《灵能怪物》
2004-08-25    Jim Raynor,Parlin,Kaldea    大法师之塔
打印自: 最深的地下城 UNDERTOPIA
地址: http://www.ntrpg.org/yy/undertopia/article.php?articleid=778
前言

第八章.灵能怪物
PSIONIC MONSTERS --- CHAPTER EIGHT


    本章所介绍的不仅是具有心灵异能的怪物,还包括星质构装体和其他一些虽然自身不具有异能,但对于灵能人物有特殊联系的生物。有关特殊攻击和特性的详细说明请参照《怪物图鉴》中的概论。
    This chapter introduces not only psionic-monsters, but also astral constructs and other creatures that, while not psionic themselves, are of particular interest to prionic characters. Detailed explanations of special attacks and special qualities are in the Introduction of the Monster Manual.

PSIONIC CREATURES
灵能生物

     灵能生物看上去可能和同种类的普通生物常见的模样没什么不同,但他们拥有潜在的精神力量。这些生物可以由在现有物种上添加“灵能模版”的途径创造出来。一个非灵能生物可以获得心灵术士或心灵武士等级,但这样的生物并不能算天生具有灵能,因此不能归入这个定义。另一方面,对于一个真正的灵能生物(那些拥有灵能模版的),在获得心灵术士或心灵武士等级上并没有什么限制。
    Psionic creatures may look no different from standard creatures of a given type, but they harbor mental might. They are created by adding a "psionic template" to an existing creature. A nonpsionic creature could take psion or psychic warrior as a class, but such a being is not intrinsically psionic and would not fall under this definition. On the other hand, nothing prevents a true psionic creature (one with the psionic template) from also choosing the psion or psychic warrior class.
    
    《怪物图鉴》当中介绍了一小部分以“灵能”作为特殊攻击或特性的灵能生物(比如夺心魔)。这些怪物被视作已拥有灵能模版;更多的指导请见表8-1“灵能模板”中的说明正文。此外,有些灵能生物具有一些在第5章“异能详述”中没有列举到的独特能力。
    The Monster Manual introduces a few psionic creatures (such as the mind flayer) that have "psionics" as a special attack or a special quality. These monsters are considered to already have the psionic template; see the explanatory text for Table 8-1: The Psionic Template for more guidance. Additionally, some psionic creatures exist that possess unique abilities not found in Chapter 5: Powers.

表8-1:灵能模版
生命骰数   心灵异能  心灵攻击模式  心灵防御模式  异能抗力
1--3       1         1#            1             --
4--7       3         2#            2             --
8--12      6         3#            3             --
13--15     9         4#            All           15
16+        13        All           All           25

*独特的灵能生物(比如《怪物图鉴》中描述过的那些)掌握的异能数目有可能与他们的记载所示的不同(例如,一个couatl拥有7个异能,而非表中的6个)。特殊的灵能生物也可能忽视对已知异能等级的一般限制。(见下文)
**《怪物图鉴》中的灵能生物也按照此模版所述获得心灵攻击和防御模式,即使在他们的记载中未提到这方面的内容。
#生命骰数在15以下的灵能生物不能习得心灵爆破,除非他们属于灵吸怪类。
##《怪物图鉴》中的灵能生物有与他的法术抗力(SR)相等的异能抗力(PR),如果有的话。那些没有法术抗力的即使在生命骰数达到13或者更多的情况下,也无法获得异能抗力。


TABLE 8-1: THE PSIONIC TEMPLATE
Hit     Psionic  Attack   Defense  Power
Dice    Powers*  Modes**  Modes**  Resistance##
1--3    1        1#       1        --
4--7    3        2#       2        --
8--12   6        3#       3        --
13--15  9        4#       All      15
16+     13       All      All      25

*Unique psionic creatures (such as those described in the Monster Manual) possess the number of powers noted in their entry when it differs from this value (for example, a couatl has the seven powers noted for it, not six as this table would indicate). Unique psionic creatures may also ignore normal restrictions to a known power's level (see below).
**Psionic creatures in the Monster Manual do gain psionic attack and defense modes as noted here, even though their entry does not mention these.
#Creatures of less than 15 HD never have mind blast unless they are illithidkin.
##Psionic creatures in the Monster Manual have power resistance (PR) equal to their spell resistance (SR), if any. Those without spell resistance never gain power resistance, even if they have 13 or more Hit Dice.


创造灵能生物
CREATING A PSIONIC CREATURE

    “灵能”是一个可以加诸在任何一个尚未拥有心灵异能模型的物种(以下简称为“基础生物”)上的模版。
    一个灵能生物沿用基础生物的所有统计资料和特殊能力,除了此处特别提出的。
    “Psionic” is a template that can be added to any creature that does not already possess a psionic template (referred to hereafter as the “base creature”).
    A psionic creature uses all the base creature’s statistics and special abilities except as noted here.

    特殊攻击:一个灵能生物保留起基础生物所有的特殊攻击,并且仍可按照基础生物的生命骰数继续获得其他特殊攻击。
    Special Attacks: A psionic creature retains all the special attacks of the base creature and also gains the following, according to the base creature’s Hit Dice.

    心灵异能(SP):一个灵能生物掌握指定数量的心灵异能,这些异能可以从第五章:异能详述中选择,并可以随意施展。异能等级不能超过角色的生命骰数+2(因此,一个生命骰1的角色可以拥有3级异能飞行术,但不能拥有4级异能腐蚀之触)。灵能生物可以免费展现所知异能,而且不需要达到展现该异能所要求的能系相关关键属性值。其他方面则需要遵从显能的标准规则(因此一个关键属性很低的生物可能展现出具有令人惊讶的低 DC的异能)。
    Psionic Powers (Sp): A psionic creature possesses the indicated number of psionic powers, chosen from those described in Chapter 5: Powers, which it can manifest at will. The power’s level can be no more than the creature’s Hit Dice +2 (thus, a 1-HD psionic creature might possess the 3rd-level power fly but not the 4th-level power dissolving touch). Psionic creatures freely manifest their powers but do not need a minimum score in the key ability for a given discipline. They otherwise follow the standard rules for manifesting (so a creature with a poor key ability score could manifest a power with a surprisingly low DC).
    
    心灵攻击/防御模式(Su):一个灵能生物可以在各包含5项的心灵战斗模式中掌握一定数量的心灵攻击和防御模式,但如上文所述,心灵爆破例外。生物发动心灵攻击或防御模式不需要支付灵能点,并且能免费展现之。灵能生物在其他方面遵循关于心灵战斗的所有规则(参见第四章“灵能综述”)。
    Psionic Attack/Defense Modes (Su): A psionic creature possesses the indicated number of attack and defense modes from the five of each available, with the exception of mind blast as stated above. The creature does not pay power points to activate a psionic attack or defense mode but freely manifests it. Psionic creatures otherwise follow all the rules for psionic combat (see Chapter 4: Psionics).
    
    异能抗力(Ex):一个灵能生物可以根据起生命骰数拥有异能抗力(PR)。异能抗力和法术抗力在对抗魔法和心灵异能时效果是相同的(除非使用的是“灵能异与魔法”变体规则)。
    Power Resistance (Ex): A psionic creature may have power resistance (PR) as noted for its HD. Power resistance and spell resistance are equally effective against both magic and psionics (unless the Psionics Are Different option is used).
    
    特性:一个灵能生物保留其基础生物的所有特性并且可以获得心灵感应。
    Special Qualities: A psionic creature retains all the special qualities of the base creature and also gains telepathy.
    
    心灵感应(Su):一个灵能生物可以以心灵感应的方式和100尺内任何会至少一种语言的生物交流。
    Telepathy (Su): The creature can communicate telepathically with any creature within 100 feet that has a language.
    
    检定:与基础生物相同。
    Saves: Same as the base creature.
    
    属性:与基础生物相同。
    Abilities: Same as the base creature.
    
    技能:与基础生物相同。
    Skills: Same as the base creature.
    
    专长:与基础生物相同。
    Feats: Same as the base creature.
    
    气候/地型:与基础生物相同。
    Climate/Terrain: Same as the base creature.
    
    组织:与基础生物相同。
    Organization: Same as the base creature.
    
    挑战级数:3生命骰以下,按基础生物+1。4--7生命骰,按基础生物+2。8--15生命骰,按基础生物+3。16生命骰以上,按基础生物+4。
    Challenge Rating: Up to 3 HD, as base creature +1. 4--7 HD, as base creature +2. 8--15 HD, as base creature +3. 16+ HD, as base creature +4.
    
     特别注意:有一个以上头部的生物,比如多头蛇蜥,一般只按一个生物来获取心灵异能,而不是多个生物。例如,对一只灵能多头蛇蜥使用心灵攻击模式将对此生物整体造成影响。同样地,一只灵能多头蛇蜥每轮也只能发动一次心灵攻击模式。当然,例外总是可能的(例子:参见“土当归根”条目)。
    Special Note: Creatures with more than one head, such as a hydra, usually possess the psionic powers of just one creature, not many. For instance, using an attack mode against a psionic hydra affects the creature as a whole. Likewise, a psionic hydra can only use one attack mode per round. Of course, exceptions are possible (see the Udoroot entry for an example).

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    变体规则:灵能生物每天可自由展现他们已知的异能和战斗方式各3次。它们会交错的使用其所知的战斗模式。当灵能怪物作为角色出现时本变体规则总是适用。
    Variant: Psionic creatures freely manifest each of their known powers and combat modes 3/day. Creatures may swap out usages of combat modes they know. Always use this variant for characters who play psionic monsters.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

灵能亡灵生物
Undead Psionic Creatures

    灵能亡灵生物虽然很稀有,但仍是一种应该被纳入考虑中的力量。它可以使用心灵攻击模式(而且灵能亡灵生物喜欢用这种手段攻击活物),但仍需要学习心灵防御模式,因为亡灵生物也会因心灵攻击模式而受到属性伤害。
    亡灵生物没有体质属性。不过,不死生物可以使用心灵转化系异能——但它们以魅力调整值作为该系异能的关键属性调整值。另外,亡灵生物不能使用心灵自塑系异能,因为他们没有新陈代谢。
    由于亡灵生物对影响心灵的效果免疫,它们对其他灵能生物和角色(特别是传心者)来说尤其危险。但是,灵能亡灵类生物仍可以对活物使用影响心灵的异能。
    
    A psionic undead creature, although rare, is a force to be reckoned with. It can use psionic attack modes (and psionic undead relish attacking the living in this fashion), but also must learn defense modes, since undead take ability damage from psionic attacks modes.
    Undead creatures have no Constitution score. However, undead can use Psychokinesis powers --- but they substitute their Charisma ability score as the key modifier with these powers. Additionally, undead cannot use Psychometabolism powers, as they have no metabolism.
    Because undead are immune to mind-influencing effects, they are particularly threatening to other psionic creatures and characters (especially the telepath). Psionic undead beings can still use mind-influencing powers on the living, however.

 

请点击右下角的菜单浏览本文其他部分

列表

 

怪物挑战级数列表

一级星质构装体      1/3
脑鼹                1/3
蓝色                1/2
二级星质构装体      1
吉斯洋基人          1
吉斯瑟雷人          1
傀儡虫              1
三级星质构装体      2
食念怪              2
水晶元素            3
溶晶怪              3
时窃怪              3
四级星质构装体      4
五级星质构装体      5
土当归根            5
噬脑怪              6
消耗者              6
六级星质构装体      7
七级星质构装体      8
八级星质构装体      9
黑暗召唤者          9
九级星质构装体      10
心灵术士杀手        12
脑魔                14
夺心巨虫            15


怪物类型(子类型)列表

异怪:溶晶怪、噬脑怪、夺心巨虫、时窃怪、食念怪
动物:脑鼹
构装生物:星质构装体、心灵术士杀手
元素生物(土系):水晶元素
(类地精生物):蓝色
类人生物:蓝色
(虚体):黑暗召唤者
人形怪物:消耗者
外位面者(中立):吉斯瑟雷人。
外位面者(混乱):脑魔。
外位面者(邪恶):脑魔、吉斯洋基人。
植物:土当归根
亡灵生物:黑暗召唤者
虫类生物:傀儡虫

星质构装体(ASTRAL CONSTRUCT)

 

星质构装体(ASTRAL CONSTRUCT)


    星质构装体一般由特定的心灵创造系异能(一级到九级星质构装体)创造。它们由原始星质(拉进主物质位面的一部分星界物质)构成。一个星质构装体的生命骰由创造它的异能能级所决定。但是,具有特定HD的星质构装体彼此仍然有一些不同,这取决于它们的制造者的创意。
    Astral constructs are brought into being by specific Metacreativity powers (astral construct I--IX). They are formed from raw ectoplasm (a portion of the astral medium drawn into a Material Plane). An astral construct’s Hit Dice are determined by the level of the power used to create it. However, astral constructs of given HD can vary somewhat from one another, depending on the whims of their creators.


