作者 主题: 【Bestiary 1+2】幻蛇(Protean)  (阅读 14319 次)

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【Bestiary 1+2】幻蛇(Protean)
« 于: 2021-01-25, 周一 16:20:22 »
引用
以下内容出自Bestiary 1
幻蛇(Protean)
幻蛇是混乱的捍卫者,被称为大漩涡(the Maelstrom)的混沌原初位面的原住民,他们将散播混乱与加速熵的终结视为自己的使命。最强大的幻蛇是被集体称之为幻蛇领主(protean lords)的半神,然而这些变幻莫测的存在在主物质位面中的信仰往往暧昧不明且藏于暗处。
幻蛇按照一种松散的种姓制度划分自身族群,并掌握着令人眼花缭乱的多样能力。大多数幻蛇拥有蛇形的躯体和原初猛兽的头颅。学者们一直着迷于这个事实——即这些无序分裂的后代为何会有如此多具备共性的特征——因此他们指出,即便在最纯粹的混沌中,也存在着某些秩序的表象。而其他人则注意到蛇形是最为原始的形态之一,这也许是在暗示一个事实,即在时间的起点,此类形态可能是唯一的存在。幻蛇自身对此并没有任何好说的,而讽刺的是,这种态度反而使得人们对其种群的说法缺乏共识并加深了人们的困惑。毕竟,连混沌本身都不能信赖混沌,难道这不才是熵的最纯粹形式么?

扭曲波(Warpwaves)
许多幻蛇能在环境中创造被称作扭曲波的让现实震荡的涟漪,并以此使得敌人迷失在对时间与空间感知的变动中。当有生物受到扭曲波影响并在豁免检定中失败时,投掷1d8并参考下表来获取该生物承受的特殊效果。除非另有说明,扭曲波的效果会持续1d4轮,新产生的扭曲波效果会使得对应生物之前遭受的扭曲波效果结束。
D8  扭曲波效果
1笨拙2(大失败为笨拙3)
2困惑并获得4d6临时生命
3目眩(大失败为永久状态)
4力竭2(大失败为力竭3)
5被能量丝禁足
6迅捷(仅能用于打击、行走或快步)
7缓慢1
8呆滞2(大失败为呆滞3)

引述: 边栏:额外学识
幻蛇神祇(PROTEAN DIVINITIES)
最强大的幻蛇是被集体称之为幻蛇领主(protean lords)的半神。然而即便是神通广大的他们,与神秘的深邃诉说者(Speakers of the Depths)相比也显得苍白无力。诉说者是大漩涡的神祇中最为神秘的存在——人们甚至无从知晓它们的确切本质,学者们对于它们究竟是神明亦或者是大漩涡自身的一种表现而争论不休。

幻蛇之名(PROTEAN NAMES)
每个幻蛇个体都有两个名字:其一是用其嘶嘶作响、令人困惑的语言发音的传统名称;另一种则是名誉上的头衔。后者可以被轻松翻译成其他语言,但只有用幻蛇语(Protean)才能念出幻蛇的传统名称。因此大多数幻蛇在与外人打交道时,都会在谈及自身时倾向于使用自己的头衔,比如“柔毒之歌(Song of Gentle Poison)”或“暴风嘶鸣(Sibilant Cry of the Storm)”。

古老不朽者(ANCIENT IMMORTALS)
在所有居住于伟大彼岸(the Great Beyond)的各类不朽者中,幻蛇无异是其中最古老的一支。自从幻蛇的首度创生来临起,他们对抗御衡者那不可避免的战争便打响了,早在诸神将秩序强加于现实之前,他们便开始诉说着自身的欲望了。

捍卫混沌(DEFENDING CHAOS)
幻蛇所及之处,混乱紧随其后。对幻蛇来说,没有比熵更加纯粹的存在形式了,而他们也不断寻求着与伟大彼岸中秩序的对抗。然而,幻蛇并不认为生命对混乱来说是无法相容的存在;或者更准确地说,他们只是单纯相信各类存在——无论其本身是否不朽——均应当以自己的方式获得完全的自由。

引述: 边栏:关联生物
其他幻蛇(OTHER PROTEANS)
除本文提到的之外,还有许多其他幻蛇居住于大漩涡(the Maelstrom)中,这包括影影绰绰裴拉盖斯特(pelagastr),近似于类人生物的变形者欧迪瓦尔(ourdivars),以及强大无比的伊兹菲塔尔(izfiitar)。

引述: 边栏:地理
自混沌中降生(BORN FROM CHAOS)
大漩涡(The Maelstrom),全部幻蛇的家园,是环绕着外层位面(Outer Planes)的动荡原始能量、位面之潮(planar waves)以及灵魂物质汇聚而成旋涡。位面学者推测所有现实都是在宇宙形成初期从大漩涡中汇聚成型的——而幻蛇并不会质疑这一推论。

原文
劇透 -  原文:
Protean
Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive.
Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?

Warpwaves
Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
D8 Warpwave Effect
1 Clumsy 2 (3 on a critical failure)
2 Confused and gains 4d6 temporary Hit Points
3 Dazzled (permanent on a critical failure)
4 Enfeebled 2 (3 on a critical failure)
5 Immobilized by filaments of energy
6 Quickened (Stride, Strike, or Step only)
7 Slowed 1
8 Stupefied 2 (3 on a critical failure)

PROTEAN DIVINITIES
The most powerful of all proteans are a group of demigods known collectively as protean lords. Yet even their vast might pales in comparison to that of the mysterious Speakers of the Depths. The Speakers are the most enigmatic of the Maelstrom’s gods—even their exact nature is unknown, and scholars disagree as to whether they are even divinities or just aspects of the Maelstrom itself.

PROTEAN NAMES
Individual proteans have two names: a traditional name in their hissing, confusing language; and an honorary title. The latter is easily translated to other languages, but a protean’s traditional name can only rarely be uttered in any tongue other than Protean. As such, most proteans tend to go by their titles when dealing with outsiders, referring to themselves as, for example, “Song of Gentle Poison” or “Sibilant Cry of the Storm.”

OTHER PROTEANS
Many other proteans beyond those presented here dwell in the Maelstrom, including the spectral pelagastrs, the nearly humanoid shapechanging ourdivars, and the incredibly powerful izfiitars.

