作者 主题: 【BestiaryI】巨灵(Genie)  (阅读 34454 次)

副标题: 于是完成了,增加一个B3的UUZ巨灵

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【BestiaryI】巨灵(Genie)
« 于: 2013-03-27, 周三 13:13:21 »
Genie, Djinni
风巨灵

这个强壮的生物站立时约有两个人类的高度,不过他“站立”所用的双腿则是一道云雾和强风交织成的漩涡。

风巨灵,挑战等级5
XP 1,600
混乱善良大型异界生物(气系,跨位面亚种)
先攻+8,;感知:黑暗视觉60英尺;察觉+12

防御能力

防御等级19,接触14,措手不及14(+4敏捷,+1闪避,+5天生,-1体型)
生命值52(7d10+14)
坚韧+4,反射+9,意志+7
免疫:强酸

攻击能力

速度20尺,飞行60尺(机动性完美)
近战:2挥击+10(1d8+4)或者精制品弯刀+11/+6(1d8+4/18-20)
占据10尺;触及10尺
特殊攻击:御气,旋风态(1/10分钟,高度10-15尺,伤害1d8+4,豁免DC17)

类法术能力(施法者等级9)

随意施放——隐形术(仅限自身),异界传送(可以将自愿目标带往星界、元素和主物质位面)
1次/天——创造饮食,造酒术(同造水术,不过制造的是酒类),气化形体(最多1小时),高等造物术(可制造永久性存在的植物),长驻幻影(豁免DC17),御风而行

数据

力量18,敏捷19,体质14,智力14,感知15,魅力15
基础攻击+7;CMB+12;CMD27
专长:战斗施法,战斗反射,闪避,精通先攻,疾风步(Wind Stance)
技能:估价+12,手艺(任意一项)+12,知识(位面)+12,察觉+12,察言观色+12,法术识别+12,潜行+12
语言:水族语,风族语,通用语,火族语,土族语,心灵感应100尺

生态

环境:任何(气元素位面)
组织:单独、成对,一组(3-6个),一队(7-10个)
财宝:标准(包括精制品弯刀和其他财宝)

特殊能力

御气(Ex):拥有气系亚种的生物对风巨灵的攻击和伤害投骰承受-1减值。


  风巨灵(有时候也就简单的叫做“灯神”)是一种来自于气元素位面的生物。风巨灵拥有云雾般的身躯和震天雷暴似的力量。一个标准的风巨灵身高10尺,重达1000磅。

风巨灵鄙视近身肉搏的打法,它们倾向于利用魔法力量和飞行优势与敌人周旋。风巨灵爱好的一种战术是起飞而后化身为狂暴的飓风卷过对手,如果不得不近战,风巨灵偏好双手挥舞自己的精良的弯刀。

  在与其他巨灵的关系方面,风巨灵和水巨灵和小巨灵关系最好,和土巨灵常有些摩擦,而和火巨灵则有不共戴天之仇,风巨灵要比其他种族更憎恨前者。所以,有一种说法是:只要有一个一起对抗死敌火巨灵的理由,即使是水平很次的施法者也可以说服他招来的风巨灵老老实实地和自己并肩作战。

  在风巨灵中还有一小部分特别的,被称为维齐尔的风巨灵贵族。这些更强一些的风巨灵获得以下属性调整:生命骰为10个;力量为23,魅力为17,并且能为任何捕获它们的人(巨灵以外)实现3个愿望。风巨灵贵族的挑战等级为8。


剧透 -   :
Genie, Djinni

This creature stands nearly twice as tall as a human, although its lower torso trails away into a vortex of mist and wind.

Djinni CR 5

XP 1,600

CG Large outsider (air, extraplanar)

Init +8; Senses darkvision 60 ft.; Perception +12

Defense

AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)

hp 52 (7d10+14)

Fort +4, Ref +9, Will +7

Immune acid

Offense

Speed 20 ft., fly 60 ft. (perfect)

Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18–20)

Space 10 ft.; Reach 10 ft.

Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 17)

Spell-Like Abilities (CL 9th)

At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)

1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk

Statistics

Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15

Base Atk +7; CMB +12; CMD 27

Feats Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Wind Stance

Skills Appraise +12, Craft (any one) +12, Fly +20, Knowledge (planes) +12, Perception +12, Sense Motive +12, Spellcraft +12, Stealth +10

Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.

Ecology

Environment any (Plane of Air)

Organization solitary, pair, company (3–6), or band (7–10)

Treasure standard (masterwork scimitar, other gear)

Special Abilities

Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

The djinn (singular djinni) are genies from the Plane of Air. They are said to be made of the stuff of clouds, with the strength of the mightiest storms. A djinni is about 10 feet tall and weighs about 1,000 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow. When faced with no other option than melee combat, most djinn prefer to wield masterwork scimitars two-handed.

