作者 主题: PFS 呼唤可用怪物速查  (阅读 358 次)

副标题: 太少了,有大佬有办法扩表吗?

离线 晨风

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PFS 呼唤可用怪物速查
« 于: 2023-06-19, 周一 23:13:07 »
                        CR   HD
BULABAR                     1   1
Cadathiel the Zealot               2   2
EARTH-INFUSED GIANT PORCUPINE      3   3
AKIZENDRI                     3   4   
CHOXANI                     3   5   
CODEX ARCHON                  5   5
NUCOL                         4   5
EKEKEH                        4   6
DEINOCHOS                     5   6
GERBIE                        4   7
AGRAWGH                     5   7
CERVINE PROTECTOR               6   8
MORBAI                      6   8
BUSHYASTA                     6   8
Penshi                        6   8
SEPSIDAEMON                  7   9
NEPHLEI                        9   11
EMBER WEAVER                   8   11
SCEAZIR                        9   12
ILLURESHI                     9   12
EXECUTIONER DEVIL (MUNAGOLA)       11   12
ESCORITE                     8   13
IBSHAUNET                      11   13
OITOS                        11   13
Pilali                         12   14
ONKUSHU                     13   15
AGNOIA                        14   16
NIKARAMSA                     14   16
Mustelidal                     16   18

好像只有EXECUTIONER DEVIL (MUNAGOLA) 值得拉,12HD,CR11当前排

离线 晨风

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Re: PFS 呼唤可用怪物速查
« 回帖 #1 于: 2023-07-21, 周五 19:33:48 »
强势推荐 Mustelidal   https://aonprd.com/MonsterDisplay.aspx?ItemName=Mustelidal
劇透 -   :
Agathion, Mustelidal

The head of this muscular, furry humanoid figure is that of an angry badger; it looks ready to strike at a moment’s notice.
Mustelidal CR 16
Source Pathfinder #108: Hell Comes to Westcrown pg. 84
XP 76,800
NG Medium outsider (agathion, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +23
Aura protective aura (20 ft.)

Defense
AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural); +4 deflection vs. evil
hp 261 (18d10+162); regeneration 5 (evil weapons and spells)
Fort +15, Ref +15, Will +13; +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10


Offense
Speed 30 ft., burrow 20 ft.
Melee unarmed strike +26/+21/+16/+11 (2d8+7/19–20)
Special Attacks reckless bravura
Spell-Like Abilities (CL 18th; concentration +20)
Constant—speak with animals
At will—soften earth and stone, thunderstompACG
3/day—meld into stone, stone callAPG, stone shape
1/day—summon monster V (Large earth elemental only)


Statistics
Str 24, Dex 18, Con 29, Int 14, Wis 15, Cha 15
Base Atk +18; CMB +25 (+27 grapple); CMD 40 (42 vs. grapple)
Feats Dodge, Improved Critical (unarmed strike), Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lunge, Mobility, Spring Attack, Weapon Focus (unarmed strike)
Skills Acrobatics +25, Bluff +23, Climb +28, Escape Artist +25, Knowledge (planes) +14, Perception +23, Sense Motive +14, Stealth +25, Survival +23
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ celestial strike, lay on hands (9d6, 11/day, as an 18th-level paladin), poison purge


Ecology
Environment any underground (Nirvana)
Organization solitary, pair, or cete (3–6)
Treasure double
Special Abilities
Celestial Strike (Ex) A mustelidal’s unarmed attacks are treated similarly to those of an 18th-level brawler (Pathfinder RPG Advanced Class Guide 23). They deal 2d8 points of lethal bludgeoning damage, though the mustelidal can choose to deal nonlethal damage instead with no penalty on his attack roll. The mustelidal applies his full Strength modifier on all damage rolls with his unarmed strike. A mustelidal’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A mustelidal’s unarmed strikes are treated as magic, cold iron, silver, and adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness.

Poison Purge (Su) As a full-round action, a mustelidal who has been poisoned can will himself into an unconscious state for 10 minutes. During this time, the mustelidal suffers no further effects from the poison, and cannot be roused from this deathlike trance by any means. At the end of the 10 minutes, the mustelidal awakens completely cured of any poisons that were affecting him. This doesn’t heal the mustelidal of any existing ability damage or drain the poison may have already caused. If the mustelidal succumbs to a poison that causes unconsciousness, this ability triggers automatically.