一级星质构装体
小型构装生物
生命骰:1d10 (5 HP)
先攻权:+2 (敏捷)
速度:40呎
防御等级:14 (+1体型,+2敏捷,+1天生)
攻击:挥击+2近战
伤害:挥击1d4+1
面宽/触及:5呎×5呎/5呎
特殊攻击:选单A中的1项能力
豁免检定:强韧+0,反射+2,意志+1
属性:力量13,敏捷15,体质--,智力--,感知12,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:1/3
宝藏:无
阵营:总是中立
进化:--

二级星质构装体
中型构装生物
生命骰:2d10 (11 HP)
先攻权:+2 (敏捷)
速度:40呎
防御等级:14 (+2敏捷,+2天生)
攻击:挥击+2近战
伤害:挥击1d6+1
面宽/触及:5呎×5呎/5呎
特殊攻击:选单A中的2项能力
豁免检定:强韧+0,反射+2,意志+1
属性:力量13,敏捷15,体质--,智力--,感知12,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:1
宝藏:无
阵营:总是中立
进化:--

三级星质构装体
中型构装生物
生命骰:2d10 (11 HP)
先攻权:+2 (敏捷)
速度:40呎
防御等级:16 (+2敏捷,+4天生)
攻击:挥击+4近战
伤害:挥击1d6+4
面宽/触及:5呎×5呎/5呎
特殊攻击:选单A中的3项能力
豁免检定:强韧+0,反射+2,意志+2
属性:力量17,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:2
宝藏:无
阵营:总是中立
进化:--

四级星质构装体
大型构装生物
生命骰:5d10 (27 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:16 (-1体型,+2敏捷,+5天生)
攻击:挥击+9近战
伤害:挥击1d8+10
面宽/触及:5呎×5呎/10呎
特殊攻击:选单B中的1项能力
特性:伤害减免5/+1
豁免检定:强韧+1,反射+3,意志+3
属性:力量25,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:4
宝藏:无
阵营:总是中立
进化:--

五级星质构装体
大型构装生物
生命骰:7d10 (38 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:17 (-1体型,+2敏捷,+6天生)
攻击:挥击+13近战
伤害:挥击1d8+13
面宽/触及:5呎×5呎/10呎
特殊攻击:选单B中的2项能力
特性:伤害减免5/+1
豁免检定:强韧+2,反射+4,意志+4
属性:力量29,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:5
宝藏:无
阵营:总是中立
进化:--

六级星质构装体
大型构装生物
生命骰:10d10 (55 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:18 (-1体型,+2敏捷,+7天生)
攻击:挥击+15/+10近战
伤害:挥击1d8+13
面宽/触及:5呎×5呎/10呎
特殊攻击:选单B中的3项能力
特性:伤害减免5/+2
豁免检定:强韧+3,反射+5,意志+5
属性:力量29,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:7
宝藏:无
阵营:总是中立
进化:--

七级星质构装体
大型构装生物
生命骰:13d10 (71 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:19 (-1体型,+2敏捷,+8天生)
攻击:挥击+18/+13近战
伤害:挥击1d8+15
面宽/触及:5呎×5呎/10呎
特殊攻击:选单C中的1项能力
特性:伤害减免10/+3
豁免检定:强韧+4,反射+6,意志+6
属性:力量31,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:8
宝藏:无
阵营:总是中立
进化:--

八级星质构装体
大型构装生物
生命骰:16d10 (88 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:20 (-1体型,+2敏捷,+9天生)
攻击:挥击+23/+18/+13近战
伤害:挥击1d8+18
面宽/触及:5呎×5呎/10呎
特殊攻击:选单C中的2项能力
特性:伤害减免10/+3
豁免检定:强韧+5,反射+7,意志+7
属性:力量35,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:9
宝藏:无
阵营:总是中立
进化:--

九级星质构装体
超大型构装生物
生命骰:19d10 (104 HP)
先攻权:+2 (敏捷)
速度:50呎
防御等级:20 (-2体型,+2敏捷,+10天生)
攻击:挥击+25/+20/+15近战
伤害:挥击2d6+19
面宽/触及:10呎×10呎/15呎
特殊攻击:选单C中的3项能力
特性:伤害减免10/+3
豁免检定:强韧+6,反射+8,意志+8
属性:力量37,敏捷15,体质--,智力--,感知15,魅力6
地形/气候:任何陆地及地底
组织:单独
挑战级数:10
宝藏:无
阵营:总是中立
进化:--


创造星质构装体
     当展现“星质构装体”异能时,显能者要根据星质构装体表格中的规定与选单创造所需要的创造体。显能者总可以将一个高一阶的选单中的能力换成两个低阶菜单中的能力(比如,以两个选单A中的能力替换一个选单B中的能力)。星质构装体通常看起来像是大体上呈人形并活化了的星质块,但显能者也可以按照自己的创意塑造它们,只要创造物的体型允许。“雕塑式构装体”的质量以一次“手艺(雕刻)”检定决定,由DM设置适当的DC。
    When manifesting an astral construct power, the manifester assembles the desired creature from a menu of choices as specified in the construct’s statistics block. A manifester can always substitute two abilities on a lesser menu for one choice on the next higher menu (for example, two abilities from Menu A instead of one from Menu B). Astral constructs generally appear as animate clumps of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt them according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check with the appropriate DC set by the Dungeon Master.

    构装体:构装体通常没有智力属性并一定没有体质属性。构装体免疫影响心智的效果(魅惑、胁迫、魅影幻觉、心灵幻觉以及士气效果),也免疫毒素、睡眠、麻痹、震慑、疾病、即死效果以及死灵系效果。
    Construct: Constructs usually have no Intelligence scores and never have Constitution scores. A construct is immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects) and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects.

    构装体无法治疗伤害,虽然它们能被治疗。它们能如同物品一般被修复。
    Constructs cannot heal damage, though they can be healed. They can be repaired in the same way an object can.

     构装体不会受到重击、淤伤、属性伤害、属性吸取以及能量吸取。它对需要进行强韧豁免的效果免疫(除非该效果也可以作用于物品)。构装体不会受到巨创而死亡 (参见《玩家手册》第八章),但是一旦生命值下降到0 或者更低,它将立即毁坏。由于它从未真正活着,因此既无法复活也无法复生。构装体不需要呼吸。
    A construct is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage (see Chapter 8 of the Player’s Handbook), but when reduced to 0 hit points or less, it is immediately destroyed. Since it was never alive, a construct cannot be raised or resurrected. Constructs do not require air.


星质构装体的选单A
    额外攻击:以最高攻击加值进行一次额外攻击,两次攻击的攻击加值均-2。
    护甲(Ex):AC得到+1偏斜加值。
    飞行(Ex):构装体具有实体翅膀(翼展6 英尺),速度60英尺(灵活性一般)。
    抗力(Ex):从火焰、寒冷、强酸、电击和音波中选择一种获得5 点抗力。同一种抗力可以重复选择并相互累加:比如,选择火焰抗力三次将提供总共15点火焰抗力。
    疾冲(Ex):每小时一次,构装体可以在冲锋动作中移动10倍于标准速度的距离。
    游泳:构装体具有流线型的鲨鱼状身体,游泳速度60英尺。
    践踏(Ex):每个构装体的回合中,它可以以一个标准动作碾压体型至少比它小一级的对手。它仅仅需要踏过对手即可造成1d4+力量调整值的钝击伤害(参见《怪物图鉴》概论部分的“践踏”)。
    绊摔(Ex):如果构装体以挥击击中对手,它便可以尝试以一个自由动作绊摔对手(参见《玩家手册》第八章)并不需要进行接触攻击,也不会引发借机攻击。如果绊摔失败,对手也无法反绊摔星质构装体。

    Additional Attack: One additional attack at highest attack bonus; both attacks -2 to arrack roll.
    Armor (Ex): +1 deflection bonus to AC.
    Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60呎 (average).
    Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks: For example, picking fire resistance three times would give a total resistance of 15.
    Sprint (Ex): Once per hour, the construct can take a charge action to move 10 times normal speed.
   &nbspm: Construct becomes streamlined and sharklike. Speed 60 ft.
    Trample (Ex): As a standard action during its turn each round, the construct can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d4 + Strength modifier (see Trample in the Introduction of the Monster Manual).
    Trip (Ex): If the construct bits with a slam attack it can attempt to trip the opponent as a free action (see Chapter 8 of the Player’s Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct.


星质构装体的选单B
    (你可以用两个选单A 中的选项替换本选单中的一个选项)
    外皮(Ex):构装体得到3d10暂时生命点数(多次选择并不累加)。
    猛扑(Ex):构装体如果在战斗开始的第一回合对敌人进行冲锋,则它可以做一次全回合攻击动作,即使它已经移动过。如果它具有紧勒能力,它也能使用之(见下)。
    重甲(Ex):AC得到+4偏斜加值。
    精通擒抱(Ex):要使用本能力,构装体必须以挥击击中对手。如果它成功的将对手定身,它便可以紧勒之(必须有紧勒能力,见下)。
    猛击(Su):每天一次,构装体可以让它的一次普通攻击造成等同于其HD数的额外伤害。
    紧勒(Ex):将对手定身的构装体可以进行一次紧勒攻击(+9近身)以造成2d4+力量调整值的伤害。如果它在战斗的第一回合冲锋对手,则它也可以紧勒之(必须同时具有猛扑能力,见上)。

    (You may replace any choice on this menu with two choices on Menu A)
    Buff (Ex): Construct gains 3d10 temporary bit points (multiple selections do not stack).
    Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below).
    Heavy Armor (Ex): +4 deflection bonus to AC.
    Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. If it gets a hold, it can squeeze (must have the squeeze ability; see entry below).
    Smack Down (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD.
    Squeeze (Ex): A construct that gets a hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (must also have the charge ability; see entry above).


星质构装体的选单C
    (你可以用两个选单A 中的选项替换本选单中的一个选项)
    冲击波(Sp):以自由动作展现异能“冲击波”(每轮一次)。
    超声锥(Sp):以标准动作展现异能“超声锥”。
    空间移动(Sp):以移动等效动作展现异能“空间移动”。
    高等外皮(Ex):构装体获得10d10点暂时生命值(多次选择并不累加)。
    抵撞(Ex):构装体有角并获得一次额外的抵撞攻击,其攻击加值为挥击的攻击加值 +15,造成伤害为1d8+力量调整值。
    隐形(Sp):以标准动作展现“隐形术”(只能对自己)。
    识破隐形(Su):能持续的看到隐形者(如同同名异能)。
    超重甲(Ex):AC获得+7偏斜加值。
    
    (You may replace any choice on this menu with two choices on Menu B.)
    Concussion (Sp): Manifest concussion as a free action (once per round).
    Cone of Sound (Sp): Manifest cone of sound as a standard action.
    Dimension Slide (Sp): Manifest dimension slide as a moveequivalent action.
    Extra Buff (Ex): Construct gains 10d10 temporary hit points (multiple selections do not stack).
    Gore (Ex): Construct has horns and gains one additional gore attack with an attack bonus equal to slam attack bonus +15, dealing damage of 1d8 + Strength modifier.
    Invisibility (Sp): Manifest invisibility (self only) as a standard action.
    See Invisibility (Su): Can see invisibility (as the power) at all times.
    Superheavy Armor (Ex): +7 deflection bonus to AC.

蓝地精

 

蓝地精
小型类人生物(类地精)
生命骰:1d8(4HP)
先攻权:+0
速度:30尺
防御等级:15(+1体型,+4惰性护甲)
攻击:半身矛+0近战,标枪+1远程
伤害:半身矛1d6-1或标枪1d6-1
面宽/触及:5x5/5
特性:黑暗视力60尺,心灵异能
豁免:强韧+0,反射+2,意志+2
属性:力量8,敏捷11,体质11,智力12,感知14,魅力8
地形/气候:温带平原和地底
组织:单独,成队(1-2个蓝色和4-8个地精),任务小队(2-4个4级蓝色心灵术士和4-8个3级地精武者),或地精部落(每一个4级蓝色心灵术士20个地精)
挑战级数:1/2
宝藏:标准
阵营:总是中立邪恶
进化:视人物等级而定(一般是心灵术士)

    蓝地精——心灵地精——有着天生的不同。他们与生俱来的蓝色皮肤通常就足够为他们带来毁灭的命运。那些聪明的地精会保护他们的蓝地精,因为成年的蓝地精能够增强其部落。
    蓝地精往往比普通地精矮小,有着一身引人注目的淡蓝皮肤、比较不倾斜的前额以及比普通地精更为呆滞的眼神。除此之外,他们类似与他们的血亲。他们通常穿着被染成黑色的短皮袍。
    蓝地精说地精语和通用语

    Blues --- psionic goblins --- are born different. Their bluish skin sets them apart immediately, which is generally enough to ensure their destruction. Enlightened goblin communities attempt to preserve their blues, since those that survive to adulthood augment the tribe.
    A blue is often smaller than an average goblin, with noticeably blue-tinged skin, unsloped forehead, and eyes less dull than usual. Otherwise they resemble their kin. They generally dress in short leather robes, dyed black.
    Blues speak Goblin and Common.

