纯美苹果园

译文资料区 => 怪物大全(Bestiaries & Monsters) => Pathfinder RPG => Pathfinder => 《怪物图鉴3》 => 主题作者是: 傻豆 于 2013-04-30, 周二 22:22:40

主题: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 傻豆2013-04-30, 周二 22:22:40
Kyton,Eremite
邪隐魔


这个浑身腥红的人形包裹在一层锋锐如快刀的金属碎片中。一对骨翼从它鲜血淋漓的双肩伸展开来。


邪隐魔,挑战等级20
守序邪恶 中型异界生物(邪恶,跨位面,链魔,守序亚种)
先攻+12;感官:黑暗视觉60尺,真知术;察觉+34

防御能力

防御等级38,接触19,措手不及29(+8敏捷,+1闪避,+19天生)
生命值310(20d10+200);再生15(善良武器和法术,银)
坚韧+22,反射+16,意志+19
DR15/善良和银;免疫:寒冷,恐惧效果,瘀伤,疼痛;法术抗力31

攻击能力

速度40尺,飞行60尺(机动性良好)
近战:啮咬+30(2d6+10附加剧痛),2爪抓+30(2d6+10/19-20附加攫抓和剧痛),2翼击+25(1d8+5附加剧痛)
特殊攻击:切割,不安凝视(范围30尺,豁免DC31)
类法术能力(施法者等级20;专注+31)

永久——真知术
随意施放——高等传送术(仅限自身+50磅物品),造成致命伤(豁免DC15),行影术,心灵传动(豁免DC26)
3次/天——剑刃壁障(豁免DC27),次元锁,力场监牢(豁免DC28),高等暗影塑能(豁免DC29),医疗术(仅限自身),精神错乱(豁免DC28),群体造成致命伤(豁免DC29),异界传送,影法术(Shades)(豁免DC29),痛苦徽记(豁免DC26),力墙术
1次/天——束缚术(Binding)(豁免DC29),锢魂术(豁免DC29)

数据

力量30,敏捷27,体质30,智力22,感知21,魅力33
基础攻击+20;CMB+30(擒抱时为+34);CMD49
专长:战斗施法,寓守于攻,战斗反射,闪避,精通重击(爪抓),精通先攻,钢铁意志,闪电反射,技能专攻(察觉),法术穿透
技能:唬骗+34,交涉+34,飞行+12,医疗+28,威吓+34,知识(奥术)+16,知识(位面)+16,知识(地城)+16,知识(自然)+16,知识(宗教)+16,察觉+34,察言观色+28,法术辨识+29,潜行+31,使用魔法装置+31
语言:通用语,炼狱语;心灵感应100尺
特殊:血肉移接,影界行走

特殊能力

  免疫疼痛(Su):邪隐魔免疫瘀伤和任何造成剧痛的法术效果(如痛苦徽记)、另一个邪隐魔的剧痛攻击以及任何DM认为合适的效果。

  切割(Ex):当邪隐魔成功的擒抱了一个生物时,它可以以一个迅捷动作以利爪精密的切除目标肉体的一部分,或者目标的某个脏器组织。被切割的目标必须通过一个DC28的坚韧豁免检定,否则将因为身体受到邪隐魔的切除而受到1d8点属性伤害(具体属性由邪隐魔决定)。这个能力的豁免DC基于敏捷。

  血肉移接(Su):每天一次,邪隐魔可以将它最近一个小时内以切割能力掠取的一片血肉移接到自己身上,移接手术是一个提供借机攻击机会的整轮动作。成功的移接将给予邪隐魔一个医疗术和一个高等恢复术效果(施法者等级20)

  剧痛(Ex):受到邪隐魔天生武器攻击的生物必须通过一个DC30的坚韧检定,否则将因为深入骨髓的剧痛而恍惚1轮。除了恍惚以外,这个生物还会在所有对抗邪隐魔的类法术能力和其他能力的豁免检定上受到-4减值。本能力的豁免DC基于体质。

