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PS生物资料: 次级邪魔——冥河船夫

PS生物资料: 次级邪魔——冥河船夫

            次级邪魔——冥河船夫

气候/地形:低层位面
频率:稀少
组织:单独的
活动周期:任何时候
饮食:任何食物
智力:超常的
宝物:I
阵营:中立邪恶
出现数量: 1
防护等级:-1
行动速度: 18
生命骰: 10+20hp
命中率: 11
攻击次数: 1
伤害/ 攻击: 2d4
特殊攻击: 恐惧的凝视(Gaze unspires fear)
特殊防御: 零(nil)
魔法抗力: 对一级魔法有80%抗力
体形尺寸: 中等 (5英尺高)
士气:斗士(15)
经验值:7,000

冥河船夫是一种特殊类型的邪魔。可以很容易的从它们单薄的身体、灰暗的皮肤、苍白的眼睛(生气时变成红色)、皮包骨的脸面和穿着阴暗的长袍上辨别出它们的身份。它们象所有的邪魔一样,冷酷且惟利是图。它们会说所有的语言,能够心灵感应,时时刻刻都和它们的种族保持着精神联系。

战斗:
冥河船夫拥有邪魔种族所具有的所有能力,还可以随意使用:变身术(alter self)、激励不死生物(animate dead)、瘟疫术(cause disease)、魅惑术(charm person)、改良幻影术( improved phantasmal force)、火焰术(produce flame)、无误传送术(teleport without error)。此外,它们在需要时还能召唤出1d6的冥河水魔(75% 几率)。

它们并不是强大的战士,只能够用骨质的尖牙进行攻击。当愤怒时,冥河船夫的眼睛会发出火红的光芒。面对这种恐怖凝视的敌人必须进行豁免鉴定,若不成功即受到恐惧术的作用效果。然后冥河船夫便会召唤出冥河水魔来进行攻击。

冥河船夫拥有80%的一级魔法抗力。这个抗力随魔法每上升一级而减少5%(因此,冥河船夫对于第七级魔法的抗力只有50%)。它们对酸系、火系、毒药的攻击免疫,对毒气也只受到一半的伤害。它们最大的弱点是冷冻系的攻击,能对它们造成双倍的伤害。

生活环境/社会:
冥河船夫是邪魔中唯一具有明确任务的种族:它们是在冥河的黑水上摆渡的船夫。不象别的恶魔,冥河船夫能够不引起别人猜疑地在位面间穿越。它们仅仅是摆渡者而已。其它恶魔也许愿意策动冥河船夫充当间谍去侦察它们在血腥战争中的敌人,但冥河船夫唯一关心的只是它们的乘客。

冥河船夫对冥河蜿蜒曲折的河道有着与生具来的了解,所以它们决不会迷路(除非那对它们有利)。它们也能驾驶小船往来于星界与主物质界的分界线之间。实际上,它们也能进入主物质界,但必须把小船留在后面。一个失去了小船的冥河船夫将毫无用处,因此它们是不愿冒险远离小船的。但有时它们会被召唤或是被送到主物质界,去将某个生物传入或是传出低层位面(使用一种特殊的专用以完成这类任务的位面传送能力)。

冥河船夫历来都是只运送乘客而不运货物,而且要求乘客马上付清帐目(更高级的恶魔也许不会理睬这个,强迫冥河船夫为它们服务)。它们可能会索取一个魔法物品,或是一个装有10个白金钱币的钱包,或是2个价值50gp(或更多)的宝石。如果不能满足它们的话,冥河船夫会拒绝乘客上船,并在第一时间把自己和船传送走。

甚至是在收取了报酬后(或是被更强大的邪恶力量所驱使),冥河船夫仍有15%的的几率背叛它的乘客,或是将其送到错误的目的地或位面(85%的几率),或是将其送到一个设有埋伏的陷阱中(15%的几率)。背叛的几率取决于付给冥河船夫额外报酬的多少(每多付一次减少5%的几率)。

因为所有的冥河船夫都能相互感应到对方,所以对它们中某个个体的欺骗或是伤害都会被其它所有冥河船夫所知。它们不会互相帮助(那样的话会显露出他们对同伴的关注),但是这个欺诈者的身份已被记录在案,他在将来的服务中会被索取更高的报酬,并且会招致更大的风险。欺诈者要想恢复与冥河船夫的原来的正常关系,就必须向冥河船夫献上适当的祭品。祭品的种类由地下城主来决定,典型的方式是通过一定的仪式和忏悔献出珍稀的宝石,或一些独一无二的魔法物品。

