作者 主题: 【CtIE】切利亚斯,炼狱帝国(Cheliax, The Infernal Empire)  (阅读 1399 次)


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Life in Cheliax                                             2
Take a journey into the long and storied history of Cheliax, from its origins as a province of Taldor to its recent civil war and the ascendency of the infernal House of Thrune. Learn details on the current Chelish government (including a breakdown of noble titles and their ranking), reports of Cheliax’s relations with other governments and organizations, and an overview of Chelish society.
Gazetteer                                                 10
From the diabolical capital of Egorian to the isolated island of Vyre, Cheliax is a land awash in danger and mystery. This chapter presents many of the most notable geographical features, settlements, and sites of interest, including all-new maps of major cities such as gnome-run Brastlewark and the heavily armed naval port of Ostenso.
Adventures in Cheliax                                  42
Delve into eleven exciting adventure sites, each complete with details on the dangers, inhabitants, rewards, and secrets that lie within. Hack your way through the ancient, morlock-infested ruins of Rachikan, set sail for the mysterious island of Shardstone, or raid the flooded treasure vaults of the ruins of Deng!
Bestiary                                                   54
These seven new monsters are the perfect addition to any adventure set in Cheliax! Battle such malevolent creatures as the corrupted hellfire ignis, known for arson and pyromania, or the sinister ash hag, who makes her home in the wake of such fiery destruction. Deliver last rites to the undead victims of Aroden’s death, or protect the seas from the poisonous wrath of the legendary Cerberus Worm!
切利亚斯的生活(Life in Cheliax)
在切利亚斯冒险(Adventures in Cheliax)

The veneration of deities other than Asmodeus and subservient entities (archdevils, infernal dukes, malebranche, et al.) is permitted by the grace of Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, and may be revoked at any time at her sole discretion. Those practicing these faiths in opposition to the Church of Asmodeus may be declared heretics and tried for their crimes, the penalty being execution or, in the case of clerics of the Dark Prince’s enemies, damnation to Hell. Asmodeus is generous, and those who serve him will be rewarded, even with the ability to follow other gods, as long as none supplant the Archfiend in the hearts of his eternal servantsthe people Cheliax.
Edict 4671.315A.2v5 §15j (Revision 6)
除了阿斯摩蒂斯和以及其从属实体(魔鬼大公(Archdevil)、炼狱公爵(infernal duke)、娼妓女王(malebranche)等等),对其他神明,需要得到尊敬的地狱女皇—来自三重诅咒的斯戎家族的阿波罗盖二世陛下的恩赐才被许可供奉,并且可以在任何时候以她自己的意志吊销许可。那些反对阿斯摩蒂斯教会信仰的人可能被宣布为异教徒,为他们的罪行而受审判,惩罚是执行死刑,或者在黑暗王子的教士们的诅咒下,坠入地狱。阿斯摩蒂斯是慷慨的,那些服侍他的人将得到奖赏,即使有能力追随其他神,但是没有人能取代魔王在他永恒的仆人——切利亚斯人民——心中的位置。

Cheliax has been many things in its long history: Taldor’s westernmost territory; a strategic but subservient province of a larger empire; an independent nation, inspiring other nations to break from Taldor; an empire in its own right with colonies and provinces as far north as Varisia and as far south as Sargava; the chosen nation of the god of humanity; the prophesied site of Aroden’s return to Golarion after millennia of absence; and today, a nation held together by tyranny, infernal pacts, and the sheer will of its ruling family, the Thrice-Damned House of Thrune. Regardless of how one defines greatness, it is hard to deny that Cheliax is a great—if diminished and corrupted—nation, and it stands as one of the most powerful and influential political institutions in the Inner Sea region, as it has for ages.
切利亚斯在其悠久的历史中有很多身份:塔尔多最西部的领土; 一个更大的帝国重要但恭顺的行省; 一个鼓励其他国家挣脱塔尔多的独立国家; 一个疆域北至瓦瑞西亚南到萨迦瓦,拥有众多殖民地和省份的帝国; 被人类之神选中的国家; 经过几千年的离开,奥罗登回到格拉利昂的预言地点; 以及今天,一个由暴政,地狱契约和其统治家族——三重诅咒的斯戎(Thrune)家族——的纯粹意志整合在一起的国家。 无论一个人如何定义伟大,都很难否认切利亚斯是一个伟大的——虽然衰弱而腐败——国家,并且它作为内海地区最强大和最有影响力的政权之一的时间一如它存在的岁月久远。

In its current form, the Chelish government is best described as a bureaucratic autocracy. Her Infernal Majestrix, Queen Abrogail II of the Twice-Damned House of Thrune, rules with unchecked authority—her word is as binding as any devil’s contract. That she often changes her mind, using her power to erase any trace of her former decrees, further secures her sovereignty, as even her most trusted servants and advisors are only a whim away from potential treason. Abrogail’s will is carried out by an intricate bureaucracy composed largely of titled nobles—holdovers from Cheliax’s prior oligarchical form of government—and sycophants hoping to win the queen’s favor or afraid of raising her ire.
    Cheliax’s titles of nobility follow a strict hierarchy, as befits an empire modeled on Hell. The nobility is divided into three broad categories, each with three subcategories, for a total of nine noble ranks (reflecting the nine layers of Hell). The majestrix and members of her immediate family stand outside and above this noble hierarchy.
    Cheliax itself is divided into six regions or archduchies: the Heartlands, Hellcoast, Longmarch, Menador, Ravounel, and Sirmium (see the map on page 4). Each archduchy is divided into duchies, which are then subdivided into counties, which are subdivided into baronies. There are numerous duchies, counties, and baronies, and not all of them are subdivided into smaller regions (for example, a small county may not be further subdivided into baronies). In effect, there is no real difference between a county ruled by an archcount or one ruled by a count; administratively, two such counties are effectively the same, but the archcount is higher in rank than the count.
Under Cheliax’s current divisions, there can be no more than six archdukes, one for each of Cheliax’s archduchies. As archduke is a hereditary title, the ruling family of each archduchy rarely changes, though the Chelish Civil War did shake things up a century ago. Three of the ruling families under the previous regime retained their power after the Thrune Ascendency: House Carthagnian rules Longmarch from the city of Corentyn, House Narikopolus rules Menador from Kantaria, and House Henderthane rules Sirmium from Ostenso. House Thruneusurped not only the throne but also control of the Heartlands from its hereditary rulers during the civil war; that family’s name was among the first to be redacted from Chelish history books. The northern region of Ravounel was previously ruled by House Sarini, who now serve as the “Fools of Thrune,” sent to other courts as representatives of their lieges, as a mockery of their former selves. Isolated as it is from the rest of the nation, and producing few resources needed elsewhere in the empire, Ravounel has had no archduke for nearly a half century. The current ruler of Hellcoast is Paraduke Marcellus Thurivan, appointed by House Thrune to retake the land from the rebels of Pezzack and the strix of Devil’s Perch. Until the Battle of a Hundred Kings, the archduchy had been ruled by House Davian; since then, no family has been granted the land nor the title of archduke, but Paraduke Thurivan hopes he will fare better than his predecessor, who was thrown out of Pezzack and forced to move the region’s seat of power to Belde, which is technically a part of the Heartlands. Other non-noble titles existin Cheliax, such as visbaron, further complicating the system and confusing those who are not versed in its intricacies. Those with non-noble titles tend to inflate their own importance, while true nobles look down upon them with the same scorn they reserve for the common folk.While the Asmodean faith is the official, state-sanctioned religion of Cheliax, there is strong separation between the church and the state. Asmodean inquisitors’ motives and methods often overlap with those of Thrune agents—some Thrune agents may even be inquisitors of the Prince of Darkness—but the two institutions operate in parallel rather than as a cohesive unit. In many cases, the relationship between House Thrune and the Church of Asmodeus is thorny at best and just shy of openly antagonistic at worst. Just as House Thrune’s pact with Hell comes at a price, so too does its alliance with the church, and a stronger Asmodean presence in the nation threatens Abrogail’s rule. Since the reign of her great-grandmother and namesake, however, the two factions have existed in a stalemate, neither truly subservient to the other and neither powerful enough to seize control over the entire nation.

