ギャルヴァノスケイル Galvanoscale
出典 Howl of the Wild 152ページ
An interesting characteristic among a number of Golarion's reptiles is their capacity to generate or manipulate electrical current. While there doesn't seem to be a single reason for this quality, enough species possess it for scholars to have created a category of reptiles known as galvanoscales.
An interesting characteristic among a number of Golarion's reptiles is their capacity to generate or manipulate electrical current. While there doesn't seem to be a single reason for this quality, enough species possess it for scholars to have created a category of reptiles known as galvanoscales.
ジャイアント・クーパーマウス Giant Coppermouth
Coppermouths are fierce and aggressive, even when alone, relying on their venom and ability to manipulate bioelectric impulses.
“知識の想起”――動物(〈自然〉) : DC 23
一般的な知識 : DC 21
専門知識 : DC 18
“知識の想起”――動物(〈自然〉) : DC 23
一般的な知識 : DC 21
専門知識 : DC 18
ジャイアント・クーパーマウス Giant Coppermouth クリーチャー7
中型 動物
出典 Howl of the Wild 152ページ
知覚+18;夜目、greater electrolocation20フィート、鋭敏嗅覚(不明瞭)30フィート
技能 〈運動〉+14、〈隠密〉+17、〈軽業〉+17、〈生存〉+15
【筋】+3、【敏】+6、【耐】+4、【知】-4、【判】+4、【魅】-2
深い呼吸/Deep Breath The giant coppermouth can hold its breath for 1時間.
Greater Electrolocation/Greater Electrolocation A giant coppermouth can sense minute electrical charges in living creatures、which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an [雷撃] effect within the last minute.
知覚+18;夜目、greater electrolocation20フィート、鋭敏嗅覚(不明瞭)30フィート
技能 〈運動〉+14、〈隠密〉+17、〈軽業〉+17、〈生存〉+15
【筋】+3、【敏】+6、【耐】+4、【知】-4、【判】+4、【魅】-2
深い呼吸/Deep Breath The giant coppermouth can hold its breath for 1時間.
Greater Electrolocation/Greater Electrolocation A giant coppermouth can sense minute electrical charges in living creatures、which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an [雷撃] effect within the last minute.
AC 25;頑健+15、反応+18、意志+12
HP 115;完全耐性 [雷撃]
HP 115;完全耐性 [雷撃]
移動速度 30フィート、登攀20フィート、水泳20フィート
近接 [one-action] 牙 +18[+13/+8](雷撃、巧技)、ダメージ 2d8+6[刺突]、加えて1d4[雷撃] and coppermouth venom
Coppermouth Venom/Coppermouth Venom (雷撃、毒) セーヴィング・スロー 頑健DC 25;最大持続時間 6ラウンド;第1段階 1d6 poison and 1d6 electricity(1ラウンド);第2段階 2d6 poison and 1d6 electricity and clumsy 1(1ラウンド);第3段階 2d6 poison and 2d6 electricity and clumsy 2
Quickening Jolt/Quickening Jolt [two-actions] (雷撃) The coppermouth manipulates its own nervous system by increasing its reaction time, Striding and making two Strikes against different targets during the movement. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks.
Venomous Spit/Venomous Spit [two-actions] (雷撃、毒) The coppermouth unleashes a stream of electrified venom in a 30-foot line. The venom deals 8d6 electricity damage (DC 22 basic Reflex save) and creatures that take damage from the venom are immediately exposed to coppermouth venom. The copper mouth can't use Venomous Spit again for 1d4ラウンド.
近接 [one-action] 牙 +18[+13/+8](雷撃、巧技)、ダメージ 2d8+6[刺突]、加えて1d4[雷撃] and coppermouth venom
Coppermouth Venom/Coppermouth Venom (雷撃、毒) セーヴィング・スロー 頑健DC 25;最大持続時間 6ラウンド;第1段階 1d6 poison and 1d6 electricity(1ラウンド);第2段階 2d6 poison and 1d6 electricity and clumsy 1(1ラウンド);第3段階 2d6 poison and 2d6 electricity and clumsy 2
Quickening Jolt/Quickening Jolt [two-actions] (雷撃) The coppermouth manipulates its own nervous system by increasing its reaction time, Striding and making two Strikes against different targets during the movement. Both attacks count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks.
