作者 主题: 【Bestiary 6】邪魔,魅影邪魔(Daemon, Phasmadaemon)  (阅读 9783 次)

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邪魔,魅影邪魔(Daemon, Phasmadaemon)
这只蛇形怪物有着鳄鱼的长嘴和公羊之角,螳螂般的爪子从它弯曲的躯体中伸出。

魅影邪魔 CR17
XP 102400
中立邪恶,大型异界生物(邪魔,邪恶,跨位面)
先攻+11;感官 60尺黑暗视觉,观命术,真知术;察觉+30

防御
AC 32,接触17,措手不及24(敏捷+7,闪避+1,天生防御+15,体型-1)
HP 264(23d10+138)
强韧+19,反射+14,意志+19
免疫 寒冷,死亡效果,疾病,恐惧,毒素;抗力 寒冷10,电击10,火焰10;法术抗力28

攻击
速度 30尺,飞行40尺(机动性良好)
近战 啮咬+30(3d8+8/19-20外加攫抓),2爪抓+30(2d6+8),尾扫+25(2d6+4)
占据 10尺;触及 10尺
特殊攻击 吞噬恐惧,紧勒(2d6+8),撕扯(2爪抓,2d6+12)
类法术能力(施法者等级18级;专注+24):
常驻--观命术,真知术
任意使用--高等传送术(仅限自身加上最多50磅的物体),长驻幻影(DC21)
每天3次--高等幽影咒法术(DC23),高等幽影塑能术(DC24),海市蜃楼(DC21),梦魇(DC21),永恒幻影(DC22),瞬发魅影杀手(DC20)
每天1次--假象术(DC22),召唤邪魔(8环法术,以50%成功率召唤1只temerdaemon或1d3只suspiridaemon),恐惧徽记(DC22),怪影杀手(DC25)

属性
力量26,敏捷25,体质23,智力17,感知18,魅力22
BAB+23;CMB+32(擒抱+36);CMD 50(无法被摔绊)
专长 战斗施法,战斗反射,闪避,高等法术穿透,高等要害打击,精通重击(啮咬),精通先攻,精通要害打击,钢铁意志,类法术能力瞬发(魅影杀手),法术穿透,要害打击
技能 唬骗+32,飞行+35,威吓+32,知识(奥秘,位面)+29,察觉+30,察言观色+30,法术辨识+29,隐匿+29
语言 深渊语,天界语,通用语,龙语,炼狱语;100尺心灵感应
特性 压缩,真实恐惧

生态
环境 任意(末日荒原)
组织 单独,成对或阴谋会(3-4)
宝物 标准

特殊能力

吞噬恐惧(超自然能力):以一个标准动作,一只在回合开始时正擒抱着一个敌人的魅影邪魔能够以该生物内心的恐惧及其不可避免的死亡为食。未能成功通过DC27的意志豁免的生物将承受1d6点魅力吸取并且战栗(Shaken)2d4轮;此外,每点以此方式被吸取的魅力值将使魅影邪魔获得5点临时生命值。如果被擒抱的生物在魅影邪魔的回合开始时已处于恐慌(Panicked)状态,那么作为代替,它必须成功通过DC27的强韧豁免否则将立即被魅影邪魔杀死,以此方式吸取受害者死亡时的恐惧的魅影邪魔在接下来的24小时内将在攻击检定、豁免检定和其他检定(and checks)上获得+4亵渎加值。此豁免DC基于魅力调整值。

真实恐惧(超自然能力):魅影邪魔的幻术能力的真实度高于由类似的幻术系法术引发的效果。如果一个生物在不相信魅影邪魔的高等幽影咒法术或高等幽影塑能术类法术能力的意志豁免中成功,则该咒法或幻术系法术将产生80%的正常效果或有80%的概率发生,而非通常的60%。

作为邪魔中最强大的成员,魅影邪魔是恐惧和足以夺走他人生命的恐怖幻术的具现化。魅影邪魔从口部到尾巴有25英尺长,但由于其奇怪的弹性解剖结构,它可以将自己压缩进令人惊讶的狭小区域。它重半吨。



