作者 主题: 【Bestiary 6】恐亡魔:引寂魔(Sahkil, Ximtal )  (阅读 10216 次)

副标题: 又丑又讨厌又搞事情的怕死魔!

离线 倚剑独饮

  • Guard
  • **
  • 帖子数: 116
  • 苹果币: 0
【Bestiary 6】恐亡魔:引寂魔(Sahkil, Ximtal )
« 于: 2019-01-07, 周一 00:23:32 »
一个鼠类的头颅在它那螃蟹般的身体前突显出来,两条触须状的末端长着手掌的尾巴从高高耸起的躯干后半部分里冒出来。

引寂魔(ichkoh),CR 17
XP 102400
引寂魔
中立邪恶大型异界生物(邪恶,跨位面,恐亡魔)
先攻 +8;感官 黑暗视觉60尺,侦测善良,侦测魔法,看破黑暗,真知术 察觉 +27;

防御

AC 33,接触 17,措手不及 25 (+7敏捷,+1闪避,+16天防,-1体型)
HP hp 279(18d10 + 180)
强韧 +21,反射 +13,意志 +17
DR 15/善良
免疫 死亡效果,疾病,恐惧效果,毒素;
抗力 寒冷15,电击15,音波15
SR 28

攻击

速度 50英尺,攀爬20英尺,飞行60英尺(良好)
近战 啮咬+31(2d8+14附带疾病),2爪抓+31(3d6+14 暴击19-20/*2附带攫抓)
体型 占据10英尺,触及10英尺,(爪抓15英尺)

特殊攻击 紧勒(3d6+14),疾病, 与世隔绝,恐惧凝视(60尺,dc25),化身邪雾
类法术能力(施法者等级17,专注 +23)
常驻–
侦测善良,侦测魔法,飞行术,高等魔牙术,真知术
随意–
恐惧饕宴(dc23),腐化食粮(dc16)
3次/每天–
死云术(DC21),瞬发移位术,暗示术(DC19)
1次/每天–
凋死术(dc24),禁锢术(dc25),迷宫术

数据

力量 30,敏捷 25,体质 30,智力 15,感知 22,魅力 23
BAB +18;CMB 29;CMD 47(不可摔绊)
专长 盲斗,战斗反射,重击专攻,闪避,精通重击(爪抓),精通先攻,猛力攻击。类法术能力瞬发(移位术)恍惚重击
技能 唬骗+27,攀爬+18,飞行+17,威吓+27,知识(奥秘、奥秘)+23,察觉+27,察言观色+27,法术辨识+23,潜行+24
语言 深渊语,天界语,炼狱语,心灵感应100尺
特殊能力 生命之夺,易于呼唤,情感集中,两界邃穿,精魂之触

