作者 主题: 【Bestiary 5】安努纳奇人 ANUNNAKI  (阅读 16034 次)

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【Bestiary 5】安努纳奇人 ANUNNAKI
« 于: 2021-01-10, 周日 20:38:57 »
这个高大的人形生物有一个尖耸如同石头般的脑袋。背后有一双机械组成的小翅膀。

安努纳奇人 ANUNNAKI,[CR18]/[神话阶级7]
XP 153600
绝对中立 大型 人形怪物(神话,变形)
先攻 +16;感官 黑暗视觉60呎;生命感知;真知术察觉 +31

防御

AC 35,碰触 22,措手不及 30 (+8偏斜,+5敏捷,+13天防,—1体型)
HP 320(20d10+210);再生 10(传奇武器)
强韧 +15,反射 +17,意志 +20;+8对抗影响心灵效果
特殊防御morphic anatomy,心灵屏障,无人能挡
伤害减免 20/传奇
抗力 酸20,寒冷20,电20,声波20;免疫 毒素

攻击

速度 50尺,飞行 60尺(良好)
近战/远程 原能之凿 +30/+25/+20/+15(3d6+10/15-20附加退化)啮咬+26(1d8+5)4翼击+26(1d6+5)
特殊攻击 退化(DC28)神话法能3次/天,神话之力(9次/天,神力涌动+1d10)
类法术能力(CL20,专注 +28)
常驻–
真知术
任意–
同游灵界,高等传送术(自身附加50lb的物品)脑力屏蔽(DC20)讯息传递
5次/天–
高等解除魔法
3次/天–
瞬发恶意变形术(DC23)原始退行(DC24)
1次/天–
思维分割,神威如狱

数据

力量 29,敏捷 20,体质 24,智力 27,感知 27,魅力 26
BAB +20;CMB +30(冲撞+32);CMD 53(55对抗冲撞)
专长 战斗施法,额外神话之力,强韧加强,精通冲撞,精通重击(原能之凿)精通强韧加强,精通先攻,多重攻击,猛力攻击,类法术能力瞬发(恶意变形术)武器专攻(原能之凿)
技能 唬骗+18,交涉+23,飞行+25,医疗+28,威吓+26,知识(奥秘,本地,自然)+28,知识(地城,工程,历史)+16,知识(地理,位面,宗教)+13,语言学+23,察觉+31,察言观色+19,法术辨识+28
语言 邪灵语,通用语,龙语,巨人语;巧言术
特殊能力 赋予知识,文明提灯,模拟记忆,可变形体,mythic immortality MA,升华

生态背景

环境 任何
组织 单独,一对,一群(6-10)
财宝 标准

特殊能力

赋予知识(Bestow Kno wledge,Su):安努纳奇人可以通过触碰智力高于3的生命以暂时赋予其一定的知识与认知能力。选择安努纳奇人的一项技能,在接下来的24小时内被触碰的生物可以以其技能等级替代自己对应的技能进行检定,即使本身所具有的等级比其更高。一个生物不能同时多次受益于此能力。若安努纳奇人对一个以被赋予知识的生物(无论来自自身还是另一位安努纳奇人)使用该能力,最新一次的效果将复盖以往的能力效果。
退化(Devolution,Su):以一个标准动作,安努纳奇人可以触碰一个生物并使其永久失去理智。若被触碰的生物未能通过DC28的意志检定则会视为受到弱智术影响,只能通过祈愿术或者神迹术方能被消除。若退化的生物繁衍后代,其子嗣的智力与魅力均不能高于2,即使是使用法术也无法消除该效果。而这些后代也会更具野性,外表会产生返祖现象。豁免DC基于魅力。
文明提灯(Lantern of Civilization,Su):安努纳奇人的文明提灯为其提供恒定的真知术,且可以为原能之凿供能。若失去文明提灯,他将失去这两项能力。
模拟记忆(Mimetic Memory,EX):以一个标准动作,安努纳奇人可以触摸一个自愿的生物以读取或展示一段记忆,视为对目标释放了共享记忆。
morphic anatomy(Morphic Anatomy,EX):安努纳奇人可以娴熟地调整身体结构以满足其需求。这使其不会受到重击,偷袭和精准伤害。
可变形体(Morphic Body,EX):安努纳奇人可以变为等于或小于其体型的任何种类生物(除元素,虚体和集群,而且对象必须具有实体)这种变化只是表面变化,安努纳奇人的生物类型不会改变,而且不会因此获得对象的特殊能力。他仍保有原有的数据和能力,但会因提醒变化而获得适当的加值或罚值。尽管这仅影响其外表,但是一种变化效果。
原能之凿(Primal Chisel,SU):这是安努纳奇人身体的一部分,由文明提灯为其提供动力。这是一件精致的单手穿刺武器,重击范围为18-20,可以造成3d6伤害。而且攻击成功会附带退化能力。
心灵屏障(Psychic Warding,SU):安努纳奇人在身体四周产生心灵力场以保护其肉体及灵魂,这使其护甲获得等同魅力调整值的偏斜加值,且在对抗影响心灵效果的豁免检定上获得等同于魅力调整值的加值。
升华(Uplift,SU):以一个整轮动作,安努纳奇人可以提升被接触的生物的智商。只有智力低于3的生物方能受此效果影响。这视为启蒙术,但可以作用于动物,植物,类人生物,魔法兽和人形怪物。受影响的生物不会改变生物类型(动物会变为魔法兽)也不会因此对安努纳奇人产生亲切感。该效果是永久性的,且可以通过繁衍遗传到其后代。

