怪物圖鑑V(Bestiary V)中文名稱(英文名稱) | 挑戰等級 | 生物類型 | 模板 |
觸眼怪(Aatheriexa) | CR 7 | 異怪類 |
因果御衡者(Aeon, Lipika) | CR 18 | 異界生物(御衡者,跨位面) |
光暗御衡者(Aeon, Othaos) | CR 5 | 異界生物(御衡者,跨位面) |
(Aerial Servant) | CR 11 | 異界生物(氣系,元素,跨位面) |
蓋丁,鹿身神使(Agathion, Cervinal) | CR 17 | 異界生物(蓋丁,跨位面,善良) |
蓋丁,鬣蜥神使(Agathion, Reptial) | CR 4 | 異界生物(蓋丁,跨位面,善良) |
(Ahkhat) | CR 4 | 異界生物(本地,元素,本地) |
猿蝠(Ahool) | CR 9 | 魔法獸類 |
(Akaname) | CR 1 | 異怪類 |
冰原靈狼(Amarok) | CR 12 | 魔法獸類 |
安菲瑟(Amphiptere) | CR 4 | 龍類 |
自動人(Android) | CR 1 | 類人生物(自動人) |
(Anemos) | CR 18 | 異界生物(氣系,元素,跨位面) |
(Angel, Balisse) | CR 8 | 異界生物(天使,跨位面,善良) |
(Angel, Choral) | CR 6 | 異界生物(天使,跨位面,善良) |
創聖天(Angel, Empyrean) | CR 20 | 異界生物(天使,跨位面,善良) |
活化毛髮(Animate Hair) | CR 1/2 | 泥形怪物 |
(Ant, Knight) | CR 4 | 蟲類 |
(Ant, Megapon) | CR 6 | 蟲類 |
(Anunnaki) | CR 18/MR 7 | 人形怪物(神話,變形) |
擬人泥(Apallie) | CR 2 | 泥形怪物 |
大金剛(Ape, Megaprimatus) | CR 8 | 動物類 |
(Apkallu) | CR 23/MR 9 | 異界生物(跨位面,守序,神話,水系) |
(Archon, Exscinder) | CR 12 | 異界生物(神使,跨位面,善良,守序) |
(Archon, Gate) | CR 17 | 異界生物(神使,跨位面,善良,守序) |
巨獵蝽(Assassin Bug, Giant) | CR 3 | 蟲類 |
超巨獵蝽(Assassin Bug, Great) | CR 5 | 蟲類 |
阿斯托莫伊人(astomoi) | CR 1/2 | 類人生物(阿斯托莫伊人) |
(Azata, Gancanagh) | CR 4 | 異界生物(愛塔,混亂,跨位面,善良) |
睿理使(Azata, Raelis) | CR 10 | 異界生物(愛塔,混亂,跨位面,善良) |
(Bagiennik) | CR 6 | 精類(水棲) |
北極熊(Bear, Polar) | CR 5 | 動物類 |
凶暴北極熊(Bear, Dire Polar) | CR 8 | 動物類 |
(Bisha Ga Tsuku) | CR 9 | 異界生物(寒系,本地) |
(Blightspawn) | CR 5 | 異怪類 |
骸骨戰艦(Bone Ship) | CR 18 | 不死生物(水系) |
(Brain Mole) | CR 1 | 魔法獸類 |
(Brain Mole Monarch) | CR 5 | 魔法獸類 |
黑暗呼喚者(Caller in Darkness) | CR 9 | 不死生物(虛體) |
(Cameroceras) | CR 11 | 動物類(水棲) |
(Capramace) | CR 7 | 異怪類 |
(Caterpillar, Blood) | CR 4 | 蟲類 |
(Caterpillar, Horn) | CR 1 | 蟲類 |
聖像(Celedon) | CR 1 | 構裝體類 |
(Cerynitis) | CR 7 | 魔法獸類 |
塞特斯(Cetus) | CR 13 | 龍類(水棲,水系) |
(Cherufe) | CR 13 | 魔法獸類(火系) |
(Chuspiki) | CR 2 | 魔法獸類(氣系) |
發條魔寵(Clockwork Familiar) | CR 2 | 構裝體類(發條) |
斯芬克斯巨像(Colossus, Sphinx) | CR 14/MR 4 | 構裝體類(巨像,神話) |
木屋巨像(Colossus, Wood) | CR 17/MR 6 | 構裝體類(巨像,神話) |
(Corpse Lotus) | CR 13 | 植物類 |
巫後(Crone Queen) | CR 15 | 不死生物(寒系) |
(Cuero) | CR 5 | 異怪類(水棲) |
(Cursed King) | CR 10 | 不死生物 |
(Cyclops, Kabandha) | CR 9 | 類人生物(巨人) |
(Cytillipede) | CR 6 | 魔法獸類 |
(Dark Folk, Caligni) | CR 1/2 | 類人生物(幽暗) |
(Death Coach) | CR 14 | 不死生物(虛體) |
深潛者(Deep One) | CR 1 | 人形怪物(水棲,深潛者) |
遠古深潛者(Deep One, Elder) | CR 14 | 人形怪物(水棲,深潛者) |
混血深潛者(Deep One Hybrid) | CR 1/2 | 類人生物(深潛者,人類) |
焰蹄鹿(Delgeth) | CR 6 | 魔法獸類 |
(Demodand, Gristly) | CR 17 | 異界生物(混亂,魔孽,邪惡,跨位面) |
(Demodand, Stringy) | CR 15 | 異界生物(混亂,魔孽,邪惡,跨位面) |
(Demon, Abrikandilu) | CR 3 | 異界生物(混亂,惡魔,邪惡,跨位面) |
坎比翁惡魔(Demon, Cambion) | CR 2 | 異界生物(混亂,惡魔,邪惡,跨位面) |
(Demon, Seraptis) | CR 15 | 異界生物(混亂,惡魔,邪惡,跨位面) |
殲滅魔機(Devastator) | CR 22/MR 8 | 構裝體類(跨位面,神話) |
(Devil, Apostate) | CR 17 | 異界生物(魔鬼,邪惡,跨位面,守序) |
(Devil, Heresy) | CR 12 | 異界生物(魔鬼,邪惡,跨位面,守序) |
(Devil, Warmonger) | CR 7 | 異界生物(魔鬼,邪惡,跨位面,守序) |
釘鎚猞猁(Digmaul) | CR 3 | 動物類 |
(Dinosaur, Ceratosaurus) | CR 5 | 動物類 |
(Dinosaur, Plesiosaurus) | CR 2 | 動物類 |
(Dinosaur, Therizinosaurus) | CR 10 | 動物類 |
(Dinosaur, Troodon) | CR 1 | 動物類 |
(Doppeldrek) | CR 5 | 泥形怪物(變形) |
靈域龍緒論(Dragon, Esoteric) |
星界龍(Esoteric Dragon, Astral) | 見內文 | 龍類(跨位面) |
夢境龍(Esoteric Dragon, Dream) | 見內文 | 龍類(跨位面) |
以太龍(Esoteric Dragon, Etheric) | 見內文 | 龍類(跨位面) |
夢魘龍(Esoteric Dragon, Nightmare) | 見內文 | 龍類(跨位面) |
異能龍(Esoteric Dragon, Occult) | 見內文 | 龍類 |
座龍(Dragonkin) | CR 9 | 龍類 |
以太龍獸(Drake, Ether) | CR 10 | 龍類(以太) |
