作者 主题: 诡秘的万古里稀奇古怪的怪物们  (阅读 21100 次)

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« 上次编辑: 2021-12-10, 周五 22:39:31 由 雾音 »
Even the smallest person can change the course of the future

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BOOK1 畸念小魔怪(大头娃娃)
« 回帖 #1 于: 2019-02-06, 周三 07:33:33 »
畸念小魔怪(GREMLIN, DREXIN )
这些皮肤苍白且纤细的生物拥有类似于人类的外形,但其手臂却长的不甚自然。在哪球状的脑袋上长着长长的白发,其双眼如同深邃的黑色水池。

畸念小魔怪 CR2
XP 600
混乱邪恶 小型精类
先攻+8;感官:黑暗视觉120尺,昏暗视觉;察觉+12
灵光:精神干扰(DC 13)
 

  防御

AC 16,接触15,措手不及12(+4敏捷,+1天防,+1体型)
HP 16(3d6 + 6)
强韧+2,反射+7,强韧+5
DR 5 /寒铁
 

  攻击

速度30英尺
近战 啮咬+1(1d4-1),2爪抓+1(1d3-1)
异能魔法(CL 6;专注+8)
5 PE——狂言乱语OA(2 PE,DC 14),本我暗示I OA(2 PE,DC 14),脑力屏蔽OA(1 PE,DC 13),心灵戳刺I OA(1 PE,DC 13),念动射弹OA(1PE)
 

  数据

力量 9,敏捷 18,体质 13,智力 14,感知 14,魅力15
BAB+1;CMB -1;CMD 13
专长:精通先攻,健壮
技能:特技+10,唬骗+8,攀爬+3,工艺(陷阱)+12,使用魔法装置+7,逃脱术+10,威吓+9,知识(奥秘)+4,察觉+12;种族修正:+4工艺(陷阱),+4威吓,+4察觉
语言邪灵语,地底通用语
特殊能力:陷阱专家
 

  生态

环境 任何地底或城市
组织 孤独,成对或一群(3-6)
宝物 标准

 

  特殊能力

陷阱专家(Ex):畸念小魔怪可以像制作魔法陷阱一样,拥有(制造奇物)专长。
 

 
    与其身体结构相比,这种小魔怪的头和耳朵出奇的大。其头上只有稀疏几条暗淡的头发。他看上去快饿瘪的躯体顺着骨头延伸,在走路时爪子会与地面摩擦得呲呀作响。畸念小魔怪一般高3尺,重25磅。

 

  生态
    许多小魔怪都认为,畸念小魔怪是曾经是居住在遥远的地底的暴虐小魔怪或躡影小魔怪。他们认为这些可怜的家伙在游荡到奧烏这一扭曲之地时遇到了一群夺心巨虫并被其俘虏。在被囚禁的日子里魔怪的外貌变得扭曲的同时,其心智也愈发强大。这些迷失了的小魔怪便是畸念小魔怪。这些小魔怪带着新获得的异能和对夺心巨虫畸形发音的理解从地底深处出现。有人认为他们是侥幸逃脱;有的人认为这也是躲藏在幽暗之地深处的诡异生物的阴谋的一部分。当然这都是猜测,也有可能是畸念小魔怪依靠自己的异能天赋挣脱了夺心巨虫的魔爪
    正如它们特别大的头所示,畸念小魔怪十分聪明且拥有异能天赋,它们喜欢迷惑或攻击他人的内心。其他的小魔怪喜欢破坏东西,畸念小魔怪喜欢扰乱别人的思想,击破目标的意志和内心而非在物理上对对方造成伤害。
    畸念小魔怪喜欢偷偷靠近施法者或工匠,然后使用狂言乱语,本我暗示 I和腦力屏蔽等能力来阻挠施法或创作魔法物品的过程。如果畸念小魔怪被发现了,它会使用心灵戳刺I或在逃跑前把什么可以用的东西丢向目标。除非他们躲在一个强有力的盟友身后,否则身体衰弱的畸念小魔怪会非常拒绝近身战斗。这种怯懦将畸念小魔怪限制在战斗的边缘地带。
    和所有小魔怪一样,畸念小魔怪也精通制作陷阱。畸念小魔怪可以将自己的异能法术注入它们制造的陷阱里,所以它们做的陷阱远胜其他小魔怪。畸念小魔怪喜欢在学习场所,魔法用品店和法师家中安置陷阱。如果目标触发陷阱后倒地且附近没有可以帮助他的人,畸念小魔怪会跳出来继续攻击。畸念小魔怪特别喜欢这样攻击其他异能生物,尤其是那些过于强大不能直面的异能生物。虽然畸念小魔怪渴望更多的异能之力,但却无法使用更多的法术。所以它们特别羡慕那些异能大师。
    有时畸念小魔怪也会为施法者或异能者提供服务,以建构一些陷阱来提高某人的家或工作室的安全性来换取某些知识。任何一个接受畸念小魔怪交易的人都是愚蠢的,因为他们只能享受这些陷阱带来一段时间的便利。因为很快畸念小魔怪在获得想要的知识或对自己的布局感到厌烦后,不幸的主人便会再一次回到家中或在研究时突然掉进原本用于保护他的秘密的陷阱中。然后畸念小魔怪就会杀掉他们的雇主,在偷光所有值钱的东西后回到下水道中。

 

  habitat& society
    在各种小魔怪中,畸念小魔怪因掌握了精神法术而被恐惧着。其他小魔怪并不愿意和他们一同捉弄别的生物,而是将其视作一种疯了的小魔怪且对它们抱有强烈的怀疑。躡影小魔怪、厄运小魔怪和蠹蟲小魔怪甚至放弃对寒铁的厌恶而构筑了“心灵之盾”—其实只是用寒铁打造的简单头盔或碟子加上带子绑在头上以防止畸念小魔怪的精神入侵。但其实这并没有用,但在小魔怪社会中却广为流传。畸念小魔怪会说邪靈語和地底通用语,这至少让他们能与其他小魔怪进行交流。
    在幽暗之地,一些弱小的生物认为畸念小魔怪可以精神控制他人。一般来说它们是做不到主宰他人的思想和内心的,但它们会鼓吹这种谣言以博取威名。但也有一些会成长的比它们的同类更强并获得异能师或操念师等级。这种畸念小魔怪在魔怪社会中会具有异常的影响力,并常常只会它的同类或其他小魔怪—虽然他们都是因恐惧和被迫臣服而非出于尊敬而真心效忠。进阶的畸念小魔怪偶尔会渗入人类社会,怂恿那些好奇的灵魂去探究尘封的奥秘。许多学者开始专研远古的秘密或施法者打开一本被诅咒的魔法书时,很有可能在这背后都有一名野心勃勃的畸念小魔怪在引诱着他们跳入它操控的精神陷阱。
    畸念小魔怪喜欢住在地底,它们通常在洞穴或地下废墟中建立家园。它们常住在幽暗之地,你可以在塞卡米納的卓尔精灵或蛇人的奴隶中发现它们的身影。它们在那-沃斯也与躡影小魔怪、厄运小魔怪和蠹蟲小魔怪一同组建了松散的社群。尽管如此,有的畸念小魔怪还是会被人类的精神世界所吸引而来到地表世界,在这里它们常居住在废弃的建筑物和下水道中。
    虽然畸念小魔怪经常背叛它们的盟友,但偶尔也会有生物能和它们成为伙伴。畸念小魔怪也许会协助一些声称自己能与精神世界或他人的内心相连接,并以此骗取他人的血汗钱的骗子,但它们会要求承诺物资回报或共享知识才会出手。为了避免被畸念小魔怪背后捅刀,这些人必须变得变得和小魔怪一般诡计多端且残忍。这样的生物可能会激发畸念小魔怪类似于友谊的情感。但一旦遭到背叛这种关系便会结束。畸念小魔怪不会遗忘仇恨;相反它们会慢慢使其发酵,并永远不会遗忘背叛者的面容或姓名。畸念小魔怪很有耐心,它们为了复仇可以等待数年之久。
    畸念小魔怪非常骄傲,所以它们很少崇拜神明或承认有比它们强大的力量存在。但与之相反,一些畸念小魔怪十分敬畏一种被称为“夺取者”的存在。这种存在通过被谋害的施法者或异能师的大脑进行的邪恶仪式来窃取他人的力量来增长自己的智慧。侍奉夺取者的畸念小魔怪通常会使用陷阱,下毒或在熟睡时绞杀等方式来夺取受害者的性命。虽然夺取者并非神祗,也无法赐予神术,但畸念小魔怪的先知和萨满依旧称是它的使者与牧者。无人知晓夺取者到底是某位神祗的化身,抑或是一个有着邪恶计划的强大凡物,还是仅存于畸念小魔怪想象中的空想。



劇透 -   :
GREMLIN, DREXIN
  GREMLIN, DREXIN
This pale, spindly creature has a vaguely humanoid shape,but with arms unnaturally long for its torso. Strands of long white hair sprout from its bulbous head, and its eyes are pools of liquid darkness.
GREMLIN, DREXIN  CR 2
XP 600
CE Small fey
Init +8; Senses darkvision 120 ft., low-light vision;
Perception +12
Aura mental static (DC 13)

DEFENSE
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)
hp 16 (3d6+6)
Fort +2, Ref +7, Will +5
DR 5/cold iron

OFFENSE
Speed 30 ft.
Melee bite +1 (1d4–1), 2 claws +1 (1d3–1)
Psychic Magic (CL 6th; concentration +8)
5 PE—babble OA (2 PE, DC 14), id insinuation I OA (2 PE,DC 14), mental block OA (1 PE, DC 13), mind thrust I OA (1PE, DC 13), telekinetic projectile OA (1 PE)

STATISTICS
Str 9, Dex 18, Con 13, Int 14, Wis 14, Cha 15
Base Atk +1; CMB –1; CMD 13
Feats Improved Initiative, Toughness
Skills Acrobatics +10, Bluff +8, Climb +3, Craft (traps) +12,Disable Device +7, Escape Artist +10, Intimidate +9,Knowledge (arcana) +4, Perception +12; Racial Modifiers +4 Craft (traps), +4 Intimidate, +4 Perception
Languages Aklo, Undercommon
SQ trap savant

ECOLOGY
Environment any underground or urban
Organization solitary, pair, or mob (3–6)
Treasure standard

SPECIAL ABILITIES
Trap Savant (Ex) A drexin can craft magical traps as if it had the Craft Wondrous Item feat.

This gremlin's head and pointed ears are overlarge compared to the rest of its anatomy. Thin, often matted
hair tops a drexin's scalp. Its light-starved, wizened flesh stretches taut across its bones, and its claws brush the ground as it walks. An average drexin stands 3 feet tall and weighs 25 pounds.

Ecology
Many gremlins believe that drexins were once nuglubs or jinkins who strayed too far underground. It's thought that after wandering into the twisted lands of Orv, these poor creatures stumbled upon a cabal of neothelids and were taken prisoner. Years in the massive worms’captivity both warped the gremlins’ appearances and enhanced their minds. These lost gremlins became the drexins. The altered creatures emerged from the depths with new psychic abilities and an understanding of the neothelids’ aberrant tongue. Perhaps the drexins escaped through sheer luck; perhaps their ascension to the upper levels of the Darklands is part of the machinations of the alien monstrosities in the deep heart of the world. Of course, the entire story is mere conjecture, and drexins quite possibly developed their psychic talents independent of neothelid influence.
As their enlarged craniums suggest, drexin gremlins are particularly intelligent and have psychic talents that they gleefully employ to befuddle and maim the minds of others. While other gremlins revel in breaking objects, drexins enjoy tinkering with and disrupting thoughts, breaking the wills and minds of their targets rather than dismantling them physically.
Drexins delight in sneaking up on spellcasters or artisans and using abilities such as babble, id insinuation I, and mental block to disrupt the process of spellcasting or magic item creation. If the victim senses the drexin’s presence, the drexin typically casts mind thrust I or telekinetically flings an available object at the creature before fleeing. Drexins are physically weak and abhor physical combat unless they have a powerful ally to hide behind. This cowardice usually confines drexins to the sidelines of a fight.
Like all gremlins, drexins are skilled trapsmiths. A drexin can imbue its traps with its own psychic spells.These masterpieces far surpass the mechanical devices made by other types of gremlins. Drexins are fond of creating and setting snares outside places of study,magic shops, and mages’ homes. If a target springs the trap, the drexin emerges to torment its victim while she lies incapacitated, just outside the reach of aid.Drexins especially like to target other psychic creatures in this way, particularly those that are too powerful to confront directly. While drexins crave additional psychic power, most are incapable of more than a few spells. These wretched creatures therefore envy those who master the occult.
From time to time, a drexin appears to a spellcaster or psychic and offers its services, usually proposing to increase the security of that person’s home or workshop by building a number of traps in exchange for certain knowledge. Anyone foolish enough to accept the drexin’s terms enjoys the benefits of a loyal trap crafter for a time. All too soon, however, the drexin gains the knowledge it seeks or grows bored with the arrangement. The unfortunate master returns to his home or study only to fall into the traps that once kept his secrets safe. The drexin then either kills or disables its former employer before stealing anything valuable and retreating to the sewers.

HabItat and Society
Among gremlinkind, drexins are feared for their mastery of mental magic. Different varieties of gremlins grudgingly cooperate with drexins to terrorize other creatures, but regard the psychic  gremlins with intense distrust. Jinkins, pugwampis, and vexgits are even known to put aside their aversion to cold iron and construct “mind shields”—simple helms or plates of cold iron that are fastened around the head with straps to prevent drexins’ psychic intrusions. These items do nothing to stop drexins’ intrusions, but popular gremlin opinion keeps them in use. The fact that drexins speak Aklo as well as Undercommon further contributes to their otherness in gremlin society.
In the Darklands, some lesser creatures believe drexins are capable of mental possession. The average drexin cannot truly dominate the mind or spirit, but individuals encourage this rumor, desiring the fearsome reputation it brings. Some drexins, however, grow more powerful than their kindred and gain class levels in kineticist or psychic. These drexins are particularly influential in gremlin society, and often command their own mobs of drexins or even other gremlins, who serve them out of fear and necessity rather than respect.Advanced drexins occasionally infiltrate humanoid
society, enticing curious minds to explore mysteries best left undisturbed. Behind many academics who delve too deeply into maddening ancient secrets and spellcasters who open cursed magical tomes is an ambitious drexin joyfully luring others into psychic peril.
Drexins prefer to dwell in the subterranean world, usually making their homes in caves and underground ruins. These gremlins commonly reside in the Darklands, and can be found among the slaves of the drow and serpentfolk of Sekamina. Drexins also form their own loosely organized
societies in Nar-Voth, alongside jinkins, nuglubs,and vexgits. Still, the buzzing energy of thousands of minds in close proximity draws drexins to surface cities, where they often infest abandoned buildings and sewers.
Though drexins usually betray their allies, occasionally creatures forge successful partnerships with these fey.Frauds claiming a connection to the spirit world or the minds of others sometimes use a hidden drexin’s abilities to con patrons out of their hard-earned coin. A drexin might enter such a deal spurred by the promise of shared knowledge or gifts of materials to augment trap crafting. Ultimately, to avoid falling victim to a drexin’s backstabbing, a drexin’s partner must be just as conniving and cruel as the gremlin itself.Such a worthy creature might inspire a feeling akin to friendship in the drexin. If the partner ever double-crosses the drexin, however, the arrangement ends.Drexins do not hold grudges; rather, they cultivate and nurture them over time, never forgetting the face or name of a betrayer. A drexin is a patient creature and may wait years to exact its revenge.
Drexins are proud gremlins and do not typically worship deities or acknowledge any force greater than themselves. Contrary to their nature, however, some drexins pay homage to a being reverently named “The Taker.” This entity urges drexins to increase their own mental abilities by stealing the power of others, usually through a gruesome ritual in which the gremlin ingests portions of the brain of a murdered spellcaster or psychic. Drexins who follow The Taker typically dispatch their victims via traps, poison, or strangulation while those unfortunate souls sleep. While The Taker is not a deity and cannot grant spells to clerics, drexin oracles and shamans serve as the being's prophets and emissaries among drexin populations. Whether The Taker is an aspect of another deity, a powerful but mortal being with nefarious plans, or the creation of the gremlins’ wild imaginations remains unknown.
« 上次编辑: 2019-06-26, 周三 23:33:34 由 雾音 »
Even the smallest person can change the course of the future