Cheliax has a long and complex history, throughout which the nation’s power and fortunes have risen and fallen. In every era, however, Cheliax has been defined by the ambition of its people and the firm belief that it is destined for greatness.
    A timeline of Chelish history can be found on page 9.

Early History
    The first recorded inhabitants of what is now Cheliax were Kellids, who occupied much of Avistan prior to the Age of Darkness. Azlanti explorers are believed to have come to the region from the west and perhaps intermingled with the native population, but as with all things Azlanti, remnants of their presence in Cheliax are scarce today, ground into obscurity by the passing of time.
    In the sixteenth century ar, Taldor’s Third Army of Exploration ventured through much of Cheliax, extending the empire’s western border to the Arcadian Ocean. Led by General Coren (after whom the city of Corentyn takes its name), the army found the Kellid inhabitants welcoming and peaceful, and established a number of settlements in the new land, particularly as ports along the coast of the Inner Sea. Cheliax was first incorporated as a distinct political entity in 3007 ar, nearly a millennium and a half after Corentyn’s founding, when it was made a province of Taldor. Ostenso served as the provincial capital until 3991?ar when the capital was moved to Westcrown.

Even-Tongued Conquest and Early Expansion
The first great change in Cheliax came 90 years later, when the provincial governor—a shrewd but intense man named Aspex—declared Cheliax an independent nation. Taldor was unable to put up any true military resistance because of its ongoing conflict with Qadira at the other
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« 回帖 #1 于: 2019-04-18, 周四 16:42:51 »
这看起来是一个伟大的突破! 通过将炼狱生物绑定到我们的魔像引擎中,我们终于可以为它们注入更稳定的力量。这些魔像散发邪恶的热量并且不受魔法的影响,蔚为壮观。但事故开始了。看来,我们的魔魂魔像总有一种倾向于爆炸的不良倾向。我认为这些爆炸在某种程度上是美丽的,但我们也因此失去了很多有用的工人,即使我们最好的魔像工匠似乎也无法确保这些结构始终正常运作。 这几乎就像炼狱生物怨恨被迫以这种方式辛苦劳作一样。 因此,经过长时间的审议,我得出的结论是,将邪恶生物绑定到我们的魔像上可能是一个不明智的选择。
 ------来自查秋·格尔文(Xachil Gurvin),吉斯塔克魔像工匠的论文

随机遭遇表 Random Encounter Tables

    阿斯莫迪斯审判者(CR 7):这些团体是切利亚斯的秘密警察;他们拥有阿斯莫迪斯教会的权威以及贵族的默许。每组由一名执法者(阿斯莫迪斯 守序邪恶 人类 审判者 6)领导的两名狂热者(阿斯莫迪斯 守序邪恶 人类 牧师 4)组成。这些团体认为PC是违法者,并试图将他们活捉住,除非团队向他们展示与斯戎家族或教堂联盟的证据。
    路边强盗(CR 5):这些小型无关联盗贼和路边剪径贼由一个偷猎者(探路者RPG NPC Codex 129),熟练的狙击手(NPC Codex 145)和三个扒手(NPC Codex 144)组成。他们追踪这个广阔国家的高速公路,特别是在树木繁茂地区,在切利亚斯旅行者中寻找容易的猎物。
    斯戎暴徒(CR 3):这些忠诚者群体要么为斯戎家族工作,要么直接从统治者的政府中受益。每组由一名骗子(NPC Codex 145)领导的两个强盗(NPC Codex 266)组成。他们迫不及待地想用任何恐吓、勒索和暴力手段来压制王室的异议。


The Heartlands
1–221d3 pugwampis1Bestiary2 144
23–341d3+1 tiefling rogues2Bestiary2 64
35–46Thrune Thugs3See above
47–521d4 hellfire ignises5See page 62
53–60Roadside Brigands5See above
61–671d3+1 centaurs6Bestiary 42
68–772 bearded devils7Bestiary 73
78–872 fiendish owlbears7Bestiary 294,224
88–951d3 redcaps8Bestiary2 233
96–1002 bearded devils plus 1 Nessian warhound10Bestiary 73,173

1–262d3+1 strix warriors2the Inner Sea  World Guide 313
27–482 fiendish reefclaws3Bestiary2 294,234
49–641d3 bugbears4Bestiary 38
65–791d3+1 hell hounds6Bestiary 173
80–921 bulette7Bestiary 39
93–971 drowning devil8Bestiary 452
98–991 bone devil9Bestiary 74
1001 bone devil plus11Bestiary 74,173

1–211d3+1 tiefling rogues2Bestiary 264
22–331 tiefling rogues plus 1 imp3Bestiary 264,78
34–45 Thrune ThugsSee above
46–562   accuser devils5Bestiary2 84
57–662 giant dragonfly nymphs5Bestiary2 105
67–76 Asmodean Inquisitors7See above
77–861d3 host devils8Bestiary 453
87–962d3 ash hags9See page57
97–1001 contract devil10Bestiary 376

1–241d3 lemures3Bestiary 79
25–421d3+1 skulks4Bestiary2 248
43–571d3 fiendish giant eagles5Bestiary 294, 118
58–691d3+1 shadows6Bestiary 245
70–80Asmodean Inquisitors7See above
81–901 erinyes8Bestiary 75
91–961 erinyes plus 3 bearded devils10Bestiary 75,73
97–1002 Nessian warhounds11Bestiary 173

1–222d3+1 strix warriors2the Inner Sea  World Guide313
23–371d3 fuaths3Bestiary 3142
38–521 fossegrim4Bestiary 4114
53–641d3 hellfire ignises5See page62
65–761d3+1 ettercaps6Bestiary 129
77–87Asmodean Inquisitors7See above
88–951 bone devil9Bestiary74
96–1002d6 fiendish satyrs Sirmium10Bestiary294, 241

1–241d3 fiendish elks3Bestiary 3290147
25–42Thrune Thugs3Seeabove
43–571d3 worgs4Bestiary280
58–69Roadside Brigands5See above
70–802 bison6Bestiary174
81–901 zealot wraith7See page63
91–961 drowning devil8Bestiary 452
97–1001 drowning devil and 1 erinyes10Bestiary 452, Bestiary 75

赋灵咏叹曲(Animate Aria)

赋灵咏叹曲 CR 9
XP 6,400
绝对中立 大型 构装体
先攻 +4; 感官 盲视 90尺, 黑暗视觉 60尺, 昏暗视觉; 察觉 +0
灵光 鼓舞英勇(90尺)
AC 23, 接触 13, 措手不及 19 (+4 敏捷, +10 天生防御, –1 体型)
hp 107 (14d10+30)
强韧 +4, 反射 +8, 意志 +4
防御能力 不定形态, 天生隐形;
免疫 构装体特性
弱点 不谐,音波易伤
速度 30尺
近战 2 爪击 +18 (2d10+5)
占据 10 ft.; 触及 10 ft.
力量 21, 敏捷 18, 体质 —, 智力 —, 感知 11, 魅力 1
基本攻击加值 +14; CMB +20; CMD 34
鼓舞英勇灵光(Su):一名赋灵咏叹曲可以不断散发出一首振奋人心的歌曲来支持它的盟友(通常是构装体的创造者和任何被构装体的创造者指定为盟友的生物)。可以听到赋灵咏叹曲音乐的90英尺范围内的盟友在对抗魅力和恐惧效果的豁免检定中获得+1士气加值,在攻击检定和武器伤害检定上获得+1能力加值。以一个标准动作,赋灵咏叹曲可以将这些加值提高2点,持续1轮。 鼓舞英勇灵光是一种影响心灵的效果 - 作为一种构装体,赋灵咏叹曲不受影响心灵的影响,因此不会获得自身光环的奖励。 这种能力是恒定的,不能被赋灵咏叹曲所抑制。
天生隐形(Ex):虽然赋灵咏叹曲在这种能力不被抑制时,即使在攻击时仍然是不可见的,但是它的恒定歌曲也允许其他生物精确定位它的位置。任何能够听到赋灵咏叹曲3的0英尺内的生物都能自动确认赋灵咏叹虽在的方格。 因为赋灵咏叹曲的隐形是天生的,所以它不受消除隐形法术的影响。


