作者 主题: 【Bestiary 1-4】泥怪(Ooze)  (阅读 55744 次)

副标题: PF世界的软泥们,Bestiary 1-4的泥怪完工

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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #15 于: 2013-03-01, 周五 21:04:43 »
庭院泥怪(Garden Ooze)
在这株植物之上一团看起来像是病变的纤维质突然行动,并从它寄宿的植株之上分离下来,爬行接近。
庭院泥怪    CR 2   XP 600
绝对中立 小型泥怪
先攻 +3 感官 盲视 60尺;察觉 -5
————————防御————————
AC 14,接触 14,措手不及 11(+3敏捷,+1体型)
HP 19(3d8 + 6)
强韧 +3,反射 +4,意志 -4
防御能力 泥怪特性(ooze traits)
免疫 强酸(acid)
————————进攻————————
速度 20尺,攀爬20尺
近战 挥击(slam) +3(1d4 加 1d8 强酸)
特殊攻击 强酸(acid),恶臭(stink)
————————属性————————
力量 11,敏捷 16,体质 15,智力 -,感知 1,魅力 2
BAB +2;CMB +1;CMD 14(无法被摔绊)
技能 攀爬 +8
特殊技能 伪装(camouflage)
————————生态————————
环境 任意地下
组织 单独,成对或成片(3-5)
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):庭院泥怪会分泌出能够溶解血肉的消化酸。由较硬的材料或植物组成的生物能够免疫此类酸液。
伪装(Camouflage)(Ex):当庭院泥怪在任何类型的植株上静止不动时,都很难被发现。必须通过DC15的察觉检定,才能了解到泥怪并非为它所依附的植株上的病变部位,而是一个单独的个体。泥怪会使用挥击自动命中任何踏入其所在方格,并且没有察觉到它的存在的生物。
恶臭(Stink)(Ex):每24小时1次,庭院泥怪能够施放出臭气,使之覆盖以自身为中心,半径5尺的范围。泥怪通常会在初次受伤之后如此行动。这股恶臭蒸汽被释放后的第一轮内最为让人无法忍受,它会致使处于范围之内的所有活物恶心1d3轮(强韧DC13无效)。这是一个毒素效果(poison effect)。该豁免DC基于体质。

庭院泥怪是一团活化的、带有酸性的粘稠原生质,它居住在植物的枝叶之上,以腐肉或不慎靠近它的小动物的蛋白质为食。尽管有时也能在接近地表的地下区域遭遇庭院泥怪——比如下水道,落水洞或者较浅的洞穴——不过这些泥怪仍旧更愿意呆在户外。究其原因之一就是那些地方有许多小动物进行觅食,而这丰富的有机物吸引了庭院泥怪。
相比许多同类,庭院泥怪是更加敏捷且狡诈的猎人。庭院泥怪极其危险,因为不管附近的生物的体型,它都会积极主动地进行攻击。庭院泥怪会感知到猎物的靠近,等到这顿美餐进入触及范围再进行攻击,并在猎物仓惶逃走时进行追击。庭院泥怪天生具有改变身体颜色并与周围环境协调一致的能力,所以他们很难被辨认出来。
当庭院泥怪进行攻击时,它会挥扫如同鞭子一般的伪足,而在伪足之上包裹着能够有效消化血肉的酸液。一旦它受到伤害,泥怪就会释放出令人作呕的恶臭,使得自身更加难以被应对。此外,若一只庭院泥怪进行攻击时,任何在附近的其他庭院泥怪都会加入其中,蜂拥而至的泥怪使得逃生的可能性近乎为零。
对于可能被当做猎物的较大生物来说值得幸运的是,绝大多数庭院泥怪都比较小,而其中最大的在分裂为较小的泥怪之前,不过3英尺直径而已。这些泥怪也被称作捕鼠泥怪或者堆肥泥怪,有些大胆的园丁甚至会在自身的庭院中促进这些泥怪的成长,用于惩治害虫。一旦害虫得到控制之后,则必须在这些泥怪成为庭院的祸害前将其处理掉。

原文
劇透 -   :
Garden Ooze
What seems to be a mass of diseased fibers growing on a plant suddenly moves and slithers independently from its sickly host.
GARDEN OOZE CR 2
XP 600
N Small ooze
Init +3; Senses blindsight 60 ft.; Perception –5

DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +4, Will –4
Defensive Abilities ooze traits; Immune acid

OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +3 (1d4 plus 1d8 acid)
Special Attacks acid, stink

STATISTICS
Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 2
Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
Skills Climb +8
SQ camouflage

ECOLOGY
Environment temperate forests, marshes, and urban
Organization solitary, pair, or patch (3–5)
Treasure none

SPECIAL ABILITIES
Acid (Ex) A garden ooze excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the ooze’s acid.
Camouflage (Ex) A garden ooze is difficult to spot when it is at rest among plant growth of any type. A DC 15 Perception check is required to notice the ooze is a separate entity and not a diseased portion of the plant it rests upon. The ooze automatically hits with a slam against any creature that fails to notice the ooze and enters its square.
Stink (Ex) Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. The ooze usually does so after it is first injured. The stench of these vapors is overpowering during the first round it exists, causing living creatures within it to become sickened for 1d3 rounds (Fort DC 13 negates). This is a poison effect. The save DC is Constitution-based.

A garden ooze is an animate, acidic mass of protoplasmic goo that dwells among foliage and scavenges proteins in the form of carrion or small animals that blunder into its vicinity. Although garden oozes are occasionally found in underground regions near the surface—such as sewers, sinkholes, and shallow caves—these oozes prefer the outdoors. One reason for this is that garden oozes are attracted to large collections of organic material where other tiny creatures might come to scavenge.
Quick and cunning hunters when compared to most oozes, garden oozes are particularly dangerous because they readily attack creatures that wander nearby regardless of the creatures’ size. Oozes that sense prey moving closer are likely to wait to attack until the potential meal is within reach. The oozes also give chase when prey flees. Garden oozes innately change hue to match the ground underneath them, so they can be hard to spot.
When a garden ooze attacks, it lashes out with a whiplike appendage coated with a potent f lesh-eating acid. If injured, the ooze releases a disgusting stench that makes it harder to fight off. Further, when one garden ooze attacks, any other garden oozes nearby join in, piling on and making escape all but impossible.
Fortunately for larger potential prey, most garden oozes are quite small, the largest among them reaching 3 feet in diameter before they split into smaller oozes. These oozes are also known as rat-catcher oozes or compost oozes, and some brave gardeners actually encourage the growth of such oozes in their gardens as a way to combat pests. Once the pests are under control, however, the oozes themselves must be hunted and slain before the garden is safe to tend.
« 上次编辑: 2013-03-01, 周五 21:27:35 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #16 于: 2013-03-01, 周五 21:04:51 »
浮尸泥怪(Globster)
这团肿胀而腐臭的胶质以怪诞而令人的恐惧的样子堆积在一起,张开它布满牙齿的深渊巨口。
浮尸泥怪    CR 5   XP 1600
绝对中立 大型泥怪(水栖亚种)
先攻 -5 感官 察觉 -5
灵光 恶臭灵光(stench,DC 18,10轮)
————————防御————————
AC 16,接触 4,措手不及 16(-5敏捷,+12天防,-1体型)
HP 57(6d8 + 30)
强韧 +7,反射 -3,意志 -3
免疫 强酸(acid),钝击与穿刺伤害,泥怪特性(ooze traits)
抗力 寒冷 10,闪电 10
————————进攻————————
速度 20尺,游泳40尺
近战 挥击(slam) +9(2d6 + 9 加 擒抱 与 反胃Nausea)
占据 10尺;触及 5尺
特殊攻击 创造衍体(create spawn),紧勒(constrict,2d6 + 9)
————————属性————————
力量 16,敏捷 1,体质 20,智力 -,感知 1,魅力 1
BAB +4;CMB +11(+15擒抱);CMD 16(无法被摔绊)
技能 游泳 +14
特殊技能 腐烂(decompose),水域依存(water dependency)
————————生态————————
环境 任意海洋或沿海地带
组织 单独,成对或成群(3-8)
财宝

特殊能力(Special Abilities):
创造衍体(Create Spawn)(Ex):当浮尸泥怪吃下一名活物后,它只会消化掉部分残骸。而未被消化的部分会逐渐在浮尸泥怪体内积聚起来,并使得浮尸泥怪看起来越来越臃肿。通过不会引发借机攻击的整轮动作,浮尸泥怪能够将这些腐烂的遗骸随着自身的一部分一同吐出。如此行动会使浮尸泥怪受到1d6点伤害,不过会创造出一个全新且完整的浮尸泥怪,并且会立刻对最近的非同类目标发动攻击。浮尸泥怪每天至多可以使用一次创造衍体,并且在如此做之前必须至少吞食4个中体型生物(或者等量的其他体型的生物)。
腐烂(Decompose)(Ex):浮尸泥怪在被杀死后,会在24小时内腐烂并化为一坨浆糊。然而这具残骸在它死后1d10天内仍旧具有恶臭灵光(stench)。
反胃(Nausea)(Ex):任何被浮尸泥怪攻击的生物必须进行DC为18的强韧豁免,失败则会反胃1轮。一旦有生物进行上述豁免,那么他会在24小时之内免疫这只浮尸泥怪后续造成的反胃效果。这是一个毒素效果。该豁免DC基于体质。