叢林龍獸(Drake, Jungle) | CR 6 | 龍類(土系) |
(Duppy) | CR 7 | 不死生物(虛體) |
(Dwiergeth) | CR 13 | 異怪類(跨位面) |
停船時鮣(Echeneis) | CR 1 | 魔法獸類(水棲) |
(Egregore) | CR 10 | 異怪類 |
以太元素(Elemental, Aether) | 見內文 | 異界生物(以太,元素,跨位面) |
(Emotion Ooze) | CR 6 | 泥形怪物 |
(Encantado) | CR 8 | 精類(變形) |
(Etiainen) | CR 1 | 異界生物(虛體,本地) |
魔寵(Familiar) | 見內文 | 見內文 |
法斯塔奇(Fastachee) | CR 11 | 精類 |
不死軍官(Fext) | CR 10 | 不死生物 |
(Firbolg) | CR 4 | 類人生物(巨人) |
(Frog Father) | CR 5 | 動物類 |
(Frog, Goliath) | CR 3 | 動物類 |
(Gegenees) | CR 16 | 人形怪物(巨人) |
蒿蘭人(Ghoran) | CR 1 | 植物類 |
冷之食屍鬼(Ghoul, Leng) | CR 10 | 不死生物(跨位面) |
(Giant, Eclipse) | CR 19 | 類人生物(巨人) |
(Giant, Moon) | CR 15 | 類人生物(巨人) |
(Giant, Sun) | CR 16 | 類人生物(巨人) |
(Glaistig) | CR 21/MR 10 | 精類(土系,神話) |
水晶魔像(Golem, Crystal) | CR 11 | 構裝體類 |
鉛魔像(Golem, Lead) | CR 10 | 構裝體類 |
(Gravebound) | CR 4 | 不死生物(土系) |
(Gray) | CR 4 | 類人生物(gray) |
灰黏黏(Gray Goo) | CR 14 | 構裝體類(集群) |
(Gremlin, Hobkins) | CR 1/2 | 精類 |
(Gremlin, Nuno) | CR 1/4 | 精類 |
(Griefgall) | CR 6 | 植物類 |
(Grim Reaper) | 見內文 | 不死生物(跨位面) |
(Grimslake) | CR 6 | 異怪類(跨位面) |
格里歐斯(Grioth) | CR 1 | 人形怪物 |
守護者捲軸(Guardian Scroll) | CR 3 | 構裝體類 |
(Gunpowder Ooze) | CR 14 | 泥形怪物 |
鬼婆眼泥怪(Hag Eye Ooze) | CR 3 | 泥形怪物 |
平家蟹(Heikegani) | CR 4 | 異怪類(水棲) |
(House Spirit) | 見內文 | 精類 |
混沌(Hundun) | CR 21 | 異怪類(混亂,跨位面) |
(Ichthyocentaur) | CR 5 | 人形怪物(水棲) |
(Isonade) | CR 15 | 魔法獸類(水棲) |
獨角羊(Karkadann) | CR 4 | 魔法獸類 |
(Kawa Akago) | CR 3 | 植物類 |
(Ketesthius) | CR 13 | 魔法獸類(水棲) |
卡拉三頭龍(Khala) | CR 17 | 龍類(寒系) |
(Kikimora) | CR 5 | 精類 |
黑坊主(Kurobozu) | CR 6 | 不死生物 |
(Lamhigyn) | CR 3 | 異界生物(混亂,邪惡,跨位面) |
吸血樹根(Leechroot) | CR 4 | 不死生物 |
(Leshy, Flytrap) | CR 4 | 植物類(萊西,變形) |
(Leshy, Lotus) | CR 5 | 植物類(萊西,變形) |
(Liminal Sprite) | CR 2 | 精類 |
(Living Mirage) | CR 9 | 泥形怪物 |
(Lotus Tree) | CR 20 | 植物類 |
(Lusca) | CR 17 | 魔法獸類(水棲) |
聖仙緒論(Manasaputra) |
摩奴(Manasaputra, Manu) | CR 12 | 異界生物(跨位面,善良,守序,聖仙) |
始祖摩奴(Manasaputra, Maharishi Manu) | CR 16 | 異界生物(跨位面,善良,守序,聖仙) |
摩奴聖者(Manasaputra, Rishi Manu) | CR 14 | 異界生物(跨位面,善良,守序,聖仙) |
烈日祖靈(Manasaputra, Solar Pitri) | CR 22/MR 8 | 異界生物(跨位面,善良,守序,聖仙,神話) |
暮光祖靈(Manasaputra, Twilight Pitri) | CR 18 | 異界生物(跨位面,善良,守序,聖仙) |
(Megafauna, Chalicotherium) | CR 6 | 動物類 |
(Megafauna, Kaprosuchus) | CR 5 | 動物類 |
(Megafauna, Moa) | CR 2 | 動物類 |
(Megafauna, Uintatherium) | CR 7 | 動物類 |
(Merfolk, Deep) | CR 3 | 類人生物(水棲) |
夜獅(Mngwa) | CR 7 | 魔法獸類 |
(Moon Dog) | CR 9 | 異界生物(跨位面,善良) |
(Muckdweller) | CR 1/4 | 魔法獸類 |
(Muckdweller, Giant) | CR 2 | 魔法獸類 |
木乃伊領主(Mummy Lord) | CR 10 | 不死生物(增強 人類) | 模板:木乃伊領主 |
泥沼木乃伊(Mummy, Swamp) | CR 4 | 不死生物 |
(Muse) | CR 16 | 精類 |
變種人(Mutant) | CR 7 | 異怪類(增強 獸人) | 變種生物模板 |
(Nemhain) | CR 15 | 不死生物(虛體) |
(Ningen) | CR 16 | 人形怪物 |
(Nulmind) | CR 11 | 植物類 |
(Ophiotaurus) | CR 17/MR 7 | 魔法獸類(神話) |
(Orang-Pendak) | CR 1/2 | 類人生物(sasquatch) |
(Ostovite) | CR 1 | 魔法獸類(跨位面) |
(Papinijuwari) | CR 13 | 類人生物(巨人) |
(Peuchen) | CR 10 | 魔法獸類(變形) |
無羈魅影(Phantom, Unfettered) | CR 4 | 異界生物(魅影) |
(Pharaonic Guardian) | CR 11 | 不死生物(虛體) |
(Plague Swarm) | 見內文 | 魔法獸類(神話,集群) |
(Plagued Beast) | CR 2 | 不死生物(增強 動物) |
(Plankta) | CR 17 | 異怪類(水棲,土系) |
(Polong) | CR 8 | 不死生物(虛體) |
(Psychemental) | CR 8 | 異界生物(跨位面,虛體) |
(Psychepore) | CR 7 | 植物類 |
(Putrid Ooze) | CR 11 | 泥形怪物 |
(Pyrausta) | CR 1/4 | 龍類(火系) |
(Ramidreju) | CR 1/2 | 魔法獸類 |
(Reptoid) | CR 1/2 | 類人生物(reptilian,變形) |
(Rhu-Chalik) | CR 6 | 異怪類 |
(Riftcreeper) | CR 15 | 泥形怪物(跨位面) |
機體緒論(Robot) |
