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先占个一楼,等之后弄目录 :em001
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金猫(Golden Cat),CR 1
这个神奇的生物看起来像一只小家猫,有着光滑的金色皮毛和闪闪发光的祖母绿眼睛。
XP 400
绝对中立 小型 魔法兽
先攻 +2;感官黑暗视觉60尺, 昏暗视觉,灵敏嗅觉;察觉 +6
防御
AC 15, 接触 13, 措手不及 13 (+2 敏捷 +2 天生防御, +1 体型)
HP 11 (2d10)
强韧 +3,反射 +5,意志 +1
攻击
速度 20 尺 攀爬 10尺
近战 撕咬 +5 (1d3-1), 2 爪抓 +5 (1d2-1)
属性
特殊攻击幸运/不幸
力量 8,敏捷 15,体质 10,智力 2,感知 12,魅力 6
BAB +2;CMB +0;CMD 12
专长 武器娴熟
技能 特技 +2 (+10 平衡 或 跳跃), 攀爬 +10,察觉 +6, 隐匿 +10; 种族调整值 +8 特技 当平衡或跳跃时, +4 隐匿.金猫使用它的敏捷修正值进行攀爬检定。
语言/b] 通用语 (不能说); 心灵感应 100 尺
生态
环境 任意温带
组织 单独
宝物 无
特殊能力
幸运/不幸(Luck/Unluck,Su): 当金猫选择了一个“主人”后,它会给这个生物带来好运。每天三次,只要金猫在40尺内,主人可以重新骰一个骰子,选择最有利的结果。每轮只能重掷一个骰子。这种能力是金猫的力量,而不是主人的,尽管主人可以简单地用心灵感应的方式把它的愿望传达给猫。如果金猫不希望激活此能力,则不能强迫它这么做 (除非使用魔法来强迫它unless magically compelled)。每次金猫激活这个能力,主人便会重掷骰子,在金猫40尺范围的所有其他生物(包括主人的盟友)必须重新投骰一次,并且每次都得选最不利的结果。
这些变幻无常的生物是非常受欢迎的,因为他们拥有一种神奇能力,可以给一位被选作主人的幸运儿带来好运。主人会为了让金猫受到保护和与感到舒适而不惜花费巨资。尽管如此,金猫仍会对主人感到厌烦,并开始自己寻找新的主人来给他带来好运。尽管金猫因其带来的好运而受到主人的珍视,但它们也同样因其带来的坏运气而遭到主人盟友的鄙视。金猫喜欢在森林地区或丘陵地带筑巢,通常靠近人口最多的文明地区(这使得寻找主人更容易)。在所有种族中他们偏爱人类和精灵作为主人,鄙视那些不太文明的种族,比如兽人、半兽人、地精等等。金猫从来不接受上述任何一个种族的主人。
金猫像普通的猫一样有着金色的皮毛和绿色的眼睛。像所有的猫一样,金猫喜欢抓老鼠、兔子和小鸟。他们倾向于避免攻击比他们自身更大的东西——除非他们走投无路只能被迫保护自己。即便如此,他们也还是会尽快地设法逃跑。
This marvelous creature appears as a small housecat with sleek golden
fur and glowing emerald eyes.
XP 400
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent;
Perception +6
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 11 (2d10)
Fort +3; Ref +5; Will +1
Speed 20 ft., climb 10 ft.
Melee bite +5 (1d3-1), 2 claws +5 (1d2-1)
Special Attacks luck/unluck
Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +0; CMD 12
Feats Weapon Finesse
Skills Acrobatics +2 (+10 balancing or jumping), Climb +10,
Perception +6, Stealth +10; Racial Modifiers +8 Acrobatics
when balancing or jumping, +4 Stealth. The golden cat uses
its Dexterity modifier for Climb checks.
Languages Common (cannot speak); telepathy 100 ft.
Environment any temperate
Organization solitary
Treasure none
Luck/Unluck (Su) When a golden cat selects an “owner” it grants that creature good fortune. Three times per day, so long as the golden cat is within 40 feet, the owner can reroll one die roll and take the most favorable result. Only one die can be rerolled each round. This ability is a power of the cat, not the owner, though the owner can simply telepathically communicate its desire to the cat. A golden cat cannot be forced to activate this ability if it does not wish to do so (unless magically compelled). Each time the golden cat activates this ability and the owner rerolls a die, all other creatures (including the owner’s allies) within 40 feet of the golden cat must reroll one die roll and take the least favorable result each time.
