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龙与地下城第三版怪物手册(G)
Giant<p>Hill Giant Stone Giant Frost Giant
Large Giant Large Giant (Earth) Large Giant (Cold)
Hit Dice: 12d8+48 (102 hp) 14d8+56 (119 hp) 14d8+70 (133 hp)
Initiative: -1 (Dex) +2 (Dex) -1 (Dex)
Speed: 40 ft. 40 ft. 40 ft.
AC: 20 (-1 size, -1 Dex, +9 natural, 25 (-1 size, +2 Dex, +11 natural, 21 (-1 size, -1 Dex, +9 natural,
+3 hide) +3 hide) +4 chain shirt)
Attacks: Huge greatclub +16/+11 melee; Huge greatclub +17/+12 melee; Huge greataxe +18/+13 melee;
or rock +8/+3 ranged or rock +12/+7 ranged or rock +9/+4 ranged
Damage: Huge greatclub 2d6+10; or Huge greatclub 2d6+12; or Huge greataxe 2d8+13; or
rock 2d6+7 rock 2d8+8 rock 2d6+9
Face/Reach: 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks: Rock throwing Rock throwing, and see text Rock throwing
Special Qualities: Rock catching Rock catching Rock catching, cold subtype
Saves: Fort +12, Ref +3, Will +4 Fort +13, Ref +6, Will +4 Fort +14, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Str 27, Dex 15, Con 19, Str 29, Dex 9, Con 21,
Int 6, Wis 10, Cha 17 Int 10, Wis 10, Cha 11 Int 10, Wis 10, Cha 11
Skills: Climb +9, Jump +9, Spot +4 Climb +10, Hide +0*, Jump +10, Spot +3 Climb +13, Jump +13, Spot +6
Feats: Cleave, Power Attack, Combat Reflexes, Point Blank Shot, Cleave, Great Cleave, Power Attack,
Weapon Focus (greatclub) Power Attack, Precise Shot Sunder
Climate/Terrain: Any hill, mountains, and underground Any mountains Any cold land and underground
Organization: Solitary, gang (2-5), band (6-9 Solitary, gang (2-5), band (6-9 Solitary, gang (2-5), band (6-9
plus 35% noncombatants), plus 35% noncombatants), plus 35% noncombatants plus
hunting/raiding party (6-9 plus hunting/raiding/trading party 1 adept or cleric of 1st or 2nd level),
2-4 dire wolves), or tribe (21-30 (6-9 plus 1 elder), or tribe (21-30 hunting/raiding party (6-9 plus
plus 35% noncombatants plus 35% noncombatants 35% noncombatants plus
plus 12-30 dire wolves, 2-4 ogres, plus 1-3 elders and 3-6 dire bears) 1 adept or sorcerer of 3rd-5th level
and 12-22 orcs) plus 2-4 winter wolves and 2-3 ogres),
or tribe (21-30 plus 1 adept, cleric, or
sorcerer of 6th or 7th level plus 12-30
winter wolves, 12-22 ogres, and
1-2 young white dragons)
Challenge Rating: 7 8 9
Treasure: Standard Standard Standard
Alignment: Often chaotic evil Usually neutral Often chaotic evil
Advancement: By character class By character class By character class
Fire Giant Cloud Giant Storm Giant
Large Giant (Fire) Huge Giant (Air) Huge Giant (Electricity)
Hit Dice: 15d8+75 (142 hp) 17d8+102 (178 hp) 19d8+114 (199 hp)
Initiative: -1 (Dex) +1 (Dex) +2 (Dex)
Speed: 30 ft. (chainmail); base 40 ft. 50 ft. 40 ft., swim 30 ft. (breastplate);
base 50 ft., swim 40 ft.
AC: 21 (-1 size, -1 Dex, +8 natural, 21 (-2 size, +1 Dex, +12 natural) 27 (-2 size, +2 Dex, +12 natural,
+5 chainmail) +5 breastplate)
Attacks: Huge greatsword +20/+15/+10 Gargantuan morningstar Gargantuan greatsword +26/+21/+16
melee; or rock +10/+5/+0 ranged +22/+17/+12 melee; melee; or Gargantuan mighty
or rock +12/+7/+2 ranged composite longbow (+14) +14/+9/+4
ranged
Damage: Huge greatsword 2d8+15; or Gargantuan morningstar 4d6+18; Gargantuan greatsword 4d6+21; or
rock 2d6+10 and 2d6 fire or rock 2d8+12 Gargantuan mighty composite
longbow (+14) 2d8+14
Face/Reach: 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft. 10 ft. by 10 ft./15 ft.