这些来自物质位面之外的神秘未知世界的生命被认为是塑造文明的,有时还会被视为神灵的神秘生物。关于其所来自位面的信息甚少,但通过学者搜集到的信息可以得知它每数千年都会与物质位面产生交接。此时安努纳奇人就会前往其他世界,以其被称为文明提灯的动能创造文明和升华那些原始生物。他们一般不会亲自指引文明进步,但被其升华的生命通常将其奉若神明。因为安努纳奇人可以改变外形,所以很难知晓他们到底到访或者没有到访过哪些文明。他们可以以高大光辉的同族形象引导文明进步,或者通过伪装潜伏数十年以潜移默化地改变一个社会。每个安努纳奇人都会适当调整自己的外表以适应要面对的社会风俗以及成见。
安努纳奇人乃是文明与秩序的守望者,其宿敌为造物主(Elohim,Pathfinder RPG Bestiary 4 86)这两种强大生物之间的夙愿为何无人知晓,但现在仍可以找到他们数千年前大战所遗留的痕迹。一些博学之士认为他们都在规避某种未来的灾厄,但因思考方式或观点上的差异造就方法的差异。据古人所记述,安努纳奇人曾为他们展示过这么一副迹象,在群星之中裂开了一道巨大幽邃的裂缝,在裂痕深处潜伏着凡人难以想象的恐惧之物。
尽管拥有博大的知识与力量,但被其创造的文明不总将其视作仁慈的救世主。因为一部分安努纳奇人有着与同族相去甚远的险恶用心,他们会避开同族的视线暗中操控文明,只要不被同族发现,那么那些凡人一般难以发现他们的踪迹,因此他们也可恣意妄为。一部分堕落者会借此进行大规模试验,以创造出诡异的混合生物。其他的则会以复制安努纳奇人的文明快速促进生物的改变,而非单纯为其提供知识以发展自己的文明。通常而言这些高速发展的社会并不能适应这一改变,人民在意识到文明进步带来的科技与创造力发展前反而会因自身的野心与阶级鸿沟而引发猜疑,甚至陷入疯狂。
安努纳奇人在与凡物打交道时都不愿暴露自己的身份,若在交流时被其他生物认出伪装,安努纳奇人会选择离开。

