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静默乐手(Mute Musician])
« 回帖 #20 于: 2020-05-11, 周一 00:05:21 »
静默乐手(Mute Musician])【诗人变体】

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

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

劇透 -   :
M ute M usician (B ard a rchetype )
A mute musician forswears speech for the unnatural songs
and thunderous silences of the depths of space. She learns
to blend light and sound in seemingly impossible ways.
Some mute musicians look to the darker aspects of Desna
as their inspiration for these performances, but most mute
musicians find their muse in the alien sounds of the Elder
Mythos and the entities that orbit the blind idiot god
Azathoth, who floats in the heart of the Dark Tapestry.
Mute (Ex): A mute musician has a disability or injury
(possibly self-inflicted or even psychological) that prevents
her from speaking or vocalizing. Language-dependent
effects (including Perform [oratory]) require the bard to
be able to use telepathy, nonverbal languages, or writing
to communicate. She cannot use Perform (sing) or speak
languages, though she can still create audible bardic
performances by means of a musical instrument. A mute
musician can provide verbal and somatic components for
spells she casts via any musical instrument in which she
has ranks in the appropriate Perform skill.
Eschew Materials (Ex): A mute musician gains Eschew
Materials as a bonus feat at 1st level.
This ability replaces bardic knowledge.
Bardic Performance: A mute musician gains the
following bardic performances.
Symphony of Silence (Su): At 3rd level, the mute musician’s
music muffles all other sounds within a 30-foot radius. All
creatures in the area of effect gain a +2 bonus on all saving
throws made against sonic attacks or language-dependent
effects. This bonus increases to +3 at 7th level, +4 at 11th
level, +5 at 15th level, and +6 at 19th level. Symphony of
silence relies on audible components.
This bardic performance replaces inspire competence.
Maddening Harmonics (Su): At 14th level, the mute
musician can create a performance so baffling and
discordant that it usurps all thought within a 30-foot
radius with chaos and entropy. The mute musician can
select which creatures in this area are affected by the
maddening harmonics and which are not. All targeted
creatures within this area must succeed at a Will saving
throw (DC = 10 + 1/2 the bard’s level + the bard’s Charisma
modifier) or be confused for as long as they can hear the
performance. If the creature succeeds at its saving throw,
it is immune to this ability for 24 hours. This performance
relies on audible components.
This bardic performance replaces frightening tune.
Ceaseless Performance (Su): At 15th level, the mute
musician can continue taking the free action to maintain
a bardic performance even while confused, cowering in
fear, dazed, nauseated, panicked, paralyzed, petrified,
silenced, staggered, stunned, or unconscious. Even if the
mute musician is killed, she can continue to take the free
action to maintain her performance as long as she has
rounds remaining. Only the utter destruction of the mute
musician’s body (such as via destruction or disintegrate, or
by reducing the bard to a negative hit point total equal
to 10 × her Constitution score) causes the performance
to end.
This ability replaces inspire heroics.
Song of the Conjunction (Su): At 18th level, the mute
musician can harmonize with the alien chorus beyond
the music of the spheres, creating a portentous cosmic
alignment. This effect duplicates a gate used to travel, save
that the destination point must be on the same plane as
the bard, but it is not otherwise limited by distance.
This bardic performance replaces mass suggestion.
Insights from Beyond (Ex): At 2nd level, a mute musician
adds two abjuration, conjuration (calling), conjuration
(summoning), or conjuration (teleportation) spells from
the sorcerer/wizard spell list to her list of bard spells
known. At 6th level and every 4 bard levels thereafter, she
can choose two more spells to add to her spells known.
This class feature replaces versatile performance.
Dulled Horror (Ex): At 2nd level, a mute musician
gains a +4 bonus on saves against confusion, fear, insanity
effects, and the supernatural abilities of aberrations.
This class feature replaces well-versed.
Eldritch Caesura (Su): At 10th level, a mute musician
can insert unsettling silences into her otherworldly music
by spending an additional 1 round of bardic performance
per round. This supernatural technique impossibly blurs
the line between music and light, transmitting audible
performances and sonic bard spells through most
barriers save lead. This allows the music and sonic spells
to affect creatures across planar boundaries (including
on the Ethereal or Shadow Planes), vacuums, and areas of
magical silence.
This class feature replaces jack-of-all-trades.
Ex-Mute Musicians: A mute musician who regains the
ability to speak or chooses to speak aloud loses all abilities
granted by this archetype. She can regain the archetype’s
abilities by spending 24 hours without speaking.
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【Bestiary4】Taniniver 名字还没找到出处,先搁着吧
« 回帖 #21 于: 2020-05-30, 周六 09:39:20 »
这条无色长翼的白眼巨龙身上布满了长苍的烂肉,扭动时依稀能看到蛆虫和脓流出。