  影界行走(Ex):如果一个邪隐魔以自己的异界传送类法术能力前往阴影位面,它可以绝对无错的抵达它期望的目的地。使用此能力时它可以每小时移动100英里的距离。

  不安凝视(Ex):受到邪隐魔不安凝视影响的生物将看到自己血肉融入链魔躯体的恐怖幻像,并因此而瘫痪1d4轮。在瘫痪状态的最后一轮,目标必须通过一个DC31的意志检定否则将在疯狂的折磨中受到1d4点感知吸取。这是一个影响心灵的效果。

生态

环境:任何(阴影位面)
组织:单独,成对,集团(3-5)
财宝:双倍


  身为链魔族中最为古老和复杂的个体,邪隐魔将摧残自身的技艺提升到了一个极端的高度,以至于它们现在完全无法感觉到任何痛苦和恐惧的存在。大部分邪隐魔的躯体都复盖着厚厚的,鲜血板结的绷带、皮革条索和数以千记,直接嵌入体内锐如剃刀的金属残片。只有依靠这些可怕的物件,一个邪隐魔才能勉强将自己的身体拢在一起,尽管如此,它们的肉体力量依然要比最强壮的凡人高等的多得多。
 
  邪隐魔对进化的观点十分诡异,它们既不修炼肉体也不专注心灵,而是尝试将生物的本质——个体的物质与精神之间的壁障抹去。为此,邪隐魔会穿越影界和主物质世界的边界,搜索足够强大能入它们法眼的凡间生灵作为自己“进化”的零件。一旦它锁定了目标,邪隐魔就会尝试收割下这个凡人身体最为“完美”的一部分:健康的脏器、清洁的血管、锐利的眼睛。拥有被邪隐魔看上的器官的目标通常会被生擒活捉,然后被仔细研究他的“完美”部分是如何工作的,最后被邪隐魔小心的摘除下来移接到自己的体内——通常,这个器官会被植在十分怪异的部位。比如,一个被邪隐魔收割的游吟诗人的灵巧舌头可能会被接在它的掌中或者心脏附近,又或者是一对某位女王的漂亮眼睛会缝进它的躯干正中。等于邪隐魔来说,这种扭曲丑恶的移接才是真正的将这些“完美”的器官最有效的发挥作用,而对于其他种族来说,这种怪异足够把正常人吓傻。

  除了对它们的目标百般挑剔以外,邪隐魔同样对自身的状态更是精雕细刻,不懈强化。邪隐魔以研究折磨和痛苦的终极为能事,在它们手中的猎物会经历凄惨的难以想象的猎奇凌虐,在让这些可怜虫解脱之前邪隐魔会不断的尝试把自己施加痛苦的水平提升到一个新的高度。做为对照,邪隐魔甚至会不断的将同样的实验在自己的身上再进行一遍,以体验痛苦升华的愉悦。

  当仔细挑选好了一个合适的目标以后,邪隐魔就会立刻出动,用自己的类法术能力迅速制服猎物然后使用异界传送能力把他拖回阴影位面慢慢料理。虽然很荒唐,但是一个足够有力的受害者还是可以和邪隐魔讨价还价——比如用有用的建议和援助,甚至是另一个更完美的受害者作为自己自由的代价。当然,邪隐魔和大多数魔族一样毫无荣誉和节操的概念可言并认为这些概念是低等生物的专利。邪隐魔只关心如何更好更快的突破自己的极限,如果自己的猎物用另一个更肥美的目标换得了自由,这不代表邪隐魔就不会在它认为合适的时候重新去收割原来的那个。如果邪隐魔的目标尝试逃脱,那么他最好已经准备好了一辈子生活在恐惧的阴影里。

  一个典型的邪隐魔身高7英尺,体重约200磅。它们的形态基本上都是人形,不过根据它们收割和移接过不同的器官,不同邪隐魔的外貌之间自然也是千奇百怪。


邪隐魔霸主

  一个在个体上达到升华级的异变,并且在阴影位面占有一片领土的强大邪隐魔通常被称为邪隐魔霸主。邪隐魔霸主是链魔中最为邪恶可怖的一群,它们致力于通过专注于一类特定的异变以达到痛苦和愉悦的完美统一。很多邪隐魔霸主的崇拜者都会尽力仿效自己主宰的异变并且不少都因此丢了性命。多数时候邪隐魔霸主之间都维持着精诚合作的状态,而且会时不时举办联会互相沟通。不同的霸主之间的关系差不多全保持在非敌非友的状态,这让执链者(demagogues)十分满意。

