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恐惧猎手 HUNTING HORROR
« 回帖 #20 于: 2020-02-08, 周六 21:57:04 »
恐惧猎手 HUNTING HORROR
这条体型庞大的龙蛇虽然长有蝙蝠般的翅膀但却不够坚固,但却可以自由飞翔。

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

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

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

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

  生态
环境 任何
组织 单独,成双,成群(3-6)
宝藏 标准
 

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

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

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


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



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



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

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

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

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

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

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

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

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



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

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KUDIMMU
« 回帖 #22 于: 2020-05-28, 周四 23:49:53 »
KUDIMMU(这个求起名 :em016找不到有什么出处了,搜意思也找不到相近的)
这具笨拙的树人长满了畸形的藤蔓,上面挂满了血红的果实,其脸上只能看到一双暗红色的双眼。

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

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

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

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

  生态
环境 任意陆地
组织 单独
宝藏 标准


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


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

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

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


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

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

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

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

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

  生态
环境 任何
组织 单独,成双,或合唱团(4-6)
宝藏 无


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


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

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

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


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

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

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

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

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


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

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


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

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

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


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

离线 rezl

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Re: 诡秘的万古里稀奇古怪的怪物们
« 回帖 #25 于: 2022-01-06, 周四 04:25:36 »
苍白孑孓集群好像是超微型异怪?

离线 雾音

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Re: 诡秘的万古里稀奇古怪的怪物们
« 回帖 #26 于: 2022-01-31, 周一 20:23:26 »
苍白孑孓集群好像是超微型异怪?
是的
Even the smallest person can change the course of the future