作者 主题: 【Bestiary 1-4】泥怪(Ooze)  (阅读 55826 次)

副标题: PF世界的软泥们,Bestiary 1-4的泥怪完工

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【Bestiary 1-4】泥怪(Ooze)
« 于: 2013-01-11, 周五 20:16:30 »
泥怪(Ooze)
泥怪为不定形或者可变形的生物,通常没有心智。泥怪拥有下述特性。
-d8生命骰
-基本攻击加值等同于总生命骰的3/4(中等成长)
-无强豁免
-技能点等同于每生命骰2 + 智力调整值(最低为1)。然而,大多数泥怪没有心智并且不会获得技能点和专长。泥怪没有任何本职技能。

特性:泥怪具有下述特性(除非在生物的条目下另有说明)
-没有心智:没有智力属性,并且免疫影响心灵效果(魅惑charms,胁迫compulsions,魅影phantasms,拟像patterns以及士气morale效果)。拥有智力属性的泥怪失去这个特性。
-目盲(但是拥有盲视特殊能力),免疫凝视攻击(gaze attacks),视觉效果(visual effects),幻术(illusions)以及其他依赖视觉的攻击。
-免疫毒素,昏睡效果,麻痹,变形以及震慑。
-有的泥怪拥有对物体造成强酸伤害的能力。在这种情况下,每个全回合的接触(full round of contact)所造成的伤害数值等同于10 + 1/2 泥怪的生命骰 + 泥怪的体质调整值。
-不会被重击或夹击。不会受到基于精准攻击带来的额外伤害,比如偷袭。
-只擅长自身的天生武器。
-不擅长护甲。
-泥怪需要进食与呼吸,但是不需要睡眠。

Bestiary 1
黑布丁怪(Black Pudding)CR 7
胶质怪(Gelatinous Cube)CR 3
灰泥怪(Gray Ooze)CR 4
赭冻怪(Ochre Jelly)CR 5
修格斯(Shoggoth)CR 19
Bestiary 2
巨型变形虫(Amoeba, Giant)CR 1
变形虫集群(Amoeba Swarm)CR 1
嗜肉体(Carnivorous Blob)CR 13
岩浆怪(Magma Ooze)CR 7
粘菌怪(Slime Mold)CR 2
滑行猎手(Slithering Tracker)CR 4
Bestiary 3
脑泥怪(Brain Ooze)CR 7
肉食晶簇(Carnivorous Crystal)CR 11
死亡陷阱怪(Deathtrap Ooze)CR 8
庭院泥怪(Garden Ooze)CR 2
浮尸泥怪(Globster)CR 5
饥饿之雾(Hungry Fog)CR 6
电浆泥怪(Plasma Ooze)CR 16
Bestiary 4
疖生怪(Boilborn)CR 1
星之彩(Colour Out of Space)CR 10          译者:傻豆
流冰泥怪(Freezing Flow)CR 4
饕餮肉瘤(Hungry Flesh)CR 3
不朽灵液(Immortal Ichor)CR 17
熔刃泥怪(Shard Slag)CR 8
巢主赭冻怪(Tyrant Jelly)CR 9/MR 3
« 上次编辑: 2014-04-30, 周三 20:56:43 由 四月 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #1 于: 2013-01-11, 周五 20:16:35 »
黑布丁怪(Black Pudding)
这坨不定型的黑色团块堆起自身,漆黑的泥冢反射着暗色光亮、颤抖着向前涌动。
黑布丁怪    CR 7   XP 3200
绝对中立 超大型泥怪
先攻 -5   感官:盲视 60尺;察觉 -5
————————防御————————
AC 3,接触 3,措手不及 3(-2体型,-5敏捷)
HP 105(10d8 + 60)
强韧 +9,反射 -2,意志 -2
防御能力 分裂(split),泥怪特性(ooze traits)
————————进攻————————
速度 20尺,攀爬20尺
近战 挥击(slam) +8(2d6 + 4 加 2d6 强酸 加 擒抱)
占据 15尺;触及 10尺
特殊攻击 紧勒(constrict,2d6 + 4 加 2d6 强酸),腐蚀(corrosion)
————————属性————————
力量 16,敏捷 1,体质 22,智力 -,感知 1,魅力 1
BAB +7;CMB +12(+16擒抱);CMD 17(对抗冲撞27,无法被摔绊)
技能: 攀爬 +11
特殊技能 泥怪特性(ooze traits),吸附(suction)
————————生态————————
环境 任意地下
组织 单独
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):黑布丁怪会分泌能够快速溶解有机物以及金属的消化酸,不过这种酸液无法影响石头。每当生物遭受到黑布丁怪的强酸伤害时,其服装与护甲也会由于强酸受到数值相同的伤害。通过DC21的反射豁免能够防止服装与护甲受损。使用金属或木质武器攻击黑布丁怪会使武器受到2d6点强酸伤害,除非武器的持用者成功进行DC21的反射豁免才能避免。如果黑布丁怪与木质或金属物体保持接触长达1整轮的话,它会对该物体造成21点强酸伤害(无须豁免)。该豁免DC基于体质。
腐蚀(corrosion)(Ex):正被黑布丁怪紧勒敌人会在避免应用于服装与护甲强酸伤害时,反射豁免受到-4减值。
分裂(Split)(Ex):挥砍与穿刺武器不会对黑布丁怪造成伤害。取而代之的是会使其分裂成两个相同的布丁怪,每只拥有原本一半的生命值(向下取整)。拥有10点或更低生命值的布丁怪无法进一步分裂,并会在生命值降低至0时死亡。
吸附(suction)(Ex):黑布丁怪能够对任何能够进行攀爬的表面产生强大的吸力,使其能够轻而易举地倒挂着附着在顶壁上。黑布丁怪能够以迅捷动作产生或消除吸附力,并且只要它仍处于吸附状态,就只能半速移动。由于吸附,黑布丁怪的CMD在对抗冲撞、可怖打击(awesome blows,怪物专长)以及其他以物理方式尝试使其挪动位置的攻击与效果时获得+10环境加值。

黑布丁怪是地底世界的拾荒者,不断地为了进食而搜寻着。它们能够感知到60尺范围内的有机体和金属物体,并且无意识地攻击这些物体,直至目标被溶解或者泥怪被杀死为止。黑布丁怪的繁殖是通过截断身体的一部分,并产生一个新的、较小的黑布丁怪来完成,并会用1个月成长至正常的尺寸。一些生活在地下的智慧生物会使用黑布丁怪作为天然的垃圾处理器,他们会创造石质的大坑储存布丁怪并在需要的时候向其投掷垃圾或敌人。
更大的黑布丁怪范例会在这个世界上最深处的地域遭遇到,巨型个体最高可达30HD。也有其他颜色的布丁怪存在的传闻,白色的存在于寒带,棕色的存在于沼泽,褐色的则存在于荒漠。

原文
劇透 -   :
Black Pudding
This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward.
Black Pudding CR 7
XP 3,200
N Huge ooze
Init –5; Senses blindsight 60 ft.; Perception –5

Defense
AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
hp 105 (10d8+60)
Fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits

Offense
Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion

Statistics
Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can’t be tripped)
Skills Climb +11
SQ ooze traits, suction

Ecology
Environment any underground
Organization solitary
Treasure none

Special Abilities
Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (Ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding’s CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.
Larger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD. Other colored puddings are rumored to exist, with white ones living in the arctic, brown ones living in swamps, and tan ones living in deserts.
« 上次编辑: 2013-01-12, 周六 20:23:26 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #2 于: 2013-01-11, 周五 20:16:39 »
胶质怪(Gelatinous Cube)
少量破损的武器,硬币以及部分被溶解的白骨在这颤抖的立方形泥怪中清晰可见。
胶质怪    CR 3   XP 800
绝对中立 大型泥怪
先攻 -5   感官:盲视 60尺;察觉 -5
————————防御————————
AC 4,接触 4,措手不及 4(-1体型,-5敏捷)
HP 50(4d8 + 32)
强韧 +9,反射 -4,意志 -4
免疫 闪电,泥怪特性(ooze traits)
————————进攻————————
速度 15尺
近战 挥击(slam) +2(1d6 加 1d6 强酸)
占据 10尺;触及 5尺
特殊攻击 包卷(engulf),麻痹(paralysis)
————————属性————————
力量 10,敏捷 1,体质 26,智力 -,感知 1,魅力 1
BAB +3;CMB +4;CMD -1(无法被摔绊)
特殊技能 透明(transparent)
————————生态————————
环境 任意地下
组织 单独
财宝 附属(incidental)

特殊能力(Special Abilities):
强酸(Acid)(Ex):胶质怪的强酸无法损害金属或石头。
包卷(Engulf)(Ex):尽管行动迟缓,胶质怪也能够以标准动作包卷吞没在它行进路径上的一个大型或更小的生物。它无法在进行包卷生物的回合中使用挥击攻击。胶质怪只能移动到对手所在的区域,并且仅能影响它所占据的区域。对手可以对胶质怪进行借机攻击,但是一旦这么做,便会失去进行豁免的机会。没有进行借机攻击的敌人能够尝试DC为12的反射豁免以防止被包卷——在豁免成功时,他们会在胶质怪移动时被向后面或侧面推开(由对手选择)。被包卷的生物会受到胶质怪的麻痹与酸蚀,处于被压制状态(pinned condition)并且还有窒息的危险,直至其脱离压制状态为止会被困在胶质怪的体内。该豁免DC基于力量。
麻痹(Paralysis)(Ex):胶质怪会分泌出能够麻醉生物的粘液。被胶质怪的近战攻击或包卷命中的目标必须成功通过DC为20的强韧豁免,否则会被麻痹3d6轮。胶质怪能够自动包卷被麻痹的敌人。该豁免DC基于体质。
透明(Transparent)(Ex):由于胶质怪没什么颜色,因此它难以被察觉。需要通过DC15的察觉检定才能注意到静止不动的胶质怪。任何没有注意到胶质怪的生物在走进其所在位置时自动被包卷。

