作者 主题: 特殊怪物翻译  (阅读 3749 次)

副标题:

离线 TougouTuyosi

  • 版主
  • *
  • 帖子数: 703
  • 苹果币: 2
  • 两个人的魔法哟~
特殊怪物翻译
« 于: 2018-05-24, 周四 10:47:38 »
出处
描述

名字
XP
类型
先攻感官察觉

防御能力

防御等级,接触 ,措手不及
生命值
强韧反射意志
特殊防御
免疫
弱点

攻击能力

速度
近战
远程
特殊攻击

数据

力量敏捷体质智力感知魅力
BABCMBCMD
专长
技能
语言
特质

生态背景

环境
组织
财宝

特殊能力

比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡連結

思亘七险,点落九宫,神游八极,纵横十方

离线 TougouTuyosi

  • 版主
  • *
  • 帖子数: 703
  • 苹果币: 2
  • 两个人的魔法哟~
库里布
« 回帖 #1 于: 2018-05-24, 周四 11:22:07 »
《地狱复仇I-地狱火誓约》82页
这个体型只有半个人大小的有翼类人生物的皮肤如同抛光过的大理石一般光滑。它握持着一张弓并且背上背着箭筒。

库里布(Kuribu) 挑战等级3
XP 800
中立善良,小型,异界生物(天使,跨位面,善良)
先攻 +3;感官 黑暗视觉,昏暗视觉,侦测邪恶;察觉 +8
灵光 次等防御光环

防御能力

防御等级16,接触14 ,措手不及 13(+3敏捷,+2天防,+1体型)
生命值 26(4d10+4)
强韧 +2,反射 +7,意志 +5;(+4对抗毒素,+4抗力对抗邪恶)
特殊防御 伤害减免5/寒铁或邪恶
免疫 强酸,寒冷,石化
抗力 电击10,火焰10

攻击能力

速度 20尺,飞行50尺(良好)
远程 精致长弓+9(1d6/*3)
类法术能力(施法者等级3;专注+3)
恒定——侦测邪恶
随意——光亮术,提升抗力
3/天——祝福术

数据

力量 10,敏捷 16,体质 12,智力 11,感知 13,魅力 11
BAB +4;CMB +3;CMD 16
专长 近距射击,精准射击
技能 特技+10(当跳跃时为+6),飞行+16,知识(位面,宗教)+7,察觉+8,隐匿+14
语言 天界语,龙语,炼狱语;真实之语(与任何生物都能交流如同巧言)
特质 祝福圣容

生态背景

环境 任何善良阵营位面
组织 单独,双人,小队(3-6)
财宝 标准(精致长弓,其他宝物)

特殊能力

祝福圣容(Blessed Aspect,Su):库里布拥有四个真实的神圣面容,其中三个在任何时间里都是隐藏的。通过一个迅捷动作,库里布可以展现出不同的面容并获得其提供的好处,同时失去天使刚刚隐藏的面容所提供的好处。
鹰:库里布的脸与声音变得如同鸟类一般。每隔1d4轮,库里布就可以用一个标准动作发出刺耳的尖叫。所有在15尺锥形范围内的生物都受到1d6点音波伤害(通过DC13的强韧检定则只受一半伤害)。4个生命骰或者更少的生物会晕眩一轮。豁免DC基于体质决定。
译注:DC和晕眩分开写,加上有生命骰限制,晕眩应该无豁免
人类:库里布的脸变得如同面具一样,并且他获得“静止”特殊能力,这允许库里布在直接观察到的情况下隐藏成库里布的大理石雕像的隐匿检定上取20。库里布可以一直装成雕像。大多数库里布在和凡人交流时首先呈现的都会是这个面容,只有在战斗开始时才会转换其他面容之一。
狮子:库里布露出恐怖的大嘴并能够制造啮咬攻击。这是一次天生武器攻击(+5攻击加值)并可以造成1d4的伤害。
牛:库里布的脸变得更加坚硬,身体也变得强壮。天使在强韧豁免上获得+4抗力加值,在对抗冲撞以及绊摔的战技防御上获得+4加值。

次等防御光环(Lesser Protective Aura Su)
« 上次编辑: 2018-05-24, 周四 11:55:56 由 TougouTuyosi »
比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡連結

思亘七险,点落九宫,神游八极,纵横十方

离线 TougouTuyosi

  • 版主
  • *
  • 帖子数: 703
  • 苹果币: 2
  • 两个人的魔法哟~
桑切利玛
« 回帖 #2 于: 2018-07-24, 周二 08:20:12 »
《地狱复仇Ⅰ地狱火誓约》84页
This bony horror has two skulls on either end of its long, fleshless body. Dozens of twitching, claw-tipped legs carry its centipede-like form.