These fickle creatures are highly sought after due to their magical ability to grant luck to one fortunate enough to be selected as an owner. Such owners are known to spend extravagant amounts of wealth keeping the golden cat lavishly protected and comforted. Despite this, golden cats have been known to grow bored with an owner and strike out on their own in search of a new owner to bestow its good luck upon.While prized by their owners for the luck they bestow, golden cats are equally despised by the owner’s allies for the bad luck they bring. Golden cats tend to lair in forested areas or hilly terrain, usually near
civilized lands where the population is the greatest (it makes finding an owner easier). They favor humans and elves as owners above all other races, disdaining the less civilized races such as orcs, half-orcs, goblinoids, and so on. A golden cat never takes one of the aforementioned races as an owner.
A golden cat appears as a normal cat with rich golden fur and green eyes. Like all cats, a golden cat enjoys catching mice, rabbits and small birds. They tend to avoid attacking things larger than themselves unless cornered and defending themselves. Even then, they seek escape as soon as possible.
(https://images2.imgbox.com/83/56/kEsbOm39_o.png)
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琥珀泥怪(Ooze, Amber),CR 1
这种生物就像一小池液体,颜色与浓度都像蜂蜜酒。
XP 400
绝对中立 微型 泥形生物
先攻 +0;感官盲视 60 尺, 昏暗视觉;察觉 -5
防御
AC 14, 接触 14, 措手不及 14 (+4 体型)
HP 6 (1d8+2)
强韧 +2,反射 +0,意志 -5
攻击
速度 10 尺
占据 1 尺;接触 0 尺
属性
力量 4,敏捷 10,体质 14,智力 —,感知 1,魅力 1
BAB +0;CMB -4;CMD 3 (不能被摔绊)
生态
环境 任意温带或温暖的土地
组织 单独
宝物 无
特殊能力
属性吸取(Ability Drain,EX): 如果不从寄主体内清除,琥珀泥怪的酸与原生质就会开始损害寄主的身体与精神。一周后,寄主每天受到1点智力、感知和魅力吸取。当这三种属性中的一个达到0时,宿主则会死亡。
注入(Infuse,Su): 吞下琥珀泥怪的人物必须通过DC13强韧检定,否则琥珀泥怪将自动注入到他的体内。泥怪会与寄主的肉与骨头融为一体,并且只能被移除疾病法术来移除。此豁免DC基于体质。施放在寄主身上的侦测魔法(或类似的魔法)会显示出琥珀泥怪。如果受害者在强韧检定中成功,琥珀泥怪泥每轮从宿主的消化液中受到1点酸性伤害。一旦开始受到伤害,琥珀泥怪就会从寄主的体内通过嘴部来撤退。
削弱意志(Weaken Will,Su): 注入宿主体内的琥珀泥怪会削弱受害者的意志。只要琥珀泥怪还留在宿主体内,在对抗mindinfluencing法术和效果(如魅惑人类或暗示术)的意志检定上受到-4减值。
琥珀泥怪是由一个邪恶的法师所创造出来的,被用来控制一个繁华城市(powerful)的长老。法师秘密繁殖了许多这种生物,并把它们密封在啤酒桶里,然后雇佣商人在全城分发这种啤酒。
邪恶的法师最终被杀死——一群英勇的冒险家拯救了这座城市。不过这些商人并不被冒险者所知晓,他们想在雇主不知情的情况下中饱私囊。商人们并不知道这阴谋,他们在非法市场上出售这些桶装啤酒。现在,许多装有琥珀泥怪的小桶已经被运往其他城市,这些生物正在不断蔓延。当一只琥珀泥怪分裂时,其中一只分裂出的个体会从木桶中渗出,去寻找属于它自己的巢穴。与其他未受污染的啤酒桶一排一排地堆放在一起,琥珀泥怪很快便会占据一间储藏室或食品储藏室。琥珀泥怪直径约1尺,呈暗琥珀色。疯法师的设计甚至为琥珀泥怪提供了蜂蜜酒或令人陶醉的麦酒的香味。琥珀泥怪可以在休眠状态下躺上数年,从休眠中出来只是为了繁殖( replicate)——这一过程中他们每隔几个月便会经历一次 或者 当他们被酒桶的移动警醒时。
当一个装有琥珀软泥的小桶被打开开口时,琥珀软泥便会走向那个开口。几杯酒下肚,琥珀泥怪从水龙头里挤出来,流进杯子里。一旦受害者喝下这杯酒,琥珀泥怪就会迫使自己进入受害者的喉咙和腹部。
This creature resembles a small pool of liquid the color and consistency of mead.