剧透 -   :
Anunnaki
This towering humanoid has a strange, stony head. Small,
mechanical wings spread out from its back.
ANUNNAKI  CR 18/MR 7
XP 153,600
N Large monstrous humanoid (mythic, shapechanger)
Init +16 M ; Senses darkvision 60 ft., lifesense, true seeing;
Perception +31
DEFENSE
AC 35, touch 22, flat-footed 30 (+8 deflection, +5 Dex, +13 natural,
–1 size)
hp 320 (20d10+210); regeneration 10 (epic weapons)
Fort +15, Ref +17, Will +20; +8 vs. mind-affecting effects
Defensive Abilities morphic anatomy, psychic warding,
unstoppable MA ; DR 20/epic; Immune poison; Resist acid 20,
cold 20, electricity 20, sonic 20
OFFENSE
Speed 50 ft., fly 60 ft. (good)
Melee primal chisel +30/+25/+20/+15 (3d6+10/15–20 plus
devolution), bite +26 (1d8+5), 4 wings +26 (1d6+5)
Special Attacks devolution (DC 28), mythic magic MA 3/day,
mythic power (9/day, surge +1d10)
Spell-Like Abilities (CL 20th; concentration +28)
Constant—true seeing
At will—etherealness, greater teleport (self plus 50 lbs. of
objects only), mental block OA (DC 20), mindlink OA
5/day—greater dispel magic
3/day—quickened baleful polymorph (DC 23), primal
regression OA (DC 24)
1/day—divide mind OA , overwhelming presence UM (DC 27)
STATISTICS
Str 29, Dex 20, Con 24, Int 27, Wis 27, Cha 26
Base Atk +20; CMB +30 (+32 bull rush); CMD 53 (55 vs.
bull rush)
Feats Combat Casting, Extra Mythic Power M , Great Fortitude M ,
Improved Bull Rush, Improved Critical (primal chisel),
Improved Great Fortitude, Improved Initiative M , Multiattack,
Power Attack M , Quicken Spell-Like Ability (baleful
polymorph), Weapon Focus (primal chisel)
Skills Bluff +18, Diplomacy +23, Fly +25, Heal +28,
Intimidate +26, Knowledge (arcana, local, nature) +28,
Knowledge (dungeoneering, engineering, history) +16,
Knowledge (geography, planes, religion) +13, Linguistics +23,
Perception +31, Sense Motive +19, Spellcraft +28
Languages Aklo, Common, Draconic, Giant; truespeech
SQ bestow knowledge, lantern of civilization, mimetic memory,
morphic body, mythic immortality MA , uplift
ECOLOGY
Environment any
Organization solitary, pair, or cabal (6–10)
Treasure standard
SPECIAL ABILITIES
Bestow Knowledge (Su) An anunnaki that touches a creature
with an Intelligence of 3 or higher can bestow temporary
knowledge and understanding upon that creature. Choose
one of the anunnaki’s skills; for the next 24 hours the
target of this ability uses the anunnaki’s skill ranks in
place of its own, even if this is more than its maximum
number of ranks. A creature can’t benefit from this ability
more than once at the same time. If an anunnaki uses this
ability on a creature that is currently the target of bestow
knowledge (from itself or another anunnaki), the new
bestow knowledge effect replaces the older one.
The anunnaki has the following skill ranks: Bluff
10 ranks, Diplomacy 15 ranks, Fly 15 ranks, Heal 20 ranks,
Intimidate 15 ranks, Knowledge (arcana, local, nature)
20 ranks, Knowledge (dungeoneering, engineering,
history) 8 ranks, Knowledge (geography, planes, religion)
5 ranks, Linguistics 15 ranks, Perception 20 ranks, Sense
Motive 11 ranks, and Spellcraft 20 ranks.
Devolution (Su) As a standard action, an anunnaki can touch a
creature and cause it to permanently lose cognitive function.
The creature touched must succeed at a DC 28 Will save or
be affected by an effect similar to feeblemind that can be
removed only by a wish or miracle. If a creature affected by
devolution procreates, its children can’t have an Intelligence
or Charisma score higher than 2 naturally, nor can this effect
be lifted by magic. Progeny created with this affliction also
possess physical traits that were more common among
earlier evolutionary forms of their parent species. The save
DC is Charisma-based.
Lantern of Civilization (Su) An anunnaki’s lantern of civilization
grants it constant true seeing and powers its primal chisel. If it
loses its lantern of civilization, it loses both of these abilities.
Mimetic Memory (Ex) As a standard action, an anunnaki
can touch a willing creature to read and imprint upon that
creature’s genetic memory as if both the anunnaki and its
target were affected by a share thoughts UM spell.
Morphic Anatomy (Ex) Anunnaki are adept shapechangers
and can shift their internal anatomy to best suit their
immediate needs. This ability renders them immune to
critical hits, sneak attacks, and precision damage.
Morphic Body (Ex) An anunnaki can assume the appearance
of any creature within one size category of itself (other
than creatures with the elemental, incorporeal, or
swarm subtypes—the body assumed must be solid). The
anunnaki’s creature type doesn’t change in this new
form, and it gains none of the mimicked creature’s special
abilities; the transformation is cosmetic only. In these
other forms, the anunnaki retains all of its normal statistics
and abilities as noted above, though it does take the
appropriate bonuses and penalties based on its new size.
Though this ability affects only the anunnaki’s outward
appearance, it is a transmutation effect.
Primal Chisel (Su) An anunnaki’s primal chisel is a part of