桑切利玛(Centianima)    挑战等级4
经验值1,200
中立邪恶,大型不死生物
先攻 +6;感官 全域视野,黑暗视觉60尺;察觉+9

防御能力

防御等级 17,接触 11,措手不及 15(+2敏捷,+6天防,-1体型)
生命值 32(5d8+10)
强韧 +5,反射 +3,意志 +5
特殊防御 引导抗力+4
伤害减免 5/钝击
免疫 寒冷,不死生物特性

攻击能力

速度 30尺
近战 2啮咬+7(1d8+5)
占据 10尺;触及 10尺;
特殊攻击 骨爆

数据

力量 21,敏捷 15,体质 —,智力 8,感知 13,魅力 14
BAB +3;CMB +9;CMD 21(+24对抗绊摔)
专长 强韧加强,精通先攻,快步跟进
技能 威吓+10,察觉+9,隐匿+6
语言 通用语(不能说)
特质 压缩,双重威胁

生态背景

环境 任何废墟
组织 单独或者一对
财宝

特殊能力

骨爆(EX) 每天三次,桑切利玛可以用一个整轮动作来晃动它的身体来用致命的骨碎片射击半径十五英尺范围内的所有生物,这些骨碎片造成2d6穿刺伤害(通过DC14的反射检定减半),豁免DC基于敏捷。
双重威胁(EX) 桑切利玛在其细长的身躯每个末端都有一个头部,每个头部都有一次啮咬攻击。每一个头每轮只能进行一次啮咬。桑切利玛仍然在面对针对它的效果时视为单独的生物。

Horrifying amalgams driven by an insatiable desire to kill living things and collect their bones, centianimas exemplify the ravenous, ugly evil of the undead. These animalistic collections of bones typically form from the remains of numerous animals that died in terrible agony. The dark forces and suffering that animates these remains typically cause these horrors to form in ominous, multilimbed shapes vaguely reminiscent of macabre centipedes. Although they look merely like heaps of bones when at rest, they can hardly be mistaken as such when on the move. Centianimas are possessed of a dark, predatory cunning that makes them particularly efficient hunters.

A centianima measures 12 feet long and weighs approximately 400 pounds.


生态学

The flexible body of a centianima consists of 15 or more leg-bearing segments made from fused-together bones. Centianimas require no sustenance, but they sometimes carry their dead or unconscious victims back to their lairs in their hollow interiors. Their pointy-tipped legs are exceptionally flexible, allowing them to rapidly change the direction of their movement or even skitter sideways in an undulating motion. Each of a centianima’s two heads consists of one or more animal skulls fused together and sports a pair of long, jointed antennae. Their eye sockets each bear a dark violet necromantic membrane that functions much like the eyes of a spider.

Centianimas sometimes form spontaneously in places where animals have died in great numbers and no one has buried, burned, or eaten the bones, such as abandoned slaughterhouses and the charnel pits of greater monsters. When a centianima’s body starts forming, it first develops a skeletal segment and grows a pair of twitching legs. This process repeats until the body has at least 15 segments. The final stage of this horrible genesis involves forming a head segment on each end. The heads do not form simultaneously, however, and for a brief period, the centianima has only one head.

As undead creatures, centianimas do not need rest and thus remain active day and night. However, their behavior changes markedly with the time of the day. At night, they hunt vertebrates of all sizes, from mice to horses. During the day, they skitter over the bodies they have captured, skinning them and stripping them of flesh. A centianimas’s daytime activities also include patrolling its lair and environs, organizing its bone collection, and moving loose rocks to places where they might hinder intruders but not the centianima itself. Centianimas that live underground exhibit similar behaviors, though they adapt their daily cycles to hunt when prey is most vulnerable, regardless of the time of the day.