作为地城中最罕见的纯粹猎食者之一,胶质怪尽其一生盲目地游荡在地城中的走廊以及黑暗的洞穴之中,吞噬植物、废弃物或者腐肉之类的有机物,甚至是活物。有些材料胶质怪无法消化,比如金属与石头,最终这些残留物可能会填满胶质怪,有时它会将部分物质排出体外。通常情况下,过去的那些受害者的宝物与财产仍在胶质怪体内,他们的残骸就如同恐怖的印记一般被保留下来。
智者们认为这些生物很可能向灰泥怪的方向进化。有的生物会使用胶质怪作为地城与地下工事的保护者,使用结实金属箱俘获这些巨大的生物,再通过魔法或者奴隶的力量将它们运送至最终的岗亭。由于其机理,它们能够十分有效的处理废料——一个陷阱能够将胶质怪困在坑中或其他无法任其爬出的区域,并将其作为垃圾箱,甚至是致命的陷阱——这只取决于那些捕捉到它的聪慧生物。
胶质怪通常一侧长约10尺,重达15000磅,但是地下探险者们也在最深的洞穴与隧道中发现过更大的个体在进行搜索。在拥有丰富的食物来源的地点之中,就算不及千年,胶质怪也能够存活数百年之久。然而,一旦超过6个月没有补充有机物,胶质怪就会开始萎缩。最终会压迫外壁,使它的粘液迅速泄露并蒸发,直至其整个身体崩溃消失。

原文
劇透 -   :
Gelatinous Cube
Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.
Gelatinous Cube   CR 3
XP 800
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5

Defense
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Immune electricity, ooze traits

Offense
Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis

Statistics
Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +4; CMD –1 (can’t be tripped)
SQ transparent

Ecology
Environment any underground
Organization solitary
Treasure incidental

Special Abilities
Acid (Ex) A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex) Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence mindlessly roaming dungeon halls and dark caverns, swallowing up organic material such as plants, refuse, carrion, and even living creatures. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature’s mass with such detritus, and at times the creature may excrete some of this material out of its body. Often the treasure and possessions of past victims remain inside the gelatinous cube, leaving a ghostly impression of their material remains.
Sages believe these creatures evolved as a specialized advancement of gray oozes. Some beings use gelatinous cubes as protectors of dungeons and underground fortifications, trapping the immense creatures in massive metal crates and transporting them through either slave power or magic to their final guard posts. They make particularly efficient waste disposal mechanisims as well—a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap, depending only on the ingenuity of the creatures who caught it.
Gelatinous cubes are generally 10 feet to a side and weigh upward of 15,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands. However, if denied organic material for more than 6 months, a gelatinous cube begins shrinking. Eventually this stresses its walls and the creature leaks rapidly evaporating slimy liquid until its body collapses and disappears completely.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #3 于: 2013-01-11, 周五 20:16:44 »
灰泥怪(Gray Ooze)
一个看似平常的水洼,一块潮湿的石块,亦或者反射着水光的岩石突然伸出可怕的伪足挥打鞭笞。
灰泥怪    CR 4   XP 1200
绝对中立 中型泥怪
先攻 -5   感官:盲视 60尺;察觉 -5
————————防御————————
AC 5,接触 5,措手不及 5(-5敏捷)
HP 50(4d8 + 32)
强韧 +9,反射 -4,意志 -4
防御能力 泥怪特性(ooze traits)
免疫 寒冷,火焰
————————进攻————————
速度 10尺
近战 挥击(slam) +6(1d6 + 4 加 1d6 强酸 加 擒抱)
特殊攻击 强酸(acid),紧勒(constrict,1d6 + 1 加 1d6 强酸)
————————属性————————
力量 16,敏捷 1,体质 26,智力 -,感知 1,魅力 1
BAB +3;CMB +6(+10擒抱);CMD 11(无法被摔绊)
特殊技能 透明(transparent)
————————生态————————
环境 寒冷沼泽以及地下
组织 单独
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):覆盖着灰泥怪的消化酸能够溶解金属与有机物,不过对石头无效。每次挥击与紧勒能够造成额外1d6点强酸伤害。被灰泥怪擒抱的生物所穿着的护甲与服装会受到相同数值的强酸伤害,除非穿戴者成功进行DC20的反射豁免才可避免。木制或金属武器在对灰泥怪进行攻击时会受到1d6点强酸伤害,除非武器的持用者成功进行DC20的反射豁免。与灰泥怪的接触每轮会对木制或金属物体造成12点强酸伤害,但是泥怪必须与物体保持一整轮的接触才能造成这些伤害。该豁免DC基于体质。
透明(Transparent)(Ex):由于颜色暗淡,在大多数环境中都难以将灰泥怪从周围环境中辨别出来。需要DC15的察觉检定才能注意到灰泥怪。任何没有注意到灰泥怪的生物,在踩入其所在区域时会自动受到灰泥怪的挥击并且立即受到泥怪的擒抱尝试。

灰泥怪蹑行于寒冷的湿地与雾霾沼地之中,有时甚至会出现在地城与洞穴里,消化它们所遇到的任何有机物。尽管灰泥怪缺乏智慧,依靠着自身的透明,它度依旧成为了最能制造麻烦的生物。灰泥怪无法轻易攀上墙壁或者游泳,因此它惯于躲在沼泽地岸边厚厚的泥潭中,或者躺在灰暗的地城地面上装作无害的水洼,使猎物容易忽视自身并等待他们踏出危险的一步。
有些智者相信灰泥怪是失败的炼金实验产物,而其他人则假设灰泥怪起源于充满魔法残渣的污水坑。当然,这些理论都认为灰泥怪不是生命体,但是无论炼金实验的不幸结局、罕见的腐蚀性液体混合物还是魔法残渣之类的假说,都被那些居住在并没有遭受长时间魔法污染地区,而被这些泥怪所扰的人们所嘲笑。

变种灰泥怪(Variant Gray Oozes)
灰泥怪能够快速适应环境变化,它的原始形态构造简单,并且使用裂变的方式增殖,但是又能够确保产生这种转变。下面列出的两种变种均为冒险者们遭遇过的。
水晶泥怪(Crystal Ooze,CR 4):水晶泥怪是一种水生变种,它们居住在深水中,而不是最常见的灰泥怪所钟爱的沼泽。水晶泥怪属于水生亚种(aquatic subtype)并且拥有30尺游泳速度。水晶泥怪没有灰泥怪的紧勒能力,但是它能够分泌一种麻痹毒素,如果那些被它击打过的生物在强韧豁免(该豁免DC基于体质)中失败,就会麻痹3d6轮。
启智泥怪(Id Ooze,CR 6):也许最奇怪的变种灰泥怪是那些已经具备了初等心智,包括使用心灵感应能力与其他泥怪沟通,甚至能够使用原始的精神力脉冲冲击敌人的个体。启智泥怪是进化后的灰泥怪,并且有2点智力属性(这使得它获得技能等级以及专长——通常为潜行4级,精通先攻Improved Initiative,健壮Toughness),能够通过心灵感应与100尺内的其他启智泥怪进行基本的情感信息沟通,并且还能够以类法术能力随意使用次等困惑术(lesser confusion,CL等同于启智泥怪的HD)。

原文
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Gray Ooze
A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.
Gray Ooze   CR 4
XP 1,200
N Medium ooze
Init –5; Senses blindsight 60 ft.; Perception –5

Defense
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 50 (4d8+32)
Fort +9, Ref –4, Will –4
Defensive Abilities ooze traits; Immune cold, fire

Offense
Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)

Statistics
Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
SQ transparent

Ecology
Environment cold marshes and underground
Organization solitary
Treasure none

Special Abilities
Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze’s slam attack and is immediately subject to a grab attempt by the ooze.

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon f loors makes it dangerously easy to overlook and step on.
Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic f luids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.

Variant Gray Oozes
The gray ooze adapts readily and swiftly to changes in environments, the simple structure of its primeval form and its method of using fission to reproduce all but ensuring that such changes occur. Listed below are two such variants that adventurers have encountered.

Crystal Ooze (CR 4): The crystal ooze is an aquatic variant that dwells in deeper waters than most commonly found in the gray ooze’s beloved swamps. A crystal ooze has the aquatic subtype and a swim speed of 30 ft. The crystal ooze lacks the gray ooze’s constrict ability, but it does secrete a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a Fortitude saving throw (the save DC is Constitution-based).

Id Ooze (CR 6): Perhaps the strangest variant gray oozes are those that have developed a rudimentary intelligence, including the ability to communicate telepathically with other oozes, or even the ability to blast enemies with pulses of raw mental power. Id oozes are advanced gray oozes with an Intelligence score of 2 (and thus gain skill ranks and feats—typically 4 ranks in Stealth, Improved Initiative, and Toughness), can communicate basic empathic information with other id oozes within 100 feet via telepathy, and can use lesser confusion at will as a spell-like ability (CL equals the id ooze’s HD).
« 上次编辑: 2013-01-12, 周六 20:23:51 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #4 于: 2013-01-11, 周五 20:16:48 »
赭冻怪(Ochre Jelly)
这种橙黄色的变形生物爬行穿过地面,用伪足抓住前方缓慢靠近。
赭冻怪    CR 5   XP 1600
绝对中立 大型泥怪
先攻 -5   感官:盲视 60尺;察觉 -5
————————防御————————
AC 4,接触 4,措手不及 4(-1体型,-5敏捷)
HP 63(6d8 + 36)
强韧 +8,反射 -3,意志 -3
防御能力 分裂(split)
免疫 闪电,影响心灵效果,泥怪特性(ooze traits),挥砍与穿刺伤害
————————进攻————————
速度 10尺,攀爬10尺
近战 挥击(slam) +5(2d4 + 3 加 1d4 强酸 加 擒抱)
占据 10尺;触及 5尺
特殊攻击 紧勒(constrict,2d4 + 3 加 1d4 强酸)
————————属性————————
力量 14,敏捷 1,体质 22,智力 -,感知 1,魅力 1
BAB +4;CMB +7(+11擒抱);CMD 12(无法被摔绊)
技能 攀爬+10
————————生态————————
环境 温暖的地下以及沼泽
组织 单独
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):当赭冻怪攻击敌人时,它分泌的消化酸只会分解血肉(不包括骨头)。没有血肉的生物(包括大多数构装体constructs,泥怪ooze,以骨骼为主的不死生物skeletal undead,植物plants以及虚体生物incorporeal creatures)免疫赭冻怪的强酸伤害。
分裂(Split)(Ex):挥砍武器、穿刺武器以及闪电攻击无法对赭冻怪造成伤害。反而会使其分裂成两个相同的赭冻怪,每个拥有原本总生命值的一半,向下取整。拥有10点或更低生命值的赭冻怪无法继续分裂,并会在生命值降低至0时死亡。