Among other genies, djinn get along well with jann and marids. They are frequently at odds with the shaitans, and are sworn enemies of the efreet, despising these fiery genies more than any other genie race. So legendary is the conflict between the efreet and the djinn that many spellcasters attempt (to varying degrees of success) to secure a djinni's servitude by promising to aid the cause against their hated enemies.

A small percentage of djinn are noble. Noble djinn, often called viziers, have 10 Hit Dice, Strength 23, and Charisma 17, and can grant three wishes to any being (nongenies only) who captures them. Djinn nobles are CR 8.
« 上次编辑: 2013-03-30, 周六 00:34:31 由 傻豆 »

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #1 于: 2013-03-27, 周三 13:17:42 »
火巨灵Genie, Efreeti

这个壮实的巨人皮肤如火般赤红,燃煤块般的双眼,头顶一对漆黑的短角。烟气从他的身体上袅袅升起。


火巨灵,挑战等级8
XP 4,800
LE Large outsider (extraplanar, fire)
守序邪恶大型异界生物(跨位面,火系亚种)
先攻+7;感知:黑暗视觉60英尺,侦测魔法;察觉+15

防御能力

防御等级21,接触13,措手不及17(+3敏捷,+1闪避,+8天生,-1体型)
生命值95(10d10+40)
坚韧+7,反射+10,意志+9
免疫:火焰;寒冷易伤

攻击能力

速度20尺,飞行40尺(机动性完美)
近战:2挥击+15(1d8+6附加1d6火焰伤害)或者精制品弯刃大刀+16/+11(2d6+9/18-20)
占据10尺;接触10尺
特殊攻击:体型变幻,炙热

类法术能力(施法者等级11)

永久——侦测魔法
随意施放——异界传送(可以将自愿目标带往星界、元素和主物质位面),燃火术,烟火术(豁免DC14)灼热射线
3次/天——隐形术,瞬发灼热射线,火墙术(豁免DC16)
1次/天——3个许愿术(仅对非巨灵有效),气化形体,永恒幻影(豁免DC18)

数据

力量23,敏捷17,体质18,智力12,感知14,魅力15
基础攻击+10;CMB+17;CMD31
专长:战斗施法,战斗反射,欺诈者,闪避,精通先攻,类法术能力瞬发(灼热射线)
技能:唬骗+19,手艺(任意一项)+14,易容+10,飞行+13,威吓+15,察觉+15,察言观色+15,法术辨识+14,潜行+8
语言:风族语,水族语,通用语,火族语,土族语;心灵感应100尺
特殊:变形(任意类人生物和巨人,如同变颜术或巨人形态I)

生态

环境:任何(火元素位面)
组织:单独、成对,一组(3-6个),一队(7-12个)
财宝:标准(包括精制品弯刃大刀和其他财宝)

特殊能力

  体型变幻(Sp):每天两次,火巨灵可以以魔法能力改变一个生物的大小,这个效果与人类变巨/缩小术相同(不过变大还是缩小由火巨灵决定),此能力可以通过一个DC13的坚韧豁免免除。此能力的豁免DC基于魅力,效果相当于一个2级法术。

  炙热(Ex):火巨灵的躯体炙热如火,每次在受到近战攻击或擒抱目标时会对对方造成1d6点火焰伤害。


火巨灵(或者叫神怪)是原产于火元素位面的巨灵,火巨灵立高12尺,体重近2000磅。

火巨灵和其他大部分的巨灵族关系很差。它们和风巨灵是冤家对头,见面必战,而对水巨灵的态度也好不到哪去,至于小巨灵则被它们视为软弱的废物。相对来说火巨灵和土巨灵比较合的来——不过这种友好关系通常也长不了。

同样的,有一小部分火巨灵是族人中的贵族,这些货巨灵贵族被称为马立克(Malik)。火巨灵贵族拥有13个生命骰数以及以下这些额外的类法术能力:3次/天——火球术;灼热金属;1次/天——高等隐形术,烟火风暴(如同冰风暴法术,不过造成的是火焰伤害)。火巨灵贵族的施法者等级为15,挑战等级为10.


剧透 -   :
Genie, Efreeti

This muscular giant has crimson skin, smoldering eyes, and small black horns. Smoke rises in curls from its flesh.

Efreeti CR 8

XP 4,800

LE Large outsider (extraplanar, fire)

Init +7; Senses darkvision 60 ft., detect magic; Perception +15

Defense

AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, –1 size)

hp 95 (10d10+40)

Fort +7, Ref +10, Will +9

Immune fire; Vulnerability cold

Offense

Speed 20 ft., fly 40 ft. (perfect)

Melee 2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion +16/+11 (2d6+9/18–20)

Space 10 ft.; Reach 10 ft.