BORN FROM CHAOS
The Maelstrom, home of all proteans, is the whirling mass of turbulent primal energy, planar waves, and soul-stuff that surrounds the Outer Planes. Planar scholars theorize that all of reality was originally formed from the Maelstrom in the early days of the cosmos—a theory proteans don’t necessarily dispute.

ANCIENT IMMORTALS
Among the numerous types of immortals that dwell in the Great Beyond, the proteans are surely some of the oldest. They’ve waged war against the inevitable aeons from the advent of their first creation, and speak longingly of that time before the gods themselves imposed order upon?reality.

DEFENDING CHAOS
Where proteans go, chaos follows. To proteans, there is no purer form of existence than entropy, and they constantly seek to oppose the establishment of order in the Great Beyond. However, proteans don’t see life as being incompatible with chaos; rather, they simply believe beings—immortal or not—deserve complete freedom on their own terms.
« 上次编辑: 2022-08-25, 周四 16:27:54 由 四月 »
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Re: 【Bestiary 1】幻蛇(Protean)
« 回帖 #1 于: 2021-01-25, 周一 16:21:01 »
虚空虫(Voidworm)    生物 1
对于这种名为虚空虫的会飞的荧光存在,幻蛇们甚至不会将其视为幻蛇中一分子,只把它们当做大漩涡(the Maelstrom)不断搅动的能量所产生的可耻副产品。在更为强大的幻蛇面前把虚空虫称为幻蛇无异是在煽动战斗。
而虚空虫自身则对自己是否被当做幻蛇这件事缺乏兴趣。它们在大漩涡中维持着繁荣的生态,结成至多20尾的鱼群,在现实不断被变化搅动的混沌中尽情嬉戏。在其他地方(比如在主物质位面),虚空虫会被物质的恒久存续所迷惑;许多虚空虫会锁定某个地区的特定地貌(比如山坡或池塘),在周遭的空气中盘旋数月甚至数年之久,只为在对象周遭等待以满足自身对于对象所能产生的变化的好奇心。微小的变化——比如树木在秋季的颜色变换、尸体缓慢腐烂、或者间歇泉定期喷出蒸汽——都能让虚空虫着迷。虚空虫约有2尺长,重约2磅。
CN 超小型 观察者 幻蛇 
察觉 +4;熵力感知(模糊)30尺,黑暗视觉(darkvision)
语言 深渊语,幻蛇语
技能 特技+7,欺骗+6,宗教+4,隐秘+7
力量 -1,敏捷 +4,体质 +0,智力 -1,感知 -1,魅力 +1
熵力感知预言 神术 预测) 虚空虫能通过对混乱的概率与机运的超自然洞察力来预测到生物的存在。这会赋予它在所列范围内感知生物的能力。身处回避侦测(nondetection)效果影响,或者其他屏蔽预言(divinations)和预测(predictions)的手段可以让生物免于被熵力感知注意到

AC 17;强韧 +5,反射 +9,意志 +6
HP 16,快速愈合 1;抗力 精准3,幻蛇体质5
幻蛇体质神术 变化) 虚空虫的要害器官会不断地变形和改变位置。当虚空虫承受酸、电击、或音波伤害后,它会立即获得抗力数据中所列数值的对应伤害抗力。这会持续1小时或直至幻蛇承受上述伤害类型中的其他种类为止(在这种情况下,幻蛇的抗力会再度变换并与该类型相匹配),以较先发生者为准
除非虚空虫自身是自愿的目标,否则它对变形(polymorph)效果免疫。若陷入目盲或耳聋,虚空虫会在它的下个回合结束时自动恢复,因为新的感受器官已经形成并取代了受损的器官

速度 20尺,40尺飞行;行动自如
近战单动 啃咬+9(混乱,娴熟,魔法),伤害 1d8-1穿刺 外加 1d4混乱
近战单动 尾扫+9(混乱,娴熟,魔法),伤害 1d4-1挥砍 外加 1d4混乱 和 错乱鞭笞
神术内在法术 DC 16
 4环 阅读机运(read omens)
 2环 朦胧术(blur;仅限自身),隐雾术(obscuring mist)
 1环 随意侦测阵营(detect alignment;仅限守序)
 戏法(4环) 舞光术(dancing lights),幻音术(ghost sound),魔法伎俩(prestidigitation)
 常驻(4环) 行动自如(freedom of movement)
变形单动(专注 神术 变形 变化) 虚空虫呈现出超小型动物的外观。这不会改变它的速度,或者其打击的攻击与伤害加值,但可能会改变打击造成的伤害类型
错乱鞭笞神术 情绪 惑控 心灵) 被虚空虫的尾扫打击命中的生物会陷入呆滞1持续1轮(重击时为呆滞2)。成功通过DC 16的意志豁免能让该效果无效,并且在1分钟内临时免疫错乱鞭笞

原文
劇透 -  原文:
Voidworm
Other proteans don’t consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom’s constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is as sure a way to instigate combat as any.
Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as on the Material Plane), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes—such as a tree’s change of color in the fall, a corpse’s slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds.
VOIDWORM CREATURE 1
CN TINY MONITOR PROTEAN
Perception +4; entropy sense (imprecise) 30 feet, darkvision
Languages Abyssal, Protean
Skills Acrobatics +7, Deception +6, Religion +4, Stealth +7
Str –1, Dex +4, Con +0, Int –1, Wis –1, Cha +1
Entropy Sense (divination, divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
AC 17; Fort +5, Ref +9, Will +6
HP 16, fast healing 1; Resistances precision 3, protean anatomy 5
Protean Anatomy (divine, transmutation) A voidworm’s vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.
The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Speed 20 feet, fly 40 feet; freedom of movement
Melee [one-action] jaws +9 (chaotic, finesse, magical), Damage 1d8–1 piercing plus 1d4 chaotic
Melee [one-action] tail +9 (chaotic, finesse, magical), Damage 1d4–1 slashing plus 1d4 chaotic and confounding lash
Divine Innate Spells DC 16; 4th read omens; 2nd blur (self only), obscuring mist; 1st detect alignment (at will; lawful only); Cantrips (4th) dancing lights, ghost sound, prestidigitation; Constant (4th) freedom of movement
Change Shape [one-action] (concentration, divine, polymorph, transmutation) The voidworm takes on the appearance of a Tiny animal. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
Confounding Lash (divine, emotion, enchantment, mental) A creature hit by the voidworm’s tail Strike is stupefied 1 for 1 round (stupefied 2 on a critical hit). A successful DC 16 Will save negates this effect and grants temporary immunity to confounding lash for 1 minute.
« 上次编辑: 2021-01-26, 周二 08:44:52 由 原子能青蛙 »
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当然是为了友情了