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

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

攻击

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

数据

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

生态背景

环境 任何陆地或地底
组织 单独
财宝 标准

特殊能力

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


taniniver是罹患疾病后堕落的龙族。虽然肉体活着,但却在不断地腐烂,经受着永无止境的折磨,其腐臭是如此强烈以至于使得其感官更为敏锐。taniniver将大半生都花在治疗自己的研究上,但大多都失败导致了进一步恶化。他们常与崇拜不死生物或巨龙的邪教联手。

劇透 -   :
TffOIOIUEij
This lenless, winned, white-eyed dranon is covered in patches of
diseased flesh, squirminn with mannots and oozinn pus.
XP 153,600
NE Huge dragon
lnit  +4;  Senses  darkvision 120 ft.,  deathwatch;  Perception +26
Aura  frightful presence (180 ft., DC 25)
DEFENSE
AC  33, touch 8, flat-footed 33 (+25 natural, -2 size)
hp  270 (20d12+140)
Fort  +21,  Ref  +12,  Will  +15
Defensive Abilities  negative energy affinity;  DR  15/good and
magic;  Immune  paralysis, sleep, visual effects;  Resist  acid 30,
cold 30, electricity 30, fire 30;  SR  29
OFFENSE
Speed  30 ft., fly 200 ft. (clumsy)
Melee  bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus
disease), tail slap +24 (2d8+5 plus disease)
Space  15 ft.;  Reach  10 ft. (15 ft. with bite)
Special Attacks  breath weapon (60-ft. cone, 1d6 Str drain plus
mummy rot, Fortitude DC 27 negates, usable every
1d4 rounds)
Constant-deathwatch
3/day -animate dead, inflict serious wounds  (DC 18)
1 / day-eyebite  (DC 21),  horrid wilting  (DC 23),  symbol of
pain  (DC 20)
STATISTICS
Str  33,  Dex  11,  Con  25,  Int  18,  Wis  17,  Cha  20
Base Atk  +20;  CMB  +33;  CMD  43 (can't be tripped)
Feats  Cleave, Combat Reflexes, Critical Focus, Great Fortitude,
Improved Initiative, Power Attack, Sickening Critical, Vital
Strike, Weapon Focus (bite), Weapon Focus (claw)
Skills  Bluff +28, Fly -12, Heal +26, Intimidate +28, Knowledge
(arcana) +27, Knowledge (religion) +27, Perception +26, Sense
Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28
Languages  Common, Draconic, Undercommon
ECOLOGY
Environment  any land or underground
Organization  solitary
Treasure  standard
SPECIAL ABILITIES
Breath Weapon  ( Ex ) A taniniver's breath weapon is a
hideous gray cloud of disease particles. Any creature in the
area must succeed at a DC 27 Fortitude save or contract
mummy rot ( Pathfinder RPG Bestiary  210). The disease is
contracted immediately (the onset period does not apply)
and is an instantaneous effect. Ongoing saving throws
against the disease use the dragon's breath weapon DC.
The save DC is Constitution-based.
Disease  ( Ex ) A taniniver's natural attacks infect its
opponent with a random disease from the following
list: blinding sickness, bubonic plague, cackle fever,
leprosy, mindfire, or shakes. The initial saving throw
against these diseases uses the breath weapon's DC.
are a degenerate race of diseased
dragons. A taniniver's body is
alive but constantly rotting.
Wracked by never-ending
pain, with the stench
of its own decaying
flesh so strong it
nearly overwhelms
the vile creature's
enhanced senses,
the foul taniniver
spends most of its
time in magical
research to reverse
the progression of
its diseases or, failing
that, to stave off further
deterioration. Taninivers
often ally with cults of undeath
or dragonkind.
« 上次编辑: 2020-05-30, 周六 16:42:56 由 雾音 »
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【Bestiary5】 瘟疫集群 plague swarm·吃光吃光吃光光
« 回帖 #22 于: 2020-05-30, 周六 11:54:21 »
瘟疫集群 plague swarm
成千上万的红眼蝗虫遮天蔽日,它们掀起汹涌的风暴吞噬一切。