  每一个邪隐魔霸主都是大型(或更大)的,拥有额外生命骰数的邪隐魔,并且根据它们专精的异变方向不同,这些霸主还会拥有4-6个代表这些异变的特殊类法术能力。比如说,一个擅长于将自己的皮肉和血管剥离,异变成足以缠卷和勒杀对手的黑色荆棘的邪隐魔霸主会获得黑触手,纠缠术和荆棘之墙,以及类似的1-3个类法术能力。


Kyton, Eremite
This blood-soaked humanoid is festooned with razored shards of metal. Skeletal wings protrude from its bleeding shoulders.

EREMITE CR 20
XP 307,200
LE Medium outsider (evil, extraplanar, kyton, lawful)
Init +12; Senses darkvision 60 ft., true seeing; Perception +34
DEFENSE
AC 38, touch 19, flat-footed 29 (+8 Dex, +1 dodge, +19 natural)
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
Fort +22, Ref +16, Will +19
DR 15/good and silver; Immune cold, fear effects, nonlethal damage, pain; SR 31
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee bite +30 (2d6+10 plus pain), 2 claws +30 (2d6+10/19–20 plus grab and pain), 2 wings +25 (1d8+5 plus pain)
Special Attacks evisceration, unnerving gaze (30 ft., DC 31)
Spell-Like Abilities (CL 20th; concentration +31)
Constant—true seeing
At will—greater teleport (self plus 50 lbs. of objects only), inflict critical wounds (DC 25), shadow walk, telekinesis (DC 26)
3/day—blade barrier (DC 27), dimensional lock, forcecage (DC 28),
greater shadow evocation (DC 29), heal (self only), insanity (DC 28), mass inflict critical wounds (DC 29), plane shift
(DC 28), shades (DC 29), symbol of pain (DC 26), wall of force
1/day—binding (DC 29), trap the soul (DC 29)
STATISTICS
Str 30, Dex 27, Con 30, Int 22, Wis 21, Cha 33
Base Atk +20; CMB +30 (+34 grapple); CMD 49
Feats Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration
Skills Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31
Languages Common, Infernal; telepathy 100 ft.
SQ graft flesh, shadow traveler
ECOLOGY
Environment any (Plane of Shadow)
Organization solitary, pair, or cell (3–5)
Treasure double
SPECIAL ABILITIES
Immune to Pain (Su) An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite's pain attack, or similar effects at the GM's discretion.
Evisceration (Ex) When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or a part of an internal organ as a swift action, causing the victim to take 1d8 points of ability drain—the exact ability score drained is chosen by the eremite. The victim can resist this effect with a DC 28 Fortitude save. The save DC is Dexterity-based.
Graft Flesh (Su) Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite the effects of a heal and a greater restoration spell (caster level 20th).
Pain (Su) Any creature struck by an eremite's natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a –4 penalty on all saving throws made to resist the eremite's spell-like and extraordinary abilities. The save DC is Constitution-based.
Shadow Traveler (Ex) When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
Unnerving Gaze (Ex) A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 31 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect.
Eremites are among the eldest and most mutilated of kytons, having inflicted such massive damage to themselves that they feel little pain and no fear. The typical eremite is completely covered in blood-caked bandages, tattered cords of black leather, and thousands of jagged shards of razor-sharp metal. These fragments are all that holds the creature's mutilated flesh together, yet they do so with a strength far greater than that granted by mortal flesh and bone.

