邪教徒部队Troop, Cultist
一群紫色皮肤的精灵举起双手,邪恶的魔法在他们的上空旋转。邪教徒部队,CR11XP 12,800
混乱邪恶 中型人型生物(精灵,部队亚种)
先攻+9;
感官 120尺黑暗视觉;察觉+22
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防御能力——————————————————————————
防御等级21,接触16,措手不及15(+5护甲,+5敏捷,+1闪避)
生命值144(17d8+68);快速痊愈5
强韧+11,反射+12,意志+15;+2vs.附魔系效果
特殊防御:快速治疗,部队特性;免疫:睡眠;SR16
弱点:强光致盲
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攻击能力——————————————————————————
速度30尺
近战:部队攻击(4d6+5 附加毒药)
占据20尺;触及5尺
特殊攻击:负能量引导 (DC 14, 3d6)
类法术能力(CL 5th;专注+7)3次/天——瞬发目盲/耳聋术(DC14),瞬发舞光术,瞬发黑暗术,瞬发解除魔法,瞬发妖火,瞬发人类定身术(DC14)
1次/天——抵抗能量伤害,虔诚护盾
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数据——————————————————————————
力量20,敏捷21,体质18,智力10,感知17,魅力15
基础攻击+12;CMB+17;CMD33(无法被绊摔)
专长:战斗施法,闪避,强韧加强,精通先攻,精通闪电反射,钢铁意志,闪电反射,灵活移动,选择导能
技能:知识(奥秘)+5,知识(宗教)+5,察觉+22,察言观色 +5,法术辨识+5;种族调整+2察觉
语言:精灵语,地底通用语
特殊能力:用毒,施法能力
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生态
环境 任意地下
组织 单独或帮派(2-4)
财宝 标准
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特殊能力:快速导能Fast Channeling (Su) :每轮以一个自由动作,一个邪教徒激活其引导负能量能力。请注意,邪教徒无法用选择导能专长来选择一个部队(此专长通常用于选择单个盟友),因此,通常情况下,部队会将此效果完全放置在部队区域之外。
快速治疗Fast Healing (Sp) :部队的快速痊愈反应了一件事,即每轮都有一些邪教徒用治疗法术施用与其他人。并非所有的邪教徒都同时使用这种能力。部队每天最多只能获得20轮的快速痊愈。激活此能力是一项自由动作。
毒药Poison (Ex) 部队攻击-伤口;强韧DC:13;频率:1/分钟,持续2分钟;
效果:昏迷1分钟/2d4小时;治愈:1次豁免
类法术能力Spell-Like Abilities (Sp) 该邪教徒部队的类法术能力由实际的类法术能力和每个邪教徒准备的法术混合而成。当部队使用瞬发法术能力时,只有一个部队成员会产生效果。此效果正常处理。(这些能力是迅捷动作,因为一名成员的行动不会显著改变部队的整体行动)。当部队施放抵抗能量伤害或虔诚护盾时,这表示所有部队成员都在自己身上施法。该法术的效果适用于整个部队,成功的借机攻击不会阻止类法术能力。同样,阻止类法术能力的准备行动只有在它们可以影响部队所占领的整个区域时才能发挥作用。
这支卓尔贵族队伍由献给恶魔领主的牧师组成。他们训练有素,可以一起战斗并为恶魔主人服务。
剧透 - :
Troop, Cultist
A band of violet-skinned elves raises their hands high as vile magic swirls in the air above them.
CULTIST TROOP CR 11
XP 12,800
CE Medium humanoid (elf, troop)
Init +9; Senses darkvision 120 ft.; Perception +22
DEFENSE
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 144 (17d8+68); fast healing 5
Fort +11, Ref +12, Will +15; +2 vs. enchantments
Defensive Abilities swift healing, troop traits; Immune sleep; SR 16
Weaknesses light blindness
OFFENSE
Speed 30 ft.
Melee troop (4d6+5 plus poison)
Space 20 ft.; Reach 5 ft.