生态背景

环境 任意(灵界)
组织 单独,成对或恐怖集团(3-6)
财宝 标准

特殊能力

生命之夺(Su):在引寂魔周围1000英尺范围内,疾病,毒素与毒品的豁免dc增加2.
疾病(Su):一个被引寂魔咬伤的生物会暴露在一种令人虚弱的被称为“受弃之哀”的疾病中。随着病情的发展,患者变得面色苍白,心烦意乱,五感逐渐受到破坏,最终死于孤独与绝望所引发的极度寂寞。那些患上“受弃之哀”的患者会将这种疾病通过触摸传播给其他人。但是,只有视线中没有被触摸者以外的其他生物时,“受弃之哀”才会通过接触传染,如果患者能看到两个或更多生物,“受弃之哀”不会传染。当通过与患者的接触传播时,抵抗疾病的dc-4,因此只要通过dc27的检定就能抵抗疾病的传染或其持续效果。
受弃之哀(Forsaken Agony)
类型:咬伤,豁免:强韧dc29
立即发作 频率:一次/天
效果:1d6感知吸取和感官损失, 痊愈:2次连续豁免
每当一个生物在“受弃之哀”的豁免中失败,该生物必须骰一个1d6来确定他永久失去了哪一项感官,如下所示:
1、味觉:该生物对所有摄入毒素的豁免和基于味觉的察觉技能(如使用技能识别药水的效果)都会受到-2惩罚。
 2、嗅觉:该生物失去嗅觉与所有嗅觉相关的能力。
3、触觉:该生物的敏捷受到-2减值。
4、听觉:该生物耳聋。
5、视觉:该生物变得目盲。
6、全部:该生物失去五感。
如果该生物骰出了一项已经失去的感官,则以下一个他还没有骰出的最高结果作为代替。如果一个已经失去五感的生物在豁免中失败,他额外受到1d4点体质吸取。豁免dc基于魅力,并且没有包括“生命之夺”的2点加成。
与世隔绝(Su):每天一次,以一个标准动作,一个引寂魔可以尝试隔离至多四个与之相邻的生物,阻止他们如常与自己的同伴并肩作战,一个生物可以通过一个成功的意志检定来免受这个效果,豁免dc为25.一个在对抗隔离的豁免中失败的生物对于所有他视为盟友的生物来说都是无法接触的。本质上,该生物对他的盟友来说是隐形且沉默的虚体,尽管他并不能在物体中移动并且可以正常与其他物品交互。此外,一个被隔离的生物不能再看到,听到或察觉到他认为是盟友的生物。该生物可以正常地看到与听到自己,使用语言施法,正常使用命令词(译者注:应该是指可以使用魔法物品),但任何需要盟友听到、看到或触摸到盟友的效果都不起作用。任何对该生物的态度为冷漠或更差,或是希望该生物受到伤害的个体都能正常看到该生物并与其互动。真知术可以突破这个“与世隔绝”的效果,但是识破隐形不能。每24小时,一个被“隔离”伤害的受害者可以尝试一个新的dc25的意志豁免以结束该效果。这是一个诅咒效果,豁免dc基于魅力。
恐惧凝视(Su):受到腐身魔恐惧凝视影响的生物恐慌1d6轮然后战栗一分钟。如果成功通过恐惧凝视的豁免则是战栗一分钟。
化身邪雾(Su):以一个标准动作,一个引寂魔可以化为一团黑暗的油腻雾气并伤害在这个范围内的生物。当一个引寂魔使用“化身邪雾”能力的时候,它占据了20尺的空间,并且被视为处于“气化形体”的影响下。一个引寂魔可以无限期地保持在“化身邪雾”的形态下,并且可以以一个自由动作恢复到它的正常形态。在化身邪雾的范围内,所有视觉(包括黑暗视觉)都减少到5英尺,5英尺内的生物视为隐蔽而更远的生物视为全隐蔽。在引寂魔的回合开始时,在它的“化身邪雾”的范围内,所有生物受到4d6点伤害,这个伤害穿透一切伤害减免与能量抗力。但成功通过一个dc25的意志豁免可以免受这个伤害。一切处于“化身邪雾”范围内的生物都可以攻击引寂魔,但是要在攻击上受到-4的惩罚,并且不能在下一回合开始时通过豁免来免受“化身邪雾”的伤害。该豁免dc基于魅力。


当招魂者接引凡人的灵魂去接受正当的审判时,恐亡魔却对灵魂毫不关心,他们只想折磨与恐吓凡人,并以他们在自身必死命运前的担忧与恐惧为乐。恐亡魔想要提醒凡人,他们只是孤独地苟存于这个复杂而危险的宇宙中的肉体凡胎。引寂魔以无根浮萍的孤独为食,也以那些被社会隔离之人的孤独为食。一个引寂魔站立时高14英尺并且重近1000磅。
引寂魔是天生的优秀阴谋家,他们丝毫不关心任何法律并且轻视喜悦与自由,尤其对社会的核心价值给予最深的蔑视。引寂魔利用它所感觉到的凡人心灵中的任何不安全感和其他弱点来慢慢侵蚀积极的言行,并阻止那些意志坚强的凡人以行动来改善世界。引寂魔在世界各地发生的冲突中引导愚昧而粗野的言论,使得智者与易受影响的人受到恶毒而粗暴的对待,这些邪恶的异界生物让凡人逐渐感到恐惧与绝望,甚至在他们的朋友与伙伴面前也会感到孤独与否认。
引寂魔喜欢寻找并影响好战或是敏感的人,他们知道,如果他们能找到一个在为了高尚理想而奋斗的人,并且用暴力的手段来插手践行这一伟大的行动,他们就会破坏这一行动,并让人们对于以往那些伟大的理想产生疑虑、尴尬与恐惧。引寂魔希望用这种方法把伟人变得狂热。
更隐蔽的是,引寂魔有时候会把注意力集中在伟人的朋友与战友身上,以达成间接地贬低这些伟人的目的。在这种情况下,引寂魔引导伟人的伙伴扭曲他的意图,他们会把自己的行动集中在宣扬他们的思想与意识形态上,并且逐渐受到腐化,因此,他们会对异见表现出露骨的敌意与蔑视,并做出与真正目标背道而驰的仓促决定。引寂魔希望这些不和的伙伴们最终会破坏伟人的名望,并让他陷入绝望与举目无亲的处境。
引寂魔并不习惯与自己的同类一起行动,也不会为了某个特定的个体或目标而合作,除非它对于某个特定的引寂魔或是恐亡魔特别有吸引力。相反的,他们在整个多元宇宙活动,致力于引导具有分歧的思想或是站在歧路的社会活动。尽管引寂魔喜好独处,他们有时候会与盾花魔(出自于b5,216页,另一种恐亡魔)合作,因为盾花魔擅长破坏友谊的羁绊,这两种恐亡魔合作的时候,不但会破坏友谊,还会破坏整个家庭或组织。