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诡异的集群们(密恐请注意)
« 回帖 #2 于: 2019-02-06, 周三 07:52:16 »
苍白孑孓(jie jue)集群(PallId Wriggler Swarm)
这些扭曲的长翅膀的蠕虫除了一个巨大的孔洞不断发出嗡嗡作响的声音外,并没有真正的头部。

苍白孑孓(jie jue)集群 CR2
XP 600
中立邪恶 超微型集群
先攻+2;感官:30尺盲感,灵敏嗅觉;察觉+11
 

防御

AC 16,解除16,措手不及14(+2敏捷,+4体型)
HP 13(3d8)
强韧+3,反射+3,意志+5
特殊防御:集群特性;免疫武器伤害
 

攻击

速度10尺,掘穴10尺,飞行40尺(良好)
近战:集群伤害(1d6)
占据10尺;触及0尺。
特殊攻击:扰乱心神(DC 13)
 

数据

力量 3,敏捷 15,体质 11,智力 2,感知 14,魅力 4
BAB+2;CMB - ; CMD -
专长:强韧加强,技能专攻(察觉)
技能:飞行+12,察觉+11
特殊能力:不可描述之虫群(DC 13),噪音
 

生态

环境:任何地底
组织:单独或小群(2-6)
宝藏:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
噪音(Ex):苍白孑孓的怪异噪音会令其扰乱心神的DC提高2点。此外,如果集群花费一个整轮动作嗅探并搜索目标,它的盲感范围会增加到60英尺,直到下一轮行动结束为止。

       在幽暗地域的深处有一种被称为苍白孑孓的诡异生物。它们曾是蝙蝠,却被疯狂的迪洛人所改造过以增强能力,渐渐地便演变成了现在孑孓的样子。蠕虫般的躯体上长着2到6只翅膀,4到8条腿,有的还会有一些尾巴。不过它们都没有头,只有一对奇形怪状的鼻孔,它们利用鼻孔发出的声音以助于狩猎和击垮猎物的感官。
    单个个体的话并不危险,但它们会迅速且致命地解决在其领土内的任何骚扰。它们会聚拥着入侵者并尽可能地记住他们的气息。他们虽然只是出于好奇心的驱使而非因敌意而行动,但因此带来的伤害却是致命的。苍白孑孓是草食性动物,他们以在海绵状的巢穴中滋生的真菌为食,所以被它们杀死的生物在被其他食腐动物吃掉前都是被放任在那里腐烂掉。
劇透 -   :
PallId Wriggler Swarm
PALLID WRIGGLER SWARM  CR 2
XP 600
NE Diminutive aberration (swarm)
Init +2; Senses blindsense 30 ft., scent; Perception +11

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +3, Will +5
Defensive Abilities swarm traits; Immune weapon damage

OFFENSE
Speed 10 ft., burrow 10 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13)

STATISTICS
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; CMB —; CMD —
Feats Great Fortitude, Skill Focus (Perception)
Skills Fly +12, Perception +11
SQ indescribable swarm (DC 13), snort

ECOLOGY
Environment any underground
Organization solitary or cloud (2–6)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex) The horror of discovering a swarm that seems normal at first holds a bloodcurdling secret can drive sane folk mad. The first time an intelligent creature encounters a given variety of swarm with this ability, it must succeed at a Will saving throw against the swarm’s distraction ability save DC or become shaken for 1 hour or until the swarm is defeated,whichever comes first.
Snort (Ex) The swarm’s strange noises increase the DC of its distraction ability by 2. Additionally, if the swarm spends a full-round action sniffing and searching for targets, the range of its blindsense increases to 60 feet until the end of its next round.

From the deepest regions of the Darklands come the strange creatures commonly called pallid wrigglers.Originally bats mutated by mad derros to enhance their natural abilities, the wrigglers have slowly evolved to their current form. A wriggler’s wormlike body is supported between anywhere from two and six wings, four to eight legs, and possibly a collection of tails. Each creature lacks a head, and instead has merely a pair of grotesque nostrils, which create the trademark sound that both aids it in hunting and overwhelms its prey’s senses.
These creatures aren’t terribly dangerous individually,but meet any disturbances in their territory with swift and often deadly investigation. The creatures immediately swarm any intruders, trying to learn their scent from as close as possible. They seem driven more by curiosity than animosity, but the resultant battering and probing can occasionally prove fatal.Pallid wrigglers are herbivores, feeding on the fungus that is ubiquitous in their cavernous lairs, so creatures slain by their attentions often rot away unless eaten by another scavenger.



拼凑昆虫集群(Patchwork Insect Swarm)
这个昆虫集群是由各种蜈蚣、甲虫和其他虫子组成,每个昆虫都携有着类人生物的胳膊、腿、眼睛,甚至是脸的模样。

拼凑昆虫集群 CR1/2
XP 200
绝对中立 微型昆虫集群
先攻-1;感官:黑暗视觉60尺,察觉+1
 

防御

AC 13,接触13,措手不及13(-1 Dex,+4体型)
HP 9(2d8)
强韧+3,反射-1,意志+1
特殊能力:作呕噪音(Ex),群体特性;免疫心灵,免疫武器伤害
 

攻击

速度20尺,掘地20尺。
近战:集群伤害(1d6)
占据10英尺;触及0英尺。
特殊攻击:扰乱心神(DC 11)
 

数据

力量3,敏捷 9,体质 11,智力 - ,感知 12,魅力 4
BAB+1; CMB - ; CMD -
特殊能力:不可描述之虫群(Ex)
 

生态

环境:任何地城
组织:单独,群体(2-8)或大群(9-20)
宝物:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
作呕噪音(Ex):当混种昆虫集群受到任何攻击时,其人形肢体的部分会互相摩擦产生令人厌恶的声音,集群周围20尺内所有可以听见此声音的生物都必须通过DC11的强韧豁免,否则恶心1轮。

    这些怪异的生物以各种形态出现,最常见的是虫子的躯体,但其四肢却令人十分不安。最常见的是类人生物的手脚长在其四肢的部位,而且这些令人厌恶的生物有的还有人的眼睛、耳朵或是整个头部或面部。偶尔还会有精灵的耳朵和矮人的胡须,虽然这两者出现的并不多。有一些长着哥布林的头的昆虫散布在依斯嘉南部的尖叫森林,它们会在吞噬猎物时哼着疯狂的乐曲。
    据近距离研究过这些生物的学者推测,它们实际上是由一种奇怪的真菌或寄生虫组成,寄生在昆虫的甲壳上并长出类人生物的皮肤。其与类人生物令人难以置信的相似度被认为是由某种神秘的魔法影响造成的可能性很大,但是尚未有与这些诡异生物相关的历史文献被发现。
劇透 -   :
Patchwork Insect Swarm
PATCHWORK INSECT SWARM CR 1/2
XP 200
N Diminutive vermin (swarm)
Init –1; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 13, touch 13, flat-footed 13 (–1 Dex, +4 size)
hp 9 (2d8)
Fort +3, Ref –1, Will +1
Defensive Abilities sickening crunch, swarm traits;Immune mind-affecting effects, weapon damage

OFFENSE
Speed 20 ft., burrow 20 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

STATISTICS
Str 3, Dex 9, Con 11, Int —, Wis 12, Cha 4
Base Atk +1; CMB —; CMD —
SQ indescribable swarm (DC 11)

ECOLOGY
Environment any underground
Organization solitary, cluster (2–8), or epidemic (9–20)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex) See above.
Sickening Crunch (Ex) Any attack made against a patchwork insect swarm creates a sickening sound as the insects’ humanoid limbs snap with astonishing volume.

Every creature within 20 feet of the swarm that can hear this sound must succeed at a DC 11 Fortitude saving throw or become sickened for 1 round.
These grotesque creatures appear in a variety of forms,usually taking the general shape of an insect or other vermin, but with hideous and disconcerting limbs. Most common are humanoid arms and legs in place of the usual limbs, but some of these disgusting creatures have human eyes, ears, or entire heads or faces. Elven ears or dwarven beards appear occasionally, though they are not nearly as common as human traits. There are even tales of goblin-headed beetles roving the Chitterwood of southern Isger in vast packs, singing insane songs as they devour their prey.
Scholars who have had an opportunity to study these creatures up close speculate that they are actually created by some strange form of fungus or parasite that grows a humanlike skin over the existing chitin of the vermin involved. The incredible coincidence of the resemblance to human forms makes the influence of occult magic a strong possibility, but there is no record of the history of these monstrous creatures that might reveal the truth.



浮游眼群 (Swimming Eye Swarm)
这些在水中漂流的集群由令人毛骨悚然的眼珠与少量粘液、触须和斑点组成。

浮游眼群  CR4
XP 1,200
中立邪恶 超小型异怪(水生,集群)
先攻 +7;感官:黑暗视觉60尺;察觉+12
 

防御

AC 16,接触16,措手不及12(+3敏捷,+1闪避,+2体型)
HP 45(7d8 + 14)
强韧+4,反射+5,意志+8
特殊防御:全域视野,粘膜破裂,群体特性
 

攻击

游泳速度40尺
近战:集群伤害(2d6附加毒素)
占据10尺;触及0尺。
特殊攻击:扰乱心神(DC 15)
 

数据

力量3,敏捷17,体质 15,智力 2,感知 16,魅力 6
BAB+5;CMB - ;CMD -
专长:闪避,精通先攻,技能专攻(游泳),技能专攻(察觉)
技能:察觉+12,游泳+14
特殊能力:不可描述之虫群(Ex)(DC 15)
 

生态

环境:温带或温带水域
组织:单独或群体(2-8)
宝物:无

 

特殊能力

不可描述之虫群(Ex):这些乍一看很正常的集群却能让人产生毛骨悚然的恐惧,令拥有理智的生物发狂。当拥有智能的生物第一次遭遇到拥有此能力的特殊集群时,他必须成功通过一次意志豁免对抗集群的扰乱心神能力。未通过意志豁免会战栗一小时或直到该集群被消灭为止,以先到者为准。
毒素(Ex):集群伤害;强韧豁免DC15,频率1次/轮;效果:1d3点敏捷伤害;豁免成功1次治愈。
粘膜破裂(Ex):作为一种特殊防御能力,当其他生物进入集群占据的空间时,浮游眼群的部分个体通过破坏它们的外部粘膜牺牲自己,用可怕的粘液溅射目标。任何进入浮游眼群占据空间的生物必须通过DC15的反射豁免,否则受到集群毒素能力的影响。如果一个生物未能因这种方式通过毒素豁免,则会反胃1轮。豁免DC基于体质。

    在幽深的海底深处是一些难以想象的诡异生物的家园。咋一看去这些生物看上去不过是小水母罢了。但在每个凝胶状物质之中都有一个令人不安的眼球漂浮在生物的体液当中。
    和它们常见的水母近亲一样,浮游眼群带有可怕的毒素。那诡异的眼球是他们的毒囊和感官。这些眼球异常脆弱,轻轻一挤便会爆开。但是浮游眼群可以在不到一周的时间内快速繁殖。 
    与其身体结构相比,这种小魔怪的头和耳朵出奇的大。其头上只有稀疏几条暗淡的头发。他看上去快饿瘪的躯体顺着骨头延伸,在走路时爪子会与地面摩擦得呲呀作响。畸念小魔怪一般高3尺,重25磅。
劇透 -   :
Swimming Eye Swarm
SWIMMING EYE SWARM  CR 4
XP 1,200
NE Tiny aberration (aquatic, swarm)
Init +7; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
hp 45 (7d8+14)
Fort +4, Ref +5, Will +8
Defensive Abilities all-around vision, ruptured membranes,
swarm traits

OFFENSE
Speed swim 40 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15)

STATISTICS
Str 3, Dex 17, Con 15, Int 2, Wis 16, Cha 6
Base Atk +5; CMB —; CMD —
Feats Dodge, Improved Initiative, Skill Focus (Swim), Skill
Focus (Perception)
Skills Perception +12, Swim +14
SQ indescribable swarm (DC 15)

ECOLOGY
Environment temperate or
warm water
Organization solitary or
bloom (2–8)
Treasure none

SPECIAL ABILITIES
Indescribable Swarm (Ex)See above.
Poison (Ex) Swarm—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d3 Dex; cure 1 save.
Ruptured Membranes (Ex) As a defense mechanism, some members of a swimming eye swarm sacrifice themselves by rupturing their outer membranes when unexpected creatures enter the swarm’s space, splattering the target with gruesome vitreous fluid. Any creature entering a space occupied by a swimming eye swarm must succeed at a DC 15 Reflex saving throw or be affected by the swarm’s poison ability. A creature that fails its saving throw against poison administered in this way is nauseated for 1 round. The save DC is Constitution-based.

The darkest depths of the sea are home to some of the strangest creatures imaginable. At first glance, these creatures appear to be little more than small jellyfish. However, at the heart of each gelatinous mass is a disturbingly human-looking eyeball floating as if suspended in the creature’s bodily fluids.
Like many of their common jellyfish cousins, the creatures in a swimming eye swarm are incredibly poisonous. Their uncanny eyeballs act as poison sacs as well as a sensory organ. These eyes are remarkably fragile, often bursting after even the gentlest jostling.However, a swarm’s eyeballs grow back quickly, often in less than a week.