殲滅機(Robot, Annihilator) | CR 16 | 構裝體類(機體) |
齒輪人(Robot, Gearsman) | CR 4 | 構裝體類(機體) |
護衛機(Robot, Myrmidon) | CR 11 | 構裝體類(機體) |
改造機(Robot, Terraformer) | CR 7 | 構裝體類(機體) |
(Roiling Oil) | CR 6 | 泥形怪物 |
(Rope Dragon) | CR 5 | 龍類(變形) |
恐亡魔緒論(Sahkil) |
恐亡魔,假蜱魔(Sahkil, Esipil)] | CR 2 | 異界生物(邪惡,跨位面,恐亡魔) |
恐亡魔,陰死魔(Sahkil, Kimenhul) | CR 20 | 異界生物(邪惡,跨位面,恐亡魔) |
恐亡魔,盾花魔(Sahkil, Pakalchi) | CR 9 | 異界生物(邪惡,跨位面,恐亡魔) |
恐亡魔,噬肉魔(Sahkil, Qolok) | CR 16 | 異界生物(邪惡,跨位面,恐亡魔) |
恐亡魔,飢蝗魔(Sahkil, Wihsaak) | CR 6 | 異界生物(邪惡,跨位面,恐亡魔) |
嗜血精(Sangoi) | CR 7 | 精類 |
(Saxra) | CR 18 | 不死生物(氣系) |
(Scarab, Giant) | CR 6 | 蟲類 |
(Scarab Swarm) | CR 3 | 蟲類(集群) |
(Scitalis) | CR 12 | 龍類 |
(Sea Urchin, Hunter) | CR 1 | 蟲類(水棲) |
(Sea Urchin, Spear) | CR 4 | 蟲類(水棲) |
醉神(Seilenos) | CR 19 | 精類 |
沙犬(Sha) | CR 4 | 魔法獸類 |
舍卜提(Shabti) | CR 1/2 | 異界生物(本地) |
(Shadow Collector) | CR 8 | 精類 |
(Shasalqu) | CR 3 | 魔法獸類 |
蜃龍(Shen) | CR 24/MR 9 | 龍類(水棲,神話,水系) |
(Shrimp, Giant Mantis) | CR 9 | 蟲類(水棲) |
易型者(Skinwalker) | CR 1/2 | 類人生物(變形,易型者) |
(Somalcygot) | CR 12 | 異怪類 |
風暴鬼婆(Storm Hag) | CR 7 | 人形怪物 |
風暴鬼(Stormghost) | CR 15 | 人形怪物 |
(Stranglereed) | CR 9 | 植物類(水棲) |
(Su) | CR 8 | 魔法獸類 |
(Syricta) | CR 12 | 異怪類 |
標本生物(Taxidermic Creature) | CR 3 | 構裝體類 |
(Termite, Giant) | CR 3 | 蟲類 |
(Termite Swarm) | CR 6 | 蟲類(集群) |
(Thought Eater) | CR 2 | 異怪類(跨位面) |
(Thriae Constructor) | CR 14 | 人形怪物 |
(Thriae Dancer) | CR 6 | 人形怪物 |
(Titan, Danava) | CR 24/MR 9 | 異界生物(跨位面,守序,神話) |
(Tiyanak) | CR 6 | 不死生物 |
水蛇怪(Tizheruk) | CR 5 | 魔法獸類 |
(Trench Mist) | CR 10 | 異怪類(氣系) |
(Tsaalgrend) | CR 2 | 植物類 |
付喪神(Tsukumogami) | 見內文 | 異界生物(社神,本地) |
(Tulpa) | CR 6 | 異界生物(增強 類人生物,人類) |
(Turul) | CR 19 | 異界生物(跨位面) |
(Undigested) | CR 1/4 | 不死生物 |
(Undigested Swarm) | CR 5 | 不死生物(集群) |
(Uraeus) | CR 5 | 魔法獸類 |
鐵蜥花(Urannag) | CR 8 | 構裝體類(跨位面) |
蟹鉗毛蛛(Ursikka) | CR 10 | 魔法獸類 |
(Vahana) | CR 9 | 魔法獸類(水棲,增強 動物) |
(Ved) | CR 5 | 類人生物(巨人) |
(Veela) | 見內文 | 見內文 |
(Vescavor Queen) | CR 9 | 異界生物(混亂,邪惡,跨位面) |
饕餮蟲集群(Vescavor Swarm) | CR 5 | 異界生物(混亂,邪惡,跨位面,集群) |
黑鴉爵(Vilderavn) | CR 16 | 精類(變形) |
(Vishap) | CR 19 | 龍類(跨位面) |
(Vukodlak) | CR 3 | 不死生物 |
(Wakandagi) | CR 14 | 異界生物(本地,水系) |
戰狂蜂(Warmonger Wasp) | CR 7 | 構裝體類(跨位面) |
(Water Leaper) | CR 2 | 魔法獸類(水棲) |
(Whale, Blue) | CR 12 | 動物類 |
(Whale, Narwhal) | CR 3 | 動物類 |
巫鴉(Witchcrow) | CR 3 | 魔法獸類 |
(Wizard's Shackle) | CR 1/2 | 異怪類(水棲) |
沃力派(Wolliped) | CR 3 | 動物類 |
幽靈龍(Wyrmwraith) | CR 17 | 不死生物(虛體) |
(Wysp) | 見內文 | 見內文 |
(Xiao) | CR 2 | 魔法獸類 |
楊吉斯(Yangethe) | CR 9 | 異怪類 |
(Zygomind) | CR 18 | 植物類 |
Bestiary 5怪物類型總結一下,本書新增多個可選種族(這部分等怪物翻譯的內容多一些之後再更新排版和翻譯)
Android←自動人,老面孔了,和B1同一屆的內海圖鑑就出現了,範例屬於類人生物(自動人)
Astomoi←範例屬於類人生物(Astomoi)
蒿蘭人(Ghoran) ←範例屬於植物類
Orang-Pendak←範例屬於類人生物(sasquatch)
Reptoid←範例屬於類人生物(reptilian,變形)
Shabti←範例屬於異界生物(本地)
Skinwalker←範例屬於類人生物(變形,skinwalker)
新增多個亞種類型
然而下面這個劇透裡都是沒什麼實質卵用的亞種,只有一句的描述,並不會為種族帶來太多的特殊福利(粗略看了一下,似乎只有深潛者亞種送了個昏暗視覺……)
下面劇透裡的新增三
兩大類是新的大號亞種分類,有各種特殊附加能力。
簡單來說就是……
Manasaputra←印度阿三那邊的什麼神明?(只是從外觀判斷,求達人指點)
Robot←之前被翻譯成機體,此處沿用了;有幾個翻譯可能重複了,但是沒有比對
Sahkil←光看圖感覺像是從寂靜嶺之類的遊戲裡跳出來的東西……
劇透 - :
Manasaputra Subtype: Manasaputras are lawful good spirits ascending to a new stage of existence on the Positive Energy Plane. They have the following traits.
‧ Darkvision 60 ft.
‧ Immunity to calling magic, disease, and poison.
‧ +2 racial bonus on saving throws against enchantment spells. This does not stack with the still mind monk class feature and counts as that feature for the purpose of fulfilling prerequisites.