译者注:为了读者省事起见,我在二楼把恐惧饕宴和恐亡魔那几个种族能力贴一下


译者有槽吐:这个好难翻啊,第一次挑战两页长的怪物。感觉恐亡魔这个种族的能力看起来都是不很强但是专门恶心人那种。
这个渣渣的飞行居然是靠的飞行术
那么照例求一下补图,因为我这边一直发不出发图片。谢啦。

劇透 -   :
Sahkil, Ximtal
 A rat’s head sprouts from the front of a crab-like body, and two tentacular tails ending in hands erupt from the towering bulk.
XIMTAL
CR 17 XP 102,400
NE Large outsider (evil, extraplanar, sahkil)
Init +11; Senses darkvision 60 ft., detect good, detect magic, see in darkness, true seeing; Perception +27
DEFENSE
AC 33, touch 17, flat-footed 25 (+7 Dex, +1 dodge, +16 natural, –1 size)
hp 279 (18d10+180)
Fort +21, Ref +13, Will +17
DR 15/good;
Immune death effects, disease, fear effects, poison;
Resist cold 15, electricity 15, sonic 15;
SR 28
OFFENSE
Speed 50 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +31 (2d8+14 plus disease), 2 claws +31 (3d6+14/19–20 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with claws) Special Attacks constrict (3d6+14), disease, isolation, look of fear (60 ft., DC 25), miasma
Spell-Like Abilities (CL 17th; concentration +23)
Constant—detect good, detect magic, fly, greater magic fang, true seeing
At will—feast on fearACG (DC 23), putrefy food and drinkAPG (DC 16)
3/day—cloudkill (DC 21), quickened displacement, suggestion (DC 19)
1/day—horrid wilting (DC 24), imprisonment (DC 25), maze, sequester
STATISTICS
Str 30, Dex 25, Con 30, Int 15, Wis 22, Cha 23
Base Atk +18; CMB +29; CMD 47 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Power Attack, Quicken Spell-Like Ability (displacement), Staggering Critical
Skills Bluff +27, Climb +18, Fly +17, Intimidate +27, Knowledge (arcana, planes) +23, Perception +27, Sense Motive +27, Spellcraft +23, Stealth +24
Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
SQ despoil, easy to call, emotional focus, skip between, spirit touch
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or fright (3–6)
Treasure standard
SPECIAL ABILITIES
Despoil (Su) The DCs of saving throws against diseases, poisons, and drugs within 1,000 feet of a ximtal increase by 2.
Disease (Su) A creature bitten by a ximtal is exposed to a debilitating disease called forsaken agony. As the disease progresses, it causes the sufferer to grow pale and distracted,
to suffer increasing loss of sensory input, and to eventually die of ennui induced by isolation and despair. Those who suffer from forsaken agony are strangely contagious to others—the sickness can be spread by touch, but only when the creature suffering from the disease touches another creature when no other creatures are within line of sight. Forsaken agony is not contagious when the sufferer can see two or more creatures. When transmitted via contact with another victim, the save DC to resist the disease decreases by 4, so that only a successful DC 27 Fortitude save is needed to resist contracting the sickness from an infected host or to avoid its ongoing ravages. Forsaken Agony: Bite—injury; save Fort DC 29; onset immediate; frequency 1/day; effect 1d6 Wisdom drain plus sensory loss; cure 2 consecutive saves. Each time a creature fails a saving throw against forsaken agony, it must also roll 1d6 to determine what sense it permanently loses, as follows.
d6 Sense 1 Taste: The creature takes a –2 penalty on all saving throws against ingested toxins and on Perception checks based on the sense of taste, such as using the skill to identify the powers of a sipped potion. 2 Smell: The creature loses scent and scent-related abilities. 3 Touch: The creature’s Dexterity is reduced by 2. 4 Hearing: The creature becomes deaf. 5 Sight: The creature becomes blind. 6 All: The creature immediately loses all of its senses.
If a creature rolls a result that it’s already suffering from, it instead suffers the next highest result that it’s not currently suffering. A creature that has lost the use of all senses that fails a saving throw against forsaken agony instead takes 1d4 points of Constitution drain. The save DC is Constitution-based and does not include the +2 bonus from the ximtal’s despoil ability.
Isolation (Su) Once per day as a standard action, a ximtal can attempt to isolate up to four creatures adjacent to it, obstructing the way in which they normally work alongside their allies. A creature can resist this effect with a successful DC 25 Will save. A creature that fails to resist isolation becomes intangible to all creatures it regards as an ally. The target is essentially incorporeal, invisible, and silenced to its allies, though it can’t move through objects and can interact normally with items. In addition, an isolated creature can no longer see, hear, or perceive creatures it considers allies. The target can see and hear itself, cast spells with verbal components, and use command words normally, but any effect that requires allies to see, hear, or touch the target doesn’t function. Any creature with an attitude of indifferent or worse toward the target or that wishes the target harm can see and interact with the target normally. True seeing pierces this effect, but see invisibility can’t be used to perceive the targets of this effect. Once every 24 hours, a victim of isolation can attempt a new DC 25 Will save to end the effect. This is a curse effect. The save DC is Charisma-based.
