作者 主题: 【Bestiary 4】梦魇生物(Nightmare Creature)  (阅读 6677 次)

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【Bestiary 4】梦魇生物(Nightmare Creature)
« 于: 2016-02-03, 周三 22:52:01 »
梦魇伊特怪(NIGHTMARE ETTERCAP)
这个奇怪的人形生物看起来像一个瘦长的伊特怪的扭曲而滑稽的模仿品,拥有着像蜘蛛腿一样的手指以及凶残而邪恶的笑容。


梦魇伊特怪 CR4
XP 1,200

中立邪恶 中型异怪
先攻+9  感官  黑暗视觉120尺 低光视觉; 察觉+9
光环 恐惧光环(60尺,dc13), 气势凶猛(30尺,dc13)


防御
AC17,触及15,措手不及12(+5敏捷,+2天生)
hp 30(4d8+12);再生5(善良法术和武器,银)
强韧+6;反射+6;意志 +6
防御能力:幻术抵抗,防护善良,DR5/善良或银

攻击
速度 陆上30尺,攀爬30尺,飞行10尺(完美机动性)
物理攻击 噬咬+5(1d6+2加上毒素),2爪抓+5(1d4+2)
特殊攻击:黑夜恐惧(DC13),毒素,陷阱,捕网(远程攻击+8,dc15,4hp)
类法术能力(施法者等级4,专注+5)
随意—防护善良protection from good
每日三次—侦测思想detect thoughts (DC 13), 托梦术dream (DC 16),梦魇 nightmare (DC 16), 暗示术suggestion (DC 14)
每日一次—行影术shadow walk

属性
力量 14, 敏捷 21, 体质 17, 智力 8, 感知 15, 魅力 12
BAB +3; CMB +5; CMD 20
专长:强韧加强,精通先攻
技能:攀爬+14,工艺(制作陷阱)+11,飞行+13,威吓+5,察觉+9,隐匿+15;种族调整:+8工艺(制作陷阱),+4威吓,+4隐匿
语言 通用语
特殊能力:装死(dc13),蜘蛛认同+7

生态
环境:温带森林
组织 单独,成对,或成巢(3–6 外加 2–8 只巨蜘蛛)
宝物 标准

特殊能力

毒素(Ex)噬咬—伤口感染;和面 强韧 DC 15;频率 每轮1次,持续10轮;效果 1d2 敏捷;治愈 连续2次通过豁免。此豁免DC基于体质。
蛛类认同(Spider Empathy,Ex)此能力作用方式等同于德鲁伊的野性认同,只是伊特怪仅能对蜘蛛产生影响。伊特怪在此检定上拥有+4种族调整值。蜘蛛是无心智的,但是这种认同会激发它们少许智能,能让伊特怪把蜘蛛训练成守卫。

陷阱(Ex)伊特怪特别善于用它们的蛛网来制作精巧的陷阱。陷坑、绳套和长矛陷阱是伊特怪最长制造的陷阱类型。伊特怪在制造陷阱时不需要话费金钱成本,仅仅只需要时间。伊特怪陷阱种类请参考这里

梦魇生物特殊能力请见梦魇生物模板。

Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others' dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature's appearance into a bizarre caricature of its original form.
梦魇生物和梦境次元最可怕的部分有着不自然的联系,这允许它们将他人的梦境转化为梦魇并在清醒世界中散播恐惧。在被这种力量腐化后,它们变得邪恶并用它们的能力去摧残敌人,蹂躏弱者。最终这种梦境联系会将夜魇生物的外表腐化成它原本形态的扭曲,可笑的模仿品。
A nightmare creature uses its ability to control dreams to confuse and frighten its target with horrendous imagery—visions of failure or betrayal and horrific scenes of murder and death. A nightmare creature may even allow the target to think it is in control of the dream or has awakened from a nightmare, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked nightmare creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims.
一个梦魇生物能用他的能力控制梦境,用可怕的画面迷惑并惊吓它的目标:描绘失败或背叛的画面,和充斥着谋杀与死亡的可怕场景。梦魇生物甚至可能会让目标认为目标自己能控制梦境或已经从梦魇中醒来,只为了夺取目标的希望并将他打入痛苦与自责的恶性循环。最邪恶的梦魇生物往往在被杀死后成为幽灵,无数次回返缠绵在他们选定好的受害者身边。
原文
劇透 -   :
Nightmare Creature
This strange humanoid looks like a gangly, distorted caricature of an ettercap, with spiderlike fingers and an enormous wicked grin.