原文:
剧透 -   :
Daemon, Phasmadaemon
This serpentine monstrosity has the long snout of a crocodile,
ram’s horns, and mantis claws projecting from its sinuous body.
PHASMADAEMON CR 17
XP 102,400
NE Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft., deathwatch, true seeing;
Perception +30
Aura frightful presence (60 ft., DC 27)
DEFENSE
AC 32, touch 17, flat-footed 24 (+7 Dex, +1 dodge, +15 natural,
–1 size)
hp 264 (23d10+138)
Fort +19, Ref +14, Will +19
Immune acid, death effects, disease, fear, poison; Resist cold 10,
electricity 10, fire 10; SR 28
OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee bite +30 (3d8+8/19–20 plus
grab), 2 claws +30 (2d6+8), tail slap
+25 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks consume fear, constrict
(2d6+8), rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 18th;
concentration +24)
Constant—deathwatch, true seeing
At will—greater teleport (self plus 50 lbs. of
objects only), persistent image (DC 21)
3/day—greater shadow conjuration
(DC 23), greater shadow evocation
(DC 24), mirage arcana (DC 21),
nightmare (DC 21), permanent
image (DC 22), quickened
phantasmal killer (DC 20)
1/day—mislead (DC 22), summon (level 8,
1 temerdaemon [see page 77] or 1d3
suspiridaemons [see page 76] 50%),
symbol of fear (DC 22), weird (DC 25)
STATISTICS
Str 26, Dex 25, Con 23, Int 17, Wis 18, Cha 22
Base Atk +23; CMB +32 (+36 grapple);
CMD 50 (can’t be tripped)
Feats Combat Casting, Combat Reflexes,
Dodge, Greater Spell Penetration,
Greater Vital Strike, Improved
Critical (bite), Improved
Initiative, Improved Vital Strike,
Iron Will, Quicken Spell-Like
Ability (phantasmal killer), Spell
Penetration, Vital Strike
Skills Bluff +32, Fly +35, Intimidate +32, Knowledge (arcana,
planes) +29, Perception +30, Sense Motive +30, Spellcraft +29,
Stealth +29
Languages Abyssal, Celestial, Common, Draconic, Infernal;
telepathy 100 ft.
SQ compression, tangible horror
ECOLOGY
Environment any (Abaddon)
Organization solitary, pair, or cabal (3–4)
Treasure standard
SPECIAL ABILITIES
Consume Fear (Su) As a standard action, a phasmadaemon
that begins its turn grappling an opponent can attempt
to feed on the creature’s mortality and innate terror. Any
creature that does not succeed at a DC 27 Will save takes
1d6 points of Charisma drain and becomes shaken for 2d4
rounds; in addition, the phasmadaemon gains 5 temporary
hit points for every point of Charisma drain dealt this way.
If the creature being grappled is already panicked at the
beginning of the phasmadaemon’s turn, it must instead
succeed at a DC 27 Fortitude save
or be slain instantly by the
phasmadaemon, which gains
a +4 profane bonus on
attack rolls, saving throws,
and checks for 24 hours as
a result of feeding on the
death fears of its victim. The
save DCs are Charisma-based.
Tangible Horror (Su) A phasmadaemon’s
illusion abilities are partially real at
a level above and beyond those
normally conjured forth by similar
illusion spells. If a creature succeeds
at its Will save to disbelieve either
a phasmadaemon’s greater shadow
conjuration or greater shadow
evocation spell-like ability, the
conjured or evoked spell has 80% of
the normal effect or is
80% likely to occur,
rather than 60%.
Among the most powerful
members of daemonkind, the
phasmadaemons personify death by
fright, and conjure powers of illusion
so terrifying that they steal the life
from their victims. A phasmadaemon
is 25 feet long from snout to tail, but
can compress itself into surprisingly
small areas thanks to its strange,
elastic anatomy. It weighs half a ton.

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Re: 【Bestiary 6】邪魔,魅影邪魔(Daemon, Phasmadaemon)
« 回帖 #1 于: 2019-05-06, 周一 19:30:44 »
这家伙长得真是古怪,有一种魔法试验搞出来的杂交怪物的样子