瘟疫集群 plague swarm
所有瘟疫集群拥有以下特性

生态背景

环境 任何
组织 单独或巢穴(瘟疫集群加1-100子代)
财宝

特殊能力

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


劇透 -   :
Plague Swarm
Millions of red-eyed locusts blot out the sun. They descend in a
ravenous tornado, consuming everything they touch.
PLAGUE SWARM
All plague swarms have the following features.
ECOLOGY
Environment any
Organization solitary or brood (plague swarm plus 1–100 spawn)
Treasure none
SPECIAL ABILITIES
Blight (Su) Plague swarms deal additional untyped damage
equal to their standard swarm damage. This damage
originates from divine power, similar to the spell flame
strike. A plague swarm’s damage counts as magic and epic
for the purposes of bypassing damage reduction.
Multiply (Ex) Plague swarms spawn at an incredible rate. Once
per minute, a plague swarm can produce a new swarm of
the type listed in its stat block as full-round action. When the
plague swarm is not in combat, it typically uses this ability
once per minute. If the plague swarm is destroyed, all of the
swarms that it spawned also disperse.
Reform (Su) When a plague swarm is dispersed by damage,
it is not destroyed. A dispersed plague swarm reforms in
24 hours. Each plague swarm has a unique destruction
condition. In addition, because plague swarms are
manifestations of divine retribution, placating the deity’s
rage destroys the swarm instantly.
« 上次编辑: 2020-05-30, 周六 16:42:33 由 雾音 »
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瘟疫集群·老鼠 RAT PLAGUE SWARM
« 回帖 #23 于: 2020-05-30, 周六 11:54:57 »
瘟疫集群·老鼠 RAT PLAGUE SWARM ,[CR11/MR8]
XP 153600
守序邪恶 超小型 魔法兽(神话,集群)
先攻 +16M/-4;感官 黑暗视觉60尺,昏暗视觉,靈敏嗅覺;察觉 +23
防御

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

攻击

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

数据

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


特殊能力

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

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

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

攻击

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

数据

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


特殊能力

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

劇透 -   :
LOCUST PLAGUE SWARM  CR 15/MR 8
XP 51,200
NE Fine magical beast (mythic, swarm)
Init +16 M /–4, dual initiative; Senses darkvision 60 ft., low-light
vision; Perception +24
DEFENSE
AC 31, touch 23, flat-footed 26 (+4 Dex, +1 dodge, +8 natural,
+8 size)
hp 216 (21d10+101); fast healing 5
Fort +15, Ref +18, Will +13; second save
Defensive Abilities reform, swarm traits, unstoppable MA ; DR
10/epic; Immune mind-affecting effects, weapon damage
OFFENSE
Speed 10 ft., climb 10 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, devour, and distraction)
Space 20 ft.; Reach 0 ft.
Special Attacks devour, distraction (DC 23), mythic power (8/day,
surge +1d10)
STATISTICS
Str 6, Dex 19, Con 12, Int 5, Wis 18, Cha 9
Base Atk +21; CMB —; CMD —
Feats Ability Focus (distraction), Dodge M , Extra Mythic Power M ,
Great Fortitude, Improved Initiative M , Improved Lightning
Reflexes, Iron Will, Lightning Reflexes M , Lightning Stance,
Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Climb +12, Fly +35, Perception +24
Languages Abyssal (can’t speak)
SQ multiply (locust swarm B4 with the devour ability)
SPECIAL ABILITIES
Devour (Ex) A locust plague swarm devours everything in its
path. Its swarm attack damages all unattended objects and
all attended items that are not magical. Each round, the
locusts also damage one attended magic item
worn or carried by each creature
damaged by the swarm.
Each round, the swarm can
affect only one magic
item per creature,
even with its dual
initiative. If a creature
possesses more than
one attended magic
item, use the table for
items affected by magical
attacks (Pathfinder RPG
Core 216) to Rulebook
determine which magic
item the swarm targets. The
locusts’ powerful jaws count
as adamantine for the purpose
of bypassing DR and bypass all
hardness less than 20.
Reform (Su) A locust plague swarm is truly
destroyed only if it devours a good-aligned minor
artifact or holy relic.
« 上次编辑: 2020-06-08, 周一 23:58:44 由 雾音 »
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瘟疫集群·蝙蝠 BAT PLAGUE SWARM
« 回帖 #25 于: 2020-05-30, 周六 11:55:23 »
瘟疫集群·蝙蝠 BAT PLAGUE SWARM ,[CR17/MR8]
XP 51200
守序邪恶 微型 魔法兽(神话,集群)
先攻 +19M/-1,雙重先攻;感官 盲视100尺,黑暗视觉60尺,昏暗视觉;察觉 +34
防御