战斗
    在战斗中蓝地精主要是为其他地精提供支援,他们通常是在队伍后面领导地精作战。当蓝地精拥有心灵术士等级的时候,这种情况在获得心灵术士等级的蓝地精身上体现尤为突出。
    心灵异能(Sp):随意展现——魅惑人类,隔空之手和燃烧一指,这些能力如同8级心灵术士所展现的同名异能
    心灵攻击/防御模式(Su):随意展现——自我鞭击,心灵穿刺/心灵空白,精神障壁
    {Jim Raynor注:原文Sp,但已被确认应为Su}
    技能:蓝地精在潜行上获得+4种族加值

    Blues support other normal goblins in combat and often, are called upon to lead a gang of goblins (from the rear) into battle. This is especially true when a blue, has, achieved a few class levels in psion.
    Psionics (Sp): At will--charm person, far hand, and finger of fire. These abilities are as the powers manifested by an 8th-level psion.
    Attack/Defense Modes (Sp): At will--ego whip, mind thrust/empty mind, mental barrier.
    skill:Blues gain a +4 racial bonus on Move Silently checks.

蓝地精的社会
     蓝地精通常不会完全融入地精部落,因为一般的地精总是在蓝地精的背后说他的坏话。同时地精部落的领袖也不信任他们:被自己恐惧的亲属杀掉的蓝地精并不罕见。由于这样,蓝地精们通常都是极度偏执狂——因为要生存就必须变得狡猾、残忍和危险。蓝地精总是生活在和地精部落分离的洞穴里面,但是由于他需要部落的保护,所以也不会离得太远
    一个部落可以容纳多个蓝地精,一个“蓝地精理事会”可以在背后精准的操控那个表面上的首领,这样的部落比那些杀掉自己蓝地精的部落要危险的多

    Blues are often poorly integrated into a goblin tribe. Common goblins rail against them (but not in their presence) and leaders don’t trust them: It is not uncommon for blues to be killed by their own kin out of fear. As such, blues are often extremely paranoid --- those that survive do so because they have become cruel, cunning, and dangerous. Blues live apart in a cave of their own, but since they depend on the tribe for protection, they do not often stray too far.
    In a tribe containing more than one blue, a “Blue Council” may secretly gain control and thereafter manipulate the titular leader from behind the scenes. Such tribes are far more dangerous than those that slay their blues early on.

蓝地精角色
    蓝地精的天赋职业是心灵术士
    A blues favored class is psion.

脑鼹

 

脑鼹
微型动物
生命骰:1/4d8(1HP)
先攻权:+2(敏捷)
速度:10尺
防御等级:16(+4体型,+2敏捷)
攻击:啮咬+0近战
伤害:啮咬1d2-4
面宽/触及:1x1/0
特殊攻击:心灵异能
特性:心灵异能
豁免检定:强韧+2,反射+4,意志+2
属性:力量3,敏捷15,体质10,智力2,感知14,魅力4
技能:躲藏+15,聆听+4,潜行+5,侦察+6
地形/气候:温暖的沙漠,树林,山岳,平原和地底
组织:一窝(3-6)
挑战级数:1/3
宝藏:无
阵营:总是中立
进化:-

    脑鼹是穴居生物,他们用心灵异能来击败那些高大的灵能猎物
    由于小,毛皮和几乎没有视力,脑鼹很难和他们的表亲区分开来

    Brain moles are burrowing animals that use psionic powers to overcome large psionic prey.
    Small, furry, and nearly blind, brain moles are almost indistinguishable from their common cousins.

战斗
     脑鼹会成群的潜伏在一个洞穴里至少3个月之久,并尽可能的隐蔽自己。当猎物进入射程(最多50尺)时,他们会同时发射心灵攻击来打对手个措手不及,他们会一直攻击到自己的肉体遭受威胁或被心灵攻击模式攻击并受到重大属性伤害之时。在那时,他们会尽力从地道里逃跑。如果一个敌人伤势明显并开始逃跑,他们可能会冒险出洞追击他们逃跑的大餐。脑鼹一般不攻击非灵能生物
    灵能(Sp):随意展现——速度爆发,侦测灵能和分神术,这些能力如同10级心灵术士所展现的同名异能
    心灵攻击/防御模式(Su):心灵穿刺/精神空白
    疾病(特异能力):灵崩症——啮咬;坚韧豁免(DC13),潜伏期一天。伤害:灵崩。被感染的角色在每次展现异能时必须进行专注检定(DC16),检定失败将会触发灵崩。(参见第四章“展现异能”中的“灵能疾病”)
    技能:脑鼹的“躲藏”技能在他的洞穴里获得+10的加值

    Brain moles lurk in groups of at least three within the mouth of a burrow, hiding as best they can. When likely prey comes into range (up to 50 feet), the group launches simultaneous psionic attacks in an effort to catch the foe flat-footed. They keep up the assault until they are physically threatened or take significant ability damage from psionic attacks, at which time they attempt to flee into their tunnels. If a foe is obviously hurt and retreating, they may venture from their burrow to pursue the fleeing meal. Brain moles generally do not attack nonpsionic creatures.
    Psionics (Sp): At will--burst, detect psionics, and distract. These abilities are as the powers manifested by a 10th-level psion.
    Attack/Defense Modes (Sp): At will--mind thrust/empty mind.
    Disease (Ex): Cascade flu --- bite; Fortitude save (DC 13), incubation period one day, damage psionic cascade. Every time the afflicted character manifests a power, she must make a Concentration check (DC 16). On a failed check, a psionic cascade is triggered (see Psionic Disease in Chapter 4: Psionics).
    Skill:*A brain mole receives a +10 cover bonus on Hide checks when in its burrow.

黑暗召唤者

 

黑暗召唤者
大型不死生物(虚体)
生命骰:11d12(71HP)
先攻权:+7(+3敏捷,+4精通先攻)
速度:30尺,飞行60尺(良好)
防御等级:14(-1体型,+3敏捷,+2偏斜)
攻击:4虚体触击+7近战
伤害:触击2d6
面宽/触及:5x5/10
特殊攻击:吸取本质,心灵异能
特性:不死,虚体,+2超度抗力,非自然灵光,惧怕阳光
豁免检定:强韧+3,反射+6,意志+9
属性:力量-,敏捷16,体质-,智力14,感知14,魅力15
专长:警觉,盲斗,格斗反射,精通先攻,心灵敌手
技能:躲藏+13,威吓+12,方向感+6,聆听+12,搜索+12,潜行+8,侦察+12
地形/气候:任何地面或地底
组织:单独
挑战级数:9
宝藏:无
阵营:总是混乱邪恶
进化:12-18HD(超大型);19-26HD(巨型)

    黑暗召唤者是虚体生物,由在惊骇中一起死去的数十个怨魂的心智组成。它寻求将其他人拉进它被恐惧所扭曲的地狱般的形体中
    从远处看,黑暗召唤者像是一段柱状或是翻腾的旋涡状的浓雾,不过在30尺以内在其身体里可以辨别出数十个无声的尖叫着的类人生物的脸
    黑暗召唤者不说话

    A caller in darkness is an incorporeal creature comprising the minds of dozens or more victims who died together in terror. It seeks to draw others into its fear-wracked, hellish existence.
    From a distance, a caller appears as a bank, column, orrling vortex of mist, but within 30 feet or less, dozens of silently screaming humanoid faces are discernible in its form.
    Callers in darkness do not speak.

战斗
     偷取本质(Su):黑暗召唤者可以吸取一个被他杀死的生物的精神本质(而受害者的肉体仍旧完好),本质将在1d4回合内被消化完毕。黑暗召唤者也可以吸取因心灵战斗而精神属性(智力、感知和魅力)降为0的生物的本质,且不需要先消灭其体质属性。每吸取一个本质,黑暗召唤者就获得12点临时生命,而一个新的哀嚎的面孔将会出现在它的体内。
    灵能(Sp):锐耳术/鹰眼术,侦测灵能,厌世术,集体冲击波和暗示。这些能力如同18级心灵术士所展现的同名异能
    心灵攻击/防御模式(Su):全部/全部
    非自然灵光(Su):任何野生或驯养的动物在接近到离黑暗召唤者30尺的时候都会感觉到这个超自然的存在,它们不会自发的更为接近之,而如果被迫接近,那么只要在此范围内他们就会陷入恐慌。
    惧怕阳光(Ex):黑暗召唤者在自然的阳光下(昼明术则无效)完全的无力并会尽力逃脱。暴露在阳光下的召唤者无法攻击,而且只能做部分动作

    All creatures fear incorporation into the undead fog of a caller in darkness. Those who lose their lives to the horror are doomed to share its endless misery.
    Steal Essence (Su): Any intelligent creature slain by a caller in darkness is mentally absorbed into the monster’s consciousness within 1d4 rounds (the physical body of the victim remains intact). A caller can also absorb the essence of a creature whose ability score in any mental attribute (Int, Wis, or Cha) it has reduced to 0 through psionic combat; it need not first eliminate the downed creature’s Constitution. Stealing a being’s essence grants the caller 12 temporary hit points, and a permanent new screaming face appears within its cloud.
    Psionics (Sp): At will--clairaudience/clairvoyance, detect psionics, fatal attraction, mass concussion, and suggestion. These abilities are as the powers manifested by an 18th-level psion.
    Attack/Defense Modes (Sp): At will--all/all.
    Undead: Immune to mindinfluencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage (except by psionic combat), energy drain, or death from massive damage.
    Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better psionic weapons, or psionics, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
    Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a caller in darkness at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
    Daylight Powerlessness (Ex): Callers in darkness are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. A caller caught in sunlight cannot attack and can take only partial actions.

脑魔(CEREBRILITH)

 

脑魔(CEREBRILITH)
恶魔 (塔纳里族)
大型外位面者 (混乱、邪恶)
生命骰:9d8+36 (76 HP)
先攻权:+1 (敏捷)
速度:30呎
防御等级:27 (-1体型,+1敏捷,+17天生)
攻击:啮咬+12近战,2爪抓+7近战
伤害:啮咬1d8+4,爪抓1d6+2
面宽/触及:5呎×5呎/10呎
特殊攻击:灵能,类法术能力,召唤塔纳里族
特性:伤害减免20/+2,异能抗力 23,毒素和电击免疫,寒冷,火焰,和强酸抗力20,心灵感应,伤害减半
豁免检定:强韧+10,反射+7,意志+10
属性:力量19,敏捷13,体质19,智力15,感知18,魅力14
技能:专注+16,躲藏+9,聆听+24,潜行+13,辨识灵能+14,搜索+14,察言观色+10,侦查+24
专长:心灵陷阱,心力堡垒,异能瞬发
地形/气候:任何陆地及地底
组织:单独或gang (2--4)
挑战级数:14
宝藏:标准
阵营:总是混乱邪恶
进化:10--13 HD (大型);14--27 HD (超大型)


    脑魔是土生土长于深渊异界的恶魔,它们的心灵异能更加强了原有的可怕力量。
    脑魔是只在需要击败某种特定威胁(例如凡物灵能生物与人物)时才会加入恶魔大军的专业人员。如果不在服役,它们会持续不断的开发与训练它们已经让人印象深刻的精神能力,无论独自进行还是组成小群——通常由于潜在的道德感。    
     脑魔看起来像一个魁梧的人类,约有8 英尺高,并有一个难以置信的肿胀着的大脑。它的肿胀的拉长的脑颅弯向后面,与其驼背平滑的接合起来。它的长牙的咽喉从其瘦骨嶙峋的面部下面突出来,就像一个独立的肢体一样。身体的其余部分细长并且润滑,就像涂上了一层持续漏泄出的流体层。这种恶魔用四肢行走但战斗时总会站立起来。    
    脑魔能讲深渊语、天界语和通用语。
    
    Cerebriliths are demons, native to the Abyss, whose already, fearsome powers are augmented by psionics.    
    Cerebriliths are specialists that join demonic armies only as necessary to overthrow a specified threat (such as mortal psionic creatures and characters). When not so occupied, they continually develop and train their already impressive mental abilities, whether on their own or in small groups --- usually by stalking morals.    
    A cerebrilith appears as a massive humanoid about 8 feet tall, with an unbelievably swollen brain. Its bulging, elongated skull is swept back, fusing seamlessly with its hunched back. Its fanged maw protrudes from beneath a bony brow almost like a separate appendage. The rest of the body is spindly but slick, as if coated with constantly leaking fluid. The demon walks on all fours but always fights standing up.    
    Cerebriliths speak Abyssal, Celestial, and Common.