赭冻怪是混合着黄色、橙色和棕色的让人作呕的活化原生质群。在静止不动时,它们的身体会变得扁平,约6英寸高,同时将身体延伸至很大范围——在行动时,它们通常收起身体变为看起来似乎能够通过滚动移动的球体。它们充满可塑性的身体允许自身渗入那些远小于它们所占空间的裂缝与孔洞。
居住在地下的生物常常试图封住这类裂缝,以巩固自身的巢穴对抗赭冻怪。
赭冻怪的酸液均有很强的针对性,只作用于血肉。这一发现让许多投毒者和作恶的炼金师有了去搜寻那些特殊的变种的兴趣。有些专门针对生命体的卑劣武器就是这些实验的结果。传闻有一种慢性毒药能够在几年间逐渐摧毁生物的细胞壁,但是它的创造者毕生都保守着毒药的制作方法。
静止时的赭冻怪有6英寸高,扩散到略超过10英尺长的直径范围,重达2600磅。在战斗时,它们往往会将自身堆积起来,并呈现出较长的水滴状伪足进行挥击并擒抱任何能动的事物。
尽管最具有代表性的赭冻怪的属性已经在这里列出,但是在地下世界的最深处,这种缺乏心智的肉食动物能够成长到庞大的尺寸。也许更令人不安的是,有传闻赭冻怪进化出了其他捕捉猎物的方法。冒险者们讲述着有些赭冻怪能够通过接触传递毒素,或者会散发着能够灼伤眼睛与喉咙的有害气体,从而让这些庞大的原生质野兽蠕动至那些几近无助的受害者身上,并开始吞噬他们。

原文
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Ochre Jelly
This yellow-orange amoeboid creature slithers across the ground, pseudopods grasping ahead of its slow approach.
Ochre Jelly CR 5
XP 1,600
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5

Defense
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 63 (6d8+36)
Fort +8, Ref –3, Will –3
Defensive Abilities split; Immune electricity, mind-affecting
effects, ooze traits, slashing and piercing damage

Offense
Speed 10 ft., climb 10 ft.
Melee slam +5 (2d4+3 plus 1d4 acid and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d4+3 plus 1d4 acid)

Statistics
Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped)
Skills Climb +10

Ecology
Environment temperate underground or marshes
Organization solitary
Treasure none

Special Abilities
Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly’s acid damage.
Split (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter— in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill.
Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.
An ochre jelly’s highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life.
Notes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature’s essence, it is believed, still rides along with the living jelly.
Ochre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves.
Although the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.
« 上次编辑: 2013-01-12, 周六 20:24:01 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #5 于: 2013-01-11, 周五 20:16:52 »
修格斯(Shoggoth)
这些犹如巨大山丘一般的黑色泥堆快速地向前移动,眼睛、嘴巴与更加不可名状的物体浮现在它庞大的身体上。
修格斯    CR 19   XP 204800
混乱中立 超大型泥怪(水生亚种)
先攻 +11
感官:全域视野(all-around vision),黑暗视觉 120尺,昏暗视觉,灵敏嗅觉,颤动感知 60尺;察觉 +33
————————防御————————
AC 33,接触 15,措手不及 26(-2体型,+7敏捷,+18天防)
HP 333(23d8 + 230);快速回复(fast healing) 10
强韧 +19,反射 +14,意志 +15
防御能力 DR 10/-;
免疫 目盲,魅惑效果(charm effects),泥怪特性(ooze traits),耳聋,音波
抗力 强酸 20,闪电 20,火焰 20;SR 30
————————进攻————————
速度 50尺,攀爬30尺,游泳50尺
近战 4挥击(slam) +30(3d6 + 15/19-20 加 擒抱)
占据 15尺;触及 30尺
特殊攻击 紧勒(constrict,3d6 + 15),疯狂音律(maddening cacophony),践踏(trample,4d8 + 15,DC 36)
                包卷(engulf,4d6 + 22 钝器伤害 加 8d6 强酸伤害,AC 19,hp 33)
————————属性————————
力量 30,敏捷 24,体质 31,智力 5,感知 22,魅力 13
BAB +17;CMB +34(+39擒抱);CMD 51(无法被摔绊)
专长 盲斗(Blind-Fight),顺势斩(Cleave),战斗反射(Combat Reflexes),重击专攻(Critical Focus),大顺势斩(Great Cleave)
            强韧加强(Great Fortitude),精通重击(挥击)(Improved Critical (slam)),精通先攻(Improved Initiative)
            精通击破武器(Improved Sunder),钢铁意志(Iron Will),猛力攻击(PowerAttack)震慑重击,(Stunning Critical)
技能 攀爬+23,察觉+33,游泳+23;种族调整 +4察觉
语言 邪灵语
特殊技能 两栖
————————生态————————
环境 寒冷水域或地下
组织 单独 或 一群(tide,2–6)
财宝 标准

特殊能力(Special Abilities):
全域视野(All-Around Vision)(Ex):修格斯的大量感觉器官使它的察觉检定获得+4种族加值,并且免疫夹击。
疯狂音律(Maddening Cacophony)(Su):修格斯可以以自由动作发出那些心智健全的人不愿听到的声响与话语。在修格斯周围60尺半径范围内的所有生物必须进行一次DC22的意志豁免,否则将会困惑1d6轮。受此效果影响的生物每轮会受到1d6点感知伤害。成功豁免该效果的生物在24小时内不会受到这个修格斯的疯狂音律影响。这是个音波,影响心灵效果。该豁免DC基于魅力。
包卷(Engulf)(Ex):要使用这个能力,修格斯必须在他的回合开始时擒抱或者践踏一名生物。修格斯可以尝试包卷生物的数量与它在一轮之中所擒抱或践踏的生物相同。该能力的功能如同囫囵活吞(swallow whole),想要把生物从修格斯的体内救出,必须在这无孔的原生质生物的身体上砍出一条路来。

即使是那些疯狂和具有毁灭倾向的预言者们绝望的宣称,恐怖的修格斯不过是迷幻剂和梦魇所制造的幻觉,但更加恐怖的事实是:修格斯确实存在。虽然它们只是潜伏在最深的海沟与被遗忘的洞穴和废墟里,一旦这些不定型的怪物觉醒(虽然很稀少),它们只会为这个世界带来疯狂和毁灭。
据说第一只修格斯是在亿万年前,在那个连众神亦未降临主物质位面的时带被创造出来的。有些资料记载的是底栖魔鱼设计了修格斯,也有一些被某个上古的神秘种族撰写的文档声称修格斯的出现要比那早的多的多。它们被一个远古的种族作为奴隶制作出来,但是,这些恐怖的怪物终究获得了足够的智能去反抗它们的造物主。现在,自由的修格斯只是悄然潜伏着,耐心而又可怕的沉睡在幽暗深渊之中。
借用了傻豆大大的描述翻译

原文
劇透 -   :
Shoggoth
This immense mound of black slime thunders forward, eyes and mouths and even stranger things forming in its heaving bulk.

Shoggoth CR 19
XP 204,800
CN Huge ooze (aquatic)
Init +11; Senses all-around vision, darkvision 120 ft., low-light
vision, scent, tremorsense 60 ft.; Perception +33

Defense
AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
hp 333 (23d8+230); fast healing 10
Fort +19, Ref +14, Will +15
DR 10/—; Immune blindness, charm effects, cold, deafness, ooze traits, sonic; Resist acid 20, electricity 20, fire 20; SR 30

Offense
Speed 50 ft., climb 30 ft., swim 50 ft.
Melee 4 slams +30 (3d6+15/19–20 plus grab)
Space 15 ft.; Reach 30 ft.
Special Attacks constrict (3d6+15), maddening cacophony,
engulf (4d6+22 bludgeoning damage plus 8d6 acid damage, AC 19, hp 33), trample (4d8+15, DC 36)

Statistics
Str 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13
Base Atk +17; CMB +34 (+39 grapple); CMD 51 (cannot be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stunning Critical
Skills Climb +23, Perception +33, Swim +23; Racial Modifiers +4 Perception
Languages Aklo
SQ amphibious

Ecology
Environment cold aquatic or underground
Organization solitary or tide (2–6)
Treasure standard

Special Abilities
All-Around Vision (Ex) A shoggoth’s many sense organs grant a +4 racial bonus on Perception and immunity to flanking.
Maddening Cacophony (Su) As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC 22 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth’s maddening cacophony for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Engulf (Ex) To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts is way out of a shoggoth leaves no hole in the protoplasmic creature’s body.

