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这些...究竟是啥生物?

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发表于 2008-7-16 18:07:56 | 显示全部楼层 |阅读模式
Chronolily,gingwatzim,gk'lok-lok,terithran
这些...似乎是以太位面的生物、恩、或者说是怪物...
有人认识吗?
发表于 2008-7-16 20:52:18 | 显示全部楼层
苦力们有一个用于讨论翻译问题的MSN群——[email protected],欢迎你加入。
发表于 2008-7-20 13:03:23 | 显示全部楼层

不认识,所以google一下

因为我没有对应的sourcebook,所以没有图片,也没有搜到……
都是英文的,没怎么整理,希望能有帮助。
具体的怪物数据是这里找到的,貌似是一个位面生物大全
分类很清楚……
Planescape Monstrous Compendium v3.x
http://forums.gleemax.com/showthread.php?t=307692


Chronolily
Gargantuan Plant     

Source(s): Monstrous Compendium Annual 2
Alignment: Always True Neutral
Climate/Terrain: Ethereal Plane

Sentient flowers whose nectar reveals images of the past, present, and future. There are three varieties: yellow, violet, and orange. Each reveals images from various points along the timestream.


Hit Dice: 6d8+42 (69 hp)
Initiative: +0 (+0 Dex)
Speed: 0 ft. (cannot move)
AC: 15 (-4 Size, +9 Natural), Touch 6, Flat-footed 15
BAB/Grapple: +4/+27
Attack: -
Full Attack: -
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Low-light vision, plant traits, detect evil, death throes, temporal scry
Saves: Fort. +13, Ref. +2, Will +2
Abilities: Str 32, Dex -, Con 24, Int 2, Wis 10, Cha 9
Skills: Sense Motive +9
Feats: Ability Focus (Death Throes), Great Fortitude, Improved Natural Armor
Environment: Ethereal Plane (Deep Ethereal)
Organization: Solitary
Challenge Rating: - (harmless)
Treasure: None
Alignment: Always true neutral
Advancement: -
Level Adjustment: -

This 50 ft. enormous flower has a bowl formed out of its petals. Golden nectar lies within the bowl. A short stalk is at the base and a thick stamen centered in the bowl. Thousands of tiny green leaves surround the perimeter.

Chronolilies are sentient flowers who nectar reveals images of the past (orange petals), present (violet petals) or future (yellow petals). Each chronolily has a specific petal color which affects its temporal scry ability.

Combat
A chronolily is non-aggressive and can take no attack action. It however has a death throes effect which can be harmful.

Detect Evil (Su): A chronolily is constantly under the effects of a detect evil spell. If it detects the presence of an evil creature, its nectar becomes black and unresponsive until the evil creature moves 60 ft. away from the lily. Black nectar cannot be used for scrying or as a power component.

Death Throes (Ex): When reduced to -10 hp, a chronolily decomposes instantly into a poisonous cloud, doing 1d6 primary and secondary Con damage to all within 25 ft., Con-based DC 22 fortitude save negates.

Temporal Scry (Su): Random shimmering images, one fading into the next, appear in the nectar. A typical image lasts for 1d4+1 rounds. No sound accompanies the image. Another creature may attempt to focus the scrying to reveal a desired image. A chronolily can only scry into a temporal period associated with its petal color. (See above.) A creature may attempt to focus 1/day, further attempts automatically fail.

There are 2 ways to focus the scrying into a specific (not general) image. The first requires plucking the leaves in a precise sequence. This obscure pattern requires DC 15 knowledge (planes) and DC 25 knowledge (nature) checks to learn. Plucking the leaves requires 4 consecutive DC 20 concentration checks. Each failed check inflicts 2d6+2 Con damage to the plant. The second method requires the creature to immerse his limb into the nectar and concentrate on the specific event he wishes to observe. This requires a DC 30 concentration check with the following modifiers.

-8 if the event takes place in a plane different from the creature’s home plane
+4 if the creature has participated or will participate in the event
+2 if the creature is well-informed about the event, but did not or will not participate in it
+1 if the creature is slightly informed about the event, but did not or will not participate in it
+2 if the creature has scry on the event in the same chronolily before
+1 per +3 Wisdom modifier of the creature
+1 per 4 spellcasting levels of wizard, sorcerer, druid or cleric with time domain. (max. +5)

Habitat/Society
Chronolilies can grow in any solid material, including rock, so long they are exposed to any type of light. It is believed that they draw sustenance from the ethereal mists when in the Deep Ethereal. They are self-pollinating, generating small seeds like black spheres. Most chronolilies encountered elsewhere are tended by wizards or planar druids in magical gardens.

Power Component: Chronolily Nectar
A chronolily nectar can be harvested to brew a potion of clairvoyance. The harvester and brewer cannot be evil or else the nectar turns into a useless black substance.

Harvest DC 10; Value 20 XP and 150 gp; Cost 250 gp.

Converted from A Guide to the Ethereal Plane (pp.21-22) and MC Annual #2.

Terithran
Small Outsider (Extraplanar)
  
Source(s): Planescape Appendix 3, 2E Fiend Folio (MC14), 1E Fiend Folio
Alignment: True Neutral
Climate/Terrain: Ethereal Plane
Rarity: Very Rare
Experience Value: 275


Making their lairs within tombs of solid ether, these ugly, hairless humanoids sleep until disturbed by the presence of wizardly magic, a sensation which they consider anethema. When they detect the flow of magic into the deep Ethereal they travel to the source to punish the offender.


Hit Dice: 8d8+24 (60 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (ethereal), 30 ft. (other planes)
AC: 20 (+1 Size, +4 Dex, +5 Natural), Touch 15, Flat-footed 16
BAB/Grapple: +8/+6
Attack: 1 claw +13 melee (1d6+2)
Full Attack: 2 claws +13 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain magic, spell-like abilities, ethereal blast
Special Qualities: Darkvision 60 ft., detect magic, ethereal defense, telepathy 100 ft., SR 16
Saves: Fort. +9, Ref. +10, Will +8
Abilities: Str 15, Dex 19, Con 16, Int 8, Wis 15, Cha 14
Skills: Concentration +14, Hide +19, Intimidate +13, Listen +13, Move Silently +15, Sense Motive +13, Spot +13
Feats: Ability Focus (drain magic), Dodge, Iron Will, Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Solitary
CR: 6
Treasure: Standard
Alignment: Always true neutral
Advancement: 9-16HD (Small); 17-24HD (Medium)
LA: -

After you cast your fireball which puts the goblins to flight, an ugly, hairless human-like creature with enormous ears shifts into existence before you. It jumps towards you angrily and unleashes a blast of ether.

A terithran is an ugly, hairless humanoid who sleeps peacefully in tombs of solid ether until disturbed by the presence of arcane magic used on a plane coexistent with the ethereal plane. It ignores magic used in the ethereal plane, but otherwise tries to kill the offending arcane spellcaster. A terithran is disturbed by the casting of an arcane spell of level 7+, expenditure of 16 spell levels on consecutive rounds within 50 ft. or similar effects. If disturbed, it angrily roams the ethereal plane for a week after dealing with the offender.

Detect Magic (Su): A terithran has detect magic spell in constant effect. This extends to any plane coexistent to the ethereal plane.

Ethereal Defense (Su): When not on the ethereal plane, a terithran becomes shadowy and less substantial, improving its natural AC by +3 and gains damage reduction 5/silver or magic.

Drain Magic (Su): A terithran can drain magic by touch 3/day. Any arcane spellcaster hit by this touch attack loses 1d6 arcane spells (or spell slots). Higher level spells are drained first (randomly determine which one). Divine spellcasters are immune to this effect. If an arcane magic item is touched, it loses 2d6 charges. A Cha-based DC 16 will save halves the charges/spells drained.

Spell-like Abilities (Sp): 3/day – ethereal jaunt (self + 1 touched creature), inflict serious wounds. CL 8, Cha-based DC 12 + spell level.

Ethereal Blast (Su): A terithran can unleash a burst of raw energy 3/day. On the ethereal plane, this deals 4d8 damage to all within 10 ft., Cha-based DC 13 reflex save for ? damage. On other planes, this stuns all within 10 ft. for 1d4 rounds, Cha-based DC 13 will save for ? damage.

Converted from PSMC3.



Gingwatzim:
See Dragon #295 (v3.0).
Name                             CR         Source
Gingwatzim, Eoluzim       2          Dragon#295, The Lost Island of Castanamir (C3)
Gingwatzim, Graegzim    2          Dragon#295, The Lost Island of Castanamir (C3)
Gingwatzim, Maronzim    4          Dragon#295, The Lost Island of Castanamir (C3)
Gingwatzim, Naranzim    7           Dragon#295, The Lost Island of Castanamir (C3)
Gingwatzim, Pakim         1          Dragon#295, The Lost Island of Castanamir (C3)
Gingwatzim, Tim                         The Lost Island of Castanamir (C3)
其中4个的简单描述
Gingwatzim, Graegzim (4HD)
A noncorporeal creature summoned to The Realm by a powerful wizard. Graegzim have an unarguable mean streak in them, and may be found bound in the form of a humanoid or magical item.
Gingwatzim, Naranzim (6-14HD)
The most powerful of the gingwatzim, and the most evil. The naranzim is summoned in the same way as its cousins, but is difficult to bind. The most intelligent gingwatzim.
Gingwatzim, Pakim (2HD)
A smaller, less angry gingwatzim than its graegzim cousins. Found in the same forms as all of its brethren: free form, item form or humanoid.
Gingwatzim, Tim (2HD)
The least gingwatzim, Tim are merely pranksters.