浮尸泥怪是一种活体,由被半消化的大型海洋生物——诸如鲸鱼或乌贼——的尸块聚集而成。而那些遇到它的目击者在看到这些生物之前,通常早早就能闻到它散发的气味。许多不幸遇到浮尸泥怪的人都会将它误认为搁浅在岸边的海洋生物,最终会在过于靠近的时候发现它并非尸体而是非常活跃的生物。学者们一度认为浮尸泥怪是不死生物——它们只是纯粹被食欲所驱动着,随海浪起伏的活化腐肉。然而浮尸泥怪实际上是活物。
浮尸泥怪通常借由波浪冲上海滩或者浮上岸边觅食,并在陆上储备数个小时食物之后回到安全的水中。有人认为浮尸泥怪上陆觅食的周期与潮汐及月相有关。浮尸泥怪通过混合自身体内那些腐臭的部件以及吃剩下的难以消化的尸骸进行繁殖。

原文
劇透 -   :
Globster
This grotesque mass of blubber and rancid flesh piles up hideously upon itself, opening a vast maw filled with teeth.
GLOBSTER CR 5
XP 1,600
N Large ooze (aquatic)
Init –5; Senses Perception –5
Aura stench (DC 18, 10 rounds)

DEFENSE
AC 16, touch 4, flat-footed 16 (–5 Dex, +12 natural, –1 size)
hp 57 (6d8+30)
Fort +7, Ref –3, Will –3
Immune acid, bludgeoning and piercing damage, ooze traits;
Resist cold 10, electricity 10

OFFENSE
Speed 20 ft., swim 40 ft.
Melee slam +9 (2d6+9 plus grab and nausea)
Space 10 ft.; Reach 5 ft.
Special Attacks create spawn, constrict (2d6+9)

STATISTICS
Str 16, Dex 1, Con 20, Int —, Wis 1, Cha 1
Base Atk +4; CMB +11 (+15 grapple); CMD 16 (can’t be tripped)
Skills Swim +14
SQ decompose, water dependency

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or beaching (3–8)
Treasure none

SPECIAL ABILITIES
Create Spawn (Ex) When a globster eats a living creature, it only digests a small portion of the remains. As the undigested remains accumulate inside of it, the globster grows more and more bloated. As a full-round action that does not provoke attacks of opportunity, a globster can regurgitate these foul remains along with portions of its own mass. Doing so causes the globster 1d6 points of damage, but creates a new, fully grown globster that immediately attacks the nearest non-globster target. A globster can create spawn up to once per day, though only after it has fed upon at least four Medium-sized creatures (or the equivalent number of creatures of other sizes).
Decompose (Ex) A slain globster decays into a mass of goo in the span of 24 hours. However, the corpse retains the creature’s stench aura for 1d10 days after its death.
Nausea (Ex) Any creature struck by a globster must make a DC 18 Fortitude save to avoid being nauseated for 1 round. Once a creature makes this saving throw, it is immune to further nausea effects from that particular globster for 24 hours. This is a poison effect. The save DC is Constitution-based.

A globster is a living collection of half-digested parts from large sea creatures such as whales and squid. Passersby usually discover it by smell long before they see it. Many unfortunate folk who happen upon a globster mistake it for the carcass of a beached sea animal, getting too close before discovering the seemingly dead creature is very much alive. For a time, sages believed globsters were undead—that they were simply undulating wads of rotting f lesh animated with a drive to feed. However, globsters are actually living creatures.
Globsters usually wash up on a beach or f loat to the shore to feed on terrestrial stock for a few hours before returning to the safety of water. Some say the tides and phases of the moon are to blame for the times globsters come to land to feed. Globsters reproduce by mixing parts of their own foul bodies with the poorly digested remains of their meals.
« 上次编辑: 2013-03-01, 周五 21:28:52 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #17 于: 2013-03-01, 周五 21:04:56 »
饥饿之雾(Hungry Fog)
这团看似贪婪的绿色云雾以不规则的形态搅动着,在它之中似乎有着让人恐惧的形状。
饥饿之雾    CR 6   XP 2400
绝对中立 超大型泥怪
先攻 -3 感官 察觉 -5,盲视60尺
灵光 妖霭(bewitching brume,10尺,DC 8)
————————防御————————
AC 5,接触 5,措手不及 5(-3敏捷,-2体型)
HP 59(7d8 + 28)
强韧 +6,反射 -1,意志 -3
防御能力 气态(gaseous),负能量亲和(negative energy affinity),DR 10/魔法
免疫 强酸(acid),闪电(electricity),泥怪特性(ooze traits),音波(sonic)
抗力 寒冷 10
弱点 畏风(vulnerable to wind)
————————进攻————————
速度 飞行15尺(完美)
近战 接触(touch) +5(6d6 负能量)
占据 15尺,触及 15尺
特殊攻击 迷雾笼罩(enveloping mists,DC 17,3d6 负能量 和 恍惚)
————————属性————————
力量 -,敏捷 4,体质 18,智力 -,感知 1,魅力 1
BAB +5;CMB +5;CMD 12(无法被摔绊)
————————生态————————
环境 任意气候温和的环境(any temperate)
组织 单独,成对或成群(3-10)
财宝

特殊能力(Special Abilities):
妖霭(Bewitching Brume)(Su):任何处于饥饿之雾10尺范围之内,或者正受到它迷雾笼罩的影响的生物,必须在自身回合开始时进行DC为8的意志豁免,失败则会【由于浮动在雾中的朦胧幻象而】战栗1轮。这是一个影响心灵的恐惧效果。该豁免DC基于魅力。
迷雾笼罩(Enveloping Mists)(Ex):饥饿之雾能够包卷(engulf)敌人(见附录中的通用怪物规则Universal Monster Rules)。被饥饿之雾包卷的生物不会受到压制状态并且可以正常移动——该名生物也不会受到窒息的危险,但是只要他回合开始时处于包卷状态,则除了受到攻击造成的伤害之外还会处于恍惚状态。避免受到迷雾笼罩影响的豁免DC基于体质。
气态(Gaseous)(Ex):饥饿之雾的身体由怪异的雾气所组成。它能够穿过小洞、狭窄的裂口、甚至是裂缝,但是无法进入水或者其他液体之中。它没有力量属性,因此也无法操控物体。
畏风(Vulnerable to Wind)(Ex):在判断遭遇强风而受到何种影响时(见核心规则书的439页),饥饿之雾被视为超小型生物。

这只如同雾气一般的怪异泥怪安静地从空中滑过,在绿色雾气组成的云团之中,有着形态模糊而又扭曲、令人毛骨悚然的鬼魂在晃动。尽管它有着令人印象深刻的外观,实际上它也经常存在于古旧的墓地或者浮现在战场之上,饥饿之雾却不是不死生物。更确切地说是在气体形态的泥怪中注入了负能量。
因此,虽然饥饿之雾并非不死生物,亡灵却能够在它体内战斗时获得诸多好处,饥饿之雾会如同吸取自身所包住的活物的生命力一般治愈亡灵。
在饥渴的雾气中,这个泥怪荒诞的操纵着被自己吞下的碎片,制造出自己受害者的扭曲幻象。偶尔,这些幻象中的一个可以像提灯一样发出光亮,但是当接近时,他就会散入周围的迷雾中,给人一种闪现的,令人不安的骷髅容颜。这些幻象不是不死生物,但会受到负能量的伤害,这令人们更难以明辨它们的真实性质。
饥饿之雾本能地被负能量较强的区域所吸引。这些夜行生物特别钟爱那些经常有鬼魂出没的地方,比如老房子,被遗弃的墓地或者海岸边的沉船——然而它们却易受风力影响,这意味着这些生物在频繁刮起风暴的地区十分罕见。

原文
劇透 -   :
Hungry Fog
Horrid shapes form within this cloying green mist, which pulses sporadically and with seeming voracity.
HUNGRY FOG CR 6
XP 2,400
N Huge ooze
Init –3; Senses Perception –5
Aura bewitching brume (10 ft., DC 8)

DEFENSE
AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
hp 59 (7d8+28)
Fort +6, Ref –1, Will –3
Defensive Abilities gaseous, negative energy affinity; DR 10/magic; Immune acid, electricity, ooze traits, sonic; Resist cold 10 Weaknesses vulnerable to wind

