机械境的制裁者三人组~
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制裁者
追迹者
大型构装生物(守序)
生命骰:8d10(44 HP)
先攻值:+0
速度:50 英尺,飞行 60 英尺(一般)
防御等级:27(-1 体型,+10 天生,+8 马铠)
攻击:2 刺链 +10 近战
伤害:刺链 2d4+5 附加 1d6点电击伤害
面宽/触及:5英尺乘10英尺/10英尺
特殊攻击:类法术能力
特性:伤害减免 30/+3,法术抗力 20,快速治疗 5
豁免:强韧 +2,反射 +2,意志 +5
属性:力量 21,敏捷 11,体质 -,智力 8,感知 17,魅力 15
气候/地形:任意陆地及地底
组织:单独
挑战等级:9
宝物:无
阵营:总是守序中立
进化:9-16 HD(大型);17-24 HD(超大型)
INEVITABLE
Zelekhut
Large Construct(Lawful)
Hit Dice:8d10(44 hp)
Initiative:+0
Speed:50 ft.,fly 60 ft.(average)
AC:27(-1 size,+10 natural,+8 plate barding)
Attacks:2 spiked chains +10 melee
Damage:Spiked chain 2d4+5 and 1d6 electricity
Face/Reach:5 ft.by 10 ft./10 ft.
Special Attacks:Spell-like abilities
Special Qualities:Damage reduction 30/+3,SR 20,fast healing 5
Saves:Fort +2,Ref +2,Will +5
Abilities:Str 21,Dex 11,Con -,Int 8,Wis 17,cha 15
Climate/Terrain:Any land and underground
Organization:Solitary
Challenge Rating:9
Treasure:None
Alignment:Always lawful neutral
Advancement:9-16 HD(Large);17-24 HD(Huge)
协约者
中型构装生物(守序)
生命骰:13d10(71 HP)
先攻值:+1(敏捷)
速度:30 英尺
防御等级:26(+10 天生,+6 混织铁甲)
攻击:吸血鬼之触 +11/+6 近战;弱能射线 +10 远程接触攻击
伤害:吸血鬼之触 5d6;弱能射线 如同同名法术
面宽/触及:5英尺乘5英尺/5英尺
特殊攻击:类法术能力,吸血鬼之触,弱能射线
特性:伤害减免 30/+3,法术抗力 22,快速治疗 5
豁免:强韧 +4,反射 +5,意志 +7
属性:力量 14,敏捷 13,体质 -,智力 10,感知 17,魅力 16
气候/地形:任意陆地及地底
组织:单独
挑战等级:12
宝物:无
阵营:总是守序中立
进化:14-22 HD(中型);23-39 HD(大型)
Kolyarut
Medium-size Construct(Lawful)
Hit Dice:13d10(71 hp)
Initiative:+1(dex)
Speed:30 ft.
AC:26(+10 natural,+6 banded mail)
Attacks:Vampiric touch +11/+6 melee;or enervation ray +10 ranged touch
Damage:Vampiric touch 5d6;enervation ray as spell
Face/Reach:5 ft.by 5 ft./5 ft.
Special Attacks:Spell-like abilities,vampiric touch,enervation ray
Special Qualities:Damage reduction 30/+3,SR 22,fast healing 5
Saves:Fort +4,Ref +5,Will +7
Abilities:Str 14,Dex 13,Con -,Int 10,Wis 17,cha 16
Climate/Terrain:Any land and underground
Organization:Solitary
Challenge Rating:12
Treasure:None
Alignment:Always lawful neutral
Advancement:14-22 HD(Medium-size);23-39 HD(Large)
猎杀者
大型构装生物(守序)
生命骰:15d10(82 HP)
先攻值:+1(敏捷)
速度:40 英尺
防御等级:28(-1 体型,+11 天生,+8 链铠)
攻击:2 挥击 +17 近战
伤害:挥击 2d4+7 附加 3d6点音波伤害或3d6点电击伤害
面宽/触及:5英尺乘5英尺/10英尺
特殊攻击:类法术能力,电闪雷鸣拳
特性:伤害减免 40/+4,法术抗力 25,快速治疗 10
豁免:强韧 +5,反射 +6,意志 +8
属性:力量 25,敏捷 13,体质 -,智力 12,感知 17,魅力 18
气候/地形:任意陆地及地底
组织:单独
挑战等级:15
宝物:无
阵营:总是守序中立
进化:16-28 HD(大型);29-45 HD(超大型)
Marut
Large Construct(Lawful)
Hit Dice:15d10(82 hp)
Initiative:+1(dex)
Speed:40 ft.