Special Attacks: Rock throwing Rock throwing, spell-like abilities Spell-like abilities
Special Qualities: Rock catching, fire subtype Rock catching, scent Electricity immunity, rock catching,
freedom of movement, water breathing
Saves: Fort +14, Ref +4, Will +5 Fort +16, Ref +6, Will +6 Fort +17, Ref +8, Will +9
Abilities: Str 31, Dex 9, Con 21, Str 35, Dex 13, Con 23, Str 39, Dex 14, Con 23
Int 10, Wis 10, Cha 11 Int 12, Wis 12, Cha 13 Int 16, Wis 16, Cha 15
Skills: Climb +11, Jump +11, Spot +7 Climb +16, Jump +16, Listen +10, Climb +18, Concentration +12, Jump
Spot +10 +12, Perform (chant, dance, drama,
harp, recorder) +7, Spot +8
Feats: Cleave, Great Cleave, Power Attack, Alertness, Cleave, Great Cleave, Cleave, Combat Reflexes, Great
Sunder Power Attack Cleave, Power Attack, Sunder
Climate/Terrain: Any land and underground Temperate and warm mountains Temperate and warm mountains
and aquatic
Organization: Solitary, gang (2-5), band (6-9 plus Solitary, gang (2-4), family (2-4 Solitary or family (2-4 plus 35%
35% noncombatants plus plus 35% noncombatants noncombatants plus 1 sorcerer
1 adept or cleric of 1st or 2nd level), plus 1 sorcerer or cleric of 4th-7th or cleric of 7th-10th level plus
hunting/raiding party (6-9 plus level plus 2-5 griffons or 2-8 1-2 rocs, 2-5 griffons, or 2-8 sea lions)
1 adept or sorcerer of 3rd-5th dire lions), or band (6-9 plus 1
level plus 2-4 hell hounds and sorcerer or cleric of 4th-7th level
2-3 trolls or ettins), or tribe (21-30 plus 2-5 griffons or 2-8 dire lions)
plus 1 adept, cleric, or sorcerer of
6th or 7th level plus 12-30 hell
hounds, 12-22 trolls, 5-12 ettins,
and 1-2 young red dragons)
Challenge Rating: 10 11 13
Treasure: Standard Standard coins; double goods; Standard coins; double goods;
standard items standard items
Alignment: Often lawful evil Usually neutral good or neutral evil Often chaotic good
Advancement: By character class By character class By character class
All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.<p>Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).<p>Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.<p>Stone Giant<p>Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.<p>Stone Giant Elders<p>Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. One in ten elders is a sorcerer, usually of 3rd to 6th level.<p>Frost Giant<p>Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.<p>Frost Giant Characters<p>Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).<p>Fire Giant<p>Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.<p>Fire Giant Characters<p>Clerics have access to any two of the following domains: Evil, Law, Trick-ery, and War (most choose Trickery or War).<p>Cloud Giant<p>Spell-Like Abilities: Cloud giants who dwell on cloud islands (see below) can use the following as the spells cast by a 15th-level sorcerer: 3/day-levitate (self plus 2,000 pounds) and obscuring mist; 1/day-fog cloud.