Reckless Bravura (Ex) As a swift action when a mustelidal is flanked or within the area threated by a creature whose size is at least Huge, the mustelidal can enter a frenzy, taking a –2 penalty to his AC and gaining a +2 morale bonus on melee attack and damage rolls. The mustelidal can leave this state as a free action only after reducing an enemy to 0 hit points or fewer or when there are no enemies in the mustelidal’s line of sight.


Description
Tenacious warriors, mustelidals are the protectors of the good and neutral burrowing creatures of the universe, fending off such evil underground threats as neothelids, purple worms, and shaitans. These agathions are difficult to kill and see defeat in battle as little more than an annoying roadblock delaying their eventual victory.

Mustelidals look like humanoid badgers with black fur and a white stripe running from the crowns of their heads all the way down their backs. They often wear open yet loose-fitting clothing that shows off their toned physiques and allows them more freedom of movement in battle. They prefer to dress in deep, rich browns accented with warm colors, such as yellows and oranges. An average mustelidal stands 5-1/2 feet tall and weighs 180 pounds.


Ecology
Mustelidals are fashioned from the souls of goodaligned mortals whose determination and perseverance kept them fighting long after they should have given in. The more times such a mortal has been resurrected in order to prolong its fight, the greater the chance that her soul is transformed into a mustelidal after finally receiving Pharasma’s judgment. Just after they are “born,” mustelidals are eager to return to the Material Plane and engage in battle with the forces of evil.

When in a conflict, mustelidals rely on their natural defenses a bit too much, often getting in over their heads and attacking large throngs of enemies or foes who eclipse them in size. In such situations, mustelidals tap into a well of courage that usually allows them to survive against all odds. These agathions use their ability to summon Large earth elementals only to distract their foes at the start of combat or in dire circumstances when the mustelidals need a way to cover their escape.

At the end of a protracted conflict, mustelidals burrow into the nearby dirt or use their meld into stone spell-like ability to allow their regeneration to restore them to full health. They also take advantage of their poison purge ability at this time if any toxins are coursing through their blood. If the mustelidals weren’t victorious in the previous fight, they use their skills to track down the surviving foes to attempt to finish the job.

Habitat and Society

Because of mustelidals’ unwillingness to back down from a fight, other types of agathions often use them as personal bodyguards, especially when traveling to other planes. Those with crucial missions frequently bring along a small retinue of mustelidals, though they must convince the badger-headed outsiders that they will be face a fair challenge; mustelidals are uninterested in wasting their talents against foes they can defeat without any effort. Occasionally, mustelidals are tasked with protecting a good-aligned outsider or a particularly important mortal. Mustelidals consider such a duty sacrosanct, and never abandon their charges when things get dangerous, not even to chase down an enemy to finish it off—while mustelidals enjoy fighting, they are clever enough to recognize that an apparent retreat may simply be an ambush in disguise.

When not protecting charges, mustelidals prefer to remain in burrowed dens, letting the cool, musty smell of soil fill their nostrils. They enjoy claustrophobic spaces and darkness, and often react violently to intruders who threaten their solitude with either their presence or light. In other contexts, however, mustelidals are quite friendly, if a bit intense. They tend to speak in brief sentences and their laughs, which rarely occur, are short, staccato bursts. The condition of a mustelidal’s fur often indicates how long it has been idle; one with dirt clumped and matted in its coat hasn’t been in a fight in weeks or months. A mustelidal who has spent some time outside of Nirvana is much more freshly groomed.

Of all the races on the Material Plane, mustelidals have a certain fondness for gnomes. This may be because the two races share the ability to speak with animals, giving them both an appreciation of the natural world—or perhaps because mustelidals appreciate the way gnomes fight so hard to stave off the Bleaching, despite its seeming inevitability. Whatever the reason, a mustelidal sometimes forms a strong attachment with a particular gnome, rescuing him from fatal situations but otherwise content simply to observe his antics. Many campfire tales have been told about gnomes who have garnered these literal guardian angels.
Calling a Mustelidal
Mustelidals are among the more powerful outsiders that can be called with greater planar ally. Although they do not need to eat, they enjoy the taste of honey, and each 8-ounce jar included in the material components of the spell counts as 200 gp worth of offerings. A mustelidal will eagerly accept the task of watching over a worthy person, halving the payment requested, though such tasks require a specific time frame and cannot be open-ended. Mustelidal protectors are often willing to lay down their lives to ensure the people in their care survive whatever dangers prompted them to employ the agathions’ services in the first place. Particularly zealous mustelidals have been known to check in on their former charges from time to time, even years after the terms of their original agreement ended, offering their services again. While they require a new agreement to serve the mortal again, they can be very persuasive, and former charges who find themselves in perpetual danger may employ the same mustelidal a dozen or more times over the course of their lives, so long as the threats that the agathions are defending against present suitable challenges.