NIGHTMARE ETTERCAP CR 4
XP 1,200
NE Medium aberration
Init +9; Senses darkvision 120 ft., low-light vision; Perception +9
Aura fear (60 ft., DC 13), frightful presence (30 ft., DC 13)
DEFENSE

AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 30 (4d8+12); regeneration 5 (good spells and weapons, silver)
Fort +6, Ref +6, Will +6
Defensive Abilities illusion resistance, protection from good; DR 5/good or silver
OFFENSE

Speed 30 ft., climb 30 ft., fly 10 ft. (perfect)
Melee bite +5 (1d6+2 plus poison), 2 claws +5 (1d4+2)
Special Attacks night terrors (DC 13), poison, traps, web (+8 ranged, DC 15, 4 hp)
Spell-Like Abilities (CL 4th; concentration +5)
Constant—protection from good
3/day—detect thoughts (DC 13), dream (DC 16), nightmare (DC 16), suggestion (DC 14)
1/day—shadow walk
STATISTICS

Str 14, Dex 21, Con 17, Int 8, Wis 15, Cha 12
Base Atk +3; CMB +5; CMD 20
Feats Great Fortitude, Improved Initiative
Skills Climb +14, Craft (trapmaking) +11, Fly +13, Intimidate +5, Perception +9, Stealth +15; Racial Modifiers +8 Craft (trapmaking), +4 Intimidate, +4 Stealth
Languages Common
SQ feign death (DC 13), spider empathy +7
ECOLOGY

Environment temperate forests
Organization solitary, pair, or nests (3–6 plus 2–6 giant spiders)
Treasure standard
SPECIAL ABILITIES

Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Spider Empathy (Ex) This ability functions as a druid's wild empathy, except that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts to them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.
Traps (Ex) An ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Ettercap traps can be found here.
Nightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others' dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature's appearance into a bizarre caricature of its original form.

A nightmare creature uses its ability to control dreams to confuse and frighten its target with horrendous imagery—visions of failure or betrayal and horrific scenes of murder and death. A nightmare creature may even allow the target to think it is in control of the dream or has awakened from a nightmare, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked nightmare creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims.
« 上次编辑: 2017-08-12, 周六 00:38:08 由 灯泡powerbult »

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #1 于: 2016-02-03, 周三 23:15:23 »
创建一个夜魇生物

梦魇生物(Nightmare creature)是一个获得性或遗传性模板,它可以被加在任何智力和魅力值至少为6的生物上(以基底生物来计算)大部分梦魇生物曾经是异怪,精类,类人生物或异界生物。除了以下提到的部分外,一个梦魇生物使用基底生物的数值和能力。如果基底生物有10个或更多HD,它会变成一个梦魇领主(nightmare lord)作为替代。(见下文)

CR:.等于基底生物+1

阵营:任意邪恶

生物种类:如果基础生物是异界生物,则获得邪恶子类

感官:梦魇生物获得120尺黑暗视觉

防御能力:梦魇生物获得DR5/善良或银 及以下的防御能力

    装死 Feign Death (ex)  只要一个梦魇生物昏迷,它看上去已经死亡。一个清醒的梦魇生物也可以用一个直觉动作让它看上去已经死亡。任何和装死的梦魇生物发生物理互动的生物必须通过一个成功的医疗鉴定或意志坚定来察觉它其实活着(DC=10+1/2梦魇生物HD+梦魇生物的智力或者魅力调整值,取其高者)

    幻术抵抗Illusion Resistance (EX) 梦魇生物自动不相信幻术(不需要骰豁免)并在对抗幻术效果上豁免+4

    再生5(EX)(被善良或银武器以及带善良描述符的法术击中则停止作用1轮)

