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[资料] [TRPG]《部落玩家指南》章节9:生物(持续翻译中)

本主题由 绯红的苏 于 2008-7-15 21:41 设置高亮

[TRPG]《部落玩家指南》章节9:生物(持续翻译中)

引用:
A HORDE BESTIARY
部落动物寓言集


The Horde makes use of many creatures. Some are intelligent and friends of the Horde, while others are beasts of burden or mounts. Some are both. They all accompany troops to war.
Feats marked with an asterisk (*) appear in Chapter 2: Class Options; those marked with a dagger (†) appear in Lands of Mystery, Chapter 9: New Rules; those marked with a double dagger (‡) appear in the Monster Guide, Chapter 4: Monsters as Characters;and those marked with a do ble asterisk (**) appear in the Alliance Player’s Guide. See the Monster Guide for more information about monsters and their abilities.
部落制作出许多生物来使用.有些很聪明并成为了部落的朋友,而有些野兽则负责搬运或乘骑.它们都伴随着部队的战争而产生的.
带有星号的专长(*)出现在章节2:种族选择;这些标有匕首的(†)出现在神秘之地,章节9:新规则;这些标有双匕首的(‡)出现在怪物手册,章节4:以怪物为角色;而那些标有连接星号的(**)出现在联盟玩家指南.想要看到更多有关怪物和他们的能力,见怪物手册.
引用:
Summoning These Creatures See the Monster Guide for updated spell lists that include the creatures in this book.
召唤这些生物见怪物手册这本书更新的包括生物的法术列表.
引用:
目录
Chapter 9: Creatures 章节 9:生物
·Abomination 憎恶 ………………………… 1楼
·Banshee 女妖 ……………………………… 2楼
·Bat 蝙蝠  ……………………………………   3楼
·Centaur 半人马 ……………………………  4楼
·Kodo 科多兽…………………………………  5楼
·Ogre 食人魔…………………………………  6楼
·Ogre Mage 食人魔法师…………………… 7楼
·Quilbeast 豪猪……………………………    8楼
·Raptor 迅猛龙  ……………………………   9楼
·Spirit Beast 幽灵巨兽 ……………………  10楼
·Thunder Lizard 雷霆蜥蜴 ………………   11楼
·Wolf 狼 ……………………………………… 12楼
·Wyvern 双足飞龙 …………………………  13楼
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  • 绯红的苏 威望 +1 感谢你帮助玩友 2008-7-15 21:41
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ABOMINATION
憎恶


Large Undead
大型不死生物


Hit Dice: 25d12 (162 hp)
生命骰: 25d12 (162 hp)

Initiative: -2
先攻值: -2

Speed: 20 ft. (4 squares)
速度: 20尺(4格)

Armor Class: 23 (-1 size, -2 Agy, +16 natural), touch 7,flat-footed 23
防御等级: 23(-1 体型, -2 敏捷, +16 天生),接触 7,措手不及 23

Base Attack/Grapple: +12/+23
基本攻击/擒抱: +12/+23

Attack: Spiked chain +19 melee (2d6+7/19—20)
攻击: 刺炼 +19 近战(2d6+7/19—20)

Full Attack: 2 cleavers +19/+14/+9 melee(2d6+7/19-20/x3) and spiked chain +19/+14/+9 melee (2d6+7/19-20)
整轮攻击: 2 切肉斧 +19/+14/+9 近战(2d6+7/19-20/x3) 刺炼 +19/+14/+9 近战(2d6+7/19-20)

Space/Reach: 10 ft./10 ft. (15 ft. with spiked chain)
面宽/触及: 10尺/10尺(使用刺炼时15尺)

Special Attacks: Hook handler, rot, rot cloud, superior multiweapon fighting
特殊攻击: 钩链操作者,疾病,疾病云雾,超强多武器格斗

Special Qualities: Darkvision 60 ft., cannibalize, damage reduction 10/- ,damage reduction 20/piercing or slashing, spell resistance 25, undead traits
特性: 黑暗视觉60尺,食尸,伤害减免 10/- ,伤害减免 20/寒冷或挥击,法术抵抗 25,亡灵特性

Saves: Fort +10, Ref +6, Will +13
豁免: 强韧 +10,反射 +6,意志 +13

Abilities: Str 24, Agy 6, Sta -,Int 4, Spt 8, Cha 6
属性: 力量 24,敏捷 6,体质 -,智力 4,感知 8,魅力 6

Skills: Listen +13, Spot +13
技能: 聆听 +13,侦察 +13

Feats: Ability Focus (rot), Awesome Blow**,Cleave, Exotic Weapon Proficiency (spiked chain)B, Great Fortitude, Improved Critical (cleaver), Improved Critical (spiked chain), Power Attack, Weapon Focus (cleaver),Weapon Focus (spiked chain)
专长: 能力专攻(疾病),漂亮的一击**,顺劈斩,异种武器精通(刺炼)B,高等坚韧,精通重击(刺炼),充能一击,武器专攻(切肉斧),武器专攻(刺炼)

Environment: Any land
环境:任何大陆

Area: Any
区域:任何

Organization: Solitary, pair, or troop (3–6)
组织:单独,成对,一群 (3–6)

Challenge Rating: 15
挑战等级:15

Treasure: None
宝藏:None

Alignment: Usually neutral evil
阵营:通常是中立邪恶

Advancement: 21–28 HD (Large); 29-40 HD (Huge) or by character class
进化:21–28 HD (大型);29-40 HD (巨型) 或 根据角色等级

Level Adjustment: +4
等级调整:+4
This creature is a mound of corpses cobbled together. Its stomach-churning reek is choking, and a green-brown haze surrounds it. Its guts spill from a jagged gap in its stomach,and flies buzz about it, feasting. Three disproportionate,armlike limbs emerge from its bloated body, two bearing bloody cleavers and the other a thick chain with a hook on the end. Its tongue is thick and round and dangles from between crooked, yellow teeth.
这个生物是由一堆尸体拼装而成.它令人作呕的尸臭使人窒息,并且被一团棕绿色的烟雾笼罩着.它的胆汁从腹部处一个不规则的裂口泄露而出,苍蝇嗡嗡地在那里开着宴会.身体极不协调,手臂状的肢体几乎摆脱其臃肿的身体,两把流淌着鲜血的切肉斧以及一把带着钩子的锁链就是全部了.它的舌头很厚,并悬掉在黄色而又弯曲的牙齿之间.


Description 描述
Abominations are undead monstrosities created by combining many different corpses. They are slow of body and mind, but tough and strong — excellent troops for the Scourge and the Forsaken. Disease spreads about them in visible clouds, but their enchantments ensure that, while they rot, they remain horribly alive.
Abominations are some of the most powerful undead creatures in Azeroth. The Forsaken use them to guard Undercity, and the Scourge employs them in a similar role. While not speedy, they are excellent at staying in one area and pounding anyone who gets close.
Abominations understand Common and speak it…sort of.
憎恶是由许多尸体结合而成的不死怪物.他们的身体与反应都十分缓慢,但是他们又非常坚硬与强壮 — 天灾军团和被遗忘者的出色部队.他们用有形的云彩来传播疾病,但他们的魅力确保他们在散播疾病后仍一塌糊涂活着.
憎恶是艾则拉斯最强大的一群不死生物.被遗忘者使用他们来守卫幽暗城,而天灾利用他们来进行一个类似的作用.虽然不是很迅速,他们擅长停留在某个地方,然后冲击离他最近的敌人.
憎恶理解通用语,并且好像能够说它…那样.


Combat 战斗
Abominations’ dim brains don’t allow much room for tactics. They follow their master’s orders, trundling to where they’re supposed to trundle and then hacking and ripping until their opponents are no longer recognizable. They love to carve flesh and tear their enemies apart.
Treat their cleavers as battleaxes.
憎恶迟钝的头脑没有太多的余地令它们使用战略.它们跟随着它们的主人的指令,慢步到它们认为应该到的地方,然后乱砍滥劈直到它们的对手连他们的老妈都不认得为止.它们喜欢切开肌肉和拆散一般地撕裂它们的敌人.
对待他们的切肉斧如战斧一般.


Hook Handler (Ex): Abominations are adept at wielding spiked chains with one hand and do so with no penalties.
钩链操作者(Ex):憎恶擅长使用一只手挥舞刺炼,并且这么做没有惩罚.

Rot (Ex): Abominations carry horrible rotting diseases. Because of its immediate nature, this ability functions as a poison instead of a disease, but creatures treat it as a disease for any special abilities they have (such as immunity to disease or a bonus on saving throws against disease), rather than a poison.
疾病(Ex): 憎恶携带有可怕的腐败疾病.因为它最接近自然,这种能力的效果作为一种毒药而不是一种疾病,但生物把他当作一种为他们拥有的特殊能力的疾病(比如免疫疾病或对疾病的豁免奖励),而不是一种毒药.

Injury (cleaver or spiked chain),initial and secondary damage 1d6 Sta, DC 29 Fort negates. The save DC is Strength-based.
挫伤(切肉斧或刺炼), 初次和继发性伤害1d6体质,DC 29坚忍坚定.豁免DC是以力量为基础.

Rot Cloud (Ex): A cloud of disease surrounds an Abomination in a 10-foot radius. A living creature that begins its turn in the cloud is subject to the Abomination’s rot,just as if it had been struck with an attack.In addition,the creature must make another DC 27 Fortitude save or be nauseated for 1d4 rounds. The save DC is Strength-based.
疾病云雾(Ex): 一个由疾病组成的半径为10尺的云雾围绕着一个憎恶.生处其中的生物容易受到憎恶疾病的感染,如果它已经被一次攻击击中.此外,该生物必须再进行一个DC为27的坚忍坚定,否则感染将持续1d4轮.豁免DC是以力量为基础.

Superior Multiweapon Fighting(Ex): An Abomination takes no penalties for fighting with weapons in all its limbs.
超强多武器格斗(Ex) :憎恶使用他的所有肢体进行战斗是没有任何惩罚.

Cannibalize (Ex): Abominations can devour fresh corpses to heal their wounds. If an abomination spends a full round cannibalizing a corpse, it regains hit points equal to its Hit Dice (25, in the case of the Abomination presented above) at the end of the round. The corpse cannot be more than one day old. A typical Medium corpse has enough meat to feed an Abomination for 10 rounds; after this time, the corpse is stripped of flesh. The corpse can be no more than 1 hour old.
A cannibalized corpse is befouled. If an Abomination cannibalizes a corpse for at least 3 rounds, raise dead is no longer effective on it, though resurrection and true resurrection function normally. Cannibalized corpses can be raised as zombies (if they still possess some flesh) or skeletons.
食尸(Ex):憎恶可以通过吃掉新鲜的尸体,以治愈它们的伤口.被吃掉的尸体不能超过一天.如果一个憎恶花掉一整轮来吃掉一具尸体,一具中等体型的尸体的肉足够使一个憎恶吃上10轮.在这个时间之后,那么在这轮结束时它将恢复等同于它生命骰的生命点(25,实际情况依照上述内容).这具尸体被剥夺了所有肌肉.这具尸体不能存在超过1个小时.
一具被食尸的尸体是被玷污的.如果一个憎恶吃一具尸体超过3轮,唤起这尸体不再有效,但复活术和真实复活术依然能够达到正常的效果.食尸的尸体可以被唤起作为一具僵尸(如果它们还有一点肉)或骷髅.
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BANSHEE
女妖


Medium Undead (Incorporeal)
中等体形不死生物(无形)


Hit Dice: 15d12+60 (157 hp)
生命骰:15d12+60 (157 hp)

Initiative: +4
先攻值:+4

Speed: Fly 60 ft. (12 squares) (perfect)
速度:飞行 60尺(12格)(完美)

Armor Class: 18 (+4 Agy, +4 deflection), touch 18, flat-footed 14
防御等级:18(+4 敏捷,+4 偏斜),接触 18,措手不及 14

Base Attack/Grapple: +7/-
基本攻击/擒抱: +7/-

Attack: Incorporeal touch +11 melee (2d6 cold plus 1d6 Str damage)
攻击:无形接触 +11 近战(2d6寒冷 外加 1d6 力量伤害)

Full Attack: Incorporeal touch +11 melee (2d6 cold plus 1d6 Str damage)
整轮攻击:无形接触 +11 近战(2d6寒冷 外加 1d6 力量伤害)

Space/Reach: 5 ft./5 ft.
面宽/触及: 5尺/5尺

Special Attacks: Possession, spell-like abilities
特殊攻击:占据,类法术能力

Special Qualities: Darkvision 60 ft., +4 turn resistance, spell resistance 22, unnatural aura, incorporeal traits, undead traits
特性:黑暗视觉60尺,+4 驱散抗力,法术抵抗 22,邪恶光环,无形特性,亡灵特性