生态:
冥河船夫在邪魔中占了中立邪恶阵营的大部分,它们的存在仅仅是为自己聚集财富而已。它们在血腥战争中保持着清晰的政见。由于它们的能力对塔纳利恶魔和巴特兹恶魔来说都同样珍贵,其它的恶魔容忍了这种中立。有很多恶魔领主都想征服该种族,但却都知道这不会有什么用处。因为一个没有航行任务的冥河船夫其价值仅与血腥战争中一个低等步兵相当,所以没有谁会愿意去尝试控制它们。不过,它们也许会在不知情的情况下充当了巴特兹恶魔或是塔纳利恶魔的侦察兵。
            Yuogoloth, Lesser - Marraenoloth

Climate/Terrain: Lower Planes
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Any
Intelligence: Exceptional
Treasure: I
Alignment: Neutral evil
No. Appearing: 1
Armor Class: -1
Movement: 18
Hit Dice: 10+20hp
THAC0: 11
No. of Attacks: 1
Damage/Attack: 2d4
Special Attacks: Gaze unspires fear
Special Defenses: Nil
Magic Resistance: 80% to 1st-level spells
Size: M (5' tall)
Morale: Champion (15)
XP Value: 7,000



The marraenoloths are a special type of yugoloth.The thin, gray, pale-eyed humanoids are easily identified by their skeletal faces, somber hooded robes, and eyes that glow red when they are angry. They are a cold species mercenary at heart, like all yugoloths. They are telepathic and, in addition to speaking all languages, maintain mental contact with others of their race at all tir.



Combat: Marraenoloths have all the standard powers of the yugoloths, but also use the following powers at will alter self, animate dead, cause disease, charm person improved phantasmal force, produce flame, and teleport without error. In addition, marraenoloths can gate in 1d6 hydroloths (75% chance), should the need arise.

These yugoloths are not great warriors, attacking only with their bony fangs. When angered, a marraenoloth's eyes glow fiery red, and anyone confronted by this horrifying gaze must successfully save vs. spell or be affected as by a fear spell. The marraenoloth then summon hydroloths to fight for it.

Marraenoloths have 80% magic resistance to 1st-level spells. This resistance decreases by 5% for each higher level of spell. (Thus, a marraenoloth's resistance to 7th-level spells is only 50%.) They are immunine to acid, fire, and poison, and they suffer only half damage from gases. Their greatest weakness is cold-based attacks, which inflict double damage upon them.



Habitat/Society: Marraenoloths are unique among the yugoloths in that they have an established task: They are boatmen who pilot small skiffs on the black waters of the River Styx. Unlike many other fiends, the marraenoloths can pass from plane to plane without arousing suspicion in the minds of others. They are ferrymen and ferrymen only. Other fiends would love to subvert the marraenoloths to spy on their Blood War enemies, but these creatures are only concerned with their passengers.

Marraenoloths have an innate understanding os the twists and bends of the River Styx's channels, so they never get lost (unless it's convenient to do so). These creatures also can pilot their crafts through the Astral Plane and to the boundary of the Prime Material Plane. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime, anyway, to transport some being to or from the Lower Planes (using a special plane shift ability that works for this task only).

Marraenoloths carry passengers but never cargo, always demanding immediate payment for their services. (Greater fiends may ignore this, forcing the marraenoloth to serve them.) They may demand a magical item, a bag of 10 platinum coins, or two gems of 50 gp value (or more). If not paid, the marraenoloth will seek to prevent the would-be passenger from entering its boat, and it will teleport itself and its craft away at the first opportunity.

Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance), or by leading the summoner into an ambush (15% chance). This chance of betrayal can be reduced by making additional contributions to the marraenoloth's hoard (-5% per additional payment listed above).

Since all marraenoloths are aware of each other, all know of any person who cheats or harms anyone of their kind. They won't come to each other's aid (that would indicate concern for their fellows), but the identity, of the transgressor is note, and future services from any of these yugoloths will require greater payments and incur a significantly higher risk of treachery. The cheater can return to the good graces of the boatmen only by making a suitable sacrifice to all their kind. The nature of this tribute is left to the DM, but a typical one would be the surrender of rare gems or several unique magical items, presented with due ceremony and contrition.



Ecology: These are among the most neutral of the evil yugoloths, existing to collect their fares and nothing else. They stay clear of the politics of the Blood War. Because their skills are valuable to tanar'ri and baatezu alike, the other fiends tolerate this neutrality. As much as some infernal lord might like to subjugate them, it's understood they would no longer function properly if that happened. As a marraenoloth without its sailing duties is fairly worthless, even as a lowly foot soldier in the Blood War, no one has attempted to take control of them. However, they may unwittingly play pawns in the subtle plottings of some baatezu or tanar'ri.
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