244
Look of Fear (Su) A creature affected by a ximtal’s gaze is panicked for 1d6 rounds and shaken for 1 minute thereafter, or shaken for 1 minute on a successful save. Miasma (Su) As a standard action, a ximtal can discorporate into a dark, greasy fog that damages creatures caught in it. When a ximtal uses miasma, its space increases to 20 feet and it is treated as if under the effects of gaseous form. A ximtal can remain in miasma form indefinitely and can revert to its solid form as a free action. Within the miasma’s space, all sight— including darkvision—is reduced to 5 feet. A creature within 5 feet has concealment, and creatures farther away have total concealment. On the start of the ximtal’s turn, creatures in the area of its miasma take 4d6 points of damage (this damage bypasses all damage reduction and energy resistance). A successful DC 25 Will save negates this damage. Any creature within the miasma can attack the ximtal but takes a –4 penalty on its attacks and can’t attempt saving throws against the damage from being within the miasma at the start of the ximtal’s next turn. The save DC is Charisma-based.
While psychopomps usher mortal souls to the proper judgment, sahkils have no care for souls and want to only torment and frighten mortals, often toying with their feelings of unease about their very mortality. Sahkils want to remind mortals that they are just that—mortal and alone in a complex and dangerous universe. Ximtals feed on the fear of not belonging, and on the fear of isolation from the rest of a community or society. A ximtal stands 14 feet tall and weighs nearly 1,000 pounds. Ximtals are manipulative schemers by nature. Having no concern whatsoever for any law, and feeling only contempt for joy and freedom as well as a total disdain for the overarching principles of society, a ximtal uses any  insecurities and other weaknesses it perceives in order to slowly erode positive thoughts and actions and keep strong-willed mortals from acting on beliefs that would aid the greater good. They foster the vulgar and abusive voices in all sides of a
conflict, subjecting the sensible and sensitive to ill treatment from the loud and malignant. These sinister outsiders instill feelings of dread and hopelessness, and make people feel as if they were alone and unacknowledged even in the presence of their friends and allies. Ximtals delight in finding impressionable and aggressive voices to do their work. They know that if they can get someone who thinks she is fighting for a good cause to use terrible tactics in her pursuit of the ideal, they can corrupt that message and seed fear, shame, and dread in what would normally be seen as a constructive endeavor. In this way, ximtals hope to transform the righteous into fanatics. More subtly, ximtals sometimes focus their attention on friends and allies of the truly virtuous—their ultimate targets—to indirectly discredit these paragons. In these cases, ximtals encourage associates of a target to misrepresent the target’s intended cause. They work their way into the minds and ideologies of people who focus their actions on advertising their ideals and motivations; they gradually corrupt such folk, leading them to treat other voices with barely concealed aggression and contempt and make hasty decisions that run counter to their final goals. Eventually, the ximtals hope, these agents of discord will subvert the paragon’s message and mire her in despair and  isolation. Ximtals tend to remain isolated from others of their kind. They don’t often cooperate to target a certain individual or cause unless it holds some fascination specific to individual ximtals or sahkils. Instead, they spread themselves out through the multiverse to focus on divergent ideologies or selective societal crusades. Despite their tendency to be alone, some ximtals work in partnerships with pakalchis (Pathfinder RPG Bestiary 5 216), as pakalchis focus on breaking down the bonds of friendship. Working in parallel, these two types of sahkil can destroy not only friendships, but entire families or organizations
« 上次编辑: 2020-11-25, 周三 09:08:22 由 倚剑独饮 »