<p>Skills and Feats: Cloud giants have EHD as though they were large creatures.<p>Cloud Giant Characters<p>Good clerics have access to any two of the following domains: Good, Healing, Strength, and Sun. Evil clerics have access to any two of the following domains: Death, Evil, and Trickery.<p>Storm Giant<p>Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.<p>Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.<p>Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.<p>Skills and Feats: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.<p>Storm Giant Characters<p>Storm giant clerics can choose two of the following domains: Chaos, Good, Protection, and War.<p><p>
[山巨人]<p>大型的巨人
生命骰数:12d8+48 (102 点生命点数)
主动性: -1 (敏捷)
速度: 40尺
防御等级:20(-1 体型,-1 敏捷,+9 天赋,+3 兽皮)
攻击: 巨型大棒 +16/+11 近身;岩石 +8/+3 远程
伤害: 巨型大棒 2d6+10;岩石 2d6+7
触及/占据:5尺宽,5尺长/10尺
特殊攻击:石头抛射<p>特性: 抓取石头
豁免: 坚忍 +12,反射 +3,意志 +4<p>能力: 力量 25,敏捷 8,体质 19,智力 6,智慧 10,魅力 17
技能: 察辩 +4,攀爬 +9,跳跃 +9
特技: 顺斩劈,强力攻击,武器强化(大棒)<p>气候 / 地域:任何丘陵、山脉、和地底世界
团体组成: 独处,帮派(2-5),联盟(6-9个加35%非战斗人员加一个老手或一个1、2级的牧师),搜捕队(6-9个加2-4只恐狼),部落(21-30个加35%非战斗人员,以及12-30个恐狼,12-22个兽人,2-4个食人魔)
挑战评估: 7
宝物: 标准
阵营: 通常是无序邪恶
进化: 根据职业<p><p>[石巨人]<p>大型的巨人 (地系)
生命骰数:14d8+56 (119 点生命点数)
主动性: +2 (敏捷)
速度: 40尺
防御等级:25(-1 体型,+2 敏捷,+11 天赋,+3 兽皮)
攻击: 巨型大棒 +17/+12 近身;岩石 +12/+7 远程
伤害: 巨型大棒 2d6+12;岩石 2d8+8
触及/占据:5尺宽,5尺长/10尺
特殊攻击:石头抛射,知文识字(…………这个为什么在特殊攻击里?)<p>特性: 抓取石头
豁免: 坚忍 +13,反射 +6,意志 +4<p>能力: 力量 27,敏捷 15,体质 19,智力 10,智慧 10,魅力 11
技能: 攀爬 +10,隐藏 +0(见后面),跳跃 +10,察辩 +3,
特技: 格斗反射,瞄靶射击,强力攻击,精确射击<p>气候 / 地域:任何山脉地带
团体组成: 独处,帮派(2-5),联盟(6-9个加35%非战斗人员),搜捕队/商队(6-9个加一个长者),部落(21-30个加加35%非战斗人员加1-3个长者,3-6个恐熊)
挑战评估: 8
宝物: 标准
阵营: 通常是中立
进化: 根据职业<p>
[霜巨人]<p>大型的巨人 (冰系)
生命骰数:14d8+70 (133 点生命点数)
主动性: -1 (敏捷)
速度: 40尺
防御等级:21(-1 体型,-1 敏捷,+9 天赋,+4 锁子衫……)
攻击: 巨型大斧 +18/+13 近身;岩石 +9/+4 远程
伤害: 巨型大斧 2d8+13;岩石 2d6+9
触及/占据:5尺宽,5尺长/10尺
特殊攻击:石头抛射<p>特性: 抓取石头,冰属性
豁免: 坚忍 +14,反射 +3,意志 +4<p>能力: 力量 29,敏捷 9,体质 21,智力 10,智慧 10,魅力 11
技能: 攀爬 +13,跳跃 +13,察辩 +6,
特技: 顺斩劈,大顺斩劈,强力攻击,击碎武器<p>气候 / 地域:任何寒冷陆地和地底世界
团体组成: 独处,帮派(2-5),联盟(6-9个加35%非战斗人员加一个老手或一个1、2级的牧师),搜捕队/商队(6-9个加35%非战斗人员加一个老手或3-5级的术士,2-4个冬狼及2-3个食人魔),部落(21-30个加一个老手,牧师或6、7级的术士,以及12-30个冬狼,12-22个食人魔,并且还有1-2头年轻白龙!)
挑战评估: 9
宝物: 标准
阵营: 通常是无序邪恶
进化: 根据职业<p>
火巨人<p>大型的巨人 (火系)
生命骰数: 15d8+75 (142 点生命点数)
主动性: -1 (敏捷)
速度: 30尺(锁子甲);起始40尺
防御等级: 21(-1 体型,-1 敏捷,+8 天赋,+5 连环甲)
攻击: 巨型大剑 +20/+15/+10 近身;岩石 +10/+5/+0 或岩石 +12/+7/+2 远程
伤害: 巨型大剑 2d8+15;岩石 2d6+10 并且附加2d6火系伤害;长弓(+14) 2d8+14
触及/占据:5尺宽,5尺长/10尺
特殊攻击: 石头抛射<p>特性: 抓取石头,火属性
豁免: 坚忍 +14,反射 +4,意志 +5<p>能力: 力量 31,敏捷 9,体质 21,智力 10,智慧 10,魅力 11
技能: 察辩 +7,攀爬 +11,跳跃 +11
特技: 顺斩劈,大顺斩劈,强力攻击,击碎武器<p>气候 / 地域:温暖森林
团体组成: 帮派(2-5),联盟(6-9个加35%非战斗人员加一个老手或一个1、2级的牧师),搜捕队(6-9个加一个老手或3-5级的术士,2-4个地狱犬及2-3个TROLL或ETTIN),部落(21-30个加一个老手,牧师或6、7级的术士,以及12-30个地狱犬,12-22个TROLL,5-12个ETTIN,并且还有1-2头年轻红龙!)