栖息地与社会


Centianimas usually inhabit ruined buildings where there are many places to hide. They are excellent climbers and, thanks to their flexible exoskeletons, they can crawl through very narrow spaces. They use these abilities to great effect against invaders, ambushing unwelcome visitors in places where less agile beings are at a disadvantage.

The lair of a centianima usually contains one or more piles of bones collected from its victims. The bones may be meticulously organized according to animal or bone type, or they may be a disorganized mess. Somewhere in the lair, usually a good distance from the bone piles, there is also a rotting mound of discarded flesh, skin, tendon, and other soft tissue.

Centianimas are solitary and territorial, and when one encounters boneless creatures, other undead monsters, or anything that looks too dangerous to attack, it emits an unpleasant chitter that sounds like grinding teeth. If the sound is not enough to warn the intruders away, the centianima attacks or retreats depending on the size and number of the intruders.

The rotting mounds of flesh usually present in a centianima’s lair attract all kinds of vermin, and it is not uncommon for swarms of cockroaches, spiders, centipedes, or flesh-eating worms to share a centianima’s lair. The undead creature largely ignores these vermin because they neither have bones nor pose a threat.


创造一个桑切利玛


Centianimas are often created by wicked spellcasters who either seek a free-roaming guardian to defend an area or have a grudge against nature. A centianima can be produced through the use of the spell create undead by any caster of 13th-level or higher. However, rather than casting the spell on one corpse, the creator must cast it on a heap of bones comprising the skeletons of no fewer than three Medium or Large animals. Smaller skeletons can be used, but at least double the number is required.

Upon being created, an uncontrolled centianima searches the surrounding area for a lair. After finding a suitable dark, preferably claustrophobic space, the creature begins hunting in a territory within a 1 mile radius of its lair. In a region with an average amount of wildlife, it takes little more than 2 weeks for a centianima to fill its lair with a dense carpet of bones.


桑切利玛变种

The circumstances under which a centianima forms greatly affect its abilities. The following are the most common variants.

Aquatic (CR +0): These centianimas arise from the bones of aquatic animals. They usually inhabit sunken ships and ruins claimed by the sea. Aquatic centianimas gain the aquatic subtype and a swim speed of 40 feet.

Burrowing (CR +0): This underground variant usually arises from the dry bones of many burrowing creatures. Burrowing centianimas gain a burrow speed of 20 feet.

Chittering (CR +1): This variant centianima can emit a bone-rattling chitter as a standard action. Any creature within 30 feet must succeed at a DC 15 Fortitude save or be shaken for 1d4+1 rounds. Any creature that makes a successful save against the effect is immune to that centianima’s chitter for 24 hours. The save DC is Charisma-based.

Jumping (CR +0): This desert-dwelling variant gains a +12 racial bonus on Acrobatics checks to jump and it treats any Acrobatics skill check to jump, as if it had a running start. It doesn’t provoke attacks of opportunity while jumping. A jumping centianima uses this ability to position itself amid its enemies so it can better attack with both of its heads.

One-Headed (CR –1): This rare variant occurs when the formation of a centianima is interrupted before the second head has formed. One-headed centianimas have only 3 Hit Dice, and they don’t gain all-around vision or the dual threat special ability.

Paralytic (CR +1): These centianimas arise from the bones of venomous animals. Any creature that takes damage from the centianima’s bite attack must succeed at a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.

Symbiotic (CR +1): These centianimas have formed a close symbiotic relationship with the vermin that feed on the rotting flesh in their lairs. Three times per day, the centianima can vomit up a spider swarm (Pathfinder RPG Bestiary 258) as a standard action. This swarm attacks the nearest living creature, but is otherwise not controlled by the centianima.
« 上次编辑: 2018-07-24, 周二 08:39:39 由 TougouTuyosi »
比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡連結

思亘七险,点落九宫,神游八极,纵横十方

离线 TougouTuyosi

  • 版主
  • *
  • 帖子数: 703
  • 苹果币: 2
  • 两个人的魔法哟~
克丝羽蛇(Xiuh couatl) 挑战等级12
« 回帖 #3 于: 2019-05-15, 周三 18:31:34 »
《地狱复仇Ⅳ~为了帝国与女皇~》86页
带翼之蛇于焰火中翻腾,艳丽羽间呈现电光点缀。