« 上次编辑: 2019-06-26, 周三 23:34:15 由 雾音 »
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梦廻
« 回帖 #3 于: 2019-02-06, 周三 08:03:25 »
梦廻(ONEIROGEN)
这个模糊的人形生物似乎是那团颜色不自然的雾气的源头。

梦廻 CR2
XP 600
混乱中立 中型异界生物(本地异界)
先攻+2;感官:黑暗视觉60尺;察觉+7
灵光:雾霭朦胧(10尺),迷雾面纱(5英尺,DC 12)
 

  防御

AC 12,接触12,措手不及10(+2敏捷)
HP 25(3d10 + 9)
强韧+8,反射+5,意志+2
特殊防御:免疫心智效果
弱点:位面分割
 

  攻击

速度
速度30尺
近战:2挥击+5(1d4 + 2)
 

  数据

力量14,敏捷15,体质16,智力9,感知12,魅力13
BAB+3;CMB+5; CMD 17
专攻:盲斗,强韧加强
技能:特技+8,知识(位面)+5,察觉+7,察言观色+7,潜行+8
语言:通用语(不会说)
 

  生态

环境:任何地区
组织:单独或小队(2-6)
宝物:标准

 

  特殊能力

雾霭朦胧(Sp):这个生物被一团奇怪的雾气所包围并随之一起移动。将其视为隐雾术,并填满10尺范围内的所有空间。该生物对5尺范围内的生物具有隐蔽(20%的失手率),并对远处的生物具有全隐蔽(50%的失手率,并且攻击者无法精准定位目标)。梦廻无法主动抑制该能力,并且它的视野和其他生物相同(即无法看穿雾气)。如果雾气被吹走或烧灭,会在1d4轮内重新恢复。
位面分割(Ex):梦廻总是被困在两个位面之间的夹缝中,并且它的体内拥有能够通往其所连接位面的通道。如果一个梦廻前往了其他位面,会如同受到驱逐术或放逐术效果一般,被迫离开当前位面。此外,如果次元锚或类似效果切断了梦廻与其它位面的链接,会压制它雾霭朦胧和迷雾面纱的能力,并且迫使其陷入蹒跚状态。
迷雾面纱(Su):在梦廻的雾霭中,隐藏着源自其它位面的能量漩涡。这会以不同的形式表现出来,取决于梦廻所链接的位面种类。不过梦廻本身免疫这些雾状能量的影响,任何进入梦廻5尺范围内的其他生物都会受到迷雾面纱的效果影响(见下文)。这些烟雾不会阻碍视野,也不具有失手率。它们可以如同雾霭朦胧一样被吹走或烧灭,并在1d4轮内重新恢复。
许多梦廻都会与梦位面进行链接,并产生黄色的烟雾。进入此烟雾范围内的生物必须通过DC12的意志豁免,否则会陷入睡眠。陷入睡眠的生物不会在接下来的24小时内,因为休息而获得自然恢复。但该生物每轮可以尝试一次新的意志豁免来摆脱梦境,也可以被人主动唤醒,如同受到法术睡眠术影响一般。成功豁免该效果的生物在24小时内不会再受到同一只梦廻的迷雾面纱所影响。豁免DC基于魅力。
 

 
    梦廻曾是一个普通的凡人,但却遭受了罕见且可怕的诅咒。他们体内有一条细小的银色裂缝,甚至不比针眼大,但却是连接着两个位面的通道,其中汹涌着的是能摧毁一切的无尽的位面之力。因为魔法的失误和异界的接触,梦廻只能徘徊在阴影中,因为他们的肉身已经与现实完全隔绝。虽然内心还剩有一丝自我保护的意识,但实际上他们已经被困在无穷无尽的汹涌着的诡异力量之中,那力量是如此之强甚至还会从口鼻处不断流出。也许死亡对他们而言是一种仁慈的解脱,因为他们已经失去理智,被不可控的位面之力所支配。
    虽然梦廻体内的通道可以连通任何位面,但最为常见的还是连通梦境的通道。曾经作为凡人的灵魂在梦境中飘荡,而当有人以强大的魔法试图影响梦境的界限时,便会使得真实世界与梦中的世界产生裂痕。而著名的暗夜連鎖原只是一本探索灵魂深处和梦魇的魔法书。但在那些没有掌握这种力量却妄图施展其上收录的魔法的人手里,则有可能会将他们自己或是使得别人转变成在位面间游荡的生命。
    据一些稀少且令人不安的报道称,如果一群梦廻在一个地区的话,其释放的位面之力足以抹平周边整个地区。这种能量对于它们附近的世界所产生的影响是不可预测的,而且通常对于当地的生命而言这些影响都是致命的。
    梦廻可以来自任何类人生物,但这神秘的人形身边都缠绕着诡异的雾气。它们都很短命,因为其肉体会因暴露在位面之力下而迅速枯竭,而且它们之中的许多人都缺乏足够的自我意识以解决进食等基本需求。只有在受到保护和照料的情况下,它们才可以活过一周。

 

  异种梦廻
    虽然大多数梦廻的通道都与幻梦境相连,但仍有一部分是连接到别的位面。虽然不管连接着哪一个位面其数据并不会变化,但不同的位面之力会使其迷雾面纱发生变化。下面将描述与其他位面相连接的梦廻的异种迷雾面纱。
末日荒原Abaddon:这些梦廻的通道连接着普雷格米爾Plaguemere,亞玻倫Apollyon的邪恶国度。进入雾气的生物需要通过DC12的强韧豁免检定否则将会因吸入毒气而恍惚1轮并感染红肿症(Pathfinder RPG Core Rulebook 557)
深淵:这些梦廻的通道通往深渊的某层充满了恶毒的毒蛇和无名的尖叫着的生物的位面。进入雾气的生物必须通过DC12的强韧检定否则将战栗1轮并在接下来24小时内的意志坚定上承受-2罚值。如果该生物受到提供士气加值的任何效果,则不再承受意志检定的罚值。
元素位面:这一条通道通往元素位面的无垠空间。进入雾气的生物受到1d6能量伤害。伤害类型视连接的元素位面而异:土元素位面造成強酸伤害;水元素位面造成寒冷伤害;风元素位面造成電擊伤害;火元素位面造成火焰伤害。
極樂原野Elysium:连接着極樂原野某处的通道将附近的阴霾一扫而空。进入雾气的生物必须通过DC12的强韧豁免检定否则将会困惑1轮,在这天接下来的时间里该生物都会感到异常亢奋且性欲旺盛(不会影响数据)
能量位面:当梦廻的通道连接到了充盈着正能量或负能量的位面时,进入薄雾的生物都会受到对应能量的1d6伤害。在1轮后即使他们离开迷雾面纱依旧会受到1d6额外伤害,这是因为强大的能量在其躯体内奔腾。如果生物是被正能量杀死,那么其驱壳会化成灰,使得更难以复活。如果生物死于负能量,那么尸体将在1d4轮内转化为僵尸。
地獄:这一通道连接着地狱深处的某个可怖之地。进入雾气的生物会受到2d4伤害。其中一半为火焰伤害,一半为由地狱力量造成的无类型伤害。
陰影位面:这类梦廻的通道通往阴影位面的某个角落。只要靠近此种梦廻5尺范围便会目盲。梦廻不受此影响。
泛位面:有一种最罕见的情况,那边是梦廻的通道一侧固定在其体内,另一侧则在各种位面间不断穿梭着,每一刻都在连接着不用的位面。对这种梦廻每回合开始投一个d12。其薄雾能力随机对应着幻梦境,四个元素位面,两个能量位面,末日荒原,深渊,極樂原野,地狱和暗影位面。



劇透 -   :
ONEIROGEN
ONEIROGEN  CR 2
XP 600
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
Aura obscuring fog (10 ft.), veil of mists (5 ft., DC 12)

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 25 (3d10+9)
Fort +8, Ref +5, Will +2
Immune mind-affecting effects
Weaknesses planar split

OFFENSE
Speed 30 ft.
Melee 2 slams +5 (1d4+2)

STATISTICS
Str 14, Dex 15, Con 16, Int 9, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Blind-Fight, Great Fortitude
Skills Acrobatics +8, Knowledge (planes) +5, Perception +7,Sense Motive +7, Stealth +8
Languages Common (can’t speak)

ECOLOGY
Environment any land
Organization solitary or gang (2–6)
Treasure standard

SPECIAL ABILITIES
Obscuring Fog (Sp) An oneirogen is constantly surrounded by strangely colored fog that moves with it. Treat this as obscuring mist that fills the area within 10 feet of an oneirogen. A creature 5 feet away in the mist has concealment (attacks have a 20% miss chance).Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). An oneirogen cannot suppress this effect, and its vision is impeded the same as that of any other creature. If the fog is blown or burned away, it reforms in 1d4 rounds.
Planar Split (Ex) An oneirogen is trapped between two planes, effectively harboring an active portal within its failing body. Having connections to multiple planes at once, an oneirogen is always affected by spells like dismissal and banishment, which force it to the plane to which its portal connects. Additionally, effects like dimensional anchor cut off an oneirogen’s connection to another plane. Such effects suppress the oneirogen’s obscuring fog and veil of mists abilities and make the
oneirogen staggered.
Veil of Mists (Su) Within the obscuring fog that cloaks an oneirogen lie denser eddies of planar potentiality. This fog is charged with extraplanar energies that manifest in a variety of ways depending on the plane to which the oneirogen is linked. While an oneirogen is immune to the effects of these vapors, any creature that enters the mists within 5 feet of the oneirogen is affected (see below). These fumes don’t impede vision any more than  the oneirogen’s obscuring fog ability already does. They can also be blown or burnt away (and recover) in the same manner.
Many oneirogens are linked to the Dimension of Dreams—they spew a sour, yellow fog. Creatures that enter this fog must succeed at a DC 12 Will save or fall asleep. Additionally, they do not receive natural healing from resting for the next 24 hours. The creature can attempt another Will save every round to wake up and can be woken up as if it had been affected by the spell sleep. Creatures that succeed at the save to resist this effect are immune to that oneirogen’s veil of mists for 24 hours. The save DC is Charisma-based.

Oneirogens were once normal mortals who suffered a rare but terrible curse. Within them lies a sliver-sized tear between planes, a crack hardly larger than a pinprick that destroys everything they once were in an endless deluge of planar power. Created by magical mistakes and otherworldly conjunctions, oneirogens wander in a haze as living husks whose grip on any reality has been erased. What little remains of their minds is bent on self-preservation, even as they are locked at the center of storms of strange powers endlessly streaming from their mouths and nostrils. The death of their personalities might be a mercy, but what lingers on are primal beings, slaves of uncontrolled planar might.
While the portal trapped within an oneirogen might connect to any plane of existence, it most commonly provides a path to the Dimension of Dreams. As mortal minds already drift toward that realm, breaches between the waking and unconscious worlds might occur when potent magics attempt to tamper with the boundaries of dream. The notorious tome, The Chain of Nights,is just one grimoire known to plumb the depths of thought and nightmare. Those who attempt to use such magic without full mastery, though, risk transforming themselves or those they would aid into drifters trapped between planes.
Some rare, unsettling reports tell of groups of oneirogens collecting in a single place, flooding the surrounding area with planar energies. The effects of such energies on the world surrounding them are unpredictable and usually deadly to native inhabitants.
Oneirogens might arise from any humanoid race, but always appear as mysterious figures cloaked in a strange haze or fog. These creatures rarely live for long, as their bodies swiftly wither from exposure to planar energies,and most lack enough sense of self to bother with eating or other basic needs. Only if protected and tended will an oneirogen live for more than a week.

Variant Oneirogens
Although most oneirogens are living conduits to the Dimension of Dreams, an oneirogen might be linked to almost any plane of existence. While the creatures’statistics are the same regardless of the plane to which they’re bound, the effects of the raw planar energy infusing its veil of mists changes. Presented here are variant veils of mists tied to other planes to which an oneirogen might be bound.
Abaddon: The oneirogen’s portal opens into the Plaguemere, the unholy realm of Apollyon. Creatures that enter the veil of mists must succeed at a DC 12 Fortitude save or be staggered by the noxious smell for 1 round and contract red ache (Pathfinder RPG Core Rulebook 557).
Abyss: The oneirogen’s portal opens into a vicious Abyssal wilderness of gnashing fangs and nameless,shrieking things. A creature that enters the veil of mists must succeed at a DC 12 Fortitude save or be shaken for 1 round and take a –2 penalty on Will saves for the next 24 hours. The penalty on Will saves ends prematurely if the creature benefits from any effect that grants a morale bonus.
Elemental Planes: The oneirogen’s portal opens into an expanse of one of the Elemental Planes. Creatures that enter the veil of mists take 1d6 points of energy damage. The type of damage varies depending on the relevant Elemental Plane: acid damage for the Elemental Plane of Earth, cold damage for the Elemental Plane of Water, electricity damage for the Elemental Plane of Air, and fire damage for the Elemental Plane of Fire.
Elysium: The oneirogen’s portal opens to euphoric haze somewhere in Elysium. Creatures that enter the veil of mists must succeed at a DC 12 Fortitude save or be confused for 1 round. Additionally, the character feels unusually excited or amorous for the rest of the day (no statistical effect).
Energy Planes: The oneirogen’s portal opens to the overwhelming reaches of either the Positive or Negative
Energy Plane. Creatures that enter the veil of mists take 1d6 points of damage of the appropriate type. They take an additional 1d6 points of damage 1 round later, even if they’ve left the veil of mists, due to the intense energy coursing through their bodies. If the creature is killed by unrestrained positive energy, its body is reduced to a fine ash, making resurrection more challenging. If the creature is killed by unrestrained negative energy, the corpse reanimates as a zombie in 1d4 rounds.
Hell: The oneirogen’s portal opens into a terrible inferno somewhere deep in Hell. Creatures that enter the veil of mists take 2d4 points of damage. Half of this damage is fire damage and half is untyped damage resulting from infernal energy.
Shadow Plane: An oneirogen’s portal opens to a realm of vaporous darkness within the Shadow Plane.Any creature that comes within 5 feet of the oneirogen is blinded for as long as it remains adjacent to the oneirogen. The oneirogen isn’t affected by this effect.
Wild Portal: In the rarest cases, one side of an oneirogen’s portal is locked within its body, but the other wildly lashes through the planes of existence, connecting to a different reality every round. In the case of such creatures, roll 1d12 at the beginning of the oneirogen’s turn. Its veil of mists ability randomly corresponds to the Dimension of Dreams, the four elemental planes, the two energy planes, Abaddon, the Abyss, Elysium, Hell, and the Shadow Plane.
« 上次编辑: 2019-06-26, 周三 23:34:43 由 雾音 »
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拜亚基
« 回帖 #4 于: 2019-02-06, 周三 09:19:04 »
拜亚基(BYAKHEE)
这种令人恶心的有翼生物以最丑陋的方式结合了腐尸鸟,蚂蚁,蝙蝠和腐烂人类的特征。

拜亚基 CR4
XP 1200
混乱邪恶 中等体型异怪
先攻+7 感官:60尺黑暗视觉 看透黑暗 察觉+11
 

  防御

AC17 接触13 措手不及14(+3敏捷 +4天防)
HP 42(5d8+20)
强韧+5 反射+4 意志+7
免疫:寒冷,困惑和精神错乱Insanity效果,重击,饥饿Hunger,偷袭,干渴Thirst
 

  攻击

速度:30尺,50尺 良好飞行
近战:2爪抓+7(1d4+3),啮咬+6(1d6+3 附带攫抓)
特殊攻击:吸血(1d2体质)嗜血
 

  数据

力量17 敏捷16 体质18 智力10 感知17 魅力15
BAB+3 CMB+6 CMD19
专长:飞跃攻击,精通先攻,武器专攻(爪抓)
技能:飞行+15,察觉+11,隐匿+11,生存+11
语言:邪灵语
SQ:低代谢 不需呼吸 星界航行 黄印亲和
 

  生态

生态
环境:任意空气
组织:单个,一对,大量(3-12)
财宝:标准
出处:奥古斯特·德雷斯 《库尔文街上的屋宅》

 

  特殊能力

嗜血 Bloodlust(EX):当拜亚基成功啮咬一个活物,它被迫迅速进入疯狂的嗜血状态。咬住目标1分钟后,对抗这个生物时的命中和伤害检定+2士气价值。拜亚基在任意时间内可以有多个嗜血目标。但是一旦他的嗜血被激活,只能集中于一个目标。他也在对抗遭受任意来源的流血伤害生物时中获得这些加值。
低代谢 Low Metabolism(EX):拜亚基在最近24小时内没有进食,会渴望鲜血。他不会收到任意来自饥饿的负面效果。理论上,他可以不吃不喝永远活下去。他免疫任意魔法的饥饿和干渴。然而,一旦有机会,绝不放过满足自己渴血欲望的机会。它奇异的代谢和身体也使它对重击、偷袭和其他精准伤害免疫。
窗体顶端
星间旅行 Starflight(Su):拜亚基可以在外层空间(outer space)的空隙中生存,它以惊人的速度穿越太空。尽管确切的旅行时间各不相同,在单个太阳系内的旅行需要3d20月,而超出正常的旅行则需要3d20年(或更久,由DM决定)—— 前提是拜亚基知道前往其目的地的道路。
黄印亲和 Yellow Sign Affinity(Ex):拜亚基免疫黄印的效果,通过专注可以定位最近激活的黄印,如同一个感知位置(CL20)。当激活的黄印可见时,拜亚基获得快速医疗2和敏捷+4增强加值。一个激活的黄印可能由哈斯塔或法术黄印(P72)创造。未激活的的黄印,例如哈斯塔信徒携带的邪徽,不会增强拜亚基,但是这些生物通常将公开携带这些符号的生物视为盟友。以该方式展示黄印的生物对拜亚基的唬骗、交涉、威吓检定+5环境加值。
 