AC:28(-1 size,+11 natural,+8 platemail)
Attacks:2 slams +17 melee
Damage:Slam 2d6+7 and 3d6 sonic or 3d6 electricity
Face/Reach:5 ft.by 5 ft./10 ft.
Special Attacks:Spell-like abilities,fists of thunder and lightining
Special Qualities:Damage reduction 40/+4,SR 25,fast healing 10
Saves:Fort +5,Ref +6,Will +8
Abilities:Str 25,Dex 13,Con -,Int 12,Wis 17,cha 18
Climate/Terrain:Any land and underground
Organization:Solitary
Challenge Rating:15
Treasure:None
Alignment:Always lawful neutral
Advancement:16-28 HD(Large);29-45 HD(Huge)
制裁者是来自于守序中立的位面机械境的构装生物,它们唯一的生存目标就是执行多元宇宙中的自然法规。
每种制裁者都会特别有针对性的寻找某种特别的犯罪案例,专门打击那些违反基本法规的个人或团队,诸如“犯罪必须要受到惩罚”,“协约必须要遵守”或“每个人必须会死亡”。每当一个制裁者被创造出来,它便会接到第一个任务,然后去发现各种犯罪并给予适当的处罚。尽管审判的结果多为死罪,但有些制裁者还是会放过一些犯了错误的人,并用指使术和正义烙印来代替行刑。作为执行任务的前提,制裁者会专注于它的目标身上。然后不管如何也要努力不令自己失去目标的踪迹。大海或是别的地形不会阻挡它们的进行,制裁者会知道如何在海底中穿行,并在数月后从另一个大陆的海崖线上浮现出来。
制裁者往往是单独执行任务,并在得到指令后会离开无罪者。若有生物攻击制裁者的目标,那么制裁者便会将这个生物视为攻击的目标,并会在程序驱使下与之发生冲突。甚至有许多现役的制裁者会周期性被召回机械境以更新程序。
制裁者很乐意为了完成任务而牺牲自己,但是它们决不会自杀。在陷入险境时,它们会想办法撤退并努力寻找任何可以反击的机会。它们不会攻击残障的敌人。它们会与愿意帮助它们完成任务的人结成盟友,但是这个联盟只能维持有限的时间。而且制裁者会不加思索的牺牲它的盟友以完成任务。
当一个制裁者完成它的任务后,它会逗留在那个地方观察当地人民的生活,一旦当它发现另一件违反法规的案例,便会将之视为自己的新任务。它们在处于观察模式时,通常会在人群中显得格外显眼,不过它们似乎很擅长于不让别人注意自己。有些人传闻说一个执行任务中的制裁者的外形为一个装着饰有黄金的铠甲,身高为 12英尺的物体,它们总会行走于乡村中,找寻着它口中所谓的犯罪者。因为它们的决定基于自己的特制程序,所以它们绝不进行任何担保。
制裁者的形态各异,不过它们都是一种由金与银制的钟表装置构成的生物,齿轮与活塞便是它们的血与肉。而它们的双眼则散发着灼热的光辉。制裁使用深渊语,天界语,炼狱语,以及它们首个目标的母语。
与其它构装生物不同,制裁者拥有自己的智力,并且可以思考、学习及记忆。
战斗
除非是威协到自身的安全,否则制裁绝不会把专注于目标的精力转移到别的地方,完全无视其他人。制裁者会攻击任何阻碍它完成任务的人,不过若出于任务的考虑,它们也不会与敌人一直纠斗下去。制裁者会努力的保护自己;而任何人若尽全力的攻击一个制裁者便会招致它更为致命的反击。
构装生物特性:构装生物对影响心灵、毒素、疾病及类似的效果免疫。同时也不会受重击、淤伤、能力伤害、能量吸取的影响,更不会因巨创而死亡。
快速治疗(Ex):制裁者在每回合开始时必定会治疗至少1点的伤害。不过却不能治疗因受过祝福及混乱特性武器而造成的伤害。
Hailing from the lawful nentral plane of Mechanus,inevitable are constructs whose sole aim is to enforce the natural laws of the universe.