Although even lunatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or thankfully unreal nightmare, the truth is altogether more dire. The shoggoths exist, although they keep to the deepest of ocean trenches or the most remote of forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes.
The first shoggoths were created in eons past, long before the first gods turned their attentions to the Material Plane. Some hold that the aboleths engineered them, while certain strange texts hint of a race even older that engineered the first shoggoths as slaves. Eventually, these dread beasts developed enough intelligence to rebel against their creators, and now they lurk, patient but potent, in the lightless deep.
« 上次编辑: 2013-01-11, 周五 20:23:46 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #6 于: 2013-01-16, 周三 21:19:19 »
巨型变形虫(Amoeba, Giant)
这团半透明的原生质中还残留着未被完全消化的猎物骸骨,以及能被肉眼看到的黑暗核心。
巨型变形虫    CR 1   XP 400
绝对中立 小型泥怪(水生亚种)
先攻 -5 感官:盲视 30尺;察觉 -5
————————防御————————
AC 6,接触 6,措手不及 6(+1体型,-5敏捷)
HP 15(2d8 + 6)
强韧 +3,反射 -5,意志 -5
防御能力 泥怪特性(ooze traits)
————————进攻————————
速度 10尺,攀爬10尺,游泳20尺
近战 挥击(slam) +3(1d3 + 1 加 1d3 强酸 与 擒抱)
占据 5尺;触及 5尺
特殊攻击 紧勒(constrict,1d3 + 1 加 1d3 强酸)
————————属性————————
力量 12,敏捷 1,体质 16,智力 -,感知 1,魅力 1
BAB +1;CMB +1(+5擒抱);CMD 6(无法被摔绊)
技能: 攀爬 +9,游泳 +9
特殊技能 两栖(amphibious)
————————生态————————
环境 任意地面(land)或地下
组织 单独或成群(2-9)
财宝

巨型变形虫是一种活生生的、液态不定型原生质团块。它半透明的体内有着发暗的斑点,并且其表面略有粘性,能够吸附污垢以及它所生活的环境中的其他细小碎片;因此正在移动的巨型变形虫看起来就像一趟浑水一般。作为灰泥怪与黑布丁怪之类生物的弱小远亲,实际上巨型变形虫原本是一种小到用肉眼难以察觉的无害生物,经过变异成长到了足以成为危害的尺寸。尽管巨型变形虫乐于捕猎比它小的生物,但是它那无法抑止的饥饿可能会驱使自身袭击更大的猎物——比如类人生物。

原文
劇透 -   :
Amoeba, Giant
This blob of protoplasm is somewhat transparent, allowing the bones of undigested meals and a dark nucleus to be seen within.
Amoeba, Gia nt CR 1
XP 400
N Small ooze (aquatic)
Init –5; Senses blindsight 30 ft.; Perception –5

Defense
AC 6, touch 6, flat-footed 6 (–5 Dex, +1 size)
hp 15 (2d8+6)
Fort +3, Ref –5, Will –5
Defensive Abilities ooze traits

Offense
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee slam +3 (1d3+1 plus 1d3 acid and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d3+1 plus 1d3 acid)

Statistics
Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
Base Atk +1; CMB +1 (+5 grapple); CMD 6 (can’t be tripped)
Skills Climb +9, Swim +9
SQ amphibious

Ecology
Environment any land or underground
Organization solitary or colony (2–9)
Treasure none

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding, a giant amoeba is actually a mutated version of a harmless creature too small to be seen by the naked eye, grown dangerously large in size. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids.
« 上次编辑: 2013-03-01, 周五 21:36:38 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #7 于: 2013-01-16, 周三 21:19:53 »
变形虫集群(Amoeba Swarm)
在潮湿的土堆之上有着成千百只超微型胶状泥怪组成的集群,散发着腐烂造成的异臭。
变形虫集群    CR 1   XP 400
绝对中立 超微型泥怪(集群)
先攻 -5 感官:盲视 30尺;察觉 -5
————————防御————————
AC 13,接触 13,措手不及 13(+8体型,-5敏捷)
HP 9(2d8)
强韧 +0,反射 -5,意志 -5
防御能力 泥怪特性(ooze traits)与集群特性(swarm traits)
免疫 武器伤害(weapon damage)
————————进攻————————
速度 10尺,攀爬10尺,游泳20尺
近战 集群(swarm,1d6 强酸 加 扰乱心神)
占据 10尺;触及 0尺
特殊攻击 扰乱心神(distraction,DC 11)
————————属性————————
力量 1,敏捷 1,体质 10,智力 -,感知 1,魅力 1
BAB +1;CMB -12;CMD
技能: 攀爬 +3,游泳 +3
特殊技能 两栖(amphibious)
————————生态————————
环境 任意地面或地下
组织 单独或成群(2-5)
财宝

变形虫集群是可动的变形虫群体,每一只大约有硬币大小。从巨型变形虫身上砍下的微小的部分,能够成为变形虫集群。而在其他情况下,通常为巨型变形虫在遭受饥饿,或者处于具有高浓度魔力的地区时,它能够自发地转变为集群。同样地,充分进食的变形虫集群能够融合为一只巨型变形虫。
当一团变形虫集群遭遇到另一只巨型变形虫时,两只泥怪会无视对方。巨型变形虫在处于变形虫集群所占据的空间时,不会受到集群伤害也不会受到集群的扰乱心神危害。

和楼上的家伙是同一页的,无图

原文
劇透 -   :
Amoeba Swarm
Thousands of tiny gelatinous clots of animate ooze swarm in a wet mound, surrounded by a cloying stink of rancid vinegar.
Amoeba Swarm CR 1 XP 400
N Fine ooze (swarm)
Init –5; Senses blindsight 30 ft.; Perception –5

Defense
AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
hp 9 (2d8)
Fort +0, Ref –5, Will –5
Defensive Abilities ooze and swarm traits; Immune weapon damage

Offense
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee swarm (1d6 acid plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)

Statistics
Str 1, Dex 1, Con 10, Int —, Wis 1, Cha 1
Base Atk +1; CMB –12; CMD —
Skills Climb +3, Swim +3
SQ amphibious

Ecology
Environment any land or underground
Organization solitary or colony (2–5)
Treasure none

An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba.
When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. A giant amoeba in the space of an amoeba swarm takes no damage from the swarm’s attacks and does not run the risk of becoming distracted as a result of being in the swarm.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #8 于: 2013-01-16, 周三 21:20:33 »
嗜肉体(Carnivorous Blob)
如山丘一般庞大的半透明泥团正在翻滚抽动,深红色的团块向各个方向伸出不定型的伪足。
嗜肉体    CR 13   XP 25600
绝对中立 超巨型泥怪
先攻 +0 感官:盲视 60尺,颤动感知120尺;察觉 -5
————————防御————————
AC 2,接触 2,措手不及 2(-8体型)
HP 184(16d8 + 112)
强韧 +12,反射 +5,意志 +0
防御能力 反射打击(reactive strike),分裂(split,音波或挥砍,32hp);DR 10/-
免疫 强酸,泥怪特性(ooze traits)
抗力 闪电 30,火焰 30
弱点 寒冷易伤(vulnerable to cold)
————————进攻————————
速度 20尺,攀爬20尺,游泳20尺
近战 挥击(slam) +17(8d6 + 19 加 擒抱)
占据 30尺;触及 30尺
特殊攻击 汲取血肉(absorb flesh),紧勒(constrict,8d6 + 19 加 1d4 体质吸取Con drain)
————————属性————————
力量 36,敏捷 11,体质 24,智力 -,感知 1,魅力 1
BAB +12;CMB +33(+37擒抱);CMD 37(无法被摔绊)
技能: 攀爬 +21,游泳 +21
————————生态————————
环境 任意
组织 单独
财宝

特殊能力(Special Abilities):
汲取血肉(Absorb Flesh)(Ex):嗜肉体无法吞食植物或无机物,但是它会使用挥击或者紧勒能力,通过对生物进行体质吸取的方式贪婪地吸食血肉。每当嗜肉体以此方式造成体质吸取之后,每点吸取的体质会使其恢复10点生命值。超出它正常上限的生命值则会作为暂时生命值生效。一旦嗜肉体拥有至少50点暂时生命值,则会失去这些暂时生命值并且以直觉动作进行分裂(splits)。
反射打击(Reactive Strike)(Ex):每当嗜肉体受到伤害时,它会本能地发动挥击攻击。实际上该能力赋予了嗜肉体对任何伤害其自身、并且邻近的敌人进行借机攻击的能力。这些借机攻击不会算入生物每轮正常所能使用的借机攻击次数。造成音波与挥砍伤害的攻击不会触发反射打击——不过这些攻击会使它进行分裂。每当嗜肉体受到寒冷伤害,它会暂时无法使用反射打击能力,直至它在战斗中进行下一个动作之后为止(until after it takes its next action in combat)。
寒冷易伤(Vulnerable to Cold)(Ex):嗜肉体在遭到寒冷攻击时会额外受到半数伤害(+50%)。

尽管智者们仍在争辩最初的嗜肉体的来历,可能是被一名疯狂的法师在某个罪恶的都市使用污秽扭曲的血肉充满大缸制造而成,亦或者是被困在流星核心之中来到这个世界的生物……但是有一件事他们能够达成共识——没有人希望靠近这只怪物进行研究。
嗜肉体的行动方式和通常的泥怪并无二致,向着任意方向延展那肉质的团块,再将自身庞大的躯体拉扯出去,翻越墙壁甚至穿过水体。如果嗜肉体超过24小时没有进食的话,就会陷入一种休眠状态,看起来就如同一池凝胶状的血液一样。只要有任何活着的猎物进入它的感官范围,嗜肉体便会如饥似渴地迅速恢复活力。

原文
劇透 -   :
Carnivorous Blob
Rolling and twitching like a massive wad of translucent ooze, this crimson blob reaches out amorphous pseudopods in all directions.
Carnivorous Blob   CR 13 XP 25,600
N Colossal ooze
Init +0; Senses blindsight 60 ft., tremorsense 120 ft.; Perception –5

Defense
AC 2, touch 2, flat-footed 2 (–8 size)
hp 184 (16d8+112)
Fort +12, Ref +5, Will +0
Defensive Abilities reactive strike, split (sonic or slashing, 32 hp); DR 10/–; Immune acid, ooze traits; Resist electricity 30, fire 30 Weaknesses vulnerable to cold

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee slam +17 (8d6+19 and grab)
Space 30 ft.; Reach 30 ft.
Special Attacks absorb flesh, constrict (8d6+19 plus 1d4 Con drain)

Statistics
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +12; CMB +33 (+37 grapple); CMD 37 (can’t be tripped)
Skills Climb +21, Swim +21

Ecology
Environment any
Organization solitary
Treasure none

Special Abilities
Absorb Flesh (Ex) A carnivorous blob cannot eat plant matter or inorganic matter, but it devours living flesh with a voracious speed by dealing Constitution drain on creatures it slams or constricts. Whenever the blob deals Constitution drain in this manner, it heals 10 hit points for each point of Constitution it drains. Excess hit points above its normal maximum are gained as temporary hit points. As soon as a carnivorous blob has at least 50 temporary hit points, it loses those temporary hit points and splits as an immediate action.
Reactive Strike (Ex) Whenever a carnivorous blob takes damage, it reflexively lashes out with a slam attack. This ability effectively grants the carnivorous blob an attack of opportunity against any adjacent foe that deals it damage. These attacks of opportunity do not count against the normal limit the creature can make in a round. Attacks that deal sonic or slashing damage do not trigger a reactive strike—rather, they cause the creature to split. Whenever a carnivorous blob takes cold damage, the creature cannot use its reactive strike ability until after it takes its next action in combat.
Vulnerable to Cold (Ex) A carnivorous blob takes half again as much damage (+50%) from cold attacks.

While sages debate whether the first carnivorous blobs were created by a mad wizard, formed in foul fleshwarping vats in some sinister city, or traveled to this world trapped in the core of a meteor, there is one thing they all agree on—none wish to get close enough to study the monstrosity.
Carnivorous blobs move like a typical ooze, rolling out blobs of its f leshy material in haphazard directions, and pulling its bulk across the ground, up walls, and even through the water. If a carnivorous blob goes for more than 24 hours without a source of food, it drops into a sort of hibernation, resembling nothing so much as a pool of gelatinous blood. The creature springs to life quickly and hungrily as soon as any living prey comes within range of its senses.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #9 于: 2013-01-16, 周三 21:21:11 »
岩浆怪(Magma Ooze)
这团不断沸腾冒泡的熔融岩石翻腾着,由自身的饥饿驱使着前行。
岩浆怪    CR 7   XP 3200
绝对中立 大型泥怪(火系亚种)
先攻 -5 感官:盲视 60尺;察觉 -5
————————防御————————
AC 4,接触 4,措手不及 4(-1体型,-5敏捷)
HP 85(9d8 + 45)
强韧 +8,反射 -2,意志 -2
防御能力 分裂(split,寒冷或挥砍,8hp)
免疫 火焰,泥怪特性(ooze traits)
弱点 寒冷易伤(vulnerability to cold),畏水(vulnerability to water)
————————进攻————————
速度 10尺,攀爬10尺
近战 挥击(slam) +14(2d6 + 13 加 2d6 火焰,擒抱与燃烧burn)
占据 10尺;触及 5尺
特殊攻击 燃烧(burn,2d6 DC19),紧勒(constrict,2d6 + 13 加 2d6 火焰,擒抱与燃烧burn)
————————属性————————
力量 28,敏捷 1,体质 21,智力 -,感知 1,魅力 1
BAB +6;CMB +16(+20擒抱);CMD 21(无法被摔绊)
技能: 攀爬 +17
特殊技能 岩浆躯体(lava body)
————————生态————————
环境 任意火山(volcano)或地下
组织 单独
财宝

特殊能力(Special Abilities):
岩浆躯体(Lava Body)(Ex):岩浆怪是由熔融的岩石所构成的。每当有生物使用武器攻击岩浆怪时,除非攻击者成功通过DC19的强韧豁免,否则该武器会受到4d6点火焰伤害。以该方式对武器造成的伤害不会减半,不过硬度依旧有益于防止伤害。该豁免DC基于体质。
畏水(Vulnerability to Water)(Ex):大量的水,比如由造水术(create water)制造的水、大桶中承载的水或者水元素的打击,这些攻击会强制使岩浆怪进行DC20的强韧豁免,用以避免恍惚2d4轮。浸泡于水中的岩浆怪必须每轮进行DC20的强韧豁免(在之后的每一轮,该DC均会增加1点),失败则会被石化(petrified),不过一旦周围的水消失便会恢复。

岩浆怪是活生生的熔岩池。它们游荡在土位面(Plane of Earth)与火位面(Plane of Fire)的边界,在主物质位面之中,通常是火山地带,它们有时会在自发产生于一些奇怪的魔法之中。岩浆怪会避开水,一旦它们接触到足够多的水,就会被包裹在冷却的石壳中。尽管它们不会受到伤害,但是也无法行动,无限期地等待着水流退去。
标准的岩浆怪能够长到10尺宽,6寸厚。

变种岩浆怪(Variant Magma Oozes)
将不同类型的岩石进行熔融,加上创造泥怪时魔法本质的区别会影响岩浆怪的形态。
硫磺(Brimstone):受到炼狱能量的影响,硫磺岩浆怪散发着秽邪的恶臭,遇水形成的僵冷外壳上的纹路,或者自身表层的灼热熔岩看上去就好像被折磨之人或者炼狱生物的面部。它们拥有炼狱模板
结晶(Crystalline):结晶岩浆怪由岩石上密集的稀有矿物所形成,它们的体内包裹着高热气体。使用不具有长触及特性的近战武器攻击结晶岩浆怪会导致气体喷发,对进行攻击的生物造成1d6点火焰伤害。
毒害(Poisonous):无论是使用有毒金属创造,还是由于遭受过魔法污染,这些翻滚燃烧着的泥怪还带有致命毒素。毒害泥怪的CR+1。
岩浆怪毒素(Magma Ooze Poison):挥击--伤口传播;强韧豁免DC 19;发作频率 1次/轮 持续6轮;效果 1d2体质伤害;治愈 2次连续豁免。

原文
劇透 -   :
Magma Ooze
This seething mass of bubbling molten rock churns and moves of its own hungry accord.
Magma Ooze CR 7 XP 3,200
N Large ooze (fire)
Init –5; Senses blindsight 60 ft.; Perception –5

Defense
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 85 (9d8+45)
Fort +8, Ref –2, Will –2
Defensive Abilities split (cold and slashing, 8 hp); Immune fire, ooze traits
Weaknesses vulnerability to cold, vulnerability to water

Offense
Speed 10 ft., climb 10 ft.
Melee slam +14 (2d6+13 plus 2d6 fire, grab, and burn)
Space 10 ft.; Reach 5 ft.
Special Attacks burn (2d6, DC 19), constrict (2d6+13 plus 2d6 fire plus burn)

Statistics
Str 28, Dex 1, Con 21, Int —, Wis 1, Cha 1
Base Atk +6; CMB +16 (+20 grapple); CMD 21 (can’t be tripped)
Skills Climb +17
SQ lava body

Ecology
Environment any volcano or underground
Organization solitary
Treasure none

Special Abilities
Lava Body (Ex) The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, that weapon takes 4d6 points of fire damage unless the attacker makes a DC 19 Fortitude save. Damage caused to weapons in this manner is not halved, but hardness does help prevent some of the damage dealt. The save DC is Constitution-based.
Vulnerability to Water (Ex) A significant amount of water, such as that created by a create water spell, the contents of a large bucket, or a blow from a water elemental, that strikes a magma ooze forces the creature to make a DC 20 Fortitude save to avoid being staggered for 2d4 rounds. A magma ooze that is immersed in water must make a DC 20 Fortitude save each round (this DC increases by +1 each subsequent round) or become petrified, reverting once the water is gone.

Magma oozes are living pools of molten rock. They roam the borders of the Plane of Earth and Plane of Fire, and on the Material Plane they sometimes arise spontaneously from strange magic, usually in the vicinity of volcanoes. Magma oozes avoid water, and if forced into enough of it, they become encased in a cooled stony shell, unharmed but immobilized, waiting indefinitely until the water retreats.
A typical magma ooze grows to 10 feet across and is about 6 inches thick.

Variant Magma Oozes
Differing types of molten stone and the nature of the magic that created them can inf luence what types of magma ooze form.
Brimstone: Inf luenced by fiendish energy, brimstone magma oozes stink of evil, and the patterns of cooled stone and hot lava on their surfaces resemble tortured or demonic faces. They have the fiendish creature simple template.
Crystalline: Formed from rock densely laced with rare minerals, crystalline magma oozes have hot gases trapped within their bodies. Striking a crystalline magma ooze with a non-reach melee weapon causes this gas to erupt, dealing 1d6 points of fire damage to the attacking creature.
Poisonous: Whether from toxic metals or magical contamination, these oozes are deadly poison in addition to mobile burning death. A poisonous ooze is +1 CR.
Magma Ooze Poison: Slam—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #10 于: 2013-01-16, 周三 21:21:34 »
粘菌怪(Slime Mold)
第一眼看上去好像是铺盖在地面上的霉菌与蘑菇似乎突然拥有了生命,伴随着腐败的臭气汹涌袭来。
粘菌怪    CR 2   XP 600
绝对中立 大型泥怪
先攻 -1 感官:察觉 -5
————————防御————————
AC 8,接触 8,措手不及 8(-1体型,-1敏捷)
HP 28(3d8 + 15)
强韧 +6,反射 +0,意志 -4
免疫 泥怪特性(ooze traits)
抗力 火焰 10
————————进攻————————
速度 20尺
近战 挥击(slam) +4(1d6 + 4 加 疾病)
占据 10尺;触及 10尺
特殊攻击 包卷(engulf,DC14,1d6 + 4 钝击 加 疾病)
————————属性————————
力量 16,敏捷 8,体质 21,智力 -,感知 1,魅力 1
BAB +2;CMB +6;CMD 15(无法被摔绊)
特殊技能 静止不动(freeze)
————————生态————————
环境 温带森林
组织 单独或成群(2-5)
财宝

特殊能力(Special Abilities):
疾病(Disease)(Ex):腐菌症 挥击--接触传播;强韧豁免DC 16;潜伏期 1天;发病频率 1次/天;效果 1d2点力量伤害、1点体质伤害和疲乏;治愈 1次豁免。任何生物在使用徒手击打(unarmed strike)或天生武器与粘菌怪接触后也有可能染上这可怕的疾病。该豁免DC基于体质。

