作者 主题: 【MC】怪物志(Monster Codex)  (阅读 299534 次)

副标题: 更新部分:战蜥人,本书全本完成6/28/2017

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Re: 怪物志(Monster Codex)
« 回帖 #60 于: 2015-01-13, 周二 15:26:16 »
51楼!

地精轰炸鸡(?)驾驶员
为其他地精争夺制空权的战士会受到部落全体上下的普遍尊重。在战斗爆发时,这些爆炸狂负责在敌人的头顶上抛下炸弹,蜂巢和其他更不堪的东西。


地精轰炸鸡(?)驾驶员,挑战等级3
XP800
地精炼金术士(爆击飞行士变体)4
中立邪恶 小型人型生物(地精亚种)
先攻+4;感官:黑暗视觉60尺;察觉+8
卡拉图的一名和尚……

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Re: 怪物志(Monster Codex)
« 回帖 #61 于: 2015-02-01, 周日 01:21:52 »
食尸鬼



  “丧失爱侣之痛让我消沉不能自拔,如同灰暗的浓雾一样在我的生活中纠缠不去。当我驾着她的灵车在乡间小路上曲折的行驶时,我甚至开始怀疑自己已经失去了享受幸福的一切理由。”

  “沉浸在创伤之中,我丝毫没有注意到潜伏在薄暮中的伏击者。在我最后清醒的意识中,我看到她的棺材被拖出了马车…...”

  “在苍白的月光下醒来,绞肠翻肚的饥饿感与悲伤已经让我失去了最后的理智。追寻着空气中血肉细微的香甜气,我起身奔入树丛,在幽暗的林间空地上见到了我挚爱之人空空如也的棺木,以及一群坐地大啖的食尸鬼。”

  “我抓起她的血和肉,填进自己骚动着的咽喉和肠胃。如此温润,如此美味,我不禁怀疑,在她生前,我们之间是否有过如此之亲密的体验?”
 


——司克文•摩尔伯兰男爵,于坟墓边的忏悔


  人们畏惧墓园的理由有很多,但渴求血肉的食尸鬼绝对是其中最有说服力的原因之一。这些狡猾而危险的不死生物并非缺乏思考与交流的能力,但它们极少将其他的生物看成是食物以外的东西。即使描述食尸鬼的传说已经近乎变成了一种迷信,但毫无疑问,即使是最为穷凶极恶的人也会在饥饿中想起打破吞食人肉者死后的悲惨下场,从而强迫自己犯下进食同族尸体的可怕罪行。

  被自己对于类人生物肉体的无尽饥饿感驱使,食尸鬼必然会吸附在智慧生物社会的边缘,通过传染食尸鬼热病稳定地增加族群的数量。无无论是呈爆发性的突然增长或是缓慢的蔓延,唯一能够有效解决某一区域内的食尸鬼问题的方法就是清除掉该区域内所有的个体。自然而然的,人们也因为它们携带的疾病而畏惧食尸鬼,因为在短暂的潜伏期之后,感染食尸鬼热病的人将会承受可怕的命运:他们的身体开始拒绝普通的食物和水,以及不自然的,掏心挖肺般的饥饿。摄食死尸的肉可以暂时缓解患者的苦难.但最终,绝望与空虚会彻底击垮他;抛弃了活人的肉体和道德,一个新的食尸鬼完成自己的转换。

  大多数食尸鬼憎恶自身的存在,对共享饥渴的“同族”也没有任何情谊可言。尽管如此,食尸鬼仍然会被天性驱使而聚集成群,为的是更有效的自卫与猎获食物,不过也也只是简单的利用人数优势而已。一个食尸鬼会对强有力的领袖表示尊重,但如果这个领袖无法为它提供更多的食物,食尸鬼也会毫不犹豫的背叛。虽然妖鬼(Ghast)比大多数食尸鬼要强壮,但它们过于野蛮的习性很难吸引其他食尸鬼的追随。当妖鬼出现时,食尸鬼群一般会选择利用这个机会,引导狂野的妖鬼率先攻击精灵社区,它们是对普通食尸鬼来说通常很难攻下的目标。

  食尸鬼会自发的被社区周边的墓园所吸引,许多食尸鬼甚至会选择长期以坟墓为家。小群食尸鬼经常在公墓地下挖出栖身的地道和洞穴,当获悉新鲜尸体下葬到墓室中以后,通过这些坑道将其偷走并分食。所以,细心的守墓人可以通过检查墓地中是否有不正常的地陷和坑洞来判断是食尸鬼滋生的情况。虽然食尸鬼可能会满足于食用死尸数年的时间,但在它们的饥饿感终于成长到无法抑制的程度时,几乎所有的食尸鬼都会堕落到以猎杀和吞噬活物来满足自己嚎叫的欲望。

  并非全部食尸鬼都以幽暗的坑道和墓穴为家。在一些边远或文化异常的地区有着食尸鬼与其他不死生物掌管,将人型种族当做食用牲口培养的城市甚至是整个国度存在。在这些死者王国中,虽然统治者往往是吸血鬼或是巫妖这样强大的生物,但很多食尸鬼会因为它们天生的狡诈和才智赢取和控制中层管理者的位置,因此食尸鬼能够爬上权力顶峰这种情况也不是闻所未闻。在食尸鬼管理的政体中,与邻近的凡人国家保持小心翼翼的和平,并进口奴隶(或是廉价的死尸)是大多数国民关心的重点;规模足够大的死人国会大批量养殖活人奴隶,命令他们自耕自食,同时阶段性地选出适宜屠宰的群体来供养不死生物市民。

  栖息在水体为主的环境中的食尸鬼,或称水鬼(Lacedon)会在接近水栖类人生物(如鱼人或洛卡鱼人)的社区的暗礁与水下岩窟中潜伏。和它们在地上活动的表亲一样,水鬼被水之民所憎恶和畏惧。码头与航道是水鬼的猎场,它们在失事船只散落的残骸与落水者的尸体间欢宴;只要探知到水体中的一丝人类的血腥气,水鬼就可以依赖自己的机动性,追寻数英里远以捕获猎物。

  关于更多有关食尸鬼的信息可以在怪物手册中找到。


引用
边栏:食尸鬼之饥渴
  食尸鬼的饕餮狂热是众所周知的恶习——但事实上,作为不死生物食尸鬼根本就不需要进食,它们可以数千年不摄入任何食物却仍然保持超人的活性与力量。但无论如何,支配食尸鬼的食肉欲仍然毫无疑问是这种怪物的基本特征。

  从生理结构上看,食尸鬼的外观会随着它们的进食情况而变化,这点和人类有些相似;大多数食尸鬼体型瘦削,但充分进食的食尸鬼可能会看起来更“肉”一些。虽然如此,进食程度并不会影响食尸鬼的肉体力量。饱腹的食尸鬼可能会感觉比较良好,但在战斗时的能力与饿了几个月的绝望食尸鬼基本上没什么区别。除开体型的差异外,食尸鬼充盈负能量的身躯总是使它们拥有超自然的腕力和敏捷。

  食尸鬼对肉质的偏好是因鬼而异的。大多数食尸鬼喜欢腐败肿胀的肉食而非新死的尸首,有些食尸鬼美食家甚至会随身携带装着“腌制”中的尸肉的小盒以备不时之需。同样,食尸鬼在挑选目标下手时也有属于自己口味的考量,一些食尸鬼认为年老的人吃起来更有嚼头也更有滋味,而另一些食尸鬼则主张年轻鲜嫩的尸体才是利于健康的选择。而最有恶趣味也最残忍的食尸鬼会捆缚尚未死去的受害者,欣赏他们在被慢慢吃掉时脸上的表情。

  在很少的情况下,一个食尸鬼可能完全掌控自己超自然的饥渴,开始脱离被饕餮欲支配的怪物这一简单低下的角色。在如何抑制自己的欲望这一点上,这些食尸鬼大师有着自己独到的方法;有些食尸鬼纯靠自己强大的意志力克服饥饿,另一些则选择规律、控制的进食以缓解饥渴的影响。最有天赋的食尸鬼会将自己的欲望转化为对侍奉神祗的狂热或是内在的奥术力量。


新规则
以下内容包括了食尸鬼术士的常见血脉,以及它们偏爱的专长和法术。


食尸鬼术士血脉
一些食尸鬼,或是祖先感染过食尸鬼热病但又奇迹般生还的术士可能会拥有这一血脉力量。


尸鬼 Ghoul
你呼唤以饥渴折磨你的亡灵根源,引导它充盈你的魔法。

本职技能:潜行

奖励法术:衰弱射线(3级),尘埃之宴APG(5级),吸血鬼之触(7级),恐惧术(9级),饥饿大地*(11级),移土术(12级),操控亡灵(15级),邪恶光环(17级),女妖之嚎(19级)

奖励专长:奥术打击,战斗施法,猛力攻击,技能专攻(知识[宗教]),法术专攻(死灵系),健壮,挖坟者*,武器娴熟

血统奥秘:每当你施放一个造成生命值伤害的死灵系法术时,你会回复相当于这个法术环数的生命值。

血统力量:支撑你的存在,但不断勾引着你饥饿苦难的死灵能量为你提供了黑暗的魔力。

 鬼爪 Ghoulish Claws:在1级时,以自由动作你可以伸出一对锋利的爪子,它们是主要天生武器,并且你可以在整轮攻击时使用最高的基础攻击加值使用它们发动攻击。每次爪抓造成1d4(小体型是1d3点)加上你的力量调整值点伤害;在5级时,被你的爪子伤害的生物会麻痹1轮,如同食尸鬼的麻痹能力(通过强韧检定则无效);在7级时,爪抓导致麻痹的时间会上升到1d4+1轮,并且它们在克服伤害减免时会视为魔法武器。你每天可以使用爪子的轮数等同于3+你的魅力调整值轮,这些轮数不必叠加。

  如果你是一个食尸鬼并拥有尸鬼血脉,你的食尸鬼热病与麻痹能力在计算豁免DC时可以将你的HD与术士等级叠加。

尸皮 Leathery Skin:在3级时,你获得寒冷抗力5与+1天生护甲加值;在9级时,这个寒冷抗力增加到10,天生护甲加值上升到+2;在15级时,这个天生护甲加值增加到+4。

嗜食之狂热 Ravenous Frenzy:在9级时,你每天可以获得相当于法术加速术的效果,持续相当于你的术士等级的轮数,这些轮数不必连续。如果你在激活本能力的情况下在一次整轮攻击是同时以两次爪抓攻击命中一个生物,这个生物还会承受1d4点流血伤害。

刨土者 Earth Crawler:在15级时,你获得掘穴速度30尺。除此之外,只要你的周围包围着至少5尺泥土或石头,你就会获得快速医疗10,你可以以此法每日恢复的生命值等同于10x你的术士等级。

  喰种 Ghoulish Aspect:在20级时,你的自身到心全部化为最纯粹的饕餮怪兽。你不再需要进食,也不会感受到饥饿(但仍然可以品尝和消化血肉)。你免疫寒冷、非致命伤害、麻痹和睡眠,并获得DR5/-,以及范围为10尺的恶臭灵光,任何被恶臭影响且在豁免检定上失败的生物都会因此恶心1d4+1轮。在决定本能力的豁免DC时,你可以使用术士等级的一半来取代原本要求的种族HD的一半。


食尸鬼专长
食尸鬼会学习这些专长以强化自己与死俱来的怪异能力。


形销骨立 Bag of Bones
  你的不死生物本质已经改变了作为凡人的基本形态

先决条件:食尸鬼
专长效果:在计算挤进狭窄空间而承受的惩罚时,你的体型视为小一级,并且你的逃脱术检定获得+5表现加值。如果你拥有至少10个HD,这个加值上升到+4。(注:BUG


僵尸伙伴 Corpse Companion
  你的动物伙伴也变成了不死怪物

先决条件:食尸鬼,动物伙伴职业能力
专长效果:你的动物伙伴的生物类型转变为不死生物,但它原有的HD,基础攻击加值,豁免加值技能与技巧不会改变,它失去体质值,但魅力值上升到12。如果你的僵尸伙伴被摧毁,那么你获得新的动物伙伴时它也会自动变为不死生物,拥有同样的调整。


老而不死 Old as Dust
  你已经死了太久太久,以至于摧毁你几乎不可能

先决条件:休眠者*,挖坟者*,成为食尸鬼至少500年
专长效果:当你的生命值降低到0时,你不会被摧毁——除非把你抛进圣水或是火堆,又或是通过治疗法术和正能量攻击,否则你不可能被彻底消灭。当你的生命值降为0时,你失去意识,直到下一个午夜或是你获得了足够的治疗为止,在前者的情况,你在苏醒时会恢复每HD1点的生命值。


休眠者 Sleeper
  找一个土坑躺下,你可以获得更快的恢复速度

先决条件:食尸鬼,挖坟者*
专长效果: 只要你的周围包围着至少5尺泥土或石头且不进行任何动作,你就可以每10分钟恢复1点生命值。


挖坟者 Warren Digger
  你挖墓无数,最后你可以像在水里游泳一样挖穿千年古坟

先决条件:食尸鬼
专长效果:在挖掘泥土,沙子或泥地时,你获得10尺掘穴速度。
专长效果:你可以多次选择本专长。每次你选择本专长时,你的掘穴速度增加10尺,最高不超过你的基本陆地移动速度。


食尸鬼法术
长期为对尸肉的饥渴而折磨的食尸鬼发明了这些法术。

鲜肉伪装 Fleshly Facade
学派:变化系(变形);等级:炼金术士2,吟游诗人2,审判者2,术士/法师2,女巫2
施法时间:1个标准动作
成分:语言,姿势
距离:接触
法术范围:被接触的不死生物
持续时间:10分钟/等级
豁免:可(无害);法术抗力:可(无害)

  你将目标的外形变得健康,自然而生机勃勃。目标将恢复自己生前的外观(如果他的体型仍然配合)。如果有其他角色试图通过法术侦测不死生物探知目标的真实身份,他就必须通过一个DC等同于本法术DC的豁免检定才能看穿该不死生物的伪装。如果被本法术伪装的不死生物拥有智能,它可以在伪装成活物或是新死尸体的易容检定上获得+10加值。如果不死生物拥有某种会严重阻碍它伪装的特征(比如食尸鬼的爪子和獠牙),这些特征会暂时变得不那么显眼(缩回),但与此同时,不死生物在使用这些特征作为天生武器攻击时也会受到视为体型小一级的惩罚。没有任何血肉的生物无法获得本法术的好处。