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Re: 【Bestiary 1】幻蛇(Protean)
« 回帖 #2 于: 2021-01-25, 周一 16:21:13 »
纳乌奈特(Naunet)    生物 7
好斗且肌肉壮硕的纳乌奈特是幻蛇军队中的斥候和普通士兵。他有着蝾螈一样扁平的头部,强壮的尾巴,外加末端长有尖牙并取代了后腿的触手,纳乌奈特是幻蛇中最为凶残的一支,同时也是幻蛇中最低阶的种姓。纳乌奈特体长12尺重约900磅。
所有幻蛇都倾向于产生无法预测的动作和让人意想不到的行动,但相较于其他幻蛇,纳乌奈特要野蛮得多。纳乌奈特时刻准备着战斗,并且他们会以在让人不悦的干扰(比如外交手段)延迟战斗开始之前发起迅速的行动和攻击而自豪。
CN 大型 观察者 幻蛇 
察觉 +14;熵力感知(模糊)30尺,黑暗视觉(darkvision)
语言 深渊语,天界语,幻蛇语
技能 特技+14,运动+16,威吓+16,隐秘+14,生存+12
力量 +5,敏捷 +3,体质 +5,智力 +0,感知 +3,魅力 +3
熵力感知预言 神术 预测) 同虚空虫

AC 24;强韧 +18,反射 +14,意志 +12;对抗魔法时所有豁免+1状态
HP 120,快速愈合 2;弱点 秩序5;抗力 精准5,幻蛇体质10
幻蛇体质神术 变化) 同虚空虫

速度 25尺,30尺飞行,25尺游泳;行动自如
近战单动 啃咬+18(混乱,魔法,10尺触及),伤害 2d10+8穿刺 外加 1d6混乱
近战单动 尾扫+18(混乱,魔法,15尺触及),伤害 2d8+8钝击 外加 1d6混乱 和 攫抓
近战单动 触手+18(灵巧,混乱,魔法,10尺触及),伤害 2d8+6穿刺 外加 1d6混乱 和 错乱猛击
神术内在法术 DC 26,攻击+16
 5环 次元门(dimension door)
 4环 强酸箭(acid arrow),重雾术(solid fog)
 3环 随意粉碎音波(shatter)
 2环 随意隐雾术(obscuring mist)
 1环 随意侦测阵营(detect alignment;仅限守序)
 常驻(4环) 行动自如(freedom of movement)
自适应打击自由(神术 变形 变化) 纳乌奈特选择精金、寒铁或银;他的近战打击被视为该类型的材质,持续1分钟或直至他再次使用自适应打击为止
变形单动(专注 神术 变形 变化) 纳乌奈特呈现出任意小型、中型或大型动物、魔兽或类人生物的外观。这不会改变他的速度或其打击的攻击与伤害加值,但这有可能改变他的打击所造成的伤害类型
错乱猛击神术 情绪 惑控 心灵) 被纳乌奈特的触手打击命中的生物会陷入呆滞2,持续1d4轮(DC 24意志,通过则无效)。若该生物已经以此方式陷入呆滞,那么该效果的持续时间会延长1轮作为替代。混乱生物仅会陷入呆滞1作为替代
紧勒单动 1d8+8钝击,DC 26

原文
劇透 -  原文:
Naunet
Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds.
All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat’s beginning.
NAUNET CREATURE 7
CN LARGE MONITOR PROTEAN
Perception +14; entropy sense (imprecise) 30 feet, darkvision
Languages Abyssal, Celestial, Protean
Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12
Str +5, Dex +3, Con +5, Int +0, Wis +3, Cha +3
Entropy Sense (divination, divine, prediction) As voidworm.
AC 24; Fort +18, Ref +14, Will +12; +1 status to all saves vs. magic
HP 120, fast healing 2; Weaknesses lawful 5; Resistances precision 5, protean anatomy 10
Protean Anatomy (divine, transmutation) As voidworm.
Speed 25 feet, fly 30 feet, swim 25 feet; freedom of movement
Melee [one-action] jaws +18 (chaotic, magical, reach 10 feet), Damage 2d10+8 piercing plus 1d6 chaotic
Melee [one-action] tail +18 (chaotic, magical, reach 15 feet), Damage 2d8+8 bludgeoning plus 1d6 chaotic and Grab
Melee [one-action] tentacle +18 (agile, chaotic, magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 chaotic and confounding slam
Divine Innate Spells DC 26, attack +16; 5th dimension door; 4th acid arrow, solid fog; 3rd shatter(at will); 2nd obscuring mist (at will); 1st detect alignment (at will; lawful only); Constant (4th) freedom of movement
Adaptive Strike [free-action] (divine, polymorph, transmutation) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
Change Shape [one-action] (concentration, divine, polymorph, transmutation) The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn’t change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal.
Confounding Slam (divine, emotion, enchantment, mental) A creature hit by the naunet’s tentacle Strike is stupefied 2 for 1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead.
Constrict [one-action] 1d8+8 bludgeoning, DC 26
« 上次编辑: 2021-01-26, 周二 08:45:16 由 原子能青蛙 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1】幻蛇(Protean)
« 回帖 #3 于: 2021-01-25, 周一 16:21:24 »
科科塔尔(Keketar)    生物 17
科科塔尔属于幻蛇中统治阶级的种姓,他们策划了对秩序壁垒(bastions of law)的袭击,并能自信地且率性裁决幻蛇间的争端。科科塔尔从外观来看是一只闪耀的蛇形生物,生有尖刺、爪子和龙类样子的头颅。科科塔尔的实际外形在不断地变化,但通常会维持大约18尺长,体重保持在大概1500磅重。尽管实体形态会发生变化,但科科塔尔有两件事是不会改变的:首先,科科塔尔的眼睛总是敏锐的渐变琥珀色或紫色。第二,科科塔尔的阶级标志——头顶上徘徊着的皇冠形徽记——从不会改变。科科塔尔无法摘掉他的皇冠,但可以短暂压制它,不过大多数科科塔尔都不愿意这么做,因为他们将此行为视为一种懦弱或耻辱的象征。
科科塔尔在幻蛇社会中充当着某种祭司的职位,在深邃诉说者(Speakers of the Depths)与其他幻蛇间充当中间人的职责。所有其他幻蛇都会服从科科塔尔,对待他们的方式类似于凡人都市中的公民对待受人尊敬的贵族一般;哪怕是更强大的幻蛇也会遵从科科塔尔的意志。与许多宗教一样,其教义和宗教体系易于解释与改变,在幻蛇之中这种情况可能更为明显。无论神秘的深邃诉说者所持有的本质和欲望是什么,不同的科科塔尔可能会根据自身的意志和意图得出截然不同的结论。然而对幻蛇来说,这种内在的不和谐是一种优势而非弱点。
CN 大型 观察者 幻蛇 
察觉 +30;熵力感知(模糊)60尺,黑暗视觉(darkvision)
语言 深渊语,天界语,幻蛇语;心灵感应100尺,巧言术
技能 特技+25,运动+30,欺骗+33,交涉+35,威吓+35,宗教+30,隐秘+28
力量 +9,敏捷 +5,体质 +7,智力 +5,感知 +7,魅力 +7
熵力感知预言 神术 预测) 同虚空虫