制造 Construction
制造条件:制造构装体(Craft Construct),指使术(geas/quest),咆哮术(Shout),固化音符(Solid Note),制造者施法者等级必须达到12级

灰烬鬼婆(Ash Hag)

灰烬鬼婆 CR 5
XP 1,600
守序邪恶 中体形 人形怪物
先攻+1 感官 黑暗视觉60尺,察觉+14
AC 17, 接触 11, 措手不及 16 (+1 敏捷, +6 天生防御)
hp 52 (7d10+14)
强韧 +4, 反射 +6, 意志 +9
免疫 火焰; SR 16
速度 30 ft.
近战 啮咬 +9 (1d6+2), 2 爪击 +9 (1d4+2)
特殊攻击 窒息灰烬
Spell-Like Abilities (CL 8th; concentration +11; save DCs are Int-based)
力量 14, 敏捷 12, 体质 14, 智力 17, 感知 15, 魅力 13
基本攻击加值 +7; CMB +9; CMD 20
专长 警觉, 战斗施法, 欺诈师, 钢铁意志
技能 唬骗 +6, 交涉 +5, 易容 +10, 威吓 +7, 知识(奥秘) +10, 察觉 +14, 察言观色 +11, 法术辨识 +10, 潜行 +8 (+12 在燃烧或者被灰烬覆盖的环境)
语言 邪灵语, 通用语, 巨人语; 巧言术
SQ 灰烬亲和力
环境 任意城市或废墟
组织 单独或鬼婆战团(任意3只不同种类的鬼婆)
宝物 标准
灰烬亲和力(Ash Affinity,Ex)当灰烬鬼婆处于被烧毁的环境中时,例如被焚烧的建筑物,它会获得快速治疗2.在被焚烧的环境中的灰烬鬼婆也会在潜行检定上获得+4种族加值。
窒息灰烬(Choke on Cinders,Su)每天三次,以一个标准动作,灰烬鬼婆可以在30英尺内用厚厚的灰烬煤渣填充单个目标的肺部。 如果目标未能通过DC 16强韧豁免检定,则他会因试图咳出灰烬恍惚(staggered)1d4轮。 一旦停止咳嗽,他必须在回合开始时再次成功豁免否则就会由于空气不足而失去意识。不需要呼吸的生物对这种能力免疫。 豁免DC基于智力。


赛伯勒斯蠕虫(Cerberus Worm)

赛伯勒斯蠕虫 CR 14
XP 38,400
绝对中立 巨型 魔法兽 (水系)
先攻 +5; 感官 全域视觉, 黑暗视觉 120尺, 黑暗视觉; 察觉 +9
AC 27, 接触 7, 措手不及 26 (+1 敏捷, +20 天生防御, –4 体型)
hp 229 (17d10+136)
强韧 +18, 反射 +13, 意志 +6
防御特性 难觅踪迹; 免疫 毒素; 抗性 火焰 30; SR 25
速度 20尺, 游泳 60尺
近战 3啮咬 +22 (2d8+9 附带攫抓), 尾扫 +17 (2d8+4)
占据 20尺; 触及 20尺
特殊攻击 活吞(2d8+13 强酸伤害, AC 20, 22 hp), 毒雾环绕
力量 28, 敏捷 12, 体质 27, 智力 8, 感知 9, 魅力 9
基本攻击加值 +17; CMB +30 (+32 冲撞); CMD 41 (43 vs. 重装)
专长 精通冲撞, 精通先攻, 精通闪电反射, 精通天生武器 (尾扫), 钢铁意志, 闪电反射, 猛力攻击, 技能专攻(隐匿), 隐秘
技能 特技 +4, 脱逃 +3, 察觉 +9, 隐匿 +2, 游泳 +25
语言 水族语(不会说)
环境 任意大洋
组织 单独
财宝 无
  毒素(Ex)吸入毒素;强韧豁免DC: 26;频率:1轮/6轮;效果:1d2体质伤害;治愈:连续两次豁免。豁免DC基于体质。


魔鬼,布种魔(Devil, Sire)

布种魔 (帕特拉维克斯,PATRAAVEX) CR 7
XP 3,200
守序邪恶 中体形 异界生物(魔鬼,邪恶,跨位面,守序,变形)
先攻 +5; 感官 黑暗视觉 60尺, 看破黑暗, 看破隐形; 察觉 +13
AC 21, 接触 15, 措手不及 16 (+5 敏捷, +6 天生防御)
hp 84 (8d10+40)
强韧 +11, 反射 +11, 意志 +4
防御特性 尖刻之血; DR 5/善良; 免疫 火焰,毒素; 抗力 强酸10, 寒冷10; SR 18
速度 30尺
近战 +1 重型链枷 +16/+11 (1d10+11/19–20) 或 2爪击 +15 (1d4+7/19–20)
特殊攻击 撕扯 (2 claws, 1d4+10)
类法术能力(CL 8级; 专注 +12)
随意—侦测思维 (DC 16), 高等传送术(自身加50磅物体)
1/天—高等魔牙术, 召唤(3级, 1只倒钩魔 50%)
力量 24, 敏捷 20, 体质 21, 智力 14, 感知 15, 魅力 19
基本攻击加值 +8; CMB +15; CMD 30
专长 顺势斩, 战斗反射, 精通重击(爪击), 猛力攻击
Skills 唬骗+15, 交涉 +11, 易容 +11, 威吓 +15, 知识(本地) +10, 知识(贵族) +13, 知识(位面) +13, 察觉 +13, 察言观色 +13
语言 天界语, 通用语, 炼狱语; 感应 100 ft.
SQ 变化形态 (小型或中型类人生物, 变形术), 玷污血脉
环境 任何(地狱)
组织 单独
财宝 标准 (+1重型链枷, 其他财宝)
  尖刻之血(Ex):帕特拉维克斯的血液是高度酸性的。一个生物如果使用天生武器或徒手攻击进行近战攻击对布种魔造成穿刺或挥砍伤害时,该生物必须成功通过DC19反射豁免检定否则受到2d6点强酸伤害。使用近战武器对布种魔造成穿刺或挥砍伤害的生物必须成功通过DC19反射豁免检定否则武器会受到2d6点酸伤害(物体会受到这种酸的完全伤害); 如果此伤害超过武器的硬度,则武器获得破损状态。 豁免DC基于体质。
   玷污血统(Su):以一个整轮动作,一个布种魔可以触摸一个自愿的,活着的凡性生物,并将它的地狱力量注入该生物,确保之后该凡人所生的所有孩子将成为地狱血统的提夫林。由布种魔和人形生物结合所产生的后代总是提夫林; 帕特拉维克斯不能通过生育创造半炼狱生物(Half-Fiend)。