OFFENSE
Speed fly 15 ft. (perfect)
Melee +5 touch (6d6 negative energy)
Space 15 ft.; Reach 15 ft.
Special Attacks enveloping mists (DC 17, 3d6 negative energy and staggered)

STATISTICS
Str —, Dex 4, Con 18, Int —, Wis 1, Cha 1
Base Atk +5; CMB +5; CMD 12 (can’t be tripped)

ECOLOGY
Environment any temperate
Organization solitary, pair, or bank (3–10)
Treasure none

SPECIAL ABILITIES
Bewitching Brume (Su) Any creature within 10 feet of a hungry fog or currently being affected by its enveloping mists must succeed on a DC 8 Will save at the start of that creature’s turn or become shaken for 1 round at the half-glimpsed shapes of phantoms floating within the fog. This is a mindaffecting fear effect. The save DC is Charisma-based.
Enveloping Mists (Ex) A hungry fog can engulf foes (see Universal Monster Rules in the Appendices). A creature engulfed by a hungry fog does not gain the pinned condition and may move normally—such a creature is not in danger of suffocating, but as long as it begins its turn engulfed, it is staggered in addition to the damage the attack causes. The save DC to avoid the enveloping mists is Constitution-based.
Gaseous (Ex) A hungry fog has a body composed of eerie mist. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no Strength score, and cannot manipulate objects as a result.
Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny creature for the purposes of determining the effects high wind has upon it (see page 439 of the Core Rulebook).


This eerie, vaporous ooze slips silently through the air, a roiling cloud of green fog within which dance the indistinct shapes of twisted, spooky ghosts. Despite its haunting appearance, and despite the fact that hungry fogs often dwell in old graveyards or hunt battlefields, a hungry fog is not an undead creature. Rather, it is a form of gaseous ooze infused with negative energy. 
Thus, while a hungry fog is not an undead creature, undead gain considerable boons by fighting within a hungry fog, for its mists heal them as surely as they drain vitality from the living creatures caught within.
Within a hungry fog, the ooze’s mists interact strangely with fragments of those it has consumed, creating eerie phantasms of its past victims. Periodically, one of these shapes might flash with light as if momentarily holding a lantern aloft, but as soon as the figure is approached, it fades away into the surrounding mists, often giving the observer a quick and unsettling glimpse of a skull-like countenance. These shapes, like the fog itself, are not truly undead, but the fact that a hungry fog is hurt by positive energy as surely as if it were helps to blur the distinction and spread even more confusion about its actual nature.
A hungry fog is instinctively drawn to areas where negative energy is strong. These nocturnal creatures are particularly fond of sites that are haunted, such as old houses, abandoned graveyards, or shipwrecks along shorelines—although their vulnerability to high winds means that they are rarely encountered in areas where storms are common.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #18 于: 2013-03-01, 周五 21:05:01 »
电浆泥怪(Plasma Ooze)
这个紫色能量构成的不定型团块的表面像是飘浮着的球状液体一般泛起涟漪。它定期挥出泛着蓝色光芒的伪足。
电浆泥怪    CR 16   XP 76800
绝对中立 巨型泥怪
先攻 +0 感官 盲视 60尺;察觉 -5
灵光 磁性脉冲(magnetic pulse,30尺,DC 27)
————————防御————————
AC 6,接触 6,措手不及 6(-4体型)
HP 241(21d8 + 147)
强韧 +14,反射 +7,意志 +2
防御能力 分裂(split,挥砍或音波,46hp),DR 15/-
免疫 强酸(acid),闪电(electricity),钝击与穿刺伤害,泥怪特性(ooze traits)
抗力 寒冷 30
————————进攻————————
速度 飞行30尺(完美)
近战 挥击(slam) +24(4d6 + 19 加 4d6 闪电,4d6 火焰 和 擒抱)
远程 1d4电浆射线 +11接触(4d6 闪电 + 4d6 火焰)
占据 20尺,触及 20尺
特殊攻击 紧勒(constrict,4d6 + 19 加 4d6 闪电 和 4d6 火焰),包卷(engulf,DC 33,4d6 闪电 加 4d6 火焰)
————————属性————————
力量 36,敏捷 11,体质 24,智力 -,感知 1,魅力 1
BAB +15;CMB +32(+36擒抱);CMD 42(无法被摔绊)
技能 飞行+8
特殊技能 无需呼吸
————————生态————————
环境 任意
组织 单独
财宝

特殊能力(Special Abilities):
磁性脉冲(Magnetic Pulse)(Su):电浆泥怪被磁力灵光所环绕,这使得它会吸引金属物体和生物。在泥怪的回合开始时,它能够通过自由动作进行战技检定对抗30尺内所有金属生物、所有穿戴金属铠甲的生物以及所有持用金属武器的生物。如果检定结果高于金属生物或穿戴金属护甲的生物的CMD,这些生物会被向着泥怪拉近10尺并且在1轮内无法远离泥怪。如果这使得生物进入电浆泥怪所占据的方格的话,泥怪能够通过自由动作尝试包卷该名生物。如果检定结果高于持用金属武器的生物的CMD,那么这些武器会被卸除并向着泥怪拉近10尺。体积为大型或更小的无主金属物体会自动被拉向电浆泥怪。这种磁性是超自然性质的效果并且影响所有金属物体。
电浆射线(Plasma Ray)(Su):通过标准动作,电浆泥怪能够射出1d4条电浆射线,攻击60尺内至多4个单独的目标(每个单独的生物至多受到1条射线的攻击)。每条射线命中会造成4d6点闪电伤害以及4d6点火焰伤害。

体型庞大而又极具毁灭性的电浆泥怪,是由神秘的外星存在使用过热的电磁浆制作而成。尽管电浆泥怪的起源并不完全为人所知,但是‘它并非这个世界的生物’这一观点已经广泛被人所接受。一些学者认为这些生物居住在太阳之中,而其他人则认为它们来自火元素位面。而电浆泥怪在这两处地点均被发现过的事实对解决起源的争议没什么帮助。
电浆泥怪通过某种方式与重力以及磁力波相互作用来飞行,它浮在空中游曳的方法,与水母在水中游动的方式类似。这个生物唯一真正想要达成的目的就是吞噬物质,并且倾向于通过将猎物拖入自身那炙热带电的核心来完成。学者们发现奇妙的是,尽管电浆泥怪只能拖拽并排斥金属物质,它们却只能消化有机物,而且速度还十分缓慢。
从电浆泥怪的攻击中幸存的人十分罕见,这些受害者是如此描述被电浆泥怪的射线打中时的苦楚:就像是被拉扯成碎片一般。而被电浆泥怪接触所留下的伤口类似于被烧化造成的可怕疤痕。
电浆泥怪直径约为20尺,重6000磅。

原文
劇透 -   :
Plasma Ooze
This amorphous blob of violet energy ripples like a globe of floating liquid. It periodically lashes out with tendrils of blue light.
PLASMA OOZE CR 16
XP 76,800
N Gargantuan ooze
Init +0; Senses blindsight 60 ft.; Perception –5
Aura magnetic pulse (30 ft., DC 27)

DEFENSE
AC 6, touch 6, flat-footed 6 (–4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

OFFENSE
Speed fly 30 ft. (perfect)
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire)

STATISTICS
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped)
Skills Fly +8
SQ no breath

ECOLOGY
Environment any
Organization solitary
Treasure none

SPECIAL ABILITIES
Magnetic Pulse (Su) A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.
Plasma Ray (Su) As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.



Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.
A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature’s only real purpose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract and repel metallic substances, the thing can only digest organic matter, and rather slowly at that.
Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one’s rays as like being pulled apart piece by piece. Wounds left by a plasma ooze’s touch resemble hideously melted burn scars.
A plasma ooze is 20 feet in diameter and weighs 6,000 pounds.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #19 于: 2014-04-28, 周一 16:24:58 »
疖生怪(Boilborn),CR 1
这团物质好似一个移动的,蠢蠢欲裂的伤口,边沿上长着滑溜溜的毛。

XP 400
绝对中立 超小型 泥形怪物
先攻 -5;感官 30尺盲视(blindsight);察觉 -4

防御能力

AC 7,接触 7,措手不及 7(-5 敏捷,+2 体型)
HP 15(2d8 + 6)
强韧 +3,反射 -5, 意志 -4
免疫 泥怪特性(ooze traits)
抗力 强酸 10

攻击能力

速度 10尺,攀爬10尺,游泳10尺
近战 挥击 +4(1d2 + 1 外加 疾病)
占据 2尺;触及 0尺
特殊攻击 致命挣扎(death throes),疾病(disease)