 
    拜亚基是一种来自遥远的外域城市卡爾克薩的物种,它们侍奉着哈斯塔。拜亚基大致有着人的形体,但也结合了禽鸟、昆虫和哺乳动物的腐尸状态,给人以一种可怕但却似乎在自然界中并不罕见的感觉。然而那些研究死亡的人知道这只是表象,因为这些生物的体内长着畸形的器官和大量不知有何作用的未知组织;如果进一步进行探索拜亚基的肉体就能发现它的内脏与这个身体格格不入。事实上,它们明明还活着但肉身却已经开始腐烂这一事给研究它们的生物解剖学上再蒙上了一层面纱。
    拜亚基高6尺重140lb。
 

  生态
   一直以来,学者们都认为拜亚基的类人姿态暗喻着这种生命形态并没有那么异常,这些生物甚至可能曾经也是人类。实际上,拜亚基是由古代都市Alar的原始人类所转化而成的。然而在其向其邻国卡爾克薩宣战后,Alar就再也没有迎来太阳的升起—它消失了。事实上,这座城市和其人民并没有消失—他们都被吸纳进了卡爾克薩。Alar的人民转化为了第一批拜亚基,自那以后,他们就成为了卡爾克薩的主宰,黄衣之王的忠仆。
虽然拜亚基渴望吸食鲜血,但实际上他并不会受到饥渴的影响,而且即使不吸食鲜血也能继续存活。尽管如此他们仍会感到饥渴—这是一种类似内心的渴望而非生理需求。一些学者认为这种饥饿感不过是他们内心的人性残余,又或是印刻在血脉中先祖的饥饿感,这种记忆驱使他们因内心的渴望而非生理需求去吸食鲜血。当然,拜亚基的嗜血也是一个主要的原因;一旦拜亚基咬住了一个敌人,他的脑海里就不会存在死死咬住和饮尽受害者的最后一滴血以外的任何事情。
拜亚基可以通过空间的深层维度穿梭于世界之间,这种能力只有少数几类远古神话中的生物才拥有。所以他们经常被一些施法者用罕见的法术或禁术召唤而来进行这种便利的穿梭,但和夏塔克鳥 (Pathfinder RPG Bestiary 2 244)不一样,他们不能为同行者提供穿梭时的保护。这些生物喜欢将无知的施法者带劲寒冷而空气稀薄的虚空之中,因为他们觉得没有必要警告他们的乘客在位面旅途中会有什么危险。


  Habitat and Society
拜亚基是哈斯塔,他的邪教及卡爾克薩的仆从,这种信念已经如同他们身体一部分一般根植在他们心中。而那些想要摆脱这种想法而臣服于其他主人的拜亚基—又或是那些不希望被任何人主宰的拜亚基—这些极个别的存在会被其他拜亚基说厌恶,一旦发现必将赶尽杀绝。
哈斯塔的牧师和一些使用鲜为人知且可怕的法术的法师一般可以使用对应的魔法召唤拜亚基(如使用一个银制哨子作为施法材料施放HA P113页的聯繫怪誕存在 I)。一旦被召唤到新的世界侍奉黄衣之王,拜亚基会迅速建立一个繁衍地。而新的拜亚基会从充满剧毒且和皮革相弗的卵中孵化,并在短短数周内发育到成年。然而一旦拜亚基的数目达到了数十体,他们就会完全丧失繁育的动力。只有在及个别情况,比如在外域都市卡爾克薩又或是已经被哈斯塔支配的世界里才会遇到大量的拜亚基。
虽然有着野兽的外形,但是拜亚基拥有和人类一般的智商,甚至比大多数人都要聪慧且有魅力。因此他们之间的领导者经常会掌握一些职业等级。拜亚基虽然可以适应所有职业,但是他们倾向于避免会获得同伴、坐骑或魔宠的职业等级—因为自然生物的存在只会让他们不悦。大多数选择的职业会是野蛮人,哈斯塔的牧师,异能者会是具有異怪或星魄血统(Pathfinder RPG Advanced Player’s Guide 140)的术士。


  Origins
拜亚基一直是洛夫克拉夫特式RPG游戏里的常客,这应该要多亏Chaosium的克苏鲁的呼唤这一TRPG游戏,而那也是Sandy Petersen在PF中创作这一怪物的前身。这些生物首次出现于奥古斯特·德雷斯的小说《库尔文街上的屋宅》。他们从未出现在洛夫克拉夫特的小说里,尽管Chaosium是以魔宴中出现的被描述为有着奇异外形的无名生物为基础创作的。



劇透 -   :
BYAKHEE
BYAKHEE  CR 4
XP 1,200
CE Medium aberration
Init +7; Senses darkvision 60 ft., see in darkness;
Perception +11

DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +7
Immune cold, confusion and insanity effects, critical hits,
hunger, sneak attacks, thirst

OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee 2 claws +7 (1d4+3), bite +6 (1d6+3 plus grab)
Special Attacks blood drain (1d2 Constitution), bloodlust

STATISTICS
Str 17, Dex 16, Con 18, Int 10, Wis 17, Cha 15
Base Atk +3; CMB +6; CMD 19
Feats Flyby Attack, Improved Initiative, Weapon Focus (claw)
Skills Fly +15, Perception +11, Stealth +11, Survival +11
Languages Aklo
SQ low metabolism, no breath, starflight, Yellow Sign affinity

ECOLOGY
Environment any air
Organization solitary, pair, or flock (3–12)
Treasure standard
Original Source August Derleth, “The House on Curwen Street”

SPECIAL ABILITIES
Bloodlust (Ex) When a byakhee successfully bites a living creature, it is swiftly driven to a frenzied bloodlust. For 1 minute after it bites a target, it gains a +2 morale bonus on attack and damage rolls against that target. A byakhee has no limit as to how many simultaneous bloodlust targets it can have at any one time, but it generally focuses on the same target once its bloodlust is engaged. It also gains these bonuses on attack and damage rolls against creatures taking bleed damage from any source.
Low Metabolism (Ex) While a byakhee craves blood if it hasn’t fed within the last 24 hours, it doesn’t suffer any negative effects from starvation, and it can, in theory,survive forever without drinking or feeding. It is immune to effects that induce magical starvation or thirst, yet it still seeks to drink blood whenever it can to sate its desire. Its strange metabolism and body also render it immune to critical hits, sneak attacks, and other forms of precision damage.
Starflight (Su) A byakhee can survive in the void of outer space, and it flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes it 3d20 months, while a trip beyond normally takes it 3d20 years (or more, at the GM’s discretion)—provided the byakhee knows the way to its destination.
Yellow Sign Affinity (Ex) A byakhee is immune to the effects of the Yellow Sign, and by concentrating, it can locate the nearest active Yellow Sign as per discern location (CL 20th). When an active Yellow Sign is visible, a byakhee gains fast healing 2 and a +4 enhancement bonus to its Dexterity. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign
spell (see page 72). Inactive Yellow Signs, such as the unholy symbols carried by cultists of Hastur, do not bolster a byakhee, but these creatures generally treat those who openly wear such symbols as allies. A character who displays a Yellow Sign in this manner gains a +5 circumstance bonus on all Bluff, Diplomacy, and Intimidate checks against a byakhee.

Byakhees are a race of interstellar aberrations that hail from the distant and alien city of Carcosa, where they serve Hastur. Vaguely humanoid in shape, their bodies combine elements of the forms of carrion birds, insects, and mammals, giving an outward appearance that, while horrific, might at first glance seem possible in the natural world. Yet, those who have studied dead byakhees know this to be a lie, for the creatures’ bodies hold bizarre organs and masses of unknown tissue that seem to serve no purpose; the further into a byakhee’s body one explores, the stranger its entrails become. The fact that portions of its body appear to be decaying or rotting away even as it lives only adds to the mystery of the creature’s peculiar anatomy.
A byakhee is 6 feet tall and weighs 160 pounds.

Ecology
Scholars have long argued that byakhees’ somewhat humanoid shape suggests a relationship to a less aberrant form of life, and that these creatures may once have even been humans. Indeed, byakhees were created from the original human denizens of the ancient city of Alar. When that city declared war upon its neighbor Carcosa, Alar vanished without a trace on the next rising of its planet’s red sun. In truth, the city and its citizens did not disappear—they were absorbed and transformed by Carcosa. Alar’s inhabitants became the first byakhees,and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
Although a byakhee longs to consume the blood of the living, it doesn’t actually ever suffer the effects of thirst or starvation and can live its entire life without ever tasting a drop of blood. Nonetheless, these creatures still feel something akin to hunger—albeit a sensation driven by a mental impulse other than a biological imperative. Some scholars theorize that this hunger is nothing more than a remnant from the race’s past, a sort of ancestral memory of starvation, perhaps,that drives them to drink blood out of a psychological need rather than a physical one. Certainly, byakhees’bloodlust is a powerful driving force; once a byakhee has bitten a foe, it has difficulty thinking of anything other than latching on and drinking its victim dry.
Byakhees’ ability to fly between worlds through the depths of space is shared by several other types of creatures, many of which are tied in similar ways to the Elder Mythos. They are often called upon by spellcasters who use rare or forbidden magic to take advantage of such transport, yet unlike shantaks (Pathfinder RPG Bestiary 2 244), who can impart some of their defenses against the depths of space to those they carry through the gulfs between worlds, byakhees can offer no such protection. The creatures delight in carrying ignorant spellcasters into the cold, airless void when foolishly commanded, as they feel no need to warn their would-be passengers of the dangers of interstellar travel.A byakhee can live for centuries, although most perish from violence before attaining such an age.

Habitat and Society
Byakhees serve Hastur, his cult, and the city of Carcosa, driven by an ancient compulsion that is still as much a part of what they are as their claws and wings. The rare byakhees that manage to ignore this urge in order to serve another master—or even more remarkably, to obey no master at all—are particularly hated by other byakhees, and no efforts are spared in the pursuit of such enemies of Carcosa when their existence is exposed.
Priests of Hastur can conjure byakhees with the proper magic, as can spellcasters who use rare and eldritch spells (such as contact entity I, found on page 113 of Pathfinder RPG Horror Adventures, which uses a silver whistle as the material component). Once called to a new world to serve the cult of the King in Yellow, byakhees are quick to establish a colony. Young are hatched from noxious, leathery eggs and grow to maturity over the course of only a few weeks. Yet, once a local byakhee population reaches a few dozen, they lose the drive to procreate entirely. Only in rare cases,such as within the streets of the alien city of Carcosa or on worlds that have fallen fully under Hastur’s control, are byakhees encountered in significantly larger numbers.
Despite their bestial appearance, byakhees are as smart as the typical human and much wiser and charismatic than most. As such, it isn’t uncommon for leaders among their kind to grow in power by gaining class levels. Byakhees can excel in most classes, although they tend to avoid taking levels in classes that grant companions, mounts, or familiars—they find the presence of creatures from the natural world unpleasant at best. Most byakhees that take class levels do so as barbarians, clerics of Hastur, psychics,or sorcerers with the aberrant or starsoul bloodlines (Pathfinder RPG Advanced Player’s Guide 140).

Origins
The byakhee has been a staple of Lovecraftian RPGs in large part due to their inclusion in Chaosium’s Call of Cthulhu Roleplaying Game, and it is Sandy Petersen’s take on byakhees that largely inspired their Pathfinder incarnation. The creatures first appeared in print in August Derleth’s short story, “The House on Curwen Street.” They never actually appeared in any of Lovecraft’s writings, although Chaosium has taken the description of the nameless creatures from Lovecraft’s short story “The Festival” as the basis for the monster’s strange appearance.
« 上次编辑: 2019-06-26, 周三 23:35:08 由 雾音 »
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无面巨怪
« 回帖 #5 于: 2019-02-07, 周四 14:33:58 »
无面巨怪(FACELESS HULK)
这个光秃秃的,如皮革般粗糙的巨人,除了令人不安的螺纹遍及他的皮肤,怪诞的发出啧啧声的舌头替代了本应是脸的部位之外,没有任何可辨别的特征。

无面巨怪 CR9
XP 6400
混乱邪恶 大型异怪(变形生物)
先攻+0 感官:黑暗视觉60尺 察觉+17
 

  防御

AC18 接触9 措手不及18(+9天防,-1体型)
HP 119(14d8+56)强韧+8 反射+4 意志+11
防御能力 接石 DR10/穿刺或挥砍
抗力:寒冷5 火焰5
 

  攻击

速度 40尺
近战 精制品巨斧+18/+13 (3d6+12/×3) 或 2挥击+17(1d6+12 附带攫抓)
远程 投石+10(1d8+8)
占据 10尺 触及10尺
特殊攻击 吸血(1d2体质)爆炸膨胀 投石(120尺)
类法术能力(CL8 专注+11)
恒定-巧言术
 

  数据

力量26 敏捷11 体质19 智力16 感知11 魅力16
BAB+10 CMB+19(冲撞+21) CMD29(对抗冲撞31)
专长:可怖殴击 顺势斩 诈欺师 精通冲撞 钢铁意志 猛力攻击 随手投掷
技能:特技+3,唬骗+21,攀爬+25,易容+25,逃脱+17,威吓+20,知识(本地)+7,察觉+17,隐匿+11,生存+8,游泳+15
种族加值 +4易容 +8逃脱
语言:水族语 通用语
SQ:改变外形(大型类人生物,变身术)压缩 无面
 

  生态

生态
环境:任意山坡或山脉
组织:单个,一对,大量(3-12)
财宝:标准(精制品巨斧,其他财宝)
 

  特殊能力

變身(Change Shape ,Su)无面巨怪可以任意变化为巨人的形态,但是需要不间断的10分钟改变他的身体。实现这样的改变有些痛苦,但是一旦达成新形态,就可以无限期保持新形态。以一个迅捷动作,他可以变为自己的真实形态。这样做之后的1轮,他的攻击、伤害、技能、豁免检定+2士气加值。无面巨怪在显现新形态时,保留自身的天生能力,不获得他变成生物的任意能力。当使用这个能力时,易容检定+10。
爆炸膨胀 Explosive Expansion(Su)在他的天生形态下,无面巨怪可以以一个整轮动作迅速扩展。增大一个体型,推开在新空间内的任意生物或物体。无面巨怪可以选择从原有空间扩展的方向,可以尝试以一个自由动作,对任意在这些方格内的大型体型以下的生物进行冲撞战技检定。无面巨怪使用增长后的体型(通常是超大型)计算他的CMB。在他的回合结束时,他立即变回原有的体型,虽然他可以选择,当他这样做时所占据的方格。这个能力不改变无面巨怪的重量。
无面 Faceless(Su)在他的天生形态下,无面巨怪没有明显的面部特征。他在对抗基于感官的攻击和效果时+4豁免。包括凝视攻击,基于气味的攻击,音波攻击,和类似的攻击。加值不适用于幻像。
 

 
Ugothols是是底栖魔鱼在对抗地面生物那漫长战争中创造的骇人听闻的嗜虐成性的怪物。他们与他们的近亲无面潜行者(Pathfinder RPG Bestiary 2 122)一起努力破坏地表的文明。在战争期间,他们在底栖魔鱼的城市Voshgurvaghol被毁灭后失去了指引和目标。虽然他们已然忘却自己的创造者,但是无面巨怪依旧继续着最初的使命,继续任由对类人生物的仇恨驱动自己的身体。有些人认为,无面巨怪即使没有世代传承的知识,也仍在侍奉着他们藏匿起来的主人。无面巨怪高10到14尺不等,重1200到1700lb不等。
 