‧ Telepathy.
‧ Manasaputras do not breathe.
‧ Adaptive Resistance (Su): Many manasaputras have the ability to adapt to elemental attacks quickly. Anytime a manasaputra is damaged by an elemental attack, it gains the adaptive resistance listed against that element for a number of rounds equal to its Wisdom modifier. Format: adaptive 10; Location: Resist.
‧ Formless (Su): Most manasaputras are not defined by physical form, and choose to adopt a corporeal form at their leisure. Manasaputras with this ability can transition between corporeal and incorporeal forms as a move action. When a manasaputra becomes corporeal, it retains its Charisma modifier as a deflection bonus to AC. A manasaputra's natural attacks, unarmed strikes, and manufactured weapon attacks are only available while the manasaputra is in its corporeal form, with the exception of ghost touch weapons.
‧ Positive Energy Affinity (Ex): Manasaputras can exist comfortably on the Positive Energy Plane, and do not benefit (or suffer) from that plane's overwhelming infusions of life-giving energies. Whenever a manasaputra is subjected to a magical healing effect, that effect functions at its full potential, as if enhanced by the Maximize Spell feat.
‧ Soul Armor (Ex): Manasaputras add their Wisdom bonus to their AC and CMD. In addition, manasaputras gain a +1 bonus to their AC and CMD for every 4 racial HD they possess. These bonuses work as per the AC bonus monk class ability, and monk levels stack with racial HD to determine the additional benefits.
‧ Subjective Appearance (Su): When in corporeal form, a manasaputra projects a psychic illusion over its body, masking its true appearance. Any creature with an Intelligence score of 3 or higher that views a manasaputra sees it as an idealized human form, though often with unusual features. Creatures physically interacting with a manasaputra can attempt a Will save (DC = 10 + 1/2 the manasaputra's HD + the manasaputra's Charisma modifier) to disbelieve the illusion. If successful, the character sees the corporeal veil as a translucent outline, with the fiery body of the manasaputra contained within. This is a mind-affecting illusion (glamer) effect.
Robot Subtype: Robots are intelligent constructs created by advanced scientific means. They have the following traits, unless otherwise noted.
‧ Difficult to Create (Ex): Robots are crafted via complex methods hidden and well guarded. A robot does not have a construction entry.
‧ Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
‧ Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.
‧ Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks.
The following special abilities apply to some robots, but are not universal to all types of robot.
‧ Combined Arms (Ex): When making a full attack, a robot with the combined arms special attack can make all its melee natural weapon attacks plus its ranged integrated weapon attacks.
‧ Force Field (Ex): A robot might have a force field that sheathes it in a thin layer of energy that grants a number of temporary hit points (typically 5 × the robot's CR). All damage dealt to a robot with an active force field is deducted from these temporary hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot's CR, but once its hit points are reduced to 0, the force field shuts down and doesn't reactivate for 24 hours. Format: force field (55 hp, fast healing 5); Location: hp.