基本数据

力量 12,敏捷 1,体质 17,智力 —,感知 2,魅力 1
BAB +1;CMB -6;CMD 5(无法被摔绊)
技能 攀爬 +9,游泳 +9

生态背景

环境 任意
组织 单独 或 群袭(2 - 20)
财宝

特殊能力

致命挣扎(Death Throes,Su):当疖生怪被杀死后,它的残留物会对半径10尺爆发区域造成2d6点强酸伤害(DC 14;反射减半)。受到伤害的生物必须成功通过DC12的强韧豁免,否则会染上麻风病(Leprosy)。
疾病(Disease,Su):麻风病(Leprosy);伤口;强韧豁免DC 12;潜伏期 2d4周;频率 1次/周;效果 1d2点魅力伤害;治愈 2次连续豁免。该豁免DC基于体质。


这些泥怪像脓疮一样蠕行在病亡的尸山和疫病横行的地区中,它们盲目地爬行着,随时都有可能爆开并感染任何会动的东西。这些生物的出现代表着当地正饱受瘟疫之苦,腐朽与毁灭泛滥成灾。疖生怪从被感染的地区爬出,向着周边扩散着疾病。
尽管曾经有医生与博物学者小心研究过这些泥怪,然而对活的疖生怪进行研究却极度危险。这是因为即便小心谨慎地处理这些生物,并且不对它们造成任何损伤,有时候也会无意间引起它们的致命挣扎。有人猜测疖生怪只具有极其有限的寿命,在死期到来的时候就会自我毁灭。而其他人则花费多年进行苦心研究,寄期望于疖生怪那充满感染性的体液,寻找着可以用来治愈并使人免疫数种肆虐于世间的疾病的良药。尽管这种研究已经取得一些成果,使得疖生怪的确产生了一些积极的作用,然而可靠的混合制剂仍有待开发。
上文中记述的是最为常见的品种,可是疖生怪就如同疾病一般,其他突变体也是存在的。后述内容可以用来表现这种致病生物的其他致命品种。其中所有的疾病都列在核心手册(Pathfinder RPG Core Rulebook)的557页

深渊疖生怪(Abyssal Boilborn;CR 3):这种危险的疖生怪通过深渊的裂隙挤入世间,体色由瘀紫与血色组成,闻起来好像是胆汁与脓液的混合物。它具有进化生物简单模板和炼狱生物简单模板,并且会使受害者感染热魔症(Demon Fever)。
失明疖生怪(Blindborn;CR 1):这种疖生怪通体浅绿色,并且散发着微光,它会对那些受到挥击和致命挣扎能力的生物传播失明症(Blinding Sickness;强韧DC 14)。
炼狱疖生怪(Infernal Boilborn;CR 3):这种黑色的疖生怪散发着轻微的硫磺味,它具有进化生物简单模板和炼狱生物简单模板,并且会使受害者染上寒魔症(Devil Chill)。
黑疫疖生怪(Plagueborn;CR 2):这种疖生怪显现为病态的黄色,承受着永不停歇的颤动,并随之散发出少量雾气,它具有巨化简单模板。距离黑疫疖生怪5尺范围内的任何生物都必须成功通过DC为16的强韧豁免,失败则会染上失心热症(Cackle Fever)。

原文
劇透 -   :
Boilborn
Like some taut pustule ready to burst, this mobile wound scuttles on a bristle of slick hairs.
BOILBORN CR 1
XP 400
N Tiny ooze
Init –5; Senses blindsight 30 ft.; Perception –4
DEFENSE
AC 7, touch 7, flat-footed 7 (–5 Dex, +2 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –4
Immune ooze traits; Resist acid 10
OFFENSE
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee slam +4 (1d2+1 plus disease)
Special Attacks death throes, disease
Space 2 ft.; Reach 0 ft.
STATISTICS
Str 12, Dex 1, Con 17, Int —, Wis 2, Cha 1
Base Atk +1; CMB –6; CMD 5 (can’t be tripped)
Skills Climb +9, Swim +9
ECOLOGY
Environment any
Organization solitary or infestation (2–20)
Treasure none
SPECIAL ABILITIES
Death Throes (Su) When killed, a boilborn pops in a 10-footradius burst that deals 2d6 points of acid damage (DC 14 Reflex half). Creatures taking damage must succeed at a DC 12 Fortitude save or contract leprosy.
Disease (Su) Leprosy: Injury; save Fort DC 12; onset 2d4 weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves. This save is Constitution-based.

Purulent wounds that crawl out from piles of diseased dead and areas of massive contagion, these oozes slop about thoughtlessly, quivering and ready to burst and infect anything that moves. The creatures manifest in areas wracked by plagues, where rot and ruin run rampant. Crawling from the aff licted areas, boilborn spread out in all directions to disperse their infection.
Though carefully studied by healers and naturalists focusing on oozes, living boilborn are dangerous to experiment upon. This is because their death throes can sometimes be triggered accidentally, even when the creatures are handled gently and no harm has been done to them. Some posit that boilborn have only a limited lifespan, and self-destruct when that period ends. Others have labored for years under the hope that the infectious f luids contained within boilborn might somehow be used to find both cures and immunities to any number of diseases that plague the world. Though this experimentation has resulted in certain indicators that boilborn might indeed be put to such positive use, a reliable concoction has yet to be developed.
The boilborn detailed here is by far the most common, but as with diseases, other mutations exist. Use the following to represent some of the other virulent strains of these disgusting creatures. All diseases listed below appear on page 557 of the Pathfinder RPG Core Rulebook.

Abyssal Boilborn (CR 3): Colored in hues of bruised blue and bloody red and smelling like bile and pus, this dangerous boilborn has squeezed through a rift from the Abyss. It has the fiendish creature simple template and the advanced creature simple template, and infects its victims with demon fever.
Blindborn (CR 1): Pale greenish gray in color and slightly luminescent, this boilborn transmits blinding sickness (Fortitude DC 14) to creatures affected by its slam attack or death throes ability.
Infernal Boilborn (CR 3): Accompanied by the smell of brimstone, this black-skinned boilborn has the advanced creature simple template and the fiendish creature simple template, and infects victims it slams or splatters upon with devil chills.
Plagueborn (CR 2): Sickly yellow and wracked with perpetual palpitations that emit a fine mist, this boilborn has the giant simple template. Any creatures within 5 feet of a plagueborn must succeed at a DC 16 Fortitude save or contract cackle fever.
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #20 于: 2014-04-30, 周三 20:50:51 »
流冰泥怪(Freezing Flow),CR 4
这块好似由蓝色冰晶构成的物质就如同巨蛇一般令人生畏。

XP 1200
绝对中立 大型 泥形怪物(寒系,水系)
先攻 -5;感官 60尺盲感(blindsense);察觉 -5

防御能力

AC 16,接触 12,措手不及 13(+3 敏捷,+4 天生,-1 体型)
HP 47(5d8 + 25)
强韧 +6,反射 +3, 意志 -4
免疫 寒冷(cold),泥怪特性(ooze traits)
弱点 火焰易伤(vulnerable to fire)

攻击能力

速度 20尺,游泳20尺
近战 挥击 +6(2d4 + 6/19 - 20 外加 1d6寒冷 和 攫抓grab)
占据 10尺;触及 5尺
特殊攻击 勒紧(constrict;2d4 + 6 外加 1d6寒冷),锯齿挥击(jagged slam),麻木之触(numbing touch)

基本数据

力量 18,敏捷 16,体质 20,智力 —,感知 1,魅力 1
BAB +3;CMB +8;CMD 13
技能 游泳 +12
特殊能力 结晶态(crystalline)

生态背景

环境 任意寒带
组织 单独
财宝

特殊能力

结晶态(Crystalline,Ex):作为由活体冰块组成的生物,流冰泥怪在周围都是冰的环境、雪域环境以及冰水中的时候很难被辨识出来。在这样的环境中注意到流冰泥怪需要成功进行DC 15的察觉检定。如果任何生物在发现流冰泥怪的察觉检定中失败,且走到它所在位置的话,就会如同被泥怪的挥击攻击命中一般自动受到伤害。
锯齿挥击(Jagged Slam,Ex):流冰泥怪的挥击攻击是由卷曲的锋锐冰晶造成的。它会造成挥砍伤害而非钝击伤害,并且重击范围是19 - 20。
麻木之触(Numbing Touch,Ex):每当流冰泥怪使用它的挥击攻击或勒紧能力造成寒冷伤害时,目标必须成功通过DC 17的强韧豁免,失败则会因为让人麻木的冻寒而恍惚(staggered)1轮。该豁免DC基于体质。