饥饿大地 Hungry Earth
学派:变化系;等级:德鲁伊5,术士/法师5,女巫5
施法时间:1个标准动作
成分:语言,姿势
距离:中距(100尺+10尺/等级)
法术范围:20尺爆发
持续时间:1轮/等级
豁免:无;法术抗力:

  你呼唤土地的残酷,它开始尝试束缚和吞食在其上的生物以填补自己的饥渴。

  在你施法以及之后法术持续的每轮开始时,任何接触到法术影响区域地面的生物都会受到一次擒抱战技检定攻击,然后进入该范围的生物也会立刻受到影响,大地并不会因此而受到借机攻击在计算这次战技攻击的CMB时,它的CMB加值视为你的施法者等级+5,大地每轮只会发动一次擒抱尝试,并以同样的结果影响所有在其中的生物。

  每次大地成功的对其上的生物发动了战技攻击,它就会将被抓住的生物拖进土壤深处并最终将它们彻底吞没。土地的第一次战技攻击成功时,目标被擒抱,且在挣脱擒抱(通过DC20的逃脱术技能检定或战技检定对抗)前无法移动,且大地对已经被擒抱的目标获得战技攻击检定的+5加值;第二次战技攻击成功,目标将被拖进地面,击倒至俯卧状态;第三次战技攻击成功,目标将被完全埋入地下,并必须屏息否则将开始窒息。

  在挣脱擒抱或是法术结束以前,被掩埋的生物无法尝试逃脱,在被拖进地面以后,从擒抱状态逃脱的DC还会上涨到25。



食尸鬼潜伏者
虽然所有的食尸鬼都有潜质成为夜幕中的寂静杀手,有一部分食尸鬼则特别研究了如何从敌人猝不及防之处发动突击的战术,并以此结合自己族群的数量来伏击围猎强大的敌人。

恶毒食尸鬼,挑战等级3
XP800
食尸鬼游荡者3
混乱邪恶 中型不死生物
先攻+4;感官:黑暗视觉60尺;察觉+11
====================================================================
防御能力
====================================================================
防御等级18,接触14,措手不及14(+2护甲,+4敏捷,+2天生)
生命值37(5d8+15)
强韧+4,反射+7,意志+7
特殊防御:引导抗力+2,反射闪避,陷阱感知+1;免疫:不死生物特性
====================================================================
攻击能力
====================================================================
速度30尺
近战:啮咬+7(1d6+3附加疾病和麻痹),2爪抓+7(1d6+3附加麻痹)
特殊攻击:疾病(DC14),麻痹(1d4+1轮,DC14,精灵对本能力免疫),偷袭+2d6
====================================================================
数据
====================================================================
力量17,敏捷19,体质-,智力13,感知16,魅力16
基础攻击+3;CMB+6;CMD 20
专长:形销骨立*,猛力攻击,武器娴熟
技能:特技动作+12,唬骗+11,攀爬+11,解除装置+5,逃脱术+17,威吓+11,察觉+11,手上功夫+12,潜行+12
语言:通用语,地底通用语语
特殊:游荡者天赋(流血攻击+2),寻找陷阱+1
战斗装备:高等魔牙术药水,造成中伤药水,绊足包
其他装备:皮甲,精制品轻型十字弓和20支弩矢,204GP


食尸鬼跟踪者,挑战等级6
XP2400
食尸鬼游荡者6
混乱邪恶 中型不死生物
先攻+5;感官:黑暗视觉60尺;察觉+14
====================================================================
防御能力
====================================================================
防御等级18,接触15,措手不及13(+1护甲,+5敏捷,+2天生)
生命值74(8d8+38)
强韧+5,反射+10,意志+8
特殊防御:引导抗力+2,反射闪避,陷阱感知+2,直觉闪避;免疫:不死生物特性
====================================================================
攻击能力
====================================================================
速度30尺
近战:啮咬+8(1d6+3附加疾病和麻痹),2爪抓+8(1d6+3附加麻痹)
远程:+1复合短弓+10/+10(1d6+4/x3)或+1复合短弓+12(1d6+4/x3)
特殊攻击:疾病(DC14),麻痹(1d4+1轮,DC14,精灵对本能力免疫),偷袭+3d6
====================================================================
数据
====================================================================
力量17,敏捷20,体质-,智力13,感知16,魅力16
基础攻击+5;CMB+8;CMD 23
专长:近程射击,精确射击,快速射击,健壮,武器娴熟,武器专攻(短弓)
技能:特技动作+16,唬骗+10,攀爬+14,解除装置+8,逃脱术+16,威吓+10,知识(地城)+12,察觉+14,察言观色+14,潜行+16
语言:通用语
特殊:游荡者天赋(武器训练,巧手游荡者,稳行者),寻找陷阱+3
战斗装备:+1霜寒箭矢x4,+1破敌(人类)箭矢x3,造成轻伤药水 其他装备:防御护腕+1,+1复合短弓和20支箭,62GP




食尸鬼猎师
和大多数避免直接战斗而专注于偷袭与掠夺死尸的食尸鬼不同,猎师会沉醉与追杀自己猎物的过程。

食尸鬼猎师,挑战等级7
XP3200
食尸鬼游侠6
混乱邪恶 中型不死生物
先攻+5;感官:黑暗视觉60尺;察觉+14
====================================================================
防御能力
====================================================================
防御等级20,接触15,措手不及15(+3护甲,+5敏捷,+2天生)
生命值80(8HD,2d8+6d10+38)
强韧+9,反射+10,意志+8
特殊防御:引导抗力+2;免疫:不死生物特性
====================================================================
攻击能力
====================================================================
速度40尺
近战:+1啮咬+13(1d6+3附加疾病和麻痹),2+1爪抓+13(1d6+3附加麻痹)
远程:精制品复合长弓+13/+8(1d8+2/x3)
特殊攻击:战斗流派(弓术),宿敌(精灵+2,人类+4),疾病(DC15),麻痹(1d4+1轮,DC15,精灵对本能力免疫),

已准备游侠法术(施法者等级3;专注+6)
1环——大步奔行,魔牙术
====================================================================
战术
====================================================================
战斗前:猎师为自己施放大步奔行,并用高等魔牙术魔杖加强自己和自己的动物伙伴。
====================================================================
 数据
====================================================================
力量15,敏捷20,体质-,智力13,感知16,魅力18
基础攻击+7;CMB+9;CMD 24
专长:僵尸伙伴*,坚忍,精通天生武器攻击(爪抓),近程射击,快速射击,武器娴熟,武器专攻(爪抓)
技能:特技动作+13(用于跳跃时+17),攀爬+13,解除装置+13,察觉+14,潜行+16,生存+14,游泳+9
语言:通用语,地底通用语
特殊:偏好地形(地底+2),猎手羁绊(动物伙伴),追踪者+3,理解动物+10
战斗装备:+1破敌(人类)箭矢x3,+1寻踪箭矢x2造成中伤药水,高等魔牙术魔杖(剩余12发)
其他装备:精制品镶嵌皮甲,精制品复合长弓和50支箭,42GP


猫僵尸,挑战等级-
猫动物伙伴
绝对中立 小型不死生物
先攻+6;感官:黑暗视觉60尺,昏暗视觉;灵敏嗅觉;察觉+5
====================================================================
防御能力
====================================================================
防御等级28,接触12,措手不及25(+4护甲,+3敏捷,+12天生,-1体型)
生命值93(11d8+44)
强韧+10,反射+10,意志+6
====================================================================
攻击能力
====================================================================
速度50尺
近战:+1啮咬+10(1d4+2附加摔绊),2+1爪抓+11(1d2+2)
远程10尺;触及5尺;
====================================================================
数据
====================================================================
力量13,敏捷22,体质-,智力2,感知12,魅力12
基础攻击+2;CMB+2;CMD 18(对抗摔绊时为28)
专长:武器娴熟,武器专攻(爪抓)
技能:特技动作+18(用于跳跃时+19),察觉+5,潜行+14
特殊:战斗训练,技巧(攻击,来,捡拾,看守,搜索,停留,追踪)





食尸鬼指挥官
这些食尸鬼对生者怀有刻骨的恨意,它们往往领导着一群志同道合的食尸鬼,或是为食尸鬼君主做保镖或将军。

食尸鬼指挥官,挑战等级8
XP4800
食尸鬼反圣武士7
混乱邪恶 中型不死生物
先攻+3;感官:黑暗视觉60尺;察觉+15
灵光:战栗(10尺)
====================================================================
防御能力
====================================================================
防御等级21,接触13,措手不及18(+6护甲,+3敏捷,+2天生)
生命值99(9HD,2d8+7d10+52)
强韧+13,反射+9,意志+15
特殊防御:引导抗力+2;免疫:疾病,不死生物特性
====================================================================
攻击能力
====================================================================
速度20尺
近战:精制品巨斧+15/+10(1d12+7/19-20),啮咬+8(1d6+5附加疾病和麻痹)或啮咬+13(1d6+5附加疾病和麻痹),2爪抓+13(1d6+5附加麻痹)
远程:精制品复合短弓+12/+7(1d6+5/x3)
特殊攻击:引导负能量(DC17,4d6),疾病(DC15),麻痹(1d4+1轮,DC15,精灵对本能力免疫),破善斩3次/天(+4攻击和AC,+7伤害)

反圣武士类法术能力(施法者等级7;专注+11)
随意施放——侦测善良

已准备反圣武士法术(施法者等级7;专注+11)
2环——亵渎术
1环——变颜术,造成轻伤(DC15)
====================================================================
战术
====================================================================
战斗前:食尸鬼指挥官和它的炼狱凶暴野猪仆从一起出战。如果它的任务是某一区域的防守,他会事先准备好亵渎术(这些加值已经计入数据)。
战斗中:指挥官骑乘在自己的坐骑身上冲入战斗,以巨斧横扫敌人。
====================================================================
 数据
====================================================================
力量20,敏捷17,体质-,智力13,感知16,魅力18
基础攻击+8;CMB+13;CMD 26
专长:顺势劈,精通重击(巨斧),近程射击,猛力攻击,健壮,武器专攻(巨斧)
技能:唬骗+11,威吓+16,,察觉+15,骑术+12
语言:通用语,地底通用语
特殊:暴行(疲乏,恍惚),邪恩(炼狱凶暴野猪仆从),堕落之触7次/天(3d6)
战斗装备:造成重伤卷轴
其他装备:精制品胸甲,精制品巨斧,精制品复合短弓和50支箭,力量腰带+2,79GP

当食尸鬼们结成有规模的组织的时候,负责领导团体行动的食尸鬼指挥官会成为它们中的核心人物。在很多由“文明”的食尸鬼统治的城市甚至是国家中,食尸鬼指挥官则扮演着军事长官的活动,带领手下的“列兵“们执行作战任务或是行军。当更高级的食尸鬼统治者的命令下达以后,食尸鬼指挥官需要将这些任务转变为有效的策略与组织分配并盯住的手下,监视它们有效的去执行这些任务——当然,至少是在形势变的糟糕以前。




食尸鬼谋杀者
有些食尸鬼离开了墓园,转而在城镇或乡村中栖身。通过魔法与自己的易容手段,这些伪装的杀人鬼从阴影中出手,然后将猎物拖走享用。

假面谋杀者,挑战等级8
XP4800
食尸鬼吟游诗人(丧歌咏者)UM8
混乱邪恶 中型不死生物
先攻+7;感官:黑暗视觉60尺;察觉+15
====================================================================
防御能力
====================================================================
防御等级20,接触13,措手不及17(+5护甲,+3敏捷,+2天生)
生命值113(10d8+68)
强韧+8,反射+9,意志+11;对抗死灵系效果额外+4
特殊防御:引导抗力+2;免疫:疾病,不死生物特性
====================================================================
攻击能力
====================================================================
速度30尺
近战:啮咬+10(1d6+2附加疾病和麻痹),2爪抓+11(1d6+2附加麻痹)
远程:精制品复合短弓+11/+6(1d6+2/x3)
特殊攻击:吟游诗人表演(移动动作;破咒曲,末日丧歌[DC20],清心,迷魂[DC20],提振技能+3,激发勇气+2,暗示[DC20]),疾病(DC17),麻痹(1d4+1轮,DC19,精灵对本能力免疫)

已知吟游诗人法术(施法者等级8;专注+14)
3环(3次/天)——困惑术(DC19),深重绝望(DC19),花言巧语
2环(6次/天)——快板演奏UM(Allegro),鲜肉伪装*(DC18),造成中伤(DC18),镜影术
1环(6次/天)——变颜术,脚底抹油,狂笑术(DC17),衰弱射线(DC17),无声幻影(DC17)
0环(随意戏法)——侦测魔法,幻音术(DC16),法师之手,传讯术,魔法伎俩(DC16),召唤乐器
====================================================================
战术
====================================================================
战斗前:这个诡诈的杀手将自己伪装成人类以接近目标,如果情况允许,它尽量避免战斗——除非食尸鬼对进食的热望占据上风。
战斗中:如果自己的伪装被看破,杀手以困惑术展开战斗,然后再进行吟游诗人表演(通常是末日丧歌)。在加入近身战时,它施放快板演奏来获得额外的攻击次数。
====================================================================
 数据
====================================================================
力量15,敏捷17,体质-,智力17,感知14,魅力22
基础攻击+7;CMB+9;CMD 22
专长:能力专攻(麻痹),战斗施法,精通先攻,武器娴熟,武器专攻(爪抓)
技能:唬骗+19,交涉+19,易容+19,威吓+19,知识(奥术)+16,知识(本地)+20,知识(宗教)+15(用于辨识不死生物时为+19),表演(演讲)+14,表演(打击乐)+19,察觉+15
语言:通用语,矮人语,精灵语,地底通用语
特殊:轶闻知识+4,阴魂缭绕(+4用于挫败士气的威吓检定,-2对抗吟游诗人的恐惧效果),坟场奥秘
战斗装备:+1雷霆箭矢x4,隐形术药水,人类定身术卷轴,造成轻伤魔杖(50发)
其他装备:+1链甲衫,精制品复合短弓和10支箭,魅力头带+2,易容工具包,10GP

假面谋杀者依靠话语和诡计接近潜在的人类猎物,在对方意识到它的真面目以前,食尸鬼的爪子就已经将他们紧紧抓牢。谋杀者运用魔法,比如法术鲜肉伪装来加强自己的伪装,但除此之外,它也了解普通易容术的诀窍和填补自己外貌缺陷的方法,在魔法被人看穿时仍然可以借此全身而退。