战斗
    没有任何事物能阻止脑魔杀死一个智能生物。它们乐于检查牺牲品的裸露在脑腔之外的大脑,希望能获得新的知识以增进其精神艺术。    
    灵能(Sp):随意展现:脑力锁定、战斗预感、操焰术、侦测灵能、群体支配术、心智探针、准确传送术(只能携带自己与50磅重的物品)和苍火。每日三次:星质形态。这些能力如同13级心灵术士所展现的同名异能    
    心灵攻击/防御模式(Su):随意展现:全部/全部    
    类法术能力:随意施展:渎神之语、深幽黑暗术、亵渎术、侦测善良、反制善良、反善良法阵、飞虫走兽和邪影击。这些能力如同13级术士施展的同名法术(豁免DC=12 + 法术等级)    
     召唤塔纳里族(Su):每日一次,脑魔能够尝试召唤3d10个怯魔(参见《怪物图鉴》“恶魔”条目)或另一个脑魔,成功率为35%。如果失败,将不会有生物回应此召唤。被召唤而来的塔纳里族将会在一小时后自动回到来处。被召唤来的塔纳里族在一小时内无法使用自己的召唤能力。    
    心灵感应(Su):脑魔能以心灵感应与100英尺内所有会使用语言的生物进行沟通。    
    伤害减半(Ex):脑魔受到的所有非魔法攻击,包括灵能武器的攻击,都只能造成一半伤害。这个效果不能与此生物的“伤害减免”相累加。“伤害减免”与“伤害减半”只能有一个起效,取受到的伤害较低者。    
    技能:脑魔的“聆听”和“侦察”检定获得+8种族奖励。
    
    Cerebriliths stop at nothing to slay an intelligent foe. They delight in examining a victim’s mind free of its normal coverings, in hopes of prizing loose new insights into the mental arts.    
    Psionics (Sp): At will--brain lock, combat precognition, control flame, detect psionics, mass domination, mind probe, teleport without error (self plus 50 pounds of objects only), and whitefire; 3/day --- ectoplasmic form. These abilities are as the powers manifested by a 13th-level psion.    
    Attack/Defense Modes (Sp): At will--all/all.    
    Spell-Like Abilities: At will--blasphemy, deeper darkness, desecrate, detect good, dispel good, magic circle against good, summon swarm, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 12 + spell level).    
    Summon Tanar’ri (Sp): Once per day a cerebrilith can attempt to summon 3d10 dretches (see the Demon entry in the Monster Manual) or another cerebrilith with a 35% chance of success. On a failure, no creatures answer the summons. Summoned tanar’ti automatically return whence they came after 1 hour. A tanar’ri that has just been summoned cannot use its own summon ability for 1 hour.
    Telepathy (Su): Cerebriliths can communicate telepathically with any creature within 100 feet that has a language.    
    Half Damage (Ex): Any nonmagical attack against a cerebrilith, including hits from psionic weapons, deals only half damage. This effect does not stack with the creature’s damage reduction; apply either the damage reduction or the half damage, whichever results in the least amount of damage suffered.    
    Skill:Cerebriliths receive a +8 racial bonus on Listen and Spot checks.

水晶元素

 

水晶元素
小型元素(土)
生命骰:6d8+6(33HP)
先攻权:+2(+2敏捷)
速度:20尺
防御等级:21(+1体型,+2敏捷,+8天生)
攻击:蛰刺+7近战
伤害:蛰刺1d3+3
面宽/触及:5x5/5
特性:元素特性,伤害减免15/+1,心灵异能,电抗15,火和冰免疫
豁免检定:强韧+3,反射+4,意志+2
属性:力量15,敏捷14,体质12,智力6,感知10,魅力10
专长:警觉,技能专攻(估价)
技能:估价+8,攀爬+11,跳跃+11,侦察+6
地形/气候:任何地底
组织:单独或Facet(2-5)
挑战级数:3
宝藏:双倍宝物(只有宝石)
阵营:总是守序
进化:7-9HD(中型);10-13HD(大型)

    作为石头和水晶的结合体,水晶元素首先寻求其种族的永生。
    水晶元素蝎子一般的外形完全由矿物构成,6或8片弧状水晶为它提供移动能力,还有一个尖利的锯齿型水晶片作为绝佳的尾刺
    水晶元素可以把普通的矿物孵化成水晶元素幼体。宝石是完成此生殖周期最好的材料。每8-10个宝石会孵化出1d4个小体型版本(3HD)水晶元素(每个宝石价值25GP)。当水晶元素收集到足够的原料于它地下的巢穴时,它将会花费一星期来孵化。
    水晶元素懂得土族语,但并不说话

    A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind.
    A crysmal’s scorpionlike shape is formed wholly of mineral. Six or eight curved crystalline shards provide locomotion, while a wicked point of jagged crystal forms a perfect stinger.
    Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substrate for this reproductive cycle: eight to ten of them, each of 25 gp value or more. Once a crysmal has gathered sufficient raw material in its underground lair, it spends one week transforming the gems into 1d4 Tiny versions of itself (3 HD creatures).
    Crysmals understand Terran but do not speak.

战斗
    水晶元素喜欢静静的生活,但是有时他们也因生殖冲动而猎取水晶。水晶元素并不害怕攻击双足生物,它们知道他们常常携带宝石。
    元素生物特性: 对毒素、睡眠、麻痹和震慑效果免疫。不会受到重击。
    灵能 (Sp): 随意展现:操控物体, 操控声音, 创造声音, 侦测灵能和相位门. 这些能力如同18级心灵术士所展现的同名异能
    心灵攻击/防御模式(Su): 随意展现:自性鞭击,心灵穿刺/精神空白
    技能:水晶元素在对宝石的估价检定中得到+8种族奖励
    专长:水晶元素获得技能专攻(估价)作为奖励专长

    Crysmals prefer to quietly reproduce, but sometimes they must hunt for crystals to carry out their reproductive imperative. They are not shy about attacking bipedal creatures, who crysmals have learned often carry gemstones.
    Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    Psionics (Sp): At will--control object, control sound, create sound, detect psionics, and phase door. These abilities are as the powers manifested by an 18th-level psion.
    Attack/Defense Modes (Sp): At will--ego whip, mind thrust/empty mind.
    Skill:Crysmals receive a +8 racial bonus on Appraise checks when examining gems.
    Feat:Crysmals gain Skill Focus (Appraise) as a bonus feat.

溶晶怪(FOLUGUB)

 

溶晶怪(FOLUGUB)
中型异怪
生命骰:4d8+12(30HP)
先攻权:+3(+3敏捷)
速度:40尺
防御等级:18(+3敏捷,+5天生)
攻击:舌头接触+3近战,啮咬-2近战
伤害:舌头接触溶解,啮咬2d4
面宽/触及:5x5/5
特殊攻击:溶解
特性:敏锐嗅觉
豁免检定:强韧+4,反射+4,意志+5
属性:力量10,敏捷17,体质17,智力3,感知13,魅力8
专长:警觉
技能:聆听+8,侦察+8
地形/气候:任何地底
组织:单独或一对
挑战级数:3
宝藏:无
阵营:总是中立
进化:5-6HD(中型);7-14HD(大型)

    虽然溶晶怪自己不是灵能生物,不过它们吃水晶物体。它们是灵能武装的团队的祸害,因为很多灵能物品都包括水晶或完全由水晶构成。
    溶晶怪外形像甲虫,它们3尺高,6尺长,重180磅左右,它们保护性的甲克闪耀着水晶的光辉,而它们那可以伸3尺长的舌头状口器则可以仅凭接触就溶解大部分水晶(包括宝石),而此时溶晶怪便吸食之。

    Although not themselves psionic, folugubs dissolve and eat crystal objects. They are the bane of psionically equipped parties, since so many psionic items contain or are composed completely of crystal.
    A folugub is a beetlelike creature 6 feet long and 3 feet high, weighing about 180 pounds. Its protective carapace gleams and glitters with a crystalline sheen. A tonguelike organ flickers from between its mandibles every few seconds, reaching to a length of 3 feet. The tongue liquefies crystal objects (including gems) on contact, which the folugub then slurps up.

战斗
    溶晶怪可以嗅到90尺内的水晶物体,而且一旦闻到,很少有什么能阻挡它们。如果它们碰触到水晶物体,那么他们会暂时停止攻击来享用美食。它总会瞄准最大量的水晶物品
    溶解:一个成功的舌头接触攻击可以让溶晶怪将由水晶组成的物体溶解成液体。一个成功的反射检定(DC20)可以避免这种状况。不过在溶晶怪攻击你的物品时,你可以进行借机攻击
    任何水晶武器攻击溶晶怪都会被溶解
    专长: 溶晶怪获得“警觉”作为奖励专长

    A folugub can scent a crystal object up to 90 feet away, and once it has the scent, little deters it from its goal. It usually ceases attacking to devour a freshly liquefied crystal. The creature targets the largest crystal object available.
    Liquefy (Ex): A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning from solid to liquid and becoming immediately worthless. The size of the object is immaterial ---  a crystal statue liquefies as quickly as a diamond in a ring. Crystalline psionic armor and weapons, and other psionic items composed of crystal, must succeed at a Reflex save (DC 20) or be liquefied. Attacks against objects in the possession of others draw attacks of opportunity.
    A crystalline weapon that deals damage to a folugub also liquefies immediately.
    Feat:Fologubs gain Alertness as a bonus feat.

吉斯洋基人(GITHYANKI)

 

吉斯洋基人(GITHYANKI)
中型外位面者 (邪恶)
生命骰:1d8+1 (5 HP)
先攻权:+1 (敏捷)
速度:30呎
防御等级:16 (+1敏捷,+5 胸甲)
攻击:精致巨剑 +3近战;或复合长弓 +2远程
伤害:巨剑 2d6;或复合长弓 1d8
面宽/触及:5呎×5呎/5呎
特殊攻击:灵能
特性:灵能,异能抗力可变 (见说明)
豁免检定:强韧+3,反射+3,意志+1
属性:力量10,敏捷12,体质13,智力11,感知8,魅力10
技能:手艺(制造防具)+2,手艺(制造武器)+2,搜索+4
专长:专攻武器(巨剑)
地形/气候:任何陆地及地底
组织:小队(2到4个lv3战士或心灵武士)、班(11到20个lv3战士或心灵武士,加上2名lv7军士、1名lv9指挥官、1头年轻红龙),或是团 (30到100个lv3战士或心灵武士、每10人中有1名lv7的军士,加上5名lv7的中尉、3名lv9的指挥官、1名lv16的最高领导者,以及每 30人配置一头成年红龙)
挑战级数:1
宝藏:标准
阵营:总是邪恶(任一)
进化:视人物职业而定

    吉斯洋基人是居住在星界位面的类人生物的一个古老分支,他们总是扩充其军备准备着下一次冲突、奇袭或是战争。
    他们骨瘦如柴,平均身高6又1/4尺、普遍体重在170磅上下。他们拥有粗糙的黄色皮肤以及常常盘成一个或几个发髻的黑色头发。他们的眼睛闪耀着黯淡的光泽,耳朵尖并在后缘呈锯齿状。
    他们喜好精细的服装和结构复杂的装甲。事实上,他们崇敬武器和装甲,而且吉斯洋基人中,对对方表示出尊敬更多是由于对方的华丽服饰而非视其为伙伴的情况并不罕见。
    吉斯洋基人使用他们自有的隐秘语言。但大多数也懂得通用语和龙语。
     就像矮人,吉斯洋基人也是制造大师,虽然他们特别关注战争物品。他们做作的物品与众不同,而那些得到这些物品的非吉斯洋基人将面对立即遭到吉斯洋基人报复的危险。在他们国土以外遇上的吉斯洋基人大多是战士或者心灵武士;可是,也可以发现心灵术士,巫师(被称为“魔术师”)以及其他职业的吉斯洋基人(被称为 “吉斯”)。

    Githyanki are an ancient line of humanlike beings who reside in the Astral Plane, filling their armories for their next skirmish, raid, or war.
    They are gaunt, averaging 6 1/4 feet tall and typically weighing around 170 pounds. They possess rough, yellow skin and black hair that is often pulled into one or more topknots. Their eyes gleam darkly, and their ears ate pointed and serrated in back.
    They enjoy elaborate dress and baroque armor. In fact, they revere weapons and armor, and it is not uncommon for githyanki to show more regard for their panoply than for a mate.
    Githyanki speak their own secret tongue, but most also know Common and Draconic.
    Like dwarves, githyanki are craftmasters, although they focus exclusively on items of warfare. Their items are distinctive, and nongithyanki who acquire them run the risk of immediate retribution should they encounter githyanki. Most githyanki encountered outside their homes are fighters or psychic warriors; however, psions, wizards (called “warlocks”) and multiclass githyanki (called gish) ate also found.

战斗
     吉斯洋基人是老练的武士,战术使用多为伏兵,隐蔽,和远距离以灵能狙击兵攻击。可是,他们更喜欢与他们的敌人近身肉搏这样他们能使其强大的近战武器发挥作用。吉斯洋基人的武器通常是巨剑,阔剑,和其他由吉斯洋基人特别加工的大型的挥砍伤害的武器,全部由精工打造并分别予以装饰和命名。吉斯彦克心灵术士和巫师则以精准的准确度指引他们的异能,在搏斗中支援他们的同伴。
    灵能(Sp):任意--锐耳术/鹰眼术,空间滑动,以及遥控术。角色等级达到lv8以上时,一个吉斯洋基人每天可施展一次位面传送。这些能力等同于由lv16的心灵术士展现的异能。
    心灵攻击/防御模式(Su):任意--心灵穿刺/精神空白。
    异能抗力(Ex):一个吉斯洋基人有等于5+1/角色等级的异能抗力。

    Githyanki are seasoned warriors, familiar with the tactical use of ambush, cover, and psionic sniper attacks from afar. However, they prefer to engage their enemies hand-to-hand so they can bring their devastating melee weapons to beat. Githyanki weapons are usually greatswords, bastard swords, and other particularly large-bladed weapons of special githyanki manufacture, all masterwork and each distinctively decorated and named. Githyanki psions and wizards direct their powers with pinpoint accuracy to support their comrades in melee.
    Psionics (Sp): At will--clairaudience/clairvoyance, dimension slide, and telekinesis. Upon advancing to 8th character level, a githyanki can use plane shift once per day. These abilities are as the powers manifested by a 16th-level psion.
    Attack/Defense Modes (Sp): At will--mind thrust/empty mind.
    Power Resistance (Ex): A githyanki has power resistance equal to 5 + 1 per character level.