XP 400
N Diminutive ooze
Init +0; Senses blindsight 60 ft.; Perception –5
AC 14, touch 14, flat-footed 14 (+4 size)
hp 6 (1d8+2)
Fort +2; Ref +0; Will –5
Immune ooze traits
Speed 10 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks ability drain, infuse, weaken will
Str 4, Dex 10, Con 14, Int —, Wis 1, Cha 1
Base Atk +0; CMB –4; CMD 3 (can’t be tripped)
Environment any temperate or warm land
Organization solitary
Treasure none
Ability Drain (Ex) If not purged form the host body, the acids and protoplasm of an amber ooze begin damaging its host’s body and mind. After 1 week, the host takes 1 point each of Intelligence, Wisdom, and Charisma drain per day.When one of the three abilities reaches 0, the host dies.
Infuse (Ex) A victim that has ingested an amber ooze must succeed on a DC 13 Fortitude save or the amber ooze infuses itself into his body. The ooze merges with flesh and bone, and can only be removed by a remove disease spell. The save DC is Constitution-based. A detect magic (or similar magic) cast on the host reveals the amber ooze. If the victim succeeds on the Fortitude save, the amber ooze takes 1 point of acid damage per round from the host’s digestive juices. Once it begins to take damage, the ooze retreats from the host’s body through its mouth.
Weaken Will (Su) An amber ooze that has infused itself into a host weakens the will of its victim. As long as the amber ooze remains in the host, he takes a –4 penalty on Will saves to resist mindinfluencing spells and effects (such as charm person and suggestion.)
Amber oozes were created by an evil wizard as a means of gaining control over the elders of a powerful city. He bred many of the creatures in secret and sealed them into kegs of ale, then hired merchants to distribute this ale throughout the city. The wizard was ultimately slain and the city saved by a band of heroic adventurers.
Unknown to the adventurers, the merchants had wanted to line their own pockets without the knowledge of their employer. Unaware of the plot they sold some of the kegs of ale in illegal markets. Now, many of the kegs containing amber oozes have been shipped to other cities and the creatures are spreading. When an amber ooze divides, one of the new creatures seeps out of the keg to find its own lair. Stacked in rows with other kegs of uncontaminated ale, amber oozes can quickly take over a store room or pantry.
An amber ooze is approximately 1 foot in diameter, and is a dark amber color. The designs of the mad mage even provided the amber ooze with the scent of mead or heady ale. Amber oozes can lay in a state of hibernation for years, coming out of it only to replicate — a process they undergo once every few months — or when they are alerted by movement of the keg.
When a keg containing an amber ooze is tapped, the creature makes its way to the opening. Within the drawing of a few drinks, the amber ooze
squeezes out of the tap and into the mug. As soon as the victim drinks, the ooze forces itself down the victim’s throat and into its belly.