Special Attacks channel negative energy (DC 14, 3d6)
Spell-Like Abilities (CL 5th; concentration +7)
3/day—quickened blindness/deafness (DC 14), quickened dancing lights, quickened darkness, quickened dispel magic,quickened faerie fire, quickened hold person (DC 14)
1/day—resist energy, shield of faith
STATISTICS
Str 20, Dex 21, Con 18, Int 10, Wis 17, Cha 15
Base Atk +12; CMB +17; CMD 33 (can’t be tripped)
Feats Combat Casting, Dodge, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility,Selective Channeling
Skills Knowledge (arcana) +5, Knowledge(religion) +5,Perception +22, Sense Motive +5, Spellcraft +5; Racial Modifiers +2 Perception
Languages Elven, Undercommon
SQ poison use, spellcasting
ECOLOGY
Environment any underground
Organization solitary or band (2–4)
Treasure standard
SPECIAL ABILITIES
Fast Channeling (Su) Each round as a free action, one cultist activates its ability to channel negative energy. Note that the cultist can’t use Selective Channeling to select out a troop (this feat works normally for selecting out individual allies), so typically the troop places this effect outside of the troop’s area entirely.
Fast Healing (Sp) The troop’s fast healing is a reflection of the fact that each round, some cultists cast cure spells on others. Not all cultists use this ability simultaneously. The troop can gain fast healing in this manner for only up to 20 rounds per day. Activating this ability is a free action.
Poison (Ex) Troop—injury; save DC 13, frequency 1/minute for 2 minutes; effect unconscious 1 minute/2d4 hours; cure 1 save.
Spell-Like Abilities (Sp) This cultist troop’s spell-like abilities come from a mix of actual spell-like abilities and spells the individual cultists have prepared. When the troop uses a quickened spelllike ability, only one troop member creates the effect. This effect resolves normally. (These abilities are swift actions since the action of one member does not significantly change the troop’s overall actions). When a troop casts resist energy or shield of faith, this represents all the troop’s members casting the spell on themselves. The effects of the spell apply to the entire troop, and successful attacks of opportunity do not have a chance to disrupt the spell-like ability. Likewise, readied actions to disrupt spell-like abilities function only if they can affect the entire area occupied by the troop.
This troop of drow nobles is composed of clerics devoted to a demon lord. They have trained well to fight together and serve their fiendish master.
地精部队Troop, Goblin
这些颤抖,尖叫着的半人大小的类人生物拿着锯齿状的剑和裸露的锯齿状的牙齿。地精部队,
CR5XP 1,600
中立邪恶 小型人型生物(地精,部队亚种)
先攻+7;
感官 60尺黑暗视觉;察觉+8
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防御能力——————————————————————————
防御等级17,接触15,措手不及13(+2护甲,+3敏捷,+1闪避,+1体型)
生命值52(8d8+16);
强韧+6,反射+9,意志+4;
特殊防御:部队特性
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攻击能力——————————————————————————
速度30尺
近战:部队攻击(2d6)
占据20尺;触及5尺
特殊攻击:压倒
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数据——————————————————————————
力量10,敏捷17,体质14,智力10,感知10,魅力6
基础攻击+6;CMB+5;CMD19(无法被绊摔)
专长:闪避,强韧加强,精通先攻,钢铁意志
技能:察觉+8,潜行+15
语言:地精语
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生态——————————————————————————
环境 温带森林或平原(通常是沿海地区)
组织 单独或帮派(2-6)
财宝 标准
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特殊能力:
压倒Overwhelm (Ex) :地精部队的部队攻击对共享占据空间的敌人造成3d6伤害。
一群地精疯狂地咬着牙齿,四肢颤抖,挥舞着刀具。部队中大量的地精人数众多,并且热情的攻击一切他们不必要去攻击的生物。马和狗是他们特别讨厌的目标,如果存在的的话,通常会受到地精部队首当其冲的攻击。
剧透 - :
Troop, Goblin
The pint-sized humanoids who make up this chattering, shrieking mob hold jagged swords and bare jagged teeth.
