作者 主题: 雅梦灵使(Azata, Yamah)  (阅读 5789 次)

副标题: 名字用的正义之怒里的翻译

离线 Gnihton

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雅梦灵使(Azata, Yamah)
« 于: 2022-01-28, 周五 23:55:45 »
雅梦灵使(Azata, Yamah)
这个蓝色皮肤的女性生物有着蓝白色的蝴蝶翅膀,她黑色的长发像星空一样闪闪发光.
雅梦灵使 CR 5
XP 1,600
混乱善良 中型异界生物(灵使,混乱,跨位面,善良)
先攻+5;  感官 黑暗视觉60尺, 侦测邪恶, 侦测魔法; 昏暗视觉, 察觉+12

防御
AC  19, 接触 15, 措手不及 14(+5敏捷, +4天生)
Hp 52 (7d10+14)
强韧 +4, 反射 +10, 意志+7
DR 5/寒铁和邪恶; 免疫 电击, 石化; 抵抗 寒冷10, 火焰10;

攻击
速度 30尺, 飞行100尺(完美机动)
近战 +2回力星刃 +14/+9(1d4+5/*3)
远程 +2回力星刃 +14(1d4+5/*3)
特殊攻击 魔法窃取, 偷袭+1d6
类法术能力(CL6, 专注 +11)
常驻 侦测邪恶, 侦测魔法;
3次/天 治疗中伤, 隐形术
1次/天 魅惑人类(DC 16), 移除麻痹
随意 深度睡眠(DC18), 隐形术

数据
力量17 敏捷20 体质14 智力13 感知15 魅力20
基础攻击 +7; CMB +10; CMD 24
专长 致命瞄准, 近距射击, 精准射击, 武器娴熟
技能 特技+15, 唬骗+15, 飞行+23, 知识 (位面) +11, 察觉 +12, 察言观色 +12, 潜行 +15
语言 天界语, 龙语, 炼狱语; 巧言
特殊能力 注能武器

生态
环境 任意(极乐境)
组织 单独,一对或集体(3-10)
财宝 标准(精制品星刃, 其他财宝)

特殊能力
注能武器(Infused Weapon, Su) 任何由雅梦灵使使用的投掷武器均被视为+2回力武器。该特殊能力的效果在雅梦灵使不再使用这一武器一分钟后消失。
魔法窃取(Steal Magic, Su) 以一个标准动作, 雅梦灵使可以对一名处在一个或多个魔法效果下的生物进行一次接触攻击,并如同法术解除魔法来试图解除这些魔法效果(CL 6)。如果成功, 雅梦灵使将吸收魔法能量,并将其转化为一支力场箭。雅梦灵使可以使用力场箭进行远程接触攻击,并造成解除的法术等级d6的力场伤害(比如当雅梦灵使用魔法窃取解除了一个二环法术,形成的力场箭将造成2d6点力场伤害; 就该能力而言,零环法术视为一环)。力场箭射程100尺。一个雅梦灵使只能携带等同于其魅力加值(对于大部分雅梦灵使来说是5)只力场箭,一个力场箭如果在形成后24h内没被使用,将会消失。


雅梦灵使游走于各位面之间, 宣传自由平等的思想, 并利用她们独特的才能夺走恶人的魔法,将其转化为善良的力量。雅梦灵使敌视所有将魔法用于残忍或邪恶用途之人,尤其是死灵法师和用魔法囚禁灵魂, 腐化生物的人。
尽管雅梦灵使通常表情严肃, 她们也会在合乎时宜的时候搞点简单的恶作剧和欢快的玩笑。她们身体表面的白色图案乍一看像是纹身, 实际上那是她们每个个体所独有的天然印记。雅梦灵使平均高6尺, 重140磅。
通常在那些月食或其他特殊的天体事件期间,雅梦灵使会出现在对混乱善良的神明或者半神有着强烈信仰的地区。这些信仰里的传说中,雅梦灵使有时会与优秀的施法者一起对抗强大的魔鬼。这些故事常常以任务完成后, 雅梦灵使默默离开她的凡人伙伴,神秘地消失告终。

正义生气里灵使道途召的这家伙实在太弱了

剧透 -   :
Azata, Yamah
This blue-skinned woman has blue-and-white butterfly wings.Her black hair sparkles like a starlit sky.
YAMAH CR 5
XP 1,600
CG Medium outsider (azata, chaotic, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect evil, detect magic; lowlight vision, Perception +12
DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 52 (7d10+14)
Fort +4, Ref +10, Will +7
DR 5/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10
OFFENSE
Speed 30 ft., fly 100 ft. (perfect)
Melee +2 returning starknife +14/+9 (1d4+5/×3)
Ranged +2 returning starknife +14 (1d4+5/×3)
Special Attacks steal magic, sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +11)
Constant—detect evil, detect magic
3/day—cure moderate wounds, invisibility
1/day—charm person (DC 16), remove paralysis
STATISTICS
Str 17, Dex 20, Con 14, Int 13, Wis 15, Cha 20
Base Atk +7; CMB +10; CMD 25
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +15, Bluff +15, Fly +23, Knowledge (planes) +11, Perception +12, Sense Motive +12, Stealth +15
Languages Celestial, Draconic, Infernal;
truespeech
SQ infused weapon
ECOLOGY
Environment any(Elysium)
Organization solitary, pair, or crusade (3–10)
Treasure standard (mwk starknife, other treasure)
SPECIAL ABILITIES
Infused Weapon (Su) Any throwing weapon wielded by a yamah is treated as a +2 returning weapon. This special ability fades 1 minute after a yamah no longer wields the weapon.
Steal Magic (Su) As a standard action, a yamah can make a touch attack against a creature under the effects of a spell or spells and attempt to dispel the effects as per dispel magic (CL 6th). If successful, the yamah absorbs the magical energy and converts it into a bolt of force. A yamah can use a force bolt to make a ranged touch attack that deals 1d6 points of force damage for every spell level of the effect dispelled by the yamah (for example, if a yamah dispels a 2nd-level spell with its steal magic ability, the resulting force bolt deals 2d6 points of force damage; 0-level spells count as being 1st level for the purpose of this ability). These force bolts have a range of 100 feet. A yamah can only carry a number of force bolts equal to its Charisma bonus (5 for most yamahs), and any force bolts not used within 24 hours of being obtained disappear and are wasted.

Yamahs can often be encountered during lunar eclipses and other significant celestial events in regions where worship of any chaotic good deity or demigod is strong. Legends among such faiths claim that yamahs sometimes accompany good spellcasters on crusades against otherworldly fiends, though every story inevitably ends with the yamah mysteriously departing after the deed is done, abandoning its mortal partner without a word.
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