克丝羽蛇(Xiuh couatl)    挑战等级12
奖励经验值 19200
中立善良 大型异界生物(本地)
先攻+9 ;感官侦测混乱/邪恶/善良/守序 黑暗视觉60尺 感知思维60尺 ;察觉+29

防御能力

防御等级 29,接触 14 ,措手不及 24(+5敏捷 +15天防)
生命值 157(15d10+75)
强韧+14 ,反射+10 ,意志+16 
免疫 电击 火焰;法术抗力 23

攻击能力

速度 30尺 飞行 80尺(一般)
近战 噬咬+22(2d6+12附加燃烧 攫抓 毒素)
占据 10尺;触及 10尺
特殊攻击 喷吐(60尺线形,6d6火焰和6d6电击 反射DC22减半 冷却1d6轮) 燃烧(1d6火焰 DC22) 紧勒(2d6+12) 毒素

类法术能力(施法者等级 15;专注+21)
恒定——侦测[混乱/邪恶/善良/守序]
随意——侦测思维(DC18) 隐形术 异界传送
1/周——赎罪术

异能者已知法术(施法者等级 15;专注+21)
7环(4/日)——高等秘法视力 灵视
6环(7/日)——高等解除魔法 通晓传奇 隐匿之纱(DC22)
5环(7/日)——问道自然 心灵戳刺Ⅴ*(DC21) 心灵碾压Ⅰ*(DC21) 力墙术
4环(7/日)——预言术 托梦术 生物定位术 短讯术
3环(7/日)——锐耳术/鹰眼术 深度睡眠(DC20) 解除魔法 加速术
2环(8/日)——思维预读*(DC18) 占卜术 烦厌术*(DC18) 强索赠礼*(DC18) 恐吓术(DC19)
1环(8/日)——预知危险UM(DC17) 魅惑人类(DC18) 行动禁制UM(DC18) 讯息传递* 睡眠术(DC18)
0环(随意)——出血术(DC 17) 侦测魔法 侦测毒性 幻音术(DC 17) 指北术 光亮术 法师之手 阅读魔法 稳定伤势

数据

力量26 ,敏捷20 ,体质20 ,智力23 ,感知25 ,魅力23
基本攻击加值+15 ;战技加值+24(+28擒抱时) ;战技防御39(无法绊摔)
专长 警觉 飞越攻击 盘旋 精通先攻 说服者 猛力攻击 法术瞬发 侧滑飞行
技能 特技+20 交涉+28 飞行+21 威吓+8 知识[奥秘]+13 知识[地理]+14 知识[历史]+24 知识[地方]+24 知识[宗教]+24 察觉+29 察言观色+29 法术辨识+21 生存+22 使用魔法装置+21
语言 天界语 通用语 龙语 ;心灵感应100尺
特质 兵刃之罚(instrument of retribution)

生态背景

环境 任何山脉
组织 单独或者成对
财宝 标准

特殊能力

兵刃之罚(instrument of retribution, Su) 通过一个整轮动作,克丝羽蛇可以变化成任何简易或者军用武器。这柄武器总是+2火焰电击武器并且能配合任意体型的生物。克丝羽蛇在配合巨型(Gargantuan)生物时仅限于变化成轻型或者单手武器,在配合超巨型(Colossal)生物时只能变化为轻型武器。变化成武器形式时,克丝羽蛇获得等同于其武器类型的硬度,并保留自身的类型,感官,生命值,豁免检定以及心灵感应。克休羽蛇可以用一个直觉动作恢复成正常状态。

毒素(Ex) 噬咬-伤害;豁免 强韧DC22;发作频率 1次/分钟共10分钟;效果 1d6力量;连续两次通过豁免治愈。

异能法术(Psychic Spells) 一位克丝羽蛇可以如同15级的异能者一般释放法术(探索者角色扮演 异能冒险60页)。标记有星号(*)的法术可以在《异能冒险》的第4章找到。

克丝羽蛇是一种通常跟复仇与报复有关的激进羽蛇。他们会找出邪恶的生物,在报复降下时给他们一次最后救赎的机会。那些不接受提议或者无法回头的人将面对的是可怕而绝对的惩罚。如果它单独一人的力量不足,它会选择为一个强大且正义的人物提供帮助来实现它的正义。羽蛇身上散发着强烈的火焰同时倾泻下电流。它们的羽毛颜色是从鲜艳的深红到深紫罗兰色的渐变色,仿若落日时的色调。典型的克丝羽蛇长20英尺,双翼展开有25英尺。它通常重4500磅。