这座石像的拳头散发出闪烁的红黑色的火焰以及硫磺的气息。 它轮廓分明的脸上带着野性的,邪恶的笑容

魔魂石魔像 CR 13
XP 25,600
中立邪恶 大型 构装体
先攻 +3;感官 黑暗视觉 60 尺, 昏暗视觉;察觉 +0
AC 26, 接触 8, 措手不及 26 (–1 敏捷, +18 天生防御, –1 体型)
hp 121 (14d10+44);快速治疗 5
强韧 +4, 反射 +3, 意志 +4
DR 10/精金和善良;免疫:构装体特性, 火焰, 魔法
速度 20 尺
近战 2 挥击 +23 (2d10+9 加 地狱火之触)
占据 10 尺;触及 10 尺
特殊攻击  疯狂爆发, 缓慢
力量 28, 敏捷 9, 体质 —, 智力 4, 意志 11, 魅力 10
基本攻击加值 +14;CMB +24;CMD 33
专长 盲斗, 精通先攻 , 威逼, 猛力攻击, 技能专攻(威吓), 健壮, 武器专攻(挥击)
技能 威吓 +29
语言 深渊语,炼狱语 (不能说)
环境 任何
组织 单独或 or 一群 (2–4)
财宝 无
疯狂爆发(Berserk Liberation,Ex)当一台魔魂魔像进入战斗,每一轮都有2%的概率使炼狱生命挣脱束缚并且使魔像狂暴。在停止活动1分钟后,该概率降低为0%。当魔魂魔像进入狂暴,炼狱生命会在地狱之火的爆发中爆炸,对半径60尺内的所有生物造成13d6点伤害(反射DC17减半)。该伤害一半是火焰伤害,另一半则直接来源于邪秽能量,不能被抵抗火焰攻击的抗力所减免。豁免DC基于体质。狂暴的魔像永久地失去了炼狱模板,随后攻击最近的生物,或者如果触及内没有生物,则会砸碎一些比自身小的物体。一旦它变得狂暴,没有已知的方法可以重新建立控制。
地狱火之触(Hellfire Touch,Su)一个魔魂魔像身体散发着邪恶的外层位面的酷热,它的接触会造成2d6点伤害。这种伤害的一半是火焰伤害,但是另一半直接来自邪秽能量,不能被抵抗火焰攻击的抗力所减免。生物使用天生武器或徒手攻击对魔魂魔像造攻击会受到同样的地狱火伤害。在克服伤害减免时,魔魂魔像的天生攻击被视为邪恶武器。
魔法免疫(Immunity to Magic,Ex):魔魂魔像免疫任何允许法术抗力的法术或类法术能力。此外,某些法术和效果对该生物的作用会有所不同,如下所述。
  • 一个化石为泥会减缓魔魂魔像(如同减速术)2d6轮,没有豁免检定,而转化为泥土的泥浆可以恢复所有失去的生命值。而化泥为石可以恢复其失去的所有HP。
  • 解除石化不会实际改变魔像的结构,但是会使其伤害减免和魔法免疫失效一个整轮。
  • 放逐术或接触魔法可以暂时平复炼狱生命,无豁免的使魔像的地狱火之触失效一个整轮。该法术还会将后续几轮战斗中魔像疯狂爆发的几率提高20%。
  • 缓慢(Slow,Su)每两轮一次,以自由动作,魔魂魔像可以使用减速的效果,如同同名法术。该效果在以魔像为中心的10尺半径中爆发并且持续7轮。一个成功通过DC 17的意志豁免将不受到效果。豁免DC是基于体质。

创造魔魂魔像 Creating a Fiend-Infused Golem
“魔魂(Fiend-Infused)”是一个模板,可以添加到任何非“火焰易伤”的魔像(以下称为基础生物)。创建魔像时必须应用融合了魔法的模板; 现有的傀儡以后不能获得这个模板。 除非如此下所述,否则魔魂魔像会使用所有基础生物的统计数据和特殊能力。
  阵营( Alignment):永远是中立邪恶。
  防御能力(Defensive Abilities):魔魂魔像获得5点快速治疗并且免疫火焰,如果基础生物已经有桑海见面,它会将善良增加到穿透减免需要的类型上,如果基础生物具有对魔法防御能力的免疫力,则会增加对放逐术和解除魔法的敏感性。
  特殊攻击(Special Attacks):一个魔魂魔像获得上述疯狂爆发特殊攻击并且失去基础生物的任何狂暴特殊攻击。当魔魂魔像爆发时所造成的伤害等于其CR的1d6×(反射减半; DC=10+1/2魔像的HD+魔像的体质修正)。一个魔魂魔像的傀儡也会获得上述的地狱火之触特殊攻击。
     数千年前,最重要的古代魔像工匠都在为吉斯塔克帝国(Jistka Imperium)服务,而拉齐坎(Rachikan)的帝国魔像铸造厂则广泛地使用了魔魂魔像。使用邪恶的异界生物作为驱动力量带来了一个固有的缺点,是拉齐坎的魔像工匠永远无法完全克服的:魔魂在魔像中服务的怒火增加了这个魔魂魔像将摆脱它的命令并暴乱的机会。最终,拉齐坎的魔像工匠只能通过增加他们的魔像大小来解决这个问题:拉齐坎庞大的巨兽魔像(探索者战役设定:失落的王国40)是唯一一个其中魔魂没有狂暴风险的魔魂魔像。尽管吉斯塔克早已不复存在,但是魔魂魔像仍然保护其古老的工厂和宝库,特别是在拉齐坎的废墟和切利亚斯沿岸的其他隐蔽地点。
     随着探路者协会和艾格利安(Egorian)着名的阿斯莫迪斯神殿等组织对吉斯塔克帝国的兴趣重新燃起,古老的魔魂魔像的秘密泄露到了几位现代魔像工匠的手上。这些工匠中的一些已经开发了他们自己的技术来制作融入魔法的魔像,并使用出土的吉斯塔克传说来确认或补充他们自己的设计。 斯戎家族的设计者对利用和改进吉斯塔克方法特别感兴趣,不仅是因为魔像有望成为斯戎武器库中非常强大的补充,而且他们总是在寻找新方法来束缚那些来自地狱的灵魂。

劇透 -  原文:
It seemed like such a glorious breakthrough! By binding fiends into the engines of our golems, we could finally infuse them with more constant power. Radiating unholy heat and impervious to magic, the golems were magnificent. But then the accidents started. Our fiend-infused golems, it seems, have an unfortunate tendency to explode. I suppose these conflagrations are beautiful in a way, but we’ve lost so many useful workers, and even our best golem crafters can’t seem to ensure that these constructs always function correctly. It’s almost as if the fiends resent being forced to toil in such a fashion. And so, after long deliberation, I’ve come to the conclusion that binding evil creatures into our golems may have been an ill-advised choice after all.
                   ------From the papers of Xachil Gurvin, Jistkan golem crafter

Random Encounter Tables
The encounter tables presented on this page are not meant to be exhaustive lists of creatures that dwell within Cheliax, but rather are presented for the GM’s convenience when PCs are in each of the indicated archduchies (see pages 3–4 for more information on these regions). GMs should feel free to replace monsters on these tables with other options if it means providing players with a more appropriate challenge or more engrossing story.
    Asmodean Inquisitors (CR 7): These groups are Cheliax’s secret police; they carry the authority of the Church of Asmodeus as well as the tacit blessing of the nobility. Each group consists of two zealots (LE human cleric of Asmodeus 4) led by an enforcer (LE human inquisitorAPG of Asmodeus 6). These groups assume the PCs are lawbreakers and attempt to capture them alive unless the party shows them proof of alliance with House Thrune or the church.
    Roadside Brigands (CR 5): These small groups of unaffiliated thieves and roadside hijackers are made up of a poacher (Pathfinder RPG NPC Codex 129), a skilled sniper (NPC Codex 145), and three cutpurses (NPC Codex 144). They stalk the highways of the vast nation, especially in wooded areas, looking for easy prey among Chelish travelers.
    Thrune Thugs (CR 3): These groups of loyalists either work for House Thrune or directly benefit from the ruling house’s government. Each group consists of two brigands (NPC Codex 266) led by a charlatan (NPC Codex 145). They eagerly seek to quash any dissent against the crown, using intimidation, blackmail, and brute force as necessary to do the queen’s bidding.