熟知如何培养自己的食物链,假面谋杀者会从低处着手:诱惑酒馆里的农民和劳工,然后将这些酒酣耳热的猎物骗到无人知晓的隐蔽地点杀戮和吃掉。然后,它会慢慢依靠自己的关系网与能力向上爬,直到能够猎食贵族与富人的细皮嫩肉为止。对这些食尸鬼来说,它们的“品位”也是会随着时间以及打交道的人而不断提高的。

不幸的是,长时间的隐藏在活人社会中会导致谋杀者饥渴的不死生物本质和它的社会意识产生激烈的冲突。每当谋杀者的饕餮欲望盖过它对于其他事物压抑的感情,它们往往会展现出比其他“野生”的食尸鬼更狂热而野蛮的行为。




挖坟老鬼
长年累月的挖坟让这些古老的食尸鬼开始慢慢通晓大地魔法。在掌握了足够强的法力以后,这些食尸鬼往往会上升到食尸鬼领袖的地位,或是在有规模的食尸鬼城市中作为统治者阶级存在。

挖坟老鬼,挑战等级10
XP9600
食尸鬼先知10
混乱邪恶 中型不死生物
先攻+4;感官:黑暗视觉60尺;察觉+17
====================================================================
防御能力
====================================================================
防御等级22,接触14,措手不及18(+4护甲,+1偏斜,+4敏捷,+3天生)
生命值112(12d8+58)
强韧+8,反射+8,意志+13
特殊防御:引导抗力+2;免疫:不死生物特性
====================================================================
攻击能力
====================================================================
速度30尺
近战:+1啮咬+14(1d6+6附加疾病和麻痹),2+1冻寒爪抓+15(1d6+6附加麻痹)
远程:投石+13/+8(2d4+7)
特殊攻击:疾病(DC15),麻痹(1d4+1轮,DC15,精灵对本能力免疫)

已知先知法术(施法者等级10;专注+14)
5环(3次/天)——焰击术(DC19),群体造成轻伤,石肤术
4环(6次/天)——神能,造成致命,四级召唤怪物,石墙术(DC18)
3环(7次/天)——操纵死尸,目盲/耳聋术(DC17),解除魔法,造成重伤,融身入石
2环(7次/天)——黑暗术,亵渎术,人类定身术(DC16),造成中伤(DC18),灵能武器,召岩术APG
1环(7次/天)——命令术(DC15),熵光护盾,造成轻伤,脱困指令UC,魔石术,隐雾术,虔诚之盾
0环(随意祷念)——出血术(DC14),造水术,侦测魔法,侦测毒素,神导术,修复术,阅读魔法,提升抗力,火花术APG
秘示域:岩石
====================================================================
战术
====================================================================
战斗前:在嗅到战斗的气味时,老鬼立刻喝下高等魔牙术和法师护甲药水,然后潜地,在它的手下和敌人缠斗的时候利用晶体视觉能力观察形势。
战斗中:老鬼倾向于保持远距离战斗,利用攻击性法术,召唤生物与灵能武器纠缠敌人,自己则保持躲在地下。如果他被迫和敌人正面交锋,老鬼会用爪牙给对方留下深刻的教训。
====================================================================
 数据
====================================================================
力量20,敏捷18,体质-,智力15,感知14,魅力18
基础攻击+8;CMB+13(用于摔绊时+17);CMD 27(对抗摔绊时为33,对抗冲撞时为31)
专长:战斗反射,额外启示,高等摔绊,精通天生护甲,精通摔绊,猛力攻击,即时备战,武器专攻(爪抓)
技能:唬骗+16,交涉+19,威吓+19,察觉+17,潜行+18
语言:邪灵语,通用语,龙语,土族语,地底通用语,巧言术(只能理解)
特殊:先知诅咒(饶舌[邪灵语]),启示(晶体视觉,潜地,掷石,稳如磐石)
战斗装备:高等魔牙术药水,法师护甲药水
其他装备:+2力量腰带,抗力斗篷+1,冻寒重拳护符,防护戒指+1,投石x10,黑玛瑙(价值1000GP),银尘(价值25GP)




食尸鬼君主
古老的食尸鬼术士擅长以自己为中心编织傀儡网络。同时依赖魔法技艺与人格魅力,他们可以如臂使指般的操纵成群的死灵与凡人奴仆四处奔走。

食尸鬼君主,挑战等级12
XP19200
食尸鬼术士12
混乱邪恶 中型不死生物
先攻+10;感官:黑暗视觉60尺;察觉+20
====================================================================
防御能力
====================================================================
防御等级23,接触17,措手不及17(+4护甲,+1偏斜,+6敏捷,+2天生)
生命值176(14HD,2d8+12d6+125)
强韧+10,反射+12,意志+14
特殊防御:引导抗力+2;回避侦测;免疫:不死生物特性;抗力:寒冷10
====================================================================
攻击能力
====================================================================
速度30尺;掘穴10尺
近战:啮咬+13(1d6+1附加疾病和麻痹),2爪抓+13(1d6+1附加麻痹)
远程:投石+13/+8(2d4+7)
特殊攻击:疾病(DC23),麻痹(1d4+1轮,DC23,精灵对本能力免疫);嗜食之狂热12次/天

已知术士法术(施法者等级12;专注+18)
6环(4次/天)——误导术(DC22),移土术
5环(6次/天)——支配人类(DC21),饥饿大地*(DC21),绞杀APG(DC21)
4环(7次/天)——二级兽型术,黑触手,次元门,恐惧术
3环(7次/天)——气化形体,闪电束(DC19),回避侦测,臭云术(DC19),吸血鬼之触
2环(8次/天)——变身术,命令死灵(DC18),虚假生命,尘埃之宴APG(DC18),隐形术,镜影术
1环(8次/天)——燃烧之手(DC17),油腻术(DC17),法师护甲,隐雾术,虚弱射线(DC17),无声幻影
0环(随意祷念)——秘法印记,舞光术,眩晕术(DC16),侦测魔法,光亮术,法师之手,传讯术,魔法伎俩(DC16),寒冰射线,阅读魔法
术士血脉:尸鬼
====================================================================
战术
====================================================================
战斗前:食尸鬼君主为自己加持虚假生命,法师护甲和回避侦测。
战斗中:君主避免直接作战——除非他能够利用支配人类或是魔魂壶占据强有力的敌方斗士。在战斗开始时,君主施放瞬发油腻术与饥饿大地困住敌人的施法者,并且利用控制性法术而非直接打击法术削弱敌人,支援自己的下属。当对方的施法者造成麻烦的时候,他优先使用黑触手与绞杀迫使他们出局。
士气:当威胁逼近时,君主迅速使用掘地能力逃走或是躲避到他事先准备的避难所中。
====================================================================
 数据
====================================================================
力量13,敏捷22,体质-,智力15,感知16,魅力22
基础攻击+7;CMB+8;CMD 25
专长:施法免材,精通先攻,闪电反射,老而不死*,休眠者*,法术瞬发,健壮,挖坟者*,武器娴熟
技能:唬骗+13,威吓+23,察觉+20,辨识法术+19,潜行+28
语言:通用语,龙语,土族语,地底通用语,
特殊:血脉奥秘(使用死灵系法术时获得治疗)
战斗装备:+2绸礼装UE,敏捷腰带+2,魅力头带+2,防护戒指+1,追踪者面具UE,470GP





食尸鬼化生物
食尸鬼经常会培育特定的生物,再将他们转化为食尸鬼。尸鬼蝙蝠,黯翼蝠,僵尸犬都是它们钟爱的食尸鬼化生物类型。

黯翼蝠 Sootwing Bat
这只蝙蝠拖着一条长长的舌头,它的翅膀尖上生出一串骨刺。


黯翼蝠,挑战等级1/2
XP200
混乱邪恶 超小型不死生物
先攻+1;感官:盲视20尺,黑暗视觉60尺;察觉+5
====================================================================
防御能力
====================================================================
防御等级14,接触13,措手不及13(+1敏捷,+1天生,+2体型)
生命值7(2d8-2)
强韧-1,反射+1,意志+4
特殊防御:引导抗力+2;免疫:不死生物特性
====================================================================
攻击能力
=======
速度5尺;飞行40尺(机动性完美)
近战:啮咬+4(1d3-3附加疾病和麻痹)
占据:2又1/2尺;触及0尺
特殊攻击: 疾病(DC10),麻痹(1d4+1轮,DC10,精灵对本能力免疫)
====================================================================
数据
====================================================================
力量5,敏捷12,体质-,智力2,感知13,魅力8
基础攻击+1;CMB+0;CMD 7
专长:武器娴熟
技能:飞行+9,察觉+5(在使用盲视时为+9);种族调整值:使用盲视时+4察觉
====================================================================
生态
====================================================================
环境:任意陆地
装备:单独或成群(4-12)
财宝:
====================================================================
特殊
====================================================================
  疾病(Su):食尸鬼热疫,见食尸鬼。


  食尸鬼施法者经常使用这种尸鬼蝙蝠的小小小近亲当做自己的魔宠,拥有5个施法者等级和进阶魔宠专长的邪恶阵营施法者可以召唤黯翼蝠作为魔宠,黯翼蝠魔宠可以为主人提供+1引导抗力(如果主人拥有引导抗力的话)。




僵尸犬 Ghoul Hound
深陷,紧绷的死皮挂在这犬型动物的骨头上,它的尖牙长而泛黄。


僵尸犬,挑战等级1
XP400
混乱邪恶 中型不死生物
先攻+6;感官:黑暗视觉60尺;察觉+6
====================================================================
防御能力
====================================================================
防御等级14,接触12,措手不及12(+2敏捷,+2天生)
生命值13(2d8+4)
强韧+2,反射+2,意志+5
特殊防御:引导抗力+2;免疫:不死生物特性
====================================================================
攻击能力
=======
速度50尺
近战:啮咬+5(1d6+6附加疾病和麻痹和摔绊)
特殊攻击: 疾病(DC13),麻痹(1d4+1轮,DC13,精灵对本能力免疫)
====================================================================
数据
====================================================================
力量18,敏捷15,体质-,智力2,感知14,魅力14
基础攻击+1;CMB+5;CMD 17(对抗摔绊时为21)
专长:精通先攻
技能:察觉+6;潜行+6
====================================================================
生态
====================================================================
环境:任意陆地
装备:单独,警犬队(2-4附加2-4个食尸鬼)或成群(4-6附加2-4个食尸鬼)
财宝:
====================================================================
特殊
====================================================================
  疾病(Su):食尸鬼热疫,见食尸鬼。

食尸鬼饲养僵尸犬,和人类养狗差不多——大多数食尸鬼只把它们当做好用的追猎工具,而另一些则会养自己中意的僵尸犬作为宠物。和它们活着的时候一样,僵尸犬忠于主人

  战僵尸犬(CR2):这种大体型的僵尸犬是食尸鬼特别培育来作为坐骑的品种。战僵尸犬拥有巨化生物简单模板,并且拥有额外+10尺陆地速度。



食尸鬼遭遇
食尸鬼是狡诈而精明的对手,几乎在任何与不死生物有关的战役中它们都有合适自己扮演的角色。

双料杀人犯 Second-Story Killer(挑战等级5)
这些隐秘的食尸鬼连环杀手在大城市或村庄的边缘地带藏身,恐吓当地的居民,一旦出手就会屠杀全家上下。肆虐一地几周以后,它们就会谨慎地换一个地方继续猎食。

恶毒食尸鬼(挑战等级3)
生命值37,XP800

两个食尸鬼(挑战等级1)
生命值13,XP400


食尸鬼猎杀小队 Ghoul Hunting Party(挑战等级10)
食尸鬼会组织杀手团队解决某个特定的麻烦目标,或是简单的增加杀戮效率来填饱肚子。一支猎杀小队通常也是伏击商队或是小村庄的标准队伍组成。。

食尸鬼指挥官(挑战等级8)
生命值99,XP4800

食尸鬼猎师(挑战等级7)
生命值80,XP3200

四个食尸鬼(挑战等级1)
生命值13,XP400


黑暗公会 The Guild(挑战等级10)
每一个盗贼公会都有它见不得光的一面。通常来说,这代表了它的强制力手段——然后和公会结下梁子的家伙都会从此消失,连骨头都不剩。这个遭遇比较适合作为模组的一部分情节出现,并且可以与双料杀手遭遇或是游荡者NPC(见NPC志)搭档。

两个食尸鬼(挑战等级6)
生命值74,XP2400

假面抹杀者(挑战等级8)
生命值113,XP4800


墓园之怪 Grave Troble(挑战等级12)
这一对食尸鬼施法者并非简单的盗墓者,凭借自己的技术,他们可能会成为一个供应食尸鬼食品的盗尸网络的核心。同样,他们会与食尸鬼猎杀小队一起出现。

挖坟老鬼(挑战等级10)
生命值112,XP9600

四个腐尸魔像(挑战等级4)
生命值42,XP800

假面谋杀者(挑战等级8)
生命值113,XP4800
« 上次编辑: 2020-07-11, 周六 17:38:34 由 傻豆 »

离线 誓约推倒之剑

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Re: 怪物志(Monster Codex)
« 回帖 #62 于: 2015-02-01, 周日 02:17:06 »
那只凶暴野猪,莫名的有点儿萌萌哒啊 :em003

另外
引用
奖励专长:奥术打击,战斗施法,猛力攻击,技能专攻(知识[宗教]),法术专攻(死灵系),健壮,掘墓者*,武器娴熟

我猜这个是
引用
挖坟者 Warren Digger
  你挖墓无数,最后你可以像在水里游泳一样挖穿千年古坟
对吧?
« 上次编辑: 2015-02-01, 周日 02:18:49 由 誓约推倒之剑 »
关注嘉然,顿顿解馋!

离线 风暴之影

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Re: 怪物志(Monster Codex)
« 回帖 #63 于: 2015-02-05, 周四 20:14:14 »
挖坟老鬼,挑战等级10
XP9600
食尸鬼先知10

已知吟游诗人法术(施法者等级8;专注+14)
5环(3次/天)——焰击术(DC19),群体造成轻伤,石肤术
4环(6次/天)——神能,造成重伤,五级召唤怪物,石墙术(DC18)

这里原本就是这样吗............而且我感觉这个先知的法术数量略多.........

