作者 主题: 【Cthulhu Mythos】伊斯人,未来Yithian, Future  (阅读 7883 次)

副标题: 单个伊斯就是一个格式塔意识虫群,而且能用武器,感觉属于集群生物中极强的了

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【Cthulhu Mythos】伊斯人,未来Yithian, Future
« 于: 2020-05-06, 周三 15:53:41 »
出自第三方《Sandy Petersen's Cthulhu Mythos for Pathfinder》

伊斯人,未来Yithian, Future
所有的甲虫都是作为虫群的一员而行动,而一个伊斯人本身即是虫群,这些甲虫便也就如同伊斯的细胞般。每个虫群由成千只甲虫组成,或爬行,或飞行。它们通体漆黑,但展开的膜翼有着鲜艳的金属光泽,闪着蓝色、金色、绿色的光。只要看见虫群的活动,立刻就能发现,它们有着智能和明确的判断力。
隐藏
劇透 -   :
【译注:第三方这里的原文描述和“伊斯人,过去Yithian, Past”是一模一样的,但这个数据和形态本身是伊斯转移到未来变成 “新伟大种族Yith(New), Great Race of” 的样子,所以这里用了混元社对新伟大种族的描述。除此之外,下文中翻译为“新伟大种族Yith(New), Great Race of”的词语,都是原文中的“伊斯人,未来Yithian, Future”】

CR14
XP38,400
守序中立 超小型异怪(集群亚种)
先攻+3;感知:盲视60尺,黑暗视觉60尺;察觉+29
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防御能力
防御等级30,接触21,措手不及21(+8敏捷,+1闪避,+9天生,+2体型)
生命值171(18d8+90);快速医疗fast healing10
强韧+12,反射+16,意志+17;+4对抗疾病和毒素
防御能力:精通反射闪避,集群特性
免疫:强酸
抗力:寒冷10,火焰10
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攻击能力
速度:20尺,攀爬10尺【译注:第三方这里的原文如此,和“伊斯人过去Yithian, Past”完全一致,显然存在问题】
近战:集群(4d6附加4d8强酸,扰乱心神和虫毒)
远程:8*毒酸喷射+23(1d6强酸附加虫毒)或 伊斯闪电枪+23(10d8 闪电)
占据10尺;触及0尺
特殊攻击:失忆,扰乱心神(DC23),催眠炫光,精神交换