Special Attacks change size, heat

Spell-Like Abilities (CL 11th)

Constant—detect magic

At Will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), produce flame, pyrotechnics (DC 14), scorching ray

3/day—invisibility, quickened scorching ray, wall of fire (DC 16)

1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 18)

Statistics

Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15

Base Atk +10; CMB +17; CMD 31

Feats Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)

Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +13, Intimidate +15, Perception +15, Sense Motive +15, Spellcraft +14, Stealth +8

Languages Auran, Aquan, Common, Ignan, Terran; telepathy 100 ft.

SQ change shape (humanoid or giant, alter self or giant form I)

Ecology

Environment any (Plane of Fire)

Organization solitary, pair, company (3–6), or band (7–12)

Treasure standard (mwk falchion, other gear)

Special Abilities

Change Size (Sp) Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex) An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.

The efreet (singular efreeti) are genies from the Plane of Fire. An efreeti stands about 12 feet tall and weighs about 2,000 pounds.

Efreet have few allies among geniekind. They certainly hate djinn, and attack them on sight. They hold an equally strong enmity for marids, and view the jann as frail and weak. Efreet often work closely with shaitans, yet even then alliances are temporary at best.

A small percentage of efreet are noble. Noble efreet, often called maliks, have 13 Hit Dice and gain the following spell-like abilities: 3/day—fireball, heat metal; 1/day—greater invisibility, pyroclastic storm (as ice storm, with fire instead of cold damage). A noble efreeti's caster level for its spell-like abilities is 15th. Noble efreet are CR 10.
« 上次编辑: 2013-03-29, 周五 03:15:06 由 傻豆 »

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #2 于: 2013-03-27, 周三 13:18:43 »
Genie, Janni
小巨灵

这个外表尊贵,穿金戴银的生物看起来就像是一个身材挺拔的人类,唯一不同的是他的双眼闪烁着奇异的光芒。


小巨灵,挑战等级4
XP 1,200
绝对中立中型异界生物(本地亚种)
先攻+6;感知:黑暗视觉60尺;察觉+11

防御能力

防御等级20,接触13,措手不及17(+6护甲,+2敏捷,+1闪避,+1天生)
生命值39(6d10+6)
坚韧+6,反射+7,意志+4
抗力:火焰10

攻击能力

速度30尺,飞行20尺(机动性完美),着链甲时飞行15尺
近战:弯刀+9/+4(1d6+4/18-20)
远程:复合长弓+8/+3(1d8+3/x3)
特殊攻击:体型变幻

类法术能力(施法者等级8)

3次/天——隐形术(仅限自身),异界传送(可以将自愿目标带往星界、元素和主物质位面),动物交谈
1次/天——制造饮食,幻化灵体(1小时)

数据

力量16,敏捷15,体质12,智力14,感知15,魅力13
基础攻击+6;CMB+9,CMD22
专长:战斗反射,闪避,精通先攻,灵活移动
技能:估价+11,手艺(任意一项——通常是锻造武器)+11,飞行+14,察觉+11,骑术+6,察言观色+11,法术辨识+11,潜行+6
语言:通用语,任意一项元素语言(水族语,风族语,火族语,土族语),任意一项位面语言(深渊语,天界语,炼狱语);心灵感应100尺

特殊:元素耐受

生态

环境:温带沙漠
组织:单独、成队,成组(3-6),成队(7-12)
财宝:标准(包括链甲,力量+3复合长弓,弯刀以及其他财宝)

特殊能力

体型变幻(Sp):每天两次,小巨灵可以以魔法能力改变一个生物的大小,这个效果与人类变巨/缩小术相同(不过变大还是缩小由小巨灵决定),此能力可以通过一个DC13的坚韧豁免免除。此能力的豁免DC基于魅力,效果相当于一个2级法术。

元素耐受(Ex):小巨灵可以持续在气、土、火、水元素位面安全逗留最多48小时。在此之后,每超过1小时没有回到主物质位面,小巨灵就会受到1点伤害,直到其死亡或者返回主物质位面为止。


小巨灵(或者叫半灵)是巨灵族中最弱小的一类。小巨灵的躯体是由所有的四种元素合并构成的,这让他们不得不在大多数时候在主物质位面生存,所以,有些人认为小巨灵是各种元素巨灵中“最像人”的一类,当然大部分听到这种说法的小巨灵都会用自己的弯刀来尝试修正它。不过,小巨灵的体型和人类确实类似,身高通常是6英尺,体重180磅。

小巨灵强健而勇敢,但是他们也容不得一点贬损和指摘。即使是旁人的无心之言也经常会被小巨灵认为是有意的冒犯。不过一旦在格斗中落于下风,他们也不惮于用隐形术和飞行能力撤退,然后带来合适的援兵。