离线 月夜白雨

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Re: 怪物志(Monster Codex)
« 回帖 #64 于: 2015-02-05, 周四 20:33:47 »
修正,这是正常先知的已知数量,人类先知会更多
我月夜白雨只想安静地过图书馆长的生活。

离线 风暴之影

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Re: 怪物志(Monster Codex)
« 回帖 #65 于: 2015-02-06, 周五 15:32:32 »
修正,这是正常先知的已知数量,人类先知会更多

 :em004我算错了,除了米市鱼还有治疗/伤害,另外十级先知施法等级8还有4环的5级召唤怪物法术这两还是没改过来

离线 諾莉莉

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Re: 怪物志(Monster Codex)
« 回帖 #66 于: 2015-02-11, 周三 15:45:10 »
* 諾莉莉 決定成為挖墳老鬼 :em028

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Re: 怪物志(Monster Codex)
« 回帖 #67 于: 2015-02-19, 周四 17:00:41 »
蜥蜴人


  “你觉得它们是怪物吗?食人的沼泽蜥蜴?它们偷走你的牲口,吃掉你的小孩?你当然会这么想。”

  “唉,说你是个笨蛋简直是抬举你。蜥蜴人,它们在这里生存繁衍了数百代人的岁月。它们的故事讲述的是王国尚未出现,众神还没有追随者的那个时候的事情。对蜥蜴人来说,你们所有人都是鬼鬼祟祟的没毛老鼠,仗着自己人多势众而有恃无恐地与它们竞争。”

  “你们来到这片沼泽,你们建起水坝截断河流,你们砍倒,焚烧古树来把荒野变成田地。你们抽干了沼泽的水,把它变成农庄,你说这是正确的生活。当蜥蜴人来和你们商量条件的时候,你对蜥蜴人射箭,躲在墙的后面然后说自己是勇敢的人。”

  “那么,你说说,谁才是怪物?”


——布莱克沃特•杰尼“软足”,沼泽猎人和冒险者



  蜥蜴人是一个古老的种族,其起源的奥秘早已失落在历史的长河之中。蜥蜴人相信他们的历史和世界本身一样古老,甚至比那些恐龙还要古老。这种信仰造就了固步自封的文化。尽管蜥蜴人仍在努力,不像那些快速繁殖的温血动物,退入沼泽之中而种群数目日益减少的蜥蜴人已经越发的与世隔绝了。

  雌性的蜥蜴人一生中只会产下少量的蛋。这些脆弱的蛋的通常会因族群习惯、食物匮乏或是狩猎的收成而改变。在食物极度匮乏的时候,这些蛋甚至会成为部族的食物,而不是将其孵化出更多的嘴来抢饭。

  被允许养活的蛋需要不停的照顾。如同许多爬行动物一样,未孵化的幼体的性别取决于温度的变化。通常情况下,一个部族会刻意控制这一现象以保证性别的平衡,这对于确保下一代的生存状况是非常重要的。和被孵化前脆弱的蛋相反,刚出生的蜥蜴人充满活力,并且拥有全套的牙齿和爪子。

  一个生殖周期如此缓慢的种族几乎无法承受战争的损耗。蜥蜴人有时会和其他爬行生物或是两栖生物结盟,不过结盟的对象只会限定于那些不会使他们领地资源过于紧张的存在。一条龙,几只娜迦,或是一群草食性的恐龙往往可以和一支蜥蜴人部落很好的共存,但是和无数的沼蜍人或是树蛙人分享稀缺的土地很有可能导致冲突爆发。

  除了蜥蜴之子,大多数蜥蜴人的寿命为60-80岁。无论男性或是女性蜥蜴人,在他们的一生之中总是在不断长大,而极少数能够无视老化的个体(例如高等级的德鲁伊或炼金术师)甚至可以在100岁之后长成大体型。这些个体利用他们的体型和知识在蜥蜴人社会中获取权利和地位,但是他们受到的尊敬和崇拜永远都不会超过蜥蜴之子——蜥蜴人一族昔日荣光的残辉。

  年迈的蜥蜴人致死都为族群卖命。几乎没有一处地方会有富裕的资源养活闲人,老蜥蜴人会成为老师、医疗师、或者育婴员。即使是刚孵化的幼体也会在变得足够灵活之后立刻投入工作,织渔网、准备食物、或者照顾他们的弟妹。由于每一个人的每一个任务都关系到族群的存亡,幼体通常都会由一名成年蜥蜴人监护,但是即便如此,他们也比同龄的人类更加独立、承担更多的责任。

  大多数的蜥蜴人都把家按在温暖沼泽中坚实的营盘上。这些营地可能看起来似乎并不对外设防,蜥蜴人慎重选择栖息地,使其能够依托河流或者沼泽防御,这些场所尤其还需要有多个水下入口、隐藏的密道、干燥的无需涉水的入口。这些营地通常住着一支部族,他们将附件区域作为其领地,而在穷困的时期会去更远的地方狩猎。因为缺乏夜视能力,蜥蜴人在白天最为活跃,并且在日落后回到他们那温暖而又安全的泥穴中。

  蜥蜴人相当封闭,和他们的贸易或是联盟关系通常可以维持相当长的时间。即使是那些不怎么排外的社群,保护族群安全和喂养下一代就已经让他们腾不出空余的时间与外界交流了。这会使得遭遇相当简单粗暴,而且他们也找不到比一个萨满富社交手段的外交使节了——即使那个萨满仍旧把他绝大部分的时间花在准备食物、为蛋施展防护法术、或是给战士们疗伤。然而,那些积年累月研究蜥蜴人的学者发现,蜥蜴人通过口耳相传的方式传承着积淀了数千年的知识和智慧。

  蜥蜴人极少允许外人进入他们的营地,取而代之的是会在偏营或是自然地标处会见来访者。蜥蜴人对他们的盟友或是贸易伙伴并没有文化或是宗教要求,并且希望对方也是如此,但是对生态的需求可能会导致摩擦。类人生物经常会将其误解为迷行或是野蛮的自然崇拜,但实际上对于蜥蜴人而已没有任何宗教的地位能够高于这块土地本身。相反,蜥蜴人会毫不犹豫的保护那些他们认定需要保护的区域里的自然环境,因为即使是一个细小的变化也可能给他们的栖息地带来致命的后果。

  尽管蜥蜴人不是邪恶的,但是他们的一些做法往往被其他种族所厌恶,尤其是同类相食这一点。在蜥蜴人看来,肉就是肉,在食物稀缺的时候,让那些阵亡将士的肉白白腐烂而非用以养活部落里其他的同族才是对这些死者真正的侮辱。

  这种先入为主的想法同样源于蜥蜴人的社会关系。发生在蜥蜴人内的犯罪、政治活动、明争暗斗和人类社会中的一样多,但是一种强烈的丛林法则意识使得这些社群免于陷入混乱。对于大部分的争端,部落的法官会马上给予当事人一场非致命的战斗。有些时候,这些争端可以由一方或者双方指定的勇士代理。


  关于更多有关蜥蜴人的信息可以在怪物手册中找到。



新规则
以下规则包括一个变体职业,一个先知诅咒,专长和法术,他们都深受蜥蜴人的青睐。


蜥蜴人变体职业
睿智而崇高的德鲁伊守护着蜥蜴人的过去。

远古守护者 Ancient Guardian(德鲁伊变体)
远古守护者崇敬自然,从中汲取神圣的力量。他们同样保护自己部落和族群的传统、历史和传说。他们是古法的使者和保护者,抚育他们的部落成长,并且使其原理文明所带来的腐败。

远古武装 Ancient Arms:一个远古守护者无法挥舞主要由金属构成的武器。她只擅长木棒,飞镖,木棍,短矛,投石索和矛。她同样擅长在自然变身时所拥有的任何天生武器(爪抓、啮咬等)。使用禁用武器的德鲁伊无法施展德鲁伊法术,也不能使用任何超自然或类法术职业能力,直到卸下该武器并且再过24小时后才能恢复。这调整了德鲁伊通常的武器擅长。

部族纽带 Community Bond (Ex):在1级时,远古守护者必须从以下领域中选取一个作为其自然纽带:团队,医疗,知识,保护,安眠。本能力调整了自然纽带。

自然的宽容 Patience of Nature (Ex):远古守护者不会在1级获得野性认同能力。作为替代,在2级时,远古守护者将交涉,表演(朗诵),察言观色加入她的本职技能列表,并且在这些技能上获得等同于德鲁伊等级一半的洞察加值。本能力取代野性认同。

远古行者 Ancient Ways (Ex):在3级时,远古守护者自身或是在自然变身时获得的任何攀爬、飞行、游泳速度都增加10尺。本能力取代无踪步和穿林步。

消除敌意 Dispel Hostility (Su):远古守护者不会在1级获得自发施法能力。作为替代,在3级时,她可以将事先准备好的法术临时转换成能够消除敌意和强烈情绪的法术。她可以“失去”一个准备好的法术来施展安定心神。这一能力施展的安定心神的意志豁免的法术DC为10+1/2远古守护者德鲁伊等级+她的感知调整值。本能力取代自发施法。

无懈可击 Unimpeachable (Ex):在4级时,远古守护者在对抗惑控效果时,豁免检定具有+4加值。本能力取代抗自然诱惑。

消解炼化 Undo Artifice (Sp):在13级时,远古守护者获得可以将无生命的物体分解为其原材料的能力。这和法术变形万物类似,但是只能对魔法或非魔法的无生命物体生效。效果的持续时间为永久。与变形万物不同,这个能力不能用以复制其他法术的效果。作为目标的物体可以通过一次强韧豁免(DC=10+1/2远古守护者德鲁伊等级+她的感知调整值)使效果无效。魔法物品每价值5000gp,在豁免上就能获得+1环境加值。远古守护者每天可以使用消解炼化的次数等同于她的感知调整值。本能力取代千面万相。



蜥蜴人先知诅咒
以下是蜥蜴人可选的先知诅咒

冷血 Cold-Blooded:。你的血液因为没有足够的热量而变得迟缓,你比其他人更早地需要寻觅温暖的庇护。这一先知诅咒常见于蜥蜴人和其他爬虫亚种的先知中。你在对抗寒冷法术和效果的豁免上获得-4罚值,并且每当你在这些豁免中失败时,你恍惚1轮。在没有食物时,你在饿死前存活的时间是你同类的四倍。在5级时,毒药在你身上起效需要经过两倍的生效时间,并且生效时间减半(例如:一种毒药的频率为1/每轮持续6轮则会变为1/每轮持续3轮。)没有生效时间的毒药则获得1轮生效时间。在10级时,当你的准备动作被触发时,你可以随着你的准备动作附加一个你速度一半的移动动作,即使你在本轮中已经移动过了也可如此。在15级时,你每天可以获得等同于你魅力调整值次数的额外移动动作。你只能在你的回合使用这些移动动作,并且每轮只能使用一次额外的移动动作。



蜥蜴人专长
以下专长增强了蜥蜴人的天生能力,不过水生适应也可以适用于其他种族中符合条件的个体。

水生适应 Aquatic Adaption
  你身上产生了一种奇怪但却有用的突变——你可以在水下呼吸。

先决条件:闭气(Hold Breath)
专长效果:你可以如常在水下呼吸。

危险的尾(战斗) Dangerous Tail (Combat)
  你已经把你的尾巴操练成了一种危险的武器,并且以致命的技巧挥动着它。

先决条件:基本攻击加值+5,蜥蜴人
专长效果:你获得尾扫攻击。如果将其用于全回合攻击,此次攻击使用你的满基础攻击加值-5。如果尾扫命中,则造成1d4+1/2力量调整值(假设你是中体型生物)的伤害。如果你用尾扫命中目标切确认重击,你可以用一个自由动作对目标尝试一次摔绊战技。

迅捷泳者 Swift Swimmer
  你比同族中的其他人游得更快。

先决条件:蜥蜴人,游泳速度
专长效果:你的游泳速度增加15尺。


蜥蜴人法术
以下法术通常被蜥蜴人或是其他爬虫亚种的施法者使用。然而这些法术并不仅限于蜥蜴人,温血种族的个体可能会从蜥蜴人的导师这习得这些法术,不过这通常先要花费大把的力气获取其信任,比如为了他们部落的利益完成一项危险的任务。

汲热之触 Endothermic Touch
学派:变化系;等级:德鲁伊1,萨满1,术士/法师1,女巫1
施法时间:1个标准动作
成分:语言,姿势,材料/法器(一小块蛇皮)
距离:接触
法术目标:一个龙类或者爬行亚种的活物
持续时间:1轮/等级
豁免检定:强韧通过则无效;法术抗力:可

  这个法术在短时间里减缓一个生物的新陈代谢和其他身体机能。目标恍惚并且速度变为正常的一半(以5尺为单位向下取整),但是它在水下闭气的时间变为通常的两倍。


鳞刺 Scale Spikes
学派:变化系;等级:炼金术士2,血脉狂怒者2,德鲁伊2,游侠2,萨满2,术士/法师2,女巫2
施法时间:1个标准动作
成分:语言,姿势,材料/法器(一小根刺)
距离:近距(25英尺+5英尺/每2等级)
法术目标:一个拥有职业/人物等级的爬行生物,龙类或者爬行亚种的活物,并且至少拥有1点天生护甲。
持续时间:1分钟/等级
豁免检定:强韧通过则无效(无害);法术抗力:可(无害)

  当目标受到此法术时,它的鳞片长出了锯齿状的尖刺。这些尖刺如同+1甲刺。目标自动视为擅长这些鳞刺。


高等鳞刺 Scale Spikes, Greater
学派:变化系;等级:炼金术士4,血脉狂怒者4,德鲁伊3,游侠3,萨满3,术士/法师3,女巫3
施法时间:1个标准动作
成分:语言,姿势,材料/法器(一小块蓟)
距离:近距(25英尺+5英尺/每2等级)
法术目标:一个拥有职业/人物等级的爬行生物,龙类或者爬行亚种的活物,并且至少拥有1点天生护甲。
持续时间:1小时/等级
豁免检定:强韧通过则无效(无害);法术抗力:可(无害)

  此法术功能类似鳞刺,但是施法者每4等级能使长出的鳞刺在攻击检定和伤害掷骰上具有+1的增强加值(最高+5)。当目标受到此法术时,它的鳞片长出了锯齿状的尖刺。这个效果无法用于克服魔法以外的伤害减免。