  生态
Ugothols的身躯柔若无骨,可以抵抗各种攻击。虽然他们不喜欢着甲,但是为了伪装他们也会使用任何武器和装备。虽然他们并不具有巨人种的特有特殊技能,但是他们已经想出了只要不是极其严格的审查以外都能通过的办法。一些年长的Ugothols更是可以通过魔法物品和一些制品以弥补他们欠缺的地方。
因为他们没有类似嘴巴的构造,所以无法进食固体食物。相对的他们钟爱液体,尤其是血液。在他们原始状态下他们有三条中空的舌头可以穿透牺牲者并从中吸血。
史学家不确定第一只无面巨怪到底是底栖魔鱼为了渗透格拉里昂的地表世界的阴谋而创造的物种还是他们的中体型近亲无面潜行者慢慢进化而来的。一些古阿茲蘭特学者认为,无面巨怪是用于渗透入阿茲蘭特说奴役的独眼巨人之中(以及已经灭绝的苟-干王国)。但其他人则坚持进化论,因为一些更巨大更古老的Ugothols的存在便是如今的无面巨怪由一个异常庞大的变异无面潜行者繁衍而来的证据。尽管意见不同,但是都承认无面巨怪和无面潜行者已经繁衍成两个不同的物种。


  Habitat and Society
无面巨怪最初是为了在巨人与其他种族之间散播不睦与纷争而创造的,以期在战争中削弱他们的力量。因此无面巨怪会伪装成巨人,并在其他类人生物的聚集地发动攻击和传播混乱。在攻击类人生物的聚集地前,一个无面巨怪会将自己伪装成火巨人或霜巨人。而潜入巨人部落或参与到掠夺队伍中的无面巨怪则会潜伏数月甚至数年,并寻找机会掀起更大的波澜。而那些更强大的无面巨怪则会伪装成云巨人或风暴巨人,潜伏数十年的时间以引起跨越数代人的冲突。
和一般的巨人不一样,无面巨怪的袭击不会留下多少幸存者。而且它们喜欢大规模的袭击,尤其是商业中心和政治枢纽。而且这样他们还可以找到一些犯人抓起来做储备粮。众所周知,无面巨怪经常与无面潜行者一起行动。他们体型较小的近亲负责确保类人生物聚集地不会有对付巨人的准备,并折磨幸存者以驱使他们疯狂地对巨人进行报复。通过这种合作方式往往可以将小规模的冲突发展为大规模战争。
有些Ugothols认为他们是寄生虫与萧条之神珈蘭德爾,而其他则深信他们是有底栖魔鱼所创造的。虽然一部分无面巨怪转而信奉混乱邪恶的巨人神灵。甚至更稀奇的是,一些ugoroths认为邪恶的巨人才是自己的近亲,他们比起自己的血族更加偏爱巨人。在一些罕见的情况下他们会伪装成巨人中的隐士或流浪者度过一生。这对ugoroths而言十分危险,因为许多巨人并不相信他们,一旦他们的真面目被发现,巨人们将毫不犹豫地赶尽杀绝。


  Greater Faceless Hulks
在Ugothols中最强大最古老的存在会在巨人社会中充当间谍和渗透着,包括云巨人,风暴巨人和寒林巨人等。Ugothols是无面巨怪,但套用了进阶和巨人生物的简单模板。他会获得战斗反射和高等衝撞作为奖励专长。同时他的类法术能力视作CL12,并且可以随意施放浮空術和隱匿陣營。当使用变形能力时,Ugothols可以变成任何巨人。和他的血亲不一样,这些Ugothols通常会学会野蛮人、战士、游侠、法师或女巫之类的职业等级以更好的扮演其他巨人种族。



劇透 -   :
FACELESS HULK
FACELESS HULK (UGOROTH)  CR 9
XP 6,400
CE Large aberration (shapechanger)
Init +0; Senses darkvision 60 ft.; Perception +17

DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
hp 119 (14d8+56)
Fort +8, Ref +4, Will +11
Defensive Abilities rock catching; DR 10/piercing or
slashing; Resist cold 5, fire 5

OFFENSE
Speed 40 ft.
Melee mwk greataxe +18/+13 (3d6+12/×3) or
2 slams +17 (1d6+12 plus grab)
Ranged rock +10 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution), explosive
expansion, rock throwing (120 ft.)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—tongues

STATISTICS
Str 26, Dex 11, Con 19, Int 16, Wis 11, Cha 16
Base Atk +10; CMB +19 (+21 bull rush); CMD 29 (31 vs.bull rush)
Feats Awesome Blow, Cleave, Deceitful, Improved Bull Rush, Iron Will, Power Attack, Throw Anything
Skills Acrobatics +3, Bluff +21, Climb +25, Disguise +25,Escape Artist +17, Intimidate +20, Knowledge (local) +7,Perception +17, Stealth +11, Survival +8, Swim +15; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common
SQ change shape (Large humanoid, alter self),
compression, faceless

ECOLOGY
Environment any hills or mountains
Organization solitary, pair, or tribe (3–12)
Treasure standard (mwk greataxe, other treasure)

SPECIAL ABILITIES
Change Shape (Su) A faceless hulk can assume the form of a Large humanoid at will but requires 10 uninterrupted minutes to alter its body. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely once it has achieved that form. It can change back to its true form as a swift action, and it gains a +2 morale bonus on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. A faceless hulk retains its own innate abilities when it assumes its new form and does not gain any of the abilities of the creature it mimics. A faceless hulk gains a +10 bonus on Disguise checks when using this ability.
Explosive Expansion (Su) In its natural form, a faceless hulk can expand rapidly as a full-round action. It grows one size category larger, pushing back any creature or object in its new space. The faceless hulk can choose which direction (or directions) it expands from its original space, and it can attempt a free bull rush combat maneuver check against any creatures in these squares of sizes Large or smaller. The faceless hulk uses its
increased size (usually Huge) to determine its Combat Maneuver Bonus for these checks. At the end of its turn,it immediately returns to its original size, though it can choose which squares it occupies when it does so. This ability does not change the faceless hulk’s weight.
Faceless (Su) In its natural form, a faceless hulk has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks,sonic attacks, and similar attacks. This bonus does not apply to illusions.

Ugoroths are monstrous, sadistic beings created by aboleths in their long war against the surface world. Alongside their smaller cousins, the faceless stalkers (Pathfinder RPG Bestiary 2 122), they work to destabilize surface-dwelling civilizations from within. During the war, the destruction of the aboleth city Voshgurvaghol left them leaderless and without direction. Though they have long forgotten the beings that created them, faceless hulks continue their original mission, driven only by a hatred for humanity that was molded into their very bodies. Some believe that ugoroths still serve their veiled masters, even without their own knowledge. Faceless hulks range in height from 10 to 14 feet and weigh anywhere from 1,200 to 1,700 pounds.

Ecology
Ugoroths have flexible, boneless bodies that resist various forms of attack. While they prefer to forgo armor whenever possible, they typically use whatever weapons and equipment are most common among the race they are disguised as. Though they lack many of the special abilities that make each giant race unique, they have managed to adapt facsimiles of several, enough to pass the scrutiny of all but the most discerning of observers. Some older ugoroths acquire magical items and artifacts to bolster themselves with abilities they would normally lack.
They cannot digest solid food even when they assume the forms of creatures with mouths. Instead, they subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
Historians are unsure whether aboleths created the first faceless hulks as part of a larger plot to infiltrate the land-dwelling peoples of Golarion or whether the enlarged faceless stalkers simply evolved from their Medium-sized kin over time. Some scholars of ancient Azlant believe faceless hulks were crafted intentionally to infiltrate the cyclopes the Azlanti enslaved (and the cyclopes of the long-extinct kingdom of Ghol-Gan). Others defend the theory of independent evolution,citing the existence of even larger, older ugoroths (ugoloroths, which are described below) as proof that the faceless hulks of today are simply the descendants of an exceptionally large strain of faceless stalkers. Despite their disagreements, sages recognize that faceless hulks and faceless stalkers now form two distinct species.

Habitat and Society
Faceless hulks were originally created to sow discord and animosity between giants and other surface-dwelling races, to further weaken both during the war with the aboleths. Toward that end, ugoroths disguised themselves among the various giant races to attack and spread mayhem in humanoid society. A lone faceless hulk may take the form of a fire or frost giant before attacking a humanoid settlement. Others infiltrate giant tribes and raiding parties, living among them for months or years and manipulating them into causing great violence whenever possible. Greater faceless hulks,which prefer to take the shapes of cloud or storm giants,spend decades in disguise, sparking conflicts that can span generations.
Unlike typical giants, faceless hulks leave very few casualties in the wake of their attacks. Instead, they favor mass destruction, taking special care to level centers of commerce and locations of political import. These attacks also give them the opportunity to take prisoners they may later feed on in private. Faceless hulks have been known to work together with faceless stalkers to great success. Their smaller kin ensure that humanoid settlements are unprepared for giant attacks,and they later whip the survivors into a frenzy, driving them to retaliate against the giants. By working together this way, the two races can transform minor conflicts into explosive wars.
Some ugoroths believe they are the divine creations of the god Ghlaunder, who reigns over parasites and stagnation, while others cleave to the atheistic nature of their true creators, the aboleths. A few have taken to worshiping chaotic evil giant deities. Strangely, many faceless hulks consider themselves kin to evil giants,favoring them over their own kind. In some rare cases, they willingly choose to spend their entire lives among giants, pretending to be hermits or wandering sages. This is a particularly dangerous lifestyle for an ugoroth—after generations of slavery, many giants are naturally distrustful of those they don’t know. If they discover an ugoroth hiding among them, giants hunt it down without mercy.

Greater Faceless Hulks
Known as ugoloroths among their own kind, the largest and most ancient faceless hulks serve as spies and infiltrators within the societies of the largest races of giantkind, including cloud giants, storm giants, and taiga giants. An ugoloroth is a faceless hulk with the advanced and giant creature simple templates. It gains Combat Reflexes and Greater Bull Rush as bonus feats.It casts spell-like abilities as a 12th-level caster, and gains levitate and undetectable alignment as at-will spell-like abilities. When using its change shape ability, an ugoloroth can take the shape of any Huge humanoid.More so than their ugoroth kin, ugoloroths often take levels in classes such as barbarian, fighter, ranger,sorcerer, and witch to more easily pass as members of various giant races.
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黄印守秘者
« 回帖 #6 于: 2019-02-08, 周五 19:27:13 »
黄印守秘者(KEEPE OF THE YELLOW SIGN)
这个身着黑衣之人有一张苍白浮肿的脸,黄色的眼睛中浮现着强烈而疯狂的目光。

黄印守秘者 CR6
XP2400  中等体型不死生物
先攻+6 感官:黑暗视觉60尺 ;察觉+10
灵光:不安灵光(30尺,DC17)
 

  防御

AC 17 接触12 措手不及15(2敏捷,+5天防)
HP 66(7d8+35)
强韧+8 反射+4 意志+5
防御能力:引导抗力+2
DR 5/魔法或银
免疫 不死生物特性
弱点 阳光无力
 

  攻击

速度:30尺
近战:2爪抓+12(1d6+6)或 熵吸取+11接触(能量吸取)
特殊攻击:能量吸取(1等级,DC17)
类法术能力(CL 7;专注+11)
每日3次——黑暗术,隐形术(仅自身)
每日1次——降咒(DC17)托梦术(DC19)锈蚀爪 曲木术
 

  数据

力量22 敏捷15 体质- 智力13 感知10 魅力19
BAB+5 CMB+11 CMD23
专长:强韧加强 精通先攻 健壮 武器专攻(爪抓)
技能:攀爬+11 威吓+14 知识(奥术)+8 知识(宗教)+8 察觉+10 察言观色+7 隐匿+7
语言:邪灵语 通用语
SQ:黄印亲和
 

  生态

环境:任意陆地
组织:单个,一对,一团(3-6)
财宝:标准
出处:罗伯特·W·钱伯斯《黄印》 Robert W. Chambers 《The Yellow Sign》
 

  特殊能力

不安灵光 Disquieting Aura(Su) 黄印守秘者被一种令人沮丧而厌恶的灵光所环绕。豁免失败的生物,当他在灵光内和离开灵光的7分钟内,在攻击检定和对抗恐惧的豁免有-1的罚值。豁免成功的生物24小时内不再受影响。这是一种影响心灵的恐惧效果,豁免DC基于魅力。在黄印守秘者的不安灵光内的生物,可以从远处(不仅是接触)会受到类法术降咒能力。如果灵光的目标可以看见黄印,对抗该灵光和黄印守秘者的类法术降咒能力的豁免受到-2罚值
熵吸取 Entropic Drain(Ex) 黄印守秘者使用能量吸取能力可导致激增的熵毁灭它的身体,扰乱他周围的一切。每次守秘者的熵吸取攻击导致生物死亡,守秘者必须通过DC17的强韧,否则它会被摧毁。如果一个守秘者被摧毁,守秘者周围15尺半径的所有生物获得一个负向等级(强韧17豁免)。如果任意守秘者赋予的负向等级变为永久,受害者必须通过DC17的一只,否则在1小时的谵妄症(Delirium)后死亡。豁免DC基于魅力。
阳光无力 Sunlight Powerlessness(Ex) 黄印守秘者在自然阳光下 (不包括『昼明术』或类似效果) 不能攻击并且进入恍惚状态。他可以使用它的超自然和类法术能力,但是有50%几率失效。
黄印亲和 Yellow Sign Affinity(Su) 黄印守秘者在一个激活的黄印1公里内持续24小时,AC+2亵渎加值,所有豁免+1抗力加值。一个激活的黄印可能由哈斯塔或法术黄印(P72)创造。离开这个范围的守秘者立即失去所有加值,必须在激活的黄印1公里内持续24小时才能重新获得。
 

 
黄印守秘者是哈斯塔的邪教徒转化的不死生物,他们自愿在死后也献上自己的灵魂以永恒地侍奉自己的神明。作为不可描述之人的安静冷漠的斗士,他会给予接近他的主人秘密的异教徒灾祸。和吸血鬼一般,他们常被误以为人类,如果他希望的话,但是他看上去肤色极度不健康的白,而且脸部很肿胀,而那些发现其不寻常之处的人则能知晓其真身。他们在阳光下会变得虚弱和迟缓,所以如果在白天看到他的时候可能会被以为是生病的流浪汉或麻风病人。然而在黑暗之中,他们会变得十分强壮且精神,而且他的双眼会发出邪恶的黄光。
他们的存在意义主要是困扰和迫害曾见证过黄印,或者刻有这可怕印记的书籍或物品,比如《黄衣之王》的副本或哈斯塔邪教的其他神奇的非信徒。对于这些被顶上的人,他们会制造预知梦以让其知晓即将到来的毁灭。虽然他们一般都是作为施虐者散播痛苦和悲伤,但他们也可以代哈斯塔的牧师履行某些特殊职务,比如杀害她的仇敌或是侵扰那些已经没有价值的牧师。这些生物对于艺术有一种奇怪且病态的喜爱,而且特别钟爱怪诞和颓废的作品。因为使用熵吸取会致使他们的毁灭,所以为了存活他们会尽可能使用接触攻击。通常情况下,他们因为难以击中身穿重甲的对手所以会使用接触攻击,当血量降至一般(已经接近破灭),或是他想让对方一“尝”的滋味—这一般是具有艺术天赋的人(比如在工艺或表演领域表现出天分的人)才会使用熵吸取。
 

  生态
 因为是不死生物,所以黄印守秘者不可繁衍,但他们的存在便足以昭示对哈斯塔的崇拜。在这些生物的影响下其他黄衣之王的信徒也有可能通过转化仪式加入他们。黄印守秘者极少改信,但也不会发展潜在的信徒或壮大他们的团体。他们只会转注意防止哈斯塔教会的证据或知识流传到非信者的手中,这包括任何看过黄印、或是雕刻着黄印的神奇,又或是知晓了邪教计划的人。
黄印守秘者不需要进食和呼吸,但它非常渴望消耗那些在艺术领域表现出天分的人的能量。当使用熵吸取来满足这种渴望时,他们会一改平时的风度显得痴狂而愉悦,这也是哈斯塔对颓废和堕落的偏爱的体现。他们一般会在消耗完受害者的能量后恢复镇定,极少数情况下,他们会在受害者死亡之前而感到无上的愉悦,甚至让受害者身上流出的能量本质淹没了他们自身从而陷入自我毁灭。


