day—greater dispel magic
3/day—quickened baleful polymorph (DC 23), primal
regression OA (DC 24)
1/day—divide mind OA , overwhelming presence UM (DC 27)
STATISTICS
Str 29, Dex 20, Con 24, Int 27, Wis 27, Cha 26
Base Atk +20; CMB +30 (+32 bull rush); CMD 53 (55 vs.
bull rush)
Feats Combat Casting, Extra Mythic Power M , Great Fortitude M ,
Improved Bull Rush, Improved Critical (primal chisel),
Improved Great Fortitude, Improved Initiative M , Multiattack,
Power Attack M , Quicken Spell-Like Ability (baleful
polymorph), Weapon Focus (primal chisel)
Skills Bluff +18, Diplomacy +23, Fly +25, Heal +28,
Intimidate +26, Knowledge (arcana, local, nature) +28,
Knowledge (dungeoneering, engineering, history) +16,
Knowledge (geography, planes, religion) +13, Linguistics +23,
Perception +31, Sense Motive +19, Spellcraft +28
Languages Aklo, Common, Draconic, Giant; truespeech
SQ bestow knowledge, lantern of civilization, mimetic memory,
morphic body, mythic immortality MA , uplift
ECOLOGY
Environment any
Organization solitary, pair, or cabal (6–10)
Treasure standard
SPECIAL ABILITIES
Bestow Knowledge (Su) An anunnaki that touches a creature
with an Intelligence of 3 or higher can bestow temporary
knowledge and understanding upon that creature. Choose
one of the anunnaki’s skills; for the next 24 hours the
target of this ability uses the anunnaki’s skill ranks in
place of its own, even if this is more than its maximum
number of ranks. A creature can’t benefit from this ability
more than once at the same time. If an anunnaki uses this
ability on a creature that is currently the target of bestow
knowledge (from itself or another anunnaki), the new
bestow knowledge effect replaces the older one.
The anunnaki has the following skill ranks: Bluff
10 ranks, Diplomacy 15 ranks, Fly 15 ranks, Heal 20 ranks,
Intimidate 15 ranks, Knowledge (arcana, local, nature)
20 ranks, Knowledge (dungeoneering, engineering,
history) 8 ranks, Knowledge (geography, planes, religion)
5 ranks, Linguistics 15 ranks, Perception 20 ranks, Sense
Motive 11 ranks, and Spellcraft 20 ranks.
Devolution (Su) As a standard action, an anunnaki can touch a
creature and cause it to permanently lose cognitive function.
The creature touched must succeed at a DC 28 Will save or
be affected by an effect similar to feeblemind that can be
removed only by a wish or miracle. If a creature affected by
devolution procreates, its children can’t have an Intelligence
or Charisma score higher than 2 naturally, nor can this effect
be lifted by magic. Progeny created with this affliction also
possess physical traits that were more common among
earlier evolutionary forms of their parent species. The save
DC is Charisma-based.
Lantern of Civilization (Su) An anunnaki’s lantern of civilization
grants it constant true seeing and powers its primal chisel. If it
loses its lantern of civilization, it loses both of these abilities.
Mimetic Memory (Ex) As a standard action, an anunnaki
can touch a willing creature to read and imprint upon that
creature’s genetic memory as if both the anunnaki and its
target were affected by a share thoughts UM spell.
Morphic Anatomy (Ex) Anunnaki are adept shapechangers
and can shift their internal anatomy to best suit their
immediate needs. This ability renders them immune to
critical hits, sneak attacks, and precision damage.
Morphic Body (Ex) An anunnaki can assume the appearance
of any creature within one size category of itself (other
than creatures with the elemental, incorporeal, or
swarm subtypes—the body assumed must be solid). The
anunnaki’s creature type doesn’t change in this new
form, and it gains none of the mimicked creature’s special
abilities; the transformation is cosmetic only. In these
other forms, the anunnaki retains all of its normal statistics
and abilities as noted above, though it does take the
appropriate bonuses and penalties based on its new size.
Though this ability affects only the anunnaki’s outward
appearance, it is a transmutation effect.
Primal Chisel (Su) An anunnaki’s primal chisel is a part of
the creature, and is powered by its lantern of civilization.
It is a masterwork one-handed piercing weapon that deals
3d6 points of damage with an 18–20 critical threat range,
and a successful attack made with it applies the anunnaki’s
devolution ability.
Psychic Warding (Su) An anunnaki generates a field of