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

攻击

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

数据

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

特殊能力

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

劇透 -   :
BAT PLAGUE SWARM  CR 17/MR 8
XP 102,400
NE Diminutive magical beast (mythic, swarm)
Init +19 M /–1, dual initiative; Senses blindsense 100 ft.,
darkvision 60 ft., low-light vision; Perception +34
DEFENSE
AC 32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural,
+2 profane, +4 size)
hp 279 (21d10+164); fast healing 10
Fort +18, Ref +21, Will +13; second save
Defensive Abilities profane protection, swarm traits,
unstoppable MA ; DR 10/epic; Immune weapon damage
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
Space 20 ft.; Reach 0 ft.
Special Attacks create spawn, distraction (DC 26), mythic
power (8/day, surge +1d10), soul bleed
STATISTICS
Str 6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
Base Atk +21; CMB —; CMD —
Feats Ability Focus (distraction), Ability Focus (soul bleed),
Dodge M , Extra Mythic Power M , Great Fortitude, Improved
Initiative M , Iron Will, Lightning Reflexes M , Lightning Stance,
Skill Focus (Fly), Skill Focus (Perception), Wind Stance
Skills Fly +37, Perception +34, Stealth +32
Languages Common
SQ multiply (bat swarm with soul bleed [Fort DC 11])
SPECIAL ABILITIES
Create Spawn (Su) A humanoid creature who dies
from a bat plague swarm’s soul bleed
ability rises from death as a vampire
in 1d4 days. This vampire is
under the command of
the swarm, and remains
enslaved until the swarm
is destroyed. The swarm
can have enslaved spawn
whose Hit Dice total no
more than twice its own;
any spawn it creates that
would exceed this limit
become free-willed undead.
Profane Protection (Su) A
bat plague swarm gains a +2
profane bonus to its Armor
Class from its divine creator.
Reform (Su) A bat plague
swarm is truly destroyed only if it is
dispersed in the area of a hallow spell.
Soul Bleed (Su) A creature that takes damage from
a bat plague swarm begins to bleed from its body and its
soul. Each round, a creature under the effects of soul bleed
takes 1d4 points of Constitution bleed damage and gains
1 negative level. A creature affected by soul bleed can’t
be healed by magical healing from a non-mythic source.
A mythic caster can attempt a DC 24 caster level check to
heal a creature under the effects of soul bleed. If the caster
succeeds, the soul bleed ends. Otherwise, any creature can
end a soul bleed effect with a successful DC 35 Heal check.
Twenty-four hours after a creature takes negative levels from
soul bleed, it must attempt a separate DC 26 Fortitude save
for each negative level. If it succeeds at a save, that negative
level is removed. If it fails, that negative level becomes
permanent. The save DC is Constitution-based.
« 上次编辑: 2020-05-30, 周六 16:28:08 由 雾音 »
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Re: SA里出现的杂项相关翻译
« 回帖 #26 于: 2020-05-30, 周六 15:31:54 »
毒蜈闪光Cytillesh Flash(SU) 外圈20尺范围内豁免检定失败将会被震慑1d2轮
Cytillesh Flash (Su)  Creatures within the next 20 feet that fail are instead confused for 1d2 rounds.

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

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Re: SA里出现的杂项相关翻译
« 回帖 #27 于: 2020-05-30, 周六 16:33:30 »
毒蜈闪光Cytillesh Flash(SU) 外圈20尺范围内豁免检定失败将会被震慑1d2轮
Cytillesh Flash (Su)  Creatures within the next 20 feet that fail are instead confused for 1d2 rounds.