‧ Integrated Weaponry (Ex): A robot that has a technological weapon built into its body treats it as a natural weapon and not a manufactured weapon, and can't make iterative attacks with it. An integrated weapon can still be targeted by effects that target manufactured weapons (such as magic weapon or sunder attempts), but can't be harvested for use outside of the robot's body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons don't provoke attacks of opportunity when fired in melee combat.
‧ Laser Weapons (Ex): A laser weapon emits beams of intensely focused light waves. Laser attacks resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers don't provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
Sahkil Subtype: Sahkils are neutral evil outsiders native to the Ethereal Plane. They have the following traits (unless otherwise noted in a creature's entry).
‧ Darkvision 60 ft. and low-light vision.
‧ Immunity to death effects, fear effects, disease, and poison.
‧ Resistance to cold 10, electricity 10, and sonic 10.
‧ Most sahkils are resistant to magic. Such a sahkil has SR equal to 11 + its CR.
‧ Except where otherwise noted, sahkils speak Abyssal, Celestial, and Infernal.
‧ Telepathy.
‧ Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
‧ Emotional Focus (Ex): Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotionUM or fear descriptors that allows a saving throw, the DC is increased by 2.
‧ Look of Fear (Su): All sahkils have a gaze attack that instills dread in those they look upon. This gaze attack has a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save—the exact effects caused by a particular sahkil's look of fear depend on the type of sahkil. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil's emotional focus ability.
‧ Skip Between (Su): Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
‧ Spirit Touch (Ex): A sahkil's natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
請有識之士認領想要翻譯的內容。部分生物我在索引裡已經添加了名稱,那是因為之前有人翻譯過內海設定的相關內容,考慮到延續性請按照我預留的譯名翻譯。文明挖坑,對大家都好。
Bestiary 5怪物通用規則此處列出怪物通用規則為《Bestiary 5》書中附錄提供的怪物通用規則,
但並不全。為了
偷懶縮短篇幅,所有
法蘭的0.94版CHM的通用怪物規則(Universal Monster Rules)中重複的部分均未翻譯。
其次,書中也有標註,後文中部分神話能力(我會用
深藍色標註能力名稱)出自神話冒險(Pathfinder RPG Mythic Adventures),
但並非屬於通用怪物規則的範疇。不過為了方便查閱我也會在此列出。
招架攻擊(Block Attacks,Ex):每輪1次,當該名生物被近戰或遠程攻擊命中時,它能夠嘗試使用其最高的攻擊加值進行1次近戰攻擊。如果結果超過對抗它的攻擊結果,該名生物就會免受這次攻擊(如同攻擊失手)。
格式:招架攻擊;
位置:防禦能力
黑暗視覺(Darkvision,Ex or Su):具有黑暗視覺的生物能夠在完全的黑暗中視物,該能力的範圍通常為60尺。在此範圍之內,該生物就如同具有普通視覺能力的生物身處光亮區域一般視物。黑暗視覺僅能看到黑白兩色,不過在其他方面與其他視覺並無差異。
格式:黑暗視覺 60尺;
位置:感官
力量顯現(Display of Strength,Su):以自由動作,生物能夠花費1次神話之力嘗試一項與力量相關的壯舉,讓它在一次基於力量的技能檢定或者力量屬性檢定上獲得+20環境加值。此外,該生物還能使用該能力增加其負重能力,在判斷它的負載能力(Carrying Capacity)時,力量屬性能夠獲得+20環境加值,持續小時數等同於它的神話等級(Mythic Rank)。
格式:力量顯現;
位置:特殊能力
龍類戲法(Dragon Cantrips,Su):如果神話龍類能夠施放奧術,那麼它們就會自動瞭解其等效施法職業所具有的所有戲法,而且能夠隨意施展。
格式:龍類戲法;
位置:特殊能力
雙重先攻(Dual Initiative,Ex):怪物每輪會獲得兩個回合,一次按照其先攻進行計算,另一次為先攻結果-20。例如:如果怪物的先攻為23,那麼它的第一回合能夠在輪到先攻23的時候行動,並作出一次全力攻擊(外加一次五尺快步),之後會在輪到先攻為3的時候行動並進行第二回合的動作,它可以進行一次移動動作然後再施放一個標準動作的法術。這使得怪物能夠在每輪內進行兩次通常為花費整個回合的行動,比如使用召喚怪物法術。在判斷持續時間為1輪或更長時間、在1輪的起始或者生物的回合開始時觸發的法術或效果帶來的作用時(比如對抗持續性效果的豁免檢定或者受到流血傷害),只有每輪內該名怪物的第一個回合為這些持續時間進行計數。
格式:+21/+1;
位置:先攻
情緒靈光(Emotion Aura,Su):混亂的情緒漩渦環繞著具有該能力的生物。這些情緒讓施法者們難以施放具有情緒成分(Emotion Components)的法術(詳見異能冒險第144頁)。30尺內的活物必須進行一次專注檢定(DC = 10 + 具有情緒靈光能力的生物的生命骰的1/2 + 該生物的魅力調整值),成功才能夠施放具有情緒成分的法術。檢定失敗會失去法術而且不會產生任何效果。此外,任何施法者在施放具有情緒(emotion;出自UM)或恐懼(fear)描述符的法術時,如果法術目標位於該靈光的範圍內,則必須通過此次檢定,否則無法影響靈光範圍內的目標(靈光外的其他目標仍舊如常受到影響)。具有該能力的生物免疫它的效果,而且可以如常施法。