AC 40;强韧 +30,反射 +28,意志 +34;对抗魔法时所有豁免+1状态
HP 290,快速愈合 10;弱点 秩序15;抗力 精准10,幻蛇体质25
幻蛇体质神术 变化) 同虚空虫
空间激流灵光 神术 变化) 30尺。有生物在灵光范围内使用传送(teleportation)能力或者由于传送抵达灵光范围内时,必须成功通过DC 38的强韧豁免,失败会在完成传送前从现实中驱离1d4轮。该生物无法行动,感知不到任何事物,也无法成为目标。豁免成功时,该生物能正常完成传送,但会陷入震慑1。科科塔尔免疫该效果
借机攻击反应 

速度 40尺,50尺飞行,40尺游泳;行动自如
近战单动 啃咬+33(混乱,魔法,10尺触及),伤害 3d10+15穿刺 外加 1d6混乱 和 扭曲波打击
近战单动 爪抓+33(灵巧,混乱,魔法,10尺触及),伤害 2d10+15挥砍 外加 1d6混乱 和 扭曲波打击
近战单动 尾扫+33(15尺触及),伤害 2d10+15钝击 外加 攫抓
神术内在法术 DC 42,攻击+32
 9环 神圣狂怒(divine wrath;仅限混乱),虹光法球(prismatic sphere)
 8环 恶意变形术(baleful polymorph),困惑术(confusion)
 7环 解离术(disintegrate),随意解除魔法(dispel magic),随意粉碎音波(shatter),3×心灵扭曲(warp mind)
 6环 随意传送术(teleport;仅限自身)
 5环 随意造物术(creation),次元门(dimension door),2×幻景(hallucinatory terrain;见重塑现实)
 4环 随意困惑术(confusion),随意次元门(dimension door)
 2环 随意侦测阵营(detect alignment;仅限守序)
 常驻(5环) 巧言术(tongues)
 常驻(4环) 行动自如(freedom of movement)
变形单动(专注 神术 变形 变化) 科科塔尔能呈现出任意超大型或更小生物的外观。这不会改变他的速度,或者打击的攻击和伤害加值,但这可能会改变打击造成的伤害类型
紧勒单动 1d10+15钝击,DC 42
重塑现实专注 神术 变形 变化) 当科科塔尔施放幻景(hallucinatory terrain)时,会将准现实的物质注入到幻象中。那些未能识破幻觉(disbelieve the illusion)的生物会将通过法术创造的建筑和地形视为真实的一般,攀爬幻术阶梯,被困在幻术流沙中等等
扭曲波打击神术 变形 变化) 被科科塔尔的啃咬或爪抓打击击中的生物必须成功通过DC 36的强韧豁免,失败则会受到扭曲波的影响(见幻蛇序言)

原文
劇透 -  原文:
Keketar
The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar’s actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: First, a keketar’s eyes are always a piercing shade of amber or violet. Second, the keketar’s mark of office—a crown of shifting symbols that hovers above its head—never changes. A keketar cannot remove its crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or?shame.
Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans the situation is perhaps even more pronounced. Whatever the nature of and desires held by the mysterious Speakers of the Depths, individual keketars may come to dramatically different conclusions as to their will and intent. To the proteans, though, this inherent dissonance is a strength rather than a weakness.
KEKETAR CREATURE 17
CN LARGE MONITOR PROTEAN
Perception +30; entropy sense (imprecise) 60 feet, darkvision
Languages Abyssal, Celestial, Protean; telepathy 100 feet, tongues
Skills Acrobatics +26, Athletics +30, Deception +33, Diplomacy +35, Intimidation +35, Religion +30, Stealth +28
Str +9, Dex +5, Con +7, Int +5, Wis +7, Cha +7
Entropy Sense (divination, divine, prediction) As voidworm.
AC 40; Fort +30, Ref +28, Will +34; +1 status to all saves vs. magic
HP 290, fast healing 10; Weaknesses lawful 15; Resistances precision 10, protean anatomy 25
Protean Anatomy (divine, transmutation) As voidworm.
Spatial Riptide (aura, divine, transmutation) 30 feet. A creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude save or wink out of existence for 1d4 rounds before completing the teleport. The creature can’t act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is stunned 1. Keketars are immune to this effect.
Attack of Opportunity [reaction]
Speed 40 feet, fly 50 feet, swim 40 feet; freedom of movement
Melee [one-action] jaws +33 (chaotic, magical, reach 10 feet), Damage 3d10+15 piercing plus 1d6 chaotic and warpwave strike
Melee [one-action] claw +33 (agile, chaotic, magical, reach 10 feet), Damage 2d10+15 slashing plus 1d6 chaotic and warpwave strike
Melee [one-action] tail +33 (reach 15 feet), Damage 2d10+15 bludgeoning plus Grab
Divine Innate Spells DC 42, attack +32; 9th divine wrath (chaotic only), prismatic sphere; 8th baleful polymorph, confusion; 7th disintegrate, dispel magic (at will), shatter (at? will), warp mind (×3); 6th teleport (at will; self only); 5th creation (at will), dimension door, hallucinatory terrain (×2; see reshape reality); 4th confusion (at?will), dimension door (at will); 2nd detect alignment (at will; lawful only); Constant (5th) tongues; (4th) freedom of movement
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The keketar can take the appearance of any Huge or smaller creature. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
Constrict [one-action] 1d10+15 bludgeoning, DC 42
Reshape Reality (concentrate, divine, polymorph, transmutation) When the keketar casts hallucinatory terrain, it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on.
Warpwave Strike (divine, polymorph, transmutation) A creature struck by a keketar’s jaws or claw Strike must succeed at a DC 36 Fortitude save or be subject to a warpwave (page 266).
« 上次编辑: 2022-07-29, 周五 23:17:01 由 原子能青蛙 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1+2】幻蛇(Protean)
« 回帖 #4 于: 2022-08-25, 周四 16:28:11 »
引用
以下内容出自Bestiary 2
幻蛇(Protean)
幻蛇是混沌以肉身构筑的表现形式,这些大漩涡(Maelstrom)的居民以蛇形的姿态表现着熵的原始力量。他们遵循的制度松散混乱、变化多端,但共享着可扩展又易消逝的理念。