Animate Aria
An inspirational song emanates from what appears to be point in thin air twelve feet off the ground. Stirring crescendos and moving fanfares can be heard throughout its melody.

XP 6,400
N Large construct
Init +4; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +0
Aura courageous inspiration (90 ft.)
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
hp 107 (14d10+30)
Fort +4, Ref +8, Will +4
Defensive Abilities amorphous, natural invisibility;
Immune construct traits
Weaknesses dissonance, vulnerable to sonic
Speed 30 ft.
Melee 2 slams +18 (2d10+5)
Space 10 ft.; Reach 10 ft.
Str 21, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +20; CMD 34
Environment any urban
Organization solitary or chorus (1 plus 2d4 mercenary warriors of 6th level)
Treasure none
  Aura of Courageous Inspiration (Su) An animate aria continually emanates a rousing song to bolster its allies (typically the construct’s creator and any creatures designated as allies by the construct’s creator). Allies within 90 feet of the animate aria that can hear its music receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack rolls and weapon damage rolls. As a standard action, the animate aria can increase these bonuses by 2 for 1 round. The aura of courageous inspiration is a mind-affecting effect—as a construct, the animate aria is immune to mind-affecting effects, and therefore does not receive the bonuses of its own aura. This ability is constant and cannot be suppressed by the animate aria.
 Dissonance (Ex) As creatures of sound, animate arias are particularly vulnerable to sonic effects. A bard who succeeds at a DC 25 Perform check while using his countersong ability negates the animate aria’s aura of courageous inspiration and natural invisibility abilities (making it appear as a humanoid-shaped cloud of prismatic color). In addition, an animate aria in the area of a silence spell or effect takes 2d6 points of damage each round.
  Natural Invisibility (Ex) Although an animate aria remains invisible whenever this ability is not suppressed, even when attacking, its constant song allows other creatures to pinpoint its location. Any creature within 30 feet of the animate aria that can hear automatically identifies the squares containing the animate aria. Because an animate aria’s invisibility is inherent, it is not subject to the invisibility purge spell.

An animate aria is a piece of operatic music, either vocal or instrumental, magically solidified into a human-shaped form roughly 12 feet tall. A creature of sound, the animated music is invisible but emanates the inspiring work performed during the creature’s musical creation.

An animate aria must be constructed in a ceremony involving a musical performance and a framework of silver chimes worth 2,000 gp, the latter of which is consumed in the shaping of the creature’s form.
CL 12th; Price 38,000 gp
Requirements Craft Construct, geas/quest, shout, solid noteAPG, creator must be caster level 12th; Skill Perform (sing) DC 25; Cost 20,000 gp

Ash Hag
This spindly, hunched crone’s skin is a sickly gray color, as is her stringy hair, which is peppered with globs of what appear to be ashes.

XP 1,600
LE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +14
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 52 (7d10+14)
Fort +4, Ref +6, Will +9
Immune fire; SR 16
Speed 30 ft.
Melee bite +9 (1d6+2), 2 claws +9 (1d4+2)
Special Attacks choke on cinders
Spell-Like Abilities (CL 8th; concentration +11; save DCs are
Constant—pass without trace, tongues
At will—alter self, beguiling giftAPG (DC 14), burning hands
(DC 14), detect magic, infernal healingISWG
3/day—burning gazeAPG (DC 15), feast of ashesAPG (DC 15), inflict moderate wounds (DC 15), invisibility (self only)
1/day—ash stormUM, cup of dustAPG (DC 16), inflict serious wounds (DC 17), phantasmal killer (DC 17)
Str 14, Dex 12, Con 14, Int 17, Wis 15, Cha 13
Base Atk +7; CMB +9; CMD 20
Feats Alertness, Combat Casting, Deceitful, Iron Will
Skills Bluff +6, Diplomacy +5, Disguise +10, Intimidate +7,
Knowledge (arcana) +10, Perception +14, Sense
Motive +11, Spellcraft +10, Stealth +8 (+12 in burned or ash-
covered environments)
Languages Aklo, Common, Giant; tongues
SQ ash affinity
Environment any urban or ruins
Organization solitary or coven (3 hags of any kind)
Treasure standard
  Ash Affinity (Ex) When an ash hag is in a burned environment, such as a building that has been torched, it gains fast healing 2. An ash hag in a burned environment also receives a +4 racial bonus on Stealth checks.
   Choke on Cinders (Su) Three times per day as a standard action, an ash hag can fill the lungs of a single target within 30 feet with thick, ashy cinders. If the target fails a DC 16 Fortitude saving throw, it is staggered for 1d4 rounds while it attempts to cough up the cinders. Once it stops coughing, it must successfully save again at the start of its turn or fall unconscious due to a shortage of air. Creatures that do not breathe are immune to this ability. The save DC is Intelligence-based.

  Despicable, flesh-hungry creatures, ash hags favor areas that fire has cleansed, such as husks of burned buildings or smoldering fields. They particularly prefer charred urban spaces, for such areas allow them to live among the ashes they love while they lure local residents to their doom. Ash hags often disguise themselves as beautiful, vulnerable maidens who just survived a devastating fire, or as charitable old women who show up at such disaster sites offering assistance. Once they have lured victims back to their lairs, ash hags sometimes toy with their captives for weeks, feeding them ashes until they eventually perish. An ash hag typically stands between 5 and 6 feet tall and weighs 140 pounds.
  The changelings who result from ash hags’ wicked work often have one distinctly gray eye; alternatively, they
may have perpetually dry, almost desiccated skin and chronic psoriasis. The daughter of an ash hag can take the following as her hag racial trait.
  Pyrophile: The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st.

Cerberus Worm
This slimy-skinned, three-headed sea beast has writhing tentacles and is surrounded by a black, poisonous cloud that flickers like fire.

XP 38,400
N Gargantuan magical beast (aquatic)
Init +5; Senses all-around vision, darkvision 120 ft., low-light vision; Perception +9
AC 27, touch 7, flat-footed 26 (+1 Dex, +20 natural, –4 size)
hp 229 (17d10+136)
Fort +18, Ref +13, Will +6
Defensive Abilities elusive; Immune poison; Resist fire 30;
SR 25
Speed 20 ft., swim 60 ft.
Melee 3 bites +22 (2d8+9 plus grab), tail slap +17 (2d8+4)
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (2d8+13 acid damage, AC 20, 22 hp), wreathe in poison
Str 28, Dex 12, Con 27, Int 8, Wis 9, Cha 9
Base Atk +17; CMB +30 (+32 bull rush); CMD 41 (43 vs. bull rush)
Feats Improved Bull Rush, Improved Initiative, Improved Lightning Reflexes, Improved Natural Attack (tail slap), Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth), Stealthy
Skills Acrobatics +4, Escape Artist +3, Perception +9, Stealth +2, Swim +25
Languages Aquan (can’t speak)
Environment any oceans
Organization solitary
Treasure none
  Elusive (Su) A cerberus worm is rarely encountered unless it wishes to be. As a full-round action while in water, a cerberus worm can move up to its run speed (300 feet) without leaving any sign of its passing, as though affected by a pass without trace spell. An elusive cerberus worm gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, a cerberus worm is considered to be under the effects of a nondetection spell. Both of these spell effects function at caster level 20th and cannot be dispelled.
  Poison (Ex) Wreathe in poison—inhaled; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
  Wreathe in Poison (Ex) Once per day, as a standard action that does not provoke attacks of opportunity, a cerberus worm can wreathe itself in a poisonous mist that resembles black, licking flames for 3 minutes. This poisonous cloud surrounds the cerberus worm in a 30-foot radius, and creatures inside the radius are exposed to the cerberus worm’s poison. A creature that successfully saves against the poison once need not attempt additional saving throws while it remains in the poison. If a creature leaves the wreath and reenters it, however, the creature is again exposed to the poison and must attempt another saving throw.