格式:情緒(DC 17);
位置:靈光
護命(Fortification,Ex):怪物有50%的概率將重擊或偷襲視為普通命中的攻擊,就如同穿戴中級護命鎧甲(moderate fortification armor)一般。
格式:護命(50%);
位置:防禦能力
翡翠視域(Greensight,Su):怪物能夠看透茂密的植物就如同植物是透明的一般,翡翠視域的範圍通常為60尺。對擁有此類視域的怪物來說,其他生物無法用葉片、籐條、草木和灌木形成隱蔽(concealment),不過實體的樹木仍舊會遮擋其視線。
格式:翡翠視域 60尺;
位置:感官
硬度(Hardness,Ex):當具有硬度的生物受到傷害時,要從傷害中扣除相當於硬度的數值。只有在傷害超過硬度時,才會扣除該生物的生命值。具有硬度的生物不會像物體那樣進一步降低來自能量攻擊(energy attacks)、遠程攻擊(ranged attacks)或者其他類型的攻擊。精金武器會忽略20點或更低的硬度。
格式:硬度 10;
位置:防禦能力
滯留吐息(Lingering Breath,Su):在使用自身的噴吐武器時,該名生物能夠以自由動作並花費1次神話之力來使一片區域散發出能量傷害(與噴吐武器的能量類型相同),持續每神話等級1輪。任何在持續時間之內正處於噴吐武器的範圍之內、進入或者穿過該區域的生物都會受到傷害,傷害會按照使用噴吐武器的生物體型而改變。該能力對不造成任何能量傷害的噴吐武器沒有效果。
表:滯留吐息傷害生物體型 | 中型或更小 | 大型 | 超大型 | 巨型 | 超巨型 |
能量傷害 | 2d4 | 2d6 | 2d8 | 4d6 | 4d8 |
格式:滯留吐息(2d6火焰,5輪);
位置:特殊攻擊
思維靜止靈光(Mental Static Aura,Su):具有該能力的生物會製造出一個領域,它使得沒有該能力的生物都難以保持精神集中。30尺內的活物必須成功通過一次專注檢定(DC = 10 + 具有思維靜止靈光的生物的生命骰的1/2 + 該生物的魅力調整值)才能施放具有思維成分(Thought Components)的法術(詳見異能冒險第144頁)。檢定失敗會失去法術而且不會產生任何效果。此外,所有為了激活法術或效果而進行專注的施法者必須在自身回合開始時嘗試上述檢定。失敗則意味著他們會停止對法術或效果進行的專注。具有該能力的生物免疫它的效果,而且可以如常施法。
格式:思維靜止(DC 18);
位置:靈光
迷霧視域(Mistsight,Ex):怪物能夠看透雲霧、霧霾、渾濁的水流,就如同這些事物不存在一般,它會忽略這些障礙導致的失手率,最遠到它的正常視野範圍。
格式:迷霧視域;
位置:感官
神話不朽(Mythic Immortal,Su):若生物被殺死,那麼它會在24小時後恢復生命,無論它的屍體狀態如何,也不管它是如何被殺死的。在恢復生命之後,並不會被視為已經休息,而且直至下一次進行休息之前,它都不會恢復那些需要休息充能的能力。若它是被神話生物(或者具有更強力量的生物)、或者持用能夠穿透傳奇傷害減免(epic damage reduction)的武器的非神話生物所進行的致命一擊(coup de grace)或重擊殺死,就不能夠靠該能力復活。若該生物的神話等級(Mythic Rank)為10級,就只能被神器(artifact)的致命一擊或重擊殺死。該能力在神話冒險中被稱為『不朽(immortal)』。
格式:神話不朽;
位置:特殊能力
神話法能(Mythic Magic,Su):最高每日3次,當生物施放法術時,它能夠施放神話版的法術作為替代(與所有神話法術相同,該名生物必須花費神話之力才能以此方式施放神話法術)。
格式:神話法能 3/日;
位置:特殊攻擊
神話之力(Mythic Power,Su):神話生物能夠利用它的力量之源來完成讓人驚嘆的行為並且欺騙命運。它每天能夠花費神話之力的次數等同於其神話等級。這是它的神話之力的最大數量。如果某個能力允許它獲得神話之力,它也無法讓總量超出這個數額。怪物會自動獲得神力湧動能力(神話冒險第228頁),並且能夠使用這些神話之力激活它。怪物也可以使用其他依賴於神話之力的能力。
格式:神話之力(3次/日,神力湧動 +1d6);
位置:特殊攻擊
泥怪特性(Ooze Traits,Ex):泥形怪物(Ooze)免疫重擊(critical hits)、夾擊(flanking)、精準傷害(precision damage)、影響心靈效果(mind-affecting effects)、麻痺(paralysis)、毒素(poison)、變形(polymorph)、昏睡(sleep)、震懾(stun)和視覺效果(visual effects)。其中影響心靈效果中包含魅惑(charms)、脅迫(compulsions)、士氣效果(morale effects)、心靈幻覺(patterns)和魅影幻覺(phantasms)。
格式:泥怪特性;
位置:免疫
毒血(Poisonous Blood,Ex):任何使用穿刺或揮砍近戰武器對怪物確認重擊的生物會受到毒液的噴濺。(長觸及的近戰武器不會因此而受到危險)毒素的類型取決於怪物。除非另有說明,毒素會使用正常的DC,不過有的怪物擁有的毒素DC是基於體質的。
格式:毒血(龍膽汁);
位置:防禦能力
強勁打擊(Powerful Blows,Ex):生物的某個特定攻擊會將1.5倍的力量加值加到傷害檢定上,用於取代普通的1倍或者0.5倍力量加值。
格式:強勁打擊(揮擊);
位置:特殊能力
異能魔法(Psychic Magic,Sp):具有該能力的生物能夠使用精神力施放特定法術。使用異能魔法施放每個法術都要消耗一定量的異能點(psychic energy;簡稱PE)。生物每日可以使用的異能點有一個最大值,並且會在夜間休息後得到補充。具有該能力的生物只要還有足夠的異能點支付法術的PE消耗,便能夠施放任何異能魔法一欄內列出的法術。這些法術的豁免DC等同於10 + 用於施放該法術的異能點 + 該生物的魅力或智力調整值(取其較高者)。由於該能力獲得可降階法術(undercast spells;詳見異能冒險第144頁)的生物,能夠施放降階版本的法術,每降低1點PE消耗,便能夠將法術降低1級。PE消耗為0的異能魔法可以隨意施放,即便該生物當前剩餘的PE為0點也可以施放。通過該能力賦予的異能魔法與異能法術擁有相同的情緒成分(Emotion Components)和思維成分(Thought Components)。怪物能夠將超魔專長(metamagic feats)應用至這些法術上,不過要付出數值相當於超魔專長增加的法術環級點額外PE,而且會如同自發施放超魔法術一般增加施法時間。由於該能力會賦予生物施放異能法術的能力,因此它還會賦予生物使用
神秘技能解放(Occult Skill Unlocks)的能力。
格式:異能魔法(Sp)(CL 10級;專注 +4)12PE——魅惑人類(Charm Person;1PE,DC 14),易容術(Disguise Self;2PE),心靈戳刺 III(Mind Thrust III;出自OA,5PE);
位置:在類法術能力之前
異能抗力(Psychic Resilience,Ex):具有該能力的生物能夠抵禦許多異能法術的效果。它們在對抗所有異能法術時,豁免檢定均會獲得+4加值。
格式:對抗異能法術+4;
位置:位於防禦能力,在豁免之後
二次豁免(Second Save,Ex):在對抗持續時間高於1輪的效果時,每當該名生物的豁免檢定失敗後,它能夠持續嘗試擺脫效果的影響。在它的回合開始時,如果仍舊受到影響,它能夠以自由動作再一次嘗試豁免。如果該次豁免成功,影響生物的效果就會如同最初的豁免成功一般。如果這效果已經允許在之後的回合內進行其他豁免打破效果(比如怪物定身術),該能力獨立於效果本身自帶的額外豁免檢定。
格式:二次豁免;
位置:豁免後方
扼喉(Smother,Ex):若生物擒抱住的敵人屏住呼吸,怪物能夠強迫敵人排出或消耗它呼吸的氣體,或者以其他方式減少敵人屏息的時間,直至目標需要為了避免窒息(核心手冊445頁)而進行檢定。
