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注册日期: Nov 2001
来  自: 血盆大口
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龙与地下城第三版怪物手册(V)


Vampire<p> "Vampire " is a template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature ". The creature’s type changes to "undead. " It uses all the base creature’s statistics and special abilities except as noted here.<p>Hit Dice: Increase to d12.<p>Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).<p>AC: The base creature’s natural armor improves by +6.<p>Attacks: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one.<p>Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the damage values in the table below. Creatures with natural attacks retain their old damage ratings or use the values below, whichever is better.<p>Size Damage
---- ------
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Charisma modifier unless noted otherwise.<p>Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed at a Will save or fall instantly under the vampire’s influence as though by a dominate person spell cast by a 12th-level sorcerer. The ability has a range of 30 feet.<p>Energy Drain (Su): Living creatures hit by a vampire’s slam attack suffer 2 negative levels.<p>Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.<p>Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.<p>Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s death.<p>Special Qualities: A vampire retains all the special qualities of the base creature and those listed below, and also gains the undead type.<p>Damage Reduction (Su): A vampire’s undead body is tough, giving the creature damage reduction 15/+1.<p>Turn Resistance (Ex): A vampire has +4 turn resistance.<p>Resistance (Ex): A vampire has cold and electricity resistance 20.<p>Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.<p>Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.<p>Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise.<p>Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.<p>Saves: Same as the base creature
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, vampires have no Constitution score.
Skills: Vampires receive a +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.<p>Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2-5), or troop (1-2 plus 2-5 vampire spawn)
Challenge Rating: Same as the base creature +2
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class<p>Vampire Weaknesses<p>Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented, holy symbol. These things don’t harm the vampire-they merely keep it at bay.<p>Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.<p>Slaying a Vampire<p>Simply reducing a vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, certain attacks can slay vampires.<p>Exposing any vampire to direct sunlight disorients it: It can take only partial actions and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round.<p>Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).