类法术能力(施法者等级16;专注+20)
随意——星界投射(仅限自身),侦测思想(DC16),怪物定身术(DC19),篡改记忆(DC18)
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数据
力量14,敏捷27,体质19,智力30,感知19,魅力18
基础攻击+13;CMB —;CMD —
专长:警觉,寓守于攻,闪避,强韧加强,精通强韧加强,精通钢铁意志,钢铁意志,闪电反射,健壮
技能:攀爬+16,工艺(任意一个)+28,交涉+22,解除装置+21,医疗+22,知识(奥秘)+31,知识(工程)+31,知识(地理)+31,知识(历史)+31,知识(位面)+31或专业(犹格·索托斯哲学)+26,语言学+28,察觉+29,察言观色+26,法术辨识+31,使用魔法装置+22
语言:邪灵语,其他20种语言,伊斯语;心灵感应100尺
特殊:侦查之虫,道具构建,学者,适者生存,意控集群
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特殊能力
失忆Amnesia(Su):每天一次,以一个标准动作伊斯人可以抹除一个它能够进行心灵感应的生物的记忆。该生物可以通过一个DC23的意志检定以抵抗此效果。如果该生物在检定中失败,那么目标会在意志检定和所有技能检定投骰上承受-4惩罚,并且还会丧失伊斯人希望抹去的记忆片段。一个医疗术heal或一个高等复原术greater restoration可以解除该状态。这是一个影响心灵的能力,这个能力的豁免DC基于魅力。
侦查之虫Beetle Scout(Ex):新伊斯之伟大种族能够将一个单一个体送出虫群进行观察。该个体与作为虫群整体的新伊斯之伟大种族拥有相同的属性,而有如下变化:类型异怪;占据2-1/2尺;HP18;没有催眠炫光hypnotic luminescence或者意控集群swarm manipulation能力;近战:啮咬+17(1d3+2附加1d6强酸和虫毒);远程:毒酸喷射+23(1d6强酸附加虫毒);CMB+13;CMD+32。新伊斯之伟大种族每轮只能在虫群或侦察机两者中选择一个控制,而另一个实际上在简单的无意识行动,并执行伊斯在改变控制时其精神留下的本能命令。没有距离或平面边界妨碍其等的连接。
扰乱心神Distraction(Ex):新伊斯之伟大种族可以使其伤害的生物感到恶心。任何从新伊斯之伟大种族处受到伤害的生物都会反胃nauseated1轮;DC23强韧豁免可以无效此效果。这是一种豁免DC基于体质的效果。
虫群思维Hive Mind(Su):新伊斯之伟大种族维持自己的思维将成千个如同甲虫的异变生物通过心灵网络联合起来。其如同一个单一的正常生物承受影响心灵的效果。
催眠炫光Hypnotic Luminescence(Ex):新伊斯之伟大种族可以通过其甲虫的发光器官来交流。此外,以一个标准动作,其可以创造出一种使人昏沉的亮光,吸引所有能在300尺内看到亮光的生物。一个成功的意志豁免DC23将抵抗所有影响。如果新伊斯之伟大种族能对那些生物心灵感应,那么其最对可以对五个被迷魂fascinated的生物使用暗示术suggestion。(意志DC23,通过则无效)
道具构建Item Creation(Ex):伊斯人拥有创造奇异而强大物品的能力,在给定时间和资源的情况下,模糊魔法与科技之间的界限。这个能力可以使一个伊斯人忽略所有的造物专长要求和魔法奇物的施法要求。最终的结果总是伊斯人科技(见下),专为其等的钳子和触须操作而设计。【译注:第三方原文如此,但按说变成虫群了,应该是便于虫群控制才对】
精神交换Mind Swap(Su):通过一个整轮动作,伊斯人可以将自己的精神和另一个伊斯人可以通过心灵感应沟通的生物进行交换。本能力类似于法术“魔魂壶”,不同点是精神只会在两个躯体间进行交换。一个非自愿的目标也可以通过一个DC23的意志检定来抵抗此能力,如果被成功抵抗则使用此技能的伊斯人在24小时内无法重新尝试该生物交换精神。伊斯可以在任何时间、任何距离以一个整轮动作结束这一精神交换的效果,立即将两个精神返回到原本的身体;如果伊斯愿意,当其以这种方式结束精神交换时,其可以尝试将其对其他精神的失忆能力作为一个自由动作来使用。借助于非凡的科技手段,伊斯也可以向处于其他时间的目标进行精神交换,不过这个过程往往会让游离的精神在一段时间内陷入迷茫,所以伊斯只在可控条件下使用。
虫毒Poison(Ex):集群或毒酸喷射造成的伤害;强韧豁免DC23;频率1/轮,持续6轮;造成1d4体质伤害;治愈2次连续豁免。
学者Scholar(Ex):所有的知识技能对于伊斯人都视为本职技能。
适者生存Survivor Swarm(Ex):新伊斯之伟大种族的集群身体,是由在毁灭性破坏的攻击中依然能生存的生物进化组合而成的。其对疾病和毒素的豁免有+4种族加值,并且有精通反射闪避improved evasion(如同盗贼天赋)。此外,当集群被驱散时(新伊斯之伟大种族可以用一个自由动作自己选择被驱散),伊斯人不会被杀死。3d12个甲虫组合生存下来,其中一个甲虫具有新伊斯之伟大种族的意识(如同侦查之虫Beetle Scout能力所述)。新伊斯之伟大种族可以在这些身体中转移它的意识,但是在其重新补足数量之前不能重组集群。一个生还下来的甲虫可以在30天内(或在多个同样生还甲虫的帮助下,用更短的时间)繁殖更多的甲虫来补充虫群。
意控集群Swarm Manipulation(Ex):新伊斯之伟大种族可以将其的甲虫群变成基本的四肢来操纵物体,如同其是一个巨大的生物。如果预料到困难,大部分伊斯普遍使用这个能力来使用一把伊斯闪电枪。
毒酸喷射Toxic Jet(Ex):新伊斯之伟大种族能够在20尺的射程中,喷射出多达8组的合成甲虫酸。
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生态
环境:任意
组织:个体,成对,小组(3-9),或者集体(10+)
财宝:标准(伊斯电击枪,其他财宝)