如果怪物成功在擒抱檢定中對抗敵人,那麼敵人能夠屏息的時間會減少1d6輪。如果生物能夠屏息的剩餘時間減少至0輪或者更少,那麼它的窒息檢定DC會增加5點。例如:如果怪物擒抱住的生物在需要進行窒息檢定之前還有10輪時間,那麼成功的擒抱檢定會使這段時間減少1d6輪。
若怪物有其他能力(比如勒緊Constrict)可以在成功進行擒抱檢定時傷害敵人的話,它就能夠在使用其他能力成功進行擒抱檢定後,自動使用扼喉能力。
格式:扼喉;
位置:特殊攻擊
法術(Spells):該生物可以如同具有施法者職業等級的角色一般施放魔法。在判斷與施法有關的任何效果或能力時,該生物被視為屬於該職業。舉例說明:它能夠使用該職業可以使用的法術完成型和法術觸髮型的物品,也可以使用那些影響該職業的施法能力的魔法物品(比如法力珍珠)。如果該生物具有任何其他與該職業相關的能力(比如牧師的領域或者術士的血統),也會在此欄內進行說明。若該生物在具有這個施法職業的等級,那麼這些能力會疊加以進行判斷(舉例說明:某怪物具有相當於7級術士的施法能力,在它獲得3個術士等級後,它可以如同10級術士一般施法。)此類生物可能會具有一些此類施法職業難以獲得的罕見能力(比如某些可以將神術加入術士已知法術列表的能力)。
偷竊(Steal,Ex):如果該名生物以某種特定的攻擊命中敵人,那麼它能夠以自由動作嘗試進行偷竊戰技檢定(進階玩者手冊 322頁)對抗敵人,這個動作不會引起藉機攻擊。
格式:偷竊;
位置:個別的攻擊(individual attacks)
神力湧動(Surge,Su):怪物能夠利用它的神話之力克服困難的挑戰。它能夠花費1次神話之力來增加任何剛做出的d20檢定,通過進行d6檢定並將結果加到d20檢定的結果上達成。使用該能力是直覺動作,需要在原有檢定已經做出並且得出結果後進行。使用該能力所賦予的加骰會在神話等級4級時提升至1d8,7級時提升至1d10,最後在10級的時候提升至1d12。即便是無心智或者智力水平在動物程度的怪物也能夠使用該能力。
格式:神力湧動並不會單獨記錄在怪物數據中,神力湧動的加骰會列在神話之力能力中。
感知思維(Thoughtsense,Su):具有該能力的生物會自動偵測並定位特定範圍內(通常為60尺)有意識的生物(conscious creatures)。該能力的功能類似於盲視(blindsight)。迴避偵測(Nondetection)、心靈屏障(Mind Blank)以及類似的效果能夠屏蔽感知思維。感知思維能夠分辨有思維(sentient;智力為3或更高)以及無思維(nonsentient;智力為1-2)的生物,但該能力不會提供關於被偵測生物的其他訊息。
格式:感知思維 60尺;
位置:感官
X光視域(X-Ray Vision,Su):怪物能夠看透固體物質,就如同佩戴了X光掃瞄戒(ring of x-ray vision)一般。使用該能力同樣十分耗費體力,就如同怪物實際使用該戒指一樣。
格式:X光視域;
位置:感官
原文
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Block Attacks (Ex) Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).
Format: block attacks; Location: Defensive Abilities.
Darkvision (Ex or Su) A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.
Format: darkvision 60 ft.; Location: Senses.
Display of StrengthMA (Su) As a free action, the creature can expend one use of mythic power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Alternatively, the creature can use this ability to apply a +20 circumstance bonus to its Strength score for a number of hours equal to its mythic rank for the purpose of determining its carrying capacity.
Format: display of strength; Location: SQ.
Dragon CantripsMA (Su) If the mythic dragon is able to cast arcane spells, it automatically knows all cantrips for its equivalent spellcasting class and can cast them at will.
Format: dragon cantrips; Location: SQ.
Dual InitiativeMA (Ex) The creature gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster's initiative is 23, on its first turn it could make a full attack (and take a 5-foot step) at initiative 23, and on its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature's round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the monster's first turn each round counts toward such durations.
Format: +21/+1; Location: Init.
Emotion Aura (Su) A creature with this ability surrounds itself with an area of swirling, chaotic emotions. These emotions make it difficult for spellcasters to cast spells with the emotion component (Pathfinder RPG Occult Adventures 144). Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with an emotion aura + that creature's Charisma modifier) to cast a spell with an emotion component. Failing this check causes the spell to be lost with no effect. In addition, any spellcaster casting spells with the emotionUM or fear descriptor on targets inside this aura must succeed at this check or the spell fails to affect targets within the aura (although others outside the area are affected as normal). Creatures with this ability are immune to its effects and can cast spells normally.
Format: emotion (DC 17); Location: Aura.