蜥蜴人NPC

蜥蜴人野蛮人
一些战士以进入战斗狂热的方式增强自身的力量。

蜥蜴人先锋,挑战等级2
XP600
蜥蜴人野蛮人1
混乱中立 中型人型生物(爬虫)
先攻+2;察觉+6
====================================================================
防御能力
====================================================================
防御等级17,接触10,措手不及15(+2护甲,+2敏捷,+5天生,-2狂暴)
生命值33(3HD,2d8+1d12+12)
强韧+9,反射+2,意志+3
====================================================================
攻击能力
====================================================================
速度40尺;游泳15尺
近战:精制品钉头锤+8(1d8+5),啮咬+5(1d4+2)或2爪抓+7(1d4+5),啮咬+5(1d4+2)
远程:标枪+4(1d6+5)
特殊攻击:狂暴(6轮/天)
====================================================================
战术
====================================================================
战斗中:蜥蜴人先锋使用突袭战术优先排除最有威胁的敌人。
基础数据:在未进入狂暴时,蜥蜴人先锋的数据如下:防御等级19,接触12,措手不及17;生命值27;强韧+7,意志+1;近战:精制品钉头锤+6(1d8+3),啮咬+3(1d4+1)或爪抓+5(1d4+3),啮咬+3(1d4+1);力量17,体质15;CMB:+5;技能:游泳+16。
====================================================================
数据
====================================================================
力量21,敏捷14,体质19,智力9,感知12,魅力8
基础攻击+2;CMB+7;CMD 17
专长:多重攻击,猛力攻击
技能:特技动作+10(用于跳跃时+14),察觉+6,生存+5,游泳+18
语言:龙语
特殊:快速移动,闭气
战斗装备:治疗中伤药水
其他装备:精制品皮甲,精制品钉头锤,标枪x4,8GP


蜥蜴人狂战士,挑战等级5
XP1600
蜥蜴人野蛮人4
混乱中立 中型人型生物(爬虫)
先攻+2;察觉+10
====================================================================
防御能力
====================================================================
防御等级19,接触10,措手不及17(+4护甲,+2敏捷,+5天生,-2狂暴)
生命值66(6HD,2d8+4d12+26)
强韧+11,反射+3,意志+4
特殊防御:陷阱感知+1,直觉闪避
====================================================================
攻击能力
====================================================================
速度40尺;游泳15尺
近战:精制品钉头锤+12(1d8+6),啮咬+9(1d4+3)或2爪抓+11(1d4+6),啮咬+9(1d4+3)
远程:精制品标枪+8(1d6+6)
特殊攻击:狂暴(12轮/天),狂暴之力(灵敏嗅觉,沉重打击)
====================================================================
战术
====================================================================
战斗中:蜥蜴人狂战士对身着重甲或使用重型武器的敌人使用沉重打击狂暴之力。
基础数据:在未进入狂暴时,蜥蜴人先锋的数据如下:防御等级21,接触12,措手不及19;生命值54;强韧+9,意志+2;近战:精制品钉头锤+10(1d8+4),啮咬+7(1d6+3)或爪抓+9(1d4+3),啮咬+7(1d6+2);力量18,体质15;CMB:+9;技能:游泳+19。
====================================================================
数据
====================================================================
力量22,敏捷14,体质19,智力9,感知12,魅力8
基础攻击+5;CMB+11;CMD 21
专长:猛力攻击,多重攻击,武器专攻(钉头锤)
技能:特技动作+12(用于跳跃时+16),察觉+10,生存+7,游泳+21
语言:龙语
特殊:快速移动,闭气
战斗装备:治疗中伤药水,魔牙术药水x2,绊足包x2,
其他装备:+1镶嵌皮甲,精制品标枪,精制品钉头锤,抗毒剂,66GP




蜥蜴人游侠
潜伏在水塘之下,隐匿在芦苇丛中,蜥蜴人游侠现身之时,即使猎物殒命之刻。

蜥蜴人追猎者,挑战等级3
XP800
蜥蜴人游侠2
绝对中立 中型人型生物(爬虫)
先攻+1;察觉+8
====================================================================
防御能力
====================================================================
防御等级18,接触11,措手不及17(+2护甲,+1敏捷,+5天生)
生命值33(4HD,2d8+2d10+13)
强韧+9,反射+4,意志+1
====================================================================
攻击能力
====================================================================
速度30尺;游泳15尺
近战:2爪抓+6(1d6+3),啮咬+4(1d4+1)
远程:精制品长弓+5(1d8/x3)
特殊攻击:战斗流派(天生武器流派),宿敌(人类+2)
====================================================================
战术
====================================================================
战斗中:蜥蜴人追猎者会在近战之前先用长弓削弱他的目标。
====================================================================
数据
====================================================================
力量17,敏捷12,体质17,智力9,感知12,魅力8
基础攻击+3;CMB+6;CMD 17
专长:强化天生武器(爪抓),多重攻击,近程射击
技能:特技动作+5,知识(自然)+4,察觉+8,生存+5,隐匿+7,游泳+16;种族调整值+4特技动作
语言:龙语
特殊:闭气,追踪+1,野性认同+1
战斗装备:树肤术药水,治疗中伤药水x2,抗毒剂x2,烟雾棒,绊足包
其他装备:精制品皮甲,精制品长弓,箭x20,渔网,29GP


蜥蜴人沼地潜伏者,挑战等级8
XP4800
蜥蜴人游侠7
绝对中立 中型人型生物(爬虫)
先攻+5;察觉+12
====================================================================
防御能力
====================================================================
防御等级21,接触11,措手不及20(+4护甲,+1敏捷,+6天生)
生命值87(9HD,2d8+7d10+40)
强韧+11,反射+6,意志+3
====================================================================
攻击能力
====================================================================
速度30尺;游泳30尺
近战:2爪抓+13(1d6+4),啮咬+7(1d4+2),尾扫+7(1d4+2)
远程:+1复合长弓+10/5(1d8+5/x3)
特殊攻击:战斗流派(天生武器流派),宿敌(人类+4,类人生物(爬虫)+2)
已准备游侠法术(施法者等级4,专注+5)
1环——魔牙术x2
====================================================================
数据
====================================================================
力量18,敏捷12,体质17,智力9,感知12,魅力8
基础攻击+8;CMB+12;CMD 23
专长:水生适应*,危险的尾*,强化天生武器(爪抓),坚忍,精通先攻,多重攻击,近程射击,迅捷泳者*,武器专攻(爪抓)
技能:特技动作+5,攀爬+14,驯养动物+3,医疗+6,知识(自然)+,6,察觉+12,生存+12,隐匿+11,游泳+19;种族调整值+4特技动作
语言:龙语
特殊:偏好地形(沼泽+2),闭气,猎手羁绊(队友),追踪+3,野性认同+6,穿林步
战斗装备:+1破敌人类箭x4,树肤术药水x2,治疗中伤药水,植物交谈卷轴,绊足包
其他装备:+1镶嵌皮甲,+1复合长弓(+4力量),箭x30,渔网,55GP




蜥蜴人沙锤舞者
蜥蜴人吟游诗人是部落知识的传承者,指导自己的部落度过困境,在战斗中鼓舞他们的能力。


蜥蜴人沙锤舞者,挑战等级5
XP1600
蜥蜴人吟游诗人4
绝对中立 中型人型生物(爬虫)
先攻+1;察觉+8
====================================================================
防御能力
====================================================================
防御等级18,接触11,措手不及17(+2护甲,+1敏捷,+5天生)
生命值43 (6d8)
强韧+7,反射+6,意志+4(对抗基于语言,吟游诗人表演和音波效果时额外+4)
====================================================================
攻击能力
====================================================================
速度30尺;游泳15尺
近战:精制品木棒+10(1d6+4),啮咬+3(1d4+2)或2爪抓+8(1d4+4),啮咬+3(1d4+2)
远程:标枪+5(1d6+4)
特殊攻击:吟游诗人表演12轮/天(破咒曲,清心,迷魂曲[DC14],提振技能+2,激发勇气+1)

已知吟游诗人法术(施法者等级4,专注+6)
2环(2次/天)——目盲/耳聋术(DC14),狂暴术
1环(4次/天)——惊恐术(DC13),治疗轻伤,狂笑术(DC13),睡眠术(DC13)
0环(随意)——舞光术,眩晕术(DC12),幻音术(DC12),光亮术,传讯术,提升抗力
====================================================================
数据
====================================================================
力量18,敏捷12,体质15,智力9,感知8,魅力14
基础攻击+4;CMB+8;CMD 19
专长:炫目技巧,威逼,武器专攻(木棒)
技能:特技动作+14,威吓+15,察觉+8,表演(打击乐)+11,游泳+16;种族调整值+4特技动作
语言:龙语
特殊:轶闻知识+2,闭气,沼地阔步,多才多艺(打击乐)
战斗装备:治疗轻伤药水,炽火胶x2
其他装备:精制品皮甲,精华自拍木棒,抗力斗篷+1,精制品战斗沙锤

作为部落里备受尊敬的成员,沙锤舞者是传统的传承者和神圣舞蹈的领舞人。他们牢记蜥蜴人辉煌古老的乐章,并且以此训练年青人,用实践和奥秘教育每一个新世代,在数千年里一直守护着沼泽中的族人。

虽然被称为沙锤舞者,不过他们同样用引人入胜的语言为他们的族人传播口头传统。因此,他们的睿智和提升部族里猎人和战士战斗力的能力一样有价值——虽然大多数类人种族都认为后者才是他们真正所扮演的角色。尽管沙锤舞者不一定会成为一个部族的首领,但是她经常会被作为内部矛盾的仲裁者,出使其他部落的大使,或是作为酋长和长老的顾问。而他们的决定往往意味着来自于过往的智慧。

蜥蜴人沙锤舞者往往是部落的长老,但是当某些年轻人表现出对诗人法术的天赋或者对于古老传说和萨满仪式的激情时,部落里现任的沙锤舞者将他们选为下一任的沙锤舞者加以训练。这种行为是非常重要的,因为这能让他们把一生中大部分的世界花在学习这些故事传统中。若非如此,一旦部族的沙锤舞者突然病死或是战死,一族的历史将无法传承,这样的风险无论哪个部落都不愿去承担。




蜥蜴人勇士
在大多数蜥蜴人部落里,一个战士的地位的最高象征通常是一头强大的恐龙坐骑,使她能够肆虐于敌阵之中。

蜥蜴人勇士,挑战等级10
XP9600
蜥蜴人骑将9
绝对中立 中型人型生物(爬虫)
先攻+0;察觉+13
====================================================================
防御能力
====================================================================
防御等级27,接触10,措手不及27(+9护甲,+5天生,+3盾牌)
生命值100(11HD,2d8+9d10+42)
强韧+12,反射+3,意志+4
====================================================================
攻击能力
====================================================================
速度20尺;游泳15尺
近战:+1长枪+17/+12(1d8+8/19-20/x3)或2爪抓+15(1d6+5),啮咬+10(1d4+2)
远程:标枪+10(1d6+5)
特殊攻击:旗帜+2/+1,骑将冲锋,挑战(+9,+3,3次/天)
====================================================================
数据
====================================================================
力量21,敏捷10,体质17,智力7,感知12,魅力12
基础攻击+10;CMB+15;CMD 25
专长:庇护,精通重击(长枪),强化天生武器(爪抓),骑乘战斗,猛力攻击,骑乘掠击,盾墙,践踏,武器专攻(长枪)
技能:察觉+13,骑术+5,游泳+11;种族调整值+4特技动作
语言:龙语
特殊:驯兽专家+4,高等战术(2次/天,7轮,迅捷动作),闭气,坐骑(戟龙),巨龙骑士团(协助盟友,战场策略)
战斗装备:治疗中伤药水x2,炽火胶x2
其他装备:+1半身甲,+1重木盾,+1长枪,标枪x2,巨力腰带+2,191GP


戟龙
绝对中立 大型动物
先攻+2;感官:低光视觉,灵敏嗅觉;察觉+12
====================================================================
防御能力
====================================================================
防御等级20,接触11,措手不及28(+2敏捷,+9天生,-1体型)
生命值44(8d8+8)
强韧+7,反射+8,意志+3
特殊防御:反射闪避
====================================================================
攻击能力
====================================================================
速度30尺
近战:抵撞+10(2d8+7)
特殊攻击:凶猛,反射攻击
占据10尺;触及10尺
====================================================================
数据
====================================================================
力量21,敏捷14,体质13,智力2,感知12,魅力7
基础攻击+6;CMB+12(冲撞和闯越时+14);CMD 24(对抗冲撞和闯越时为26)
专长:精通冲撞,强化天生武器(抵撞),精通闯越,猛力攻击
技能:察觉+12
特殊:忠诚,技巧(攻击[任何生物],过来,护卫,退下,看守,跟随,搜索,停留,工作)

  大多数蜥蜴人都觉得他们和恐龙有一种内在的联系,似乎和这种可怕的野兽拥有显而易见的血缘关系,并且将其视为蜥蜴人曾经古老辉煌的文明象征。故而有许多部落在不同程度上将恐龙驯化为驼兽和战兽。

  那些能够独自安抚和训练恐龙坐骑的战士将赢得他们部落的尊重。蜥蜴人勇士恐龙骑士是他们部落中声名显赫的战斗领袖,也通常能够成为他们部族的酋长。




蜥蜴人术士
蜥蜴人术士被部落所迷信着。


蜥蜴人术士,挑战等级12
XP19200
蜥蜴人术士11
绝对中立 中型人型生物(爬虫)
先攻+4;察觉+4
====================================================================
防御能力
====================================================================
防御等级21,接触11,措手不及21(+4护甲,+1偏斜,+6天生)
生命值97 (13HD;2d8+11d6+60)
强韧+10,反射+7,意志+10
====================================================================
攻击能力
====================================================================
速度30尺;游泳15尺
近战:2爪抓+10(1d4+3附加1d6强酸),啮咬+4(1d4+1)
特殊攻击:喷吐武器(60尺线型,11d6强酸伤害,DC19,1次/天),爪抓(1d4+3附加1d6强酸,视为魔法武器,7轮/天)