Venomous Spit/Venomous Spit [two-actions] (雷撃、毒) The coppermouth unleashes a stream of electrified venom in a 30-foot line. The venom deals 8d6 electricity damage (DC 22 basic Reflex save) and creatures that take damage from the venom are immediately exposed to coppermouth venom. The copper mouth can't use Venomous Spit again for 1d4ラウンド.
マグネティック・ゲッコー Magnetic Gecko
Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness for refined metals often leads the reptile to settle close to large settlements.
“知識の想起”――動物(〈自然〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
“知識の想起”――動物(〈自然〉) : DC 15
一般的な知識 : DC 13
専門知識 : DC 10
マグネティック・ゲッコー Magnetic Gecko クリーチャー1
小型 動物
出典 Howl of the Wild 152ページ
知覚+10;夜目 、greater electrolocation20フィート
技能 〈運動〉+6 (*1)、〈隠密〉+6、〈軽業〉+6
【筋】+2、【敏】+3、【耐】+4、【知】-4、【判】+2、【魅】-1
Greater Electrolocation/Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an electricity effect within the last minute.
Uncanny Climber/Uncanny Climber A magnetic gecko'sフィート allow it to climb virtually any surface、no matter how slick or sheer. If a gecko attempts an Athleticscheck to Climb and critically fails、it gets a failure instead.
知覚+10;夜目 、greater electrolocation20フィート
技能 〈運動〉+6 (*1)、〈隠密〉+6、〈軽業〉+6
【筋】+2、【敏】+3、【耐】+4、【知】-4、【判】+2、【魅】-1
Greater Electrolocation/Greater Electrolocation A magnetic gecko can sense minute electrical charges in living creatures, which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an electricity effect within the last minute.
Uncanny Climber/Uncanny Climber A magnetic gecko'sフィート allow it to climb virtually any surface、no matter how slick or sheer. If a gecko attempts an Athleticscheck to Climb and critically fails、it gets a failure instead.
AC 15;頑健+10、反応+7、意志+4
HP 20;完全耐性 [雷撃]
HP 20;完全耐性 [雷撃]
移動速度 30フィート、登攀30フィート
近接 [one-action] 顎 +7[+2/-3]、ダメージ 1d6+2[刺突]
近接 [one-action] 舌 +7[+2/-3](雷撃、巧技、間合い:10フィート)、ダメージ 2d4[雷撃]、加えてstatic cling
Launch Metal/Launch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4ラウンド.
Repel/Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.
Static Cling/Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athleticscheck against the target's Fortitude DC to pullthe creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.
近接 [one-action] 顎 +7[+2/-3]、ダメージ 1d6+2[刺突]
近接 [one-action] 舌 +7[+2/-3](雷撃、巧技、間合い:10フィート)、ダメージ 2d4[雷撃]、加えてstatic cling
Launch Metal/Launch Metal [two-actions] The gecko repulses the metal attached to its body in all directions, dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a 10-foot emanation. The gecko can't use Launch Metal again for 1d4ラウンド.
Repel/Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly and gaining resistance 2 to damage from metal weapons and metal effects until the beginning of its next turn.
Static Cling/Static Cling If the gecko hits Small or smaller creature with its tongue, and the target is made of metal or is wearing metallic armor, the gecko's tongue latches on to the creature. The creature must attempt a DC 17 Reflex save or become grabbed. While the gecko is Grabbing a creature in this way, it can attempt an Athleticscheck against the target's Fortitude DC to pullthe creature to a space adjacent to the gecko. A creature grabbed in this way can Escape normally.
ライトニング・タートル Lightning Turtle
Lightning turtles have a reputation as kind protectors of those lost or injured at sea. Their unique ability to promote healing by stimulating the body's natural bioelectricity has led to many attempts over the year to domesticate the creatures, but none have been successful.