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

感谢指正呢~(其实Taniniver是知道那本书我的意思是还没找到原本名词的出处所以没有冠名。。。。所以用英文先丢在这里了)
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【Bestiary 5】浮游岛怪 plankta
« 回帖 #28 于: 2020-12-05, 周六 10:06:32 »
在这潮湿崎岖的按岩石之上,隐约可见期间的建筑物及雕像的残骸。

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

防禦

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

攻擊

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

數據

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

生態背景

環境 任何海洋
組織 单独
財寶 标准

特殊能力

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

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

劇透 -   :
Plankta
The shattered remnants of buildings and statues can be seen in
this shuddering mass of wet, rugged rock.
PLANKTA  CR 17
XP 102,400
NE Colossal aberration (aquatic, earth)
Init +5; Senses darkvision 60 ft., tremorsense 120 ft.;
Perception +31
DEFENSE
AC 36, touch 11, flat-footed 36 (+8 cover, +1 Dex, +25 natural,
–8 size)
hp 313 (19d8+228)
Fort +18, Ref +13, Will +20
Defensive Abilities all-around vision, rock catching, stony
cover; DR 15/—; Immune cold, electricity, fire; SR 28
OFFENSE
Speed 10 ft., swim 30 ft.
Melee 2 slams +27 (4d6+20/19–20), bite +26 (4d6+20)
Space 30 ft.; Reach 30 ft.
Special Attacks capsize, clashing rocks, fiery fault, powerful
charge (slam, 8d6+24), push (slam, 10 ft.), rain of boulders
STATISTICS
Str 50, Dex 13, Con 34, Int 13, Wis 28, Cha 21
Base Atk +14; CMB +42; CMD 61 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dazing
Assault APG , Improved Critical (slam),
Improved Initiative, Lightning Reflexes,
Power Attack, Snatch, Staggering
Critical, Weapon Focus (slam)
Skills Climb +36, Knowledge
(history) +13, Knowledge
(nature) +10, Perception +31,
Stealth +7 (+27 in natural
rocks), Survival +31, Swim +38;
Racial Modifiers +20 Stealth
in natural rocks
Languages Aquan, Terran
ECOLOGY
Environment any oceans
Organization solitary
Treasure standard
SPECIAL ABILITIES
Clashing Rocks (Ex) A plankta
can scatter its rocky mass
into multiple fragments with
a shared consciousness and
a shared pool of hit points,
though it loses its stony
cover ability when it does so.
These fragments churn and clash,
dealing 4d6+14 points of bludgeoning
damage per round to all creatures in a 60-foot-radius sphere
in the water (extending up to 10 feet above the water’s
surface). Activating or maintaining this ability is a full-round
action. If it chooses not to maintain this ability, the plankta’s
body reforms automatically at any point in the area. The
save DC is Strength-based.
Fiery Fault (Su) When a critical hit is confirmed against a
plankta, its rocky form cracks and a gout of magma spews out
in a 10-foot cone toward the attacker, dealing 10d6 points
of fire damage (Reflex DC 31 half). Any creature that fails
its save is entangled for 2d4 rounds and takes 5d6 points
of fire damage each round at the beginning of its turn, but
can attempt a new save each round at the end of its turn to
end this damage. A creature can break free of the hardened
magma and end the entangled condition as a standard
action with a successful DC 25 Strength check. This also ends
the fire damage. The save DC is Constitution-based.
Rain of Boulders (Ex) As a standard action, a plankta can
unleash a barrage of heated boulders that deals 12d6 points
of bludgeoning damage and 6d6 points of fire damage
(Reflex DC 31 half) in a 120-foot line. Huge or smaller ships
that fail their saves are affected by the plankta’s capsize
ability, while creatures that fail their saves are affected by its
push ability. The save DC is Constitution-based.
Stony Cover (Ex) A plankta’s outer shell is covered in most
places by ruin fragments that aren’t part of its body,
providing it improved cover at all times. As usual for
improved cover, this grants the plankta improved evasion.
Planktas are stony creatures formed from
the shattered remnants of ancient island
civilizations devastated and inundated
by natural or magical cataclysms,
and given life by unleashed magical
energies and the anguished spirits
of those lost in the tragedies
that formed the planktas.
These massive, rocky
aberrations dwell in the
seas. They burn with
hatred for the ships and
cities of empires that
still stand, and seek to
ruin such foes in the hope
of creating more planktas,
though this bizarre attempt at
reproduction rarely succeeds.
Some planktas are nomadic,
wandering in search of prey,
but others lurk in busy sea-
lanes  or  narrow  straits
to shatter and sink ships
attempting to pass.
« 上次编辑: 2021-01-10, 周日 22:10:51 由 雾音 »
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【Bestiary 5】小灰人 gray
« 回帖 #29 于: 2020-12-07, 周一 22:30:09 »
这些皮肤灰白的人型生物有着细长的四肢,头大如球,还有一双庞大黑眼镜。