银剑
Silver Swords


    lv7 以及以上的吉斯彦克战士们会带着这些另人印象深刻的武器。每一柄银剑均出自吉斯洋基人之手,是+3阔剑,看起来很像吉斯洋基人的标准武器。然而,一旦在战斗中拔出来,剑会变换成一束银色流体,随着剑刃的形状流光闪动每轮都改变着武器的平衡。在没有适当的异种熟练专长的人手中,这种武器是笨拙的(在攻击检定时有-4处罚)并且只拥有它的增效奖励。然而,一个在星界位面的精通这种武器的使用者,能攻击连接星界旅行者与其实体的银线;这种平时是无实体的线绳视作一个拥有与其主人相同AC的切实物体,硬度10,和20点生命(参阅玩家手册第8章中“攻击物体”)。银线在褪色成为星界物质前会在一个星界旅行者身后留下5英尺的明显痕迹。攻击银线会导致星界旅行者的借机攻击。
    当银线被损坏时,星界旅行者必须成功通过一次坚韧检定(DC13)或者立即强行回到自己身体内---无论如何这或许是个好主意,如果旅行者在吉斯洋基人的本土上无法与之力敌的话。如果这条银线完全被切断,该人物的物质身体将会立即死亡。拥有精神空白异能的星界旅行者拥有的银线对银剑的攻击免疫。
    有+5增强加值及斩首特性的银剑也是存在的,但它们属于次级神器,相对稀少,并只在吉彦克斯本族的英雄们中代代相传。如果一柄银剑落在其他生物手里,吉斯洋基人会在他们可以做到时杀死持有人,在不得不做时偷回它,在必须时与之谈判,或是采取最后手段--与那个小偷的最大敌人结盟。
    显能者等级:11;先决条件:灵能武器和盔甲方面的手艺,制造者必须是一个吉斯洋基人;市场价格:98,350 gp;制造耗费:49,000 gp +3,920 xp

    These impressive weapons ate carried by githyanki combatants of 7th level and higher. Of githyanki make, a silver sword is a +3 greatsword that looks much like a standard githyanki weapon. However, when drawn in melee, the blade transforms into a column of silvery liquid, altering the weapon’s balance round by round as the blade’s shape flows and shimmers. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is clumsy (-4 penalty on attack rolls) and possesses only its enhancement bonus. A proficient user on the Astral Plane, however, is able to attack the silver cord that connects many astral travelers to their physical forms; the normally insubstantial cord is treated as a tangible object with the owner’s AC, hardness 10, and 20 hit points (see Attack an Object in Chapter 8 of the Player’s Handbook). A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium. Attacking it draws an attack of opportunity from the astral traveler.
    When the cord is damaged, the astral traveler must succeed at a Fortitude save (DC 13) or be immediately forced to return to its body --- which might be a good idea anyway if the traveler is not up to fighting githyanki on their home plane. If the silver cord is completely severed, the creature’s material body (and astral echo) is slain instantly. The cords of travelers with the mind blank power active are immune to silver swords.
    Silver swords with an enhancement bonus of +5 and vorpal characteristics exist, but these are minor artifacts, relatively few, and only handed down to heroes of the race. If a silver sword falls into the hands of any other creature, githyanki will kill the possessor if they can, steal it if they have to, negotiate if they must, or ally with the thief’s most potent foe as a last resort.
    Manifester Level: 11th; Prerequisites: Craft Psionic Arms and Armor, creator must be a githyanki; Market Price: 98,350 gp; Cost to Create: 49,000 gp + 3,920 XP.

吉斯洋基人的社会结构

    夺心魔奴役着整个种族,包括吉斯洋基人的先驱者们。几百年的囚禁生活滋养了仇恨,培育了决心,并最终导入了心灵异能。拥有着自己的精神武装与一个强大的领袖(传说中的吉斯)作为团结的核心,奴隶们发起了一场跨位面的斗争。最终,这场战争摧毁了灵吸怪帝国,为生还的奴隶带来了自由。但是,他们立即分裂成完全不同的两个种族:吉斯洋基人以及他们的死敌,吉斯瑟雷人(见下“吉斯瑟雷人”条目)。双方都坚持不懈的想消灭对方。这种仇恨燃烧了数百年,将吉斯洋基人扭曲成如今这样邪恶的武力至上的生物。尽管如此,两个种族都对夺心魔保有最深刻的仇恨,如果有机会,他们会暂停敌对转而消灭灵吸怪。
    吉斯洋基人生活在漂浮于星界中的巨大堡垒里。他们在这里经营商业、加工货物、生产粮食并度过一生。家庭共有的住所是不存在的,因为绝大多数吉斯洋基人更喜欢独居。但是,吉斯洋基人经常以团队形式出现,磨练他们的战斗技巧。一座堡垒的非战斗员(多数是儿童)数等于战斗员人数的20%。吉斯洋基人的男性与女性并存于几乎任何社会角色与阶层中。
    吉斯洋基人没有神祗而敬拜巫妖女王,一个嫉妒心强而又具妄想症的最高领主。她吞噬每个人物等级达到16的吉斯洋基人的生命精华。除了排除潜在的竞争者之外,巫妖女王也利用窃取的生命精华增强其能力。
    红龙公约:吉斯洋基人和有时以坐骑形式为其服务的红龙之间有一项种族公约。单独行动时,吉斯洋基人针对红龙进行的交涉检定获得+4种族加值。组成大型团队时,他们能与红龙组成暂时联盟,由DM决定(见上“组织”)

    Mind flayers enslaved entire races, including the githyanki forerunners. Centuries of captivity bred hate, nurtured resolve, and finally instilled psionic powers. With mental armaments of their own and a powerful leader to rally behind (the legendary Gith), the slaves instigated a crossplanar struggle that, in the end, threw down the illithid empire, bringing freedom to the surviving slaves. However, these soon split into the racially distinct githyanki and their mortal enemies, the githzerai (see the Githzerai entry, below). Each constantly attempts the extinction of the other. This animosity has burned through the centuries, warping the githyanki into the evil, militaristic creatures they are today. Both peoples’ hatred of the mind flayers knows no bounds, though, and they will break off hostilities to slay illithids if the opportunity presents itself.
    Githyanki live within massive fortresses adrift in the Astral Plane. Here they conduct commerce, manufacture goods, grow food, and live out their lives. Family dwellings are nonexistent, as most githyanki prefer their own abode; however, githyanki are often found in groups, honing their fighting skills. A fortress contains noncombatants (mostly children) equal to 20% of the fighting population. Githyanki males and females may be found in almost any role or class.
    The githyanki have no deity but instead pay homage to a lich-queen. A jealous and paranoid overlord, she devours the essence of any githyanki that rises above 16th character level Besides eliminating potential rivals, the lich-queen enhances her power with the stolen life essence.
    Red Dragon Pact: Githyanki have a racial pact with red dragons, who sometimes serve githyanki as steeds. Individually, githyanki gain a +4 racial bonus on Diplomacy checks when dealing with red dragons. In large groups, they can make temporary alliances with red dragons at the DM’s option (see Organization, above).

吉斯洋基人的人物

    一个吉斯洋基人可以选择战士或者心灵武士作为其天赋职业。吉斯洋基人永远不会成为牧师,除非他们背弃了对恐怖的巫妖女王的誓约(这是个危险而且基本上是致命的选择)。
    A githyanki can choose fighter or psychic warrior as its favored class. Githyanki are never clerics, unless they’ve forsworn the dreaded lich-queen (which is a dangerous and ultimately lethal choice).

吉斯瑟雷人(GITHZERAI)

 

吉斯瑟雷人(GITHZERAI)
中型外位面者
生命骰:1d8 (4 HP)
先攻权:+3 (敏捷)
速度:30呎
防御等级:17 (+3敏捷,+4惰性护甲)
攻击:匕首 +1近战;或 复合长弓 +4远程
伤害:匕首 1d4;或 复合长弓 1d8
面宽/触及:5呎×5呎/5呎
特性:灵能,PR variable (见说明)
豁免检定:强韧+2,反射+5,意志+3
属性:力量10,敏捷16,体质10,智力8,感知12,魅力11
技能:专注+4,搜索+2
专长:惰性护甲
地形/气候:任何陆地及地底
组织:团伙 (3到12个3级的学生)、宗派 (12到24个3级的学生,加上2个7级的教头和1个9级的导师),或战斗序列 (30到100个3级学生,每10个成人再加1个7级的教头,另有5个9级导师、2个13级大师、and 1个16级师父)
挑战级数:1
宝藏:标准
阵营:总是中立
进化:视人物职业而定

    吉斯瑟雷人是一种铁石心肠的类人人种,他们居住在林勃混沌海,为他们神秘的修道院所保护。    
    他们比人类高瘦,有着精明的五官、瘦长的脸庞、绿色或是灰色的眼睛。严峻而且严肃,吉斯瑟雷人往往在衣着与性格方面都显得十分阴暗。
    依照传统,吉斯瑟雷人沉默寡言,排外,并很少相信非其族类的生物。他们说他们自己的语言(与吉斯洋基语相近到能够互相听懂对方,如果他们选择交谈而非战斗的话),但也会说通用语。    
    许多吉斯瑟雷人是僧侣,不过,拥有心灵武士、心灵术士、术士、游荡者或兼职职业的吉斯洋基人(被称为瑟斯)同样是修道院不可或缺的成员。
    
    Githzerai are a hard-hearted, humanlike people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries.
    They are thinner and taller than humans, with sharp features, long faces, and eyes of gray or yellow. Severe and serious, the githzerai tend toward somberness both in dress and personality.    
    As a rule, githzerai are closemouthed, keep their own counsel, and trust few outside their own kind. They speak their own language (similar enough to the tongue of the githyanki that either could understand the other if they chose to speak instead of fight), but many also speak Common.    
    Many githzerai are monks; however, psychic warriors, psions, sorcerers, rogues, and mu1ticlass githzerai (called zerths) are also indispensable members of a monastery.
    
战斗
    
     吉斯瑟雷人并不害怕无防备的遭遇,因为他们的家就是武器。吉斯瑟雷僧侣是极为致命的战士——即使他们没有武器与装甲——而且渴望给他们的敌人(吉斯洋基人与夺心魔)一场“漂亮的战斗”。在肉搏战中,吉斯瑟雷心灵术士与术士常常使用他们的能力来加强僧侣、心灵武士和游荡者。    
    灵能(Sp):随意展现:战斗远见、隔空之击和羽落术。当人物等级达到11级后,吉斯瑟雷人每天能够使用一次“位面传送”这些能力如同16级心灵术士所展现的同名异能。    
    心灵攻击/防御模式(Su):随意展现:自性鞭击/精神障壁    
    异能抗力(Ex):吉斯洋基人拥有等于5 + 人物等级数的异能抗力。
    
    Githzerai do not fear being caught defenseless, because their homes are weapons. Githzerai monks are deadly combatants, even weaponless and armorless, and yearn to bring the “good fight” to their enemies, the githyanki and mind flayers. In melee, githzerai psions and sorcerers often use their powers to enhance me monks, psychic warriors, and rogues.
    Psionics (Sp): At will--combat prescience, far punch, and feather fall. Upon advancing to 11th character level, a githzerai can use plane shift once per day. These abilities are as the powers manifested by a 16th-level psion.
    Attack/Defense Modes (Sp): At will--ego whip/mental barrier.
    Power Resistance (Ex): A githzerai has power resistance equal to 5 + 1 per character level.