扭曲波(Warpwaves)
许多幻蛇都能使用混沌之力扭曲敌人心智中的现实,制造被称为扭曲波的心灵涟漪。当有生物在豁免中失败并且受到扭曲波影响时,投掷1d8并参考后述表格来查看该生物承受的特殊效果。除非另有说明,否则扭曲波效果会持续1d4轮,新产生的扭曲波效果会使得对应生物之前遭受的扭曲波效果结束。
D8  扭曲波效果
1笨拙2(大失败为笨拙3)
2困惑并获得4d6临时生命
3目眩(大失败为永久状态)
4力竭2(大失败为力竭3)
5被能量丝禁足
6迅捷(仅能用于打击、行走或快步)
7缓慢1
8呆滞2(大失败为呆滞3)

引述: 边栏:地理
盖尔森米尼(GALISEMNI)
只有强大的魔法能让大漩涡稳定一段时间,并由此形成牢固的岛屿。其中最著名的地点便是巨大的位面贸易都市盖尔森米尼,它位于边界之地(Borderlands),是大漩涡中相对稳定一些的地区,而这里刚好能与其他外层位面(Outer Planes)擦身而过。



原文
劇透 -  原文:
Protean
Proteans are manifestations of chaos made flesh, natives of the Maelstrom that embody the primeval potency of entropy in their serpentine forms. They follow a loose, confusing, and ever-shifting caste system and form choruses based on malleable and evanescent shared philosophies.

WARPWAVES
Many proteans can use the forces of chaos to distort reality in their foes’ minds, creating mental ripples called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.
d8 Warpwave Effect
1 Clumsy 2 (3 on a critical failure)
2 Confused and gains 4d6 temporary Hit Points
3 Dazzled (permanent on a critical failure)
4 Enfeebled 2 (3 on a critical failure)
5 Immobilized by filaments of energy
6 Quickened (Stride, Strike, or Step only)
7 Slowed 1
8 Stupefied 2 (3 on a critical failure)

GALISEMNI
Only powerful magic can stabilize the Maelstrom for a time, allowing stable islands to form. Most prominent among these is the massive planar trade city of Galisemni, which lies in the Borderlands, a somewhat-more-stable region of the Maelstrom where it brushes up against the other Outer Planes.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【Bestiary 1+2】幻蛇(Protean)
« 回帖 #5 于: 2022-08-25, 周四 16:33:35 »
阿克真锥(Akizendri)
阿克真锥从源头啃食着知识,兴高采烈地毁坏和改变它们,用矛盾和谎言惹恼各个层面的学者和贤人。这些幻蛇看的外貌为不断发出笑声的蛇形生物,他们长着宛若鳄鱼的面容,发亮的双眼,他们的手臂在重组成实体的爪子之前,肘部会消失并形成旋涡状符文之云。
阿克真锥通过重新编排和删除文本、在诗词中安插具有侮辱性的藏头诗、以及在扉页上卸下粗鲁的侮辱性文字来自娱自乐。天堂、轴心城和地狱的图书馆非常希望能够避免此类玷污,因为他们清楚,自己保存的记录会是每个现存阿克真锥的首选目标。

引述: 边栏:额外学识
混沌的文化破坏者(VANDALS OF CHAOS)
有些人寻求秘密知识,但是他们追求之物超出了自己能力的范畴时,可以通过将阿克真锥(Akizendri)浸入到另一本书并放置在图书馆内,并以此行为来换取稀有的典籍。阿克真锥能够在这里尽情地破坏书籍而不会被发现。

阿克真锥(Akizendri)    生物 3
CN 小型 观察者 幻蛇 
察觉 +8;熵力感知(模糊)30尺,黑暗视觉(darkvision)
语言 深渊语(Abyssal),天界语(Celestial),幻蛇语(Protean);心灵感应(接触)
技能 特技(Acrobatics)+9,欺骗(Deception)+10,神秘(Occultism)+11,社群(Society)+10,隐秘(Stealth)+9,贼活(Thievery)+9
力量 +3,敏捷 +4,体质 +1,智力 +4,感知 +3,魅力 +1
熵力感知(Entropy Sense)预言 神术 预测) 阿克真锥能通过对混乱的概率与机运的超自然洞察力来预测到生物最可能存在的位置。这会赋予它在所列范围内感知生物的能力。身处回避侦测(nondetection)效果影响,或者其他屏蔽预言(divinations)和预测(predictions)的手段可以让生物免于被熵力感知注意到

AC 19;强韧 +6,反射 +11,意志 +10
HP 42,快速愈合1;弱点 秩序3;抗力 精准3,幻蛇体质6
幻蛇体质(Protean Anatomy)神术 变化) 阿克真锥的要害器官会不断地变形和改变位置。当阿克真锥承受酸液、电击、或音波伤害后,它会立即获得抗力数据中所列数值的对应伤害抗力。这会持续1小时或直至幻蛇承受上述伤害类型中的其他种类为止(在这种情况下,幻蛇的抗力会再度变换并与该类型相匹配),以较先发生者为准。除非阿克真锥自身是自愿的目标,否则它对变形(polymorph)效果免疫。若陷入目盲或耳聋,阿克真锥会在它的下个回合结束时自动恢复,因为新的感受器官已经形成并取代了受损的器官