虽然这个打拳哥很菜,豁免低,没有猛力,没有SR,不会飞,没有什么特殊能力,都是我们可以BUFF它,而且便宜啊!
PFS里面,只需要8400买个蜡烛,就可以代打一场战斗。
或者可以选择8400+50蜂蜜+9000报酬,17450的套餐,就可以代打11天。

而且还是个可爱的福瑞,快乐呼唤吧!

翻译:凶獾神使
凶獾神使 CR 16
来源:探路者 #108:地狱降临西冠 第 84页
经验值 76,800
中立善良 中型 异界(盖丁,异界生物,善良)
先攻 +8;感官: 60 尺黑视,昏暗视觉;感知 +23
灵光:防护灵光(20 英尺)
防御

AC 31,接触 15,措手不及 26(+4 敏捷,+1 闪避,+16 天防);+4 偏斜 对抗 邪恶
生命值 261 (18d10+162);再生 5 (邪恶武器和法术)
强韧 +15,反射 +15,意志 +13;+4 抗力 对抗 邪恶
DR 10/邪恶和银;免疫:电,石化;抗力:冰冻10,声波10

攻击

速度 30 尺,掘地 20 尺
近战:徒手攻击 +26/+21/+16/+11 (2d8+7/19–20)
特殊攻击 鲁莽的勇敢
类法术能力(CL 18th;专注 +20)
恒定——动物交谈
随意——柔石术 ,雷霆重踏ACG
3/天——融身入石,召岩术 APG, 塑石术
1/天—召唤怪物 V(仅限大型土元素)
数据
力量 24, 敏捷 18, 体质 29, 智力 14, 感知 15, 魅力 15
BAB +18;CMB +25 (+27 擒抱);CMD 40 (42 vs. 擒抱)
专长: 闪避, 精通重击(徒手打击), 精通擒抱, 精通先攻, 精通徒手打击, 突刺, 灵活移动, 跳跃攻击, 武器专攻(徒手打击)
技能:特技 +25,唬骗 +23,攀爬 +28,逃脱 +25,知识(位面)+14,察觉 +23,察言观色 +14,隐匿 +25,生存 +23
语言: 天界语、龙语、地狱语;动物交谈,巧言术
SQ:天界打击,圣疗(9d6,11/天,作为18级圣骑士),毒药清除
生态:
环境 任何地下 (涅槃)
组织 孤独、成对或 cete (3–6)
宝藏双倍
特殊能力
天界打击 (Ex) 凶獾神使的徒手攻击与18级武僧类似(探路者RPG高级职业指南23)。它们会造成 2d8 点的致命钝击伤害,凶獾神使可以选择造成非致命伤害,对他的攻击检定不加惩罚。
凶獾神使在徒手攻击时对所有伤害施加全部力量修正。鼬子的徒手攻击既被视为人造武器,也被视为天然武器,用于修改人造武器或天然武器的法术和效果。鼬子的徒手攻击被视为魔法、寒铁、银和精金武器,以克服DR和硬度。

毒药净化(SU) 作为一个全回合的动作,一个被毒死的凶獾神使可以让自己进入昏迷状态10分钟。在这段时间里,凶獾神使不会受到毒药的进一步影响,也无法以任何方式从这种死亡般的恍惚中唤醒。在 10 分钟结束时,凶獾神使完全醒来,完全治愈了任何影响他的毒药。这不会治愈任何现有属性伤害,也不会消耗毒药可能已经造成的伤害。如果芥末屈服于导致昏迷的毒药,这种能力会自动触发。

鲁莽的勇敢 (Ex) 当凶獾神使被一个体型至少超大型的生物包围或在其威胁的区域内时,作为一个迅捷行动,凶獾神使可以进入疯狂状态,对他的 AC  -2 ,并在近战攻击和伤害获得 +2 的士气加成。只有在将敌人的生命值降低到 0 或更少或当凶獾神使的视线内没有敌人时,凶獾神使才能以自由动作的形式离开这种状态。

温馨提示:防护灵光效果包括半径20的次级法术无效结界,如果队伍有六环人,四环人请谨慎考虑呼唤。

« 上次编辑: 2024-03-28, 周四 21:05:19 由 晨风 »

离线 longman123

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Re: PFS 呼唤可用怪物速查
« 回帖 #2 于: 2023-07-21, 周五 19:51:05 »
好像也没有特别便宜