Believed to be the only beast of its kind, the cerberus worm is known for ambushing ships in Hellmouth Gulf, smashing them and eating their crew members alive. Because of the cerberus worm’s flame-like poison wreath, and because all reports of sightings have occurred in the past few decades, most believe the creature is some sort of infernal monstrosity tied to House Thrune. While such claims are untrue, the Chelish government has done little to quell the rumors, using the citizens’own fears of its power to deter travel through Hellmouth Gulf and rebellion on its shores. In truth, the cerberus worm plaguing the gulf is but one of many such creatures living in the depths of the Arcadian Ocean. Why it ventured to the surface in recent years is a mystery.
  A cerberus worm is approximately 45 feet long and weighs 3,200 pounds.

Devil, Sire
This fiend is a horrendous amalgamation of snapping claws and writhing tendrils with a disgusting fanged mouth running vertically across its torso.

XP 3,200
LE Medium outsider (devil, evil, extraplanar, lawful, shapechanger)
Init +5; Senses darkvision 60 ft., see in darkness, see invisibility;
Perception +13
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 84 (8d10+40)
Fort +11, Ref +11, Will +4
Defensive Abilities caustic blood; DR 5/good; Immune fire,
poison; Resist acid 10, cold 10; SR 18
Speed 30 ft.
Melee +1 heavy flail +16/+11 (1d10+11/19–20) or
2 claws +15 (1d4+7/19–20)
Special Attacks rend (2 claws, 1d4+10)
Spell-Like Abilities (CL 8th; concentration +12)
Constant—see invisibility
At will—detect thoughts (DC 16), greater teleport (self plus
50 lbs. of objects only)
3/day—protection from good
1/day—greater magic fang, summon (level 3, 1 bearded
devil 50%)
Str 24, Dex 20, Con 21, Int 14, Wis 15, Cha 19
Base Atk +8; CMB +15; CMD 30
Feats Cleave, Combat Reflexes, Improved Critical (claw),
Power Attack
Skills Bluff +15, Diplomacy +11, Disguise +11, Intimidate +15,
Knowledge (local) +10, Knowledge (nobility) +13, Knowledge
(planes) +13, Perception +13, Sense Motive +13
Languages Celestial, Common, Infernal; telepathy 100 ft.
SQ change shape (Small or Medium humanoid, alter self),
taint bloodline
Environment any (Hell)
Organization solitary
Treasure standard (+1 heavy flail, other treasure)
  Caustic Blood (Ex) A patraavex’s blood is highly acidic. A creature that deals piercing or slashing damage to a sire devil as part of a melee attack with a natural weapon or unarmed strike must succeed at a DC 19 Reflex saving throw or take 2d6 points of acid damage. A creature that deals piercing or slashing damage to a sire devil with a melee weapon must succeed at a DC 19 Reflex saving throw or the weapon takes 2d6 points of acid damage (objects take full damage from this acid); if this damage exceeds the weapon’s hardness, the weapon gains the broken condition. The save DC is Constitution-based.
  Taint Bloodline (Su) As a full-round action, a sire devil can touch a willing, living mortal creature and infuse the creature with its infernal power, ensuring that all children born to the mortal from then on will be hellspawn tieflings. Offspring resulting from unions between sire devils and humanoids are always tieflings; patraavexes cannot create half-fiends through procreation.

  Patraavexes are the progenitors of many of the Material Plane’s tieflings. Seeking mortals who either want hellspawn children or are willing to bear an infernal taint on their bloodlines in exchange for the devil’s offerings, a sire devil lives to insinuate hell’s influence into the mortal population. Patraavexes use their shapechanging ability as a bargaining chip with potential mates, who put their immediate pleasure above the long-lasting ramifications of corrupting their bloodlines with an infernal taint. Patraavexes may not be completely honest with their targets about the price of their companionship, especially when they hope to introduce tieflings into a population where their appearance would cause a stir. In some cases, sire devils are contracted by mortals to secretly corrupt another person’s bloodline, generally as a means of political and social sabotage.
  A typical sire devil is 7 feet tall and weighs 250 pounds.

Fiend-Infused Golem
The fists of this stone statue radiate flames that flicker in red and black and reek of brimstone. Its chiseled face bears a feral, wicked grin.

XP 25,600
NE Large construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 121 (14d10+44); fast healing 5
Fort +4, Ref +3, Will +4
DR 10/adamantine and good; Immune construct traits,
fire, magic
Speed 20 ft.
Melee 2 slam +23 (2d10+9 plus hellfire touch)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk liberation, hellfire touch, slow
Str 28, Dex 9, Con —, Int 4, Wis 11, Cha 10
Base Atk +14; CMB +24; CMD 33
Feats Blind-Fight, Improved Initiative, Intimidating Prowess,
Power Attack, Skill Focus (Intimidate), Toughness, Weapon
Focus (slam)
Skills Intimidate +29
Languages Abyssal, Infernal (can’t speak)
Environment any
Organization solitary or gang (2–4)
Treasure none
  Berserk Liberation (Ex) When a fiend-infused golem enters combat, there is a cumulative 2% chance each round that the animating fiend breaks free and the golem goes berserk. This chance resets to 0% after 1 minute of inactivity. When a fiend-infused golem goes berserk, the animating fiend explodes in a conflagration of hellfire, dealing 13d6 points of damage to all creatures within 60 feet (Reflex DC 17 half). Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. The save DC is Constitution-based. The berserk golem then loses the fiend-infused template permanently and thereafter attacks the nearest living creature, or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
  Hellfire Touch (Su) A fiend-infused golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing 2d6 points of damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. A fiend-infused golem’s natural attacks are treated as evil for the purpose of overcoming damage reduction.
  Immunity to Magic (Ex) A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
`A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no
saving throw, while transmute mud to rock restores all of its lost hit points.
`A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
`A banishment or dismissal spell quells the animating fiend temporarily, negating the golem’s hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem’s berserk liberation by 20% in subsequent rounds of combat.
  Slow (Su) A fiend-infused stone golem can use a slow effect, as per the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds. A successful DC 17 Will save negates the effect. The save DC is Constitution-based.