已知术士法术(施法者等级11,专注+15)
5环(4次/天)——酸液喷发(DC20),法术抗力,石墙术(DC19)
4环(7次/天)——黑触手,恐惧术(DC18),移除诅咒,硫酸之雾
3环(7次/天)——解除魔法,飞行术,加速术,强效幻影(DC17),风墙术
2环(7次/天)——强酸箭,造坑术(DC16),黑暗视觉,极寒之触,抵抗能量伤害,蛛网术(DC16)
1环(7次/天)——酸蚀之触,忍受环境,油腻术(DC15),法师护甲,衰弱射线(DC15),电爪
0环(随意)——酸液飞溅,侦测魔法,侦测毒性,开关术,阅读魔法,提升抗力,火花术,修复术,传讯术
血统:龙脉血统(黑龙)
====================================================================
战术
====================================================================
战斗前:术士对自己施展法师护甲。
战斗中:术士远离近战并且在远程施展法术。她通常以黑触手或油腻术开局,更好的将敌人限制在本已经难以行动的沼泽中。然后随之施展远程伤害法术,或者对强壮的蜥蜴人战士施展加速术。
基础数据:在未施展法师护甲时,此蜥蜴人的数据为防御等级17,接触11,措手不及17
====================================================================
数据
====================================================================
力量17,敏捷10,体质15,智力11,感知8,魅力18
基础攻击+6;CMB+9;CMD 20
专长:战斗施法,元素专攻(酸),施法免材,精通先攻,钢铁意志,闪电反射,及远法术,健壮,武器专攻(爪抓)
技能:特技动作+6,攀爬+7,威吓+9,知识(奥秘)+5,知识(自然)+3,语言学+1,察觉+4,法术辨识+8,游泳+13,使用魔法装置+13;种族调整值+4特技动作
语言:通用语,龙语
特殊:血统奥秘(造成强酸伤害的法术每一个伤害骰+1额外伤害),闭气
战斗装备:治疗中伤药水,虚假生命卷轴,隐形术卷轴x2,火球术魔杖(剩余12发),魔法飞弹魔杖(剩余50发)
其他装备:天生防御护符+1,抗力斗篷+2,魅力头带+2,防护戒指+1,150GP

  蜥蜴人术士可能拥有任何一种血脉,但是他们大多都宣称(无论真假)他们的魔法来自于远古时代巨龙的血统。而术士也因为血管中流淌着的龙的血液而受到族人的尊敬和畏惧。族人可能将她视为一种预兆——可好可坏——并且在她无法迅速学会控制她的力量时将她驱逐到部落领土的边境上。虽然如此,术士也可能在她的族人中崭露头角,并且在真正需要她的时候挺身而出。




蜥蜴人护巢母
蜥蜴人的繁殖是如此缓慢,以至于他们的蛋变得弥足珍贵。绝大多数部族都让他们最强大的战士和施法者照看这些窝。


蜥蜴人护巢母,挑战等级13
XP25600
蜥蜴人德鲁伊(远古守护者)12
绝对中立 中型人型生物(爬虫)
先攻+4;察觉+22
====================================================================
防御能力
====================================================================
防御等级22,接触11,措手不及22(+6护甲,+1偏斜,+5天生)
生命值95 (13HD;14d8+32)
强韧+15,反射+7,意志+16;对抗惑控效果时+4
====================================================================
攻击能力
====================================================================
速度20尺;游泳15
近战:+1矛+11/+6(1d8+1/x3),啮咬+5(1d4)或2爪抓+10(1d4),啮咬+5(1d4)
远程:精制品投石索+11(1d4)
特殊攻击:消除敌意,消解炼化,自然变身5次/天

已准备德鲁伊法术(施法者等级12,专注+17)
6环——反魔场D,群体治疗轻伤,石墙术(DC21)
5环——恶意变形术(DC20),问道自然,防死结界,法术抗力D,棘墙术
4环——治疗重伤,解除魔法,行动自如,探知(DC19),法术免疫D
3环——召雷术(DC18),治疗中伤x2,防护能量伤害D,毒液喷吐(DC18)
2环——动物信使,树肤术,减缓毒发,次等复原术x2,护卫他人D
1环——安抚动物(DC16),治疗轻伤x2,纠缠术(DC16),圣域术D(DC16),橡棍术,动物交谈
0环(随意)——造水术,侦测毒性,神导术,修复术
D:领域法术;领域:保护领域
====================================================================
战术
====================================================================
战斗中:蜥蜴人护巢母使用魔法和武器守护她的蛋,而后是她的部落。
====================================================================
数据
====================================================================
力量10,敏捷11,体质12,智力12,感知20,魅力15
基础攻击+10;CMB+10;CMD 21
专长:警觉,制造药水,精通先攻,自然施法,技能专攻(交涉),健壮,野性发声
技能:特技动作+2,交涉+23,驯养动物+11,医疗+14,知识(自然)+13,语言学+2,察觉+22,表演(朗诵)+15,察言观色+27,法术辨识+11,生存+16,游泳+15;种族调整值+4特技动作
语言:通用语,龙语,德鲁伊语,木族语
特殊:远古之路,闭气,自然纽带(保护领域),自然智识,自然的宽容
战斗装备:安抚动物卷轴,抵抗能量伤害卷轴,治疗轻伤魔杖(剩余15发)
其他装备:+2革甲,+1矛,精制品投石索,投石索弹丸x12,德鲁伊祭袍,感知头带+2,法力再生珍珠(2环),防护戒指+1,医疗包(剩余9次),38GP

  蜥蜴人护巢母倾尽一切保护她的道和她的孩子。她用交涉、理解和耐心面对文明的冲击

  其他种族也许觉得将最好的战士用来照看孩子是一种浪费,但蜥蜴人的固有价值却是防御胜于进攻。他们觉得温血种族将所有优秀的战士送去遥远的战场,而只留下老弱病残来保护孩子的做法才是真正在发疯。护巢母(偶尔是护巢父)是一个显赫的职位,许多蜥蜴人战士急切地用竞争来证明自己足矣胜任这个伟大的职责。




蜥蜴之子
这个强健的蜥蜴人如高塔般耸立在其他同类之中,身上纹有远古巨兽的精美图案。

蜥蜴之子,挑战等级5
XP1600
绝对中立 大型人型生物(爬虫)
先攻+0;察觉+5
====================================================================
防御能力
====================================================================
防御等级17,接触9,措手不及17(+8天生,-1体型)
生命值45(7d8+14)
强韧+7,反射+2,意志+3
====================================================================
攻击能力
====================================================================
速度30尺;游泳30尺
近战:精制品三叉戟+9(2d6+3),啮咬+5(1d8+1)或2爪抓+7(1d6+3),啮咬+5(1d8+1)
远程:精制品标枪+5(1d8+3)
占据10尺;触及10尺
特殊攻击:鲜血狂怒
====================================================================
数据
====================================================================
力量16,敏捷11,体质14,智力9,感知12,魅力11
基础攻击+5;CMB+9;CMD 19
专长:顺势斩,多重攻击,猛力攻击,武器专精(三叉戟)
技能:察觉+5,游泳+14
语言:龙语
特殊:闭气,蜥蜴人血脉
====================================================================
生态
====================================================================
环境:温带沼泽
组织:单独,一队(附加3-12个蜥蜴人)或部落(附加13-60个蜥蜴人)
财宝:NPC装备(精制品三叉戟,精制品标枪x2)
====================================================================
特殊能力
====================================================================
蜥蜴人血脉(Ex):蜥蜴人之子判断所有效果时都视为蜥蜴人

每隔几代都会有一个蜥蜴之子降生在一个蜥蜴人部落里。蜥蜴之子的寿命是普通蜥蜴人的两倍,并且更加巨大,更加强壮。蜥蜴之子通常都会成为她部落的首领。蜥蜴人通常都毫不犹豫地对蜥蜴之子献上他们的忠诚,相信他们是大自然精魂和神性的祝福。在许多方面,部落都把他们视为蜥蜴人失落荣光的遗迹,歌颂那个所有蜥蜴人都和蜥蜴之子一样强大而显赫的年代。

只有在年满100岁后,蜥蜴之子才会被正式承认。在那个时候,部落将会举行一个仪式,授予新授衔的蜥蜴之子一把象征地位的特殊的三叉戟。这些三叉戟从未被普通的蜥蜴人所使用,并且大多都是部落里世代相传的,有些甚至被存放了数百年直到有新的蜥蜴之子被命名。

有些蜥蜴之子成为了部落里伟大的保护者和智者,带领部落恢复过往的辉煌。有一些试图联合其他的蜥蜴人部落,甚至是将两个部落合二为一。而有些蜥蜴人部落会将蜥蜴之子的到来视为战争的前兆,并且因此慢慢离开自己祖先的领地,拿起武器彻底对抗所谓的“文明”的侵略。

有传闻称,在一些丛林和沼泽的深处,生活着一些以放牧恐龙为生,举族上下都是蜥蜴之子,并且能够正常繁衍的部落。但是这些故事也许仅仅是某些探险家和寻宝者的异想天开而已。

蜥蜴之子平均高10尺,重500磅,并且会因为部落和年龄的不同而变化。和沼蜍人神王不同,蜥蜴之子从来都不肥胖,而是有着健硕的肌肉和优良的反射神经。





蜥蜴人遭遇
典型的蜥蜴人遭遇通常发生在偏远沼泽地的周围或内部。蜥蜴人通常会避开更加“文明”的种族的领土,除非是身负祭司的任务,受命监视入侵的“邻居”的动向,被好战的蜥蜴之子所领导,或是已经走投无路了。

侦察队 Scouting Party(挑战等级5)
一个有经验的追猎者率领着他的部落同族组成了这支狩猎队,在他们沼泽地的周边寻找食物和威胁

两个蜥蜴人(挑战等级1)
生命值11,XP400

蜥蜴人追猎者(挑战等级3)
生命值33,XP800


突击队 Strike Force(挑战等级8)
这支打击部队以惊人的速度和勇猛突袭敌人的侧翼。有一个眼光锐利的追猎者作为前锋的前哨,一个沙锤舞者作为支援。

蜥蜴人沙锤舞者(挑战等级5)
生命值43,XP1600

蜥蜴人追猎者(挑战等级3)
生命值33,XP800

四个蜥蜴人先锋(挑战等级2)
生命值33,XP600


王师 King on the March(挑战等级9)
一个好战的蜥蜴人之子经常会带着他的部下出征,决意粉碎一切阻挡住他们的家伙。

蜥蜴之子(挑战等级5)
生命值45,XP1600

六个蜥蜴人(挑战等级1)
生命值11,XP400

蜥蜴人追猎者(挑战等级3)
生命值33,XP800

两个蜥蜴人先锋(挑战等级2)
生命值33,XP600


部落卫队 Tribal Defenders(挑战等级12)
一个蜥蜴人勇士带领着一些部落里最忠诚的战士应战来敌。勇士和狂战士会径直冲向敌人,而沼地潜伏者则会潜行到敌人后方包抄。

四个蜥蜴人狂战士(挑战等级5)
生命值66,XP1600

蜥蜴人勇士(挑战等级10)
生命值100,XP9600

蜥蜴人沼地潜伏者(挑战等级8)
生命值87,XP4800
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Re: 怪物志(Monster Codex)
« 回帖 #68 于: 2015-02-19, 周四 17:03:33 »
国际惯例,渣渣机翻附上原文
注:译文中橙色字体部分为译者因强迫症而自作主张的勘误,不保证正确性,有疑问请参照原文。
注2:前言、图片等请找傻豆催更,谢谢配合。

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Lizardfolk
Lizardfolk are an ancient race whose origins are lost in time. They believe themselves to be as old as the world itself, claiming to have come into being alongside the dinosaurs. This belief has created a culture that stubbornly clings to tradition and antiquated technologies. Still, the lizardfolk strive on, their numbers dwindling as they retreat deeper into marshy wild places rather than interact with a world where faster-breeding warmbloods are making them increasingly irrelevant.

Female lizardfolk produce only a handful of eggs over their lifetimes. These eggs are delicate, and between changes in habitat, scarcity of food, and predation, few make it to term. In times of extreme starvation, a clutch could even become sustenance for a tribe rather than being allowed to hatch and become more mouths to feed.

Viable eggs require constant care. As with many reptiles, the unhatched young change sex in response to changes in temperature. Often, a tribe deliberately manipulates this phenomenon to ensure gender parity, which is of high importance when the survival of the next generation hangs in the balance. In contrast to the delicate eggs from which they hatch, young lizardfolk are extremely resilient, emerging with a full set of teeth and claws.

A race with such a slow reproductive cycle can ill afford the losses of war. Lizardfolk sometimes ally with other reptilian or amphibious species, but choose only those whose presence doesn't strain their territory's resources too far. A single dragon, a naga coven, or a herd of herbivorous dinosaurs can coexist comfortably with an established lizardfolk tribe, but sharing scarce land with numerous boggards or grippli would likely lead to conflict.

With the exception of lizard scions, most lizardfolk live to be between 60 and 80 years old. Both males and females continue to grow for their entire lives, and those rare few able to transcend the aging process (such as high-level druids or alchemists) could reach Large size around their 100th year. Both the size and extensive tribal knowledge of such individuals secure them positions of power within lizardfolk society, although they never attain the same spiritual reverence as lizard scions, who are thought to be reawakened remnants of the past.

An aging lizardfolk contributes to tribal life until the day of his death. Few settlements have the resources to support inactive members, and elders become teachers, healers, or nursery attendants. Even hatchlings are put to work once they achieve the necessary manual dexterity, weaving fishing nets, preparing food, or watching over their younger siblings. Since every one of these tasks is vital to a tribe's survival, hatchlings remain under supervision by at least one adult, but they still achieve a level of autonomy and responsibility that greatly exceeds that of humans at a similar age.

Most lizardfolk make their homes in rugged, well-constructed encampments in temperate swamps. Though the camps might seem unprotected to outsiders, lizardfolk carefully choose to inhabit defensible sections of rivers or marshes, especially places with multiple submerged entrances, hidden escape routes, and dry access for non-swimmers. Such camps usually house a single tribe that subsists off the immediate territory, supplementing with hunting forays farther afield during lean periods. Lizardfolk are most active during daylight hours, since they lack night vision, and prefer to retreat to the warmth and safety of their earthen lairs at sunset.

Lizardfolk are extremely insular, trading or allying only with groups they have established relationships with over an extended period. Even if their society were not so xenophobic, the work required to keep a tribe safe and fed means lizardfolk have little spare time for fraternization with outsiders. This can make encounters brief and curt, and an envoy's diplomatic tricks won't get her very far with a shaman who must still prepare food, cast protective spells on his clutch, and treat the wounds of his warriors. Those who do spend significant time with lizardfolk, however, find that the creatures have a rich oral tradition that passes down thousands of years' worth of knowledge and wisdom.