速度 25尺,飞行25尺,游泳25尺;行动自如
近战单动 啃咬+12(混乱,娴熟,魔法),伤害 2d8+3穿刺 外加 1d4混乱 和 篡改思维
近战单动 尾扫+12(混乱,娴熟,魔法),伤害 2d6+3钝击 外加 1d4混乱 和 攫抓
神术内在法术 DC 20,攻击+12
 3环 守卫刻文(glyph of warding),秘密文页(secret page)
 1环 随意侦测阵营(detect alignment;仅限守序)
 戏法(2环) 酸液飞溅(acid splash),晕眩术(daze),幻音术(ghost sound),法师之手(mage hand),魔法印记(sigil)
 常驻(4环) 行动自如(freedom of movement)
变形(Change Shape)单动(专注 神术 变形 变化) 阿克真锥呈现出任意小型或更小生物的外观。这不会改变他的速度或其打击的攻击与伤害加值,但这有可能改变他的打击所造成的伤害类型
紧勒(Constrict)单动 1d8+3钝击,DC 20
篡改思维(Garbled Thoughts)单动(神术 情绪 惑控 心灵) 被阿克真锥的啃咬打击命中的生物必须尝试DC 20的意志豁免
   成功 该生物不受影响
   失败 该生物陷入呆滞1(stupefied 1),持续1d4轮
   大失败 同失败,不过该生物还会在1轮内陷入困惑(confused)
浸入文档(Text Immersion)神术 变化) 当阿克真锥施放秘密文页(secret page)时,他能够将其肉身浸没在文档之中,并在此过程中改变文档的信息。他可以在任意时点通过解消秘密文页来从书中离开,在此时点,他会出现在与文档相邻的空间内。如果他以该行动来开始战斗,那么他要投掷欺骗检定来判断先攻。只要阿克真锥仍旧浸没在文档之内,他就没有身体。他能够通过心灵感应来与其他生物沟通,但前提是该生物碰触到包含有秘密文页的书籍或卷轴。阿克真锥能使用熵力感知(Entropy Sense)来感知周围的生物,但是其他感官无法生效,他不能使用任何攻击、操作或移动动作,也不能大声说话。如果阿克真锥浸入的物体被破坏了,阿克真锥会出现在相邻的方格内并陷入震慑1(stunned 1)



原文
劇透 -  原文:
AKIZENDRI
Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.
Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.

VANDALS OF CHAOS
Those who seek secret knowledge beyond their means to purchase can bargain with akizendris to provide them with rare tomes in exchange for delivering the immersed akizendri into a library via another book. From there, the akizendri can vandalize books to its heart’s content without being detected

AKIZENDRI CREATURE 3
CN SMALL MONITOR PROTEAN
Perception +8; darkvision, entropy sense (imprecise) 30 feet
Languages Abyssal, Celestial, Protean; telepathy (touch)
Skills Acrobatics +9, Deception +10, Occultism +11, Society +10, Stealth +9, Thievery +9
Str +3, Dex +4, Con +1, Int +4, Wis +3, Cha +1
Entropy Sense (divination, divine, prediction) An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
AC 19; Fort +6, Ref +11, Will +10
HP 42, fast healing 1; Weaknesses lawful 3; Resistances precision 3, protean anatomy 6
Protean Anatomy (divine, transmutation) An akizendri’s vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The akizendri is immune to polymorph effects unless it is a willing target. If blinded or deafened, the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement
Melee [one-action] jaws +12 (chaotic, finesse, magical), Damage 2d8+3 piercing plus 1d4 chaotic and garbled thoughts
Melee [one-action] tail +12 (chaotic, finesse, magical), Damage 2d6+3 bludgeoning plus 1d4 chaotic and Grab
Divine Innate Spells DC 20, attack +12; 3rd glyph of warding, secret page; 1st detect alignment (at will, lawful only); Cantrips (2nd) acid splash, daze, ghost sound, mage hand, sigil; Constant (4th) freedom of movement
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The akizendri takes on the appearance of any Small or smaller creature. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
Constrict [one-action] 1d8+3 bludgeoning, DC 20
Garbled Thoughts (divine, emotion, enchantment, mental) A creature hit by the akizendri’s bite Strike must attempt a DC 20 Will save.
Success The creature is unaffected.
Failure The creature is stupefied 1 for 1d4 rounds.
Critical Failure As failure, but the creature is also confused for 1 round.
Text Immersion (divine, transmutation) When the akizendri casts secret page, it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing secret page, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a Deception check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is stunned 1.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Bestiary 1+2】幻蛇(Protean)
« 回帖 #6 于: 2022-08-25, 周四 16:33:58 »
阿偕提兹(Azuretzi)
阿偕提兹是拥有蜿蜒蛇身的生物,他们的牙齿如匕首一般锋利,体表覆盖着亮蓝色的鳞片,紫色和粉色的斑点点缀其间,这些发光斑点的图案宛若奸笑着的人脸。大漩涡的混沌力量能够从各种源头产生这些小幻蛇:年长阿偕提兹以肉身进行交配、充满兽性纳乌奈特(Naunet)以出乎意料的形式获得晋升、以及凡人祈并者(Petitioner)可能的转化方向,不过阿偕提兹也可能只是混淆了作此推测的凡人的记忆以及模仿游戏中获取的经验。永远不要指望阿偕提兹会以任何理性、自洽的规则来行事。
阿偕提兹代表着混乱的幽默,其中以夸张的模仿来进行嘲弄和恶搞的形式尤为突出,他会将目标的表情本身扭曲为笑柄。

引述: 边栏:额外学识
拟声合唱团(MOCK CHORUSES)
阿偕提兹模仿他们更强大的族类,效法正式合唱团的变化规则构成拟声合唱团。虽然它们对敌人或守序生物怀有恶意或敌意,但它们对混乱生物表现友好——这些生物可能会被一群自诩替补演员的嘈杂蛇群黏上,无论它们是否愿意如此。

阿偕提兹(Azuretzi)    生物 5
CN 小型 观察者 幻蛇 
察觉 +11;熵力感知(模糊)30尺,黑暗视觉(darkvision)
语言 深渊语(Abyssal),天界语(Celestial),幻蛇语(Protean)
技能 特技(Acrobatics)+11,奥法(Arcana)+11,运动(Athletics)+9,欺骗(Deception)+13,表演(Performance)+13,隐秘(Stealth)+13,生存(Survival)+11,贼活(Thievery)+13
力量 +2,敏捷 +4,体质 +4,智力 +4,感知 +2,魅力 +4
熵力感知预言 神术 预测) 同阿克真锥(Akizendri)