挑战评估: 10
宝物: 标准
阵营: 通常是守序邪恶
进化: 根据职业<p><p>
[云巨人]<p>巨型巨人 (空气系)
生命骰数: 17d8+102 (178 点生命点数)
主动性: +1 (敏捷)
速度: 50尺
防御等级: 21(-2 体型,+1 敏捷,+12 天赋)
攻击: 特大号的晨星 +22/+17/+12 近身;或岩石 +12/+7/+2 远程
伤害: 特大号的晨星 4d6+18;岩石 2d8+12
触及/占据:10尺宽,10尺长/15尺
特殊攻击: 石头抛射,类法术能力<p>特性: 抓取石头,嗅觉
豁免: 坚忍 +16,反射 +6,意志 +6<p>能力: 力量 35,敏捷 13,体质 23,智力 12,智慧 12,魅力 13
技能: 攀爬 +16,跳跃 +11,听觉 +10,察辩 +7
特技: 警觉,顺斩劈,大顺斩劈,强力攻击<p>气候 / 地域:温暖山脉和水面
团体组成: 独处,帮派(2-4),家庭(2-4外加35%的非战斗人员外加一个4-7级的术士或者牧师以及2-5个狮鹫兽或者2-8只恐狮),小队(6-9个外加一个4-7级的术士或者牧师以及2-5个狮鹫兽或者恐狮)
挑战评估: 11
宝物: 标准金钱、物品,双倍货物
阵营: 通常是中立善良或中立邪恶
进化: 根据职业<p>
风暴巨人<p>巨型的巨人 (电系)
生命骰数: 19d8+114 (199 点生命点数)
主动性: +2 (敏捷)
速度: 40尺,游泳 30尺(胸甲);基础50尺,游泳40尺。
防御等级: 27(-2 体型,+2 敏捷,+12 天赋,+5 胸甲)
攻击: 巨型大剑 +26/+21/+16 近身;或巨型重十字弓(+14) +14/+9/+4 远程
伤害: 巨型大剑 4d6+21;或巨型重十字弓(+14) 2d8+14
触及/占据:10尺宽,10尺长/15尺
特殊攻击: 类法术能力<p>特性: 电系免疫,抓取石头,自由移动,水下呼吸
豁免: 坚忍 +17,反射 +8,意志 +9<p>能力: 力量 39,敏捷 14,体质 23,智力 16,智慧 16,魅力 15
技能: 攀爬 +18,集中精神 +12,跳跃 +12,表演(祝福、舞蹈、喜剧、竖琴、recorder{学舌?})察辩 +8
特技: 顺斩劈,格斗反射,大顺斩劈,强力攻击,击碎武器<p>气候 / 地域:温暖山脉
团体组成: 独处,家庭(2-4外加35%的非战斗人员外加一个7-10级的术士或者牧师以及1-2只大鹏鸟,2-5只狮鹫兽或2-8只海狮)
挑战评估: 13
宝物: 标准金钱、物品,双倍货物
阵营: 通常是无序善良
进化: 根据职业<p><p>
所有的巨人都说巨人语,智力达到10以上的还可以说通用语。<p>石头抛射 (独特):成年巨人能熟练地抛掷石头并在命中率上获得+1的种族优势。最小号的巨人可以将40-50磅的石头抛出5尺远。距离的远近随巨人的种族变化而变化。庞大的巨人可以将60-80磅的石头抛出。<p>抓取石头 (独特):最小号的巨人也可以抓起小块或中等大小,甚至大块的石头(或发射近似形状的)。每回合巨人如果被石块攻击,通过反射豁免检定可以有一次机会抓到飞来的石块。抓取骰数为:小型15,中型20,重型25。 (如果飞来的有魔法加成还要加在上面)(幸亏BG II TOB不是3RD RULES,要不火巨人还可以抓我的飞弹,再打回来给我?!)。但当时巨人必须是清醒并做好战斗准备的。<p>
[石巨人]<p>技能:*石巨人在多岩石地带可以在隐藏上获得+8的种族奖励<p>石巨人长者<p>一些石巨人长者<p>一些石巨人可以逐步发掘出一些与其所处环境相关的特殊能力,这些巨人长者可以获得至少15的魅力以及一些相当与10级术士施放的类法术能力。他们每天可以使用一次石头塑造、与石头交谈、泥浆化石和石化泥浆的能力。每10个长者里会有一个是术士,通常为3-6级。<p>
[霜巨人]<p>冰系属性 (独特):对冰系免疫;除非成功豁免否则将受到火系双倍伤害。<p>霜巨人特征<p>牧师可以使用下列任意两个域的能力:混沌、毁灭、邪恶以及战争(多数选择毁灭和战争)<p>
[火巨人]<p>火系属性:对火系攻击免疫,如果豁免不成功将受到双倍寒冰系属性攻击。<p>火巨人特征<p>牧师可以选择下列任意两个派系:邪恶,秩序,花招和战争(大多选择花招或战争)<p>
[云巨人]<p>类法术能力:居住于云雾缭绕的岛屿中的云巨人使用下列能力时相当于一个15级的术士:每天三次的漂浮(自己外加2,000磅)以及朦胧之雾;每天一次的烟云<p>技能和特技:云巨人have EHD as though they were large creatures.<p>云巨人特征:<p>善良牧师可以使用下列任意两个域的能力:善良、医疗、力量以及太阳。邪恶牧师可以使用下列任意两个域的能力:死亡、邪恶以及花招<p><p>[风暴巨人]<p>类法术能力:风暴巨人每天可以使用一次召唤闪电(相当于一个15级的德鲁依)以及一次连锁闪电(相当于一个15级的术士):每天二次的控制水(相当于一个20级的德鲁依)以及漂浮(相当于一个20级的术士)。豁免难度为 12+法术等级<p>自由移动(超自然):风暴巨人可以自由地行动,就象不断地施放自由法术一样。<p>水下呼吸(独特):风暴巨人可以不限时地在水下呼吸,而且即使完全淹没在水中一样可以随意应用它们的类法术能力。<p>技能和特技:风暴巨人have EHD as though they were large creatures.并且在游泳时忽略重量带来的惩罚。<p>风暴巨人特征:<p>风暴巨人的牧师可以使用下列任意两个域的能力:混沌、善良、保护以及战争。<p> by bal
<p>
__________________
于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。
-----吸血狼
There are a lot of people totally opposed to VIOLENCE. They’re all dead.