Fortification (Ex) The monster has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.
Format: fortification (50%); Location: Defensive Abilities.
Greensight (Su) The monster can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster's sight, though solid wood still blocks its line of sight.
Format: greensight 60 ft.; Location: Senses.
Hardness (Ex) When a creature with hardness takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is subtracted from its hit points. A creature with hardness doesn't further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do. Adamantine weapons bypass hardness of 20 or less.
Format: hardness 10; Location: Defensive Abilities.
Lingering BreathMA (Su)The creature can expend one use of mythic power as a free action when it uses its breath weapon to make the area radiate energy damage (of the same type as the breath weapon) for 1 round per mythic rank. Any creature in, entering, or passing through the breath weapon's area during this duration takes damage according to the creature's size. This ability has no effect on breath weapons that do not deal energy damage.
Format: lingering breath (2d6 fire, 5 rounds); Location: Special Attacks.
Table 3–1: Lingering Breath Damage
Creature Size Points of Energy Damage
Medium or smaller 2d4
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8
Mental Static Aura (Su) A creature with this ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with a mental static aura + that creature's Charisma modifier) to cast a spell with a thought component (Occult Adventures 144). Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally.
Format: mental static (DC 18); Location: Aura.
Mistsight (Ex) The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision.
Format: mistsight; Location: Senses.
Mythic ImmortalityMA (Su) If the creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn't treated as if it had rested, and doesn't regain the use of abilities that are restored with rest until it next rests. This ability doesn't apply if the creature is killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is 10th mythic rank, it can be killed only by a coup de grace or critical hit made with an artifact. (This ability is called 「immortal」 in Mythic Adventures.)
Format: mythic immortality; Location: SQ.
Mythic MagicMA (Su) Up to three times per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way).
Format: mythic magic 3/day; Location: Special Attacks.
Mythic PowerMA (Su) The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank. This amount is its maximum amount of mythic power. If an ability allows it to regain mythic power, it can never gain more than this amount. The monster automatically has the surge ability (Mythic Adventures 228), and can use this mythic power to activate it. It may have other abilities that rely on mythic power.
Format: mythic power (3/day, surge +1d6); Location: Special Attacks.
Ooze Traits (Ex) Oozes are immune to critical hits, flanking, precision damage, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, stun, and visual effects.
Format: ooze traits; Location: Immune.
Poisonous Blood (Ex) Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison. (Melee weapons with reach don't endanger their users in this way.) The type of poison depends on the monster. Unless otherwise stated, this poison uses the poison's normal DC, though some monsters might have a poison DC that is not Constitution-based.
Format: poisonous blood (dragon bile); Location: Defensive Abilities.
Powerful Blows (Ex) The specified attack adds 1-1/2 times the creature's Strength bonus to damage rolls instead of its normal Strength bonus or half its Strength bonus.
Format: powerful blows (slam); Location: SQ.
Psychic Magic (Sp) A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night's rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell's PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature's Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells (Occult Adventures 144) via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks (Occult Adventures 194).
Format: Psychic Magic (Sp) (CL 10th; concentration +14) 12 PE—charm person (1 PE, DC 14), disguise self (2 PE), mind thrust IIIOA (3 PE, DC 16), tower of iron will IOA (5 PE); Location: Before Spell-Like Abilities.
Psychic Resilience (Ex) Creatures with this ability are resistant to the effects of many psychic spells. They gain a +4 bonus on saving throws against all psychic spells.
Format: +4 vs. psychic spells; Location: After saves and in Defensive Abilities.
Second SaveMA (Ex) Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it's still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.
Format: second save; Location: After saving throws.
Smother (Ex) If the creature's grappled opponent is holding its breath, the monster can force that opponent to expel or consume some of its breath, or can otherwise reduce the time remaining until the target has to attempt checks to avoid suffocation (Core Rulebook 445).
If the monster succeeds at a grapple check against the opponent, the remaining duration for which the opponent can hold its breath decreases by 1d6 rounds. If this reduces the remaining time that the creature can hold its breath to 0 rounds or fewer, the DCs of its suffocation checks increase by 5. For example, if the monster is grappling a creature that has 10 rounds remaining before it has to attempt suffocation checks, a successful grapple check reduces that duration by 1d6 rounds. If the monster has another ability (such as constrict) that harms the opponent when it succeeds at a grapple check, it can automatically use the smother ability when it succeeds at the grapple check to use the other ability.
Format: smother; Location: Special Attacks.
Spells: The creature is able to cast magical spells like a member of a spellcasting class. The creature counts as a member of that class for any effect or ability relating to casting spells as that class. For example, it can use spell completion and spell trigger items usable by that class or use magic items that affect that class's spellcasting (such as incense of meditation or a pearl of power). If the creature has any other abilities relating to that class (such as cleric domains or a sorcerer bloodline), this is explained in its entry. If the creature gains levels in that spellcasting class, these abilities stack (for example, a spirit naga that gains 3 sorcerer levels casts spells as a 10th-level sorcerer). Some creatures may have unusual abilities unavailable to spellcasters of that class (such as a spirit naga's ability to learn cleric spells with her sorcerer spells known).
Steal (Ex) The creature can attempt a steal combat maneuver check (Pathfinder RPG Advanced Player's Guide 322) against its opponent as a free action without provoking attacks of opportunity if it hits with the specified attack.
Format: steal; Location: individual attacks.
SurgeMA (Su) The monster can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d20 roll it just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die gained by using this ability increases to 1d8 at 4th mythic rank, 1d10 at 7th mythic rank, and 1d12 at 10th mythic rank. The monster can use this ability even if it's mindless or of animal-level intelligence. Surge doesn't have a separate entry in the monster stat
block—the surge die is listed in the mythic power ability.
Thoughtsense (Su) Creatures with this ability automatically detect and locate conscious creatures within the specified range (usually 60 feet). This ability functions similarly to blindsight. Nondetection, mind blankOA, and similar effects can block thoughtsense. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and nonsentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.
Format: thoughtsense 60 ft.; Location: Senses.
X-Ray Vision (Su) The monster can see through solid matter as if wearing a ring of x-ray vision. This is as exhausting as if the monster were actually using the ring.
Format: x-ray vision; Location: Senses.