吉斯瑟雷人的社会结构
    
    吉斯瑟雷人的先驱者们曾团结在反抗者吉斯(参见上文,吉斯洋基人条目)的命令之下,并逃出了夺心魔的跨位面帝国。获得自由后,曾经的奴隶在意识形态上产生了分裂并最终导致了人种的分化,诞生出吉斯瑟雷人和他们的死对头:吉斯洋基人。    
    吉斯瑟雷人的奴役史是他们修道院式生活方式的根源,这种生活方式从孩童时就开始教导所有的吉斯瑟雷人如何根除种族潜在的压迫者与敌人(任何非吉斯瑟雷人的生物)。    
     吉斯瑟雷人居住在隐藏于林勃异界翻滚的混沌深处的独立的堡垒状修道院中。虽然混乱主宰着外界,在它的内部却由稳定性占据着统治地位。每座修道院基本都由一位“师父”(至少16级的僧侣)控制,并遵循严格的时间表进行圣歌、用餐、武术训练以及祈祷活动,依照特定“师父”的修道哲学而确定。
    修道院含有人数等于战斗人员15%的非战斗人员(需受训的儿童)。吉斯瑟雷人的男性与女性存在于几乎任何社会角色与阶层。    
     捕猎队:作为一种特别仪式,吉斯瑟雷人有时会组织猎杀夺心魔的小队,这被称作“捕猎队”。一支捕猎队由4-5个8级和1-2个11级吉斯瑟雷人组成,其中大多数是僧侣,但也包含至少一名心灵术士并很可能有一名游荡者。一支捕猎队在杀死至少等于其成员数的灵吸怪之前不会返回所属修道院。
    
    The githzerai forerunners united under the command of the rebel Gith (see the Githyanki entry, above), and threw down the planespanning empire of the mind flayers. Once free, the former slaves split ideologically and eventually racially, becoming githzerai and their foes, the githyanki.    
    The githzerai’s history of imprisonment was the foundation of their monastic lifestyle, in which all githzerai learn from childhood how to eradicate potential oppressors and enemies of the line (anyone not a githzerai).    
    Githzerai live within self-contained, fortresslike monasteries hidden deep in therling chaos of Limbo. While disorder rules outside, stability holds sway inside. Each monastery is ultimately under the control of a sensei, a monk of at least 16th level, and follows a strict schedule of chants, meals, martial arts training, and devotions, according to a particular sensei’s monastic philosophy.    
    A monastery contains noncombatants (musty children) equal to 15% of the fighting population. Githzerai males and females may be found in almost any role or class.    
    Rrakkma: As a special devotion, githzerai sometimes organize mind flayer hunting parties called rrakkma. A rrakkma consists of 4--5 githzerai of 8th level and 1--2 of 11th level, mainly monks, but also containing at least one psion and possibly a rogue. A rrakkma does not return to its home monastery until it has slain at least as many illithids as its membership.

吉斯瑟雷人的人物
    
    吉斯瑟雷人的天赋职业为僧侣(这样的人物属于守序中立阵营)。
    A githzerai’s favored class is monk (such characters are of lawful neutral alignment).

噬脑怪(INTELLECT DEVOURER)

 

噬脑怪(INTELLECT DEVOURER)
小型异怪
生命骰:6d8+12 (39 HP)
先攻权:+4 (敏捷)
速度:40呎
防御等级:17 (+1体型,+4敏捷,+2天生)
攻击:4爪抓+6近战
伤害:爪抓1d3+1
面宽/触及:5呎×5呎/5呎
特性:伤害减免20/+3,电击抗力15,火焰免疫,灵能,窃取身体,无法抵抗“防护邪恶”
豁免检定:强韧+4,反射+6,意志+6
属性:力量13,敏捷19,体质15,智力12,感知12,魅力10
技能:攀爬+10,跳跃+9,聆听+8,表演(act)+8*,侦查+9
专长:警觉,专攻技能(表演)
地形/气候:温和和炎热的丘陵, 山岳,及地底
组织:单独或pod (2--4)
挑战级数:6
宝藏:1/2钱币;双倍宝物;标准物品
阵营:偏向混乱邪恶
进化:7--8 HD (中型);9--12 HD (大型)


    “一个长有四条腿的大脑”最能描述出噬脑怪。这种生物会悄悄的跟随活体猎物(有时是依照强大主人的命令)并在吞噬其大脑后占据他们的身体。
    靠近观察将会发现噬脑怪的两英尺直径的大脑由一层密闭的透明外壳保护着,而它的腿连接着尖利的爪。它利用其窃取身体能力伪装成其最近的牺牲品,这使得它能够秘密的渗透进猎物丰富的地区或者为它的主人(通常是夺心魔)进行侦察。
    噬脑怪能够听懂通用语,不过必须占据一个身体才能讲话。在身体中的噬脑怪同样懂得牺牲者生前所知的所有语言。

    “A big brain on four legs” describes an intellect devourer. The creature stalks living prey, sometimes at the behest of powerful masters, and co-opts their bodies after devouring the brain.
    A closer look reveals that the intellect devourer’s 2-footdIameter brain is protected by a impervious, transparent crust, and its legs are bestially jointed with cruel claws. It uses its body-thief ability to masquerade as its latest victim, allowing it to secretly penetrate areas rich in prey or to spy for its masters (usually mind flayers).
    Intellect devourers understand Common but must be in possession of a body to speak. An intellect devourer in a body also knows the languages known by that most recent victim.


战斗
    噬脑怪喜欢在展现“心智分裂”后冲进肉搏战中,这使它能够在每轮进行正常动作的同时进行一个额外部分动作。它必然会用这个部分动作来展现异能或是发动心灵攻击。
    灵能(Sp):随意展现:缩身术、支配术、隐形术、次级身体调节、痛苦之触和心智分裂。这些能力如同16级心灵术士展现的同名异能。
    心灵攻击/防御模式(Su):随意展现:自性鞭击、本我暗示/精神空白、智力堡垒、思维之盾
     窃取身体(Sp):当噬脑怪击败一个单独的受害者,它将吃掉其大脑然后进入脑颅(如果需要,使用“缩身术”把自己变小)。一旦进入,它便能控制这个身体如同它便是原始的大脑一样,它也可以将其所有的异能用于占据的身体如同对自己展现(例如用“次级身体调节”治疗严重的脑颅损伤)。该身体有些僵硬,但是在该身体没有完全死去(生命值少于-10 )以前完全受噬脑怪控制。窃取身体最多能持续七天,在此之后噬脑怪必须爬出来去寻找更多食物。
    被占据的身体的属性值变为控制它的噬脑怪的属性,不过其AC不变。它具有6 点生命值(即使在完全治疗后)并具有基础攻击加值+4。噬脑怪无法使用牺牲品生前的任何特殊能力,如果有的话。
    无法抵抗“防护邪恶”(Ex):当衡量“防护邪恶”的效果时,噬脑怪被视为召唤生物。
    技能:*当噬脑怪吃掉一个大脑后,它将吸取猎物的一部分记忆,使其在伪装成此猎物时表演(行动)检定得到+5能力加值。

    An intellect devourer charges into melee combat after first manifesting schism, allowing the creature to make a he partial action each round in addition to its normal round of actions. It must use that partial action to manifest a psionic power or use a psionic attack mode.
    Psionics (Sp): At will--compression, domination, invisibility, lesser body adjustment, painful touch, and schism. These abilities are as the powers manifested by a 16th-level psion.
    Attack/Defense Modes (Sp): At will--ego whip, id insinuation/empty mind, intellect fortress, thought shield.
    Body-Thief (Sp): When an intellect devourer overcomes a lone victim, it consumes the brain and enters the skull (compacting itself if necessary with compression). Once in place, it organically animates the body as if it were the original brain and can use all its psionic powers on the possessed body as if its own (such as using lesser body adjustment to heal the grievous head wound). The body is a bit stiff, but as long as the victim was not truly dead (hit points reduced to -10), the intellect devourer controls it completely. The theft lasts a maximum of seven days, after which time the intellect devourer must burrow out and seek more nourishment.
    A possessed body’s ability scores become those of its controlling intellect devourer, although its AC is unchanged. It has a maximum of 6 hit points (even when fully healed) and a base attack bonus of +4. The intellect devourer cannot use any of the victim’s former special abilities, if any.
    Protection from Evil Vulnerability (Ex): An intellect devourer is treated as a summoned creature for purposes of a protection from evil spell.
    Skill: *When it consumes a brain, the intellect devourer absorbs some of the victim’s memories, gaining a +5 competence bonus on Perform (act) checks when trying to pass off the possessed body as the original

夺心巨虫(NEOTHELID)

 

夺心巨虫(NEOTHELID)
巨型异怪
生命骰:25d8+200 (312 HP)
先攻权:+2 (-2敏捷,+4精通先攻)
速度:20呎
防御等级:19 (-4体型,-2敏捷,+15天生)
攻击:4 触手 +24近战
伤害:触手 2d6+10
面宽/触及:30呎×30呎 (蜷曲)/25呎
特殊攻击:喷吐攻击,精通擒抱,囫囵活吞,灵能
特性:灵能,盲感,伤害减免15/+2,异能抗力25
豁免检定:强韧+16,反射+6,意志+16
属性:力量30,敏捷7,体质27,智力16,感知15,魅力9
技能:攀爬+26,灵能知识+21,聆听+20
专长:警觉,顺势斩,精通先攻,猛力攻击,心力堡垒
地形/气候:任何地底
组织:单独
挑战级数:15
宝藏:标准
阵营:总是守序邪恶
进化:26--45 HD (超巨型)


    夺心巨虫是一种浑身沾满黏液的、有巨龙般体型的带触手的蠕虫。恐怕只有一件事情比被它喷吐的酸雾直接溶解掉要稍好一些,那就是被吞进它那永远饥饿的胃里。
    成年的夺心巨虫一般有10英尺直径,长度达100英尺,重量为55000磅。四条25英尺长的触手长在无眼的头部,环绕着一张被放大了的七腮鳗状的嘴并不断的扭动。一条令人作呕的黏液会标示出这恐怖生物的尾迹。
    夺心巨虫是夺心魔的生殖周期中出现严重错误的稀有产物。它们的存在在夺心魔社会中是个禁忌的话题。对它们而言,夺心巨虫在黑暗中繁衍,其心灵充满了极度疯狂以致无法记录的欲望。虽然夺心巨虫懂得地底通用语,但它们极少进行任何有意义的沟通。

    A neothelid is a slime-covered, tentacled worm of dragonlike proportions. Only slightly less terrible than being dissolved by the creature’s acid breath is being pulled whole into its ravenous maw.
    A mature neothelid is 10 feet in diameter and 100 feet long, weighing about 55,000 pounds. Four 25-foot-long tentacles sprout from its eyeless head, writhing around a lampreylike mouth grown to nightmarish size. A revolting mucus trail marks the wake of the horror.
    Neothelids are a rare result of the mind flayer reproductive cycle gone horribly wrong. Their very existence is a taboo topic among illithids. For their part, neothelids brood in darkness, minds abubble with desires too insane to record. Although they understand Undercommon, they rarely communicate in a meaningful way.


战斗
    战斗中,夺心巨虫会蜷曲成30英尺长的卷状。它最喜欢的战术是使用其喷吐攻击直接溶解对手。对更远的敌人它可能会使用心灵异能,而对接近者则用触手进行肉搏。
    喷吐攻击(Su):50英尺锥状酸雾,喷吐间隔1d4轮,伤害14d10,反射豁免DC30,通过则减半。
    灵能(Sp):随意展现:身体平衡、魅惑怪物、锐耳术/鹰眼术、侦测思想、浮空术、暗示术、传送术和真实遥控术。这些能力如同18级心灵术士所展现的同名异能。
    心灵攻击/防御模式(Su):随意展现:全部/全部
    精通擒抱(Ex):要使用本能力,夺心巨虫必须首先在同一次攻击中使用两条或更多触手命中一个生物。一旦将对手定身,它能够自动造成触手伤害并能试图囫囵活吞对手。
     囫囵活吞(Ex):夺心巨虫能够尝试以一次成功的擒抱检定活吞一个被其擒抱的大体型或更小体型的生物。一旦被吞下,该生物将受到1d8+12点钝击伤害外加由巨虫的消化液造成的1d8 点酸液伤害。被活吞的生物可以通过成功的擒抱检定爬出肠区。这使逃脱者进入巨虫具有触毛的胃中,而再一次通过擒抱检定即可脱身。被活吞的生物也能够使用爪,或者一把超小型或小型的挥砍武器来破腹而出,只要对其腹部造成25点伤害(AC20)。在一个被囫吞的生物以这种方式逃离之后,肌肉将会马上将创口闭合;因此,其他被活吞的生物必须自己进行破腹才能逃离。
    夺心巨虫的腹中可以容纳一个巨型、两个中型、四个小型、八个超小型、十六个微型或三十二个超微型或更小的生物。
    盲视(Ex):夺心巨虫可以以非视觉手段探知500 英尺内的生物。在此范围之外,所有目标视为全隐蔽(隐蔽请参见《玩家手册》第八章)。

    In battle, a neothelid forms into a coil 30 feet across. Its favored tactic is liquefying foes with its breath weapon. Against more distant opponents it may use psionics, while its tentacles make short work of closer ones.
    Breath Weapon (Su): Cone of acid 50 feet long, once every 1d4 rounds; damage 14d10, Reflex half DC 30.
    Psionics (Sp): At will--body equilibrium, charm monster, clairaudience/clairvoyance, detect thoughts, levitate, suggestion, teleport, and true telekinesis. These abilities are as the powers manifested by an 18th-level psion.
    Attack/Defense Modes (Sp): At will--all/all.
    Improved Grab (Ex): To use this ability, the neothelid must hit a creature with two tentacles during the same attack. If it gets a hold, it automatically deals tentacle damage and can attempt to swallow the foe.
    Swallow Whole (Ex): A neothelid can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 1d8 points of acid damage per round from the neothelid’s fleshdissolving secretions. A swallowed creature can climb out with a successful grapple check. This places the escapee in the neothelid’s tentacled maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the stomach (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
    The neothelid’s interior can hold one Large, two Mediumsize, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.
    Blindsight (Ex): The neothelid can ascertain creatures by nonvisual means within 500 feet. Beyond that range, they treat all targets as having total concealment (see Concealment in Chapter 8 of the Player’s Handbook).