理性的四环胜过激情的平安大道
龙与地下城第三版怪物手册(G)
Golem<p>FleshClayStone
Large ConstructLarge ConstructLarge Construct
Hit Dice:9d10 (49 hp)11d10 (60 hp)14d10 (77 hp)
Initiative:-1 (Dex)-1 (Dex)-1 (Dex)
Speed:30 ft. (can’t run)20 ft. (can’t run)20 ft. (can’t run)
AC:18 (-1 size, -1 Dex, +10 natural)22 (-1 size, -1 Dex, +14 natural)26 (-1 size, -1 Dex, +18 natural)
Attacks:2 slams +10 melee2 slams +14 melee2 slams +18 melee
Damage:Slam 2d8+5Slam 2d10+7Slam 2d10+9
Face/Reach: 5 ft. by 5 ft./10 ft.5 ft. by 5 ft./10 ft.5 ft. by 5 ft./10 ft.
Special Attacks:BerserkBerserk, woundSlow
Special Qualities:Construct, magic immunity,Construct, magic immunity, damageConstruct, magic immunity,
damage reduction 15/+1reduction 20/+1, immune to piercingdamage reduction 30/+2
and slashing, haste
Saves:Fort +3, Ref +2, Will +3Fort +3, Ref +2, Will +3Fort +4, Ref +3, Will +4
Abilities:Str 21, Dex 9, Con -,Str 25, Dex 9, Con -,Str 29, Dex 9, Con -,
Int -, Wis 11, Cha 1Int -, Wis 11, Cha 1Int -, Wis 11, Cha 1
Climate/Terrain:Any land and undergroundAny land and undergroundAny land
Organization:Solitary or gang (2-4)Solitary or gang (2-4)Solitary or gang (2-4)
Challenge Rating:71011
Treasure:NoneNoneNone
Alignment:Always neutralAlways neutralAlways neutral
Advancement:10-18 HD (Large); 19-27 HD (Huge)12-18 HD (Large); 19-33 HD (Huge)15-21 HD (Large); 22-42 (Huge)
Iron
Large Construct
Hit Dice:18d10 (99 hp)
Initiative:-1 (Dex)
Speed:20 ft. (can’t run)
AC:30 (-1 size, -1 Dex, +22 natural)
Attacks:2 slams +23 melee
Damage:Slam 2d10+11
Face/Reach:5 ft. by 5 ft./10 ft.
Special Attacks:Breath weapon
Special Qualities:Construct, magic immunity, damage
reduction 50/+3, rust vulnerability
Saves:Fort +6, Ref +5, Will +6
Abilities:Str 33, Dex 9, Con -,
Int -, Wis 11, Cha 1
Climate/Terrain:Any land
Organization:Solitary or gang (2-4)
Challenge Rating:13
Treasure:None
Alignment:Always neutral
Advancement:19-24 HD (Large); 25-54 HD (Huge)<p>A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem 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.<p>Golems do not need to breathe and are immune to most forms of energy.<p>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.<p>Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where otherwise noted below.<p>Construction<p>The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.<p>Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist’s laboratory and costs 500 gp to establish.<p>When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem’s body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem’s body can be reused, as can the laboratory.<p>Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls. <p>Flesh Golem<p>Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.<p>Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.<p>Construction
The golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull’s strength, geas/quest, limited wish, polymorph any object, and protection from arrows.<p>Clay Golem<p>Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.<p>Wound (Ex): The damage a clay golem deals doesn’t heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.<p>Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.<p>Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.<p>Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.<p>Construction<p>The golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.<p>Stone Golem<p>Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.<p>Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem’s structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).<p>Construction<p>The golem costs 80,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 17). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and slow.<p>Iron Golem<p>Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.<p>Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.<p>Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.<p>Construction<p>The golem costs 100,000 gp to create, which includes 1,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 2,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.<p>
魔像<p>血肉魔像
大型构造体<p>生命骰数:9d10(49 点生命点数)
主动性: -1(敏捷)
速度: 30尺 (不能跑动)
防御等级:18 (-1 体型,-1 敏捷,+10天赋)
攻击: 两次抨击 +10 近身
伤害: 抨击 2d8+5
触及/占据:5尺宽,5尺长/10尺
特殊攻击:狂暴
特性: 构造体,魔法免疫,伤害减免 15/+1
豁免: 坚忍 +3,反射 +2,意志 +3
能力: 力量 21,敏捷 9,体质 -,智力 -,智慧 11,魅力 1<p>气候 / 地域:任何陆地及地底世界
团体组成: 独处,gang (2-4)
挑战评估: 7
宝物: 无
阵营: 通常是中立
进化: 10-18 生命骰数(大型);19-27 生命骰数(巨型) <p><p>土魔像
大型构造体<p>生命骰数:11d10(60 点生命点数)
主动性: -1(敏捷)
速度: 20尺 (不能跑动)
防御等级:22 (-1 体型,-1 敏捷,+14天赋)
攻击: 两次抨击 +14 近身
伤害: 抨击 2d10+7
触及/占据:5尺宽,5尺长/10尺
特殊攻击:狂暴,创伤
特性: 构造体,魔法免疫,伤害减免 20/+1,对穿刺和劈砍攻击免疫,加速
豁免: 坚忍 +3,反射 +2,意志 +3
能力: 力量 25,敏捷 9,体质 -,智力 -,智慧 11,魅力 1<p>气候 / 地域:任何陆地及地底世界
团体组成: 独处,gang (2-4)
挑战评估: 10
宝物: 无
阵营: 通常是中立
进化: 12-18 生命骰数(大型);19-33 生命骰数(巨型) <p><p>石魔像
大型构造体<p>生命骰数:14d10(77 点生命点数)
主动性: -1(敏捷)
速度: 20尺 (不能跑动)
防御等级:26 (-1 体型,-1 敏捷,+18天赋)
攻击: 两次抨击 +18 近身
伤害: 抨击 2d10+9
触及/占据:5尺宽,5尺长/10尺
特殊攻击:缓慢
特性: 构造体,魔法免疫,伤害减免 30/+2
豁免: 坚忍 +4,反射 +3,意志 +4
能力: 力量 29,敏捷 9,体质 -,智力 -,智慧 11,魅力 1<p>气候 / 地域:任何陆地
团体组成: 独处,gang (2-4)
挑战评估: 11
宝物: 无
阵营: 通常是中立
进化: 15-21 生命骰数(大型);22-42 生命骰数(巨型) <p><p>铁魔像
大型构造体<p>生命骰数:18d10+12(99 点生命点数)
主动性: -1(敏捷)
速度: 30尺 (不能跑动)
防御等级:30 (-1 体型,-1 敏捷,+22天赋)
攻击: 两次抨击 +23 近身
伤害: 抨击 2d10+11
触及/占据:5尺宽,5尺长/10尺
特殊攻击:喷吐武器
特性: 构造体,魔法免疫,伤害减免 50/+3,铁锈弱点
豁免: 坚忍 +6,反射 +5,意志 +6
能力: 力量 33,敏捷 9,体质 -,智力 -,智慧 11,魅力 1<p>气候 / 地域:任何陆地
团体组成: 独处,gang (2-4)
挑战评估: 13
宝物: 无
阵营: 通常是中立