热衷于腐朽溃烂的粘菌怪是一种令人厌恶的泥怪,同时还是完美的共生实例。每只粘菌怪上都覆盖着厚厚的真菌、霉菌与毒蕈,这些菌类帮助它们与周围环境融为一体。作为善于伏击的猎手,它们能够保持静止不动等待数天时间,一旦有猎物进入它的触及范围就会疯狂地涌出。冒险者通常会在森林深处遇到粘菌怪,不过有些生活在洞穴或下水道的变种已经适应了上述的环境。它们缺乏对食物的消化能力,必须完全依赖与之共生的菌群,通过菌群将有机物分解为自身易于吸收的腐败肥料。而生长在泥怪身上的霉菌与蘑菇从中会获得充足的养分,在经过数个世代之后,这些森林与洞穴中的菌类中的多数已经发生了致命的异变。这些真菌的分解方式在很多方面类似于疾病——这通常被称作腐菌症,如果任由它们成长的话甚至能够杀死患者。罹患腐菌症会使人疲惫不堪并且十分困倦。最终,瘫痪的受害者的血肉会发黑并开始腐烂,体内的液体从溃烂处流出,从而被粘菌怪轻松地吸收。而在有些让人作呕的反例中,某些生物发现生长在粘菌怪身上的罕见菌类十分美味,因此吃掉粘菌怪的菌群而积极地猎取它们——除非这些生物自身碰巧免疫疾病,否则通常会小心翼翼地避免与粘菌怪进行实质上的接触。
卵形的粘菌怪能够成长至12尺长,重量超过600磅重。粘菌怪的质地通常为让人作呕的褐绿色,颜色的变化取决于它们所处的环境与近期吞食的猎物。粘菌怪本能性地将覆盖在体表的菌群与其他植物碎屑暴露于上侧,因此它的运动方式如同波浪一样上下起伏,这与大多数如同流体般运动的泥怪都不同。
为了繁殖,粘菌怪每当遇到较厚的菌群,都会从自己的身体上分裂出一小块留下。在几个月后,这些微小的团块会逐渐适应这些腐质并与菌类相互吸收,直至一只粘菌怪(拥有少年模板)身上长出属于自身的菌群并开始狩猎活物。

原文
劇透 -   :
Slime Mold
What at first seemed to be a carpet of fungi and mushrooms suddenly stirs to life, surging forward with a reek of decay.
Slim e Mold   CR 2 XP 600
N Large ooze
Init –1; Senses Perception –5

Defense
AC 8, touch 8, flat-footed 8 (–1 Dex, –1 size)
hp 28 (3d8+15)
Fort +6, Ref +0, Will –4
Immune ooze traits; Resist fire 10

Offense
Speed 20 ft.
Melee slam +4 (1d6+4 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks engulf (DC 14, 1d6+4 bludgeoning plus disease)

Statistics
Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1
Base Atk +2; CMB +6; CMD 15 (can’t be tripped)
SQ freeze

Ecology
Environment temperate forests
Organization single or infestation (2–5)
Treasure none

Special Abilities
Disease (Ex) Fungal rot: Slam—contact; save Fortitude DC 16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 1 Con damage and fatigue; cure 1 save. Any creature that touches a slime mold with an unarmed strike or a natural attack is also exposed to this foul disease. The save DC is Constitution-based.

Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim’s f lesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.
Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they’ve fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the f luid movement of most oozes.
To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold (with the young creature simple template) sprouts its own garden and begins hunting live prey.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #11 于: 2013-01-16, 周三 21:23:43 »
滑行猎手(Slithering Tracker)
一条长长的、潮湿的条状生物沿着暗色的石头蜿蜒而行,如同蛇类一般突然抬起身体发动突袭。
滑行猎手    CR 4   XP 1200
绝对中立 小型泥怪
先攻 +4 感官:盲视 60尺;察觉 +7
————————防御————————
AC 15,接触 15,措手不及 11(+1体型,+4敏捷)
HP 42(4d8 + 24)
强韧 +7,反射 +5,意志 +1
免疫 影响心灵效果(mind-affecting effects),泥怪特性(ooze traits)
————————进攻————————
速度 10尺,攀爬10尺
近战 2次挥击(slam) +7(1d6 + 4 加 擒抱 加 麻痹)
特殊攻击 吸血(blood drain,1d2体质),擒抱(超巨型Colossal)
————————属性————————
力量 16,敏捷 18,体质 23,智力 11,感知 10,魅力 1
BAB +3;CMB +5(+9擒抱);CMD 19(无法被摔绊)
专长: 技能专攻(察觉),技能专攻(潜行)
技能: 攀爬 +11,察觉 +7,潜行 +19;种族调整 +4潜行
语言 地底通用语(无法说cannot speak)
特殊技能 透明(transparent)
————————生态————————
环境 任意遗迹(ruins)或地下
组织 单独或成双
财宝 附属(incidental)

特殊能力(Special Abilities):
麻痹(Paralysis)(Ex):任何被滑行猎手的挥击击中的生物会接触到它分泌出的麻醉粘液。敌人必须成功进行DC18的强韧豁免,否则将被麻痹——在此之后的每轮结束时,被麻痹的受害者可以尝试一次新的强韧豁免并从这种麻痹中恢复。当受害者从滑行猎手的麻痹中恢复后,他会恍惚1d6轮。该豁免DC基于体质。
透明(transparent)(Ex):由于滑行猎手黯淡的色彩,在大多数环境中它难以从周围环境中被分辨出来。滑行猎手的潜行检定获得+8种族加值,并且能够在潜行时全速移动而不会受到减值。没有察觉到滑行猎手的生物在走入它所在的位置时,会自动受到伤害,就如同被滑行猎手的挥击命中一般,并且立刻成为泥怪的麻痹与擒抱尝试的受害者。

滑行猎手作为漆黑的地下世界中的特异居民,是一种湿滑的半透明泥怪,通常有三英寸厚,直径至少有三尺。当它静止不动时,看起来就像岩石上湿润的斑点或者墙壁上的一片潮湿水渍。相比缓慢地爬行,滑行猎手经常依赖它半透明的身体以及巧妙的伏击手法突袭猎物。
滑行猎手一旦将一名活物麻痹之后,就会滑动到猎物暴露在外的肉体之上,擒抱并吸取受害者的血液。滑行猎手能够以惊人的速度将与人类体型相仿的生物之血液抽干,只留下干瘪的尸身。滑行猎手的每两餐之间可以间隔许久,但是它绝不会放过嘴边的猎物。当滑行猎手成长得更大,贪婪的胃口也会随之成长,直至汲取了足够养分成长到一定程度,就会分裂成两个较小的滑行猎手。最终它们会分道扬镳,寻找自己的觅食区。
滑行猎手不会被光芒所伤害,但是它们仍旧希望避免强光照射的区域或者自然的日光,因此它们只会在夜晚行动。它们还倾向于生活在在清凉、潮湿的环境——比如天然洞穴或隧道。
聪慧狡猾的滑行猎手全然不似同类生物。它自身并不具备使用语言的能力,却通常能够理解自身所居住区域中的主导语言——通常为地底通用语。部分地下世界的居民成功与滑行猎手结盟,或者仅仅是通过定期提供易于捕杀的猎物与它们达成一种互利关系。不过由于滑行猎手的欲望与动机无人能够理解,这样的盟约总是建立于危险之上。

原文
劇透 -   :
Slithering Tracker
A long, moist streak along the dark stone suddenly undulates like a serpent and then rises up to attack.
Slithering Tracker   CR 4 XP 1,200
N Small ooze
Init +4; Senses blindsense 60 ft.; Perception +7

Defense
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 42 (4d8+24)
Fort +7, Ref +5, Will +1
Immune mind-affecting effects, ooze traits

Offense
Speed 10 ft., climb 10 ft.
Melee 2 slams +7 (1d6+4 plus grab and paralysis)
Special Attacks blood drain (1d2 Constitution), grab (Colossal)

Statistics
Str 16, Dex 18, Con 23, Int 11, Wis 10, Cha 1
Base Atk +3; CMB +5 (+9 grapple); CMD 19 (can’t be tripped)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +11, Perception +7, Stealth +19; Racial Modifiers +4 Stealth
Languages Undercommon (cannot speak)
SQ transparent

Ecology
Environment any ruins or underground
Organization solitary or pair
Treasure incidental

Special Abilities
Paralysis (Ex) Any creature that is hit by a slithering tracker’s slam attack comes into contact with the anesthetizing slime it secretes. The opponent must succeed on a DC 18 Fortitude save or be paralyzed—at the end of each round thereafter, the paralyzed victim can attempt a new Fortitude save to recover from this paralysis. When a victim recovers from a slithering tracker’s paralysis, the victim is staggered for 1d6 rounds. This DC is Constitution-based.
Transparent (Ex) Because of its lack of coloration, a slithering tracker is difficult to discern from its surroundings in most environments. The slithering tracker gains a +8 racial bonus on Stealth checks as a result, and can move at full speed without taking a penalty on Stealth checks. A creature that fails to notice a slithering tracker and walks into it automatically takes damage as if struck by the slithering tracker’s slam attack and is immediately subject to a grab attempt and paralysis by the ooze.