人们认为这些奇异而冰冷的泥怪来自极寒区域,是元素位面的坚冰长时间暴露于这些地区时的产物。这些流冰泥怪似乎是从超自然深寒中自动产生的,它们蜿蜒而行并寻找着猎物,渴望着温血生物的生命能量,因为这会以某种方式让它们产生代谢。
在这些泥怪的原生栖息地中,它们很难被辨别出来。尽管这些生物没有智能,它们却有一种本能将自身至于冰川之间、冻结的湖泊与河流之上或者写那些冻土区域中,静静等待着猎物自己送上门来。这样的本性使得它们能够在数十年甚至数个世纪中保持相对静止的状态,但最终它们仍旧需要温血生物的生命能量来作为自身运动的燃料。由于流冰泥怪存在于环境严酷而又人烟稀少的地区,所以对它们来说节约能量并等待猎物自己上门要比尝试追踪温血动物来得简单得多。
在摄取到能量之后,这些泥怪只要不受到攻击就会趋向于忽略其他生物的存在。尽管流冰泥怪的晶状构造给人一种十分脆弱的幻象,但是事实并非如此。在流冰泥怪的攻击撕开血肉时,它还有足够的力量去摧毁骨骼,而且自身的寒冷足以使得肉体变得麻木,由此导致猎物在寒颤中抽搐。
而当流冰泥怪饥饿难耐的时候,它唯一会避开的事物就只有火焰与高温。这可以融化并伤及流冰泥怪,不过将流冰泥怪化为一滩泥水需要更多的热量,这大致要让它承受将十倍于泥怪体积的冰块融化所需的热能。

原文
劇透 -   :
Freezing Flow
This transparent blue formation of ice is as forbidding as the serpent it resembles.
FREEZING FLOW CR 4
XP 1,200
N Large ooze (cold, water)
Init –5; Senses blindsense 60 ft.; Perception –5
DEFENSE
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
hp 47 (5d8+25)
Fort +6, Ref +3, Will –4
Immune cold, ooze traits
Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft., swim 20 ft.
Melee slam +6 (2d4+6/19–20 plus 1d6 cold and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d4+6 plus 1d6 cold), jagged slam, numbing touch
STATISTICS
Str 18, Dex 16, Con 20, Int —, Wis 1, Cha 1
Base Atk +3; CMB +8; CMD 13
Skills Swim +12
SQ crystalline
ECOLOGY
Environment any cold
Organization solitary
Treasure none
SPECIAL ABILITIES
Crystalline (Ex) As a creature of living ice, a freezing flow is difficult to discern from its surroundings in icy and snowy land environments and when in icy water. A successful DC 15 Perception check is required to notice a freezing flow in these environments. Any creature that fails to notice a freezing flow and walks into it automatically takes damage as if struck by the ooze’s slam attack.
Jagged Slam (Ex) A freezing flow’s slam attack is a slashing tendril of crystalline ice. It deals slashing damage instead of bludgeoning damage and has a critical range of 19–20.
Numbing Touch (Ex) Each time a freezing flow deals cold damage with its slam attack or constrict ability, the target must succeed at a DC 17 Fortitude save or be staggered with numbing cold for 1 round. The save DC is Constitution-based.

It’s believed that these strange frozen oozes are created when a particularly cold arctic area has prolonged exposure to ice from the Elemental Planes. Rising seemingly spontaneously from such a supernatural deep freeze, freezing f lows shamble forth in search of prey, hungry for the life energy of warm-blooded creatures, which they somehow metabolize.
Within their native habitat, these oozes are particularly difficult to spot. While they lack intelligence, they have an instinct to stay put within frozen ice f lows, on the icy surface of frozen lakes and rivers, or within areas of permafrost, waiting for prey to stumble upon them. This instinct may be tied to the fact that they can stay relatively dormant for decades or even centuries, but eventually they need the life energy of warm-blooded creatures to fuel their strange locomotion. Since they dwell in unforgiving and underpopulated areas, it is easier for them to conserve energy and wait for prey rather than to try to track down warm-blooded creatures.
After feeding, or when fully fed, these creatures tend to ignore other creatures unless attacked. Though freezing f lows’ crystalline construction can give the illusion that they are brittle, nothing is further from the truth. When a freezing f low slams into f lesh, it does so with enough power to break bone, and it is cold enough to numb f lesh, causing its prey to convulse in a fit of shivers.
When hungry, the only things freezing f lows avoid are fire and high temperatures. Such things can still melt and damage a freezing f low, though it typically requires more heat to diminish a freezing f low into a puddle of water than it takes to melt a patch of normal ice 10 times the ooze’s size.
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #21 于: 2014-04-30, 周三 20:52:18 »
饕餮肉瘤(Hungry Flesh),CR 3
这坨肿瘤一般的肉质生物微微颤抖着,如饥似渴地寻找着食物并在身后留下一道粘液痕迹。

XP 800
绝对中立 大型 泥形怪物
先攻 -3;感官 60尺盲视(blindsight);察觉 -5

防御能力

AC 8,接触 6,措手不及 8(-3 敏捷,+2 天生,-1 体型)
HP 47(5d8 + 25);再生 5(强酸或火焰)
强韧 +6,反射 -2, 意志 -4
防御能力 不定型体(amorphous)
免疫 泥怪特性(ooze traits)

攻击能力

速度 20尺,游泳20尺
近战 挥击 +5(1d6 + 4 外加 疾病 和 攫抓grab)
占据 10尺;触及 5尺
特殊攻击 勒紧(constrict;1d6 + 4 外加 疾病)

基本数据

力量 16,敏捷 5,体质 20,智力 —,感知 1,魅力 1
BAB +3;CMB +7(+11擒抱);CMD 14(无法被摔绊)
特殊能力 压缩(compression),畸变增生(monstrous growth),活性再生(reactive regeneration),(slime trail)

生态背景

环境 任意陆上或地下
组织 单独或一群(2 - 5)
财宝 附属(incidental)

特殊能力

疾病(Disease,Ex):囊肿症(Tumor Infestation);伤口;强韧豁免DC 17;潜伏期 1分钟;频率 1次/天;效果 1d2体质与1d2点魅力;治愈 2次连续豁免。任何人若死于囊肿症,则会在1d4小时后转化为饕餮肉瘤。该豁免DC基于体质。
畸变增生(Monstrous Growth,Ex):饕餮肉瘤会通过活性再生能力或者吞食生物获得成长点。当它消化掉一个死亡时间不超过1小时的生物时,如果这个生物的体型与其相等或者小一级的话,则会获得1点成长点,如果这个生物的体型比它大则获得2点成长点。如果要吞食的生物体型与饕餮肉瘤相等或更小的话,则需要整轮动作(fullround action),若体型比它更大则需要1分钟。每当饕餮肉瘤达到5个成长点时,它就会获得巨化生物简单模板。这个模板与每次饕餮肉瘤自身再度积累5个成长点时获得的模板叠加,但是饕餮肉瘤无法将自身的体型增至巨型(Gargantuan)以上。当它停止获得成长点之后,每经过1小时饕餮肉瘤就会失去单个应用到它身上的巨化生物简单模板。
活性再生(Reactive Regeneration,Ex):每当饕餮肉瘤受到穿刺或挥砍伤害时,它就会再生5点生命值并且获得1个成长点。
粘液尾迹(Slime Trail,Ex):饕餮肉瘤在移动过后会留下一道粘液尾迹,这视同油腻术(grease;DC 17)。任何以裸露皮肤碰触到粘液的活物必须成功通过强韧豁免(带有+4加值),否则会染上囊肿症。这些粘液会在1分钟后干涸。该豁免DC基于体质。


饕餮肉瘤是由极具侵略性的恶性组织所组成的怪诞生物,它诞生于炼金术师的实验室中,寻求让人类肉体再生的实验。饕餮肉瘤活着只为了进食与增大,而它也必须消耗大量植物与动物的有机物质才能供养自身。它每天都必须消化掉相当于自身重量的食物。饕餮肉瘤可以抗拒任何割开或刺穿它的尝试,快速地修复自身所受到的创伤并且创造出新的饕餮肉瘤。如果遭受恰当的攻击并且获得适当的供养来促进它的成长,饕餮肉瘤能够在数分钟内膨胀至两倍于正常大小的体型。饕餮肉瘤可以成长至巨型。
饕餮肉瘤的直径最初为7尺,重约3000磅。

原文
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Hungry Flesh
A quivering pile of tumorous f lesh, this creature leaves a trail of slime as it hungrily searches for sustenance.
HUNGRY FLESH CR 3
XP 800
N Large ooze
Init –3; Senses blindsight 60 ft., scent; Perception –5
DEFENSE
AC 8, touch 6, flat-footed 8 (–3 Dex, +2 natural, –1 size)
hp 47 (5d8+25); regeneration 5 (acid or fire)
Fort +6, Ref –2, Will –4
Defensive Abilities amorphous; Immune ooze traits
OFFENSE
Speed 20 ft., swim 20 ft.
Melee slam +5 (1d6+4 plus disease and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d6+4 plus disease)
STATISTICS
Str 16, Dex 5, Con 20, Int —, Wis 1, Cha 1
Base Atk +3; CMB +7 (+11 grapple); CMD 14 (can’t be tripped)
SQ compression, monstrous growth, reactive regeneration, slime trail
ECOLOGY
Environment any land or underground
Organization solitary or cluster (2–5)
Treasure incidental
SPECIAL ABILITIES
Disease (Ex) Tumor Infestation: Injury; save Fort DC 17; onset 1 minute; frequency 1/day; effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone who dies from tumor infestation turns into a hungry flesh 1d4 hours later. The save DC is Constitution-based.
Monstrous Growth (Ex) A hungry flesh gains growth points from its reactive regeneration ability or from eating creatures. When it consumes a creature that’s been dead no more than an hour, it gains 1 growth point if that creature is of its size or one size category smaller, or 2 growth points if its meal is larger than it is. Eating a creature takes a fullround action if it is the same size or smaller than the hungry flesh or 1 minute if it is larger. Each time a hungry flesh reaches 5 growth points, it gains the giant creature simple template. This template stacks with itself each time the hungry flesh gains another 5 growth points, but the hungry flesh can’t increase its size beyond Gargantuan. When it stops gaining growth points, a hungry flesh loses a single application of the giant creature simple template for each hour that passes.
Reactive Regeneration (Ex) Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point.
Slime Trail (Ex) A hungry flesh leaves behind a trail of slime that acts as a grease spell (DC 17). Any living creature that touches this slime with bare flesh must succeed at a Fortitude save (with a +4 bonus) or contract tumor infestation. The slime dries up after 1 minute. The save DC is Constitution-based.