离线 倚剑独饮

  • Guard
  • **
  • 帖子数: 116
  • 苹果币: 0
Re: 【Bestiary 6】恐亡魔:引寂魔(Sahkil, Ximtal )
« 回帖 #1 于: 2019-01-07, 周一 00:29:42 »
恐惧饕宴(Feast On Fear)
学派:死灵系[情绪,恐惧,影响心灵]
等级:吟游诗人 4,萨满 5,术士/法师 5,女巫 5
施法时间:标准动作
成分:语言,姿势
范围:近距
目标:一个或更多个活物(见后文)
持续时间:1轮/等级
豁免:强韧,通过则无效
法术抗力:可
每一轮,用一个标准动作,你都能够以单一一个生命骰至多为9HD的活物为目标,并且以恐惧浪潮的力量侵袭它。若目标豁免失败,则会恐慌(Panicked)1d4轮,而且你会获得5点临时生命值(这会在1小时后消散)。在恐慌结束后,这些生物还会陷入战栗(Shaken),持续时间为每施法者等级10分钟,并且如果它们在这段时间内再次出现在你的视线中,便会自动再次陷入恐慌。
若临时生命值来自不同的生物,便可以叠加。
易于呼唤Easy to Call(EX)在判断用于呼唤异界生物的法术或效果(例如异界誓缚)时,将恐亡魔视为只拥有比原本少4个HD(最少2)。但是,他们会在逃脱异界誓缚和类似效果的魅力检定上获得等同于1/2HD数量的种族加值,在用于逃脱异界誓缚和类似效果的法术抗力也会视为比原本高5.

情感集中 Emotional Foucs(EX)每当恐亡魔施放或使用拥有情绪UM或恐惧描述符的允许豁免骰的法术,类法术或效果时,豁免DC提高2

恐惧之眼Look of Fear(SU)所有恐亡魔都拥有一个凝视攻击,能向所看的目标内心注入恐惧。该凝视攻击拥有30尺射程(不过当恐亡魔身处灵界位面,它也能作用于位于物质位面且能看到灵化生物的生物),并可以通过意志豁免使之无效——恐惧之眼具体引发什么效果取决于恐亡魔的类型。所有恐亡魔免疫自身和其他恐亡魔的恐惧之眼。这是一个影响心灵的恐惧效果。豁免DC基于魅力并已包含来自恐亡魔的情感集中能力的+2加值。

两界邃穿Skip Between(SU)许多恐亡魔能以移动动作来往于灵界位面和物质位面之间。该能力在其他方面类似于幻化灵体(CL15)。

精魂之触Spirit Touch (EX)恐亡魔的天生武器,以及它装备的任何人造武器,都视为拥有幽冥武器特殊能力。

离线 归田卸甲退休孤寡老人

  • 沉迷翻译的咸鱼
  • Chivary
  • *****
  • 帖子数: 1392
  • 苹果币: 6
Re: 【Bestiary 6】恐亡魔:引寂魔(Sahkil, Ximtal )
« 回帖 #2 于: 2019-01-07, 周一 00:32:41 »
毫无霸气感(CR17)的萌物

« 上次编辑: 2019-01-07, 周一 00:35:11 由 咸鱼| »

离线 lvcvcbc

  • Guard
  • **
  • 帖子数: 110
  • 苹果币: -1
Re: 【Bestiary 6】恐亡魔:引寂魔(Sahkil, Ximtal )
« 回帖 #3 于: 2019-01-07, 周一 00:44:34 »
这货是不是叫幸村精市?