GOBLIN TROOP CR 5
XP 1,600
NE Small humanoid (goblinoid, troop)
Init +7; Senses darkvision 60 ft.; Perception +8
DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, +1 size)
hp 52 (8d8+16)
Fort +6, Ref +9, Will +4
Defensive Abilities troop traits
OFFENSE
Speed 30 ft.
Melee troop (2d6)
Space 20 ft.; Reach 5 ft.
Special Attacks overwhelm
STATISTICS
Str 10, Dex 17,Con 14, Int 10,Wis 10, Cha 6
Base Atk +6; CMB +5;CMD 19 (can’t be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will
Skills Perception +8,Stealth +15
Languages Goblin
ECOLOGY
Environment temperate forests or plains (usually coastal regions)
Organization solitary or band (2–6)
Treasure standard
SPECIAL ABILITIES
Overwhelm (Ex) A goblin troop deals 3d6 points of damage with its troop attack to foes with whom it shares a space.
A troop of goblins is a frenzied mass of gnashing teeth, thrashing limbs, and wildly swinging knives. Goblins in a troop gain bravery in numbers and eagerly assault creatures they should have no business attacking. Horses and dogs are particularly hated targets and, if present, generally endure the brunt of the goblin troop’s attention.
暴民部队Troop, Outlaw
20多名穿着甲衫和皮甲的男女挥舞着他们的刀剑。暴民部队,
CR7XP 3,200
混乱中立 中型人型生物(人类,部队亚种)
先攻+8;
感官:察觉+12
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防御能力——————————————————————————
防御等级19,接触15,措手不及14(+4护甲,+4敏捷,+1闪避)
生命值82(11d8+33);
强韧+6,反射+13,意志+6;
特殊防御:反射闪避,部队特性
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攻击能力——————————————————————————
速度30尺
近战:部队攻击(3d6+5)
占据20尺;触及5尺
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数据——————————————————————————
力量20,敏捷18,体质16,智力12,感知12,魅力10
基础攻击+8;CMB+13;CMD28(无法被绊摔)
专长:闪避,精通先攻,精通闪电反射,钢铁意志,闪电反射,灵活移动
技能:特技+11,察觉+12,潜行+12,生存+11
语言:通用语
SQ:保护盟友
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生态——————————————————————————
环境 任何土地
组织 单独或帮派(2-4)
财宝 标准
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特殊能力:
保护盟友Protect Ally (Ex) :部队为共享其空间的盟友提供软掩蔽。这样的盟友将部队占据的区域视为困难地形,必须在专注鉴定中通过鉴定(DC=15+法术环级)成功通过,才能在受如此保护的情况下释放法术,并且不会因为进入部队的占据空间而受到部队攻击的伤害。
这些低等级的战斗者虽然各自单独的威胁不大,但是当他们作为部队一起战斗时,会对偏远道路上的旅行者造成严重威胁。
剧透 - :
Troop, Outlaw
Over two dozen men and women clad in chain shirts and leather armor brandish their knives and swords menacingly.
OUTLAW TROOP CR 7
XP 3,200
CN Medium humanoid (human, troop)
Init +8; Senses Perception +12
DEFENSE
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 82 (11d8+33)
Fort +6, Ref +13, Will +6
Defensive Abilities evasion, troop traits
OFFENSE
Speed 30 ft.
Melee troop (3d6+5)
Space 20 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 16, Int 12, Wis 12, Cha 10
Base Atk +8; CMB +13; CMD 28 (can’t be tripped)
Feats Dodge, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Mobility
Skills Acrobatics +11, Perception +12, Stealth +12, Survival +11
Languages Common
SQ protect ally
ECOLOGY
Environment any land
Organization solitary or band (2–4)
Treasure standard
SPECIAL ABILITIES
Protect Ally (Ex) The troop provides soft cover to allies sharing its space. Such allies treat squares occupied by the troop as difficult terrain, must succeed at a concentration check (DC = 15 + spell level) to cast spells while so protected, and don’t take troop damage from being within the troop’s space.
While individually not much of a threat, these low-level fighters turn into a serious menace to travelers on remote roads when they work together as a troop.