“知識の想起”――動物(〈自然〉) : DC 30
一般的な知識 : DC 28
専門知識 : DC 25
“知識の想起”――動物(〈自然〉) : DC 30
一般的な知識 : DC 28
専門知識 : DC 25
ライトニング・タートル Lightning Turtle クリーチャー12
大型 動物
出典 Howl of the Wild 153ページ
知覚+22;夜目 、greater electrolocation20フィート
技能 〈運動〉+25
【筋】+5、【敏】+1、【耐】+7、【知】-4、【判】+4、【魅】+1
深い呼吸/Deep Breath The lightning turtle can hold its breath for 30分.
Greater Electrolocation/Greater Electrolocation A lightning turtle can sense minute electrical charges in living creatures、which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an [雷撃] effect within the last minute.
知覚+22;夜目 、greater electrolocation20フィート
技能 〈運動〉+25
【筋】+5、【敏】+1、【耐】+7、【知】-4、【判】+4、【魅】+1
深い呼吸/Deep Breath The lightning turtle can hold its breath for 30分.
Greater Electrolocation/Greater Electrolocation A lightning turtle can sense minute electrical charges in living creatures、which it can use as a precise senseat a range of 20フィート. This distance increases to 100フィート against any creature that has used an [雷撃] effect within the last minute.
AC 34;頑健+25、反応+19、意志+22
HP 190;完全耐性 [雷撃]
Shell Shock/Shell Shock [reaction] (雷撃、非致傷) トリガー A lightning turtle is hit by a melee or an unarmed attack;効果 The lightning turtle releases some of its stored electrical power、inflicting 7d6 electricity damage to the creature attacking it.
HP 190;完全耐性 [雷撃]
Shell Shock/Shell Shock [reaction] (雷撃、非致傷) トリガー A lightning turtle is hit by a melee or an unarmed attack;効果 The lightning turtle releases some of its stored electrical power、inflicting 7d6 electricity damage to the creature attacking it.
移動速度 15フィート、水泳30フィート
近接 [one-action] 顎 +24[+19/+14](雷撃)、ダメージ 2d12+5[刺突]、加えて2d6[雷撃]
遠隔 [one-action] electrical burst +22[+17/+12](雷撃、射程60フィート)、ダメージ 4d10[雷撃]
Healing Pulse/Healing Pulse [three-actions] (雷撃、治癒、始原) The lightning turtle releases a pulse of low-intensity electricity from its body to promote healing. This restores 5d8 Hit Points to the turtle and each living ally within 10フィート、including creatures normally immune to electricity. The turtle can't use Healing Pulse again for 1分 and is temporarily immune to the Healing Pulse of any lightning turtle for 1分.
Sparking Shell/Sparking Shell [one-action] The lightning turtle withdraws into its shell. This increases its AC to 36, but it can't act except to use Shell Shock or reemerge as a single action. While in its shell, the turtle's Shell Shock deals another 4d6 damage and loses the nonlethal trait.
近接 [one-action] 顎 +24[+19/+14](雷撃)、ダメージ 2d12+5[刺突]、加えて2d6[雷撃]
遠隔 [one-action] electrical burst +22[+17/+12](雷撃、射程60フィート)、ダメージ 4d10[雷撃]
Healing Pulse/Healing Pulse [three-actions] (雷撃、治癒、始原) The lightning turtle releases a pulse of low-intensity electricity from its body to promote healing. This restores 5d8 Hit Points to the turtle and each living ally within 10フィート、including creatures normally immune to electricity. The turtle can't use Healing Pulse again for 1分 and is temporarily immune to the Healing Pulse of any lightning turtle for 1分.
Sparking Shell/Sparking Shell [one-action] The lightning turtle withdraws into its shell. This increases its AC to 36, but it can't act except to use Shell Shock or reemerge as a single action. While in its shell, the turtle's Shell Shock deals another 4d6 damage and loses the nonlethal trait.