psychic energy around its body that protects its mind and
body from harm, granting it a deflection bonus to its Armor
Class and a racial bonus on saving throws against mind-
affecting effects equal to its Charisma modifier.
Uplift (Su) As a full-round action, an anunnaki can impart
incredible capacity for thought and understanding to a
creature it touches. The creature must have an Intelligence
score of 3 or less to be affected by this ability. This affect
is identical to awaken, except that it works on creatures of
the animal, plant, humanoid, magical beast, and monstrous
humanoid types. Creatures affected by uplift don’t change
creature type (with the exception of animals, which become
magical beasts), nor does the affected creature have
any inherent affinity toward the anunnaki. The effect
of uplift is permanent and is passed on to any
progeny the uplifted creature produces.
Residents of an enigmatic
and unknown world
that is believed to
exist out of phase with the
Material Plane, anunnaki are
mysterious, god-like beings
that shape the very direction of
civilizations. Little is known about the
anunnaki homeworld, but fragmented
information collected by scholars indicates that
it comes into contact with the Material Plane
only once every few thousand years. During this
time, anunnaki travel to other worlds in order
to manipulate the course of evolution, creating
civilizations and uplifting primitive creatures
using their esoteric technology, which includes
external power sources called “lanterns of
civilization.” The anunnaki do not typically
remain to guide these societies, and are often
remembered as deities by the civilizations
they leave behind. Because the anunnaki
can take on various forms, piecing together
which civilizations have or haven’t been
visited by anunnaki is exceedingly difficult.
The creatures could have arrived to guide
one civilization in the guise of powerful, glowing
creatures and secretly assimilated into another society
by adopting the appearance of members of that society
and subtly making changes over the course of decades.
Each anunnaki calibrates its form to fit the mores and
prejudices of the specific society it means to advance.
Anunnaki’s role as manipulators of civilization and
natural order often puts them into direct confrontation
with elohim (Pathfinder RPG Bestiary 4 86). The source of the
enmity between these mighty creatures is unknown, but
the aftershocks of their conflicts can be felt for millennia
after the fighting has ended. Some sages believe that the
anunnaki and elohim are both working to circumvent
some future calamity, but differ along ideological or
philosophical lines as to how to prevent this event from
coming to pass. Ancient records from cultures that were
shaped by the anunnaki reference divine visions of great,
devouring rifts in the darkness between the stars and the
terrible, unimaginable entities that dwell within them.
For all the knowledge and power anunnaki possess, the
civilizations they create do not always see them as benevolent
saviors. Some anunnaki might have more sinister agendas
not shared by the rest of their
people. These rogue anunnaki
have free rein over the societies
they manipulate as long as they
can avoid the notice of their
fellow anunnaki—and since it
is difficult for other creatures
to find or contact any of their
race, the renegade anunnaki
can often do whatever they
please. Some of these renegades
use their civilizations for large-scale
experiments, creating bizarre hybrid
creatures. Others advance their
subjects too rapidly by the standards
of the other anunnaki, attempting
to create creatures as advanced as the
anunnaki themselves rather than simply
giving cultures the means to advance
themselves. In many of these cases, the
uplifted society isn’t truly equipped to
handle such vast changes. Rather than
advancing in a surge of scientific
and creative thought, its members
become absorbed with existential
doubt or fall into madness as they
recognize the gulf between their lofty
ambitions and the materials and means
they have at their disposal.
Anunnaki prefer to interact with
most humanoids without being recognized
for what they are, and an anunnaki may depart a
conversation abruptly if a non-anunnaki reveals
that she knows it is not the god or mortal it
pretends to be.