Each type of inevitable is designed to find and punish a particular kind of transgression,hunting down a person or group that has violated a fundamental principle such as "The guilty should be punished","Bargains should be kept", or"Everyone dies eventually".When an inevitable is created,it receives its first mission,then finds the transgressors and metes out appropriate punishment.The sentence is usually death,although some inevitables insist on recompense to the wronged party instead,using geas and mark of justice to ensure compliance.From its first step,an inevitable focuses totally on its target.It continues its efforts no matter how cold the trail of hopeless the task.Unable to cross an ocean any other way,inevitables have been known to walk into te waves,traversing the seabed to emerge on another continent months later.
Inevitables are single-minded in pursuit of their quarry,but they are under orders to leave innocents alone.Accomplices to their prey are fair game,however,which sometimes creates conflicts within their programming.Even the most effective inevitables are periodically recalled to Mechanus for reprogramming.
Inevitables gladly sacrifice themselves to complete a mission,but they aren''t suicidal.Faced with impending defeat,they are likely to withdraw and seek a way to even the odds.They''re determined but patient foes.They ally with other if that helps accomplish their mission,but they have a hard time keeping allies for long.It''s apparent to anyone who spends much time with one that an inevitable sacrifices an ally to fulfill its purpose without a second thought.
When an inevitable completes its task,it wanders the landscape and passively observes life around it.Wien it discerns another transgression of the principle it''s dedicated to,it has new mission.Inevitables tend to stick out in a crowd while they''re in observation mode,but they seem oblivious to the attention.Those in the know who hear about a 12-foot-rall,golden-armored statue roaming the countryside might seek out the inevitable and present a case,hoping it will take on the alleged trangressor.The decision is basded on the idiosyncrasies of the inevitable''s programming,so there''s no guarantee.
Their forms vary,but all inevitables are gold-and-silver clockwork creatures,with gears and pistons where muscles would be on flesh-and-blood creatures.Their eyes glow with a golden radiance.Inevitables speak Abyssal,Celestial,Infernal,and the native language of their first target.
Note that unlike most contructs,inevitables have an Intelligence score and can think,learn,and remember.
COMBAT
Unless their very existence is threatened,inevitables focus completely on the transgressor they''ve been assigned to,ignoring other combatants completely.An inevitable might attack anyone who hinders its progress,but it won''t tarry beyond the point where it can reengage its quarry.Inevitables take self-defense very seriously;anyone who attack an inevitable with what the creature perceives as deadly force is met with deadly force in return.
Construct:Immune to mind-influencing effects,poison,disease,and similar effects.Not subject to critical hits,subdual damage,ability damage,energy drain,or death from massive damage.
Fast Healing(Ex):An inevitable heals a certain amount of damage each round as long as it has at least 1 hit point.However,damage dealt by blessed and chaotic weapons heals at the normal rate.
追迹者
追迹者否则猎捕那些违抗正义的人——特别是那些逃避法律制裁的人。它们综合固有的技巧和魔法来找出隐藏起来的逃亡者。而一旦找到罪犯,它们就会贯彻自己的判决。
追迹者是一个由钟表装置构成的半人马物体,而它们白色的外肤上而覆盖着装饰有黄金的铠甲。它的手臂前端突出一对刺链。而在背上则安着一对黄金色的翅膀。
战斗
每当追迹者发现逃亡者时,它便会使用自己的高机动性和类法术能力来尽可能多的封锁住敌人的退路。然后它还会去保护那些无鼙的旁观者。最后,它会使用刺链逮捕目标,当有必要时,还会用刺链绊倒敌人或是解除他们的武装。当犯人被判决为死罪时,追迹者会在些许的忙乱或自耀中将其押送刑场。
类法术能力:随意施展——锐耳术/鹰眼术,次元锚,解除魔法,恐惧术,人类定身术,生物定位术,真知视域;3次/天——怪物定身术,正义烙印;1次/周——次型指使术。这些能力在施展时如同于一个8级术士的同名法术(豁免 DC=12+法术等级)。
ZELEKHUT
Zelekhut are charged with hunting down those who would deny justice--especially those who flee to escape punishment.They use a combination of natural skill and magic to find fugitives wherever they may hide.And once they''ve found them,they carry out a sentence of their own.
A zelekhut is a centauroid clockwork construct with ornate golden armor over alabaster skin.It wields two spiked chains that spring forth from it forearms.Golden metallic wings emerge from its back on command.
Combat
Once it has found its fugitive,a zelekhut uses its maneuverability and spell-like abilities to cover the most likely escape routes.Then it immobilizes any defenders while protecting any innocent bystanders.Finally,it apprehends the fugitive with its spiked chains,tripping and disarming the foe as needed.If the sentence is death,the zelekhut carries it out with little fuss or fanfare.