AC 22;强韧 +11,反射 +15,意志 +11;对抗魔法时所有豁免+1状态
HP 75,快速愈合2;弱点 秩序5;抗力 精准5,幻蛇体质8
幻蛇体质神术 变化) 同阿克真锥(Akizendri)
窃法(Spell Pilfer)反应 触发 具有已生效法术效果的生物与阿偕提兹之间的距离不超过30尺,并且在对抗另一个阿偕提兹的模拟之触(Mocking Touch);效果 阿偕提兹尝试以贼活检定反制目标生物身上的一个正在持续的法术效果。若成功,正在持续的法术效果会转移至他身上。该生物之后会变得临时免疫窃法,持续24小时

速度 25尺,飞行25尺,游泳25尺;行动自如
近战单动 啃咬+15(混乱,娴熟,魔法),伤害 2d10+4穿刺 外加 1d6混乱
近战单动 爪抓+15(灵巧,混乱,娴熟,魔法),伤害 2d8+4挥砍 外加 1d6混乱
近战单动 尾扫+13(混乱,魔法,15尺触及),伤害 2d12+4钝击 外加 1d6混乱 和 攫抓
神术内在法术 DC 22
 4环 次元门(dimension door)
 3环 信念崩塌(crisis of faith),解除魔法(dispel magic),粉碎音波(shatter)
 2环 狂笑术(hideous laughter)
 1环 随意侦测阵营(detect alignment;仅限守序)
 常驻(4环) 行动自如(freedom of movement)
紧勒单动 1d12+4钝击,DC 22
模仿形态(Mimic Form)双动(专注 神术 变形 变化) 同变形(Change Shape),但阿偕提兹还能呈现出中型或更小生物的特定形态,前提是他成功通过DC 25的察觉检定搜索(Seeks)了对方。他能以自由动作恢复原形。在同一时间,他只能保留一个可以模仿的精确外观
模拟之触(Mocking Touch)双动(防护 神术) 要求 阿偕提兹当前没有对法术使用模拟之触;效果 阿偕提兹以一次触摸来模拟一个生物的魔法能力。阿偕提兹必须尝试贼活检定对抗目标的意志DC
   大成功 阿偕提兹选择目标生物可以施放、且最高为3环的一个法术。阿偕提兹会获得该法术作为模拟神术内在法术,而且能够以内在神术来施放一次该法术,这会使用他自己的DC和法术攻击。阿偕提兹必须在经过24小时之前这么做,否则就会失去模拟法术。被接触的生物无法施放模拟法术,直至阿偕提兹首先施放了该法术或者经过了24小时为止,以较先发生者为准
   成功 同大成功,但如果阿偕提兹经过1小时还未施放模拟法术就会失去该法术,且被接触的生物可以正常施法
   失败 同大成功,但如果阿偕提兹必须在他的下个回合结束之前施放模拟法术,否则就会失去该法术,被接触的生物可以正常施法
   大失败 模拟之触没有效果



原文
劇透 -  原文:
AZURETZI
Azuretzis are sinuous, serpentine creatures with dagger-sharp teeth, covered in brilliant blue scales with mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom’s chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules.
Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target’s features into a laughingstock.

MOCK CHORUSES
Azuretzis form mock choruses in emulation of their more powerful kindred, aping the shifting philosophies of proper choruses. While mischievous or outright malevolent to hostile or lawful creatures, they interact amiably with chaotic creatures, who run the risk of being promptly followed–willingly or not–by a serpentine gaggle of self-appointed understudies.

AZURETZI CREATURE 5
CN SMALL MONITOR PROTEAN
Perception +11; darkvision, entropy sense (imprecise) 30 feet
Languages Abyssal, Celestial, Protean
Skills Acrobatics +11, Arcana +11, Athletics +9, Deception +13, Performance +13, Stealth +13, Survival +11, Thievery +13
Str +2, Dex +4, Con +4, Int +4, Wis +2, Cha +4
Entropy Sense (divination, divine, prediction) As akizendri.
AC 22; Fort +11, Ref +15, Will +11; +1 status to all saves vs. magic
HP 75, fast healing 2; Weaknesses lawful 5; Resistances precision 5, protean anatomy 8
Protean Anatomy (divine, transmutation) As akizendri.
Spell Pilfer[reaction] Trigger A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi’s Mocking Touch; Effect The azuretzi attempts to counteract one ongoing spell effect on the target creature with a Thievery check. If it is successful, it transfers the ongoing spell effect to itself. The creature then becomes temporarily immune to Spell Pilfer for 24 hours.
Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement
Melee [one-action] jaws +15 (chaotic, finesse, magical), Damage 2d10+4 piercing plus 1d6 chaotic
Melee [one-action] claw +15 (agile, chaotic, finesse, magical), Damage 2d8+4 slashing plus 1d6 chaotic
Melee [one-action] tail +13 (chaotic, magical, reach 15 feet), Damage 2d12+4 bludgeoning plus 1d6 chaotic and Grab
Divine Innate Spells DC 22; 4th dimension door; 3rd crisis of faith, dispel magic, shatter; 2nd hideous laughter; 1st detect alignment (at will, lawful only);
Constant (4th) freedom of movement
Constrict [one-action] 1d12+4 bludgeoning, DC 22
Mimic Form[two-actions] (concentrate, divine, polymorph, transmutation) As Change Shape, but an azuretzi can assume the specific form of a Medium or smaller creature it Seeks with a successful DC 25 Perception check. It can return to its true form as a free action. It can retain access to only one exact appearance at a time.
Mocking Touch [two-actions] (abjuration, divine) Requirement The azuretzi is not currently using Mocking Touch on a spell; Effect The azuretzi mocks a creature’s magical ability with a touch. The azuretzi must attempt a Thievery check against the target’s Will DC.
Critical Success The azuretzi chooses one spell of up to 3rd level that the target creature has available to cast. The azuretzi gains that spell as a mock divine innate spell, and it can cast that spell once as an innate divine spell using its own DC and spell attack. It must do so before 24 hours pass or the mock spell is lost. The creature touched cannot cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.
Success As critical success, but the azuretzi has 1 hour to cast the mock spell before it is lost, and the creature touched can cast the spell normally.
Failure As critical success, but the azuretzi must cast the mock spell before the end of its next turn or it is lost, and the creature touched can cast the spell normally.
Critical Failure Mocking Touch has no effect.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【Bestiary 1+2】幻蛇(Protean)
« 回帖 #7 于: 2022-08-25, 周四 16:34:34 »
埃门特西(Imentesh)
这些健谈的幻蛇被人称为埃门特西,他们为了推进幻蛇的终极大业——现实的崩解——而但当传教士、间谍和混沌的先驱。埃门特西十分狡猾,对外交充满好奇心,而且还极其古怪。他们会为了工作而在大漩涡之外旅行,经常会身着奢侈的个人装束和装饰品,有时候几乎达到了扎眼的程度,而全部这一切都是为了讨好那些不怎么混乱的存在。