新伊斯之伟大种族的单个甲虫身体规模不大,相反很小:长度不超过半尺,体重不超过2~4磅。不过,这个物种是一个格式塔意识——群体成组的思想和数千甲虫的行为化作一个独立个体。这也赋予了甲虫实际的永世不朽:当一只甲虫死亡时,又有新的甲虫诞生,于是格式塔意识延续下去。每一个甲虫格式塔意识都有数以千计的可控附肢、成百万个感觉器官和不可胜计的数亿脑细胞(由每只甲虫的大脑组合而成的庞大整体)。
甲虫种族和中生代时期的锥形棘皮动物同样属于是伊斯之伟大种族(至少在这些生物被伊斯之伟大种族征服后),但甲虫种族更为罕见,因为旅行到遥远的未来往往比到过去更少见。

关于未来的伟大种族
伟大种族对征服类人生物毫无兴趣。
其等已经找到了一个未来种族——甲虫的一个物种作为他们的下一个去处。这些甲虫在生活在未来数百万年后,被伟大种族视为在作为未来住所上而言要远优于人类。

运用伊斯们
伊斯之伟大种族的真正“武器”是他们源于历史上一切时代的知识。因此,其等可以使用行星上任何物种(有时还有其他行星)所研发的万事万物。有人创造了一个可怖的神器或无解的防御?伟大种族可以复制它。其等种族中的一些天才成员早已进行过时间旅行,研究了这个过程,并把必要的信息提供给了伟大种族中的博学者们。

立绘
劇透 -   :
这个图片源自外网搜索结果,这个图片源自混元社

原文
劇透 -   :
Yithian, Future

Future YithianCR 14

This creature resembles a mollusk with an iridescent, vaguely cone-shaped body about ten feet tall and a wide, snail-like foot. Four protrusions sprout from the dorsal side of the body: two claws, a grasping mouth, and some sort of horrific head bristling with sensing tentacles.

XP 38,400
LN Tiny aberration (swarm)
Init +3; Senses blindsight 60 ft., darkvision 60 ft.; Perception +29

DEFENSE

AC 30, touch 21, flat-footed 21 (+8 Dex, +1 dodge, +9 natural, +2 size)
hp 171 (18d8+90); fast healing 10
Fort +12, Ref +16, Will +17; +4 vs. disease and poison
Defensive Abilities improved evasion, swarm traits; Immune acid; Resist cold 10, fire 10

OFFENSE

Speed 20 ft., climb 10 ft.
Melee swarm (4d6 plus 4d8 acid, distraction, and poison)
Ranged 8 toxic jets +23 (1d6 acid plus poison) or Yithian lightning gun +23 (10d8 electricity)
Space 10 ft.; Reach 0 ft.
Special Attacks amnesia, distraction (DC 23), hypnotic luminescence, mind swap
Spell-Like Abilities (CL 16th; concentration +20)

At will—astral projection (self only), detect thoughts (DC 16), hold monster (DC 19), modify memory (DC 18)

STATISTICS

Str 14, Dex 27, Con 19, Int 30, Wis 19, Cha 18
Base Atk +13; CMB —; CMD —
Feats Alertness, Combat Expertise, Dodge, Great Fortitude, Improved Great Fortitude, Improved Iron Will, Iron Will, Lightning Reflexes, Toughness
Skills Climb +16, Craft (any one) +28, Diplomacy +22, Disable Device +21, Heal +22, Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Knowledge (history) +31, Knowledge (planes) +31 or Profession (Yog-Sothothery philosopher) +26, Linguistics +28, Perception +29, Sense Motive +26, Spellcraft +31, Use Magic Device +22
Languages Aklo, 20 other languages, Yithian; telepathy 100 ft.
SQ beetle scout, item creation, scholar, survivor swarm, swarm manipulation

SPECIAL ABILITIES

Amnesia (Su)
Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically with. A target can resist this attack with a DC 23 Will save. If the target fails its save, it takes a permanent –4 penalty on Will saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be cured by heal or greater restoration. This is a mind-affecting insanity effect. The save DC is Charisma-based.