An alien inhabitant of the dark underworld, the slithering tracker is a glistening creature of transparent ooze, typically about 3 inches thick and at least 3 feet in diameter. When still, it looks like a wet patch of stone or a patch of condensation on a wall. Comparatively slow moving, the slithering tracker relies on its transparency and knack for ambushing to surprise prey.
Once a slithering tracker has paralyzed a living creature, it f lows over an exposed patch of f lesh, grabbing on and draining blood from the victim. A slithering tracker can drain a human-sized creature of its blood with shocking swiftness, leaving only a desiccated carcass behind. A slithering tracker can go some time between meals, but never turns down easy prey. The larger a slithering tracker grows, the more voracious its appetite becomes, until, after a particularly large feeding, the creature splits into two smaller slithering trackers that eventually go their separate ways in search of feeding territory.
Slithering trackers are not harmed by bright light, but still prefer to avoid areas of intense illumination or natural sunlight, and so only venture aboveground at night. They prefer the cool, damp environment of their native caves and tunnels.
Although intelligent and cunning, slithering trackers are entirely alien creatures. They do not possess any language of their own, although they can usually understand the dominant language of the region they dwell in—usually Undercommon. Some underworld inhabitants do manage to forge alliances with slithering trackers, or at least exist with them in symbiosis by providing the creatures with easy and regular prey, but as one can never truly know a slithering tracker’s desires or motivations, such alliances are dangerous to rely upon.
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #12 于: 2013-03-01, 周五 21:04:27 »
脑泥怪(Brain Ooze)
从这有着大脑形状并且不断颤抖的泥怪两侧,有两条粘滑的触手伸出。
脑泥怪    CR 7   XP 3200
中立邪恶 超小型泥怪
先攻 +6 感官 盲视 60尺;察觉 +11
灵光 灵能噪音(psychic noise,10尺,DC19)
————————防御————————
AC 23,接触 19,措手不及 18(+4护甲,+4敏捷,+1闪避,+2洞察,+2体型)
HP 75(10d8 + 30)
强韧 +6,反射 +9,意志 +6
防御能力 反射闪避(evasion),预知(prescience)
免疫 泥怪特性(ooze traits)
————————进攻————————
速度 5尺,飞行60尺(良好)
近战 2触手(tentacles) +13接触(1d6 闪电 加 精神脉冲neural pulse)
占据 2.5尺;触及 0尺
类法术能力 CL 10级;专注 +14
常驻--侦测思想(Detect Thoughts),法师护甲(Mage Armor)
随意施放--魅惑怪物(Charm Monster,DC 18),支配动物(Dominate Animal,DC 17),支配人类(Dominate Person,DC 19)
3次/日--解除魔法(Dispel Magic),修改记忆(Modify Memory,DC 18)
————————属性————————
力量 4,敏捷 19,体质 16,智力 15,感知 12,魅力 19
BAB +7;CMB +9;CMD 22(无法被摔绊)
专长: 防御战技训练(Defensive Training*),闪避(Dodge),钢铁意志(Iron Will),灵活移动(Mobility),武器娴熟(Weapon Finesse)
*注:原文如此,但是并没有叫这个名字的专长,由于官网的链接指向是核心专长,因此疑似为防御战技训练:Defensive Combat Training
技能 唬骗 +10,交涉 +5,飞行 +23,察觉 +11,察言观色 +11,潜行 +15
语言 邪灵语(无法说cannot speak),心灵感应 100尺(telepathy)
————————生态————————
环境 任意遗迹或地下
组织 单独,成对,成群(flight,3-6)或聚落(colony,7-12)
财宝 附属(incidental)

特殊能力(Special Abilities):
精神脉冲(Neural Pulse)(Su):被脑泥怪的触手命中的生物必须成功通过DC为18的强韧豁免,否则将会受到1d6点智力伤害并恍惚1d4轮。每当脑泥怪成功造成智力伤害,它就会获得5点暂时生命值。该豁免DC基于体质。
预知(prescience)(Su):有限的预知能力使脑泥怪的先攻检定、反射豁免以及防御等级获得+2洞察加值。脑泥怪永远不会被突袭(surprised)或者措手不及(flat-footed)。
灵能噪音(psychic noise)(Su):脑泥怪会放射出杂乱的灵能噪音,这会使靠近它的生物晕眩1d4轮。若一名生物在他的回合开始时处于灵光范围中的话,他必须成功通过DC为19的意志豁免以避免该效果。无论豁免是否成功,该生物在24小时内都不会受到相同的脑泥怪的灵能噪音的影响。受影响的生物可以在每回合结束时尝试进行一次新的豁免以打消该效果。这是一个影响心灵效果。该豁免DC基于魅力。

除了被可怕的能量所包围以及从两侧伸出的触须以外,脑泥怪(有时被称为“杀人脑”)看起来几乎完全与裸露的人类大脑一样。这种生物的心灵之力异常地强大,甚至可以使拥有意识的生物的精神遭受痛苦的心灵反馈。
对脑泥怪来说,其他智能生物无非就是牲畜与玩物一样的东西——折磨玩弄躯体,大快朵颐心智。脑泥怪倾向于从阴影中操控猎物的心智,而非正面战斗。为了杀戮,它们会在一个团体内激起争斗与冲突,或者引诱一两个受害者远离群体。脑泥怪先迫使他人进行危害极大的可怕行为,再将这些记忆从受害者的大脑中擦去,从这些行为中脑泥怪能获得极大的满足感。它们一次又一次折磨着这些不幸的木偶,迫使他们犯下越来越大的罪行。一旦对这种游戏感到厌倦,脑泥怪就会使用解除魔法恢复被修改的记忆,并享用着那不幸受害者最终的绝望所带来的盛宴。
脑泥怪通过使用触须,提取生物的思维为食。动物与低智能的生物只能提供少量的食粮,而精类(fey),异界生物与施法者则被它们视为美味佳肴。在经过几次进食之后,脑泥怪会分离为两个近乎一样的大脑,每只只保留本体一部分的知识与经验。
虽然噬智者(intellect devourers)与脑泥怪有一些相似之处,但是两者除了外观之外似乎没什么共同点。有的推断认为脑泥怪的产生,是由于某些上古的民族尝试通过使用远古科技或者魔法保存自身的精神寻求不朽,而最终失败的产物。

原文
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Brain Ooze
Two slimy tentacles protrude from the sides of this brain-shaped mass of quivering ooze.
BRAIN OOZE CR 7 XP 3,200
NE Tiny ooze
Init +6; Senses blindsight 60 ft.; Perception +11
Aura psychic noise (10 ft., DC 19)

DEFENSE
AC 23, touch 19, flatfooted 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 75 (10d8+30)
Fort +6, Ref +9, Will +6
Defensive Abilities evasion, prescience; Immune ooze traits

OFFENSE
Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet; Reach 0 ft.
Spell-Like Abilities (CL 10th; concentration +14)
Constant—detect thoughts, mage armor
At will—charm monster (DC 18), dominate animal (DC 17), dominate person (DC 19) 3/day—dispel magic, modify memory (DC 18)

STATISTICS
Str 4, Dex 19, Con 16, Int 15, Wis 12, Cha 19
Base Atk +7; CMB +9; CMD 22 (can’t be tripped)
Feats Defensive Training, Dodge, Iron Will, Mobility, Weapon Finesse
Skills Bluff +10, Diplomacy +5, Fly +23, Perception +11, Sense Motive +11, Stealth +15
Languages Aklo (cannot speak); telepathy 100 ft.

ECOLOGY
Environment any ruins or underground
Organization solitary, pair, flight (3–6), or colony (7–12)
Treasure incidental

SPECIAL ABILITIES
Neural Pulse (Su) Creatures hit by a brain ooze’s tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.
Prescience (Su) Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.
Psychic Noise (Su) The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze’s psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mindaffecting effect. The save DC is Charisma-based.

A brain ooze (sometimes known as a “killer brain”) resembles almost precisely the raw brain of a human, save for the eldritch energy surrounding it and the twin tentacles extending from its sides. The creature’s thought patterns are unusually powerful, and cause painful mental feedback in the minds of other conscious beings.
Other intelligent beings are nothing more than cattle and playthings to brain oozes—victims to be tormented, thought patterns to be consumed. Brain oozes prefer to manipulate their prey from the shadows. Rather than assaulting openly, they provoke fights and conf lict within groups, or lure one or two victims away for the kill. Brain oozes derive particular satisfaction from forcing an individual to commit terrible acts, then wiping away all knowledge of the crimes from the victim’s memory. They torment such hapless puppets again and again, forcing them to commit ever greater atrocities. Once weary of their sport they return the modified memories with dispel magic, and feast upon the delicious misery of the victim’s final despair.
Brain oozes feed through their tentacles by extracting the thoughts of living creatures. Animals and less intelligent creatures provide little nourishment, but they prize fey, outsiders, and spellcasters as delicacies. After several feedings, a brain ooze divides into two nearly identical brains, each retaining only a portion of the knowledge and experiences of the parent.
The similarities between intellect devourers and brain oozes have not gone unnoticed, but the two species appear to have little in common beyond appearance. Some theorize that brain oozes are actually the result of an ancient race’s failed attempt to achieve immortality by preserving their minds via alien technology or magic.
« 上次编辑: 2013-03-01, 周五 21:24:13 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #13 于: 2013-03-01, 周五 21:04:32 »
肉食晶簇(Carnivorous Crystal)
这些晶状物质的各个琢面均在变换并震动着,仿佛在渴望着什么一般。
肉食晶簇    CR 11   XP 12800
绝对中立 中型泥怪(土系,跨位面)
先攻 -5 感官 盲视 120尺;察觉 -5
灵光 共鸣震音(subsonic hum,60尺,DC22)
————————防御————————
AC 17,接触 5,措手不及 17(-5敏捷,+12天防)
HP 136(16d8 + 64)
强韧 +9,反射 +0,意志 +0
防御能力 DR 10/-
免疫 寒冷(cold),闪电(electricity),泥怪特性(ooze traits)
抗力 火焰 20
弱点 易碎(brittle),音波易伤(vulnerable to sonic)
————————进攻————————
速度 10尺,攀爬10尺
近战 挥击(slam) +18接触(7d8+9/18-20 加 陷俘entrap)
特殊攻击 晶体化(crystallize),陷俘(entrap,DC 22,1d10轮,硬度10 hp10),锐锋(razor sharp)
————————属性————————
力量 22,敏捷 1,体质 18,智力 -,感知 1,魅力 1
BAB +12;CMB +18;CMD 23(无法被摔绊)
技能 攀爬 +14,潜行 +0(岩石周围+5);种族调整 +5潜行(岩石周围+10)
特殊技能 静止不动(freeze),分裂(split,遭受钝器重击或音波攻击时,15hp)
————————生态————————
环境 任意地下(土元素位面)
组织 单独,聚落(colony,2-4)或编队(formation,5-10)
财宝 附属(incidental)

特殊能力(Special Abilities):
易碎(Brittle)(Ex):钝器以及音波攻击能够对肉食晶簇造成重击。这些攻击成功造成重击时会导致肉食晶簇进行分裂——即使这些攻击没有实质造成伤害。肉食晶簇依旧免疫基于精准的伤害,比如偷袭造成的伤害。
晶体化(Crystallize)(Ex):被肉食晶簇的攻击陷俘(entrap)的生物,每轮都必须成功通过DC22的强韧豁免,否则会陷入无助。如果无助的生物在此豁免中失败的话,他会被石化,就如同身体被晶体化一般。经过1d4小时,被石化的受害者会化为碎块,一个新的肉食晶簇则从残骸中诞生。该豁免DC基于体质。
锐锋(Razor Sharp)(Ex):肉食晶簇的挥击会造成可怕的穿刺与挥砍伤害,并且会在投掷出18、19或20时造成重击威胁。
共鸣震音(Subsonic Hum)(Su):活跃的肉食晶簇能够通过震动发出超自然音波。任何活物在其回合开始时如果处于灵光范围内,则必须进行DC22的强韧豁免,失败则会震慑1轮。成功豁免的生物在24小时之内,不会再被同一个肉食晶簇的共鸣震音所影响。这是一个音波影响心灵效果。该豁免DC基于体质。