(https://s3.ax1x.com/2020/12/14/rmybt0.png)
主题: 【Bestiary 5】囚心菌(Zygomind)呼哈。。。最后一个随机遭遇终于搞定了
作者: 雾音2021-01-10, 周日 20:28:50
这个庞大的真菌仿佛一个笼子,其内闪烁着诡异的光芒。

囚心菌,CR18
XP 153600
绝对中立 超巨型 植物
先攻 +7;感官 盲视100呎;昏暗视觉察覺 +7
灵光 迷诱灵光(300尺,DC36,10轮)惡臭(100尺,DC29,2d4轮)

防禦

AC 24,碰觸 9,措手不及 17(+7敏捷,+15天防,-8体型)
HP 266(28d8+140);快速痊癒 20
強韌 +21,反射 +16,意志 +16
傷害減免(若有) 20/魔法和挥砍
抗力 [抗力類型][抗力數值];免疫 植物特性
法術抗力(若有) 29
特殊防御 全域视野

攻擊

速度 5尺,攀爬5尺
近戰 4触须+23(2d8+10附加攫抓和催眠孢子)
占据 30尺;触及 30尺(触须50尺)
特殊攻擊 緊勒(2d8+10)唤起尸骸,誘捕(DC29附加催眠孢子,1d10轮,硬度5,hp10)封闭现实,催眠孢子
類法術能力(CL18;专注+30)
任意–
高等塑造心像結界

數據

力量 31,敏捷 25,體質 20,智力 -,感知 24,魅力 35
BAB +21;CMB +39(攫抓+43);CMD 56(无法绊摔)
技能 攀爬+18
特殊能力 孢子爆发

生態背景

環境 任何温带
組織 单独
財寶 无或 incidental

特殊能力

唤起尸骸(Create Undead,SU):受困于囚心菌的无助生物每天都会受到1点体质吸取。因此死去的尸骸将被转化为不死生物(一般是骷髅或僵尸)这些不死生物将从菌体中走出,并受其控制。他们的挥击,爪抓和啮咬都将附带催眠孢子的效果,未通过豁免的生物都将不由自主向囚心菌走去。只要这些不死生物位于其半径10公里范围内都能保持这种链接。而离开10公里外的不死生物将不受囚心菌思维控制,也不再拥有催眠孢子的能力。
迷诱灵光(Fascinating Aura ,SU):处于囚心菌300尺范围内的生物需要通过DC36的意志豁免,否则将会被其散发出的令人感到舒缓的气息所迷住。大多数情况下若囚心菌已发起攻击则毫无作用(因为这会破除迷魂效果)所以这主要是用以诱捕那些远离它的生物,但即便已受到攻击但仍未通过豁免也会陷入封闭现实能力。豁免DC基于魅力。
封闭现实(Seamless Reality ,SU):任何进入迷诱灵光且未通过豁免的生物,或受催眠孢子影响未通过DC29意志豁免的生物都将被吸收入囚心菌的心像結界之中。在这里极为隐秘且危险,在这里的生物会觉得时间过得飞快。除此以外这与其他心像結界无异。被困在这里的肉体会以每轮5尺的速度接近囚心菌。一旦进入其内则会躺下,沉浸于囚心菌的幻想并为其提供养料。受迷诱灵光影响的生物若通过意志豁免则可抵抗不进入其中。但没有生物能发现已经进入了心像結界之中。豁免DC基于体质。
催眠孢子(Soporific Spores,EX):与囚心菌发生物理接触的生物若未通过DC29的意志豁免则会沉睡1d4天。此时其豁免及认知被拉入囚心菌的心像结界的检定受到-5罚值。通过豁免的生物在接下来24小时内将免疫该效果。豁免DC基于体质。
孢子爆发(Spore Explosion,SU):在囚心菌被摧毁后将会炸裂成无数的孢子,重新飘回太空,经历数千年的漂泊后再次落向智能生物的聚集地。