Lizardfolk rarely permit outsiders to enter their camps, and instead meet them at sub-camps or at prominent natural landmarks. Lizardfolk impose no cultural or religious requirements on their allies or trade partners, and expect the same treatment in return, but they might make ecological demands that can cause friction. Humanoids often mistake such demands for superstition or the misguided animism of "savages," but it's rare for lizardfolk to place any religious significance on the land itself. Instead, any landmark they decide to protect they do so out of concern for preserving the environment, since even a slight change to their habitat could have deadly ramifications.

Though lizardfolk are not evil, their practicality can sometimes seem abhorrent to other races, especially when it manifests in practices like cannibalism. To a lizardfolk, meat is meat, and during times of scarcity it would be an insult to those fallen in battle to let them rot rather than use their flesh to feed the tribe.

This innate pragmatism also manifests in lizardfolk's societal relations. Crime, politicking, and infighting are almost as common in settled lizardfolk populations as they are in human settlements, but a strong sense of natural law prevents these societies from descending into chaos. Tribal justice is meted out swiftly and fairly, with most disputes settled in non-fatal combat between the parties involved. In some cases these disputes may be handled by a proxy duel, with one or both sides sponsoring a champion.

Full statistics for lizardfolk can be found in their Bestiary entry.

New Rules
The following rules include an archetype, an oracle curse, feats, and spells, all of which are favored by lizardfolk.

Lizardfolk Archetype
Wise and revered druids preserve the lizardfolk's past.

Ancient Guardian (Druid)
Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe's growth and holding back civilization's corruptive influence.

Ancient Arms: An ancient guardian can't wield weapons made primarily of metal. She is proficient with only the club, dart, quarterstaff, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape. Using a prohibited weapon renders her unable to cast druid spells or use any of her druid supernatural or spell-like class abilities while wielding the weapon and for 24 hours after ceasing to wield it. This alters the druid's normal weapon proficiencies.

Community Bond (Ex): At 1st level, an ancient guardian must choose the domain nature bond ability and select from the following domains: Community, Healing, Knowledge, Protection, or Repose. This ability alters nature bond.

Patience of Nature (Ex): An ancient guardian does not gain wild empathy at 1st level. Instead, at 2nd level, an ancient guardian adds Diplomacy, Perform (oratory), and Sense Motive to her list of class skills and gains an insight bonus equal to half her druid level on such checks. This ability replaces wild empathy.

Ancient Ways (Ex): At 3rd level, an ancient guardian increases any climb, fly, or swim speeds she has or gains via her wild shape ability by 10 feet. This ability replaces trackless step and woodland stride.

Dispel Hostility (Su): An ancient guardian doesn't gain spontaneous casting at 1st level. Instead, at 3rd level, she can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. She can "lose" a prepared spell in order to cast calm emotions . Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + 1/2 the ancient guardian's druid level + her Wisdom modifier. This ability replaces spontaneous casting.

Unimpeachable (Ex): At 4th level, an ancient guardian gains a +4 bonus on saves against enchantments. This ability replaces resist nature's lure.

Undo Artifice (Sp): At 13th level, an ancient guardian gains the ability to reduce a nonliving item to its component raw materials. This acts as the spell polymorph any object, but works on magical or nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, this ability can't be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect (DC = 10 + 1/2 the ancient guardian's druid level + her Wisdom modifier). Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp of the item's value. An ancient guardian can use undo artifice a number of times per day equal to her Wisdom modifier. This ability replaces a thousand faces.

Lizardfolk Oracle Curse
The following oracle curse is available to lizardfolk.

Cold-Blooded: Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve. At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round. At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round. At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn.

Lizardfolk Feats
The following feats enhance lizardfolk's natural abilities, though Aquatic Adaption can be taken by mutated or unique individuals of any race who meet the prerequisites.

Aquatic Adaption
You've developed a strange but useful quirk for your race—you can breathe underwater.

Prerequisite: Hold breath.
Benefit: You can breathe water as well as air.
Dangerous Tail (Combat)
You have trained your tail into a powerful weapon, and wield it with deadly skill.

Prerequisites: Base attack bonus +5, Lizardfolk.
Benefit: You gain a tail swipe attack. If used as part of a full-attack action, the attack is made at your full base attack bonus – 5. If the tail swipe hits, it deals 1d4 points of damage (assuming you are Medium) + 1/2 your Strength modifier. If you confirm a critical hit against a target with your tail swipe, as a free action you can attempt a trip combat maneuver against that target.
Swift Swimmer
You are a faster swimmer than other members of your race.

Prerequisites: Lizardfolk, swim speed.
Benefit: Your swim speed increases by 15 feet.
Lizardfolk Spells
The following spells are used by lizardfolk and other spellcasters with the reptilian subtype. While the spells are not restricted to lizardfolk casters, individuals from warm-blooded races might have a difficult time learning them without first spending time earning the trust of lizardfolk instructors, perhaps by completing dangerous tasks on behalf of the tribe.

ENDOTHERMIC TOUCH
School transmutation; Level druid 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a small bit of snakeskin)
Range touch
Target one living creature that has the dragon type or the reptilian subtype
Duration 1 round/level
Saving Throw Fort negates; Spell Resistance yes
This spell slows the metabolism and other bodily functions of a creature for a short amount of time. The target is staggered and moves at half its normal speed (round down to the next 5-foot increment), but it can hold its breath for twice as long as normal.

SCALE SPIKES
School transmutation; Level alchemist 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a small thorn)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and that also has a natural armor bonus of at least +1
Duration 1 minute/level
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes . The subject is automatically considered proficient with these scale spikes.

SCALE SPIKES, GREATER
School transmutation; Level alchemist 4, bloodrager 4, druid 3, ranger 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a bit of thistle)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and also has a natural armor bonus of at least +1
Duration 1 hour/level
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
This spell functions like scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.

Example Lizardfolk
Lizardfolk Barbarians
Some warriors enter war-trances to increase their prowess.

LIZARDFOLK VANGUARD CR 2
XP 600
Lizardfolk barbarian 1
CN Medium humanoid (reptilian)
Init +2; Senses Perception +6
DEFENSE

AC 17, touch 10, flat-footed 15 (+2 armor, +2 Dex, +5 natural, –2 rage)
hp 33 (3 HD; 2d8+1d12+12)
Fort +9, Ref +2, Will +3
OFFENSE

Speed 40 ft., swim 15 ft.
Melee mwk morningstar +8 (1d8+5), bite +5 (1d6+2) or 2 claws +7 (1d4+5), bite +5 (1d6+2)
Ranged javelin +4 (1d6+5)
Special Attacks rage (6 rounds/day)
TACTICS

During Combat Lizardfolk vanguards use shock tactics to eliminate the most threatening opponents first.
Base Statistics When he's not raging, the vanguard's statistics are AC 19, touch 12, flat-footed 17; hp 27; Fort +7, Will +1; Melee mwk morningstar +6 (1d8+3), bite +3 (1d6+1) or claw +5 (1d4+3), bite +3 (1d6+1); Str 17, Con 15; CMB +5; Skills Swim +16.
STATISTICS

Str 21, Dex 14, Con 19, Int 9, Wis 12, Cha 8
Base Atk +2; CMB +7; CMD 17
Feats Multiattack, Power Attack
Skills Acrobatics +10 (+14 when jumping), Perception +6, Survival +5, Swim +18
Languages Draconic
SQ fast movement, hold breath
Combat Gear potion of cure moderate wounds ; Other Gear mwk leather armor, mwk morningstar, javelins (4), 8 gp
LIZARDFOLK BERSERKER CR 5
XP 1,600
Lizardfolk barbarian 4
CN Medium humanoid (reptilian)
Init +2; Senses Perception +10
DEFENSE

AC 19, touch 10, flat-footed 17 (+4 armor, +2 Dex, +5 natural, –2 rage)
hp 66 (6 HD; 2d8+4d12+26)
Fort +11, Ref +3, Will +4
Defensive Abilities trap sense +1, uncanny dodge
OFFENSE

Speed 40 ft., swim 15 ft.
Melee mwk morningstar +12 (1d8+6), bite +9 (1d6+3) or 2 claws +11 (1d4+6), bite +9 (1d6+3)
Ranged mwk javelin +8 (1d6+6)
Special Attacks rage (12 rounds/day), rage powers (scent, knockdown)
TACTICS

During Combat The berserker uses the knockdown rage power on enemies who are heavily armored or wield heavy weapons.
Base Statistics When she's not raging, the berserker's statistics are AC 21, touch 12, flat-footed 19; hp 54; Fort +9, Will +2; Melee mwk morningstar +10 (1d8+4), bite +7 (1d6+3) or claw +9 (1d4+3), bite +7 (1d6+2); Str 18, Con 15; CMB +9; Skills Swim +19.
STATISTICS

Str 22, Dex 14, Con 19, Int 9, Wis 12, Cha 8
Base Atk +5; CMB +11; CMD 21
Feats Cleave, Multiattack, Weapon Focus (morningstar)
Skills Acrobatics +12 (+16 when jumping), Perception +10, Survival +7, Swim +21
Languages Draconic
SQ fast movement, hold breath
Combat Gear potion of cure moderate wounds, potions of magic fang (2), tanglefoot bags (2); Other Gear +1 studded leather, mwk javelin, mwk morningstar, antitoxin, 66 gp
Lizardfolk Rangers
Submerged in shallow water or hidden in tangles of rushes, lizardfolk rangers give away their position only once it is too late for their prey to do anything about it.

LIZARDFOLK STALKER CR 3
XP 800
Lizardfolk ranger 2
N Medium humanoid (reptilian)
Init +1; Senses Perception +8
DEFENSE

AC 18, touch 11, flat-footed 17 (+2 armor, +1 Dex, +5 natural)
hp 33 (4 HD; 2d8+2d10+13)
Fort +9, Ref +4, Will +1
OFFENSE

Speed 30 ft., swim 15 ft.
Melee 2 claws +6 (1d6+3), bite +4 (1d4+1)
Ranged mwk longbow +5 (1d8/×3)
Special Attacks combat style (natural weapon), favored enemy (humans +2)
TACTICS

During Combat The stalker prefers to soften up lightly armored targets with his longbow before moving in for the kill.
STATISTICS

Str 17, Dex 12, Con 17, Int 9, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Improved Natural Attack (claw), Multiattack, Point-Blank Shot
Skills Acrobatics +5, Knowledge (nature) +4, Perception +8, Survival +6, Stealth +7, Swim +16; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath, track +1, wild empathy +1
Combat Gear potion of barkskin, potions of cure moderate wounds (2), antitoxins (2), smokestick, tanglefoot bag; Other Gear mwk leather armor, mwk longbow with 20 arrows, fishing net, 29 gp.
LIZARDFOLK SWAMP LURKER CR 8
XP 4,800
Lizardfolk ranger 7
N Medium humanoid (reptilian)
Init +5; Senses Perception +12
DEFENSE

AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +6 natural)
hp 87 (9 HD; 2d8+7d10+40)
Fort +11, Ref +6, Will +3
OFFENSE

Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d6+4), bite +7 (1d4+2), tail slap +7 (1d4+2)
Ranged +1 composite longbow +10/+5 (1d8+5/×3)
Special Attacks combat style (natural weapon), favored enemy (humans +4, reptilian humanoids +2)
Ranger Spells Prepared (CL 4th; concentration +5)
1st—magic fang (2)
STATISTICS

Str 18, Dex 12, Con 17, Int 9, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 23
Feats Aquatic Adaption*, Dangerous Tail*, Endurance, Improved Initiative, Improved Natural Attack (claw), Point-Blank Shot, Swift Swimmer*, Weapon Focus (claw)
Skills Acrobatics +5, Climb +14, Handle Animal +3, Heal +6, Knowledge (nature) +6, Perception +12, Stealth +11, Survival +12, Swim +19; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ favored terrain (swamp +2), hold breath, hunter's bond (companions), track +3, wild empathy +6, woodland stride
Combat Gear +1 human-bane arrows (4), potions of barkskin (2), potion of cure moderate wounds, scroll of speak with plants, tanglefoot bag; Other Gear +1 studded leather, +1 composite longbow (+4 Str) with 30 arrows, fishing net, 55 gp
Lizardfolk Rattler
Lizardfolk bards are the keepers of tribal lore, guiding their tribes in difficult times and enhancing their abilities in battle.

LIZARDFOLK RATTLER CR 5
XP 1,600
Lizardfolk bard 4
N Medium humanoid (reptilian)
Init +1; Senses Perception +8
DEFENSE

AC 18, touch 11, flat-footed 17 (+2 armor, +1 Dex, +5 natural)
hp 43 (6d8+16)
Fort +7, Ref +6, Will +4; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE

Speed 30 ft., swim 15 ft.
Melee mwk club +10 (1d6+4), bite +3 (1d4+2) or 2 claws +8 (1d4+4), bite +3 (1d4+2)
Ranged javelin +5 (1d6+4)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +6)
2nd (2/day)—blindness/deafness (DC 14), rage
1st (4/day)—cause fear (DC 13), cure light wounds, hideous laughter (DC 13), sleep (DC 13)
0 (at will)—dancing lights, daze (DC 12), ghost sound (DC 12), light, message, resistance
STATISTICS

Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 14
Base Atk +4; CMB +8; CMD 19
Feats Dazzling Display, Intimidating Prowess, Weapon Focus (club)
Skills Acrobatics +14, Intimidate +15, Perception +8, Perform (percussion) +11, Swim +16; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ bardic knowledge +2, hold breath, versatile performance (percussion)
Combat Gear potion of cure light wounds, alchemist's fire (2);Other Gear mwk leather armor, mwk club, cloak of resistance +1, mwk war rattle
Revered members of the tribe, rattlers are the keepers of tradition and leaders of the sacred dances. They are the ones who remember the ancient songs of lizardfolk glory and use them to train the youth, educating each new generation in the practices and secrets that have kept their people safe in their swamps for millennia.

Though called rattlers, these lizardfolk are as much storytellers as musicians, propagating the oral traditions of their people. As a result, they are valued as much for their wisdom as for their ability to bolster the tribe's hunters and warriors in combat—though this latter responsibility admittedly defines the role in which most other humanoid races encounter them. Though a rattler might or might not be the leader of a tribe, she is often asked to sit in judgment over internal conflicts, to act as an ambassador to other tribes, or to advise a tribe's chieftains and elders so that their decisions reflect the wisdom of the past.

Lizardfolk rattlers are often tribal elders, but when youths show a propensity for bardic magic or a particular passion for the old stories and shamanistic rituals, a tribe's existing rattlers might choose to take them in and train them as the rattlers of the next generation. This practice is crucial, as it can take most of a lifetime to learn all the stories, and a tribe never wants to risk losing ties to their history because of the sudden death of the tribe's rattler to old age or in battle.

