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抹消神使 Archon, Exscinder
这个没有嘴巴的人形生物持有一把与其火焰之翼相得益彰的火焰之剑。
抹消神使 CR12
XP 19200(Bestiary 5 34)
守序善良 巨型异界生物(神使,跨位面,善良,秩序)
先攻+8;感官 黑暗视觉60尺,昏暗视觉,真知術;察觉+28
 

  防御

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

  攻击

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

  数据

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


  生态

生态
环境 任何(天堂)
组织 单独,成对或成群(3-6)
财产 标准
 

  特殊能力

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

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



劇透 -   :
Archon, Exscinder
This massive humanoid figure has no mouth, and carries a
burning sword that matches its flaming wings.
EXSCINDER  CR 12
XP 19,200
LG Huge outsider (archon, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., low-light vision, true seeing;
Perception +28
DEFENSE
AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size;
+2 deflection vs. evil)
hp 147 (14d10+70)
Fort +16, Ref +10, Will +16; +4 vs. poison
DR 10/evil; Immune acid, cold, fire, electricity, petrification; SR 23
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee +3 flaming longsword +25/+20/+15 (3d6+15/19–20 plus
1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks censor text
Spell-Like Abilities (CL 15th; concentration +20)
Constant—detect evil, true seeing
At will—cure light wounds, detect thoughts (DC 17), discern
lies (DC 19), hold monster (DC 20), holy smite (DC 19),
invisibility (self only), locate creature, locate object, modify
memory (DC 19), protection from evil (DC 16), repress
memory OA (DC 21), stabilize, zone of truth (DC 17)
3/day—dispel evil (DC 20), fireball (DC 18), flame strike (DC
20), plane shift (DC 20)
1/day—discern location (DC 23), find the path (DC 21)
STATISTICS
Str 30, Dex 19, Con 20, Int 16, Wis 25, Cha 21
Base Atk +14; CMB +26; CMD 40
Feats Alertness, Cleave, Combat Reflexes, Great Fortitude,
Improved Initiative, Lightning Reflexes, Power Attack
Skills Intimidate +22, Knowledge (arcana, history, planes,
religion) +20, Knowledge (geography) +17, Linguistics +10,
Perception +28, Sense Motive +28, Spellcraft +10
Languages Abyssal, Aklo, Celestial, Common, Draconic,
Dwarven, Elven, Gnome, Infernal; telepathy
100 ft., truespeech
SQ change size, no breath
ECOLOGY
Environment any (Heaven)
Organization solitary, pair, or
inquisition (3–6)
Treasure standard (+3
flaming longsword,
other treasure)
SPECIAL ABILITIES
Censor Text (Su) An exscinder can attempt to magically steal
or modify any text within 100 feet as a standard action.
Against an unattended text, it automatically succeeds. A
creature in possession of a text can attempt a DC 22 Will
save to negate this ability. A stolen text teleports directly
into the exscinder’s hand. A modified text is permanently
revised according to the exscinder’s wishes—this change is
detectable with magic, but can’t be dispelled or reversed
short of a wish or miracle. The save DC is Charisma-based.
Change Size (Su) An exscinder can change its form to a Large,
Medium, or Small version of itself. This does not change its ability
scores; it adjusts only its size (and thus its weapon damage).
Exscinders are Heaven’s censors, scouring the planes for
texts containing information too evil or dangerous to be
allowed to exist. Exscinders care little for individual lives
or everyday heresies, remaining staunchly focused on
protecting mortalkind as a whole from corruption.
« 上次编辑: 2020-02-22, 周六 15:23:30 由 雾音 »
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【Bestiary 5】哀泣之瘿 GRIEFGALL(你也是寄生兽???)
« 回帖 #11 于: 2019-10-06, 周日 00:17:10 »
哀泣之瘿 GRIEFGALL
几缕带着刺与小花的触须从这小小的蠕动着的蛆状植物中伸出。
哀泣之瘿 CR6
XP 2400(Bestiary 5 133)
中立邪恶 超小型植物
先攻+8;感官 全域视野,昏暗视觉;察觉+16
 