the creature, and is powered by its lantern of civilization.
It is a masterwork one-handed piercing weapon that deals
3d6 points of damage with an 18–20 critical threat range,
and a successful attack made with it applies the anunnaki’s
devolution ability.
Psychic Warding (Su) An anunnaki generates a field of
psychic energy around its body that protects its mind and
body from harm, granting it a deflection bonus to its Armor
Class and a racial bonus on saving throws against mind-
affecting effects equal to its Charisma modifier.
Uplift (Su) As a full-round action, an anunnaki can impart
incredible capacity for thought and understanding to a
creature it touches. The creature must have an Intelligence
score of 3 or less to be affected by this ability. This affect
is identical to awaken, except that it works on creatures of
the animal, plant, humanoid, magical beast, and monstrous
humanoid types. Creatures affected by uplift don’t change
creature type (with the exception of animals, which become
magical beasts), nor does the affected creature have
any inherent affinity toward the anunnaki. The effect
of uplift is permanent and is passed on to any
progeny the uplifted creature produces.
Residents of an enigmatic
and unknown world
that is believed to
exist out of phase with the
Material Plane, anunnaki are
mysterious, god-like beings
that shape the very direction of
civilizations. Little is known about the
anunnaki homeworld, but fragmented
information collected by scholars indicates that
it comes into contact with the Material Plane
only once every few thousand years. During this
time, anunnaki travel to other worlds in order
to manipulate the course of evolution, creating
civilizations and uplifting primitive creatures
using their esoteric technology, which includes
external power sources called “lanterns of
civilization.” The anunnaki do not typically
remain to guide these societies, and are often
remembered as deities by the civilizations
they leave behind. Because the anunnaki
can take on various forms, piecing together
which civilizations have or haven’t been
visited by anunnaki is exceedingly difficult.
The creatures could have arrived to guide
one civilization in the guise of powerful, glowing
creatures and secretly assimilated into another society
by adopting the appearance of members of that society
and subtly making changes over the course of decades.
Each anunnaki calibrates its form to fit the mores and
prejudices of the specific society it means to advance.
Anunnaki’s role as manipulators of civilization and
natural order often puts them into direct confrontation
with elohim (Pathfinder RPG Bestiary 4 86). The source of the
enmity between these mighty creatures is unknown, but
the aftershocks of their conflicts can be felt for millennia
after the fighting has ended. Some sages believe that the
anunnaki and elohim are both working to circumvent
some future calamity, but differ along ideological or
philosophical lines as to how to prevent this event from
coming to pass. Ancient records from cultures that were
shaped by the anunnaki reference divine visions of great,
devouring rifts in the darkness between the stars and the
terrible, unimaginable entities that dwell within them.
For all the knowledge and power anunnaki possess, the
civilizations they create do not always see them as benevolent
saviors. Some anunnaki might have more sinister agendas
not shared by the rest of their
people. These rogue anunnaki
have free rein over the societies
they manipulate as long as they
can avoid the notice of their
fellow anunnaki—and since it
is difficult for other creatures
to find or contact any of their
race, the renegade anunnaki
can often do whatever they
please. Some of these renegades
use their civilizations for large-scale
experiments, creating bizarre hybrid
creatures. Others advance their
subjects too rapidly by the standards
of the other anunnaki, attempting
to create creatures as advanced as the
anunnaki themselves rather than simply
giving cultures the means to advance
themselves. In many of these cases, the
uplifted society isn’t truly equipped to
handle such vast changes. Rather than
advancing in a surge of scientific
and creative thought, its members
become absorbed with existential
doubt or fall into madness as they
recognize the gulf between their lofty
ambitions and the materials and means
they have at their disposal.
Anunnaki prefer to interact with
most humanoids without being recognized
for what they are, and an anunnaki may depart a
conversation abruptly if a non-anunnaki reveals
that she knows it is not the god or mortal it
pretends to be.

Even the smallest person can change the course of the future

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Re: 【Bestiary 5】安努纳奇人 ANUNNAKI
« 回帖 #1 于: 2021-01-11, 周一 08:52:23 »
这个我翻过了,阿努纳奇·····

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Re: 【Bestiary 5】安努纳奇人 ANUNNAKI
« 回帖 #2 于: 2021-01-11, 周一 10:48:48 »
这个我翻过了,阿努纳奇·····
QAQ 居然翻车了,我去找沉沦大佬删
Even the smallest person can change the course of the future