  Habitat and Society
黄印守秘者可以在任何哈斯塔邪教活跃的地方,或者是那些曾经是邪教聚集地的废墟,尤其是有黄印的地方被发现。他们很少远离被转化的区域,他们会在附近的城镇里孤独地隐居。他们很少与同类相聚,除非他们同时侍奉一位哈斯塔的牧师。他们好留着对生活的记忆,那些较为少见的独立黄印守秘者也与其他集群生活的黄印守秘者相识—可能是因为他们都信奉不可描述之人而且都参加了转化仪式。然而尽管存在这种联系,他们也宁愿与孤独与疯狂独处,只有在为了解除来自外部的强大威胁他们才会选择聚集在一起。
在生活中他们常被误认为是流浪汉,托钵僧或是生病的乞丐。他们常坐在无人居住的门廊,公共长椅上或排水沟里,一边在小声地自言自语,一边观察经过的人是否有可能目睹过黄印。当遇到为他们提供慈善帮助的善良之人时,黄印守秘者会选择逃离而不是冒险放弃他们的天性,所以人们会认为他是个疯子,不愿接受援助或无法接受援助。但他们会接受人们厌恶或嫌恶的工作,比如掘墓人或灵车驾驶人。他们会利用这些角色潜伏在墓地或教堂里,用他们令人不安的目光观察他们的潜在目标。
因为一直处于社会的边缘地带,所以黄印守秘者很容易受到当地人的忽视,以至于没有人注意到他从来没有老去也没有死亡。因此一些黄印守秘者已经经历了数千年的时光—然而他们缺乏足够的理智,也不愿意向他人传述他们的知识,除了哈斯塔教会中最虔诚最强大的成员。



劇透 -   :
KEEPER OF THE YELLOW SIGN
KEEPER OF THE YELLOW SIGN  CR 6
XP 2,400
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +10
Aura disquieting aura (30 ft., DC 17)

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 66 (7d8+35)
Fort +8, Ref +4, Will +5
Defensive Abilities channel resistance +2; DR 5/magic or silver; Immune undead traits
Weaknesses sunlight powerlessness

OFFENSE
Speed 30 ft.
Melee 2 slams +12 (1d6+6) or
entropic drain +11 touch (energy drain)
Special Attacks energy drain (1 level, DC 17)
Spell-Like Abilities (CL 7th; concentration +11)
3/day—darkness, invisibility (self only)
1/day—bestow curse (DC 17), dream (DC 19), rusting grasp, warp wood

STATISTICS
Str 22, Dex 15, Con —, Int 13, Wis 10, Cha 19
Base Atk +5; CMB +11; CMD 23
Feats Great Fortitude, Improved Initiative, Toughness,Weapon Focus (slams)
Skills Climb +11, Intimidate +14, Knowledge (arcana) +8,Knowledge (religion) +8, Perception +10, Sense Motive +7, Stealth +12
Languages Aklo, Common
SQ Yellow Sign affinity

ECOLOGY
Environment any land
Organization solitary, pair, or cult (3–6)
Treasure standard
Original Source Robert W. Chambers, “The Yellow Sign”

SPECIAL ABILITIES
Disquieting Aura (Su) A keeper of the Yellow Sign is surrounded by an aura of gloom and repulsiveness. A creature that fails its saving throw against this aura takes a –1 penalty on attack rolls and on saving throws against fear effects while within the aura and for 7 minutes after leaving the affected area. Any creature that successfully saves against this power cannot be affected again by it for 24 hours. This is a mind-affecting fear effect, and the save DC is Charisma-based. A creature within range of a keeper’s disquieting aura can be affected by its bestow curse spell-like ability from a distance (not only by touch).If a target of the aura has seen the Yellow Sign, it takes a
–2 penalty on its saving throws against the aura and the keeper’s bestow curse spell-like ability.
Entropic Drain (Ex) A keeper’s use of its energy draining ability can result in a surge of entropy that consumes its body and disrupts life all around it. Every time the keeper’s entropic drain attack results in a creature’s death, the keeper must succeed at a DC 17 Fortitude saving throw or be destroyed. If the keeper is destroyed,all sentient beings in a 15-foot radius around the keeper gain a negative level (Fortitude DC 17 negates).If any negative level bestowed by a keeper becomes
permanent, the victim must succeed at a DC 17 Will saving throw or die after 1 hour of delirium. The save DCs are Charisma-based.
Sunlight Powerlessness (Ex) A keeper of the Yellow Sign is powerless in natural sunlight (though not in an area of daylight or similar spells), and it cannot attack and is staggered. It can use its supernatural and spell-like abilities, but with a 50% failure chance.
Yellow Sign Affinity (Su) When the keeper of the Yellow Sign stays within 1 mile of an active Yellow Sign for 24 hours, it gains a +2 profane bonus to its Armor Class and a +1 resistance bonus on all saving throws. An active Yellow Sign is either one that was created by Hastur or by the Yellow Sign spell (see page 72). If the keeper leaves this range, it loses the bonuses immediately and can regain them only after once more staying within 1 mile of an active Yellow Sign for 24 hours.

A keeper of the Yellow Sign is the undead form of a cultist of Hastur who willingly sacrificed his soul to rise as his god’s servant after death. A quiet but relentless champion of the Unspeakable One, a keeper brings anxiety and woe to the lives of any infidel who comes too close to the secrets of its master. Like a vampire, a keeper can easily pass for a living human, if it so wishes,although it tends to have a pale, unhealthy look and a swollen face that can give away its true nature to those who know what to look for. Feeble and sluggish in the sunlight, a keeper can easily be mistaken for a sickly vagrant or even a leper if seen in the open during the day.In the darkness, however, a keeper grows supernaturally strong and attentive, and its eyes glow with a malignant,yellow luminescence.
A keeper’s primary purpose is to haunt and persecute
unbelievers who witness the Yellow Sign or, worse, have a document or item that bears the dreaded symbol, such as a copy of The King in Yellow or another artifact of Hastur’s cult. Against these favored victims, the keeper uses dream to create a sense of anticipation and awareness of its victim’s forthcoming doom. Although a keeper’s actions are mainly motivated by a sadistic eagerness to spread pain and misery, the creature can also perform special duties on behalf of a cleric of Hastur, such as slaying her personal enemies or harassing cultists she considers unworthy. These monsters also have an odd,morbid attraction for art in all its forms, favoring bizarre and decadent creations. Since a keeper’s energy drain ability can cause its own destruction, one interested in prolonging its own existence uses its touch attack sparingly. Typically, a keeper switches to touch attacks when it faces heavily armored adversaries otherwise difficult to hit, when it is reduced to half hit points (and therefore already facing destruction), or when it simply feels the urge to “taste” the energy of a victim, usually one with artistic talent (such as anyone who demonstrates particular skill in the areas of Craft or Perform).

Ecology
As undead creatures, keepers of the Yellow Sign do not reproduce, though their existence in a given area can signify the presence of a cult of Hastur. Interacting with such creatures can sometimes influence other followers of the King in Yellow to undergo the transformation ritual and become keepers themselves. Keepers do little to proselytize and do not seek out potential converts to their faith or possible additions to their ranks. Rather,they are singularly focused on preventing evidence or knowledge of Hastur’s cult from spreading to unbelievers, pursuing anyone who has seen the Yellow Sign, has an artifact bearing the powerful symbol, or has intimate knowledge of a cult’s activities or plans.
A keeper of the Yellow Sign does not need to eat, drink, or breathe,but it nevertheless has an urge to consume the energy of those who show particular talent in the arts. When using its energy draining abilities to sate such a hunger, the keeper typically drops its normally dour demeanor in favor of one of ecstasy and satisfaction, a small hint at Hastur’s predilection for decadence and depravity. The keeper generally regains its composure immediately after it is done draining its victim’s energy,though in rare cases a keeper might become so enraptured by the experience that it does not stop before its victim dies, thus putting itself in danger of self-destructing as the essence of life drained from its victim overwhelms it.

H abitat and S ociEty
A keeper of the Yellow Sign can be found anywhere there are active cults of Hastur or in ruins where a cult once existed, especially those locations marked by a Yellow Sign. Keepers rarely travel far from the site of their creation, preferring to live reclusive, solitary existences in nearby communities. They seldom congregate with others of their kind, except when multiple keepers serve the same priest of Hastur. The undead retain their memories of life, and those rare independent keepers that share the company of other keepers often knew one another in life—likely they came from the same cult of the Unspeakable One and took part in the same transformation ritual. Despite this connection, however, even paired keepers yearn to be alone with their despair and insanity-wracked thoughts, coming together only for protection from outside threats or to overpower potential targets that are more powerful than a lone keeper could handle.
In the communities where they reside, keepers are often mistaken for vagrants, mendicants, and diseased beggars. They often sit on unoccupied stoops, on public benches, or in gutters, muttering to themselves for hours on end, all the while watching passersby for indications that their neighbors may have witnessed the Yellow Sign. When offered charitable help by kind souls who encounter them, keepers of the Yellow Sign typically flee rather than risk giving away their true nature, which leads to the common belief that they are simply mad and either unwilling to receive aid or incapable of accepting it. Other times, they take on jobs that the general populace deems unsavory or macabre, such as gravedigger or hearse driver. They can observe potential targets from afar in these roles, lurking in cemeteries or churchyards and turning their unnerving gazes on the targets of their ire.
By  remaining  on the fringes of society, however, a keeper of the Yellow Sign can exist unheeded in a single settlement or region for generations, as most residents pay so little attention to it that they fail to notice that the creature never ages or dies.As such, some keepers are old enough to remember past millennia—yet, they are rarely sane enough or willing enough to recount their knowledge to anyone but the most devout and powerful members of Hastur’s faith.
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Re: 恒古诡邪里稀奇古怪的怪物们
« 回帖 #7 于: 2019-02-08, 周五 19:57:06 »
星之精(STAR VAMPIRE)
这漂浮着的一团尖端附着利爪的触须,其充满尖牙的大嘴发出一种不自然的傻笑声。全身如同刚刚溢出的血液一般鲜红。

星之精 CR6
XP 2400   混乱邪恶 大型异怪
先攻+3 感官:黑暗视觉60尺,昏暗视觉,血液嗅觉 ;察觉+18
 

  防御

AC 19 接触8 措手不及19(-1敏捷,+11天防,-1体型)
HP 67(9d8+27)强韧+6 反射+4 意志+11
防御能力:不定形体 血液愈合 部分隐形
DR 5/挥砍
弱点 出血效果
 

  攻击

速度:20尺 40尺完美飞行
近战:3爪抓+9(1d4+4 附带流血)啮咬+9(1d6+4 附带攫抓)
占据10尺 触及10尺
特殊攻击:吸血(1d2体质),憎恶拥抱
 

  数据

力量19 敏捷8 体质16 智力9 感知16 魅力15
BAB+6 CMB+11 CMD20
专长:飞跃攻击 精通先攻 钢铁意志 闪电反射 技能专攻(察觉)
技能:飞行+17 察觉+18 隐匿+7
语言:邪灵语
SQ:压缩 飞行 无需呼吸
 

  生态

环境:任意空气
组织:单个,一对,一团(3-8)
财宝:次要的 incidental
出处:罗伯特·布洛克 《外星怪物》(The Shambler from the Stars)
 

  特殊能力

血液愈合 Blood Healing(Ex) 只要星之精开始他的回合,周围10尺有生物受到流血效果(除了它自身或其他星之精),它治疗5点伤害,如同微小的卷须从身体中滑出,以令人恶心的效率吸走滴落的血液。
飞行 Flight(Su) 星之精的飞行能力是超自然,反魔场内无效。此外当充满血液并可见时,它的飞行检定-10
憎恶拥抱 Loathsome Embrace(Ex) 星之精用来用来喂养和抓住猎物的滑行潮湿的触须和具有欺骗性的卷须,特别令人厌恶。被它擒抱,或擒抱它的生物需要DC16的意志,否则反胃一轮。每轮擒抱维持都需要一个新的意志豁免。一旦生物在对抗憎恶包卷豁免成功,他在24小时内对所有星之精的憎恶拥抱免疫。这是一种影响心灵的恐惧效果。豁免DC基于魅力。
部分隐形 Partial Invisibility(Su) 星之精在天生形态下隐形,尽管它不断发出阴森恐怖的吃吃的笑声,使定位更容易。当星之精饮用鲜血将变得可见(无论是成功的吸血攻击,还是血液愈合)它令人恶心的外表因为充满血液而暴露。星之精以这种方式保持可见,直到他受到两轮连续的流血伤害,或者最后饮用鲜血或的血液愈合的10分钟之后。
血液嗅觉 Scent Blood(Ex) 星之精对所有有血液的活物有灵敏嗅觉能力。对抗当前受到流血伤害的生物,察觉检定+10环境加值
弱点流血 Weakness to Bleed Effects(Ex) 当受到流血效果,星之精遭受持续痛苦,只要流血效果仍在就处于恶心。当它受到流血效果影响,血液迅速从星之精的身体排出。经过连续2轮流血伤害,星之精变得可见,饮用血液后再次隐形。
 

 
星之精降落于世间,以生物的鲜血为食。虽然平时隐形,但是在进食时星之精会显现出它们令人作呕的外形,随着吸食鲜血它们的身躯会变化成闪亮的深红色。在它们身上的大量触须都密密麻麻地长满了细小的尖牙,星之精可以伸出三条长长的带有利爪的触须以划破敌人,并通过这数千个细小的伤口进食。
一只星之精直径约10尺,但重量只有300lb。
 

  生态
星之精是不朽的存在,只要不是在斗争,事故或疾病中死亡,理论上它们可以永生。这些生物大多在浩瀚的暗幕之中飘荡,但却没有星间旅行的能力(详见P82拜亚基)所以它们需要飘荡数千,数万,甚至数百万年才能完成旅途,开始寻找下一个可以降落觅食的位面。一旦星之精降落到一个位面,它会开始以这个世界的生命为食,且很少会再次回到太空中。
更为常见的情况是通过一些罕见的法术或仪式将宇宙深处的星之精召唤到位面之上。这些仪式一般是包含着暧昧的承诺以从宇宙深处寻求伟大存在的帮助—这是为了给饥渴的星之精在新的世界里提供毫无防备的施法者作为食粮而设计的。这些危险的仪式从何而来不得而知,因为凭星之精的智力未必能想出这样的方法。这些狡诈的咒语可能是由一个厌世的狂人所传播的,他渴望给予试图联系宇宙中的存在的愚蠢之人带来痛苦与灾厄。
星之精或是没有必要,或是已经失去了繁衍的能力,所以它们的数目是有限的,它们在随着个体的消亡而逐渐走向灭绝。但是在宇宙中漂浮着得星之精又是如此之多,哪怕是这种情况它们也不会在短时间内灭绝。
星之精会发出毫无意义的古怪声音,这听起来有点像嘲笑声。当然如果他们愿意,它们也会说邪灵语(只有很少一部分会说邪灵语以外的语言),但是它们说话时会混扎着大量的口水,所以它们会不断发出滴答的声音—只有在进食时它们才会相对安静。


  Habitat and Society
孕育星之精的世界早在大部分位面都尚未诞生的远古世纪便已崩灭,甚至星之精之中也不再记得那个地方,甚至是它们曾经的文化和名字。但是它们不会为此哀悼。它们不需要陪伴,不渴望留下遗赠,也不期望殖民新世界,因为它们的想法和意志和他们诡异的外形一般奇特,甚至与大部分外域生物的社会都大相庭径。
一些星之精比这里所描述的更为强大,他们的身形大小和生命骰将没有明显的限制—当然在大到一定程度之后它们总会被寄生着得世界的伟大英雄所追捕和摧毁。一些星之精会通过获得职业等级而变得更加强大,它们偏好于先知,异能者和盗贼,它们尽量倾向于不需要依赖装备和伙伴的职业。拥有职业等级的星之精比起只是变得更加庞大的星之精更为危险,因为前者通常为展现出更为人性化的一面而不仅仅只是一味地感到饥渴。它们会发展自己的邪教并在那些无法分辨到底是怪物还是神明的原始社会或狂信徒面前扮演神祗。星之精甚少敬拜神明,但也有一部分会崇拜奈亞拉托提普,莎布·尼古拉斯或犹格·索托斯。


