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【Bestiary 5】安努纳奇人 ANUNNAKI
« 回帖 #30 于: 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。

劇透 -   :
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.

Even the smallest person can change the course of the future

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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。

劇透 -   :
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.

« 上次编辑: 2021-01-10, 周日 20:35:37 由 雾音 »
Even the smallest person can change the course of the future

离线 璀璨星炬

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Re: SA里出现的杂项相关翻译
« 回帖 #32 于: 2021-01-10, 周日 20:39:40 »
这么看好多翻译撞车了 :em006
理想的译法是这样的:先把原文看懂,照原文译出来,看看念不念得下去,试删掉几个不一定用得着的字,看看是否有损文义和文气。如果有损,再补回来。试把不可少的字加进去,看看是否超出原文范围,增减以后和原文再校对一次。有些地方是否译错,语气的轻重是否恰如其分,原文的弦外之音译文是找不找得到?原文的意思要消化;译文的文字要推敲。有经验的译者可能一下笔就译好了,不过还是要推敲的时候多。

离线 雾音

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Re: SA里出现的杂项相关翻译
« 回帖 #33 于: 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
Even the smallest person can change the course of the future