Lizardfolk Champion
Among most lizardfolk tribes, the greatest mark of status a warrior can achieve is a mighty dinosaur steed, allowing her to thunder terrifyingly into enemy lines.

LIZARDFOLK CHAMPION CR 10
XP 9,600
Lizardfolk cavalier 9
N Medium humanoid (reptilian)
Init +0; Senses Perception +13
DEFENSE

AC 27, touch 10, flat-footed 27 (+9 armor, +5 natural, +3 shield)
hp 100 (11 HD; 2d8+9d10+42)
Fort +12, Ref +3, Will +4
OFFENSE

Speed 20 ft., swim 15 ft.
Melee +1 lance +17/+12 (1d8+8/19–20/×3) or claw +15 (1d6+5), bite +10 (1d4+2)
Ranged javelin +10 (1d6+5)
Special Attacks banner +2/+1, cavalier's charge, challenge (+9, +3, 3/day)
STATISTICS

Str 21, Dex 10, Con 17, Int 7, Wis 12, Cha 12
Base Atk +10; CMB +15; CMD 25
Feats Duck and Cover, Improved Critical (lance), Improved Natural Attack (claw), Mounted Combat, Power Attack, Ride-By Attack, Shield Wall, Trample, Weapon Focus (lance)
Skills Perception +13, Ride +5, Swim +11; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ expert trainer +4, greater tactician (2/day, 7 rounds, swift action), hold breath, mount (styracosaurus), order of the dragon (aid allies, strategy)
Combat Gear potions of cure moderate wounds (2), alchemist's fire (2); Other Gear +1 half-plate, +1 heavy wooden shield, +1 lance, javelins (2), belt of giant strength +2, 191 gp
STYRACOSAURUS CR —
N Large animal
Init +2; Senses low-light vision, scent; Perception +12
DEFENSE

AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 44 (8d8+8) Fort +7, Ref +8, Will +3
Defensive Abilities evasion
OFFENSE

Speed 30 ft.
Melee gore +10 (2d8+7)
Special Attacks ferocity, reflexive strike
Space 10 ft.; Reach 10 ft.
STATISTICS

Str 21, Dex 14, Con 13, Int 2, Wis 12, Cha 7
Base Atk +6; CMB +12 (+14 bull rush or overrun); CMD 24 (26 vs. bull rush or overrun)
Feats Improved Bull Rush, Improved Natural Attack (gore), Improved Overrun, Power Attack
Skills Perception +12
SQ devotion, tricks (attack [all creatures], come, defend, down, guard, heal, seek, stay, work)
Most lizardfolk feel a deep connection to dinosaurs, seeing in the fearsome beasts an obvious kinship, and considering them a symbol of the once-great lizardfolk civilization. As a result, many tribes attempt to domesticate dinosaurs as beasts of burden or war—with varying degrees of success.

Those warriors able to single-handedly pacify and train dinosaur mounts win the respect of their tribes. Dinosaur-riding lizardfolk champions are famed battle leaders among their tribes, and often become chieftains of their people.

LizardFolk Sorcerer
Lizardfolk sorcerers are surrounded by tribal superstition.

LIZARDFOLK SORCERER CR 12
XP 19,200
Lizardfolk sorcerer 11
CN Medium humanoid (reptilian)
Init +4; Senses Perception +4
DEFENSE

AC 21, touch 11, flat-footed 21 (+4 armor, +1 deflection, +6 natural)
hp 97 (13 HD; 2d8+11d6+50)
Fort +10, Ref +7, Will +10
Resist acid 10
OFFENSE

Speed 30 ft., swim 15 ft.
Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +5 (1d4+1)
Special Attacks breath weapon (60-foot line, 11d6 acid, DC 19, 1/day), claws (1d4+3 plus 1d6 acid, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—acidic spra y (DC 19), spell resistance, wall of stone (DC 19)
4th (7/day)—black tentacles, fear (DC 18), remove curse, vitriolic mis t
3rd (7/day)—dispel magic, fly, haste, major image (DC 17), wind wall
2nd (7/day)—acid arrow, create pi t (DC 16), darkvision, frigid touch, resist energy, web (DC 16)
1st (7/day)—corrosive touch, endure elements, grease (DC 15), mage armor, ray of enfeeblement (DC 15), shocking grasp
0 (at will)—acid splash, detect magic, detect poison, open/close, read magic, resistance, spar k, mending, message
Bloodline draconic (black)
TACTICS

Before Combat The sorcerer casts mage armor on herself.
During Combat The sorcerer stays away from melee, hurling spells at foes. She usually begins with black tentacles or grease, the better to restrict enemy mobility in the already difficult swamp terrain, then follows up with ranged damage spells or by casting haste on the tribe's strongest warriors.
Base Statistics Without mage armor, the lizardfolk's statistics are AC 17, touch 11, flat-footed 17.
STATISTICS

Str 17, Dex 10, Con 15, Int 11, Wis 8, Cha 18
Base Atk +6; CMB +9; CMD 27
Feats Combat Casting, Elemental Focus (acid), Eschew Materials, Improved Initiative, Iron Will, Lighting Reflexes, Reach Spell, Toughness, Weapon Focus (claw)
Skills Acrobatics +6, Climb +7, Intimidate +9, Knowledge (arcana) +5, Knowledge (nature) +3, Linguistics +1, Perception +4, Spellcraft +8, Swim +13, Use Magic Device +13; Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ bloodline arcana (spells that deal acid damage deal +1 damage per die), hold breath
Combat Gear potion of cure moderate wounds, scroll of false life, scrolls of invisibility (2), wand of fireball (12 charges), wand of magic missile (50 charges); Other Gear amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 150 gp
Lizardfolk sorcerers can have any bloodline, but most claim (rightly or not) that their magic is the result of ancient interbreeding with majestic dragons. With the blood of dragons coursing through her veins, the sorcerer is respected and feared by members of her tribe. They could see her as an omen—of good or ill—and might send her away to live on the outskirts of tribal land if she can't quickly learn to control her powers. Nevertheless, though the sorcerer might stand apart from the rest of her tribe, she almost always comes to her kin's defense in their times of need.

Lizardfolk Clutch Mother
Since lizardfolk breed so slowly, their eggs are incredibly precious, and most tribes assign their most powerful combatants and spellcasters to watch over the nests.

LIZARDFOLK CLUTCH MOTHER CR 13
XP 25,600
Lizardfolk druid (ancient guardian) 12
N Medium humanoid (reptilian)
Init +4; Senses Perception +22
DEFENSE

AC 22, touch 11, flat-footed 22 (+6 armor, +1 deflection, +5 natural)
hp 95 (14d8+32)
Fort +15, Ref +7, Will +16; +4 vs. enchantments
Immune poison
OFFENSE

Speed 20 ft., swim 25 ft.
Melee +1 spear +11/+6 (1d8+1/×3), bite +5 (1d4) or 2 claws +10 (1d4), bite +5 (1d4)
Ranged mwk sling +11 (1d4)
Special Attacks dispel hostility, undo artifice, wild shape 5/day
Druid Spells Prepared (CL 12th; concentration +17)
6th—antimagic fiel d D, mass cure light wounds, wall of stone (DC 21)
5th—baleful polymorph (DC 20), commune with nature, death ward, spell resistance D, wall of thorns
4th—cure serious wounds, dispel magic, freedom of movement, scrying (DC 19), spell immunity D
3rd—call lightning (DC 18), cure moderate wounds (2), protection from energ y D, spit venom (DC 18)
2nd—animal messenger, barkskin, delay poison, lesser restoration (2), shield other D
1st—calm animals (DC 16), cure light wounds (2), entangle (DC 16), sanctuar y D (DC 16), shillelagh, speak with animals
0 (at will)—create water, detect poison, guidance, mending
D domain spell; Domain Protection
TACTICS

During Combat The clutch mother uses spells and weapons to defend first the clutch and then the tribe.
STATISTICS

Str 10, Dex 11, Con 12, Int 12, Wis 20, Cha 15
Base Atk +10; CMB +10; CMD 21
Feats Alertness, Brew Potion, Improved Initiative, Natural Spell, Skill Focus (Diplomacy), Toughness, Wild Speech
Skills Acrobatics +2, Diplomacy +23, Handle Animal +11, Heal +14, Knowledge (nature) +13, Linguistics +2, Perception +22, Perform (oratory) +15, Sense Motive +27, Spellcraft +11, Survival +16, Swim +15; Racial Modifiers +4 Acrobatics
Languages Common, Draconic, Druidic, Sylvan
SQ ancient ways, hold breath, nature bond (Protection domain), nature sense, patience of nature
Combat Gear scroll of charm animal, scroll of resist energy, wand of cure light wounds (15 charges); Other Gear +2 hide armor, +1 spear, mwk sling with 12 bullets, druid's vestments, headband of inspired wisdom +2, pearl of power (2nd), ring of protection +1, healer's kit (9 uses), 38 gp
The clutch mother seeks only to protect her ways and her kind. She faces the onslaught of civilization with diplomacy, reason, and patience.

While other races might see guarding the children as a waste of one's best warriors, lizardfolk inherently value defense over offense. They think warm-blooded races are insane for sending all their capable combatants off to fight in distant wars, leaving only the aged and infirm to protect the children. Clutch mother (or occasionally clutch father) is a position of prominence and prestige, and many lizardfolk warriors compete eagerly to prove themselves worthy of this great responsibility.

Lizard Scion
This muscular lizardfolk towers above others of its kind, a primeval behemoth painted with elaborate designs.

LIZARD SCION CR 5
XP 1,600
N Large humanoid (reptilian)
Init +0; Senses Perception +5
DEFENSE

AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +2, Will +3
OFFENSE

Speed 30 ft., swim 30 ft.
Melee mwk trident +9 (2d6+3), bite +5 (1d8+1) or 2 claws +7 (1d6+3), bite +5 (1d8+1)
Ranged mwk javelin +5 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks blood rage
STATISTICS

Str 16, Dex 11, Con 14, Int 9, Wis 12, Cha 11
Base Atk +5; CMB +9; CMD 19
Feats Cleave, Multiattack, Power Attack, Weapon Focus (trident)
Skills Perception +5, Swim +14
Languages Draconic
SQ hold breath, lizardfolk blood
ECOLOGY

Environment temperate swamps
Organization solitary, band (with 3–12 lizardfolk), or tribe (with 13–60 lizardfolk)
Treasure NPC gear (mwk trident, 2 mwk javelins)
SPECIAL ABILITIES

Lizardfolk Blood (Ex) A lizard scion counts as a lizardfolk for all effects related to race.
Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of her tribe. Lizardfolk show great—often unquestioning—devotion to scions, believing they are blessings from the spirits and divine in nature. In many ways, tribes see them as living monuments to the lost greatness of their people, singing songs of an era when every lizardfolk was as large and impressive as the scion.

A lizard scion is not officially recognized until her 100th birthday, though many might suspect that she is one. At that point, the tribe holds a ceremony in which they present the newly titled lizard scion with a special war trident as a mark of status. These ancient tridents are never used by ordinary lizardfolk, and most have been handed down through their tribe for generations, sometimes sitting untouched for hundreds of years until the naming of a new lizard scion.

Some lizard scions become great protectors and voices of wisdom among their people, leading a tribe to previously unknown accomplishments and stability within its hidden enclave. Others attempt to build alliances with other lizardfolk tribes or even unite two tribes into one. A tribe of lizardfolk being systematically pushed out of its ancestral territory, however, might see the coming of a lizard scion as a sign that war is imminent, and could be spurred to take up arms once and for all against the so-called "civilized" encroachers.

There are rumors that deep in some jungles or swamps there live entire tribes of dinosaur-herding lizard scions that have bred true as a race, but such stories may be little more than the overactive imaginations of explorers and treasure hunters.

Lizard scions average 10 feet in height and 500 pounds, though this can vary by tribe and age. Unlike boggard priest-kings, lizard scions are never fat, but rather hugely muscled specimens with excellent reflexes.

Lizardfolk Encounters
Encounters with lizardfolk typically occur near or within remote enclaves in swamps and jungles. Lizardfolk shun territory controlled by the more "civilized" races unless on a mission for their priests, on a scouting mission to keep tabs on the movement of encroaching neighbors, led by an aggressive lizard scion, or pushed to desperation.

Scouting Party (CR 5)
An experienced stalker leads this hungry group of his tribemates. They search for food and danger along the perimeter of their swampland.

LIZARDFOLK (2) CR 1
XP 400 each
hp 11 each
LIZARDFOLK STALKER CR 3
XP 800
hp 33
Strike Force (CR 8)
This shock unit acts with breathtaking speed and ferocity, moving through cover to flank enemy forces. A keen-eyed stalker supports their frontline vanguards, while a rattler supplies support.

LIZARDFOLK RATTLER CR 5
XP 1,600
hp 43
LIZARDFOLK STALKER CR 3
XP 800
hp 33
LIZARDFOLK VANGUARDS (4) CR 2
XP 600 each
hp 33 each
King on the March (CR 9)
An aggressive lizard scion often ventures out with his band, determined to crush all who stand in their way.

LIZARD SCION CR 5
XP 1,600
hp 45
LIZARDFOLK (6) CR 1
XP 400 each
hp 11 each
LIZARDFOLK STALKER CR 3
XP 800 XP
hp 33
LIZARDFOLK VANGUARDS (2) CR 2
XP 600 each
hp 33 each
Tribal Defenders (CR 12)
A lizardfolk champion leads some of the tribe's most trusted warriors to engage the enemy. The champion and berserkers typically lead a forward assault while the swamp lurkers sneak around to encircle their foes.

LIZARDFOLK BERSERKERS (4) CR 5
XP 1,600 each
hp 66 each
LIZARDFOLK CHAMPION CR 10
XP 9,600
hp 100
LIZARDFOLK SWAMP LURKER CR 8
XP 4,800
hp 87

线上 瓶中妖

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Re: 怪物志(Monster Codex)
« 回帖 #69 于: 2015-02-19, 周四 21:32:05 »
 :em009大过节的还有人更新呀

大多数蜥蜴人都觉得他们和恐龙有一种内在的联系,似乎和这种可怕的野兽拥有显而易见的学院关系,并且将其视为蜥蜴人曾经古老辉煌的文明象征。
« 上次编辑: 2015-02-19, 周四 21:55:53 由 瓶中妖 »
伪装成可口饮品的CR1陷阱泥怪