作为土元素位面那无尽洞穴中的本地生物,肉食晶簇通常静静地存在于此,靠着榨取它身边岩石中的矿物为生。而活物,则是一顿名副其实地饕餮大餐,通过吞噬骨骼和血液中的矿物质,肉食晶簇能够在短短几小时内进行繁殖而不用等待数年。尽管它不具有智能,肉食晶簇却能够感知到活物,并极度渴望将这些食粮困在自己体内。
在土元素位面以及主物质位面中最深的洞穴里,远古肉食晶簇的成长是没有界限的,这使得它们达到了令人难以想象的体积。

原文
劇透 -   :
Carnivorous Crystal
The facets of this crystalline formation shift and vibrate, as though in anticipation.
CARNIVOROUS CRYSTAL CR 11
XP 12,800
N Medium ooze (earth, extraplanar)
Init –5; Senses blindsight 120 ft.; Perception –5 Aura subsonic hum (60 ft., DC 22)

DEFENSE
AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
hp 136 (16d8+64)
Fort +9, Ref +0, Will +0
DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
Weaknesses brittle, vulnerable to sonic

OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +18 (7d8+9/18–20 plus entrap)
Special Attacks crystallize, entrap (DC 22, 1d10 rounds, hardness 10, hp 10), razor sharp

STATISTICS
Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial
Modifiers +5 stealth (+10 in rocky environs)
SQ freeze, split (critical hit from a bludgeoning or sonic attack, 15 hp)

ECOLOGY
Environment any underground (Plane of Earth)
Organization solitary, colony (2–4), or formation (5–10)
Treasure incidental

SPECIAL ABILITIES
Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Crystallize (Ex) A creature entrapped by a carnivorous crystal’s attack must succeed at a DC 22 Fortitude save each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. The save DC is Constitution-based.
Razor Sharp (Ex) A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Subsonic Hum (Su) An active carnivorous crystal gives off supernatural sonic vibrations. Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.

Natives of the endless caverns of the Plane of Earth, carnivorous crystals normally lead quiet existences, subsisting on minerals leeched from the surrounding rock. Living creatures, however, provide a veritable feast, as devouring the minerals in their bones and blood allows a crystal to reproduce in mere hours instead of years. Though lacking in anything that could be called intelligence, carnivorous crystals sense the living, and hunger for the sustenance trapped within their bodies.
On the Plane of Earth and in the deepest caverns of the Material Plane, ancient carnivorous crystals grow without bounds, reaching incredible sizes.
« 上次编辑: 2013-04-04, 周四 01:20:55 由 四月奈奈子 »
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Re: 【Bestiary】泥怪(Ooze)
« 回帖 #14 于: 2013-03-01, 周五 21:04:37 »
死亡陷阱怪(Deathtrap Ooze)
这个可怕陷阱的致命利刃之上,带有散发着污秽光泽的橙棕色活化粘液。
死亡陷阱怪    CR 8   XP 4800
绝对中立 大型泥怪(变形)
先攻 -4 感官 察觉 -5
————————防御————————
AC 10,接触 5,措手不及 10(-4敏捷,+5天防,-1体型)
HP 126(12d8 + 72)
强韧 +10,反射 +0,意志 -1
免疫 强酸(acid),泥怪特性(ooze traits)
————————进攻————————
速度 20尺,攀爬20尺
近战 挥击(slam) +13(2d6 + 6 加 2d6 强酸 和 擒抱)
占据 10尺;触及 10尺
特殊攻击 紧勒(constrict,2d6 + 6 加 2d6 强酸)
————————属性————————
力量 20,敏捷 3,体质 22,智力 -,感知 1,魅力 1
BAB +9;CMB +15(+19擒抱);CMD 21(无法被摔绊)
技能 攀爬 +13
特殊技能 压缩(compression), 陷阱形态(trap form)
————————生态————————
环境 温带森林,沼泽和城市
组织 单独,成对或
财宝

特殊能力(Special Abilities):
强酸(Acid)(Ex):死亡陷阱怪分泌的强酸只能溶解血肉。由血肉以外的物质构成的生物免疫死亡陷阱怪的强酸。
陷阱形态(trap form)(Su):花费1分钟的时间,死亡陷阱怪能够呈现出任何中型或大型、并且不超过1个可动部件(has no more than one moving part)(不包括坑)的机械陷阱(mechanical trap)的形态。泥怪能够无限期地保持该形态。死亡陷阱怪所呈现出的陷阱的CR必须小于或等于自身的CR——见核心书420~421页中合适的陷阱,包括钟摆巨斧陷阱(swinging axe trap,CR 1),镰墙陷阱(Wall Scythe Trap,CR 4)以及落石陷阱(Falling Block Trap,CR 5)。在陷阱形态下,泥怪使用自身的攻击加值,但是在其他方面如同其所模拟的陷阱,并使用陷阱的属性与伤害。如果一名生物寻找陷阱时检定超过了DC并发现了陷阱形态的泥怪,那么成功通过后续的DC19的知识(地城)检定则允许该生物发现陷阱的真身。如果泥怪受到任何伤害,则会以自由动作恢复到通常的形态。在其他场合下,恢复回通常形态需要迅捷动作。

死亡陷阱怪是一团呈现出令人作呕的橙棕色的淤泥,只凭着自身本能进行移动与狩猎。它只为进食而生。死亡陷阱怪被认为与赭冻怪有着千丝万缕的联系,它在能够移动的普通形态下有12尺宽,6尺高。而在移动时,它的宽度会降低1~2尺,以此获得大约6英寸的额外高度,通过颤抖着向前翻动自身前行。
相比其他泥怪,死亡陷阱怪并不热衷于四处捕食猎物——它们更倾向于进行伏击。它们有能力呈现出简单的机械结构陷阱的形态——这引起了许多学者的兴趣,但是这一能力并非诞生自诸如超然的诡诈中诞生的智慧之类的东西。死亡陷阱怪缺乏创新能力——它只能模仿在其游荡时遇到的陷阱,即便如此,它们所遇到的陷阱中,能够被这些泥怪借鉴的陷阱种类也寥寥无几。
这些泥怪的起源确实是由于法术的干预。无数的古代墓穴中都有这些泥怪,它们拟态成陷阱潜伏起来,在一个又一个新百年中等候着那些想要成为盗墓者的早餐。而研究死亡陷阱怪的人们推测,就是那些失落文明中的法师将赭冻怪转化成完美守卫的。
与赭冻怪类似,上古死亡陷阱怪也能够成长得十分巨大。有传闻说其中一部分甚至能够复制更为复杂的陷阱,比如施放有毒烟云,喷出酸液或者带有毒素的种类。甚至有人宣称有的死亡陷阱怪是如此之巨大,甚至能够复制那种充满整个房间并拥有多个运动部件的陷阱。

原文
劇透 -   :
Deathtrap Ooze
The killing blade of this horrific trap drips with an animated sheen of foul brown-orange slime.
DEATHTRAP OOZE CR 8
XP 4,800
N Large ooze (shapechanger)
Init –4; Senses Perception –5

DEFENSE
AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
hp 126 (12d8+72)
Fort +10, Ref +0, Will –1
Immune acid, ooze traits

OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +13 (2d6+6 plus 2d6 acid and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+6 plus 2d6 acid)

STATISTICS
Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
Skills Climb +13
SQ compression, trap form

ECOLOGY
Environment any underground
Organization solitary
Treasure none


SPECIAL ABILITIES
Acid (Ex) A deathtrap ooze secretes acid that dissolves only flesh. Creatures made of materials other than flesh are immune to this acid.
Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can assume the form of any Medium or Large mechanical trap that has no more than one moving part (excluding pits). The ooze can maintain this form indefinitely. The trap it can assume the form of must be of a CR equal to or less than that of the deathtrap ooze itself—appropriate traps from pages 420–421 of the Core Rulebook include the swinging axe trap (CR 1), the wall scythe trap (CR 4), and the falling block trap (CR 5). In trap form, the ooze uses its attack bonus, but otherwise functions as the emulated trap and uses that trap’s statistics and damage. If a creature searching for traps exceeds the DC to find the ooze’s trap form, a successful follow-up DC 19 Knowledge (dungeoneering) check allows the creature that discovered the trap to discern its true nature. If the ooze takes any damage, it reverts to its normal form as a free action. Otherwise, reverting to its normal form takes a swift action.

A deathtrap ooze is a disgusting mass of brown-orange sludge that moves and hunts of its own volition. It exists only to feed. Thought to be related to ochre jellies, the deathtrap ooze is up to 12 feet wide and 6 inches deep in its normal, mobile form. While moving, it shrinks a foot or two in width, gaining about 6 inches of height, and rolls forward in a quivering mass.
Deathtrap oozes are less inclined to look for prey than are other oozes—they prefer to hunt by ambush. Their ability to assume the form of simple mechanical traps has long intrigued scholars, but this ability is not something born out of intellect as much as by supernatural cunning. A deathtrap ooze lacks any creative ability—it can only mimic traps that it has encountered during its wanderings, and even then, the repertoire of trap designs it can draw upon is limited to just the last few it has encountered.
These oozes surely have an origin rooted in magical meddling. Countless ancient crypts have such oozes within, lurking patiently in ageless trap form, awaiting would-be tomb-raiders for a first-in-centuries breakfast. Those who have studied the deathtrap ooze suppose that wizards of some lost culture altered ochre jellies into perfect guardians.
Like ochre jellies, elder deathtrap oozes can grow to be enormous. Rumor holds that some can also duplicate even more complex traps that release toxic fumes, spray acid, or contain poison. Some even claim there are oozes so huge that they can duplicate traps that fill entire rooms with multiple moving parts.
« 上次编辑: 2013-04-04, 周四 01:20:43 由 四月奈奈子 »
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