  防御

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

  攻击

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

  数据

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


  生态

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

  特殊能力

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

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



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

  防御

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

  攻击

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

  数据

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


  生态

生态
环境 任何地区
组织 单独,成对或成群(3-8)
财产 标准
 

  特殊能力

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




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

  防御

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

  攻击

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

  数据

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

  生态

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

  特殊能力

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

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



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

  防御

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

  攻击

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

  数据

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

  生态

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

  特殊能力

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

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



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

  防御

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

  攻击

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

  数据

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

  生态

生态
环境 温带森林
组织 单独
财产 incidental
 

  特殊能力

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

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

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



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

  防御

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

  攻击

速度 40尺
近战 2挥击+10(1d6+5)
特殊攻击 针刺球果
 

  数据

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

  生态

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

  特殊能力

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

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



劇透 -   :
5ff OUff ij01
This humanoid plant creature has the prickly hide of a cactus,
and smaller cactuses seemin.!Jly sprout from its flesh.
XP 1,600
N  Medium plant
lnit  +8;  Senses  low-light vision; Perception +10
DEFENSE
AC  18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp  59 (7d8+28); regeneration 5 (lire)
Fort  +9,  Ref  +8,  Will  +4
Defensive Abilities  needle hide;
Immune  plant traits
OFFENSE
Speed  40 ft.
Melee  2 slams +10 (1d6+5)
Special Attacks  needle cone
STATISTICS
Str  20,  Dex  18,  Con  18,  Int  7,  Wis  15,
Cha  11
Base Atk  +5;  CMB  +10;  CMD  24
Feats  Alertness, Combat Reflexes,
Improved Initiative,
Lightning Reflexes
Skills  Perception + 10, Sense
Motive +5, Survival +5
Languages  Sylvan
SQ  freeze, produce water
ECOLOGY
Environment  warm deserts
Organization  solitary, pair, party
(3-9), or tribe (10-20)
Treasure  standard
SPECIAL ABILITIES
Needle Cone (Ex)  Three times
per day, as a standard action a
saguaroi can eject a barrage of
needles from its body. This effect
creates a 15-foot-cone burst of
needles that deals 4d6 points
of piercing damage to all
creatures in the area (Reflex
DC 20 for half). The save DC
is Constitution-based.
Needle Hide (Ex)  A saguaroi
is covered with needles
and spines, and its slam
attacks deal both bludgeoning
and piercing damage. Any
creature grappling a saguaroi or
attacking it with a natural attack
or unarmed strike takes 1d4 points of piercing damage
(manufactured weapons with the reach special feature do
not endanger the user this way). A creature grappling a
saguaroi takes this damage each round of the grapple.
Produce Water (Ex)  As a standard action once per hour, a
saguaroi can cut itself (taking 1 point of damage) to produce
1 gallon of water. After producing 4 gallons, it becomes
fatigued. After producing 8 gallons, it becomes exhausted
and cannot produce more water for 24 hours.
Saguarois, also called cactusfolk by desert-dwelling
humanoids, make their homes in rocky badlands, hot
scrublands on the edge of vast deserts, and sandy
dunes baked by the sun. They are generous but
territorial, offering aid to travelers who brave
the blistering deserts-often in the form of
their own watery blood-but don't tolerate
guests who overstay their welcome.
Civilization rarely attempts to push
far into the deserts, leaving these
creatures relatively isolated from
other intelligent races. In cases
where  belligerent  settlements
threaten the way of life for
tribes of saguarois, however,
the cactusfolk respond with
terrifying violence.
Saguarois live in small
nomadic tribes, traveling
under the life-giving sun by
day and rooting themselves
each night in places where
they can draw minerals from
the pebbly and sandy soil and absorb water.
Saguarois produce flowers once a year that go
to seed and grow into young saguarois ifthe
adult creatures properly care for them. If
planted, a seed must be attended by one
or more saguarois over the course of a
year before the infant saguaroi sprouts.
After sprouting, it takes  4  years before
the infant saguaroi can uproot itself and
move about, and decades more to reach
maturity. Some saguarois have lived for
hundreds of years, and these old cactusfolk
often sprout additional limbs or strange
twisting growths stretching out from their
cylindrical torsos. Usually these additional
limbs and growths are nonfunctional,
but significantly advanced saguarois
have been known to learn how to
use them as if they were their
primary arms and legs.
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活化蜃景(Living Mirage)
« 回帖 #17 于: 2020-02-16, 周日 10:55:13 »
活化蜃景(Living Mirage)
一层雾气在地平线上折射着光芒,在空中凝结成似幻亦真的绿洲。
活化蜃景(Living Mirage) CR9
XP 6400
绝对中立 巨型泥怪
先攻+0;感官 察觉-5
 