生态学

与他们的近亲,常见的凯特丝羽蛇(quetz couatl 探路者角色扮演 怪物图鉴49页)还有漂泊的奥瓦丝羽蛇(auwaz couatl)不同,克丝羽蛇不常为人所见,但当它想让自己被见到时,人们便能够看见他们。他们每一次羽翼的拍打便是凶猛火焰与闪耀电光的炫目展览,他们在空中发出不谐律的回声,一英里外都能听见预设的飞行声音。当它们在空中移动时,就像雷爆之雨和燃烧之雨。据说,这炽热的暴风雨将预示邪恶即将消亡,或由净化的地狱而生的新开端即将到来。

克丝羽蛇的鼻子在它释放它的元素喷吐后会发出几分钟的红热。这种气息如同克丝羽蛇的翅膀一般,是火焰与闪电的融合——一种强大能量所形成的可怕光芒。它的吐息不仅能用于攻击敌人,还可以当作净化火焰用于焚烧腐化的土地。羽蛇的尾部以一个小小的火焰结束,并且会随着羽蛇的情绪而移动跟闪烁。

克丝羽蛇的思想强而明智,近乎超凡入圣。它利用其非凡的异能天赋追踪邪恶敌人,利用自身预知未来的能力快速寻找目标。一旦它锁定一个生物,克丝羽蛇就会向目标的梦境发出预兆,阻止对方走上恶途。如果该方法不行,那么克丝羽蛇将亲自拜访这个生物并向其提供与分享善良跟美德的知识。如果一个继续走向邪恶的生物接受救赎,那克丝羽蛇将向该生物展示不同的人生。而如果这些方法都失败了,那作为最终的手段,克丝羽蛇将会摧毁生物的肉体或是心灵,无论哪种惩罚更加合适。

克丝羽蛇非常长寿,有些据说在星陨之前便存在世上。在雌性克丝羽蛇的一生中只会诞下一枚蛋。它们的蛋像灰烬与阴影一般黑暗,一窝能孵化出8到10只羽蛇。做为本地的异界生物,克丝羽蛇也必须进食,而且他们会以野牛、鹿或者野马等大型野生动物为食。偶尔,他们也会吃掉对当地文明或者环境构成威胁的大型生物,例如大鹏或者初龙。

栖息地与社会

与他们更常见的近亲不同,克丝羽蛇向来只在最危险的时期出没。当他们在救赎邪恶生物的空闲间会在危险的边陲地方筑巢,因为在那里他们不太容易被打扰。像是被接连不断的闪电风暴笼罩的火山口,偏远的山谷还有高耸的山顶都是可以找到克丝羽蛇巢穴的著名地点。在他们遗弃巢穴后的几年里,那个地方会因为其容易吸引火焰与闪电元素的倾向而闻名。在阿维斯坦,克丝羽蛇和它们的巢穴非常罕见,但迦伦德中部跟南部以及阿卡迪亚中部的山脉就会比较常见。

虽然克丝羽蛇是独行的生物,但偶尔也会与他们能够交配的伴侣形成亲密的关系(如果他们在漫长的一生中没有这么做过)。The closest of these relationships are forged between a couatl and one of the offspring born from its sole egg. 当一对父母无法再度交尾,会转变为柏拉图式的关系并且能跨越好几个世纪,比大多数类似的配对关系要长久。虽然伙伴关系可能会持续数千年,但最终几乎所有的克丝羽蛇都会再次回到独行的生活中。他们或许能在一场为正义而战的圣战中得到许多盟友,但是一旦他们战胜邪恶,他们会继续前行。