Rather than concentrating solely on physical or even spiritual alterations, eremites seek to blur the very lines around being, physicality, and individuality. They desire only the most powerful beings to augment themselves with, traveling across vast swaths of the Material Plane in search of the most promising additions to their bodily collection and harvesting only the finest parts—the ripest spleen, the most alluring veins, the most succulent eyes. When an eremite encounters a creature that possess a so-called “perfect part,” the powerful kyton seeks to capture that creature alive so that it can study how that perfect part functions as part of the creature's physiology before it finally decides to surgically remove it and attach it to its own body—often in a way not quite in keeping with the part's original use. A gifted bard's tongue might, for example, be nailed to a kyton's palm or sewn into its heart, while the eyes of a beautiful queen might be stitched into the kyton's torso. To the eremite, these hideous changes and choices somehow enhance the perfection of the harvested part, while to others they merely enhance the horror that the creature represents.

While eremites do hold an appreciation for inspection of their targets as well as introspection regarding their own powers and identity, their primary occupation is the understanding of pain and suffering, which they pursue by inflicting the most heinous cruelties upon their victims. An eremite seeks to deliver as much agony as possible to its victims after capturing them, allowing them to undergo extreme amounts of trauma before letting them perish. An eremite often rends its own flesh in the same manner as it does its victim's, so as to experience the pain alongside it.

While pursuing a chosen victim, an eremite utilizes its supernatural abilities to distract and distress a given target before it captures and drags it back to the Plane of Shadow via plane shift. Bargaining with an eremite is not usually an option, though if a particularly powerful victim can offer an eremite advice or aid, or otherwise assist in harvesting an even more interesting catch, an eremite can sometimes be convinced to let the helpful victim escape. It's worth remembering, though, that kytons as a whole have little patience for the petty pursuits of honor and pride, seeing such feelings as traits that ultimately spell the end for baser creatures. The only thing that matters to an eremite is the testing of its boundaries as well as the boundaries of existence itself. Just because an eremite might be convinced to let someone go in trade for an opportunity for a greater catch doesn't mean that once that other target is secured the eremite will cease its attempts to capture and harvest its original target. One who manages to distract and subsequently escape an eremite is well-advised to spend the rest of his life on the run.

A typical eremite stands approximately 7 feet tall and weighs about 200 pounds. While their general form is something of a humanoid shape, exact appearances can vary wildly between eremites as they harvest and graft particularly unusual pieces of flesh to their bodies from increasingly exotic victims.

Eremite Overlords
Eremites who surpass the limits of individuality and achieve dominion over a certain realm of the Plane of Shadow are referred to as eremite overlords. An overlord has focused on a specific type of mutilation, and has taken that heinous surgical procedure to the outer limits of pain and pleasure. Those who worship and venerate the overlords often seek to emulate their patron's chosen mutilation, often fatally so. Overlords keep in correspondence with one another and sometimes collaborate in a Covenant of Overlords, and while they do not view each other as enemies, they are by no means allies, and often vie for the favor of the demagogues.

Each overlord is a unique Large (or larger) eremite with several additional Hit Dice. In addition, each has a unique power linked to its chosen form of self-mutilation, as well as 4–6 additional spell-like abilities along that mutilation's theme. For example, an overlord that has perfected the act of skinning itself and wrapping its flesh in thorny black vines might have an ability to send those thorny vines out at great length to grapple and constrict distant foes, and might gain black tentacles, entangle, wall of thorns, and 1–3 similar spell-like abilities.
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 血鸦公爵E凡2013-05-01, 周三 00:10:44
我打赌他会跳街舞 :em001
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 星踪幻影2013-05-01, 周三 00:52:54
同感
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 瓶中妖2013-05-01, 周三 10:09:11
现在链魔不属于魔鬼那一边的了么?
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: Evana2013-05-01, 周三 13:13:10
嗯哼,主要居住地变成影界,和宗库山住在一起,也是他的偏好手下。
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 四月2013-05-01, 周三 13:18:40
嗯哼,主要居住地变成影界,和宗库山住在一起,也是他的偏好手下。

↑ 出现了,中二哥特高校女生的爱好者
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: Evana2013-05-01, 周三 13:20:55
噗,我是沙仑莱大邪神的信徒好不好!(?
主题: Re: 【BestiaryIII】链魔——邪隐魔(Kyton,Eremite )
作者: 原子能青蛙2013-05-02, 周四 09:13:56
骨头翅膀+眼罩+爆炸头=时髦