Created in a laboratory by an alchemist researching methods of regenerating human flesh, a hungry f lesh is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself. Each day, a hungry f lesh must consume its own weight in food. A hungry f lesh resists attempts to cut or pierce it, quickly repairing the damage and creating new f leshy growths. With the right food and attacks to catalyze its growth, a hungry f lesh can balloon to twice its normal size in minutes. A hungry f lesh can grow to Gargantuan size.
A hungry f lesh starts out at approximately 7 feet in diameter, and weighs 3,000 pounds.
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #22 于: 2014-04-30, 周三 20:53:14 »
不朽灵液(Immortal Ichor),CR 17
这个奇异——几乎可以称之为美丽——的紫色泥怪挥舞着强大的能量并且散发出怪诞的光芒。

XP 102400
中立邪恶 中型 泥形怪物(跨位面)
先攻 +7;感官 60尺盲感(blindsense);察觉 +25

防御能力

AC 32,接触 32,措手不及 28(+3 敏捷,+1 闪避,+28 亵渎)
HP 270(20d8 + 180);再生 10(善良法术,善良武器)
强韧 +16,反射 +9, 意志 +11
防御能力 不定型体(amorphous)
伤害减免 15/—
免疫 强酸(acid),钝击伤害(bludgeoning damage),闪电(electricity),影响心灵效果(mind-affecting effects),泥怪特性(ooze traits),穿刺伤害(piercing damage)
抗力 寒冷 30

攻击能力

速度 20尺,飞行20尺(机动性普通)
近战 挥击 +21(6d6 + 7 外加 1d3感知吸取)
类法术能力 CL 17级;专注 +22
随意——魅惑人类(charm person;DC 18),侦测思想(detect thoughts;DC 17),飞虫走兽(summon swarm),心灵遥控(telekinesis;DC 20)
3次/天——魅惑怪物(charm monster;DC 19),瞬发魅惑人类(quickened charm person;DC 18),操控死灵(control undead;DC 22),漫天虫蚀(creeping doom;DC 22),疫病虫群(insect plague),心灵迷雾(mind fog;DC 20),梦魇(nightmare;DC 20)

基本数据

力量 20,敏捷 17,体质 26,智力 21,感知 20,魅力 21
BAB +15;CMB +20(+24擒抱);CMD 34(无法被摔绊)
专长 能力专攻:魅惑人类(Ability Focus:charm person),战斗施法(Combat Casting),闪避(Dodge),强韧加强(Great Fortitude),盘旋(Hover),精通强韧加强(Improved Great Fortitude),精通先攻(Improved Initiative),类法术能力瞬发:魅惑人类(Quicken Spell-Like Ability:charm person),健壮(Toughness),武器专攻:挥击(Weapon Focus:slam)
技能 飞行 +3,威吓 +25,知识(神秘,历史,位面) +25,察觉 +25,察言观色 +25,法术辨识 +25
语言 深渊语,邪灵语,炼狱语,地底通用语(无法说任何语言);100尺心灵感应(telepathy)
特殊能力 压缩(compression),污化盟友(corrupt ally),没有呼吸(no breath)

生态背景

环境 任意遗迹或地下
组织 单独 或 教团(1 外加 3-12个追随者或巫毒僵尸
财宝 标准

特殊能力

污化盟友(Corrupt Ally,Su):任何被不朽灵液所魅惑(charmed)的生物每日会受到1d6点感知伤害。当一个被魅惑的生物受到感知伤害与其感知属性相等时,就会变得完全服从于不朽灵液并且失去所有通过该能力受到的感知伤害,这如同支配怪物(dominate monster),不过即便收到自我毁灭性的命令,目标也会服从。完全服从的盟友在被杀死后,会在接下来的一轮复活为巫毒僵尸(juju zombie),并且处于不朽灵液的控制之下。若不朽灵液被摧毁,这些僵尸会立即毁灭。


不朽灵液诞生自死亡的邪恶神祗所残余的大量智能血液。这些泥怪威胁着世间所有活物,它受到了亵渎之力的眷顾,而且要操控其他生物的意志。这些罕见的存在被放逐至地底深处,或者被封存于可以遮蔽魔法能力的密室中。随着时间的推移,封印逐渐被破坏或腐蚀,这使得少量泥怪的组成物质得以逃离并获得狭窄的孔洞发挥自身的力量。不朽灵液保有着源自神祗的模糊记忆,它使用手下的爪牙为自身寻找可以占据的躯体,在自立为神的同时尝试着寻找恢复神力的方法。

原文
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Immortal Ichor
This strange—almost beautiful—purple ooze thrums with powerful energy and glows with an eerie light.
IMMORTAL ICHOR CR 17
XP 102,400
NE Medium ooze (extraplanar)
Init +7; Senses blindsense 60 ft.; Perception +25
DEFENSE
AC 32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +28 profane)
hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
Fort +16, Ref +9, Will +11
Defensive Abilities amorphous, DR 15/—; Immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; Resist cold 30
OFFENSE
Speed 20 ft., fly 20 ft. (average)
Melee slam +21 (6d6+7 plus 1d3 Wis drain)
Spell-Like Abilities (CL 17th; concentration +22)
At will—charm person (DC 18), detect thoughts (DC 17), summon swarm, telekinesis (DC 20)
3/day—charm monster (DC 19), quickened charm person (DC 18), control undead (DC 22), creeping doom (DC 22), insect plague, mind fog (DC 20), nightmare (DC 20)
STATISTICS
Str 20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
Base Atk +15; CMB +20 (+24 grapple); CMD 34 (can’t be tripped)
Feats Ability Focus (charm person), Combat Casting, Dodge, Great Fortitude, Hover, Improved Great Fortitude, Improved Initiative, Quicken Spell-Like Ability (charm person), Toughness, Weapon Focus (slam)
Skills Fly +3, Intimidate +25, Knowledge (arcana, history, planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
Languages Abyssal, Aklo, Infernal, Undercommon (can’t speak any language); telepathy 100 ft.
SQ compression, corrupt ally, no breath
ECOLOGY
Environment any ruins or underground
Organization solitary or cult (1 plus 3–12 worshipers or juju zombies)
Treasure standard
SPECIAL ABILITIES
Corrupt Ally (Su) Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed creature’s Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor’s control. If the ichor is killed, these zombies are immediately destroyed.