虽然他们倾向于依靠他们自己的感官与占卜来寻找邪恶,但是神祇有时也会呼唤他们来解决特定的任务。特别是会充分利用所有种类预设的莎伦莱,不过黛丝娜,莎琳或者在阿卡迪亚,Kazuta和goddess of community, liberty, and safety也会呼唤克丝羽蛇。如同往常一样,克丝羽蛇会首先尝试救赎他们负责毁灭的生物,必要之时也会以武力对待。神祇们也会指派克丝羽蛇去帮助那些身处逆境的人。这些人会认为它们是他们信奉的神祇赐予的武器,即便到他们的任务完成他们可能也不会知道他们实际上使用过克丝羽蛇。
劇透 -  原文:
COUATL, XIUH
Wreathed in flame, this winged serpent sports brightly colored feathers sparking with electricity.
XIUH COUATL CR 12
XP 19,200
NG Large outsider (native)
Init +9; Senses detect chaos/evil/good/law, darkvision 60 ft., thoughtsense 60 ft.; Perception +29
DEFENSE
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
 hp 157 (15d10+75)
Fort +14, Ref +10, Will +16
Immune electricity, fire; SR 23
OFFENSE
Speed 30 ft., fly 80 ft. (average)
Melee bite +22 (2d6+12 plus burn, grab, and poison)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. line, 6d6 fire and 6d6 electricity, Reflex DC 22 half, usable every 1d6 rounds), burn (1d6 fire, DC 22), constrict (2d6+12), poison
Spell-Like Abilities (CL 15th; concentration +21)
Constant—detect chaos/evil/good/law
At will—detect thoughts (DC 18), invisibility, plane shift (DC 23)
1/week—atonement
Psychic Spells Known (CL 15th; concentration +21)
7th (4/day)—greater arcane sight, vision
6th (7/day)—greater dispel magic, legend lore, veil (DC 22)
5th (7/day)—commune with nature, mind thrust V* (DC 21), psychic crush I* (DC 21), wall of force
4th (7/day)—divination, dream, locate creature, sending
3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 20), dispel magic, haste
2nd (8/day)—anticipate thoughts* (DC 18), augury, aversion* (DC 18), demand offering* (DC 18), scare (DC 19)
1st (8/day)—anticipate perilUM (DC 17), charm person (DC 18), forbid actionUM (DC 18), mindlink*, sleep (DC 18)
0 (at will)—bleed (DC 17), detect magic, detect poison, ghost sound (DC 17), know direction, light, mage hand, read magic, stabilize
STATISTICS
Str 26, Dex 20, Con 20, Int 23, Wis 25, Cha 23
Base Atk +15; CMB +24 (+28 grapple); CMD 39 (can’t be tripped)
Feats Alertness, Flyby Attack, Hover, Improved Initiative, Persuasive, Power Attack, Quicken Spell, Wingover
Skills Acrobatics +20, Diplomacy +28, Fly +21, Intimidate +8, Knowledge (arcana) +13, Knowledge (geography) +14, Knowledge (history) +24, Knowledge (local) +24, Knowledge (religion) +24, Perception +29, Sense Motive +29, Spellcraft +21, Survival +22, Use Magic Device +21
Languages Celestial, Common, Draconic; telepathy 100 ft.
SQ instrument of retribution
ECOLOGY
Environment any mountain
Organization solitary or pair
Treasure standard
SPECIAL ABILITIES
Instrument of Retribution (Su) As a full-round action, a xiuh couatl can transform into any simple or martial weapon. The weapon is always a +2 flaming shock weapon and can be sized for any creature. The xiuh couatl is limited to only light or one-handed weapons if sized for a Gargantuan creature or light weapons if sized for a Colossal creature. In weapon form, the xiuh couatl gains hardness equal to that of a weapon of its type and retains its type, senses, hit points, saving throws, and telepathy. A xiuh couatl can return to its normal form as an immediate action.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/minute for 10 minutes; effect 1d6 Str; cure 2 consecutive saves.
Psychic Spells A xiuh couatl casts spells as a 15th-level psychic (Pathfinder RPG Occult Adventures 60). Spells marked with an asterisk (*) can be found in Chapter 4 of Occult Adventures.

Xiuh couatls are a fierce variety of couatl commonly associated with vengeance and retribution. They seek out vile creatures, offering one final opportunity at redemption. Those who do not accept this offer or cannot be redeemed face the xiuh couatl’s fearsome and absolute punishment. In cases where its might alone is not enough, a xiuh couatl offers its assistance to a powerful, righteous figure to mete out justice on its behalf. The winged serpents glow with an intense plume of flames, draped in arcing electricity. Their feathers range in color from bright crimson to deep violet, encompassing the shades of the setting sun. A typical xiuh couatl is 20 feet long with a wingspan of 25 feet. It weighs 4,500 pounds.