  Origins
被称为星之精的生物是Sandy Petersen所命名的Chaosium在克苏鲁的呼唤中创造的生物,它们饮食了无数好奇的调查员以及不幸的英雄的鲜血。最初出现在Robert Bloch的短篇小说《The Shambler from the Stars》时它们尚未拥有统一的名字,作者在获得H.P.洛夫克拉夫特的书面许可将其写进小说并被怪物吞噬后,他更加投入到洛夫克拉夫特小说创作之中。洛夫克拉夫特同样将其写进自己的短片小说《The Haunter of the Dark》中以示敬意,在那里这位布洛赫风格的人也遭受到了同样可怕的命运。



劇透 -   :
STAR VAMPIRE
STAR VAMPIRE  CR 6
XP 2,400
CE Large aberration
Init +3; Senses darkvision 60 ft., low-light vision, scent
blood; Perception +18

DEFENSE
AC 19, touch 8, flat-footed 19 (–1 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +4, Will +11
Defensive Abilities amorphous, blood healing, partial
invisibility; DR 5/slashing
Weaknesses bleed effects

OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee 3 talons +9 (1d4+4 plus bleed), bite +9 (1d6+4
plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain (1d2 Constitution), loathsome embrace

STATISTICS
Str 19, Dex 8, Con 16, Int 9, Wis 16, Cha 15
Base Atk +6; CMB +11; CMD 20
Feats Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
Skills Fly +17, Perception +18, Stealth +7
Languages Aklo
SQ compression, flight, no breath

ECOLOGY
Environment any air
Organization solitary, pair, or clot (3–8)
Treasure incidental
Original Source Robert Bloch, “The Shambler from the Stars”

SPECIAL ABILITIES
Blood Healing (Ex) Whenever a star vampire starts its turn within 10 feet of a creature suffering a bleed effect (other than itself or another star vampire), it heals 5 points of damage as minuscule tendrils slither out from its body to leech away the dripping blood with disgusting efficiency.
Flight (Su) A star vampire’s ability to fly is supernatural and doesn’t function in areas where magic doesn’t work. Furthermore, when engorged with blood and thus visible, it takes a –10 penalty on Fly checks.
Loathsome Embrace (Ex) The slithering wet tentacles and suckered tendrils a star vampire uses to feed with and clutch its prey are particularly disgusting to experience. Any creature that is grappled by or that grapples a star vampire must attempt a DC 16 Will save to avoid being nauseated for 1 round. A new Will save is required each round the grapple is maintained, but once a creature succeeds at its saving throw against a star vampire’s loathsome embrace, it becomes immune to the loathsome embrace of all star vampires for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Partial Invisibility (Su) A star vampire is invisible in its natural state, although the eerie tittering it constantly emits makes locating it easier than normal—treat a star vampire as if it were in combat or speaking for the purposes of Perception checks against it. When a star vampire feeds on blood (either as a result of a successful blood drain attack or by gaining the benefit of its blood healing), it becomes visible, its nauseating appearance laid bare by the blood that infuses its entire being. A star vampire that becomes visible in this manner remains visible until it takes 2 consecutive rounds of bleed damage or 10 minutes pass after it last drained blood or gained the benefit of blood healing.
Scent Blood (Ex) A star vampire has the scent ability against all living creatures that have blood, and it gains a +10 circumstance bonus on Perception checks against creatures currently taking bleed damage.
Weakness to Bleed Effects (Ex) When subjected to a bleed effect, a star vampire suffers wracking pain that leaves it sickened as long as the bleed effect persists. Consumed blood drains rapidly from a star vampire’s body when it is affected by a bleed effect, and after 2 consecutive rounds of bleed damage, a star vampire that had become visible after drinking blood becomes invisible once again.

Star vampires descend upon worlds to feed upon the blood of the living. Naturally invisible, star vampires expose their offensive shapes when they feed, for the blood they gorge upon infuses their bodies with a glistening crimson hue. Tangled masses of writhing feelers surrounding toothy maws, star vampires can extend three long tentacles tipped with talons to lacerate foes, allowing the aberrations to drink the blood from the air with thousands of tiny feeding tendrils.
A star vampire is approximately 10 feet in diameter, yet weighs a mere 300 pounds.

E cology
Star vampires are effectively immortal and can live forever if not slain through violence, accident, or disease. The bulk of these creatures drift through the vastness of the Dark Tapestry, but without the starflight ability (like that of byakhees; see page 82), thousands or even millions of years can pass before one manages to find a planet where it can descend to feed. Once a star vampire arrives on a planet, it adopts the new world as its personal feeding ground and very rarely, if ever, returns to space. It is far more common for a star vampire to show up on a world after being conjured from the depths of space via certain rare spells or rituals. Many of these
rites are deliberately ambiguous promises of the aid of a powerful spirit from the depths of space—designed to serve up the unsuspecting occultist as a hungry star vampire’s inaugural meal on the new world. The source of these dangerous rituals is unclear, for it is unlike the alien mind of a star vampire to conceive of such tactics. Likely, these treacherous spells were inflicted upon the world by a misanthropic lunatic eager to bring pain and doom upon those foolish enough to attempt to contact alien beings.
Star vampires either have no need or have lost the ability to reproduce, and thus their numbers in the universe are limited, dwindling as individuals perish. Yet, the sheer number of star vampires that drift through space, while spread thin, is vast enough that the vampiric race is in no danger of going extinct any time soon.
The strange noises issued by a star vampire seem to serve no purpose, although they tend to sound like mocking laughter at times. These creatures can speak if they wish (although few know any language other than Aklo), but their voices are wet and slobbery and do not prevent the tittering sounds they emit from continuing—only when feeding do these monsters fall relatively silent.

H abitat and S ociEty
Ancient beyond most worlds, whatever realm first spawned these interstellar predators is long gone, vanished even from the memories of the star vampires themselves, along with any culture or name for themselves they may have once had. Yet, the star vampires do not mourn this loss. They have no need for companionship, no desire to leave a legacy, and no drive to colonize new worlds, for their minds and motivations are as alien as their strange shapes to most planet-bound societies.
Some star vampires grow mightier than the typical specimen presented here, gaining size and Hit Dice with no apparent limit—although when they grow particularly large, they are invariably hunted down and destroyed by great heroes on the worlds they infest. Other star vampires gain class levels to become more powerful, preferring to focus on classes such as oracle, psychic, and rogue, eschewing classes that place too much emphasis on the use of gear or the acquisition of companions. Star vampires with class levels tend to pose more of a threat than those that merely grow in size, for the former often develop all-too-human goals and desires beyond simply feeding. These creatures are fond of forming cults and playing the role of gods to primitive societies or fanatics who are incapable of discerning the monster from a divine sending. It is rare for a star vampire to worship a deity, but those that do tend to venerate Nyarlathotep, Shub-Niggurath, or Yog-Sothoth.

o riginS
The creatures known now as “star vampires” were named such by Sandy Petersen in Chaosium’s Call of Cthulhu Roleplaying Game, and they’ve gone on to drink the blood of countless inquisitive investigators and hapless heroes. The first star vampire noted in print lacked its name, appearing in Robert Bloch’s short story, “The Shambler from the Stars,” which the author dedicated to H. P. Lovecraft—after receiving written permission to put Lovecraft into the story and have a monster eat him. Lovecraft returned the favor by having an equally grisly fate await a Bloch-inspired character in the short story, “The Haunter of the Dark.”
« 上次编辑: 2019-06-26, 周三 23:36:30 由 雾音 »
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无形之子 (哒哒哒哒哒)
« 回帖 #8 于: 2019-06-26, 周三 23:15:52 »
无形之子(FORMLESS SPAWN)
这团深色的泥怪挥舞着扭曲的触手,他的胃如无底洞一般黝黑。

无形之子 CR10
XP 9600
混乱邪恶 超大型泥怪
先攻+9;感官 全域视野,盲视120尺,颤动感知240尺,察觉+13;灵气 蔓须(20尺)
 

  防御
防御
AC22,接触22,措手不及13(+5偏斜,+9敏捷,-2体型)
Hp126(12d8+72)快速痊愈10
强韧+10,反射+13,意志+5;DR 10/-;免疫 酸,老化,泥怪特性,穿刺伤害;抗力 电10;SR 21
 

  攻击
攻击
速度 40尺,攀爬20尺,游泳40尺
近战 啮咬+17(2d6+6附加攫抓)4挥击+17(1d6+6)
占据 15尺;触及 15尺(触手20尺)
特殊攻击 快速下咽,活吞(2d6+6伤害,AC12,hp12)
 

  数据
数据
力量23,敏捷29,体质22,智力15,感知12,魅力15
BAB+9;CMB+17;CMD 36
专长 寓守于攻,戰鬥反射,猛力攻击,武器娴熟,武器专攻(啮咬,挥击)
技能 攀爬+20,知识(宗教)+14,察觉+13,隐匿+13,游泳+20
语言 邪靈語
SQ 压缩,静止,精通活吞,触手
 

  生态
环境 废弃的神殿
组织 单独或一队(2-6)
宝藏 标准
 

  特殊能力
靜止(Ex)无形之子可以将自己变得像一滩黑油。此时在隱匿檢定中可取20。在静止期间无形之子无需进食。
进阶活吞(Ex)当被活吞的生物从内切开逃出来后,组成无形之子的液体会立刻修复使其可以继续活吞而不必等到恢复了伤势。
蔓须(Ex)一旦进入无形之子的20尺范围内便会受到无形之子如同狂风骤雨般的触手攻击。这些触手给予其+5偏斜AC,且在范围内的生物战技检定受到-5罚值。施加了行動自如、气态或虚体生物可以无视该罚值。
触手(Ex)无形之子的触手是其主要天生武器。在使用触手造成伤害时无形之子可以自行决定造成钝击,挥砍或穿刺伤害。
 

大多数泥怪都来自于幽暗之地,他们大部分都有着总所周知的特点。其一是没有心智(一些经验老到的冒险家会利用这种没有战术的特点)其二是没有护甲(但免疫猛力攻击)但这对于扎特瓜的无形之子不再此二者之列,他拥有心智但在战斗中更容易收到攻击,这些致命的守护者十分狡黠,他们与外观不符的敏捷使他们能够闪过不少致命的物理伤害。
无形之子不动的时候就像一滩焦油或是别的神色液体;然而这只是可怕的捕食者作出的假象。这种生物的轮廓可以不断变化,从硬如蛇纹石到柔若无骨—甚至可以模拟一些人或动物的外形,虽然很快就会崩塌。无形之子总是以狂风般舞动自己的触手以阻隔他人的攻击和战技。虽然会说话,但他们甚少在有具体形状的生物上花费心思—他们认为与食物交谈毫无意义。
无形之子体积和大象相近,能够充盈边长15尺深1尺的池子,重9000lb。虽然如痴无形之子也可以如同油一般漂浮在水上,除非他主动下潜。
 

  生态
无形之子不但有心智而且相当聪明,虽然不能长时间保持但也可以模仿任何形状。它没有真正的形态。泥怪那不定型的特征使得他不愿意长时间保持一种形状(这使得他看上去很恶心)而且他也很难理解那些具有固定形态的概念。尽管如此,无形之子的力量和心智不会因外表的改变而变化。事实上他们经常嘲笑那些“固定”为某一形态的东西,不过大多数生物都不知道这一点,因为无形之子一般更喜欢吞食掉他们遇到的生物而非交谈。
无形之子不会衰老—他们蔑视其为“低级的生物机能”—甚至不会繁衍。所有无形之子都自地底深处出现。最初的无形之子是由扎特瓜创造的,但在那之后扎特瓜沉眠的地方也会慢慢渗出液体,最终形成无形之子。不过后者十分罕见。虽然不会衰老和繁衍,但无形之子仍需进食,而且如果不进食就会饿死。当无形之子进入静止状态后新陈代谢会变慢,这样的状态下他们甚至可以维持数十年甚至数个世纪,但一旦醒来饥肠辘辘的他必须马上开始觅食。


  Habitat and Society
大部分无形之子都是扎特瓜神殿的守卫或是其教派组织的代理人,在许多宗卷中会以“扎特瓜的无形之子”等更长的名号称呼他们。在旧日支配者的神殿里,无形之子一般会呆在圣池或是雕刻着什么的容器里,伪装称神殿的装饰。在野外的无形之子一般都是因为原本身处的神殿收到了破灭。冷酷的无形之子会在黑暗的深邃地穴里徘徊,寻找新的伺奉其父的教会神殿。因为受到更多的挑战和阻碍,这些无形之子比起同类一般还会获得更多的HD,甚至是职业等级,如扎特瓜的牧师,通灵师,盗贼或术士。无形之子一般都会拥有施法免材专长,如果是扎特瓜的牧师,他可以以自身代替圣徽施法。
在一些特定情况下无形之子甚至会从神殿的守护者或者代理人擢升为领导者。他们都是扎特瓜的牧师,甚至手下还有几位无形之子,以及各种类人或非人的邪教徒。无形之子可以长时间保持某个形态纯属胡说,可能是因其颜色与修格斯相似而将两者混为一谈。虽然都是深色的泥怪,但两者并无相似之处—无形之子视修格斯为危险但无用的野兽,而修格斯对自身以外的事物毫无兴趣。


  Origins
这个令人难以忘记的生物首次出现于Clark Ashton Smith的短篇小说《The Tale of Satampra Zeiros》,在两个小偷在失落的森林城市中的扎特瓜神庙中寻找宝藏时碰到的未知怪物。



