作者 主题: 【Bestiary 1-4】泥怪(Ooze)  (阅读 129988 次)

副标题: PF世界的软泥们,Bestiary 1-4的泥怪完工

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
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
剧透 -   :
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.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
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
剧透 -   :
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.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
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
剧透 -   :
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.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
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
剧透 -   :
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.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

  • Flawless
  • *******
  • 帖子数: 4154
  • 苹果币: 15
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
剧透 -   :
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
剧透 -   :
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 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 傻豆

  • 版主
  • *
  • 帖子数: 2555
  • 苹果币: 2
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

离线 月夜白雨

  • 萝莉控绅士
  • Global Moderator
  • *
  • 帖子数: 2782
  • 苹果币: 10
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
我月夜白雨只想安静地过图书馆长的生活。

离线 小狼希诺

  • 白狼天狗
  • Chivary
  • *****
  • 帖子数: 1251
  • 苹果币: 10
  • 是只可爱的冬狼w
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/

* 小狼希诺 抚摸奈奈子前辈
我不知道你们在说什么,因为我只是一只傻狗。

离线 瓶中妖

  • trap
  • Guard
  • **
  • 帖子数: 283
  • 苹果币: 0
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

离线 sleepinglord

  • 睡教觉主
  • Flawless
  • *******
  • 帖子数: 4815
  • 苹果币: -1
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。
设定控。比快乐多的人思路广,比思路广的人快乐多!
3R DIY:PF1 DIY: