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B4/アルミラージ - (2014/10/15 (水) 00:02:02) の1つ前との変更点

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*&aname(almiraj)アルミラージ &small(){[[Almiraj>http://paizo.com/pathfinderRPG/prd/bestiary4/almiraj.html#almiraj]]} >This oversized rabbit has a single long, pearlescent horn protruding from its crown. ***アルミラージ 脅威度1 &small(){Almiraj} &b(){経験点 400} N/小型サイズの魔獣 &b(){イニシアチブ} +2; &b(){感覚} 暗視60フィート、夜目、鋭敏嗅覚;〈知覚〉+4 ****防御 &b(){AC} 13、接触13、立ちすくみ11(+2【敏】、+1サイズ) &b(){hp} 13(2d10+2) &b(){頑健} +4、&b(){反応} +5、&b(){意志} +0;-2 vs. witch hexes ****攻撃 &b(){移動速度} 30フィート、穴掘り10フィート &b(){近接} +突き刺し(×1)=+6(2d4-1) &b(){特殊攻撃} magic horn ****一般データ &b(){【筋】}6、&b(){【敏】}15、&b(){【耐】}12、&b(){【知】}5、&b(){【判】}11、&b(){【魅】}6 &b(){基本攻撃} +2; &b(){CMB} -1; &b(){CMD} 11(対足払い15) &b(){特技} 《武器の妙技》 &b(){技能} 〈隠密〉+14、〈軽業〉+6(跳躍は+14)、〈知覚〉+4; &b(){種族修正} +8跳躍での〈軽業〉、+4〈知覚〉、+4〈隠密〉 &b(){言語} 森語(話せない) &b(){その他の特殊能力} hex-prone ****生態 &b(){出現環境} 温暖/丘陵、平地、または森林 &b(){編成} 単体 &b(){宝物} 乏しい(magic horn) ****特殊能力  &b(){Hex-Prone(超常)/Hex-Prone} An almiraj takes a –2 penalty on all saving throws against harmful witch hexes. The duration of any beneficial hexes longer than 1 round that affect an almiraj is increased by 50%.  &b(){Magic Horn(超常)/Magic Horn} While on the creature’s head, an almiraj’s horn is treated as a &i(){+1} weapon. Any living creature slain by an almiraj’s gore attack immediately turns to stone (as if by the &i(){flesh to stone} spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a masterwork weapon if used to create a magical dagger or similar small piercing weapon.  The almiraj is a surprisingly dangerous predator. Almirajes’ strong affinity with witches, magical gore attacks, and susceptibility to hexes suggest they have arcane origins, perhaps the result of experiments by witches seeking to deliberately create a new kind of familiar.  Reminiscent of a unicorn horn, an almiraj’s most prominent feature serves as both a deterrent and deadly weapon. The almiraj uses its horn to hunt, stalking and spearing prey on the brutal appendage. The horn’s unique magical properties have the gruesome side effect of forcing the almiraj to consume its prey while it still lives, before it turns to stone—when hunting smaller creatures, the almiraj strikes to slow its prey through blood loss and to disable it by maiming its limbs. Occasionally, an enterprising individual will hunt an almiraj for its horn, but success is limited since almirajes are exceptionally vicious, stealthy, and athletic targets—their acrobatic leaps bring their horns within reach of the vital organs of much larger creatures.  Almirajes are fiercely territorial, although they flee if unable to fight on their terms, only to return later to defend their territory. They demonstrate their territorial claims to others of their kind with acrobatic displays and mock horn battles rather than fighting in earnest. Other intruders are met with aggressive posturing and warning calls, though almirajes prefer not to fight. If an interloper refuses to withdraw, however, the almiraj will fight to the death to defend its claim.  It’s unclear how almirajes reproduce, since females are rare and the creatures are always encountered alone. Records indicate that they live for 40 to 60 years and some communities are able to build respectful, if wary, relationships with them.  Almirajes are particularly popular with witches as familiars. Spellcasters of any alignment with the Improved Familiar feat can gain an almiraj as a familiar at 5th level.
*&aname(almiraj)アルミラージ &small(){[[Almiraj>http://paizo.com/pathfinderRPG/prd/bestiary4/almiraj.html#almiraj]]} >This oversized rabbit has a single long, pearlescent horn protruding from its crown. ***アルミラージ 脅威度1 &small(){Almiraj} &b(){経験点 400} N/小型サイズの魔獣 &b(){イニシアチブ} +2; &b(){感覚} 暗視60フィート、夜目、鋭敏嗅覚;〈知覚〉+4 ****防御 &b(){AC} 13、接触13、立ちすくみ11(+2【敏】、+1サイズ) &b(){hp} 13(2d10+2) &b(){頑健} +4、&b(){反応} +5、&b(){意志} +0;-2 vs. witch hexes ****攻撃 &b(){移動速度} 30フィート、穴掘り10フィート &b(){近接} +突き刺し(×1)=+6(2d4-1) &b(){特殊攻撃} magic horn ****一般データ &b(){【筋】}6、&b(){【敏】}15、&b(){【耐】}12、&b(){【知】}5、&b(){【判】}11、&b(){【魅】}6 &b(){基本攻撃} +2; &b(){CMB} -1; &b(){CMD} 11(対足払い15) &b(){特技} 《武器の妙技》 &b(){技能} 〈隠密〉+14、〈軽業〉+6(跳躍は+14)、〈知覚〉+4; &b(){種族修正} +8跳躍での〈軽業〉、+4〈知覚〉、+4〈隠密〉 &b(){言語} 森語(話せない) &b(){その他の特殊能力} hex-prone ****生態 &b(){出現環境} 温暖/丘陵、平地、または森林 &b(){編成} 単体 &b(){宝物} 乏しい(magic horn) ****特殊能力  &b(){Hex-Prone(超常)/Hex-Prone} An almiraj takes a -2 penalty on all saving throws against harmful witch hexes. The duration of any beneficial hexes longer than 1 round that affect an almiraj is increased by 50%.  &b(){Magic Horn(超常)/Magic Horn} While on the creature’s head, an almiraj’s horn is treated as a &i(){+1} weapon. Any living creature slain by an almiraj’s gore attack immediately turns to stone (as if by the &i(){flesh to stone} spell, with no saving throw, and the creature is still dead). A severed almiraj horn retains a wisp of its former magic, and counts as a masterwork weapon if used to create a magical dagger or similar small piercing weapon.  The almiraj is a surprisingly dangerous predator. Almirajes’ strong affinity with witches, magical gore attacks, and susceptibility to hexes suggest they have arcane origins, perhaps the result of experiments by witches seeking to deliberately create a new kind of familiar.  Reminiscent of a unicorn horn, an almiraj’s most prominent feature serves as both a deterrent and deadly weapon. The almiraj uses its horn to hunt, stalking and spearing prey on the brutal appendage. The horn’s unique magical properties have the gruesome side effect of forcing the almiraj to consume its prey while it still lives, before it turns to stone――when hunting smaller creatures, the almiraj strikes to slow its prey through blood loss and to disable it by maiming its limbs. Occasionally, an enterprising individual will hunt an almiraj for its horn, but success is limited since almirajes are exceptionally vicious, stealthy, and athletic targets――their acrobatic leaps bring their horns within reach of the vital organs of much larger creatures.  Almirajes are fiercely territorial, although they flee if unable to fight on their terms, only to return later to defend their territory. They demonstrate their territorial claims to others of their kind with acrobatic displays and mock horn battles rather than fighting in earnest. Other intruders are met with aggressive posturing and warning calls, though almirajes prefer not to fight. If an interloper refuses to withdraw, however, the almiraj will fight to the death to defend its claim.  It’s unclear how almirajes reproduce, since females are rare and the creatures are always encountered alone. Records indicate that they live for 40 to 60 years and some communities are able to build respectful, if wary, relationships with them.  Almirajes are particularly popular with witches as familiars. Spellcasters of any alignment with the Improved Familiar feat can gain an almiraj as a familiar at 5th level.

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