小巨灵是好静的种族,他们常常隐居在大漠深处或者是与世隔绝的绿洲中。虽然小巨灵并不信任人类,不过也从来不把人类看做敌人。另一方面,在小巨灵的文化中热情好客是一个重要部分,他们绝不会吝惜通过饮食和住所给需要的行人,虽然在此之后的什么时候他们也会向帮助过的人索取特定形式的回报。

在和其他巨灵族的关系方面,小巨灵通常是风巨灵和土巨灵的好伙伴,但是他们鄙视高高在上的骄傲水巨灵,虽然并不带敌意。和小巨灵关系最差的就是火巨灵了,因为这些邪恶的巨灵经常逼迫小巨灵加入他们的军团服役。
 
小巨灵中的一小部分贵族裔被称为族长或者埃米尔。这些小巨灵贵族的属性具有以下调整:9个生命骰数;力量19,智力18,并且获得以下类法术能力:3次/天——卜筮,侦测魔法,占卜术。小巨灵贵族的施法者等级为12,挑战等级为7


剧透 -   :
Genie, Janni

This regal figure looks like a tall, well-proportioned human, save that its eyes sparkle with strange light.

Janni CR 4

XP 1,200

N Medium outsider (native)

Init +6; Senses darkvision 60 ft.; Perception +11

Defense

AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)

hp 39 (6d10+6)

Fort +6, Ref +7, Will +4

Resist fire 10

Offense

Speed 30 ft., fly 20 ft. (perfect); 20 ft., fly 15 ft. (perfect) in chainmail

Melee scimitar +9/+4 (1d6+4/18–20)

Ranged composite longbow +8/+3 (1d8+3/×3)

Special Attacks change size

Spell-Like Abilities (CL 8th)

3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals

1/day—create food and water, ethereal jaunt (for 1 hour)

Statistics

Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Base Atk +6; CMB +9; CMD 22

Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility

Skills Appraise +11, Craft (any one—usually weaponsmith) +11, Fly +14, Perception +11, Ride +6, Sense Motive +11, Spellcraft +11, Stealth +6

Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 ft.

SQ elemental endurance

Ecology

Environment warm deserts

Organization solitary, pair, company (3–6), or band (7–12)

Treasure standard (chainmail, composite longbow [+3 Str], scimitar, other gear)

Special Abilities

Change Size (Sp) Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex) Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane. Some lore even casts the janni as the most “human” of the genie races, although most jann are quick to correct this insult, usually with the edge of a sword. A janni is human-sized, standing about 6 feet tall and weighing about 180 pounds.

Jann are physically strong and courageous, and do not take kindly to insult or injury. Most are quite prone to seeing insult even when none is intended by the speaker. If overwhelmed in battle, they escape using flight and invisibility, returning later with reinforcements.

Jann enjoy their privacy, preferring the solitude of the deep desert and isolated oases. They are usually suspicious of humans, but are often willing to give them the benefit of the doubt. Jann have a strong cultural tradition of hospitality, and will never turn away someone in need of food, water, or shelter, though they might expect payment in the form of a favor at some later date.

Among the other genie races, jann generally have good relations with both djinn and shaitans. While not actively enemies, jann dislike the proud and aloof marids. Jann have a distinct aversion to the efreet, who often try to enslave them or conscript them into their armies.

A small percentage of jann are noble. Noble jann, often called sheikhs or amirs, have 9 Hit Dice, Strength 19, and Intelligence 18, and gain the following spell-like abilities: 3/day—augury, detect magic, and divination. A noble janni's caster level for its spell-like abilities is 12th. Noble jann are CR 7.
« 上次编辑: 2013-03-29, 周五 03:15:52 由 傻豆 »

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #3 于: 2013-03-27, 周三 23:23:36 »
为什么各版资料里都只有风巨灵和火巨灵而没有水巨灵和土巨灵呢?

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #4 于: 2013-03-28, 周四 00:09:03 »
为什么各版资料里都只有风巨灵和火巨灵而没有水巨灵和土巨灵呢?

