作者 主题: 【Bestiary4】鲜血魔像(Golem,Blood)  (阅读 14444 次)

副标题: 居然不是泥怪魔像!差评!

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【Bestiary4】鲜血魔像(Golem,Blood)
« 于: 2013-11-01, 周五 22:20:04 »
鲜血魔像(Golem,Blood)

这个塔一般的人形的内部有着什么在晃荡,似乎是依靠着表面凝固的血块才维持着固定的形态

鲜血魔像 CR 6
XP 2,400
绝对中立 中型构装体
先攻+4;感官:黑暗视觉60尺, 昏暗视觉;察觉 +2

防御

AC 20, 接触14, 措手不及16(+4敏捷, +6天生)
hp 64 (8d10+20)
强韧 +2, 反射+6, 意志+4
防御能力:不定形;DR 5/钝击; 免疫 构装体特性,魔法
弱点:易受流血伤害

攻击

速度 10尺
近战 2 挥击 +10 (2d6+2附带流血和抓握)

属性

力量 14, 敏捷 19,体质—, 智力—, 感知14, 魅力1
BAB +8;CMB +10(擒抱时+14);CMD 24
特殊:凝结表皮,压缩

生态

环境 任意
组织 单独或成群(2–4)
宝物

特殊能力

鲜血汲取(Su)鲜血魔像每轮都会汲取鲜血,恢复5点HP。

凝结表皮(Ex)一个鲜血魔像可以用一个整轮动作将其表面凝固成坚硬的外壳,化身成一个模糊的人形。处在这个形态时,它获得30尺速度,DR 5/钝击,天生护甲+6,但失去不定形和压缩能力。它也能用一个整轮动作使表面液化,失去DR和天生护甲,使速度降低到10尺,并且重新获得不定形和压缩能力。魔像通常是维持固态的表面,只在穿过它的固体形态不能通过的缝隙时才会液化。

魔法免疫(Ex)鲜血魔像免疫任何能被法术抗力抵抗的法术或类法术能力。此外,某些法术和效果作用于鲜血魔像时会有所不同,见下:

• 治疗法术会将鲜血魔像视作活物,但只会造成最小值的治疗。
• 影响血液法术和类法术能力(如APG中的沸血术)能够正常影响鲜血魔像。

易受流血攻击(Ex)流血效果、鲜血汲取和会影响到目标血液的攻击会正常影响到鲜血魔像。鲜血魔像可以用一个整轮动作来硬化它的凝固外壳以终止一个流血效果

鲜血魔像是一大团活着的有生命的血液。它可以像泥怪一般用液态的形态活动,也可以用凝固的血液塑造成薄的外皮使其可以像人一般行走和活动。


制造

制造鲜血魔像的身体需要大约20个中体型生物的鲜血以及至少500GP的炼金药剂。

鲜血魔像

施法者等级7; 价格 22,500 gp

需求 制造构装体,操纵死尸,出血术,治疗致命伤,指使术,制造者施法者等级12
技能 手艺(炼金) DC 17
成本 11,500gp

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Re: 【Bestiary4】鲜血魔像(Golem,Blood)
« 回帖 #1 于: 2013-12-23, 周一 19:29:53 »
不定形和压缩能力描述去哪找啊 :em008

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Re: 【Bestiary4】鲜血魔像(Golem,Blood)
« 回帖 #3 于: 2022-05-09, 周一 15:53:37 »
捉个老虫,也不知道是不是版本更新原因,上文翻译里血魔像的特殊攻击被漏掉了,应为:
引用
流血(1d6),吸血(1d2体质),紧勒(2d6+2 附带 流血)
劇透 -   :
Special Attacks bleed (1d6), blood drain (1d2 Con), constrict (2d6+2 plus bleed)
劇透 -  顺便附上原文:
Golem, Blood Golem
A tower of blood in humanoid form sloshes within the clotted surface that holds it in a stable form.
Blood Golem CR 6
Source Bestiary 4 pg. 130
XP 2,400
N Medium construct
Init +4; Senses blindsight 60 ft., darkvision 60 ft., low-light vision; Perception +2DefenseAC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 64 (8d10+20)
Fort +2, Ref +6, Will +4
Defensive Abilities amorphous; DR 5/bludgeoning; Immune construct traits, magic
Weaknesses vulnerable to bleedOffenseSpeed 10 ft.
Melee 2 slams +10 (2d6+2 plus bleed and grab)
Special Attacks bleed (1d6), blood drain (1d2 Con), constrict (2d6+2 plus bleed)StatisticsStr 14, Dex 19, Con —, Int —, Wis 14, Cha 1
Base Atk +8; CMB +10 (+14 grapple); CMD 24
SQ clotted skin, compressionEcologyEnvironment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Blood Drain (Su) A blood golem heals 5 hit points each round it drains blood.

Clotted Skin (Ex)  A blood golem can congeal its surface into a hard skin as a full-round  action, allowing it to assume a vaguely humanoid form. With its skin, it  gains DR 5/bludgeoning, natural armor +6, and speed 30, but loses its  amorphous and compression abilities. It can liquefy this skin as a  full-round action, losing its DR and natural armor, changing its speed  to 10 feet, and regaining the amorphous and compression abilities. The  golem normally maintains its congealed skin, liquefying itself only when  it has to pass through obstacles that would hinder its solid form.

Immunity to Magic (Ex)  A blood golem is immune to any spell or spell-like ability that allows  spell resistance. In addition, certain spells and effects function  differently against the creature.
  • Cure spells affect it as if it were a living creature, but only cure the minimum amount of damage.
  • Spells and effects that specifically affect blood (such as boiling bloodAPG) affect it normally.
Vulnerable to Bleed (Ex)  Bleed effects, blood drain, and attacks that target a creature’s blood  affect a blood golem normally. The golem can spend a full-round action  to harden its clotted outer shell to end a bleed effect.DescriptionA  blood golem is an animate mass of living blood. It can creep about in  liquid form like an ooze, or create a thick skin made up of coagulated  blood that allows it to walk upright like a person.ConstructionA  blood golem’s body must be constructed from the fresh blood of  approximately 20 Medium creatures and alchemical fluids worth at least  500 gp. Blood Golem CL 7th; Price 22,500 gp Construction Requirements Craft Construct, animate dead, bleed, cure critical wounds, geas/quest, creator must be caster level 12th; Skill Craft (alchemy) DC 17; Cost 11,500 gp
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