物质位面有着许多灾厄,诸如飓风,地震和瘟疫,但这远没有囚心菌这般具有潜伏性和灭绝性。这些巨大的真菌会漂浮在太空之中,向智能生物的聚集地投放自己的菌丝。最初的囚心菌难以被发现且不会表现出危害性,因为人们只会发现一些动物和智力低下的生物消失。但失踪的生物智力会逐渐升高,他们都会迷失于囚心菌的环境之中,在数天或者数周后化为被感染的亡灵返回族群,然后待会更多的牺牲品。而在短短数月内囚心菌就可以摧毁一个小型城镇,并成长为500尺大小的庞然大物。
当你能看到囚心菌的身形穿过树木出现,那对这片区域的智能生物而言已经为时已晚,因为这说明大部分的生物已经落入其魔掌之中。而想要研究其存在得人将会落入心像結界,且不会意识到已经陷入到想要摧毁对象的控制之中。囚心菌会巧妙地奴役更多的生命,以扩大自己的力量—其甚至可以重现整个城市的幻想,仿佛城市就被其吞噬了一般。倘若派遣军队进攻囚心菌,这些冲锋陷阵的士兵的身心将会慢慢与囚心菌融为一体。而最为讽刺的是他们会认为自己击败了险恶的植物取得了胜利,荣归故里,然后在荣耀之中安度晚年。而现实则是其身躯化为了囚心菌的养料,最后转化为了不死生物。
而驱使不死生物的特性使得这类植物容易被发现。尤其是僵尸或其他凶恶的不死生物若在感染其他受害者后,受害者呈现出会向某个方向缓慢走去的倾向的话。一些专注的探险者可以跟随它们的脚步,虽然其极度缓慢的移动速度对于任何人的耐心都是一个巨大的挑战。当然除此以外还有一些线索,比如一个城镇突发性的群体梦游时间,或者一些伐木工人在听到一些低语声后一同消失于森林之中等。
在追随囚心菌踪迹的人会看到缓慢前行着的失去心智的受害者。但没有任何办法能帮其脱离束缚,只能短暂地将这种情况压制下去。有些大胆鲁莽的冒险者会选择敞开心智以潜入幻境,以便从内而外地解放这些生物的心智。但这是非常危险得,因为冒险者的身体会自主地开始行走,而心智则需要说服整座城市的人们他们都身处环境之中。强大的异能施法者能使用心像结界等法术的话,在运气好的时候可以使受困者得到解脱,但精神体的强行脱离会引起囚心菌的注意,并引来它猛烈的反击。
时间越久,被困其中的生物甚至能找到真正的武器,护具和魔法物品,这是从被其吸干的尸体身上获取的。当然睿智的冒险家必须意识到在环境中看到这些很可能只是幻象的一部分。一旦走入囚心菌种种,若非强大的异能者或熟知心像结界的效果及危险得生物便再难认知世界的真伪。囚心菌会竭尽全力让他们产生他们正自由地生活在世界上的错觉。
完全体的囚心菌可高达500尺,形成一个半径10英里的球体,其中裹着无数的生物。当然一般来说它们都只能生长到25-40尺高,重约40000lb。