Saves: Fort +5, Ref +9, Will +10
豁免:强韧 +5,反射 +9,意志 +10

Abilities: Str -, Agy 18, Sta -, Int 11, Spt 12, Cha 19
属性:力量 -,敏捷 18,体质 -,智力 11,感知 12,魅力 19

Skills: Knowledge (any two) +18, Listen +19, Spot +19
技能:知识(任意两种) +18,聆听 +19,侦察 +19

Feats: Ability Focus† (banshee’s curse), Ability Focus† (possession), Dodge, Mind Over
Matter*, Mobility, Quicken Spell-Like Ability** (banshee’s curse)
专长:能力专攻†(女妖的诅咒),能力专攻†(占据),闪避,精神物质*,灵巧,快速类法术能力**(女妖的诅咒)

Environment: Any
环境:任何

Area: Northern Kalimdor, the Plaguelands,Quel’Thalas, Tirisfal Glades
区域:北卡利姆多,瘟疫之地,奎尔萨拉斯,提尔瑞斯法林地

Organization: Solitary or group (2-7)
组织:单独或一组(2-7)

Challenge Rating: 12
挑战等级:12

Treasure: Normal
宝藏:正常

Alignment: Often chaotic evil
阵营:常是混乱邪恶

Advancement: 16-23 HD (Medium) or by character class
进化: 16-23 HD(中等) 或 依照角色等级

Level Adjustment: +7
等级修正:+7

The spectral elf is beautiful but terrible. Her face is stretched in an expression of madness, misery and rage. Her mouth drops open as she lets out a moan that reverberates and wavers strangely; it grates on the ears and stabs the mind.
这个幽灵般的精灵美丽而又可怕.她的脸极度拉伸是在表现疯狂,痛苦与愤怒.她的嘴向下张开,发出的呻吟奇怪回荡并摇曳着;它刺激着人耳并鞭挞着精神.


Description 描述
Banshees were once elf women, returned to a horrible, spectral existence. Their intangible forms make them difficult to destroy, and they have numerous spell-like abilities to cripple their foes and protect their allies. Their most feared ability is that they can possess a living being, taking over its body.
When the Burning Legion and the kaldorei clashed in the War of the Ancients, 10,000 years ago, many night elf women fell. Their brutal murders returned them as banshees, and for millennia they wandered the world in lamentation, losing ever more of their dwindling sanity. Eventually, the Lich King, Ner’zhul, learned of their existence and recruited them into the Scourge. Banshees fought in the Third War alongside other undead, and when Arthas attacked Quel’Thalas, he found that he could make banshees of high elves as well.
The most famous banshee was, in life, the high elf Ranger General Sylvanas Windrunner. Not long after Arthas raised her as a banshee, she broke from his control, taking many of her fellow banshees with her. She regained her physical body and established the Forsaken. This act gives many banshees hope, and a strong cadre of free banshees owes allegiance to Undercity. Other banshees still serve the Scourge, and many wild, unaffiliated banshees exist as well.
女妖曾经是精灵女性,堕落产生出的一个可怕,妖魔般的存在.她们无形的体状使得她们难以被摧毁.她们拥有众多的类法术能力以便于削弱她们的敌人和保护她们的队友.她们最可怕的能力是能够占据一个生命,并接管其身体.
当10000年前燃烧军团和暗夜精灵在上古之战中对抗时,许多暗夜精灵女性堕落了.她们冷酷的扼杀使得她们成为了女妖,数千年来,她们在世界上游荡并恸哭着,失去了比以往任何时候都要多的理性.最终,巫妖王耐奥祖得知了她们的存在,并招募她们进入了天灾军团.在第三次战争中,女妖连同其他不死族一起战斗着,并且当当阿尔塞斯攻击奎尔萨拉斯时,他发现同样能够作成女妖的高等精灵.
现存最著名的女妖是高等精灵游侠将军希尔瓦娜斯·风行者.没过多久唤起她成为一名女妖,她打破了他的控制,并获得许多她的同胞女妖跟随她.她取回了她的身体,并建立了被遗忘者.这种行为给了许多女妖以希望,和对自由的强烈向往让她们免费效忠于幽暗城.其他天灾军团和野生的女妖依然是敌人,中立的女妖也依然存在.