(https://images2.imgbox.com/5b/b2/HFooB4j5_o.jpg)
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午夜商贩(Midnight Peddler),CR 6
这个生物看起来像一个正常的人类,穿着一件长长的灰色带兜帽长袍。在兜帽下可以看到一个长而突出的尖下巴。
XP 2,400
绝对中立 中型 异界生物 (跨位面)
先攻 +5;感官黑暗视觉60尺, 昏暗视觉;察觉 +16
防御
AC 16, 接触 11, 措手不及 15 (+1 敏捷, +1 闪避, +5 天生防御)
HP 52 (7d10+14)
强韧 +6,反射 +6,意志 +9
攻击
速度 20 尺
近战 接触+7 (死亡严寒)
属性
力量 11,敏捷 13,体质 15,智力 16,感知 15,魅力 15
BAB +7;CMB +7;CMD 19
专长 警觉, 闪避, 强韧加强, 精通先攻
技能 唬骗 +12, 工艺 (木工) +12, 交涉 +8,知识(历史) +9, 知识 (本地) +9,知识 (位面) +12,察觉 +16, 专业 (小贩) +10, 察言观色 +16,生存 +10
语言通用语, 天界语 ,深渊语, 土族语
特殊能力 占卜, 异界传送
生态
环境 任意陆地
组织 单独
宝物 无(见下文)
特殊能力
死亡严寒(Death Chill,Su): 午夜商贩对活着的生物造成1d4负向等级。通过DC15的强韧检定,以移除一个负面等级。此豁免DC基于体质的。午夜商贩每敌人降低1等级,便获得5点临时生命值。
占卜(Divination,Su): 午夜商贩能够提供出建议,他可以正确回答任何一个从他车里买东西的人问他的问题。此能力如同于法术 预言术(施法者等级12)。
异界传送(Plane Shift,Su): 午夜商贩可以以移动动作 使用异界传送(如同名法术)到任意内层位面或外层位面作为移动动作。他的马车(以及其中的任何非生物物质)随他一起移动。
此能力可以作为同名法术使用。
午夜商贩在城市街道上游荡,通常只在浓雾笼罩的夜晚才会遇到。首先被察觉到的是他推着的车发出的吱吱声,随着他越推越近,声音也越来越大。在300尺范围内并且成功通过DC12的察觉检定都能听到这种声音。午夜商贩推着他的木车,慢慢地走着。每次他访问物质位面时,他车里的东西都不一样,但在任何时候,他都可以得到Pathfinder Roleplaying Game中所列出的任何物品(其价值为50 gp或更少)。
午夜商贩逃避着战斗。如果他被迫进入战斗,他会在第一时间使用死亡严寒能力,然后使用异界传送逃离。
This creature appears as a normal human, cloaked in a long gray hooded robe. A long protruding, sharp jaw can be seen under the hood. He moves with a shuffling gait, pushing a wooden cart that squeaks as it rolls along.
XP 2,400
N Medium outsider (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +16
AC 16, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +5
natural)
hp 52 (7d10+14)
Fort +6; Ref +6; Will +9
Speed 20 ft.
Melee touch +7 (death chill)
Special Attacks death chill
Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
Base Atk +7; CMB +7; CMD 19
Feats Alertness, Dodge, Great Fortitude, Improved Initiative
Skills Bluff +12, Craft (wood) +12, Diplomacy +8, Knowledge
(history) +9, Knowledge (local) +9, Knowledge (planes) +12,
Perception +16, Profession (peddler) +10, Sense Motive +16,
Survival +10
Languages Common, Celestial, Abyssal, Terran
SQ divination, plane shift
Environment any land
Organization solitary
Treasure none (see text)
Death Chill (Su) The touch of the midnight peddler deals 1d4 negative levels to a living creature. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Constitution-based. The midnight peddler gains 5 temporary hit points for each negative level bestowed.
Divination (Su) The peddler provides advice and answers correctly any one question asked of him by any creature who buys something from his cart. This ability functions similar to a divination spell (caster level 12th).
Plane Shift (Su) The midnight peddler can plane shift (as the spell) to any inner or outer plane as a move action. His cart(and any non-living matter contained therein) shifts with
him. This ability otherwise functions as the spell of the same name.
The midnight peddler wanders city streets and is normally only encountered on fog-covered nights. He is first detected by the audible squeaking of the cart he pushes, the sound growing louder as he draws closer. The sound can be heard at a range of 300 feet with a successful DC 12 Perception check. The midnight peddler moves with a slow gait as he pushes his wooden cart. The contents of his cart vary each time he visits the Material Plane, but at any given time, he has available any item listed in the Pathfinder Roleplaying Game (see the Equipment section) with a value of 50 gp or less. The midnight peddler shuns combat. If forced into battle, he uses his death chill ability at first opportunity and then plane shifts away.
(https://images2.imgbox.com/8b/50/BpBj6KzE_o.jpg)