Zygomind
This enormous fungus looks like a cage, and a strange glow
emanates from within.
ZYGOMIND  CR 18
XP 153,600
N Colossal plant
Init +7; Senses blindsight 100 ft., low-light vision; Perception +7
Auras fascinating aura (300 ft., DC 36, 10 rounds), stench (100 ft.,
DC 29, 2d4 rounds)
DEFENSE
AC 24, touch 9, flat-footed 17 (+7 Dex, +15 natural, –8 size)
hp 266 (28d8+140); fast healing 20
Fort +21, Ref +16, Will +16
Defensive Abilities all-around vision, DR 20/magic and
slashing; Immune plant traits; SR 29
OFFENSE
Speed 5 ft., climb 5 ft.
Melee 4 tentacles +23 (2d8+10 plus grab and soporific spores)
Space 30 ft.; Reach 30 ft. (50 ft. with tentacles)
Special Attacks constrict (2d8+10), create undead, entrap
(DC 29 plus soporific spores, 1d10 rounds, hardness 5, hp 10),
seamless reality, soporific spores
Spell-Like Abilities (CL 18th; concentration +30)
At will—greater create mindscape OA
STATISTICS
Str 31, Dex 25, Con 20, Int —, Wis 24, Cha 35
Base Atk +21; CMB +39 (+43 grapple); CMD 56 (can’t be tripped)
Skills Climb +18
SQ spore explosion
ECOLOGY
Environment any temperate
Organization solitary
Treasure none or incidental
SPECIAL ABILITIES
Create Undead (Su) A helpless body lying prone in a
zygomind’s space takes 1 point of Constitution drain each
day. A body that dies in this way rises as a mindless,
corporeal undead (typically a skeleton or a zombie). Undead
created by the zygomind wander forth from the plant,
carrying its insidious mindscape within them. Their slam,
claw, and bite attacks gain the zygomind’s soporific spores
ability, and any creature that falls prey to the mindscape
is compelled to walk toward the zygomind, regardless of
its distance away. Undead retain this connection as long
as they remain within 10 miles of the zygomind. Undead
beyond 10 miles of the zygomind become free-willed
undead, losing their connection to the mindscape and the
soporific spores ability.
Fascinating Aura (Su) Creatures within 300 feet of a zygomind
must succeed at a DC 36 Will save each round or become
fascinated by the plant’s soothing mental commands. Since
in most cases a known zygomind is an obvious threat (thus
breaking the fascinated effect), this ability mainly assists an
undetected zygomind, though even creatures who know of
the zygomind’s threat are still exposed to the zygomind’s
seamless reality ability if they fail the saving throw. The save
DC is Charisma-based.
Seamless Reality (Su) Any creature that enters a zygomind’s
space, fails its save against the zygomind’s fascinating aura,
or is subjected to the zygomind’s soporific spores must
succeed at a DC 29 Will save or be sucked into the zygomind’s
mindscape (Occult Adventures 234). The zygomind’s
mindscape is veiled and harmful, and time moves quickly for
creatures inside it. It otherwise acts in all ways as the plane
from which the affected creature entered the mindscape.
Unlike the bodies of creatures whose consciousnesses are
stuck in other mindscapes, the bodies of creatures whose
minds are stuck in a zygomind’s mindscape are able to move;
they invariably approach the zygomind at rate of 5 feet per
round. Once within the zygomind’s space, the victims lie
prone, allowing the zygomind to slowly absorb the bodies’
nutrients as their minds wander a false reality. A creature
caught in the zygomind’s fascinating aura must succeed at a
saving throw to avoid entering the mindscape each round it
remains fascinated. A creature is not aware that it has entered
the mindscape. The save DC is Constitution-based.
Soporific Spores (Ex) A creature that comes into physical
contact with a zygomind must succeed at a DC 29 Will save
or fall asleep for 1d4 days. Such creatures take a –5 penalty
on saves and checks to realize they are in the zygomind’s
mindscape. Creatures that succeed at their saves are immune
to the zygomind’s soporific spores for 24 hours. The save DC
is Constitution-based.
Spore Explosion (Su) When a zygomind is destroyed, it
explodes in a cloud of ethereal spores that typically find their
way back into space, sometimes floating along the solar
winds for thousands of years before gravitating back toward
a new bastion of intelligent life.
Civilizations across the Material Plane fear many
disasters—hurricanes, earthquakes, plagues, and more—
but few things spell doom for a settlement with such
insidious certainty as a flourishing zygomind. These
massive fungi float through space as ethereal spores,
spreading their cloying mycelia wherever creatures of
intelligence thrive. The presence of a young zygomind is
at first innocuous and difficult to detect, as animals and
other creatures of low intelligence begin to disappear.
Eventually, more intelligent creatures track their prey