引述: 边栏:额外学识
混沌的喉舌(MOUTHPIECES OF CHAOS)
尽管很少现身于主物质位面,但埃门特西会频繁地前往跨位面的文化和商业中心。埃门特西会担任外交官的角色,声称代表自己所效忠的合唱团。他们可以在大漩涡中提供安全的旅行,甚至可以在大漩涡中无时无刻都在变化的边界之地(Borderlands)担任向导。

埃门特西(Imentesh)    生物 10
CN 大型 观察者 幻蛇 
察觉 +19;熵力感知(模糊)60尺,黑暗视觉(darkvision)
语言 深渊语(Abyssal),天界语(Celestial),幻蛇语(Protean);巧言术
技能 特技(Acrobatics)+17,运动(Athletics)+19,欺骗(Deception)+21,交涉(Diplomacy)+19,表演(Performance)+21,隐秘(Stealth)+21,贼活(Thievery)+17
力量 +7,敏捷 +5,体质 +5,智力 +7,感知 +3,魅力 +5
熵力感知预言 神术 预测) 同阿克真锥(Akizendri)

AC 30;强韧 +21,反射 +19,意志 +17;对抗魔法时所有豁免+1状态
HP 175,快速愈合5;弱点 秩序10;抗力 精准10,幻蛇体质15
幻蛇体质神术 变化) 同阿克真锥(Akizendri)

速度 25尺,飞行25尺,游泳25尺;行动自如
近战单动 啃咬+23(混乱,魔法,10尺触及),伤害 2d10+11穿刺 外加 1d6混乱 和 扭曲波打击
近战单动 爪抓+23(灵巧,混乱,魔法,10尺触及),伤害 2d6+11挥砍 外加 1d6混乱
近战单动 尾扫+23(混乱,魔法,15尺触及),伤害 2d10+11钝击 外加 1d6混乱 和 攫抓
神术内在法术 DC 29
 5环 次元门(dimension door),解除魔法(dispel magic),神圣狂怒(divine wrath;混乱),短讯术(sending)
 4环 造物术(creation),随意次元门(dimension door),粉碎音波(shatter)
 3环 加速术(haste),修复术(mending),缩物术(shrink item),缓慢术(slow)
 1环 随意侦测阵营(detect alignment;仅限守序)
 常驻(5环) 巧言术(tongues)
 常驻(4环) 行动自如(freedom of movement)
变形单动(专注 神术 变形 变化) 埃门特西呈现出任意大型或更小生物的外观。这不会改变他的速度或其打击的攻击与伤害加值,但这有可能改变他的打击所造成的伤害类型
紧勒单动 1d10+11钝击,DC 29
发射扭曲波(Inflict Warpwave)单动(神术 变化) 埃门特西对100尺内的一个生物发射扭曲波(见本书204页;DC 29 强韧豁免来抵御)
偷袭(Sneak Attack) 埃门特西的打击对措手不及(flat-footed)的目标造成额外2d6点精准伤害
扭曲波打击(Warpwave Strike)神术 变化) 任何生物若遭到埃门特西的啃咬打击并受到伤害的话,必须成功通过DC 29的强韧豁免,失败则要承受扭曲波(见本书204页的效果)



原文
劇透 -  原文:
IMENTESH
The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality’s dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the Maelstrom for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings.

MOUTHPIECES OF CHAOS
While rarely found on the Material Plane, imenteshes frequent interplanar hubs of culture and commerce. Imenteshes act as diplomats on behalf of any chorus they claim allegiance to. They can offer safe travel through the Maelstrom or even act as guides through the Maelstrom’s ever-shifting Borderlands.

IMENTESH CREATURE 10
CN LARGE MONITOR PROTEAN
Perception +19; darkvision, entropy sense (imprecise) 60 feet
Languages Abyssal, Celestial, Protean; tongues
Skills Acrobatics +17, Athletics +19, Deception +21, Diplomacy +19, Performance +21, Stealth +21, Thievery +17
Str +7, Dex +5, Con +5, Int +7, Wis +3, Cha +5
Entropy Sense (divination, divine, prediction) As akizendri.
AC 30; Fort +21, Ref +19, Will +17; +1 status to all saves vs. magic
HP 175, fast healing 5; Weaknesses lawful 10; Resistances precision 10, protean anatomy 15
Protean Anatomy (divine, transmutation) As akizendri.
Speed 25 feet, fly 25 feet, swim 25 feet; freedom of movement
Melee [one-action] jaws +23 (chaotic, magical, reach 10 feet), Damage 2d10+11 piercing plus 1d6 chaotic and warpwave strike
Melee [one-action] claw +23 (agile, chaotic, magical, reach 10 feet), Damage 2d6+11 slashing plus 1d6 chaotic
Melee [one-action] tail +23 (chaotic, magical, reach 15 feet), Damage 2d10+11 bludgeoning plus 1d6 chaotic and Grab
Divine Innate Spells DC 29; 5th dimension door, dispel magic, divine wrath (chaotic), sending; 4th creation, dimension door (at will), shatter; 3rd haste, mending, shrink item, slow; 1st detect alignment (at will; lawful only); Constant (5th) tongues; (4th) freedom of movement
Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The imentesh takes the appearance of any Large or smaller creature. This doesn’t change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.
Constrict [one-action] 1d10+11 bludgeoning, DC 29
Inflict Warpwave [one-action] (divine, transmutation) An imentesh inflicts a warpwave on a creature within 100 feet (page 204; (DC 29 Fortitude save to resist).
Sneak Attack An imentesh’s Strikes deal an additional 2d6 precision damage to flat-footed targets.
Warpwave Strike (divine, transmutation) Any creature struck and damaged by an imentesh’s jaws Strike must succeed at a DC 29 Fortitude save or be subject to a warpwave (page 204).
没有团,为什么还要翻译规则呢?
当然是为了友情了