有的...我没开坑而已

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #5 于: 2013-03-28, 周四 04:03:20 »
Genie, Shaitan
土巨灵

这个高大的生物看上去就像一个有着光滑石头皮肤的人类,她的眼睛是一对闪闪发光的玛瑙。


土巨灵,挑战等级7
XP 3,200
守序中立大型异界生物(土系,跨位面亚种)
先攻+5;感知:黑暗视觉60尺,震颤感知60尺;察觉+14

防御能力

防御等级20,接触10,措手不及19(+1敏捷,+10天生,-1体型)
生命值85(9d10+36)
坚韧+10,反射+4,意志+8
免疫:电击

攻击能力

速度20尺,掘穴60尺,攀爬20尺
近战:2挥击+13(2d6+5)或者精制品弯刀+14/+9(1d8+7/18-20)
占据10尺;触及10尺
特殊攻击:御地,铁之转化,石之诅咒

类法术能力(施法者等级9)   

随意施放——容身入石,异界传送(可以将自愿目标带往星界、元素和主物质位面),柔石术,面纱术(仅限自身)
3次/天——瞬发闪光尘(豁免DC14),石肤术,锈蚀爪,石言术,石墙术
1次/天——化泥为石,化石为泥

数据

力量20,敏捷13,体质19,智力14,感知14,魅力15
基础攻击+9;CMB+15,CMD26
专长:战斗施法,高等冲撞,精通冲撞,精通先攻,猛力攻击,类法术能力瞬发(闪光尘)
技能:估价+14,唬骗+14,攀爬+25,手艺(宝石加工)+14,知识(工程学)+14.察觉+14,察言观色+14,法术辨识+14
语言:风族语,水族语,通用语,火族语,土族语;心灵感应100尺
特殊:穿石

生态

环境:任何(土元素位面)
组织:单独,成对,一组(3-6),一队(7-12)
财宝:标准(包括精制品弯刀以及其他财宝)

特殊能力

御地(Ex):当土巨灵和她对抗的敌人都站在地面上时,她的攻击和伤害投骰获得+1加值,在基于力量属性的对抗中获得+2加值。但是,在对抗具有气系亚种和水系亚种的生物时土巨灵的攻击和伤害投骰获得-4减值。

铁之转化(Su):以一个标准动作,土巨灵可以将她接触到的一个不超过10磅重的金属物品的材质转换为任意另一种金属,效果持续1天。

石之诅咒(Su):如果土巨灵在一次冲撞检定中胜出对手5点以上且可以将对手撞到一处石制物上,那么目标必须通过一个DC19的反射检定,否则就会被撞进石头里,如同受到了容身入石法术的影响。只有通过一个DC19的坚韧检定和一个整轮动作受影响的目标才能把自己从石头里拉出来。该效果的豁免DC基于力量。

穿石(Su):这个效果和土元素的潜地能力类似,不过土巨灵可以依靠此能力穿越土壤、泥浆、晶体甚至是金属。


  浮夸而自傲的土巨灵是来自土元素位面的矿质生物,它们的身体可能是石头、金属或者是宝石组成的。常见的土巨灵身高11英尺,体重5000磅。

  土巨灵的贵族裔通常被称为帕夏。土巨灵贵族拥有18个生命骰数和每天一次使用地震术类法术能力,以及每天实现3个愿望的魔力(对巨灵无效)土巨灵贵族的施法者等级为18,挑战等级为13.


剧透 -   :
Genie, Shaitan

This being resembles a towering human with skin of polished stone and glittering agate eyes.

Shaitan CR 7

XP 3,200

LN Large outsider (earth, extraplanar)

Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +14

Defense

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)

hp 85 (9d10+36)

Fort +10, Ref +4, Will +8

Immune electricity

Offense

Speed 20 ft., burrow 60 ft., climb 20 ft.

Melee 2 slams +13 (2d6+5) or mwk scimitar +14/+9 (1d8+7/18–20)

Space 10 ft.; Reach 10 ft.

Special Attacks earth mastery, metalmorph, stone curse

Spell-Like Abilities (CL 9th)

At will—meld into stone, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), soften earth and stone, stone shape, veil (self only)

3/day—quickened glitterdust (DC 14), stoneskin, rusting grasp, stone tell, wall of stone

1/day—trans. mud to rock, trans. rock to mud

Statistics

Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15

Base Atk +9; CMB +15; CMD 26

Feats Combat Casting, Greater Bull Rush, Improved Bull Rush, Improved InitiativeB, Power Attack, Quicken Spell-Like Ability (glitterdust)

Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) +14, Knowledge (engineering) +14, Perception +14, Sense Motive +14, Spellcraft +14

Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.

SQ stone glide

Ecology

Environment any (Plane of Earth)

Organization solitary, pair, company (3–6), or band (7–12)

Treasure standard (masterwork scimitar, other treasure)

Special Abilities

Earth Mastery (Ex) A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Metalmorph (Su) As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Stone Curse (Su) If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.

Stone Glide (Su) This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.

Shaitans are boastful and proud genies from the Plane of Earth with flesh of metal, gems, or stone. A shaitan stands about 11 feet tall and weighs roughly 5,000 pounds.