to the site and become lost themselves, wandering back
toward civilization days or even weeks later as infected
undead, dominated with the instinct to bring ever-
greater intellects into the zygomind’s power. Over the
course of only a few months, a growing zygomind can
decimate a small city, rapidly accelerating its growth into
a 500-foot monstrosity.
By the time a zygomind becomes visible above the
treeline, it is likely too late for the intelligent life of the
region; the zygomind’s insidious psychic trap defeats any
resistance that most such creatures can mount. Frequently,
those investigating the zygomind slip seamlessly into
an alternate reality without realizing that they’ve fallen
under the power of the very thing they sought to destroy. A
zygomind’s mindscape only becomes more convincing as
it subtly enslaves more and more minds—the fungus can
reconstruct whole cities, even as the real-world inhabitants
of those settlements proceed somnambulistically into
the zygomind. Entire armies have marched upon mature
zygominds, intent on ridding the region of the scourge,
only to halt their assault mid-charge and plod calmly, rank
by rank, into the zygomind’s physical and psychic grasp.
The cruel irony of the plant’s trap is that these soldiers
likely live the rest of their lives believing themselves
victorious, forming memories of defeating the insidious
fungus, returning home to their loving families, and
eventually dying after a long and productive life, while
in the real world the zygomind’s mycelium sucks the
nutrients from their helpless bodies and transforms them
into undead minions.
The wide-ranging habits of a zygomind’s minions
make the fungi relatively easy to track for those who
know of the obscure creatures. Stories of zombies or
other virulent undead can sometimes point toward a
zygomind’s influence, especially if the undead’s victims
tend to wander off in a certain direction after infection.
A particularly dedicated adventurer could follow one of
these enthralled creatures for the entire journey back to
the fungus, though the pace the victim sets often proves
excruciatingly slow to all but the most patient individuals.
Subtler clues could hint at a zygomind’s influence as well,
such as a sudden rash of sleepwalking in a nearby town or
whispered rumors about a logging camp whose workers
all disappeared into the forest together without a word.
Those with the wherewithal to follow the clues to
the zygomind invariably encounter a horde of slowly
shuffling, mindscape-bound victims on their way to offer
themselves to the fungus. Attempting to shake these
victims out of their torpor produces no effect, and
forcibly restraining them is a temporary solution
at best. Occasionally, certain brave or foolhardy
adventurers submit themselves willingly to a
zygomind’s mindscape, hoping to free the minds
of those trapped within. This is a path fraught
with peril, though, for the adventurers’ bodies
approach the zygomind at the same rate, and the
adventurers’ consciousnesses face the monumental
challenge of trying to prove to a city of people that their
world is a false construction. Powerful psychic spellcasters
have had some luck helping victims escape by using spells
such as mindscape door OA , but such forcible egress from
the zygomind’s mindscape draws the attention of the
zygomind itself, and it lashes out instinctively at these
psychic invaders.
Depending on how long a zygomind has infested an
area, a creature who is able to avoid being trapped in the
mindscape could find a veritable hoard of weapons, armor,
and magic items within the cage of its body, discarded as
the bodies that brought them withered away, then rose
as undead. Of course, a canny adventurer must always
be aware that the discovery of such a trove within the
fungus could simply be one more illusion imposed by the
zygomind’s mindscape. Once a creature has had contact
with a zygomind, it can never again truly be certain that
the world it inhabits is the real one without the aid of
powerful psychic magic or of those familiar with the logic
and perils of mindscapes—yet even then, the zygomind
smoothly creates the illusions of such individuals and
abilities to reassure victims that they are indeed free.
When fully grown, a zygomind can reach a height of
500 feet, and its mycelium can stretch for 10 miles in all
directions, comprising hundreds of tons of biomass. The
main cage is usually 25–40 feet in diameter and weighs
around 40,000 pounds.

(https://s3.ax1x.com/2021/01/10/s1K0pV.png)
主题: Re: SA里出现的杂项相关翻译
作者: 璀璨星炬2021-01-10, 周日 20:39:40
这么看好多翻译撞车了 :em006
主题: Re: SA里出现的杂项相关翻译
作者: 雾音2021-01-10, 周日 22:04:33
这么看好多翻译撞车了 :em006
:em016怪我,我以前怕被喷翻得差没有丢主区