ノクシャス・ニードラー Noxious Needler
This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators.
In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory.
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
“知識の想起”――人造(〈秘術〉、〈製作〉) : DC 28
一般的な知識 : DC 26
専門知識 : DC 23
ノクシャス・ニードラー Noxious Needler クリーチャー9
アンコモン 大型 人造 精神なし 錬金術
AC 27;頑健+20、反応+19、意志+15
HP 150;完全耐性 [出血]、即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、精神、非致傷攻撃、麻痺状態、毒、不調状態、霊魂、気絶状態、活力、虚無;抵抗 物理 10(アダマンティンあるいは[殴打]を除く)、呪文10([音波]を除く)
Alchemical Chambers/Alchemical Chambers A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness, with a DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure).
Alchemical Rupture/Alchemical Rupture When a noxious needler takes physical damage from a critical hit or is affected by a shatterspell、one glass chamber within its body shatters、spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5、creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6、creatures must instead save against the sickness effect.
HP 150;完全耐性 [出血]、即死効果、病気、凶兆状態、吸精状態、疲労状態、治癒、精神、非致傷攻撃、麻痺状態、毒、不調状態、霊魂、気絶状態、活力、虚無;抵抗 物理 10(アダマンティンあるいは[殴打]を除く)、呪文10([音波]を除く)
Alchemical Chambers/Alchemical Chambers A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect): 1 acid damage; 2 cold damage; 3 electricity damage; 4 fire damage; 5 poison damage; 6 sickness, with a DC 26 Fortitude save or sickened 1 (sickened 2 on a critical failure).
Alchemical Rupture/Alchemical Rupture When a noxious needler takes physical damage from a critical hit or is affected by a shatterspell、one glass chamber within its body shatters、spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list (see above) to determine which one shatters—on a roll of 1–5、creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6、creatures must instead save against the sickness effect.
移動速度 25フィート
近接 [one-action] syringe +22[+17/+12](魔法、間合い:10フィート)、ダメージ 2d10+6[刺突]、加えてalchemical injection
遠隔 [one-action] bomb +20[+15/+10](魔法、投擲:20フィート)、効果 see Generate Bomb
Alchemical Injection/Alchemical Injection When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
Generate Bomb/Generate Bomb [one-action] (操作) The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the alchemical chambers list above. On a roll of 1–5, the bomb deals 3d10 damage and 3 splashdamage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.
近接 [one-action] syringe +22[+17/+12](魔法、間合い:10フィート)、ダメージ 2d10+6[刺突]、加えてalchemical injection
遠隔 [one-action] bomb +20[+15/+10](魔法、投擲:20フィート)、効果 see Generate Bomb
Alchemical Injection/Alchemical Injection When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).
Generate Bomb/Generate Bomb [one-action] (操作) The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the alchemical chambers list above. On a roll of 1–5, the bomb deals 3d10 damage and 3 splashdamage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.