Ecology Unlike their cousins, the common quetz couatl (Pathfinder RPG Bestiary 49) and the roving auwaz couatl, xiuh couatls are rarely seen, but are a sight to behold when they make themselves known. The beat of each wing is a brilliant display of terrifying flames and magnificent flashes of lightning that send cacophonous echoes through the sky. The couatls’ flight can be heard up to a mile away. As they move through the air, they resemble thunderstorms with flaming rain. These fiery tempests are said to be omens signaling the imminent fall of wickedness or a forthcoming new beginning, born of a purifying inferno.

A xiuh couatl’s snout glows red hot for minutes after spewing forth its elemental breath. This breath, like the xiuh couatl’s wings, is a coalescence of fire and electricity—a fearsome ray of powerful energy. The breath is used not only to attack enemies, but also to burn away decayed or corrupted lands with cleansing flame. The couatl’s tail ends in a small conflagration that moves and flickers in response to the couatl’s moods.

The mind of a xiuh couatl is powerful and wise, bordering on the transcendent. It uses its extraordinary psychic gifts to track down evil foes, making use of its ability to see into possible futures to quickly find its targets. Once it locates a creature, the xiuh couatl sends portents to the target’s dreams to dissuade it from a life of evil. If these visions are not enough, a xiuh couatl visits the creature and offers to share its knowledge of goodness and virtue. The xiuh couatl shows the creature the differences in its life if it continues on a path of evildoing and if it accepts redemption. If these steps fail, the xiuh couatl destroys the creature’s body or its mind, whichever is found to be a more fitting punishment, as a last resort.

Xiuh couatls are extremely long-lived, with some said to have been alive before Earthfall. During its lifetime, a female xiuh couatl lays only a single egg. The egg is as black as ash and hatches anywhere from a single couatl to a litter of eight to 10. As native outsiders, xiuh couatls must eat, and they are known to feed on large wildlife such as bison, deer, or wild horses. Occasionally, they consume larger creatures that pose threats to local civilizations or environments, such as rocs or young dragons.

Habitat and Society

Unlike their more common cousins, xiuh couatls are seen only during the gravest of times. When not actively seeking foul creatures to redeem, they nest in dangerous, remote places where they are likely to be undisturbed. Volcanic calderas, remote valleys, and high mountaintops wrapped in continual lightning storms are notable locations where xiuh couatl nests have been found. For years after they have been abandoned, the nests are known for their tendency to attract fire and lightning elementals. Xiuh couatls and their nests are extremely rare in Avistan, but are more frequently found in central and southern Garund and the mountains of central Arcadia.

While solitary creatures, xiuh couatls occasionally form a close bond with a partner with whom they may even mate (should they have not done so previously in their long lifetimes). The closest of these relationships are forged between a couatl and one of the offspring born from its sole egg. While a parent cannot mate again, such a bond is universally platonic and can span centuries, far longer than most similar pairings. While a partnership may last as long as a millennia, nearly all xiuh couatls eventually return to lives of solitude. They can acquire many allies during a crusade for good, but move on as soon as they have vanquished a particular evil.

 Though they tend to rely on their own visions and divinations to seek out evil, xiuh couatls are sometimes called on by the gods to tackle given tasks. Sarenrae, in particular, makes the most of use of all types of couatls, but xiuh couatls can be called upon by Desna, Shelyn, or, in Arcadia, Kazutal, goddess of community, liberty, and safety. As usual, xiuh couatls first attempt to redeem the creatures they are tasked with destroying, but follow with violent retribution if required. Gods may also assign xiuh couatls to aid individuals who require assistance in times of adversity. These individuals are gifted weapons by their divine patrons, and may never know they actually wield xiuh couatls, even after their tasks have been completed.
« 上次编辑: 2019-05-15, 周三 21:07:37 由 TougouTuyosi »
比切尔|守序中立人类|战士 1| 生命值8/12|防御等级18(接触12,措手不及16)|战技防御16|强韧+4 反射+2 意志+2|先攻+2|察觉+1 察言观色+1 交涉+0 特技-3 隐匿-3|
特殊:默认不携带盾牌,对抗擒抱/摔绊战技时CMD+1|角色卡連結

思亘七险,点落九宫,神游八极,纵横十方