An immortal ichor is an intelligent mass of blood from a dead evil deity. Blessed with profane powers and the will to dominate other creatures, these oozes are a threat to all living things. The rare few that exist are banished underground or sealed away in chambers that block their magical abilities. Over time these seals break or erode, allowing a trickle of an ooze’s substance to escape and giving it a narrow aperture to exert its power through. Retaining vague memories of the god it was taken from, an immortal ichor uses its minions to find a body to possess, and either sets itself up as a godling or tries to find a way to revive its divine source.
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #23 于: 2014-04-30, 周三 20:54:17 »
熔刃泥怪(Shard Slag),CR 8
这团不断灼烧着的金属粘液上伸出了六根突触,每一根的尖端都好似烧红的利剑一样。

XP 4800
绝对中立 超大型 泥形怪物(火系)
先攻 -2;感官 60尺盲视(blindsight),60尺颤动感知(tremorsense);察觉 -5
灵光 熔融形体(molten form;5尺 1d6点火焰伤害)

防御能力

AC 20,接触 6,措手不及 20(-2 敏捷,+14 天生,-2 体型)
HP 126(12d8 + 72)
强韧 +10,反射 +2, 意志 -1
伤害减免 5/魔法
免疫 强酸(acid),闪电(electricity),火焰(fire),泥怪特性(ooze traits)
弱点 寒冷易伤(vulnerable to cold),畏水(vulnerable to water)

攻击能力

速度 30尺,掘地20尺
近战 1d4+2个熔渣利刃 +13(1d8 + 6/19 - 20 外加 2d6火焰)
占据 15尺;触及 15尺
特殊攻击 烧灼剧痛(excruciating burn;DC 16),熔融形体(molten form),熔渣利刃(slag blades)

基本数据

力量,22,敏捷 6,体质 23,智力 —,感知 1,魅力 1
BAB +9;CMB +17;CMD 25(无法被摔绊)
特殊能力 没有呼吸(no breath)

生态背景

环境 任意火山或地下
组织 单独
财宝

特殊能力

掘地(Burrow,Ex):熔刃泥怪能够在固体岩石中以正常掘地速度的一半进行掘地移动。
烧灼剧痛(Excruciating Burn,Ex):活物在受到熔刃泥怪的火焰伤害时,必须成功通过DC 16的强韧豁免,失败则会恍惚(staggered)1轮。这是火焰效果(fire effect)。该豁免DC基于体质。
熔融形体(Molten Form,Ex):熔刃泥怪那高温的熔融身躯足以融化岩石。若生物在回合开始时处于距离熔刃泥怪5尺范围之内,则会受到1d6点火焰伤害。任何使用天生武器或徒手打击对熔刃泥怪进行攻击则会受到2d6点火焰伤害。擒抱熔刃泥怪或者被其擒抱的生物,则会在每轮维持擒抱时受到3d6点火焰伤害。使用武器攻击熔刃泥怪的生物能够尝试DC 22的反射豁免;失败则意味着挥舞武器的速度不够快,因而无法将武器从熔刃泥怪的体内抽离,因此武器会受到2d6点火焰伤害。接触熔刃泥怪的无主物体每轮会受到2d6点火焰伤害。这些对武器和无主物体造成的伤害不会减半,而且会忽略前5点硬度。该豁免DC基于体质。
熔渣利刃(Slag Blades,Ex):熔刃泥怪每轮都会操控体内的熔融金属创造出1d4 + 2个利刃般的突触,并且能够用其攻击猎物。每个熔渣利刃的攻击都如同中型长剑(long swords)一般,并且会额外造成2d6点火焰伤害。除此持外,熔渣利刃还被视为天生武器,因此熔刃泥怪能够使用它们攻击正在擒抱的生物。由于熔刃泥怪的熔融躯体在不断地翻腾搅动,因此每轮熔刃泥怪都会在自身的回合结束时立即更换1d4 + 2把新的熔渣利刃。
畏水(Vulnerable to Water,Ex):如果用大量的水——比如一个大桶所能容纳的量、造水术(create water)所造出的液体、或者水元素(water elemental)进行的挥击——攻击熔刃泥怪,它就必须成功通过DC 20的强韧豁免,失败则会恍惚(staggered)1d6轮。若熔刃泥怪浸没在水中,则会自动恍惚,并且每轮都必须成功通过DC 20的强韧豁免(该DC会在第一轮之后的每轮增加1点),失败则会石化(petrified),一旦这些水消失之后就会再度恢复至熔融形体。


熔刃泥怪是一团由灌入魔力的钢铁所构成的活体。它们存在于充满了钢铁融流的世界核心(cores of worlds)、活火山的内部或者任何主物质位面(the Material Plane)与火元素位面(Plane of Fire)界限薄弱的地点。尽管熔刃泥怪没有神智,这些生物却是技巧娴熟的猎手,而且有着一套奇异的方式来狩猎与自保。当有生物靠近的时候,熔刃泥怪便会自然而然地改变自己的熔融躯体,以此来产生许多锋锐的利刃。之后熔刃泥怪会毫不犹豫地发动攻击,直至刺中或点燃其他生物,然后将其大块朵颐。

原文
劇透 -   :
Shard Slag
This smoldering mass of metal-encrusted goo sports half a dozen pseudopods, each tipped with a burning-hot sword blade.
SHARD SLAG CR 8
XP 4,800
N Huge ooze (fire)
Init –2; Senses blindsight 60 ft., tremorsense 60 ft.; Perception –5
Aura molten form (5 ft., 1d6 fire damage)
DEFENSE
AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
hp 126 (12d8+72)
Fort +10, Ref +2, Will –1
DR 5/magic; Immune acid, electricity, fire, ooze traits
Weaknesses vulnerable to cold and water
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee 1d4+2 slag blades +13 (1d8+6/19–20 plus 2d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks excruciating burn (DC 16), molten form, slag blades
STATISTICS
Str 22, Dex 6, Con 23, Int —, Wis 1, Cha 1
Base Atk +9; CMB +17; CMD 25 (can’t be tripped)
SQ no breath
ECOLOGY
Environment any volcanoes or underground
Organization solitary
Treasure none
SPECIAL ABILITIES
Burrow (Ex) A shard slag can burrow through solid stone at half its normal burrow speed.
Excruciating Burn (Ex) A living creature that takes fire damage from a shard slag must succeed at a DC 16 Fortitude save or be staggered for 1 round. This is a fire effect. The save DC is Constitution-based.
Molten Form (Ex) A shard slag’s molten metal body is hot enough to melt stone. Creatures that begin their turn within 5 feet of a shard slag take 1d6 points of fire damage. Anyone striking a shard slag with a natural weapon or unarmed strike takes 2d6 points of fire damage. A creature that grapples a shard slag or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a shard slag with a weapon can attempt a DC 22 Reflex save; if it fails, it’s unable to pull the weapon away from the shard slag’s molten body quickly enough, and the weapon takes 2d6 points of fire damage. Unattended objects in contact with a shard slag take 2d6 points of fire damage per round. Damage caused to weapons and unattended objects is not halved, and ignores the first 5 points of hardness. The save DC is Constitution-based.
Slag Blades (Ex) Each round, a shard slag manipulates its molten metal form to create 1d4+2 blade-like protrusions it can extend to attack prey. The slag blades each strike as Medium longswords that deal an additional 2d6 points of fire damage. Additionally, the slag blades are natural weapons, so a shard slag can use them to attack creatures it grapples. Due to a shard slag’s constantly roiling molten body, the slag blades melt away at the end of the shard slag’s turn each round to be immediately replaced by 1d4+2 new slag blades.
Vulnerable to Water (Ex) If a significant amount of water— such as the contents of a large bucket, the liquid created by a create water spell, or a blow from a water elemental— strikes a shard slag, the creature must succeed at a DC 20 Fortitude save or be staggered for 1d6 rounds. A shard slag that is immersed in water is automatically staggered and must succeed at a DC 20 Fortitude save each round (this DC increases by 1 each subsequent round) or be petrified, reverting to its molten metal form once the water is gone.

Shard slags are living mounds of magicinfused iron. They dwell within the iron-rich molten cores of worlds, the hearts of active volcanoes, or any location where the borders of the Material Plane and the Plane of Fire are thin. Though they’re not sentient, shard slags are skilled hunters and have developed a bizarre method of hunting and defending themselves. When a creature is near, a shard slag spontaneously alters its molten body to produce a number of razor-sharp blades. The shard slag then mindlessly attacks until the other creature is stabbed, burned, and then consumed.
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #24 于: 2014-04-30, 周三 20:55:20 »
巢主赭冻怪(Tyrant Jelly),CR 9/MR 3
这个琥珀色的泥怪体内存留了一只巨大昆虫的幼体,这个昆虫的组织看起来就好像巨大的脑子一般。

XP 6400
绝对中立 大型 泥形怪物(神话)
先攻 +2M感官 60尺盲视(blindsight);察觉 +11

防御能力

AC 23,接触 4,措手不及 23(-5 敏捷,+29 天生,-1 体型)
HP 129(10d8 + 84)
强韧 +11,反射 -2, 意志 +6
伤害减免 5/传奇
免疫 闪电(electricity),泥怪特性(ooze traits),穿刺伤害(piercing damage),挥砍伤害(slashing damage)
防御能力 5点快速回复(fast healing)

攻击能力

速度 20尺,攀爬10尺
近战 挥击 +12(6d6 + 6 外加 1d6点强酸 外加 攫抓grab 和 毒素poison)
占据 10尺;触及 5尺
特殊攻击 勒紧(constrict;6d6 + 4 外加 1d6点强酸 外加 攫抓 和 毒素),神话之力(Mythic Power;3次/日,神力涌动 +1d6),毒素(poison)
类法术能力 CL 10级;专注 +11
3次/日—魅惑怪物(charm monster;仅限虫类),巨虫术(giant vermin),怪物定身术(hold monster;仅限虫类),支配怪物(dominate monster;仅限虫类)