进化: 19-24 生命骰数(大型);25-54 生命骰数(巨型) <p><p>只要魔像的创造者在魔像周围60尺范围内且可以被听并看到,就会服从他的命令。在非操控状态下,魔像会尽全力做好之前接收到的最后一道指令,如果被攻击会自动还击。创造者可以在他(她)离开的时候给魔像一个简单的小程序来支配它的行动。<p>魔像不需要呼吸,且对各种形式的能量免疫。<p>构造体:对精神类魔法毒、疾病及类似影响免疫。不会受到致命一击,淤伤,ability damage,能量干涸或death from massive damage。<p>魔法免疫(独特):魔像对除了下面列出的之外的绝大多数魔法和超自然能力免疫,。<p>构造<p>每个魔像的花费列表中包括了物理躯体以及所有构成躯体部分或者消耗掉的法术和原料的费用。<p>贯穿整个仪式需要一个有必要等级、魔法武器和盔甲手艺以及奇迹物品手艺的特技的人物。创造者每天必须在特殊预备的实验室或工作间里工作8小时以上。这个类似炼金术士的实验室需要花费500gp去建造。<p>在没开始仪式时,创造者必须休息且不能做除了休息、进食和谈话外的任何事情。如果亲自构建魔像,创造者可以将构建过程和仪式一起进行。如果创造者错过了仪式的吉日(皇历?),则本次操作失败,只能重新再来。所花费的金钱将不再归还,而所需损耗的经验值并不减少。作魔像所用的躯体和该实验室都可以继续使用下去。<p>完成魔像的创建需要从创造者身上汲取一些经验值,在最后一天还需要施展一些法术。创造者必须亲自施展这些法术,不过可以借助类似卷轴之类的外力来完成。<p>[血肉魔像]<p>狂暴(独特):当血肉魔像进入战斗状态时,每回合会累积1%的几率使它的本性脱出束缚并变为狂暴。不受控制的魔像将会变的暴跳如雷,并将对最近的活物进行攻击,如果周围没有活的目标可供攻击,将粉碎周围所有个头比它小的物体以泄愤,然后移动到别的地方继续破坏。如果这时创造者在魔像的60尺之内,可以尝试用平静地、技巧性的话语来重新控制魔像,魅力检定难度为19。使魔像休息一分钟可以将狂暴的几率重新降低到0%。<p>魔法免疫(独特):血肉魔像对除下列法术以外所有的法术、类法术能力、和超自然影响免疫。以火或者冰为基础的影响将减缓他们的速度达2d6回合(类似缓慢术),没有豁免机会。来自电系的影响将消除任何作用于魔像身上的缓慢效果,并将原本的电系伤害每三点转化为回复一点生命点数。举例来说,一个血肉魔像被一只由5级巫师施放出来的闪电箭击中,如果总共伤害是18的话,将回复6点生命。魔像对电系影响无豁免机会。<p>构建
魔像的构建需要50,000gp,其中包括500gp的躯体费用。装配这个躯体需要做一个成功的手艺(皮革加工)或者医护检定(难度 13)。创造者必须达到14级且可以施展奥术。完成整个仪式需要汲取创造者自身1,000点经验值以及公牛力量、geas/quest、有限许愿术、变形任何物体、防护箭矢等法术。<p>
[土魔像]<p>狂暴(独特):当土魔像进入战斗状态时,每回合会累积1%的几率使它的本性脱出束缚并变为狂暴。不受控制的魔像将会变的暴跳如雷,并将对最近的活物进行攻击,如果周围没有活的目标可供攻击,将粉碎周围所有个头比它小的物体以泄愤,然后移动到别的地方继续破坏。当魔像处于狂暴状态时,没有办法可以使它平静下来。<p>创伤(独特):土魔像所造成的伤害并不能自然愈合,只有治愈术以及6级以上的治疗类法术可以治疗这种伤害。<p>对穿刺和劈砍攻击免疫(独特):如果是穿刺和劈砍类的武器,即使是附了魔法的这类武器也不能对土魔像造成伤害。<p>魔法免疫(独特):土魔像对除下列法术以外所有的法术、类法术能力、和超自然影响免疫。move earth法术可以将魔像推后120尺并对其造成3d12的伤害。分解术则将减缓它的速度达1d6回合(类似缓慢术)并造成1d12的伤害。直接对魔像施放的地震术则将制止魔像该回合的移动动作并造成5d10的伤害。魔像对这些影响没有豁免的机会。<p>加速(超自然):处于战斗状态至少一个回合后,土魔像可以对自己进行加速,每天一次,被视为一个自由动作。这个影响将持续三个回合并且不算是法术效果。<p>构建
魔像的构建需要60,000gp,其中包括1,500gp的躯体费用以及30,000gp的法衣费用(可反复使用)。装配这个躯体需要做一个成功的手艺(雕刻或石匠)检定(难度 15)。创造者必须达到16级且可以施展奥术。完成整个仪式需要汲取创造者自身1,200点经验值以及激活物体、祝福术、commune、祈祷术和复活术等法术。<p>[石魔像]<p>缓慢(超自然):石魔像可以每两个回合使用一次缓慢术,被视为一个自由动作。范围10尺、持续时间为7回合,意志豁免难度13。该影响不被视为法术效果。<p>魔法免疫(独特):石魔像对除下列法术以外所有的法术、类法术能力、和超自然影响免疫。transmute rock to mud术(化石成浆术?)则将减缓它的速度达2d6回合(类似缓慢术),同时将回复它所失去的所有生命点数,无豁免。stone to flesh法术并不会改变魔像的组成,但将使其在接下来的回合里受到普通攻击的伤害(这并不包括法术,不过可以造成伤害的法术例外)。<p>构建
魔像的构建需要80,000gp,其中包括1,000gp的躯体费用。装配这个躯体需要做一个成功的手艺(雕刻或石匠)检定(难度 17)。创造者必须达到16级且可以施展奥术。完成整个仪式需要汲取创造者自身1,600点经验值以及geas/quest、有限许愿术、变形任何物体以及缓慢术。<p>
[铁魔像]<p>喷吐武器(超自然):可以在战斗的第一回合或者第二回合于魔像正前方形成一个10尺立方的充满毒气的战斗云雾,并持续1回合,被视为自由动作,每1d4+1回合一次。<p>魔法免疫(独特):铁魔像对除下列法术以外所有的法术、类法术能力、和超自然影响免疫。电系影响将减缓他们的速度达3回合(类似缓慢术),没有豁免机会。来自火系的影响将消除任何作用于魔像身上的缓慢效果,并将原本的火系伤害每三点转化为回复一点生命点数。举例来说,一个铁魔像被一只由5级巫师施放出来的火球术击中,如果总共伤害是18的话,将回复6点生命。魔像对电系影响无豁免机会。。<p>生锈弱点(独特):铁魔像将受到可以导致生锈的攻击的正常影响,例如一个生锈的怪物或者一个生锈的法术。<p>构建
魔像的构建需要100,000gp,其中包括1,500gp的躯体费用。装配这个躯体需要做一个成功的手艺(盔甲或武器)检定(难度 29)。创造者必须达到16级且可以施展奥术。完成整个仪式需要汲取创造者自身2,000点经验值以及死云术、geas/quest、有限许愿术、变形任何物体等法术。<p> by bal

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于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。
-----吸血狼
There are a lot of people totally opposed to VIOLENCE. They’re all dead.