消耗者(PHTHISIC)

 

消耗者(PHTHISIC)
大型人形怪物
生命骰:6d8+30 (57 HP)
先攻权:+5 (+1敏捷,+4精通先攻)
速度:30呎
防御等级:18 (-1体型,+1敏捷,+8天生)
攻击:2爪抓+11近战,啮咬+6近战
伤害:爪抓1d6+6,啮咬1d6+3 以及 摄食心智(Mind Feed) (见说明)
面宽/触及:5呎×5呎/10呎
特殊攻击:摄食心智
特性:伤害减免10/+1,寒冷抗力20,灵能,再生5,灵敏嗅觉,90呎黑暗视觉
豁免检定:强韧 +7、反射 +6、意志 +8
属性:力量23,敏捷12,体质21,智力10,感知16,魅力6
技能:聆听+14,潜行+3,搜索+8,侦查+14
专长:警觉,精通先攻
地形/气候:任何陆地及地底
组织:单独或gang (2--4)
挑战级数:6
宝藏:标准
阵营:总是混乱邪恶
进化:视人物职业而定

    消耗者是种被压抑的精神恶疾,由潜意识扭曲而成并以活生生的血肉之身行走于人间。消耗者以活物的精神能量为食,而使后者受到永久的伤害。
    消耗者高约10英尺,重570 磅。它的外形近似的像它所脱出的心智的主人,但是却可怕的扭曲了:它匕首般的牙齿和爪,它的如同一层霜覆盖在身上的皮,使它很难被认做是那个人。{这句也不能保证正确}
    消耗者最初是由一种未知的心灵异能(可能是“心灵手术”的某种错误版本)所造成的混乱心智中产生的。一旦被释放,它便成为一个完全独立的生物并很可能攻击其起源。
    消耗者讲通用语。

    A phthisic is a repressed neurosis wrenched from the subconscious mind to walk the world in living, breathing flesh. Phthisics feed on the mental energy of other beings, leaving them permanently damaged.
    A phthisic stands 10 feet tall and weighs 570 pounds. It vaguely resembles the person whose mind the phthisic escaped, but monstrously distorted: Its daggerlike teeth and claws, and its hide, which resembles hoarfrost coating the creature, make identification of the person difficult.
    A phthisic is initially drawn from a troubled psyche via an unknown psionic power, possibly a twisted version of psychic chirurgery. Once free, it is an independent creature and may very well attack its progenitor.
    Phthisics speak Common.


战斗
    诞生于残破的心智中的消耗者总是渴望用心智健全者甜美的思维之露来缓解自己的精神痛苦,即使只是一小会。当它以活物的智力为食,受害者将体验到一种死一般的寒冷。
    摄食心智(Ex):消耗者以啮咬攻击命中对手后,将造成1d4点暂时智力伤害。如果这使对手的智力值降为0则伤害变为永久的。
    再生(Ex):火焰与强酸对消耗者造成一般伤害。
    灵能(Sp):随意展现:脑力锁定、空间滑动和滑行术。这些能力如同15级心灵术士展现的同名异能。
    心灵攻击/防御模式(Su):随意展现:自性鞭击、本我暗示/精神障壁、思维之盾。

    Born of a damaged mind, a phthisic constantly craves the sweet nectar of sanity to sooth its mental torment, if only for a while. As it feeds on a living being’s Intelligence, the victim experiences a sensation of deadly chill.
    Mind Feed (Ex): A phthisic that hits with its bite attack deals 1d4 points of temporary Intelligence damage. If this reduces the opponent’s Intelligence score to 0, the damage becomes permanent.
    Regeneration (Ex): Fire and acid deal normal damage to a phthisic.
    Psionics (Sp): At will—brain lock, dimension slide, and skate.
    These abilities are as the powers manifested by a 15th-level psion.
    Attack/Defense Modes (Sp): At will—ego whip, id insinuation/ mental barrier, thought shield.

心灵术士杀手(PSION-KILLER)

 

心灵术士杀手(PSION-KILLER)
大型构装生物
生命骰:15d10 (82 HP)
先攻权:+0
速度:20呎 (无法奔跑)
防御等级:27 (-1体型,+18天生)
攻击:2挥击+20近战
伤害:挥击2d10+10
面宽/触及:5呎×5呎/10呎
特殊攻击:消解灵能
特性:紧勒,灵能免疫,伤害减免30/+2
豁免检定:强韧+5,反射+5,意志+5
属性:力量31,敏捷10,体质--,智力--,感知11,魅力1
地形/气候:任何陆地及地底
组织:单独或gang (2--4)
挑战级数:12
宝藏:无
阵营:总是中立
进化:16--21 HD (大型);22--42 (超大型)

    心灵术士杀手(又名水晶魔像)通常高9又1/2英尺,重2500磅,其身体完全由有尖锐刻面的水晶构成。
    这种魔像被制造来对付一切灵能生物与人物,以其名称标示。它们的水晶身体上可能刻着承诺为灵能生物带去死亡的符号或简单的带着更为实用的灵皮。
    
    A psion-killer (also called a crystal golem) is 9 1/2 feet tall and weighs around 2,500 pounds. Its body is composed of sharply faceted crystal.
    These golems are created to be the bane of all psionic creatures and characters, despite the name. Their crystal bodies may be carved with symbols promising death to psionic beings or simply, bear utilitarian psionic tattoos.

    
战斗
    心灵术士杀手在其制造者给出的清楚的命令之外不会做任何事。它们照字面意思遵从指示并不会采取任何战略战术。即使收到命令,它们也不会使用武器,而是总使用拳头攻击。
    心灵术士杀手的制造者能够对它下达命令,只要它在60英尺以内并能看到制造者。
    如果没有命令,心灵术士杀手通常会执行最后一个命令并在其能力范围内尽可能的做好,虽然在受到攻击时它仍会反击。制造者能给魔像设置一个简单的程序在自己不在时指导它的行动,例如:“留在这个地区并攻击所有进入的灵能生物”。
    构装体:免疫所有影响心灵、毒素、疾病以及类似的效果。不会受重击、淤伤、属性伤害、属性吸取,也不会因巨创而死亡。
    灵能免疫(Ex):心灵术士杀手完全免疫心灵异能效果,包括心灵攻击模式。
    消解异能(Su):心灵术士杀手可以以一个自由动作使用“消解异能”,每轮一次。其效果为30英尺半径爆发的区域消解。

    Psion-killers do nothing without explicit orders from their creator. They follow instructions literally and are incapable of any strategy or tactics. They don’t use weapons, even if ordered to, but always strike with their fists.
    A psion-killer’s creator can command it if the golem is within 60 feet and can see and hear its creator.
    If uncommanded, the psion-killer usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence, such as “Remain in this area and attack all psionic creatures that enter.”
    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.
    Psionic Immunity (Ex): Psion-killers completely resist psionic effects, including psionic attack modes.
    Negate Psionics (Su): A psion-killer can use negate psionics as a free action once per round. The effect is as an area negation in a 30-foot-radius burst.


构造过程
    心灵术士杀手的身体由大块的水晶构成,其总重量至少要4000磅。
    制造一个魔像需要花费90000 gp,其中包括10000 gp的身体开销。装配身体需要一个成功的“手艺(雕刻)”或“专业(石匠)”检定(DC17)。
    制造者必须达到18级并能够展现心灵异能。完成制造将从制造者身上吸取1600XP,并需要“异能仿效”、“物质重塑”、“消解灵能”以及“心灵手术”。

    A psion-killer’s body is constructed from massive blocks of quartz crystal, with a total weight of at least 4,000 pounds.
    The golem costs 90,000 gp to create, which includes 10,000 gp for the body. Assembling the body requires a successful Craft (sculpting) or profession (masonry) check (DC 17).
    The creator must be 18th level and able to manifest psionic powers. Completing the construction drains 1,600 XP from the creator and requires emulate power, matter manipulation, negate psionics, and psychic chirurgery.

傀儡虫(PUPPETEER)

 

傀儡虫(PUPPETEER)
超微型虫类生物
生命骰:1/16 d8 (1 HP)
先攻权:+4 (敏捷)
速度:5呎
防御等级:22 (+8体型,+4敏捷)
攻击:啮咬+3近战
伤害:啮咬1d2-5
面宽/触及:1/2呎×1/2呎/0呎
特殊攻击:灵能,奴役(thrall)
特性:盲感,灵能,宿主保护(host protection)
豁免检定:强韧+2,反射+4,意志+3
属性:力量1,敏捷19,体质11,智力18,感知16,魅力14
技能:躲藏+24,聆听+7,侦查+7
专长:心力堡垒
地形/气候:任何陆地及地底
组织:单独或pack (2--8)
挑战级数:1
宝藏:无
阵营:通常守序邪恶
进化:--

    傀儡虫是一种以控制受害者的心智为手段,来替代受害者生活的灵能寄生虫。
     傀儡虫看上去像是4 英寸长的深褐色水蛭,它没有解剖学意义上的器官,也没有感觉器官。当一只傀儡虫控制了一个受害者(这时称为宿主),它将攀附在宿主的皮肤上的某一位置,并以体毛、头发或衣物隐藏自己。它从宿主的血液中摄取养分,不过因为它是如此之小,它的需求也极小。只有当20只以上的傀儡虫都攀附于同一宿主——这是非常罕见的情况——时才有可能直接威胁到宿主的健康状况。
    傀儡虫总会试图感染具有社会结构的生物并控制之,以保证持续的营养供应。除非通过指挥宿主的身体,否则它们不会说话。

    Puppeteers are psionic parasites that vicariously experience the lives of their victims by taking control of their minds.
    A puppeteer resembles a 4-inch-long, dark brown leech with no definable anatomy or sense organs. Once one establishes control over a victim (now called a host), it attaches to the host’s skin in a spot hidden by fur, hair, or clothing. It draws nutrients from the host’s blood, but since it is so small, its requirements are minimal. Only when twenty or more puppeteers ride a single host—a rare occurrence—is there direct risk to the host’s health.
    Puppeteers seek to secretly infect the societies of other creatures and take control of them so as to have a continuous supply of bodies. They do not speak except when directing a host body to do so.


战斗
    傀儡虫使用其心灵异能来控制潜在的宿主。一旦控制成功,傀儡虫将几乎完全依靠宿主的精神和身体力量,虽然在十分危险的时候它也会用自己的心灵异能加强之。与傀儡虫遭遇的最普遍情况是它正秘密的附着在一个宿主上,因此对它的对手而言它的存在是难以察觉的
    灵能(Sp):随意展现:脑力锁定、滑翔术和次级支配术。这些能力等同于16级心灵术士展现的同名异能
    心灵攻击/防御模式(Su):随意展现:自性鞭击/精神障壁
    奴役(Sp):如果一只傀儡虫成功的支配一个生物达七次,则最后一次的效果将永久持续,如同18级的心灵术士展现的奴役术一般将宿主与傀儡虫连接起来。
    盲视(Ex):傀儡虫能以非视觉手段探知到周围60尺内的生物。
    宿主保护(Ex):攀附中的傀儡虫可以使用它宿主的基本豁免加值,如果该加值好过它自身的。此外,只有能够影响宿主的生物类型的心灵异能、法术与效果才能影响到傀儡虫。因此,目标为寄生虫的效果不会影响到一个攀附于类人生物的寄生虫
    专长:傀儡虫获得心里堡垒作为额外专长

    Puppeteers use their psionic powers to dominate potential hosts. Once in control, a puppeteer almost exclusively relies on the host’s mental and physical abilities, although it may use its own psionic powers to enhance their effectiveness in a particularly dangerous situation. Puppeteers are most commonly encountered secretly riding a host, so their presence is not obvious to most opponents.
    Psionics (Sp): At will— brain lock, glide, and lesser domination. These abilities are as the powers manifested by a 16th-level psion.
    Attack/Defense Modes (Sp): At will—ego whip/mental barrier.
    Thrall (Sp): If a puppeteer successfully dominates a victim seven times, the final effect is permanent, bonding the host to the puppeteer as thrall manifested by an 18th-level psion.
    Blindsight (Ex): A puppeteer can ascertain creatures by nonvisual means within 60 feet.
    Host Protection (Ex): An attached puppeteer uses its host’s base saving throw bonuses if they’re better than its own. Furthermore, only psionic powers, spells, and effects that specify the host’s type can affect the puppeteer; thus, effects that target vermin can’t affect a puppeteer riding a humanoid.
    Feat:Puppeteers gain Psychic Bastion as a bonus feat.