这是其中之一的卡
http://www.enworld.org/showthread.ph...&page=11&pp=30

Gingwatzim, Tim
Tiny Elemental (Air)
Hit Dice: 2d8+4 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 16 (+2 size, +2 Dex, +2 deflection), touch 16, flat-footed 14
Base Attack/Grapple: +1/-9
Attack: Touch +3 melee (1 Str)
Full Attack: Touch +3 melee (1 Str)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Strength damage
Special Qualities: Alternate forms, darkvision 60 ft., elemental traits, telepathy 100 ft.
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 15, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +1, Hide +10, Move Silently +5, Spot +1
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: See text
Level Adjustment: -

A two-foot-diameter blue sphere of light floats in the air.

Tim gingwatzims in their natural form are blue air spheres with a diameter of 2 feet. Tims can barely understand even the simplest of commands, and as such are often bound to entryways or physically restricted areas. They can be bound into the form of an animal, plant, or vermin of up to Tiny size. In object form, they can be only mundane weapons.
A tim gingwatzim is 2 feet in diameter.
Tim gingwatzims cannot speak but can communicate telepathically, although their low intelligence hampers their ability to communicate anything but the most basic concepts.
Tim gingwatzims can be summoned and bound with a summon monster I spell.

COMBAT

A tim gingwatzim guards an area in its natural form. In its animate form, it usually pretends to be a pet, familiar, or advisor of its controller, depending upon its form. In its object form, a tim gingwatzim can be wielded by its controller or another being to whom it is given.

Alternate Forms (Su): Conjured gingwatzims are assigned two additional forms by the magic of the spell that calls them. The animate and object forms are chosen and fixed when the gingwatzim is called and cannot be changed unless the creature is returned to the Ethereal Plane. The gingwatzim can assume one of its other forms or return to its natural form as a free action once per round. Due to the tim's low intellect, its controller usually orders it to remain in one particular form.

In the form of another creature, the gingwatzim retains its own ability scores and other abilities, and its deflection bonus becomes a natural armor bonus. It gains none of the assumed form's ability scores or abilities in any way, and retains the immunities of its elemental type. Armor class and skill bonuses based on size (such as Hide) use the new form's size instead of the gingwatzim's normal size.

In object form, a gingwatzim cannot move itself or deal Strength damage using its touch attack ability, and it loses its deflection bonus. When it takes the form of a weapon, a tim may only take the form of a masterwork or mundane weapon, and cannot consist of special materials such as mithral or cold iron.

Originally appeared in C3-Lost Island of Castanamir (1984).



GK’LOK(这个和gk'lok lok是一个东西)
Small Outsider (Extraplanar)

Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft.
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Claw +5 melee (1d4), or slivers +5 ranged (2d4)
Full Attack: Claw +5 melee (1d4), or slivers +5 ranged (2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Slivers
Special Qualities: Darkvision 60 ft., immunities (electricity, fire, mind-affecting effects), spell resistance 10
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 12, Cha 6
Skills: Concentration +10, Knowledge (any three) +5, Listen +6, Lucid Dreaming +10, Sense Motive +6, Spot +6
Feats: Improved Natural Attack (claw), Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Party (2-5) or tribe (1,000-6,000)
Challenge Rating: 2
Treasure: ? standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +1

Vaguely humanoid in shape and size, this creature has two massive red-glowing eyeballs on top of its bifurcated neck, where its head should be. Its arms, legs, and torso appear as thin strips of polished metal, curling into intricate patterns.
Many graybeards see the strange creatures calling themselves gk’lok as escapees from a ruptured dreamscape. These reclusive beings are usually encountered in large tribes, collectively dangling from an immense branching green crystal that drifts freely through the depths of the Ethereal Plane. The crystal tree and the gk’lok “fruit” are bathed in a faint orange flame that deals 1d6 points of damage to all that come into contact with it. The tree and the gk’lok together are referred to as “gk’lok-lok”.
Most gk’lok care little for the outside world, and concern themselves almost exclusively with meditation and experiencing past lives of deaders whose spirits have been temporarily caught up in the crystal of their great tree. The gk’lok claim that the spirits are unharmed, and that each one safely leaves the tree after resonating within it for a century or two.
As the chant has it, the best sensory stones produced and used by the Society of Sensation are fashioned using shards of crystal from the gk’lok-lok.
The gk'lok stand about 3 feet tall, and weigh less than 40 pounds. They speak Planar Trade and their own language.
COMBAT
The gk’lok will fight only to defend themselves or their tree. They are used to mass combat, and usually attempt to surround and flank opponents.
Slivers (Ex): A gk’lok can project metallic slivers from its arms as a ranged attack dealing 2d4 points of slashing damage. The effective range is 20 feet, and there is no range increment. A gk’lok must have both hands free to make this attack.
Skills: A gk’lok has a +4 racial bonus on Concentration and Lucid Dreaming checks. See Manual of the Planes appendix for details on the Lucid Dreaming skill.

Converted from A Guide to the Ethereal Plane.

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参与人数 1威望 +1 奥币 +7 收起 理由
无羽.黑袍 + 1 + 7 很好,我很高兴,接下来的日子我有活干了, ...

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