速度:与基底生物相同。如果基底生物没有飞行速度,它获得10尺飞行速度(完美机动性),这是一个超自然能力。

特殊攻击:梦魇生物获得以下几种特殊攻击。豁免HD=10+1/2梦魇生物HD+魅力调整值,施法者等级=总HD(或者基底生物类法术能力的施法者等级,取其高者)

    恐惧光环(SU)60尺半径范围内生物看到或者听到梦魇生物会被战栗直到他们离开光环区域(基于意志豁免)。无论豁免是否成功,同一个生物在24小时内不会被同一个梦魇生物的恐惧光环影响。这是一个影响心灵的恐惧效果。

    气势凶猛(SU)当梦魇生物冲锋,在突袭轮攻击,或者在dc15的威吓或表演检定中成功时激活该能力。范围是30尺。
             速查:气势凶猛 (Frightful Presence, Ex): 这项特性使得生物具有某种令对手感到极为不安的外在表现。此效果以自由动作附加在生物冲锋和攻击时,在范围内目击该举动的对手将会惊惧或战栗。它的范围通常是30尺,持续时间通常为5d6轮。此能力仅能影响HD或者等级比该生物少的对手。被影响的对手可通过成功的意志豁免 (DC为 {10+1/2气势凶猛生物种族HD+魅力修正};具体的DC会在生物描述中给出) 抵抗这个效果。成功豁免的对手在接下来的24小时内对同一生物的气势凶猛效果免疫。豁免失败的生物会战栗,若该生物的HD为4或更低,则会恐慌。气势凶猛属于影响心灵的恐惧效果。

    黑夜恐惧Night Terrors (Su)当一个梦魇生物使用它的托梦术dream 或梦魇nightmare类法术能力进入一个目标的心灵时,它可以尝试控制目标的梦境。如果目标在意志豁免中失败,它会维持睡眠并被困在梦魇生物制造的梦境世界中。此后,梦魇生物能控制梦境中的所有部分。每经过一个小时,目标可以尝试进行一个豁免检定来尝试醒来(若梦魇生物释放了目标,或8小时以后,目标会自动醒来)。目标每被困在梦中1小时就受到1d4魅力伤害。如果它受到了任何魅力伤害,它会疲乏并且不会在接下来24小时内重新恢复奥术法术。如果魅力伤害总和等于或超过目标魅力值,它会死亡。

类法术能力: 梦魇生物获得以下类法术能力:
常驻Constant—protection from good防护善良;
每日3次—detect thought侦测思想s, dream托梦术, nightmare梦魇,suggestion暗示术;
每日1次—shadow walk行影术.

属性:敏捷+4,智力+2,魅力+4

技能:夜魇生物在恐吓和潜行检定上获得+4种族加值。




梦魇领主


Nightmare lords are especially powerful nightmare creatures who live in the Dimension of Dreams. They rule over lesser nightmare creatures in bizarre puppet courts staffed by the maddened and soul-shriveled husks of kidnapped dreamers.
梦魇领主是那些居住在梦境次元中特别强大的梦魇生物。他们居住在由那些被劫掠至此的做梦之人的疯狂而无魂的躯壳搭建而成的奇儡宫中,统治着低等的梦靥生物。

梦魇领主拥有所有梦魇生物的能力,以及以下的能力:

特殊攻击:一个梦魇领主获得以下特殊攻击。

    梦之奴隶Dream Slave(Su) 当一个梦魇领主用它的黑夜恐惧能力杀死一个目标时,他可以改为将目标用一个永久的支配怪兽效果奴役。被奴役生物从黑夜恐惧能力中受到的魅力伤害都会被回复。
   
    梦魇法术Nightmare Magic (Su)梦魇领主在使用魅影幻术和幽影幻术子学派的的法术或类法术能力时,豁免DC获得+4加值。

类法术能力:梦魇领主获得以下类法术能力:
每日3次:深度睡眠deep slumber,隐形术,异界传送(在物质界面和梦境次元中往返(from the Material Plane to the Dimension of Dreams or back again)),行影术shadow walk
每日1次:弱智术feeblemind,,,篡改记忆modify memory,,幽影咒法术shadow conjuration,幽影塑能术shadow evocation

属性:敏捷+2,智力+2,魅力+2

劇透 -   :
Creating a Nightmare Creature
"Nightmare creature" is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6 (referred to hereafter as the base creature). Most nightmare creatures were once aberrations, fey, humanoids, or outsiders. A nightmare creature uses the base creature's statistics and abilities except as noted here. If the base creature has 10 or more Hit Dice, it instead becomes a nightmare lord (see below).