Some shaitans are noble. Often called pashas, they have 18 Hit Dice and gain the spell-like ability earthquake, usable once per day, as well as the ability to grant up to three wishes per day (nongenies only). A noble shaitan's caster level for its spell-like abilities is 18th. Noble shaitans are CR 13.
« 上次编辑: 2013-03-29, 周五 03:16:57 由 傻豆 »

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #6 于: 2013-03-28, 周四 04:04:08 »
Genie, Marid
水巨灵

这个力量强大的巨人有着光滑的青色皮肤,深邃的湛蓝双眼和精致鲜艳的画眉,牙齿洁白如珍珠。


水巨灵,挑战等级9
XP 6,400
混乱中立大型异界生物(跨位面,水系亚种)
先攻+8;感知:黑暗视觉60尺;察觉+17

防御能力

防御等级23,接触14,措手不及18(+4敏捷,+1闪避,+9天生,-1体型)
生命值114(12d10+48)
坚韧+10,反射+12,意志+10

攻击能力

速度20尺,游泳60尺
近战:2挥击+17(2d6+6)或者精制品三叉戟+18/+13/+8(2d6+9)
占据10尺;触及10尺
特殊攻击:漩涡(1/10分钟,高等10-50尺,伤害1d8+4,豁免DC22),御水,水流之怒

类法术能力(施法者等级12)

永久——侦测邪恶,侦测善良,侦测魔法,水上行走
随意施放——造水术,隐形术,异界传送(可以将自愿目标带往星界、元素和主物质位面),净化饮食(仅限液体),灭火术
5次/天——控制水位,气化形体,隐雾术,水下呼吸
3次/天——识破隐形
1次/天——长驻幻影(豁免DC18)
1次/年——许愿术(仅对非巨灵有效)

数据

力量23,敏捷19,体质18,智力14,感知15,魅力16
接触攻击+12,;CMB+19;CMD34
专长:战斗施法,战斗反射,闪避,高等强韧,精通先攻,精通天生武器,猛力攻击
技能:手艺(任意一项)+17,交涉+18,知识(位面)+17,感知+17,察言观色+17,法术辨识+17,潜行+15,游泳+29
语言:水族语,风族语,通用语,火族语,土族语,心灵感应100尺
特殊:变形(水元素,类人生物或巨人,如同变颜术;元素形态III或巨人形态I)

生态

环境:任意(水元素位面)
组织:单独,成对,一组(3-6个),或一队(7-12个)
财宝:标准(包括精制品三叉戟以及其他财宝)

特殊能力

  御水(Ex):当水巨灵和对手都接触水体时,她在攻击和伤害投骰上都获得+1加值。如果对手或者水巨灵有一方接触地面,那么水巨灵在攻击和伤害投骰上获得-4减值。

  水流之怒(Su):以一个标准动作,水巨灵可以向一个目标发射一束射程60尺的线形冲击水柱。水柱造成1d6点伤害并使目标目盲1d6轮,通过DC20的反射豁免可以减半伤害并免疫目盲效果。这个能力的豁免DC基于体质

  漩涡(Su):每10分钟一次,水巨灵可以化身为一道不断翻腾的水体漩涡。这个能力和旋风类似,不过处于漩涡状态下的水巨灵不能离开其所处的水体。


作为所有的巨灵族中最强大的一类,水巨灵原生于水元素位面,传说他们的力量堪比洋流,微笑时牙齿如珍珠般闪烁。水巨灵身高约16英尺,重达2500磅。

水巨灵也可能是所有巨灵中最诡异莫测和反复无常的一类,这种性格经常让其他巨灵(特别是安稳的土巨灵)觉得简直是在给整个巨灵族社会丢人现眼。很多水巨灵喜欢成为舞者、说书人、演员和其他形式的表演艺术家,并且常常转悠到主物质位面寻找观众。

水巨灵中的贵族被称为沙皇,这些水巨灵贵族拥有14个生命骰数以及以下的类法术能力:3次/天——寒冰锥,冰风暴;1次/天——元素集群(仅限水元素),永恒幻影。水巨灵贵族的施法者等级为20,挑战等级为11


剧透 -   :
Genie, Marid

This being resembles a powerful giant with hairless blue-green skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.

Marid CR 9

XP 6,400

CN Large outsider (extraplanar, water)

Init +8; Senses darkvision 60 ft.; Perception +17

Defense

AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, –1 size)

hp 114 (12d10+48)

Fort +10, Ref +12, Will +10

Offense

Speed 20 ft., swim 60 ft.

Melee 2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)

Space 10 ft.; Reach 10 ft.