基本数据

力量 18,敏捷 1,体质 22,智力 5,感知 12,魅力 13
BAB +7;CMB +12(+16擒抱);CMD 17(无法被摔绊)
专长 强韧加强(Great Fortitude),精通先攻M(Improved Initiative),钢铁意志(Iron Will),快步跟进(Step Up),武器专攻:挥击M(Weapon Focus:slam)
技能 攀爬 +12,察觉 +11
特殊能力 压缩(compression),操控虫类(control vermin),创造衍体(create spawn),虫类认同(vermin empathy)

生态背景

环境 任意地下
组织 单独 或 虫巢(1 外加 7 - 19只巨黄蜂
财宝 标准

特殊能力

操控虫类(Control Vermin,Ex):巢主赭冻怪的类法术能力能够作用于具有外骨骼(exoskeletons)的无心智虫类(比如蜜蜂、蜈蚣、蟹、蝇类、黄蜂等等),但是对软体生物无效,比如水蛭、蛞蝓或蠕虫。
创造衍体(Create Spawn,Ex):挥砍武器、穿刺武器以及闪电攻击对巢主赭冻怪不会造成伤害。取而代之的是它的一部分身体会剥离开来,成为一只赭冻怪(Ochre Jelly)。新产生的赭冻怪具有30点生命值以及5点快速回复(fast healing);巢主赭冻怪会在分裂时失去30点生命值。新产生的泥怪会处在巢主赭冻怪的控制之下。当巢主赭冻怪的生命值为30或更低的时候就无法再次分裂,而且会在生命值降至0点时死亡。巢主赭冻怪可以以整轮动作(full-round action)重新吸收相邻的衍体,这回摧毁衍体并且将其剩余的生命值转移至巢主赭冻怪自身。
毒素(Poison,Ex):挥击——伤害;强韧豁免DC 21;发作频率 1次/轮 持续4轮;效果 1d4点体质;治愈 2次连续豁免。
虫类认同(Vermin Empathy,Su):巢主赭冻怪能够像德鲁伊改善动物的态度一般改善虫类的态度。虫类的起始态度为不友善(unfriendly)。


当一只赭冻怪(Ochre Jelly)渗入巨蜂(Giant Bee)巨黄蜂的巢穴,并且消化掉一枚女王卵(queen egg)时,一种奇异的反应有可能在虫卵与泥怪的体液间产生,而这种作用的产物就是巢主赭冻怪——一种利用未成熟的昆虫作为原脑的智能泥怪。巢主赭冻怪通常具有统御昆虫的力量,而且能够迅速支配整个虫巢,从而派遣公蜂为了满足自身不同寻常的胃口而搜寻食物。其他昆虫也会被巢主赭冻怪的气味所吸引,然后被纳入它的统治之下——它的虫巢中通常具有巨大的蜜蜂(Bee)、蜈蚣(centipedes)、蜘蛛(spiders)以及黄蜂(wasps),而且这些昆虫彼此间会相互协作。
巢主赭冻怪的基本利益是食物与生存。使用魔法或者心灵感应的话则可能与这个生物进行讨价还价,提供食物来换取对方的协作。有些与昆虫相关的邪教会猎杀巢主赭冻怪,因为他们认为这种生物的组成物质与巨蜂的蜂王浆(royal jelly)类似,或者可以用于增强虫类的智能。

神话能力速查
劇透 -   :
专长
精通先攻(神话)
Improved Initiative (Mythic)
你充满自信地迅速加入战斗。
先决条件:精通先攻CRB
好处:精通先攻专长对先攻检定所赋予的加值增加,增加数值等同于你的阶层。该加值与精通先攻专长的加值叠加。此外,取代进行先攻检定,你能够花费1次神话之力来将你视为投出自然20。

武器专攻(神话)
Weapon Focus (Mythic)
你已经精通了某一类武器的使用方法。
先决条件:武器专攻CRB
好处:你的武器专攻和高等武器专攻对攻击检定所赋予的加值翻倍。以迅捷动作,你能够花费1次神话之力,以此使得你所选择的武器做出的攻击检定获得加值,数值等同于你的阶层的一半,持续至你的回合结束为止。
特殊:若你多次选取了非神话版的武器武器专攻,那么你就必须选择由哪个专长获得上述增强。你能够多次选取该专长,其效果不会叠加。每当你选取该专长,它都会应用于你所具有的不同的非神话版武器专攻专长。

怪物通用能力
神话之力(Mythic Power,Su):神话生物能够利用它的力量之源来完成让人惊叹的行为并且欺骗命运。它每天能够花费神话之力的次数等同于其神话等级。这是它的神话之力的最大数量。如果某个能力允许它获得神话之力,它也无法让总量超出这个数额。怪物会自动获得神力涌动能力(见后文),并且能够使用这些神话之力激活它。怪物也可以使用其他依赖于神话之力的能力。
格式:神话之力(3次/日,神力涌动 +1d6);位置:特殊攻击

原文
劇透 -   :
Tyrant Jelly
This amber-colored ooze contains the preserved larva of a giant insect, almost like a monstrous brain.
TYRANT JELLY CR 9/MR 3
XP 6,400
N Large ooze (mythic)
Init +2M; Senses blindsight 60 ft.; Perception +11
DEFENSE
AC 23, touch 4, flat-footed 23 (–5 Dex, +29 natural, –1 size)
hp 129 (10d8+84); fast healing 5
Fort +11, Ref –2, Will +6
DR 5/epic; Immune electricity, ooze traits, piercing damage, slashing damage
OFFENSE
Speed 20 ft., climb 10 ft.
Melee slam +12 (6d6+6 plus 1d6 acid plus grab and poison)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (6d6+4 plus 1d6 acid plus grab and poison), mythic power (3/day, surge +1d6), poison
Spell-Like Abilities (CL 10th; concentration +11)
3/day—charm monster (vermin only), giant vermin, hold monster (vermin only), dominate monster (vermin only)
STATISTICS
Str 18, Dex 1, Con 22, Int 5, Wis 12, Cha 13
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (can’t be tripped)
Feats Great Fortitude, Improved InitiativeM, Iron Will, Step Up, Weapon FocusM (slam)
Skills Climb +12, Perception +11
SQ compression, control vermin, create spawn, vermin empathy
ECOLOGY
Environment any underground
Organization solitary or nest (1 plus 7–19 giant wasps)
Treasure standard
SPECIAL ABILITIES
Control Vermin (Ex) A tyrant jelly’s spell-like abilities work on mindless vermin that have exoskeletons (bees, centipedes, crabs, flies, wasps, and so on), but not soft-bodied creatures such as leeches, slugs, or worms.
Create Spawn (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to a tyrant jelly. Instead, part of the creature splits off into an ochre jelly. This new jelly has 30 hit points and fast healing 5; the tyrant jelly loses 30 hit points when it splits off. The new jelly is under the control of the tyrant jelly. A tyrant jelly with 30 hit points or fewer can’t split again, and dies if reduced to 0 hit points. A tyrant jelly can reabsorb an adjacent spawn as a full-round action, destroying the spawn and adding the spawn’s current hit points to its own.
Poison (Ex) Slam—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.
Vermin Empathy (Su) A tyrant jelly can improve the attitude of vermin as a druid can with animals. Vermin have a starting attitude of unfriendly.

When an ochre jelly infiltrates a colony of giant bees or wasps and consumes a queen egg, a strange reaction sometimes occurs between the jelly’s f luids and the egg, resulting in a tyrant jelly—an intelligent ooze using an immature insect as a primitive brain. The tyrant jelly has unusual powers over vermin, and quickly takes control of the colony, sending its drones to gather food to sate its unnatural hunger. Other vermin are attracted to the scent of these creatures, and then fall under the tyrant’s sway—a colony often has giant bees, centipedes, spiders, and wasps working together.
A tyrant jelly’s primary interests are food and survival. Magic or telepathy might allow a creature to bargain with it, exchanging food for its cooperation. Some insect cults hunt tyrant jellies, believing their strange substance has properties similar to a giant bee’s royal jelly (Pathfinder RPG Bestiary 2 43) or can increase the intelligence of other vermin.
« 上次编辑: 2014-04-30, 周三 21:07:47 由 四月 »
无用检定次次满,关键投骰回回一,若问吾辈能干啥,唯有卖萌遭雷劈

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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #25 于: 2014-04-30, 周三 20:58:47 »
切,不是泥霸(不屑

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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #26 于: 2014-04-30, 周三 21:08:34 »
泥霸你死得好惨啊 :em006
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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #27 于: 2014-04-30, 周三 22:33:58 »
\泥霸/\泥霸/\巨泥霸/

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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #28 于: 2014-05-01, 周四 13:20:12 »
 :em014神话泥怪!
伪装成可口饮品的CR1陷阱泥怪

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Re: 【Bestiary 1-4】泥怪(Ooze)
« 回帖 #29 于: 2014-05-01, 周四 17:59:14 »
四月,你是怎么保证每个hr都能显示一条横线的,我通常总是有一条显示不出来。
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