<p>Vampire Characters<p>Vampires are always chaotic evil, which causes characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties.<p>Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that master controls. Vampire clerics have access to the Chaos, Destruction, Evil, and Trickery domains.<p>Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar (other than a rat or bat), the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.<p><p>
吸血鬼<p>“吸血鬼”是一个可以套用在任何人类和人型生物上的模版(已经提交申请今后作为一个基础生物)。生物的类型将变为“不死生物”。它可以使用所有基础生物的能力以及除这里提到的之外所有的能力。<p>生命骰数:增长到 d12<p>速度:与基础生物相同。如果基础生物拥有游泳速度,吸血鬼将保持这一能力且不易被流水淹没。<p>防护等级:基础生物的防护等级+6。<p>攻击:吸血鬼将继承所有基础生物的攻击能力而且如果它原来没有猛力抨击的话将自动获得一次。<p>伤害:吸血鬼拥有猛力抨击。如果基础生物没有这种攻击方式,则遵循下面的表格作出伤害。生物自身天生的那些攻击方式将保持以前的伤害或者遵循下面的数值(选数值较高者)。<p>体型 伤害<p>Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6<p>
特殊攻击:吸血鬼继承了基础生物所有的特殊攻击并且将得到下列能力。豁免难度为 10 + 1/2的吸血鬼的生命骰数 + 吸血鬼的魅力修正,除非特别注明。<p>支配:吸血鬼可以仅凭注视对方的眼睛就完全压垮对方的意志。这项能力等同与凝视攻击,不过吸血鬼必须以一个标准动作来凝视对方,而且仅仅只是注视并不能发生作用。每个被吸血鬼注视的目标必须通过意志豁免否则将立即臣服于吸血鬼的精神力量,相当于由12级术士施放的支配人类术。这项能力的有效距离为30尺。<p>级别干涸:被吸血鬼的猛力抨击击中的活物将降低两个等级。<p>血液干涸:吸血鬼可以通过一次成功的格斗检定用尖牙吸取对方的鲜血。如果它牵制住对方,将吸取对方血液,对方只要被牵制将每回合受到1d4点体质损失。<p>夜之子:吸血鬼可以控制世界上一些较小的生物,可以召唤一窝4d8只老鼠、一群10d10只蝙蝠或者3d6只狼,每天一次,被视为一个标准行动。这些生物将在2d6回合内赶到,并将服侍吸血鬼一个小时之久。<p>产卵:一名人类或者人型生物如果被吸血鬼的级别干涸杀死,当体质降为0时,生命骰数4及以下的将变为吸血鬼的卵,生命骰数5及以上的将变为吸血鬼。每个新生的吸血鬼或者卵将终生受使之改变的吸血鬼的控制,除非控制它的吸血鬼死亡。<p>特性:吸血鬼将继承基础生物的所有特性以及下面列出的,再加上不死生物属性。<p>伤害减免:吸血鬼的身体十分坚韧,使生物的伤害减免 15/+1<p>驱逐抗性:吸血鬼得到+4的驱逐抗性。<p>抗力:吸血鬼可以获得20的对冰冻和电系抗力。<p>气体形态:吸血鬼可以随意变换为气体形态,相当于一个5级术士施放的法术,不过可以不限时地保持这个形态并拥有速度为20、机动性极强的飞行动作,使用这项能力将被视为一个标准行动。<p>蛛爬:吸血鬼可以在陡峭的山崖上攀爬,就象带有蛛爬法术一样。<p>改变形态:吸血鬼可以以一个标准行动变化成蝙蝠、恐蝠、狼(啊啊啊!这个难道就是我的中文名字的由来?!)、恶狼。这项能力相当于一个12级术士施放的自我改变术,不过吸血鬼只能变化列出形态的一种。它可以保持那个形态直到变化为另外一种(前面说了不能再变现在又可以?)或者下一次日出。<p>快速治愈:吸血鬼在生命点数高于1时,每回合自动回复5点生命;如果生命降到0或0以下,则自动变为气体形态并试图逃离。它必须在两个小时内赶回自己的棺材中,否则将被彻底毁灭(它两个小时最多可以行进9英里)。回到棺材休息一个小时后,它的生命将回复到1,然后在接下来的每个回合自动回复5点生命。<p>豁免:与基础生物相同<p>能力:在基础生物的能力上获得以下修正:力量+6,敏捷+4,智力+2,智慧+2,魅力+4。作为一个不死生物,吸血鬼没有体质属性。<p>技能:吸血鬼在欺骗、隐藏、听觉、无声移动、搜寻、察觉动机以及察辨上获得+8的种族奖励。其它方面则与基础生物相同。<p>特技:吸血鬼会得到机警、格斗反射、闪避、改善优先和闪电反射等特技(假如基础生物符合这些特技所要的条件且以前并没有这些特技)<p>
吸血鬼的弱点<p>吸血鬼不能容忍大蒜的气味而且绝对不会进入一个有大蒜的区域。它们会因为见到强有力的圣符或者镜子(镜像?)而畏缩,这些并不能伤害到吸血鬼,只不过能够阻挡它而已。<p>吸血鬼也不能从流水中穿过,尽管它们可以躲在棺材或船上从水面上渡过去。吸血鬼除非受到邀请否则不能进入任何的建筑物。它们可以自由出入于公共场合,因为那是对所有的人开放的。(我看过的几个描述吸血鬼的片子中的吸血鬼都是很绅士地在交际舞会中出现)<p>杀死一个吸血鬼<p>如果只是简单地将吸血鬼的生命降到0或0以下仅仅只是使它失去了能力,并不能毁灭它。不过,还是有某些攻击可以彻底杀死一只吸血鬼的。<p>将吸血鬼暴露于阳光直射下将使之不知所措:它只能采取部分行动且如果下一回合开始时还没能逃离将被彻底毁灭。类似的还有将吸血鬼置于流水之中,它将每回合损失1/3的生命点数并于第三个回合结束时被毁灭。<p>将一只木桩推进吸血鬼的心脏将立即杀死这只怪物。不过,如果木桩被取下则它将复活,除非身体已经被毁坏。通常的方法是切下它的头并在它的口中灌满圣水(或近似物品)。<p>吸血鬼特征:<p>吸血鬼通常是无序邪恶,致使某些职业将丢失它的职业能力。而且某些职业还将受到额外的惩罚。<p>牧师:牧师将失去驱退不死生物的能力而得到责退的能力。这项能力不会影响到该吸血鬼的控制者以及该控制者控制的其它吸血鬼。吸血鬼牧师可以使用混沌、毁灭、邪恶和花招领域的能力。<p>术士和巫师:这些职业保留了它们职业的能力,但如果它有宠物的话(除了老鼠和蝙蝠外),它们之间的联系将被打破,宠物将离开从前的同伴。它可以再招一个宠物出来,但只能是老鼠或者蝙蝠。<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

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Old Post 2002-02-16 13:23
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