劇透 -   :
FORMLESS SPAWN
FORMLESS SPAWN  CR 10
XP 9,600
CE Huge ooze
Init +9; Senses all-around vision, blindsight 120 ft.,
tremorsense 240 ft.; Perception +13
Aura tendrils (20 ft.)
DEFENSE
AC 22, touch 22, flat-footed 13 (+5 deflection, +9 Dex, –2 size)
hp 126 (12d8+72); fast healing 10
Fort +10, Ref +13, Will +5
DR 10/—; Immune acid, aging effects, ooze traits, piercing
damage; Resist electricity 10; SR 21
OFFENSE
Speed 40 ft., climb 20 ft., swim 40 ft.
Melee bite +17 (2d6+6 plus grab), 4 tentacles +17 (1d6+6),
Space 15 ft.; Reach 15 ft. (20 ft. with tentacle)
Special Attacks fast swallow, swallow whole (2d6+6 damage,
AC 12, 12 hp)
STATISTICS
Str 23, Dex 29, Con 22, Int 15, Wis 12, Cha 15
Base Atk +9; CMB +17; CMD 36
Feats Combat Expertise, Combat Reflexes, Power Attack,
Weapon Finesse, Weapon Focus (bite), Weapon
Focus (tentacle)
Skills Climb +20, Knowledge (religion) +14, Perception +13,
Stealth +13, Swim +20
Languages Aklo
SQ compression, freeze, improved swallow whole, tentacles
ECOLOGY
Environment temperate ruins
Organization solitary or flood (2–6)
Treasure standard
SPECIAL ABILITIES
Freeze (Ex) A formless spawn can hold itself so still that it
appears to be nothing more than a puddle of tar or oil.
When using this ability, a formless spawn can take 20
on its Stealth check to hide in plain sight as just such a
puddle. While freezing, a spawn need not drink or eat.
Improved Swallow Whole (Ex) When a creature cuts its way
out of a formless spawn after being swallowed whole,
the monster’s fluid body reforms instantly, allowing it
to continue to use swallow whole without needing to
completely recover from all damage.
Tendrils (Ex) A formless spawn fills an area around it to
a 20-foot radius with a writhing storm of black tendrils
formed from its own amorphous body. These tendrils
grant it a +5 deflection bonus to AC and other creatures in
this area take a –5 penalty on combat maneuver checks.
Freedom of movement grants immunity to this combat
maneuver penalty, and the tendrils cannot penalize
creatures that are gaseous or incorporeal.
Tentacles (Ex) A formless spawn’s tentacles always function
as primary natural weapons. As it deals damage with
a tentacle, a formless spawn can decide whether it is
dealing bludgeoning, slashing, or piercing damage.
Oozes are much-feared denizens of the Darklands,
yet many of them share characteristics that canny
adventurers can exploit. The two best known are
their mindlessness (a feature that lets an experienced
adventurer manipulate the ooze in a battle, due to its
inability to use tactics) and their lack of armor (a quality
that allows for tactics like Power Attack to be used with
abandon). However, those who stumble across one of
the so-called formless spawn of Tsathoggua would do
well to remember that not all oozes are mindless and
easily hit in combat, for these deadly guardians prove
quite cunning and display an alacrity that grants them
incredible defenses against physical attacks.
A formless spawn at rest resembles nothing more
than a simple puddle of tar, oil, or another dark, thick
liquid; once roused to attack, however, it could never
be mistaken for anything other than a monstrous and
malignant predator. The creature’s outline changes
constantly, shifting from serpentine to insectile to a
truly shapeless mass—at times even approximating
humanoid or other bestial shapes before collapsing in
on itself a moment later. Always, the formless spawn
sends forth a storm of tendrils that whip and writhe,
blocking attacks and fouling attempts at combat
maneuvers. The creatures can speak if they deign to, yet
they rarely bother to do so with creatures that have fixed
shapes—formless spawn consider talking to one’s food
a waste of time.
A formless spawn is elephantine in size, capable of
covering a 15-foot-diameter pool to a depth of a foot,
and it weighs just over 9,000 pounds. Even at this
weight, a formless spawn is only about as dense as oil
and thus floats on water, unless it actively swims down
under the surface.
E cology
A formless spawn is a sentient and quite intelligent
mass of protoplasm capable of assuming any basic
shape but incapable of holding that form for long.
It has no true shape. The ooze’s characteristic
formlessness results from a combination of physical
disinclination to stay in one configuration (doing so
causes a formless spawn something akin to nausea)
and a mental inability to even comprehend the concept
of a fixed form. Still, a formless spawn hardly seems
to suffer at all in power or intellect for these constant
fluctuations in appearance. Indeed, they often ridicule
those who they view as being “locked” into a single
shape, although most creatures never even get the
chance to hear such mockery, for formless spawn are
usually more eager to slaughter and consume those
they encounter than speak to them.
Formless spawn do not age—a process that spawn
refer to as “a crude biological function”—nor do
they reproduce. All formless spawn that exist were
themselves spawned from sources deep below the
ground. The original formless spawn issued fully
formed and aware from Tsathoggua himself, but after a
time, the very rocks in places where that Great Old One
slumbered seemed to gain the ability to create them.
Just as pockets of oil might bubble up from a fissure in
the stones, so too might a fully formed spawn come into
being. Fortunately, such points are few and far between.
While spawn do not grow old or mate, they must eat,
and a spawn denied meals can starve to death. When
a spawn uses its freeze ability, its metabolism slows
significantly—a spawn masquerading as a pool can
live for decades or even centuries without eating, but
upon awakening, it is always ravenous and must seek
sustenance promptly or begin to starve.
H abitat and S ociEty
The majority of formless spawn that are encountered
are acting as temple guardians or agents of the cult
of Tsathoggua, to the extent that many texts refer to
these monsters by a longer name: the formless spawn
of Tsathoggua. Within the Great Old One’s temples,
a formless spawn often resides within a large font or
other carved container that upon first glance might
appear to be little more than a decorative aspect of the
shrine. Those formless spawn that are encountered in
the wild are almost always ones that have
lost their temples or have survived the
destruction of a cult they once served.
Formless spawn wander the deep
tunnels of the Darklands relentlessly,
driven by an urge to seek out new cults
or temples of their father to serve.
These formless spawn, subjected to a
wider range of obstacles
and challenges, most
often advance beyond
the  standard  powers
presented above, either
by gaining Hit Dice or
class levels. Formless
spawn that gain levels
generally do so as clerics
of Tsathoggua, psychics,
rogues, or sorcerers. A
spellcasting  formless
spawn  usually  takes
Eschew Materials as a
feat as early as possible,
but  as  long  as  it
worships Tsathoggua, it can use its own body as a divine
focus in place of a holy symbol when casting spells.
In some cases, formless spawn manage to ascend
beyond being mere guardians of a temple or agents
of a cult, and wind up actually leading the temple
itself. These formless spawn are almost always clerics
of Tsathoggua, and they often count several standard
spawn among their servitors, alongside the various
humanoid or monstrous cultists who make up the bulk
of the clergy. Legends of formless spawn being able to
hold a single shape for extended periods of time are
inaccurate, and they are often confused with accounts
of shoggoths that have developed this capability.
Despite both being dark-colored oozes, shoggoths and
formless spawn have very little in common—the former
being regarded by the latter as dangerous but useful
beasts of burden, and with the shoggoths themselves
generally showing minimal interest in anything other
than themselves.
o riginS
This memorable creature first made its appearance as an
unnamed antagonist in Clark Ashton Smith’s short story,
“The Tale of Satampra Zeiros,” wherein a pair of would-
be thieves run afoul of the monster in a lost jungle city
while searching for treasure said to be held within a
temple devoted to Tsathoggua.
« 上次编辑: 2019-06-26, 周三 23:37:18 由 雾音 »
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伊伯幽影
« 回帖 #9 于: 2019-06-26, 周三 23:19:29 »
伊伯幽影(IB SHADE)
这个诡异绿色的人形幽灵长着诡异的耳朵和松弛的嘴巴,这让他看上去就像是青蛙一般,但是在眼睛处却只能看到一个深深陷进去的眼窝。。

伊伯幽影 CR4
XP 1200
混乱邪恶 中等体型不死生物(虚体)
先攻+7;感官 黑暗视觉60,察觉+9
 

  防御
AC 17,接触17,措手不及14 (+4偏斜,+3敏捷)
hp 42 (5d8+20)强韧+5,反射+4,,意志+7
特殊防御 虚体;免疫 寒冷;不死生物特性
 

  攻击
速度 飞行30尺(良好)
近战 2凌虐之触 +6触摸(2d6附加丧志术)
类法术能力(CL4;专注+8)
任意—丧志术(DC15)
 

  数据
力量-,敏捷16,体质-,智力11,感知13,魅力19
BAB+3;CMB+6;CMD20
专长 戰鬥反射,精通先攻,钢铁意志
技能 飞行+15,察觉+9,察言观色+9,隐匿+15;种族加值 +4隐匿
语言 伊伯语
SQ 魂之触碰,无声
 

  生态
环境 温带沼泽
组织 单独,一对或成群(3-12)
宝藏 附带装备
出处 H. P. Lovecraft《The Doom That Came to Sarnath》
 

  特殊能力
厄运(Su)受到伊伯幽影的凌虐之触伤害的生物除非通过DC16的意志豁免,否则将遭逢厄运。豁免失败的生物将颤栗,已然颤栗的生物再次受到伤害需再过一次DC16的意志豁免检定,否则将遭受诅咒。被诅咒的生物将被扑面而来的毁灭气息魇住,以至于晕眩1轮,然后恍惚1d6轮。这是影响心灵的诅咒效果,豁免DC基于魅力。
魂之触碰(EX)伊伯幽影的蹼可以操纵物体(但不能是生物)而且该物体将具有魂之触碰能力。这使得伊伯幽影可以自由挥舞武器(虽然大多数更喜欢用更具危险性的凌虐之触)或携带大型物件(如波库鲁格的雕像)伊伯幽影以魅力值计算其可携带,拉动的物品重量,而非力量。
无声(EX)伊伯幽影没有声响,因此无法说话或做任何需要使用语言的事情。但具有施法者等级的伊伯幽影可以将法术的语言成分替换为思维(详见Pathfinder RPG Occult Adventures P144)
凌虐之触(Su)伊伯幽影的触碰将会造成伤害,在生物身上可能会呈现灼伤或深色淤伤,在物体上可能会表现为裂痕。这种伤害同时视作钝击、挥砍及穿刺伤害,在克服DR时也视作魔法武器。对于受到厄运能力影响的生物,成功的近战攻击将被视为重击。凌虐之触是伊伯幽影主要攻击手段。
 

许久以前,在幻梦境的米纳尔附近栖息着一种奇怪的两栖类人生物—据传他们是自异界降临的—他们在一个没有河流流经的无名之湖附近用石头建立了他们的城市,伊伯。这些生物在这里生活了许久,默默以他们诡异的仪式祭奠着他们的神祗波库鲁格,知道他们诡异的外表和可怕的仪式引起了人类的忌惮而被屠杀干净。自那一千年后,这些生物的鬼魂自湖中升起并前往萨尔纳斯毁灭该城,在太阳升起后这里只剩下一片沼泽,再无人烟。
伊伯人的皮肤呈恶心的绿色。他们的手脚都有蹼,身子柔软而轻盈,腹部能看到稍微的凹陷。他们的头看上去和青蛙无异,大嘴巴十分松弛,眼睛深深陷入眼窝中。耳朵则有三个锥形突起,两个伸向后脑勺,最下面的则能碰到肩膀。
 

  生态
伊伯幽影比起生前更为凶残;在生时他们是温和的两栖渔夫,转化为不死生物后他们是对那些威胁到波库鲁格信徒的复仇之魂。他们从水底冒出并攻击附近住有攻击过水蜥蜴信徒之人的城镇,甚至会招来水蜥蜴的投影以破灭一方。除此之外他们隐匿在曾经居住过的沼泽和浅滩,与自然和谐相处,但一旦有外来高智生物踏入这片区域他们就会发起攻击。


  Habitat and Society
虽然伊伯幽影曾经可能会有过自己的种族名,但这已经消逝在时间长河之中。而今学者们也只是称其为“伊伯之民”活着的时候他们是身子柔弱皮肤黏糊的两栖生物。他们并不好战,只是满足与崇拜他们的神祗波库鲁格,狩猎和钓鱼,以及一些小娱乐。但他们从未在水下建立过自己的都市,他们选择在泥泞的沼泽上建立其石头建筑。
伊伯之民的生活十分平和,他们只是没有野心的渔民,除了他们对波库鲁格的狂热崇拜外。他们在湖边定居时做的第一件事就是雕刻出他们神祗的海绿色石雕。



劇透 -   :
IB SHADE
IB SHADE  CR 4
XP 1,200
CE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
hp 42 (5d8+20)
Fort +5, Ref +4, Will +7
Defensive Abilities incorporeal; Immune cold, undead traits
OFFENSE
Speed fly 30 ft. (good)
Melee 2 wracking touches +6 touch (2d6 plus doom)
Spell-Like Abilities (CL 4th; concentration +8)
At will—doom (DC 15)
STATISTICS
Str —, Dex 16, Con —, Int 11, Wis 13, Cha 19
Base Atk +3; CMB +6; CMD 20
Feats Combat Reflexes, Improved Initiative, Iron Will
Skills Fly +15, Perception +9, Sense Motive +9, Stealth +15;
Racial Modifiers +4 Stealth
Languages Ib
SQ ghost touch, voiceless
ECOLOGY
Environment temperate swamp
Organization solitary, pair, or haunting (3–12)
Treasure incidental
Original Source H. P. Lovecraft, “The Doom That Came to
Sarnath”
SPECIAL ABILITIES
Doom (Su) A creature that takes any damage from an
Ib shade’s wracking touch becomes doomed unless it
succeeds at a DC 16 Will save. A doomed creature gains
the shaken condition. An already shaken creature that
takes damage from an Ib shade must succeed at a DC 16
Will save to avoid becoming damned instead. A damned
creature becomes so haunted by the certainty of its own
imminent destruction that it is dazed for 1 round and
then staggered for 1d6 rounds thereafter. This is a mind-
affecting curse effect. The save DC is Charisma-based.
Ghost Touch (Ex) An Ib shade’s webbed hands can
manipulate solid objects (but not creatures) as if the
objects had the ghost touch special ability. This allows
Ib shades to wield weapons if they desire (although
most eschew weaponry in favor of their more dangerous
wracking touches) and to work together to carry large
objects (such as statues of Bokrug). An Ib shade uses
its Charisma score instead of its Strength score for
determining how much weight it can carry, lift, or drag.
Voiceless (Ex) An Ib shade has no voice and cannot speak
or take any verbal action as a result. An Ib shade that
gains a level in a spellcasting class automatically replaces
any verbal components required by its spells with
thought components (see page 144 of Pathfinder RPG
Occult Adventures for rules on thought components).
Wracking Touch (Su) An Ib shade’s incorporeal touch
causes painful wounds that manifest as wracking burns,
deep bruises, or, in the case of attacks made against
objects or constructs, crumbling fissures. This damage
is treated as bludgeoning, slashing, and piercing, but it
also counts as magical for the purpose of overcoming
damage reduction. Against foes who are dazed or shaken
by an Ib shade’s doom ability (see above), successful
melee attacks are treated as confirmed critical hits. An Ib
shade’s wracking touch is a primary touch attack.
Untold eons ago, in the land of Mnar in the Dreamlands,
a strange race of amphibian humanoids (rumored to
have descended from the depths of space) built a city
of gray stone—naming it Ib—on the shores of a deep
lake to and from which no river or stream flowed.
These beings dwelt in Ib for ages, worshiping their deity
Bokrug and performing their own curious rites and
rituals until they were slaughtered by humans who were
disturbed by the creatures’ strange appearances and
frightening deity. One thousand years later, the ghosts
of this slaughtered race rose from the waters of that
lake and descended upon the human city of Sarnath,
bringing with them a terrible doom that brought death
to all and wiped the mighty metropolis from existence,
leaving only a swampy shoreline in its wake with the
rising of the next sun.
An Ib shade is a nauseating green color. Its hands
and feet are webbed and its body limber and lithe, with
a sunken belly. The shade’s face is froglike, with wide,
flabby lips, but it has no eyes in its overly large eye
sockets. Its ears are long and taper to two distinct points
that protrude backward from the skull at an angle, with
a third point descending downward to the shoulder in
place of an earlobe.
E cology
Ib shades are much more violent and dangerous than
their living counterparts; while alive, they were mild,
aquatic fisherfolk, but as undead they threaten all who
cross worshipers of Bokrug with vengeful wrath. These
creatures have been known to rise up from nearby bodies
of water to assault settlements and cities whose denizens
have brought harm to the worshipers of the Water Lizard,
and in the worst cases, have caught Bokrug’s attention,
leading to that site’s ultimate destruction. Beyond this,
Ib shades are content to remain hidden in the shallow
waters of the bogs and lakes in which they once dwelt,
coexisting in relative peace with animals but taking great
and violent offense against intelligent intruders into
their domains.
H abitat and S ociEty
If the Ib shades had a name for their race back in the
days they lived, such a word has long been lost to the
gulfs of time. Today, when scholars speak of these
creatures, they refer to them as the “beings of Ib.” In
life, they were amphibious creatures with weak frames
and slimy, fragile skin. They were not warlike, but
rather were content to spend their lives in worship
of their god Bokrug, hunting and fishing for small
game, and pursuing idle entertainments. Curiously,
they never built their cities underwater, preferring
to raise their squat, functional buildings on swampy
lakeshores where the ground was firm enough to
support stone edifices.
The beings of Ib were relatively peaceful in life and
never presented much in the way of ambition or drive
to be anything more than simple lake dwellers. The
singular exception concerned their worship of Bokrug,
the Water Lizard. The beings of Ib were fanatical
devotees of the Great Old One, and the construction
of intimidating but masterfully carved statues of the
deity from strange, sea-green stone was always the
first task these amphibious creatures undertook after
settling on a lakeshore.
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