Beetle Scout (Ex)
A future yithian can send a single individual out of its swarm to observe. The individual has the same stats as the whole future yithian with the following changes: Type aberration; Space 2-1/2 ft.; hp 18; no hypnotic luminescence or swarm manipulation abilities; Melee bite +17 (1d3+2 plus 1d6 acid and poison); Ranged toxic jet +23 (1d6 acid plus poison); CMB +13; CMD 32. The future yithian can only control either its swarm or its scout each round, leaving the other effectively mindless and operating under simple, instinctive directions left by the yithian’s mind when it changed control. No distance or planar boundary blocks their connection.

Distraction (Ex)
A future yithian can nauseate creatures it damages. Any living creature that takes damage from a future yithian is nauseated for 1 round; a DC 23 Fortitude save negates the effect. This is a Constitution-based effect.

Hive Mind (Su)
A future yithian maintains its mind as a telepathic union of thousands of beetle-like aberrations. It can be targeted as a single normal creature by mind-affecting effects.

Hypnotic Luminescence (Ex)
A future yithian can communicate by luminescent organs in its beetles. In addition, as a standard action, it can produce a dizzying display of lights that fascinates all creatures that can see it within 300 feet. A successful Will save against DC 23 negates each effect. The future yithian can make a suggestion to up to five fascinated creatures as the spell if it can communicate telepathically with them (Will negates DC 23).

Item Creation (Ex)
A yithian possesses the ability to create exotic and powerful items that blur the line between magic and technology, given time and resources. This ability allows a yithian to ignore all of the Item Creation feat requirements and spellcasting requirements for creating a magic item. The resulting item is always yithian technology (see sidebar), built for their claws and tendrils to manipulate.

Mind Swap (Su)
As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a DC 23 Will save, after which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper bodies; if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind swap in this way. With the aid of singular technological devices, yithians can swap minds with targets in other times as well, although this procedure often leaves the traveling minds disoriented for a period, so yithians use it only under controlled conditions. This is a mind-affecting effect. The save DC is Charisma-based.

Poison (Ex)
Swarm or toxic jet—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves.

Scholar (Ex)
Yithians treat all knowledge skills as class skills.

Survivor Swarm (Ex)
A future yithian’s swarm body is composed of creatures evolved to survive cataclysmic destruction. It has a +4 racial bonus on saving throws against disease and poison and has improved evasion (as the rogue talent). In addition, when the swarm disperses (which the future yithian can choose to do as a free action), the yithian is not slain. 3d12 of its constituent beetles survive, and one of the beetles takes on the future yithian’s consciousness (as described in beetle scout). The future yithian can shift its consciousness among these bodies but cannot reconstitute the swarm until it repopulates. A single survivor can spawn more beetles to replenish the swarm in 30 days (or fewer days, with the aid of multiple survivors).

Swarm Manipulation (Ex)
A future yithian can form its constituent beetles into rudimentary limbs to manipulate objects as if it were a single Large creature. If expecting trouble, it generally uses this ability to wield a Yithian lightning gun.

Toxic Jet (Ex)
A future yithian can shoot a jet of acid from up to eight of its component beetles at once with a range of 20 feet.

ECOLOGY

Environment any
Organization solitary, pair, band (3–9), or enclave (10+)
Treasure standard (Yithian lightning gun, other treasure)

The beetle-race is not gigantic, but small: no more than half a foot in length and weighing no more than 2-4 pounds. However this species is a gestalt—a group mind—and each grouping of several thousand beetles acts as a single individual. This also gives the beetles functional immortality: as a single beetle dies, new ones are born, and thus the gestalt goes on. Each beetle gestalt has thousands of manipulatory appendages, millions of sense organs, and untold billions of brain cells (each beetle’s brain combines into a great whole).

The beetle race is just as much the great race as the cone-shaped echinoderms of the Mesozoic (at least once they were conquered), but they are rarer, since travel into the distant future is typically rarer than into the past.

The Great Race of the Future
The great race has no interest in conquering humanoids.

They have identified a future race—a species of beetle—as their next destination. These beetles live many millions of years in the future and are viewed by the great race as far superior to humanity for their future habitation.

Using Yithians
The true “weapon” of the great race of Yith is their knowledge of all times in all history. Thus, they have access to EVERYTHING ever developed by any species on the planet (and sometimes other planets). Did someone create a terrible artifact or impenetrable defense? The great race can duplicate it. Some genius member of their species has traveled in time, studied the process, and given the necessary information to their loremasters.

Section 15: Copyright Notice
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.
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