Spell-Like Abilities:At will--clairaudience/clairvoyance,dimensional anchor,dispel magic,fear,hold person,locate creature,ture seeing;3/day--hold monster,mark of justice;1/week--lesser geas.These abilities are as the spells cast by an 8th-level sorcerer(save DC=12+spell level).
协约者
协约者的职责在于强迫契约的执行——它们惩罚那些胆敢破坏协定和誓约的人。在机械境时它们主要是处罚背叛者,而在主位面,则从恶德商人到军队中的叛徒都将是它们打击的目标。尽管协约者会忽略一些不合理的交易和轻率的誓言,但是一旦有人食言便会惹怒它们。
在开始攻略一个违约者之前,协约者会极可能的去学习有关该项协定或誓约的资料。协约者不会去理会那些无意中或是被迫破坏协定的理由——仅只有他们在协约者的同意下自动中止协定才不会受到惩罚。如果纸制协定被撕毁,协约者会拿出它的复印件作为证据。协约者是制裁者中拥有最多人类特征的一员,表现为一个由钟表装置构成的类人物体,披着一件飘动的红色长袍并装着饰有黄金的铠甲。它们常常十分喜欢交谈,并编造一些可信的理由以及使用适当的礼貌来行事,比如在向别人索问情报之前会先行问好,以给人以良好的印象。它们会使用变形自身术来让自己拥有各种人类的特征——如果当它们需要秘密行事的时候。
战斗
一如所有其它的制裁者,协约者在开始攻击之前有足够的耐性去研究目标。它们会在攻击毁约者时随时提防他们的特殊能力,并有着专门针对这些能力的好办法。而当它们进入战斗时,会尽可能快的结束战斗,将流血和破坏控制在最小范围内。无论如何,协约者从不会去关心那些会拖延或危及它们任务的无鼙者。
协约者最喜欢的战术是例用隐形术或变形自身术使自己悄悄的靠近目标,在目标可能发现自己之前用吸血鬼之触料理掉对方。协约者从不会后悔对着盟友使用吸血鬼之触来增强自己的实力,不过在战斗之后它还是会救助这些盟友。
类法术能力:随意施展——变形自身,辨知谎言,恐惧术,人类定身术,隐身术,生物定位术,暗示术;1次/天——怪物定身术,正义烙印;1次/周——指使术。这些能力在施展时如同于一个11级术士的同名法术(豁免 DC=13+法术等级)。
吸血鬼之触(Su):协约者可以使用此能力如同近战接触攻击一般,吸取敌人的生命力量,其效果等同于一个10级术士的同名法术。
弱能射线(Su):协约者可以发射一道黑色的弱能射线以攻击200英尺范围内的敌人。它的效果将等同于一个10级术士所施展的弱能法术。
KOLYARUT
Kolyaruts represent the ultimate enforcement clause in a contract--they mete out punishment to those who break bargains and oaths.Originally sent from Mechanus to avenge major betrayals,once on the Material Plane they hunt down everyone from unscrupulous merchants to army deserters.Anyone who reneges on a deal could draw the ire of a kolyarut,although the creature usually ignores inconsequential deals and rashly sworn oaths.
Before beginning a missionn against a deal-breaker,the kolyarut learns as much about the contract or oath as possible.It''s not interested in those who break deals accidentally or against their will--only those who willingly break contracts violate the principle that kolyaruts are created to uphold.If a written contract was broken,the kolyarut typically carries a copy of the contract with it.Kolyarut are the most human-looking of the inevitables,appearing as colckwork humanoids dressed in flowing red robes and ornate golden armor.They''re also the most talkative,making credible attempts at social niceties such as proper greetings before getting down to the matter at hand.They use alter self to appear as almost any humanoid--useful if they need to go undercover to catch their quarry.
Combat
Like all inevitables,kolyaruts are patient enough to study a target before striking.They have a good idea of the deal-breaker''s abilities and defenses before they enter battle.When they fight,they try to get the conflict over as soon as possible,minimizing excess bloodshed and mayhem.They don''t let concern for innocents delay or endanger their mission,however.
A kolyarut''s favorite tactic is to use invisibility or alter self to sneak close,then eliminate the quarry with vampiric touch before it can react.Kolyaruts have no compunctions about using their vampiric touch ability on allies to increase their own power,if it helps them complete their mission.