CR: Same as the base creature +1.

Alignment: Any evil.

Type: If the base creature is an outsider, it gains the evil subtype.

Senses: A nightmare creature gains darkvision 120 feet.

Defensive Abilities: A nightmare creature gains DR 5/good or silver and the following defensive abilities.

Feign Death (Ex): Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.

Illusion Resistance (Ex): A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.

Regeneration 5 (Ex): Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature's regeneration to stop functioning for 1 round.

Speed: Same as the base creature. If the base creature does not have a fly speed, the nightmare creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability.

Special Attacks: A nightmare creature gains several special attacks. Save DCs are equal to 10 + 1/2 the nightmare creature's Hit Dice + its Charisma modifier unless otherwise noted. The nightmare creature's caster level is equal to its total Hit Dice (or the caster level of the base creature's spell-like abilities, whichever is higher).

Fear Aura (Su): All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect.

Frightful Presence (Su): This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.

Night Terrors (Su): Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

Spell-Like Abilities: A nightmare creature gains the following spell-like abilities: Constant—protection from good; 3/day—detect thoughts, dream, nightmare, suggestion; 1/day—shadow walk.

Ability Scores: Dex +4, Int +2, Cha +4.

Skills: A nightmare creature gains a +4 racial bonus on Intimidate and Stealth checks.

Nightmare Lords
Nightmare lords are especially powerful nightmare creatures who live in the Dimension of Dreams. They rule over lesser nightmare creatures in bizarre puppet courts staffed by the maddened and soul-shriveled husks of kidnapped dreamers. They have all the abilities of nightmare creatures, plus the following.

Special Attacks: A nightmare lord gains several special attacks.

Dream Slave (Su): Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors.

Nightmare Magic (Su): The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools.

Spell-Like Abilities: A nightmare lord gains the following spell-like abilities: 3/day—deep slumber, invisibility, plane shift (from the Material Plane to the Dimension of Dreams or back again), shadow walk; 1/day—feeblemind, modify memory, shadow conjuration, shadow evocation.

Ability Scores: Dex +2, Int +2, Cha +2.


« 上次编辑: 2017-08-12, 周六 00:55:00 由 灯泡powerbult »

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #2 于: 2016-02-03, 周三 23:18:11 »
over
关于 dimention of dream 还有梦魇领主的描述那段实在是没办法翻译得更好
希望各位了解pf世界设定的大神给出更加恰当的翻译。。。

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #3 于: 2016-02-04, 周四 22:29:47 »
虚化伊特怪
别人笑我太坑,我笑他人不懂。

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #4 于: 2016-02-13, 周六 10:20:00 »
http://www.goddessfantasy.net/bbs/index.php?topic=82144.0
这边有人翻译了,dimention of dream翻译的是幻梦境
建议LZ参考一下
无用检定次次满,关键投骰回回一,若问吾辈能干啥,唯有卖萌遭雷劈

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #5 于: 2016-02-13, 周六 15:59:23 »
造型的话,有点EVA量产机的感觉

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #6 于: 2017-08-12, 周六 00:54:15 »
远古的修正了一些错误。。。

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #7 于: 2017-08-17, 周四 11:48:19 »
這不是蜘蛛俠中的猛毒嗎
有點帥啊

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Re: 【Bestiary 4】梦魇生物(Nightmare Creature)
« 回帖 #8 于: 2017-08-23, 周三 18:55:41 »
这TM CR才+1?

这么多能力、类法术、再生、属性点,结果CR才+1?

而且除了要求邪恶外,几乎没啥其他需求(那几点心智属性算不上门槛)。