巨神兵R Guthallath巨神兵是由很久以前的未知帝国创造古老的巨大构装体,可能是被当做战争机器来使用。这个巨型石像有接近100尺高,外形一般是系着缠腰布和无边帽的健壮的战士。然而很少有人见过巨神兵的完整躯体,大多数时候它脖子以下都被掩埋,复盖着苔藓,沉睡在某个被世人遗忘的角落。然而偶尔有时候,这些毁灭的预兆会因为一些未知的刺激或召唤重新激活。当这种情况发生时,任何阻挡它的人都难逃厄运。
虽然巨神兵原本的古老敌人早已消失,但是它依然是纯粹的毁灭引擎。它被设计成能在几周甚至上月的时间内持续地横冲直撞。巨神兵没有足够的智慧来享受或反思这种毁灭行为,也无法被说服——它不受大多数魔法影响,也无法预测它如何选择目标(或饶过谁)。
沉睡的巨神兵 GUTHALLATH SLUMBER
由于巨神兵恐怖的破坏力,整个文明社会都被从格拉利昂上扫除了。但是黑暗尽头总会迎来曙光,一段时间之后巨神兵由于不明原因迅速结束了它们的屠戮。巨神兵们在荒野深处找了个偏僻的地方将自己埋了起来,进入数百年的沉睡,然后醒来后再次开始毁灭的循环。
巨神兵 19级生物
稀有 绝对中立 巨型 构装体察觉 +30; 黑暗视觉, 真视术
技能 特技+25, 运动+40
力量+10,
敏捷+2,
体质+8,
智力-4,
感知+0,
魅力-1
AC 43;
强韧+38,
反射+32,
意志+30
HP 325;
免疫 流血, 死亡效果, 疾病, 毁灭, 流失, 疲乏, 治疗, 魔法(见下), 死灵系, 非致命攻击, 麻痹, 毒素, 恶心, 失去意识;
抗力 物理 15(除了精金)
腐蚀灵光 Erosion Aura(灵光, 原能) 120尺。巨神兵能腐蚀周围事物的物理完整性。弥散范围内除了它自己以外的所有生物和物品硬度和抗力减少10点。在灵光范围内开始其回合的生物受到6d6钝击伤害(基础强韧豁免DC 39)
魔法免疫 Immunity to Magic 巨神兵免疫低于7环的法术,以及物品等级低于14级的魔法物品的启动效果。
速度 40尺, 掘进50尺
近战[A] 拳击 +38(致命3d12, 魔法, 触及 20尺),
伤害 4d12+18 钝击 外加精通攫抓或精通推离尺
近战[A] 脚踢 +38(致命3d12, 魔法, 触及 20尺),
伤害 4d8+18 钝击 外加精通击倒
原能内在法术 DC 37;
常驻(8环)真视术 true seeing;
(3环)加速术 haste
湮灭光线 Annihilation Beams [AA] 巨神兵从双眼中射出两道毁灭光线。每道光线具有120尺直线范围。两条直线路径上的所有东西都如同受到10环法术解离术disintegrate 效果(强韧豁免DC 41)。在直线重叠区域里的生物不受到额外效果。巨神兵在1d4轮内无法再次使用该能力。
致命投掷 Deadly Throw [A] 需求 一个生物被巨神兵攫抓;
效果 巨神兵将目标扔向天空,能扔100尺高50尺远。如果被投掷的生物落在其他生物身上,被砸中的生物受到同样的钝击伤害(译注:应该是指坠落伤害)。被砸中的生物可以进行一次DC 41基础反射豁免来避开。
强劲击打 Powerful Blows 如果巨神兵的攻击检定的d20骰上投出自然19的结果且命中目标,则造成重击。如果自然19未命中,则无效果。
践踏 Trample [AAA] 超大型或更小体型, 脚踢, DC 45
剧透 - :
GUTHALLATHCREATURE19
Rare N Gargantuan Construct
Senses Perception +30; darkvision, true seeing
Skills Acrobatics +25, Athletics +40
Str +10, Dex +2, Con +8, Int -4, Wis +0, Cha -1
AC 43; Fort +38, Ref +32, Will +30
HP 325; Immunities bleed, death effects, disease, doomed, drained, fatigued, Healing, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine)
Erosion Aura (aura, primal) 120 feet. The guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their hardness and resistances reduced by 10. At the start of its turn, a creature in the erosion aura’s area takes 6d6 bludgeoning damage (basic Fortitude DC 39).
Immunity to Magic The guthallath is immune to spells of lower than 7th level and the activated effects of magic items of lower than 14th level.
Speed 40 feet, burrow 50 feet
Melee [one-action] fist +38 (deadly 3d12, magical, reach 20 feet), Damage 4d12+18 bludgeoning plus Improved Grab or Improved Push 20 feet
Melee [one-action] foot +38 (deadly 3d12, magical, reach 20 feet), Damage 4d8+18 bludgeoning plus Improved Knockdown
Innate Primal Spells DC 37; Constant (8th) true seeing; (3rd) haste
Annihilation Beams [two-actions] A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes the effect of a hit from a 10th-level disintegrate spell (DC 41 Fortitude). There is no additional effect on creatures in any area where the beams overlap. The guthallath can’t use this ability again for 1d4 rounds.
Deadly Throw [one-action] Requirements The guthallath has a creature grabbed.; Effect The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 41 basic Reflex save.
Powerful Blows If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure.
Trample [three-actions] Huge or smaller, foot, DC 45