理性的四环胜过激情的平安大道
龙与地下城第三版怪物手册(G)
Gnoll <p>Medium-Size Humanoid (Gnoll)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
AC: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+2; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack <p>Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class <p>Gnolls speak Gnoll and sometimes Goblin or Orc. <p>Combat <p>Because of its armor and shield, a gnoll’s Hide score is -6, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment). <p>Gnoll Characters <p>A gnoll’s favored class is ranger.
狼头怪 <p>中型类人生物(狼头)
生命骰:2D8+2(11HP)
主动加权:+0
速度:20尺(鳞甲),基础30尺.
防御等级:17(+1天性,+4鳞甲,+2大盾)
攻击:战斧+3肉搏,或短弓+1射程
伤害:战斧1D8+2,或短弓1D6
占据/接触:5尺*5尺/5尺
特性:暗视60尺
豁免:坚忍+4,反射+0,意志+0
能力:力量15,敏捷10,体质13,智力8,智慧11,魅力8
技能:听觉+3,侦察+3
特技:强力攻击 <p>气候/类型:温暖陆地或地下
组织形式:单独,对,群(2-5),队(10-100加50%非战斗员,每20个成年中一个3级军士和一个4-6级队长),或部落(20-200加每20个成年中一个3级军士,1或2个4-5级中尉(???),一个6-8级队长,6-10只狮子;地下巢穴还有1-3个巨魔(TROLL)
挑战等级:1
财富:标准
阵营:总是无序邪恶
进化:根据人物职业 <p>狼头怪说狼头怪语,有时说地精语或兽人语. <p>战斗因为它们的盔甲和盾,狼头怪在隐藏时获得-6处罚,那意味着狼头怪总是特意寻求特殊的有利环境来进行埋伏(像黑暗,厚植被或其他一些隐藏形式) <p>狼头怪角色
狼头怪的天赋职业是RANGER. <p>
<p>
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龙与地下城第三版怪物手册(G)
Gorgon <p>Large Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 18 (-1 size, +9 natural)
Attacks: Gore +12 melee
Damage: Gore 1d8+7
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Breath weapon, trample 1d8+7
Special Qualities: Scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 2, Wis 12, Cha 9
Skills: Listen +8, Spot +8
Feats: Alertness, Improved Initiative <p>Climate/Terrain: Temperate and warm land and underground
Organization: Solitary, pair, pack (2-4), or herd (5-13)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge) <p>Combat <p>Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17). <p>Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage. <p>Gorgon <p>大型魔法野兽
生命骰:8D10+24(68HP)
主动加权:+4(主动改良)
速度:30尺
防御等级:18(-1体形,+9天性)
攻击:角+12肉搏
伤害:角1D8+7
占据/触及:5尺*10尺/5尺
特殊攻击:吐息,踩踏1D8+7
特性:嗅迹
豁免:坚忍+9,反射+6,意志+3
能力:力量21,敏捷10,体质17,智力2,智慧12,魅力9
技能:听觉+8,侦察+8
特技:警戒,主动改良 <p>气候/地形:温和温暖地面或地下
组织形式:单独,对,群(2-4),大群(5-13)
挑战等级:8
财富:无
阵营:通常中立
进化:9-15HD(大型),16-24HD(巨大) <p>战斗
吐息(SU):永久石化,圆锥形,60尺.每1D4回合(但一天不超过5次);坚忍豁免(DC17)
踩踏(EX):Gorgon可以踩踏一个小型或更小的角色并造成1D8+7点伤害.没有攻击Gorgon的对手可以通过反射豁免(DC23)来使伤害减半. <p>
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