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

防禦

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

攻擊

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

數據

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

生態背景

環境 任何
組織 单独,一对或一群(6-12)
財寶 标准

特殊能力

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

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

劇透 -   :
Gray
This gray-skinned humanoid has long, willowy limbs and a
bulbous head with oversized black eyes.
GRAY  CR 4
XP 1,200
NE Small humanoid (gray)
Init +3; Senses darkvision 30 ft.; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 39 (6d8+12)
Fort +4, Ref +4, Will +9
OFFENSE
Speed 20 ft.
Melee touch +2 (sensory overload)
Special Attacks probe, sleep paralysis (DC 16)
Psychic Magic (CL 5th, concentration +9)
7 PE—anticipate thoughts OA (2 PE, DC 16), mind thrust II OA
(2 PE, DC 16), sleep (1 PE, DC 15)
Spell-Like Abilities (CL 5th; concentration +9)
Constant—blink
STATISTICS
Str 9, Dex 16, Con 15, Int 18, Wis 14, Cha 17
Base Atk +3; CMB +1; CMD 13
Feats Combat Casting, Improved Iron Will, Iron Will
Skills Heal +8, Knowledge (any one) +10, Knowledge
(arcana) +7, Knowledge (planes) +10, Perception
+8, Sense Motive +8, Spellcraft +10
Languages Aklo (can’t speak); telepathy 100 ft.
ECOLOGY
Environment any
Organization solitary, pair, or invasion (6–12)
Treasure standard
SPECIAL ABILITIES
Phase (Su) A gray has the ability to become
out of phase, allowing it to pass through
walls or material obstacles. In order to use
this ability, a gray must begin and end its
turn outside of whatever wall or obstacle
it’s moving through. A gray can’t move
through corporeal creatures with this
ability, and its movement speed is halved
while moving through a wall or obstacle.
This innate acumen with phasing also lets a gray
begin and end its blink spell-like ability as a free action
on its turn.
Probe (Su) As a standard action, a gray can probe the
mind of a single intelligent, conscious, helpless creature it
touches. Each minute it can scan for an answer to a simple
question (such as, “Where is your family hiding?”) or for
information on a general topic the subject knows. In
addition, as long as the gray has probed the subject
for at least 1 minute, it can choose one Knowledge skill the
subject has at least 1 rank in and make Knowledge checks
using the subject’s skill modifier instead of its own for the
next 24 hours. This is a mind-affecting effect.
Sensory Overload (Su) Any creature hit by a gray’s touch
is stunned by sensory overload for 1d4 rounds unless it
succeeds at a DC 16 Will save. A gray can’t use sensory
overload and probe at the same time, and must choose only
one of these to use each time it touches a creature. The save
DC is Intelligence-based.
Sleep Paralysis (Su) As a standard action, a gray can paralyze
a sleeping creature within 30 feet that it can see. Targets
who succeed at a DC 17 Will save remain asleep and are
immune to the same gray’s sleep paralysis for 24 hours.
A creature who fails awakens and is paralyzed for 1d6
minutes. Any attack or hostile action other than a gray’s
probe ability ends this paralysis. If the paralysis is not
interrupted early, at the end of its duration the victim
falls back asleep and has no memory of the event, as if its
memory were eliminated by modify memory. The creature
attempts a Will save against the memory erasure, and if it
succeeds it remembers the paralysis and probing but with
imperfect clarity. This is a mind-affecting effect. The save
DC is Intelligence-based.
Enigmatic grays travel the Material Plane in search of
knowledge and living specimens for research,
yet little is known about their motivations
or where exactly they come from. Stories
of encounters with these creatures often
take the form of poorly remembered
nightmares from those who experience
a gray’s sleep paralysis. Some abductees
recall being brought aboard the grays’
vast, otherworldly vessels and subjected
to nightmarish experiments, while others
have vivid but terrifying memories of being
confined in cramped, dark places that are
seemingly alive. In spite of the differences
in their experiences, those who have
encountered grays universally find their
presence alien, condescending, and sinister.
Grays’ movements and expressions are disturbing
and inhuman, and their intentions remain inscrutable.
Through telepathic contact with the beings, their
victims detect a constant, unwavering malevolence.
Beyond that, the grays’ faces and full, black eyes show
little emotion. Their movements are efficient,
and they frequently spend several seconds in
deliberation before each move they make. They
seem to communicate with their own kind using
only telepathy, forgoing even body language or
eye contact.
« 上次编辑: 2020-12-07, 周一 22:32:47 由 雾音 »
Even the smallest person can change the course of the future