  Although most golems are animated by the spirits of elementals, certain reckless or daring golem crafters instead bind evil outsiders such as daemons, demons, and devils to power golems. This fiend does not inhabit or control the golem in the usual manner of fiendish possession; instead, the outsider is subjugated within the golem to act as a mere engine. Although a fiend-infused golem has more self-awareness and cunning than a typical golem, it possesses only a brute, primitive intellect, lacking the animating fiend’s personality beyond a base desire to destroy goodness. The fiend’s rage at being imprisoned in such a manner manifests as ever-burning hellfire, which the fiend-infused golem uses as a weapon against its foes.
  As with ordinary golems, fiend-infused golems primarily serve as guards or defenders. However, a fiend-infused golem’s marginally improved intellect means it can be given more complex instructions, such as evaluating an intruder’s intent, activating or deactivating traps, acting in disguise, or patrolling a convoluted territory. Although fiend-infused golems are obligated to follow their creators’ commands in the same manner as regular golems, they sometimes do so with sullenness or frustrated defiance.
  The foremost golem crafters of antiquity served the Jistka Imperium many thousands of years ago, and that empire’s golem foundries at Rachikan experimented extensively with fiend-bound golems. Using evil outsiders as an animating force came with an inherent drawback that Rachikan’s golem crafters could never fully overcome: the fiend’s seething anger at serving within a golem increases the chance that the fiend- infused golem will break free of its command and run amok. Ultimately, the golem crafters of Rachikan succeeded only by increasing the size of their golems: Rachikan’s enormous behemoth golems (Pathfinder Campaign Setting: Lost Kingdoms 40) are the only fiend-infused golems that do not risk the bound fiend going berserk. Although the Jistka Imperium is long gone, fiend-infused golems still guard its ancient factories and treasure vaults, particularly in the ruins of Rachikan and in other hidden sites along the Chelish coast.
  With renewed interest in the Jistka Imperium among such organizations as the Pathfinder Society and Egorian’s prestigious Athenaeum, ancient secrets of fiend-infused golems have leaked to several modern golem crafters. Some of these crafters had already developed their own techniques for creating fiend-infused golems, and use the unearthed Jistkan lore to confirm or supplement their own designs. The artificers of House Thrune are particularly interested in harnessing and improving upon the Jistkan methods, both because the golems promise to be very powerful additions to the Thrune arsenal and because they are always looking for new ways to bind the spirits of Hell.
  A fiend-infused golem is the same size and weight as an ordinary golem of its type.

Creating a Fiend-Infused Golem
“Fiend-infused” is a template that can be added to any golem that is not vulnerable to fire (referred to hereafter as the base creature). The fiend-infused template?must be applied when the golem is created; an existing golem can’t later acquire this template. A fiend-infused golem uses all of the base creature’s statistics and special abilities except as noted here.
  CR: Base creature’s CR + 2.
  Alignment: Always neutral evil.
  Defensive Abilities: Fiend-infused golems gain fast healing 5 and immunity to fire. If the base creature already has damage reduction, it adds good to the qualities needed to bypass that reduction. If the base creature has the immunity to magic defensive ability, it adds susceptibility to banishment and dismissal (see the immunity to magic ability above).
  Special Attacks: A fiend-infused golem gains the berserk liberation special attack described above and loses any berserk special attack of the base creature. The amount of damage dealt when the fiend-infused golem goes berserk is equal to 1d6 × its CR (Reflex half; DC = 10 + 1/2 the golem’s Hit Dice + the golem’s Constitution modifier). A fiend-infused golem also gains the hellfire touch special attack described above.
  Abilities: A fiend-infused golem’s Intelligence score changes to 4 and its Charisma score changes to 10.
  Feats: A fiend-infused golem has feats appropriate for its Hit Dice. The golem’s creator determines the golem’s feats as part of the process of creating the construct. Fiend-infused golems can be assigned any feats they are physically capable of using, although most feats are assigned from the following: Blind-Fight, Combat Reflexes, Intimidating Prowess, Power Attack, Skill Focus (Intimidate), Toughness, and Weapon Focus.
  Skills: A fiend-infused golem gains ranks in Intimidate equal to its Hit Dice.
  Languages: A fiend-infused golem understands Abyssal and Infernal, but it cannot speak.
  Construction: A fiend-infused golem’s base materials cost an additional 25,000 gp above the base creature’s cost to account for the materials that are needed to bind the fiend within the golem. Add the spells dimensional anchor, magic circle against evil, and either planar ally or planar binding to the base creature’s requirements.
 The DC of the Craft check required to make the fiend-infused golem’s body is 4 higher than the base creature’s construct skill DC, and the creator must have a minimum caster level 4 higher than the base creature’s minimum required caster level. The increase to the DC of the Craft check and to the caster level are halved (to 2 higher) if the creator possesses at least 10 ranks in Knowledge (planes).

Hellfire Ignis
The acrid smell of brimstone wafts from this small creature, which has mottled red skin and a wicked grin on its foul, warped face.

XP 800
NE Small fey (fire)
Init +5; Senses low-light vision; Perception +8
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 27 (5d6+10)
Fort +3, Ref +9, Will +4
DR 5/cold iron; Immune fire
Weaknesses vulnerable to cold
Speed 30 ft.
Melee bite +8 (1d4+2), 2 claws +8 (1d3+2 plus burn)
Special Attacks burn (1d3, DC 14), molten flesh
Spell-Like Abilities (CL 3rd; concentration +3)
At will—flare (DC 10), sparkAPG (DC 10)
3/day—pyrotechnics (DC 12)
Str 14, Dex 20, Con 15, Int 8, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 18
Feats Combat Reflexes, Step Up, Weapon Finesse
Skills Acrobatics +13, Escape Artist +10, Intimidate +5,
Perception +8, Stealth +17, Survival +3
Languages Common, Sylvan
SQ brimstone essence
Environment any forests or plains
Organization solitary, gang (2–5), or crew (4–8 plus 1 advanced leader)
Treasure standard
  Brimstone Essence (Ex) A hellfire ignis is the product of infernal energies coalescing with the First World’s influence and thus gives off a faint, constant odor of brimstone. A hellfire ignis can suppress this odor as a swift action for up to 1 minute. Otherwise, the odor imposes a –2 penalty on Stealth checks the ignis attempts in areas devoid of brimstone.
  Molten Flesh (Ex) Three times per day as a standard action, a hellfire ignis can tear off a chunk of its molten flesh and hurl it as a ranged attack at an opponent within 20 feet. This attack deals 1d3 points of bludgeoning damage plus the effects of the hellfire ignis’s burn special attack.

  Hellfire ignises roam the rural areas of Cheliax, committing acts of arson and leaving brush, forest, and structures ablaze in their wake. Cruel and sadistic pyromaniacs, hellfire ignises are corrupted versions of fey that once represented both the destructive and rejuvenating properties of fire within nature. Unlike their untainted kin, hellfire ignises see fire as merely a tool for destruction and revel in the raw power of its hungering flames.
  Unlike many fey creatures, hellfire ignises are surprisingly attracted to urban areas. The prevalence of wooden tenements, dense populations, and unpatrolled sewers through which they can travel unseen make towns tempting targets for the inveterate arsonists. There is a bounty on the heads of hellfire ignises in many cities and towns in Cheliax, with rewards reaching as much as 400 gp per specimen in some areas. Greedy hunters from Egorian and other cities have been known to travel far into the heart of the Barrowood and Whisperwood, hoping to carry a large collection of ignis heads back for a larger bounty in town.
  Despite their name and infernal origins, hellfire ignises have no allegiances to Hell or those who serve it. That said, many experienced pyromancers  find that the corrupted fey make excellent familiars. They tend to be more versatile than fire elementals and less sinister than imps, filling a specific niche between the two more commonly seen familiars. A spellcaster who takes a hellfire ignis as a familiar must be ever watchful that it keeps its arsonist spirit in check, however, as the mischievous fey have been known to set fire to their masters’ workshops, libraries, and homes not out of spite or malice, but because they often contain so many combustible tools and decorations. A 7th-level spellcaster can gain a hellfire ignis as a familiar if she has the Improved Familiar feat.

Zealot Wraith
This spectral human is draped in multicolored vestments that trail off into mist, and has open black pits for eyes and an expression of sorrow and horror.