  防御

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

  攻击

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

  数据

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

  生态

生态
环境 任何沙漠或海洋
组织 单独
财产 incidental
 

  特殊能力

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

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



劇透 -   :
Living Mirage
A glimmering vision shimmers on the horizon, the very air
coalescing into an oasis that may or may not exist.
LIVING MIRAGE  CR 9
XP 6,400
N Gargantuan ooze
Init +0; Senses Perception –5
DEFENSE
AC 6, touch 6, flat-footed 6 (–4 size)
hp 114 (12d8+60)
Fort +9, Ref +4, Will –1
Defensive Abilities natural
invisibility; DR 10/magic;
Immune sonic, ooze traits;
Resist cold 10, fire 10
Weaknesses vulnerable to wind
OFFENSE
Speed fly 20 ft. (perfect)
Melee touch +5 (8d6 plus
desiccation)
Space 20 ft.; Reach 20 ft.
Special Attacks consuming
mirage (DC 21, 6d6 and
desiccation), desiccation,
project mirage (DC 20)
STATISTICS
Str —, Dex 10, Con 20, Int —,
Wis 1, Cha 10
Base Atk +9; CMB +13; CMD 23
Skills Fly +2
SQ gaseous
ECOLOGY
Environment any deserts or oceans
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Consuming Mirage (Ex) A living mirage can engulf foes (as
per the universal monster ability). A creature engulfed
by a living mirage doesn’t gain the pinned condition and
can move normally—such a creature is not in danger of
suffocating—but as long as it begins its turn engulfed, it’s
subject to desiccation in addition to the damage the attack
causes. The save DC is Constitution-based.
Desiccation (Ex) A living mirage siphons streamers of blood
and other vital fluids away from living creatures it touches
or engulfs. A living creature that takes damage from the
living mirage must succeed at a Constitution check to
avoid the effects of thirst (Pathfinder RPG Core Rulebook
444), with a DC equal to either the DC against thirst as if
1 additional hour had passed or half the amount of damage
dealt by the living mirage, whichever is higher. The target
takes a cumulative –1 penalty on this check for each
consecutive round beyond the first it takes damage from
the living mirage. A creature that takes nonlethal damage
from thirst as a result of this ability is fatigued.
Gaseous (Ex) A living mirage has a body composed of
shimmering air. It can pass through small holes or narrow
openings, even mere cracks, but cannot enter water or
other liquid. It has no Strength score, and cannot manipulate
objects as a result.
Natural Invisibility (Ex) A living mirage
remains invisible at all times, even
when attacking. This ability isn’t
subject to the invisibility purge
spell. Against foes that cannot
pinpoint its location, a living
mirage gains a +20 bonus
on Stealth checks when
moving or a +40 bonus
when standing still. These
bonuses are not included
in the statistics above.
Because of its size and
pervasiveness within
the area it occupies, a
living mirage gains only a
20% miss chance due to
its invisibility.
Project Mirage (Ex) As
a standard action, a living
mirage can create an illusory
vision in areas of extreme heat
or reflection—such as a desert,
open ocean, or snow plain—to lure
victims toward it, instinctively using the
victims’ own desires for comfort to form the
illusion. This is a nonmagical mind-affecting glamer effect
that is otherwise identical to hallucinatory terrain and that
the living mirage can dismiss as a swift action. The save
DC to disbelieve the illusion is Charisma-based, and the DC
includes a +4 racial bonus.
Vulnerable to Wind (Ex) A living mirage is treated as if it
were a Small creature for the purposes of determining the
effects high wind has upon it (Core Rulebook 439).
A living mirage is a cloud of shimmering air that dwells in
warm and cold deserts and calm stretches of open ocean.
Although those who have lost loved ones to living mirages
revile them as cruel deceivers, living mirages are in fact
mindless, without any motive beyond feeding on the water
and minerals found in living bodies. They manage to show
hallucinations of what a victim desires not because of any
intelligence on the living mirage’s part, but because the
victim’s own mind generates the illusions.
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死亡马车 Death Coach(灵车漂移啦)
« 回帖 #18 于: 2020-04-07, 周二 00:16:11 »
死亡马车 Death Coach
两匹幽灵马拉动着这辆华丽的幽灵马车,窗户被暗沉的窗帘遮挡着。