Combat 战斗
Banshees stay out of melee combat, preferring to hamper their enemies with curses while their allies close. After a few curses, banshees drift forward to possess their enemies.
女妖避免近战,宁愿用诅咒妨碍离她们盟友最近的敌人.经过几次诅咒后,女妖漂浮着占据她们的敌人.

Possession (Su): Once per round, a banshee can merge its body with a corporeal creature. This ability is similar to a possession* spell, except that it does not require a receptacle. To use this ability, the banshee must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a DC 23 Will save. A creature that successfully saves is immune to that same banshee’s possession for 24 hours, and the banshee cannot enter the target’s space. If the save fails, the banshee vanishes into the target’s body. The save DC is Charisma based.
占据(Su):每轮一次,女妖能够与一个有形的生物的身体相融合.除了不需要一个容器外,这种能力类似于一个占据法术.要使用这种能力,女妖必须设法进入目标的精神世界;使用占据能力迈向目标的精神世界时不会激起攻击的机会.通过一个DC为23的意志豁免可以抵抗这个攻击.一个生物作出了成功的豁免能够在24小时内免疫女妖的占据,并且女妖不能够进入目标的精神世界.如果豁免失败,那么女妖将消失进入目标的身体.这个豁免DC基于魅力.

Spell-Like Abilities: At will—banshee’s curse* (DC 19). 3/day—anti-magic shell*. Caster level 15th.
类法术能力:任意—女妖的诅咒*(DC 19).3/日—魔法防御外壳*. 施法等级15.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a banshee at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within 30 feet of the banshee.
邪恶光环(Su):动物,无论家养还是野生,能够感受到30尺范围内存在的一个女妖.如果被迫这么做,那么它们将不情愿地靠近与恐慌.只要是距离一个女妖30尺内,他们仍然会感到恐慌.

* See Chapter 4: Magic and Faith
* 见章节4:魔法与信仰
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BAT
蝙蝠
 
 
     