Special Attacks vortex (1/10 minutes, 10–50 ft. tall, 1d8+4 damage, DC 22), water mastery, water's fury

Spell-Like Abilities (CL 12th)

Constant—detect evil, detect good, detect magic, water walk

At will—create water, invisibility, plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), purify food and drink (liquids only), quench

5/day—control water, gaseous form, obscuring mist, water breathing

3/day—see invisibility

1/day—persistent image (DC 18)

1/year—grant 1 wish (to nongenies only)

Statistics

Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16

Base Atk +12; CMB +19; CMD 34

Feats Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Improved InitiativeB, Improved Natural Attack, Power Attack

Skills Craft (any one) +17, Diplomacy +18, Knowledge (planes) +17, Perception +17, Sense Motive +17, Spellcraft +17, Stealth +15, Swim +29

Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.

SQ change shape (water elemental, humanoid or giant, alter self, elemental body III, or giant form I)

Ecology

Environment any (Plane of Water)

Organization solitary, pair, company (3–6), or band (7–12)

Treasure standard (masterwork trident, other gear)

Special Abilities

Water Mastery (Ex) A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a –4 penalty on attack and damage rolls.

Water's Fury (Su) As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC 20 Reflex save reduces the damage by half and negates the blinding effect. The save DC is Constitution-based.

Vortex (Su) A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability, save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.

Marids are genies from the Plane of Water. The most powerful of all the genie races, they are said to possess the strength of the ocean's currents and teeth made of pearl. A marid stands about 16 feet tall and weighs nearly 2,500 pounds.

The marids are perhaps the most unpredictable and capricious of the genies, a quality that the others (particularly shaitans) find to be both aggravating and embarrassing to the entire genie culture. Many marids become dancers, storytellers, performers, or other types of artists, and often travel to the Material Plane in disguise to seek out new audiences.

A small percentage of marids can lay claim to nobility. Noble marids, often called shahzadas, have 14 Hit Dice and gain the following spell-like abilities: 3/day—cone of cold, ice storm; 1/day—elemental swarm (water elementals only), permanent image. A noble marid's caster level for its spell-like abilities is 20th. Noble marids are CR 11.
« 上次编辑: 2013-03-29, 周五 03:21:17 由 傻豆 »

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #7 于: 2013-03-29, 周五 16:31:05 »
B3的那个亡灵巨灵不翻译吗?
记得那玩意是食尸鬼的词源

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #8 于: 2013-03-30, 周六 00:32:37 »
B3的那个亡灵巨灵不翻译吗?
记得那玩意是食尸鬼的词源

这个嘛?

Ghul
鬼巨灵

这个不死怪物的身体大部分裹在一件精致的黑袍里,而露出来的部分看上去则是一团干皮、骨头和若有若无的红烟。


鬼巨灵,挑战等级5
XP 1,600
混乱邪恶中型不死生物(变形亚种)
先攻+2;感知:黑暗视觉60尺;察觉+5

防御能力

防御等级18,接触12,措手不及16(+2敏捷,+6天生)
生命值51(6d8+24)
坚韧+8,反射+4,意志+7
DR5/善良;免疫:不死生物特性;抗力:火焰10

攻击能力

速度40尺,攀爬20尺
近战:啮咬+10(1d6+6),2爪抓+10(1d4+6附加流血)
特殊攻击:流血伤害(1点),诅咒利爪,撕裂(伤害1d6+6)

数据

力量22,敏捷15,体质-,智力14,感知15,魅力18
基础攻击+4;CMB+10;CMD22
专长:高等强韧,猛力攻击,穷追不舍(Step Up)
技能:唬骗+10,攀爬+18,交涉+7,易容+11,威吓+11,察觉+15,潜行+11,生存+8(追踪时+16);种族调整值:察觉+4,用于追踪时生存+8
语言:通用语,任意一项元素语言(水族语,风族语,火族语,土族语),任意一项位面语言(深渊语,天界语,炼狱语)。
特殊:变形者(鬣狗,在此形态下不受侦测不死生物效果影响,如同兽形术I),巨灵本质

生态

环境:温带沙漠
组织:单独或一群(2-8)
财宝:标准

特殊能力

诅咒利爪(Ex):鬼巨灵的双爪抓攻击在克服伤害减免效果时同时视为寒铁和魔法武器。

巨灵本质(Ex):当判定其种属(如巡林客的宿敌能力)时,鬼巨灵被视为巨灵种,虽然其生物类型是不死生物。


  鬼巨灵是命运被扭曲和重铸的一种不死生物化小巨灵,它们从妖灵之王,阿里曼魔(Ahriman)的恶意中被创造出来。鬼巨灵被赋予了永不死亡和无尽饥渴的诅咒,这些曾经高贵的生物现在被变成了一种双脚生蹄的怪物,虽然已经成为了可怕的不死生物,但它们依然对此感到羞耻并尽可能藏起这种怪异的特征