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

防禦

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

攻擊

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

數據

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

生態背景

環境 任何
組織 单独
財寶 标准

特殊能力

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

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



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

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

防禦

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

攻擊

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

數據

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

生態背景

環境 任何
組織 单独
財寶 标准

特殊能力

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

尼姆布恩是一种用以保护某个人,某样事物,某个地方或想法而被转化的生命。一些虔诚的牧师和教徒或将自己或其亲人(一般是在不知情的情况下)进行转化仪式,以便在其死后依旧保护自己的领域。但转化尼姆布恩的亵渎仪式据说已经失传了。
尽管大多数主动转化为尼姆布恩的人都是邪恶之人(大多是邪教组织的成员)但一些善良之人也会出于看护酷吏与腐化之地而接受这一仪式。但无论初衷如何,他们必将堕入邪恶。

劇透 -   :
Nemhain
A cloud of translucent humanoid spirits whirls around this
ghostly desiccated corpse.
NEMHAIN CR 15
XP 51,200
NE Medium undead (incorporeal)
Init +12; Senses darkvision 60 ft.; Perception +28
DEFENSE
AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge)
hp 225 (18d8+144); profane regeneration 5 (electricity or good)
Fort +13, Ref +16, Will +20
Defensive Abilities channel resistance +4, incorporeal;
Immune cold, undead traits; Resist acid 10, fire 10
OFFENSE
Speed fly 30 ft. (perfect)
Melee incorporeal touch +21 (3d8 plus 1d6 Con drain)
Special Attack bound spirits
Spell-Like Abilities (CL 15th; concentration +22)
3/day—harm (DC 23), slay living (DC 22),
telekinesis (DC 22)
1/day—antilife shell, wall of force
STATISTICS
Str —, Dex 26, Con —, Int 23, Wis
25, Cha 25
Base Atk +13; CMB +21; CMD 39
Feats Combat Reflexes, Dodge,
Flyby Attack, Improved
Initiative, Iron Will, Lightning
Reflexes, Lunge,
Mobility, Toughness
Skills Bluff +25,
Diplomacy +25, Fly +37,
Intimidate +28, Knowledge
(arcana) +27, Knowledge
(religion) +27, Perception +28, Sense
Motive +28, Spellcraft +27, Stealth +29
Languages Common; telepathy 100 ft.
SQ rejuvenation
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Bound Spirits (Su) A nemhain is
surrounded by a whirling cloud
of spirits that are bound to her—often the
spirits of close relatives or friends she had in life.
As a swift action, she can direct these bound spirits
to strike at any creature within 30 feet as a ranged touch
attack (with an attack bonus of +21). These spirits may
be used to cause damage as if the nemhain had touched
the target with her incorporeal touch, or they can be used
to deliver a harm or slay living effect. Using these spirits
to deliver one of these spell-like abilities is a swift action;
the nemhain does not need to take a standard action to
cast the spell-like ability, but it still counts against the
number of times per day she can use that spell-like ability.
The nemhain can also send these spirits as a group up to 1
mile away to act as scouts; they have a fly speed of 60 feet
(perfect). She can observe and listen through them, but as
long as they don’t share her space, she can’t use them to
deliver ranged touch attacks. These spirits are impervious
to almost all attacks and magic, save the following: dispel
evil, raise dead, or resurrection. Such spells cause the spirits
to vanish and to be useless to the nemhain for 1 hour. True
resurrection makes the spirits useless for 24 hours.
Profane Regeneration (Su) This ability functions like
regeneration except the nemhain possesses it despite the fact
that she lacks a Constitution score. A nemhain reduced to 0
hit points is staggered instead of destroyed while her profane
regeneration is active. As long as her profane regeneration
is active, a nemhain ignores all damage that would reduce
her hit points below 0.
Rejuvenation (Su) All nemhains are tied to
a ritual object used in their creation.
This object is typically a large statue,
pillar, or monolith. Until this object
is destroyed, a destroyed nemhain
automatically rejuvenates back to
full hit points 1d4 days after she
is destroyed, always appearing
adjacent to her ritual object.
A nemhain is formed when a soul
deliberately assumes undead status
as a means of protecting a person,
object, place, or ideal. Often, a devoted
priest or ally volunteers herself
and her (often unwitting)
kin  for  transformation
into a nemhain in order
to continue protecting her
home even beyond her death. The
blasphemous rituals used to create
nemhains are often believed to have
been lost.
While most nemhain aspirants
are  evil  to  begin  with—such
individuals are often members of cults
worshiping deities of lost or forbidden secrets—
occasionally a goodly creature considers protecting a
site worthy of a corrupted, tortured existence. Such an
act, however well intentioned, is destined to damn her
for all eternity
Even the smallest person can change the course of the future