                         Bat                   Giant Bat                    Vampire Bat
                         蝙蝠                                 巨人蝙蝠                                 吸血蝙蝠
          Diminutive Animal         Small Animal                      Large MagicalBeast
                         极小型动物                       小型动物                                大型魔法巨兽
Hit Dice:
   1/4d8 (1 hp)        2d8 (9 hp)            4d10+12 (34 hp)  
生命骰:             1/4d8 (1 hp)        2d8 (9 hp)            4d10+12 (34 hp)   
Initiative:    +2             +2               +6
先攻值:              +2              +2               +6
Speed:     5 ft. (1 square),        15 ft. (3 squares),      20 ft. (4 squares),
       fly 40 ft. (good)         fly 40 ft. (good)       fly 60 ft. (good)
速度:                5尺(1格),                          15尺(3格) ,                         20尺(4格),      
                        飞行40尺(良好)                飞行40尺(良好)                     飞行60尺(良好)
Armor Class: 16 (+4 size, +2 Agy),  15 (+1 size, +2 Agy, +2 natural), 18 (–1 size, +6 Agy, +3 natural),
       touch 16,flat-footed 14 touch 13, flat-footed 13   touch 15,flat-footed 12
防御等级:         16(+4 体型, +2 敏捷)        15(+1 体型,+2 敏捷,+2 天生),   18(-1 体型,+6敏捷,+3天生)
                        接触 16,措手不及 14      接触 13,措手不及 13             接触15,措手不及12                           
Base Attack/Grapple:+0/-17                    +1/-5                                      +4/+12
基本攻击/擒抱: +0/-17                                +1/-5                                      +4/+12
Attack:              —                                   Bite +4 melee (1d4–2)           Bite +10 melee (1d6+6 plus wounding)
攻击:                                                    撕咬 +4 近战 (1d4–2)          撕咬 +4 近战 (1d6+6 外加 创伤)
Full Attack:       —                                   Bite +4 melee (1d4–2)           Bite +10 melee (1d6+6 plus wounding)
整轮攻击:            —                                   撕咬 +4 近战 (1d4–2)          撕咬 +4 近战 (1d6+6 外加 创伤)
Space/Reach:   1 ft./0 ft.                         5 ft/5 ft.                                   10 ft./5 ft.
面宽/触及:           1尺/0尺                           5尺/5尺                                  10尺/5尺
Special Attacks: —                                  —                                            Wounding
特殊攻击:             —                                     —                                            创伤
Special Qualities: Blindsense 20 ft.,        Blindsense 20 ft.,                     Blindsense 120 ft.,
                              low-light vision                 low-light vision               low-light vision,keen scent
特性:                      盲感20尺, 低光视觉       盲感20尺, 低光视觉                  盲感120尺, 低光视觉,敏锐嗅觉
Saves:           Fort +2, Ref +4, Will +2     Fort +3, Ref +5, Will +2            Fort +6, Ref +9, Will +3
豁免:             强韧+2,反射+4,意志+2       强韧+3,反射+5,意志+2              强韧+6,反射+9,意志+3
Abilities:        Str 1, Agy 15, Sta 10,        Str 6, Agy 15, Sta 10,               Str 19, Agy 22, Sta 17,
                     Int 2,Spt 14, Cha 4            Int 2, Spt 14, Cha 4                   Int 7, Spt 14, Cha 7
属性:            力量1,敏捷15,体质10,        力量6,敏捷15,体质10,                力量19,敏捷22,体质17,
                    智力2,感知14,魅力4           智力2,感知14,魅力4                   智力7,感知14,魅力7
Skills:           Listen +8*, Spot +8*,          Listen +8*, Spot +8*,                 Listen +12*, Spot +12*,
                    Stealth +6 (+14 to hide)     Stealth +7 (+11 to hide)            Stealth +13(+9 to hide)
技能:          聆听+8*,侦察+8*,                聆听+8*,侦察+8*,                       聆听+8*,侦察+8*,
                   潜行+6(+14加成)                  潜行+7(+11加成)                          潜行+13(+9加成)
Feats:        Skilled (Listen and Spot)     Skilled (Listen and Spot),        Skilled (Listen and Spot),
                                                             Weapon FinesseB                   Weapon FinesseB
专长:          娴熟(聆听与侦察)                    娴熟(聆听与侦察)                        娴熟(聆听与侦察)
                                                             武器娴熟B                                  武器娴熟B
Environment: Temperate deserts          Temperate deserts                  Temperate jungles
环境:          温和的荒野                             温和的荒野                                  温和的荒野
Organization: Colony (10–40) or crowd (10–50)     Pair or colony (5–8)     Solitary, pair, or colony (5–8)
组织:         集群(10–40),许多(10–50)      成对,集群(5–8)                      单独,成对,集群(5–8)
Challenge Rating: 1/10                         1/3                                            3
挑战等级:  1/10                                       1/3                                            3
Alignment: Always neutral                     Always neutral                        Always chaotic neutral
阵营:        总是绝对中立                            总是绝对中立                              总是中立混乱
Advancement: —                         2–3 HD(Small); 4–6 HD (Medium)       5–8 HD (Large)
进化:                                          2–3 HD(小型); 4–6 HD (中型)               5–8 HD (大型)

A small animal flutters past you on leathery wings, hunting for bugs.
一只小动物拍着皮革似的翅膀经过你,追捕着虫子.

Description 描述
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
蝙蝠是一种夜行性飞行哺乳动物.这里目前的统计资料表明是一种较小,食虫的蝙蝠.

Combat 战斗
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
盲感(Ex):蝙蝠能够注意并找到周围20尺内的生物.对手对于拥有盲感的生物依然拥有100%的潜行.

Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
技能:*蝙蝠在侦察和聆听检查上拥有一个+4种族加成.如果它的盲感是无效的,那么将失去这些加成.

Giant Bat
巨人蝙蝠

Giant bats are bats about the size of a cat or a small dog. They make prey of small rodents or toads.
巨人蝙蝠是一种大约有小猫或小狗一般大小的蝙蝠.他们猎食小型啮齿动物或蛤嘛.


Combat 战斗
A giant bat swoops down on its prey and bites, attempting to kill it quickly.
巨人蝙蝠向它的猎物俯冲而下并开始撕咬,试图立即杀死它.


Vampire Bat
吸血蝙蝠

The creature is a bat the size of a pony, with black fur. Its ears are massive, as is its shriveled nose, and its jaws bear two up-curving tusks. The creature hangs upside down in its cave, watching its surroundings with obvious intelligence.
这种生物是一种如同马一般大小带有黑色毛皮的蝙蝠.它的耳朵大而厚实,其鼻子干枯,其颌骨承担两个弯曲的獠牙.这种生物倒挂在洞里,用它那平淡无奇的智力观察着它的周围.