XP 3,200
NE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +16
AC 18, touch 18, flat-footed 13 (+3 deflection, +4 Dex, +1 dodge)
hp 75 (10d8+30)
Fort +6, Ref +7, Will +10
Defensive Abilities channel resistance +2, incorporeal;
Immune undead traits
Weaknesses legacy of faith
Speed fly 60 ft. (average)
Melee incorporeal touch +11 touch (1d8 plus curse of sorrowful wasting)
Special Attacks channel negative energy (7d6, DC 18, 6/day,
as 7th-level cleric), curse of sorrowful wasting (DC 18)
Str —, Dex 19, Con —, Int 11, Wis 16, Cha 17
Base Atk +7; CMB +11; CMD 25
Feats Channel Smite, Combat Reflexes, Dodge, Flyby Attack,
Improved Initiative
Skills Intimidate +16, Knowledge (religion) +13,
Perception +16, Sense Motive +11, Stealth +12
Languages Common
Environment any
Organization solitary, pair, or conclave (3–8)
Treasure none
  Curse of Sorrowful Wasting (Su) Curse—incorporeal touch; save Fortitude DC 18; frequency 1/day; effect 1d4 Charisma drain and the creature can no longer benefit from morale bonuses. The save DC bonus is Charisma-based.
  Legacy of Faith (Su) Zealot wraiths still recall the tenets of their faith, constraining their actions. A zealot wraith recoils from strongly presented holy symbols of its god. A holy symbol does not harm a zealot wraith; it merely keeps the wraith at bay. A recoiling zealot wraith must stay at least 5 feet away from a strongly presented holy symbol and cannot touch or make melee attacks against the creature presenting it. Holding a zealot wraith at bay with a holy symbol requires a standard action. After 1 round, the zealot wraith can overcome its revulsion and function normally each round it succeeds at a DC 25 Will save.

When Aroden died, natural disasters wracked Avistan. Priests of Aroden killed in such disasters often died with overwhelming feelings of confusion, sorrow, and betrayal as their prayers for succor went unanswered; for some, their sense of doubt and injustice overwhelmed their faith at the moments of their deaths. The souls of these forsaken priests were unable to pass on, and they now prowl the site of their deaths as incorporeal undead known as zealot wraiths. These restless shades harbor a hatred for the living, and their touch inflicts a curse that embodies their sense of sorrow and self-doubt.
   Anytime a cleric or devout follower of a deity dies in the throes of doubt or a sense of disappointment in her god, she risks becoming a zealot wraith. Although now undead horrors, such wraiths were once devoted believers of their gods; this heritage manifests as an aversion to their deities’ holy symbols (whether or not wielded by a worshiper of the associated god). As such, zealot wraiths pose little threat to those living souls who shared their faith but who did not succumb to the same tragedies that resulted in the wraith’s creation, leaving the undead ironically impotent in the temples and holy sites they frequently haunt.
  Arodenite zealot wraiths are common in the ruins of Deng and are occasionally spotted in destroyed Arodenite chapels in Westcrown. Zealot wraiths of other faiths, including those of Easivra, Lissala, and Ydersius can be found throughout the Inner Sea region.
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Re: 【CtIE】切利亚斯,炼狱帝国(Cheliax, The Infernal Empire)
« 回帖 #2 于: 2019-05-10, 周五 15:29:07 »


狱火之燃(Hellfire Ignis) CR 3
XP 800
中立邪恶 小型 精类(火系亚种)
先攻 +5;感官 昏暗视觉;察觉 +8
AC 16,接触 16,措手不及 11(+5敏捷, +1 体型)
hp 27 (5d6+10)
强韧 +3, 反射 +9, 意志 +4
DR 5/寒铁; 免疫 火焰
弱点 寒冷易伤
速度 30 尺
近战 啮咬 +8 (1d4+2), 2 爪击 +8 (1d3+2 附带燃烧)
特殊攻击 燃烧(1d3, DC 14), 熔火血肉
类法术能力 (CL 3级; 专注 +3)
随意—闪光术(DC 10), 火花术(DC 10)
3/天—烟火术(DC 12)
力量 14, 敏捷 20, 体质 15, 智力 8, 感知 11, 魅力 11
基本攻击加值 +2; CMB +3; CMD 18
专长 战斗反射, 快步跟进, 武器娴熟
技能 特技 +13, 逃脱 +10, 威吓 +5, 察觉 +8, 隐匿 +17, 生存 +3
语言 通用语, 木族语
SQ 硫磺本质
环境 任何森林或平原
组织 单独,一群(2–5), 或大群 (4–8加1进化领导者)
财宝 标准
  硫磺本质(Brimstone Essence,Ex):狱火之燃是炼狱能量和第一世界的影响相结合的产物,因此散发出微弱但是恒定的硫磺气味。狱火之燃可以用一个迅捷动作压制这种气息1分钟。否者,这种气息会让伊格尼在没有硫磺的区域中的潜行检定承受-2罚值。
  熔火血肉(Molten Flesh,Ex):每天三次,以一个标准动作,一个狱火之燃可以撕下一大块熔化的肉体,并可以向20尺内的敌人投掷进行远程攻击。这次攻击造成1d3点钝击伤害加上狱火之燃的燃烧特殊攻击。

    狱火之燃漫游在切利亚斯的乡间,四处进行纵火,只在身后留下燃烧的树丛、森林以及建筑。它们是残忍而嗜虐的纵火狂,狱火之燃是——曾经代表自然界中火灾的破坏性和恢复活力特性的——精类的邪恶版本。与他们没有染色的亲属不同, 狱火之燃与他们未受污染的亲属不同,他们认为火只是一种毁灭的工具,并陶醉在贪婪的火焰的那种原始力量中。

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Re: 【CtIE】切利亚斯,炼狱帝国(Cheliax, The Infernal Empire)
« 回帖 #3 于: 2019-05-10, 周五 18:02:27 »

狂热之灵(Zealot Wraith) CR 7
XP 3,200
中立邪恶 中型 不死生物 (虚体)
先攻 +8; 感官 黑暗视觉 60 尺; 察觉 +16
AC 18, 接触 18, 措手不及 13 (+3 偏斜, +4 敏捷, +1 闪避)
hp 75 (10d8+30)
强韧 +6, 反射 +7, 意志 +10
防御能力 引导抗力 +2, 虚体;
免疫 不死生物特性
弱点 信仰之遗
速度 飞行 60 尺 (平均)
近战 虚体接触 +11 接触 (1d8 附加悲伤诅咒)
特殊攻击 引导负能量 (7d6, DC 18, 6/天, 如同7级牧师), 无用之殇诅咒 (DC 18)
力量 —, 敏捷 19, 体质 —, 智力 11, 意志 16, 魅力 17
基本攻击加值 +7; CMB +11; CMD 25
专长 导能打击, 战斗反射, 闪避, 飞越攻击, 精通先攻
技能 威吓 +16, 知识 (宗教) +13, 察觉 +16, 察言观色 +11, 隐匿 +12
语言 通用
环境 任意
组织 单独,成对或一群 (3–8)
财宝 无
无用之殇诅咒(Curse of Sorrowful Wasting,Su):诅咒-虚体接触;强韧豁免DC 18;频率:1/天;效果:1d4魅力吸取并且该生物不再受益于士气加值。该豁免基于魅力。
信仰之遗(Legacy of Faith,Su):狂热之灵仍然记得他们信仰的原则,限制他们的行为。狂热之灵从强力展示的其神的圣徽面前退缩。 圣徽不会伤害狂热之灵; 它只是让幽灵陷入困境。畏缩的狂热之灵必须与强力展示的圣徽保持至少5英尺的距离,并且不能对展示它的生物触碰或进行近战攻击。 用圣徽使狂热之灵陷入困境需要一个标准动作。 在1轮之后,如果它每轮能通过DC25的意志检定,狂热之灵可以克服它的反感并正常行动。

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