  和食尸鬼与妖鬼类似,鬼巨灵也经常在坟场出没,搜寻新下葬的尸体为食,当然,运气不够好的扫墓者和盗墓贼也是它们中意的活食。通常情况下,鬼巨灵对食物十分挑剔,它们认为无辜者和幼儿吃起来最为美味,而老人和坏人则比较塞牙。它们有时候也变身成鬣狗的样子尾随哀悼的队伍,保持着一段安全的距离直到这些受害者进入它们控制的坟场,然后现出真身一涌而上享受送上门的美食。,因为对鬼巨灵来说唯有悲伤和绝望的人和无辜者一样好吃。

  虽然它们不会受到日光的直接影响,鬼巨灵也并不喜欢在太阳下面活动,除非是迫不得已。鬼巨灵的猎食行动一般是在夜间,有部分鬼巨灵也会远离它们在墓窖和坟场的巢穴,前往活物更多的地方满足自己的胃口。

  如果太久没有得到食物果腹,完全受到饥饿感支配的鬼巨灵也会变成原始而凶残的掠食者,而如果能稳定的获得食物,鬼巨灵也会很乐意和别的生物,特别是低级的不死生物合作,一起劫掠附近的城镇和定居点。和其他怪物合作的鬼巨灵常常在它的沙漠领地中安排有数个巢穴以备万一,它们会从这个藏身地出发到远处猎食,然后在灼热的太阳升起之前赶到另一个巢穴躲起来。如前所述,沉浸于猎食的需求中的鬼巨灵会变得极其野蛮和狂热,一旦找到可以吃的东西就会毫不犹豫的扑上去,虽然没有特别的属性变化,但是在这种状态下,鬼巨灵即使面对强敌也不会考虑撤退。

鬼巨灵身高6英尺,重90磅。


剧透 -   :
Ghul

Draped in fine dark robes, this undead creature's body seems to be made of equal parts bone, leathery flesh, and blood-red smoke.

Ghul CR 5

XP 1,600

CE Medium undead (shapechanger)

Init +2; Senses darkvision 60 ft.; Perception +15

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

hp 51 (6d8+24)

Fort +8, Ref +4, Will +7

DR 5/good; Immune undead traits; Resist fire 10

Offense

Speed 40 ft., climb 20 ft.

Melee bite +10 (1d6+6), 2 claws +10 (1d4+6 plus bleed)

Special Attacks bleed (1), cursed claws, rend (1d6+6)

Statistics

Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18

Base Atk +4; CMB +10; CMD 22

Feats Great Fortitude, Power Attack, Step Up

Skills Bluff +10, Climb +18, Diplomacy +7, Disguise +11, Intimidate +11, Perception +15,
Stealth +11, Survival +8 (+16 when following tracks); Racial Modifiers +4 Perception, +8 Survival when following tracks

Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal)

SQ change shape (hyena; does not detect as undead in this form; beast shape I), genie-kin

Ecology

Environment warm deserts

Organization solitary or pack (2–8)

Treasure standard

Special Abilities

Cursed Claws (Ex) A ghul's claws count as both cold iron and magic for the purpose of bypassing damage reduction.

Genie-kin (Ex) For all race-related effects (such as a ranger's favored enemy), a ghul is considered a genie even though its type is undead.

Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs. As if the curse of undeath and ravenous hunger were not enough, these once-majestic creatures now bear donkey hooves as feet. Despite their horrific undead appearance, this feature shames them the most, and they hide their feet from view.

Ghuls, like ghouls and ghasts, haunt cemeteries and other places of the dead hoping to feed on corpses. They also hunt mourners and grave tenders, as they enjoy the taste of living prey as well as that of the dead. Selective in their diets, ghuls choose their victims by personality, believing innocence and youth taste more delicious than the barely palatable flesh of the bitter and old. Sometimes a ghul follows a funeral procession in hyena form, keeping a safe distance until the ceremony, whereupon it changes into its true form to attack and feast. Sorrow and despair taste as delicious as innocence to a ghul.

While not directly affected by sunlight, ghuls despise its presence and only move about during the day if forced to by necessity. They primarily hunt at night, sometimes straying far from their graveyard lairs and burial caves in search of fresh prey to sate their hunger.

The longer a ghul goes without feeding, the more ferocious and primal the creature becomes. A well-sated ghul organizes with others of its kind and lesser undead, tormenting nearby towns and settlements. A ghul involved with this level of organization often has a scattered set of lairs throughout the desert. These allow the ghul to strike far from its home lair and hide again without having to travel during the blistering daylight sun. When a ghul goes for too long without feeding, it becomes increasingly feral and violent—its statistics don't change, but it grows less concerned with fleeing combat, even when it is obviously outmatched.

Ghuls stand 6 feet tall and weigh 90 pounds.

离线 shajj

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Re: 【BestiaryI】巨灵(Genie)
« 回帖 #9 于: 2013-03-30, 周六 02:35:40 »
土巨灵改名了?以前不是叫Dao么?