作者 主题: 【Bestiary II】光明潜伏者(Lurker in Light)  (阅读 4846 次)

副标题: 除了小小的透明翅膀以外,这长着大眼睛的类人生物酷似发光而瘦弱的精灵幼童

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【Bestiary II】光明潜伏者(Lurker in Light)
« 于: 2013-04-24, 周三 19:31:36 »
光明潜伏者(Lurker in Light)

CR  5
XP  1600
中立邪恶 小型精类(异界)
先攻:+8  感官:低光视觉  察觉:+16

AC  18(+4敏捷,+3天生,+1体型),接触15,措手不及14
HP  44(8d6+16)
豁免  4/10/9
特殊  融身入光
免疫  目盲
DR  5/寒铁

速度  30尺,飞行30尺(普通)
近战  2爪抓+9(1d3+1)或匕首+9(1d3+1/19-20附带毒素)
远程  投石+8(1d6+4)
特殊  偷袭+3d6

BAB+4  CMB+4  CMD18
专长  警觉,飞越攻击,精通先攻,武器娴熟
技能  特技+15,脱逃+15,飞行+17,知识(神秘)+10,知识(位面)+10,察觉+16,隐秘+19,生存+11
语言  通用语,邪灵语,木族语
特殊  日光门扉,用毒,仪式通道

环境  任意陆地(外位面)
组织  单独、成对或小群(3-8)
宝藏  标准(匕首,其他宝藏)

融身入光(Su):光明潜伏者在明亮(bright)光线下隐形,如同高等隐形术一般,它们攻击时依然隐形。在阴影(shadowy illumination)之中,它不再隐形,但和其它生物一样拥有隐蔽,除非对方有黑暗视觉能力。如果它在飞行,振动的翅膀会影响此效果,使它获得部分隐蔽(20%)而非全隐蔽。

日光门扉(Sp):每天一次,光明潜伏者可以使用任意门(Dimension Door),传送自身外加50磅物品。传送的起始和终止地点都必须在明亮光照下。如果目标地点光照不足,传送会失败,但不消耗能力使用次数。

用毒(Ex):光明潜伏者通常为匕首淬上暗影精华(Shadow Essence)毒素。






劇透 -   :
Lurker in Light
This large-eyed humanoid looks like a glowing, emaciated elven child save for its small, transparent wings.

XP 1,600
NE Small fey (extraplanar)
Init +8; Senses low-light vision; Perception +16
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 44 (8d6+16)
Fort +4, Ref +10, Will +9
Defensive Abilities blend with light; Immune blindness DR 5/cold iron
Speed 30 ft., fly 30 ft. (average)
Melee 2 claws +9 (1d3+1) or
dagger +9 (1d3+1/19–20 plus poison)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +11)
At will—dancing lights, flare (DC 13), ghost sound (DC 13), light, mage hand
3/day—daylight, blindness/deafness (DC 16)
Str 13, Dex 18, Con 15, Int 14, Wis 16, Cha 17
Base Atk +4; CMB +4; CMD 18
Feats Alertness, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +17, Knowledge (arcana) +10, Knowledge (planes) +10, Perception +16, Stealth +19, Survival +11
Languages Aklo, Common, Sylvan
SQ daylight door, poison use, ritual gate
Environment any land (extraplanar)
Organization solitary, pair, or gang (3–8)
Treasure standard (dagger, other treasure)
Blend With Light (Su) In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack and still remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures in shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its fluttering wings partially negate this effect, giving it only partial concealment (20%) rather than total concealment.
Daylight Door (Sp) Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds of material. The start and end points of the teleport must be in areas of bright light; if the destination lacks sufficient light, the teleport fails but does not expend the ability for the day.
Poison (Ex) Lurkers typically coat their daggers with shadow essence poison.
Shadow essence poison: Injury; save Fortitude DC 17; frequency 1/round for 6 rounds; initial effect 1 Str drain; secondary effect 1d3 Str damage; cure 1 save.
Ritual Gate (Su) By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to the Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to conjure allies. Creating a gate for travel requires the sacrifice of five victims—the gate created remains open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for every HD of the creature intended to pass through the gate (so five sacrifices can bring a lurker or a Medium air elemental, eight can bring a Large earth elemental, and so on). The sacrifices do not need to be simultaneous; as long all sacrifices occur at some point during the hour-long ritual, the magic continues to build until it reaches the required total.
Malicious and alien fey, lurkers in light venture to the Material Plane to perpetrate strangely targeted mischief, stealing and killing according to a logic or system of justice only they understand. Gnomes in particular seem to incur these unexplained attacks, leading some to believe that lurkers may be agents of ancient and vengeful forces. Creatures of the light, lurkers are visible only in dim illumination, with anything brighter than a flickering torch making them completely invisible, even as they savage their enemies—a prospect terrifying to those civilized races that equate light with safety.

A lurker in light turns conventional wisdom on its head, for they detest darkness and the creatures that dwell in it, yet they themselves are sadistic and evil. They particularly hate darkmantles, dwarves, and creatures from the Plane of Shadow, and given the time, they enjoy torturing such creatures to death if they can capture them alive.

If killed, a lurker in light disintegrates over the course of several minutes into 2d6 pounds of dust that radiates faint evocation magic and glows for 1d6 days with a cold light equal to that provided by a candle. This dust damages shadows as if it were holy water, with a pound of dust equal to one flask of holy water.

A lurker in light is 3 feet tall, but weighs only 20 pounds.
« 上次编辑: 2013-04-24, 周三 19:35:39 由 Arcenciel »

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Re: 【Bestiary II】光明潜伏者(Lurker in Light)
« 回帖 #1 于: 2018-08-01, 周三 09:07:14 »
[21:54] <玛多卡> .r d20+13 出1我就掀桌
[21:54] <DnDBot> 玛多卡 投擲 出1我就掀桌: 1d20+13=(1)+13=14

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Re: 【Bestiary II】光明潜伏者(Lurker in Light)
« 回帖 #2 于: 2019-08-31, 周六 17:58:13 »