时窃怪(TEMPORAL FILCHER)

 

时窃怪(TEMPORAL FILCHER)
大型异怪
生命骰:8d8+16 (52 HP)
先攻权:+7 (+3敏捷,+4精通先攻)
速度:40呎
防御等级:15 (-1体型,+3敏捷,+3天生)
攻击:4爪抓+6近战,啮咬+1近战
伤害:爪抓1d6+1,啮咬2d6
面宽/触及:5呎×5呎/10呎
特性:灵能,窃取时间(time filch)
豁免检定:强韧+5,反射+5,意志+7
属性:力量13,敏捷17,体质14,智力7,感知12,魅力10
技能:聆听+10,潜行+8,侦查+10,滚翻+10
专长:警觉,精通先攻
地形/气候:任何陆地及地底
组织:单独
挑战级数:3
宝藏:标准
阵营:通常邪恶(任一)
进化:9--15 HD (大型)
    
    时窃怪是能够利用其心灵能力把它们的猎物“撞入”未来的猎手,它以此来使该生物迷惑并防止猎物的同伴(如果有)进行协助。
    时窃怪就像灵窃怪的翻版,除了更好斗和更大以外。时窃怪一般有6 英尺高,有着像袋子的身体,有一根扭曲的角长在躯干上,脖子很粗而脑袋就像球根。它有四只细长的手臂,每只的前端都有着尖利的爪子,还有一条末端适合抓握的脚。它呈浅黄色,并有灰色与蓝色的花纹。
    时窃怪不会说话。

    Temporal filchers are hunters that use their psionic abilities to “bump” prey ahead in time, thereby disorienting the creature and preventing aid from its companions, if any.
    Temporal filchers are off shoots of ethereal filchers, though more aggressive and larger. A temporal filcher is 6 feet tall with a baglike body from which protrudes a twisted horn, a thick neck, and a bulbous head. It has four long arms ending with cruelly clawed hands, and a single leg that ends in a prehensile foot. It is yellowish with gray and blue markings.
    Temporal filchers do not speak.


战斗
    
    时窃怪通常以躲藏形式(使用其“避役术”异能)潜伏着,等待可能的猎物。它喜欢偷袭走在队伍最后的生物,一旦抓住受害者它将获得一个额外的部分动作。之后它会尽快撤退到不久的未来,在那里它可以隐蔽的进行它的攻击。
    受到重伤后,时窃怪通常会利用其窃取时间能力(只对自己)或“任意门”逃走。
    灵能(Sp):随意展现:避役术、任意门、分神术。这些能力如同由15级心灵术士展现的同名异能。
    心灵攻击/防御模式(Su):随意展现:本我暗示/智力堡垒、精神障壁
     窃取时间(Su):当时窃怪以双爪抓(或更多)命中大型或更小体型的生物时,它将攀附在对手的身体上并在时间流中前进7 分钟。在旁观者看来就是时窃怪与其猎物消失于一片微光,而在7 分钟之后再次以消失前的状态出现在同一位置。而对时窃怪与其猎物来说,时间并没有流逝。如果其间该位置周围的环境被改变(例如,如果猎物的伙伴们离开),则受害者必须成功的通过感知检定(DC15),否则将因迷惑而失去一回合动作。本能力的其他方面都如同一个15级心灵术士所展现的“时间跳跃”异能。
    专长:时窃怪获得精通先攻作为额外专长。

    A temporal filcher lurks in hiding (using its chameleon power) waiting for likely prey. It prefers to ambush creatures bringing up the rear of a group and gain a free partial action if possible to snatch a victim. It then retreats quickly into the near future, where it can press its attack in privacy.
    When badly wounded, the filcher escapes using its time filch ability (on itself only), or dimension door.
    Psionics (Sp): At will—chameleon, dimension door, and distract. These abilities are as the powers manifested by a 15thlevel psion.
    Attack/Defense Modes (Sp): At will—id insinuation/intellect fortress, mental barrier.
    Time Filch (Su): If a temporal filcher hits a Large or smaller creature with two or more claw attacks, it latches onto the opponent’s body and shifts forward in time 7 minutes as a free action. To observers, the filcher and its prey disappear in a shimmer, then reappear 7 minutes later in exactly the orientation and condition they left. For the filcher and prey, no time passes at all. If conditions in the location have changed in the meantime (for instance, if the prey’s companions have left), the victim must succeed at a Wisdom check (DC 15) or lose a round of action from disorientation. The ability is otherwise identical to time hop manifested by a 15th-level psion.
    Feat:Temporal filchers gain Improved Initiative as a bonus feat.

食念怪

 

食念怪
小型异怪
生命骰:3d8 (13 HP)
先攻权:+8 (+4敏捷,+4精通先攻)
速度:40呎
防御等级:17 (+1体型,+4敏捷,+2天生)
攻击:接触 +4近战
伤害:接触食念 (见说明)
面宽/触及:5呎×5呎/5呎
特殊攻击:食念
特性:以太漫步,灵能
豁免检定:强韧+1,反射+5,意志+4
属性:力量12,敏捷18,体质11,智力7,感知12,魅力10
技能:躲藏+14,聆听+7,侦查+7
专长:精通先攻
地形/气候:任何陆地及地底
组织:单独或group (1--3)
挑战级数:2
宝藏:无
阵营:通常中立
进化:4--6 HD (小型)

    食念怪是依靠实体生物的精神能量生活的奇异生物。它们具有在以太位面与主物质位面间快速移动的能力,这使它们相当的致命。
    食念怪是三英尺长的生物,它的身体由以太物质构成,观察者可以轻易的透过血肉看到其骨骼。它具有肉食性猫科动物的特征,不过其头颅与爪子与猛禽相似。
    食念怪不会说话。

    Thought eaters are bizarre creatures that subsist on the mental energy of material beings. Their ability to move quickly between the Ethereal and the Material Planes makes them deadly.
    A thought eater is a 3-foot-long creature with flesh of wispy ethereal protomatter, through which its skeleton is easily seen. It has the lines of a predatory feline with the skull and claws of a cruel bird of prey.
    Thought eaters do not speak.


战斗
    食念怪潜伏于以太位面等候智能生物或者(如果运气好)一个灵能生物经过。在发现目标后,它会立即移动至主物质位面,试图偷袭受害者。攻击成功后,食念怪会立刻退回以太位面来享用它的大餐。
    食念怪能在主物质位面待最多10个连续回合,在此之后它的以太身体将会消散而它将死亡。如果受到重伤,它会逃回以太位面而不愿继续战斗下去。
    食念(su):食念怪可以在一次成功的近战接触攻击之后吸取灵能点数。本能力类似于异能“心力吸取”,除了能够从受害者身上吸取6点灵能点。当用于非灵能生物,这种接触攻击将会造成一点暂时智力伤害,这能提供与6点灵能点相同的养分。
               一只食念怪每天需要10点灵能点数维持生命{原文A thought eater requires 10power points per day to survive but will gorge itself on weak prey.后半句不会了……}
    以太漫步(su):食念怪能够由以太位面移动至主物质位面,这视为移动动作的一部分(?),并能以一个自由动作回到以太位面。本能力的其他方面如同15级心灵术士展现的“以太漫步”异能。
    异能(sp):随意展现:侦测灵能,分神术,模糊直觉和指北术。这些能力如同15级心灵术士所展现的同名异能。
    心灵攻击/防御模式(Su):随意使用:无/思维之盾。
    专长:食念怪获得“精通先攻”作为额外专长。

    A thought eater lurks on the Ethereal Plane waiting for an intelligent creature, or better yet, a psionic creature to happen by. Upon locating one, it shifts to the Material Plane, attempting to catch its victim unawares. After a successful attack, the thought eater quickly retreats to the Ethereal Plane to digest the meal.
    A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continue the fight.
    Eat Thoughts (Su): A thought eater can drain power points with a successful melee touch attack. This ability resembles the psychic vampire power but drains 6 power points from the victim. Against a nonpsionic creature, this touch attack deals 1 point of temporary Intelligence damage, which provides nourishment equivalent to 6 power points.
    A thought eater requires 10 power points per day to survive but will gorge itself on weak prey.
    Ethereal Jaunt (Su): A thought eater can shift from the Ethereal plane to the Material plane as part of any move action, and shift back again as a free action. The ability is otherwise identical to ethereal jaunt manifested by a 15th-level psion.
    Psionics (Sp): At will—detect psionics, distract, inkling, and know direction. These abilities are as the powers manifested by a 15th-level psion.
    Attack/Defense Modes (Sp): At will—none/thought shield.
    Feat:Thought eaters gain Improved Initiative as a bonus feat.

土当归根(UDOROOT)

 

土当归根(UDOROOT)
超大型植物
生命骰:6d8+18 (45 HP)
先攻权:+0
速度:0呎
防御等级:14 (-2体型,+6天生)
攻击:--
伤害:--
面宽/触及:见说明
特殊攻击:灵能
特性:电击免疫,寒冷和火焰抗力20,盲感,灵能
豁免检定:强韧+8,反射+2,意志+3
属性:力量3,敏捷10,体质16,智力--,感知13,魅力9
地形/气候:温和和炎热的森林及地底
组织:单独或patch (2--4)
挑战级数:5
宝藏:1/5钱币;50%宝物;50%物品
阵营:总是中立
进化:7--16 HD (超大型);17--20 HD (巨型)
    
    土当归根是一种具有无害外观的肉食性植物,它能利用心灵异能制服其他生物作为其肥料。
     一般一棵土当归根中最大的部分就是它厚重的球形根系,其根尖最深能达到地面以下30英尺。一棵土当归根一般有六个露出地面的突起,每个突起的顶端都有一个类似于成熟的向日葵的花盘,并具有略带红色的种子、白色的花瓣以及其独有的坚韧的木质茎。它的花盘大致呈圆形。它的种子很粗糙但营养丰富,磨碎后可以用来做面包。
    生长于地下的土当归根常常“上下颠倒”的生长于幽暗地域中生物聚落的边缘。

    Udoroots are innocuous-looking carnivorous plants that use psionic powers to overcome other creatures for use as fertilizer.
    By far the largest part of an udoroot is its massive, bulbous root system, the bottommost tip of which can reach 30 feet below the surface. An udoroot sends six shoots to the surface, each of which culminates in a “crown” resembling a mature sun flower with reddish seeds, white petals, and a particularly tough and woody stalk. The crowns grow in a roughly circular pattern. The seeds are tough but nutritious and can be made into bread if ground.
    A subterranean version of the udoroot grows “upside down” near the edges of Underdark communities.


战斗
     土当归根的六个花盘排列成圆环图样,圆环直径约为20英尺。在战斗中,每个花盘都如同一个独立的生物般行动,这种植物因此而能够在一轮内进行最多六次心灵攻击。土当归根最喜欢用的战术是创造星质构装体为自己进行实体攻击。每当一个牺牲品被制服,土当归根将以念动力把尸体拖进圆环中(如果尸体不在其内)来滋养圆环下植物的主要部分。
    一棵土当归根只有当它的根部被挖出来,暴露于地表,再予以烧毁、砍碎或以其他方式完全毁坏时才能被杀死。砍断或以灵能方式抑制住所有的六个花盘将使此植物无法行动,并因此可以挖掘其根部。要砍断一个花盘,对手必须穿过其茎部的木质树皮(硬度5)并造成7点或更多伤害。被砍断的花盘死亡并无法再进行攻击,但是土当归根不会受到其他不利影响。只要根系仍然完好,花盘就可以在一个月左右的时间里重新长好。花盘也可能在心灵战斗中被压服,只要它的任何一项属性被减少至0。这不会伤害到主根和其他花盘,你必须分别的攻击它们。
    盲感(Su):土当归根能够以非视觉手段探知30英尺以内的所有敌人。
    灵能(Sp):随意展现:二级星质构装体、生物电流、伪造感觉、次级身体调节和心灵遥控。这些能力如同15级心灵术士展现的同名异能。
    心灵攻击/防御模式(Su){注:到底是sp还是su,未知}:随意使用:本我暗示、心灵穿刺/精神障壁、思维之盾。

    Udoroot crowns grow in a circular pattern, creating a rough circle some 20 feet in diameter. Each crown acts as a separate creature for purposes of combat, allowing the plant to psionically attack up to six times per round. A favorite tactic is creating astral constructs to physically fight for the plant. Once a victim is overcome, the udoroot telekinetically drags the body into the circle (if not already there) to nourish the main plant below.
    An udoroot can only be killed if its root is dug up or exposed, then burned, hacked apart, or otherwise totally destroyed. Severing or psionically disabling all six crowns puts the plant out of commission, allowing excavation of the root. To sever a crown, an opponent must penetrate the woody bark of the stalk (hardness 5) and deal 7 or more points of damage. A severed crown dies and can no longer be used to attack, but the udoroot suffers no other penalties. As long as the root system remains intact, the crown regrows in about a month. It is also possible to overcome a crown in psionic combat by reducing any one attribute score to 0; this does not harm the main root or any other crowns, which must be attacked separately.
    Blindsight (Ex): Udoroots can ascertain all foes by nonvisual means within 30 feet.
    Psionics (Sp): At will— astral construct II, biocurrent, false sensory input, lesser body adjustment, and telekinesis. These abilities are as the powers manifested by a 15th-level psion.
    Attack/Defense Modes (Sp): At will—id insinuation, mind thrust/mental barrier, thought shield.

责任编辑: dexter_yy