Spell-Like Abilities:At will--alter self,discern lies,fear,hold person,invisibility,locate creature,suggestion;1/day--hold monster,mark of justice;1/week--geas/quest.These abilities are as the spells cast by an 11th-level sorcerer(save DC=13+spell level).
Vampiric Touch(Su):As a melee touch attack,a kolyarut can drain life force from its foe,as the vampiric touch spell cast by a 10th-level sorcerer.
Enervation Ray(Su):The kolyarut can fire a black enervation ray at targets within 200 feet.This is identical with the enervation spell cast by a 10th-level sorcerer.
猎杀者
猎杀者代表着自然的死亡。它使那些试图抗拒这项法则的人面对自己的坟墓。
若有任何人试图用不自然的方法来延长自己的寿命(如巫妖),便将会成为猎杀者的目标。而那些用非常的手段来逃脱一死的人(比如牺牲数百人的性命来使自己从一场瘟疫中获救的人)同样也会被猎杀者视为犯罪者。而用法术来进行复活某人(比如说死者复活法术)则不会引起猎杀者的注意,除非这种法术被大量的使用。
猎杀者看起来象是一个穿着饰金装甲的玛瑙石像。猎杀者不屑于任何的武器或装备,它们行走坚稳,从不宽恕它们的敌人,并且永不休眠。
战斗
每当猎杀者发现目标,它便为其带来死亡的裁决。那些亵渎了死亡的死灵术士将会被它们施行指使术及/或正义烙印以强迫他们走回正道。它会使用力墙术来切断对方的退路,然后在接近到一定距离时使用出它的连锁闪电术。每当它挥舞起硕大的双拳时,会使出死亡环来对付复数的防御者。对于施法者,猎杀者会用高等解除魔法来对付他们,而当他们逃跑时又会使用随意门和生物定位术来进行追捕。
类法术能力:随意施展——毁灭法阵,随意门,支配人类,恐惧术,高等解除魔法,生物定位术,真知视域;1次/天——连锁闪电,残废环,正义烙印;1次/周——地震术,指使术,位面传送。这些能力在施展时如同于一个14级术士的同名法术(豁免 DC=14+法术等级)。
电闪雷呜拳(Su):每当猎杀者的左拳击中物体时会发出震耳的雷鸣声,造成额外的3d6点音波伤害并可能令目标耳聋2d6轮时间(强韧豁免 DC 17 通过则不会耳聋)。而猎杀者的右拳可以造成额外的3d6点电击伤害并可能令目标在电光闪耀中失明2d6轮时间(强韧豁免 DC 17 通过则不会失明)。
MARUT
Maruts represent the inevitability of death.They confront those who would try to deny the grave itself.
Any who use unnatural means to extend their life span(such a lich)could be targeted by a marut.Those who take extraordinary measures to cheat death in some other way(such as sacrificing hundreds of others to keep oneself safe from a plague)might be labeled transgressors as well.Those who use magic to reverse death(raise dead spells,for example)aren''t worthy of a marut''s attention unless they do so repeatedly or on a massive scale.
A marut appears as an onyx statue garbed in golden armor.Disdaining weapons or other equipment,maruts walk surely and implacably toward their foes,never resting.
Combat
Once it has found its target,a marut brings it the death it has been trying to avoid.Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect.It typically uses wall of force to shut off any escape routes,then opens up with chain lighting while it closes to melee range.Once there,it strikes with its massive fists,using circle of death if beset by numbers of defenders.It hits spellcasting opponents with greater dispelling after greater dispelling and uses dimension door and locate creature to track down foes who flee.
Spell-Like Abilities:At will--circle of doom,dimension door,dominate person,fear,greater dispelling,locate creature,true seeing;1/day--chain lightning,circle of death,mark of justice;1/week--earthquake,geas/quest,plane shift.These abilities are as the spells cast by an 14th-level sorcerer(save DC=14+spell level).
Fists of Thunder and Lightning(Su):The marut''s left fist delivers a loud thunderclap whenever it hits something,dealing an additional 3d6 points of sonic damage and deafening the target for 2d6 rounds(Fortitude save DC 17 negates the deafness).The right fist delivers a shock for an additional 3d6 points of electricity damage,and the flash of lightning blinds the target for 2d6 rounds(Fortitude save DC 17 negates the blindness).
新出现的译名
Inevitable 制裁者
Zelekhut 追迹者
Kolyarut 协约者
Enervation Ray 弱能射线
Marut 猎杀者
Fists of Thunder and Lightning 电闪雷鸣拳