Description 描述
The vampire bats of Azeroth are massive and intelligent creatures native to warm jungles. These savage creatures live for battle, where they may unleash their full uncontrollable frenzies. Both forest and jungle trolls respect these chaotic bats, and ride them into battle against their enemies. More recently, vampire bats have been allying themselves with the Forsaken, acting as both transport and scouts for the Dark Lady.
Vampire bats understand Low Common, but cannot speak it.
这种艾泽拉斯的吸血蝙蝠是出生在温暖的丛林的巨大且聪慧的生物.这些野蛮的生物为战斗而生存,那里他们可能释放它们充满的抑制不住的疯狂.森林和丛林中的巨魔都很尊重这些混乱的蝙蝠,并乘坐它们对抗他们的敌人.最近,吸血蝙蝠已经完全依附被遗忘者,为黑暗女士运送物资与侦察.
吸血蝙蝠能够明白下级通用语,但无法说它.

Combat 战斗
Vampire bats fly into combat with savage ferocity, biting ruthlessly at their victims. When faced with a stronger foe, they bite once or twice then retreat, letting the prey weaken from blood loss before swooping in for the kill.
吸血蝙蝠残忍而凶暴地飞行着进入战斗,无情地撕咬它们的目标.当面对一个强大的敌人时,它们撕咬一两次然后撤退,让猎物在失血中被削弱之前,俯冲而下将其杀死.


Blindsense (Ex): A bat notices and locates creatures within 120 feet. Opponents the bat cannot see still have 100% concealment (see Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, “Blindsense”).
盲感(Ex):蝙蝠能够注意并找到周围120尺内的生物.对手对于拥有盲感的生物依然拥有100%的潜行(见怪物手册,章节5:怪物的种类,亚型,能力,"盲感").

Wounding (Ex): A vampire bat’s saliva contains an anticoagulant that causes bite wounds the creature inflicts to bleed freely. A wound from a vampire bat’s bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds result in 2 points of damage per round, and so on). The bleeding stops after 1 minute. Alternatively a DC 15 Heal check stops it, as does any spell that heals at least 1 point of damage.
创伤(Ex):吸血蝙蝠的唾液含有抗凝血剂,以至被咬伤的生物造成大量地失血.一个伤口从一只吸血蝙蝠的撕咬攻击开始,此后每一轮造成1点额外伤害.从这类伤害造成的多发性伤害结果,积累出血损失(两个伤口造成每轮2点额外伤害,依次类推).出血在1分钟之后停止.此外通过一个DC为15的生命检查能够停止它,任何治愈魔法将带来至少1点的伤害.

Keen Scent (Ex): A vampire bat can notice creatures by scent in a 180-foot radius and detect blood in the air at ranges up to a mile.
敏锐嗅觉(Ex):吸血蝙蝠能够注意到半径180尺内的生物气味,并且空气中鲜血的气味范围可以达到1里.

Skills: *A vampire bat has a +8 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
技能:*吸血蝙蝠在侦察和聆听检查上拥有一个+8种族加成.如果它的盲感是无效的,那么将失去这些加成.

Vampire Bat Mounts
吸血蝙蝠坐骑

The trolls of Zul’Aman train vampire bats as mounts, though some Forsaken in Undercity learn as well. This training requires a successful Handle Animal check (DC 22 for a young vampire bat, DC 29 for an adult) and that the vampire bat is willing to be trained. The process takes about 2 years. Trainers sell trained vampire bats for prices in the 6,000–7,000 gp range.
祖阿曼的巨魔们训练吸血蝙蝠作为坐骑,虽然有些在幽暗城的被遗忘者也学习这些.这项培训需要通过一个成功的操纵动物检测(年轻的吸血蝙蝠的DC为22,成年的DC为29),并且这个吸血蝙蝠要愿意接受训练.这个过程需要2年.
训练师出售训练有素的吸血蝙蝠的价格在6000-7000 GP的范围内.


Carrying Capacity: A light load for a vampire bat is 232 pounds, a medium load 233–466 pounds, and a heavy load 467–700 pounds.
承载能力:一只轻负载的吸血蝙蝠为232磅,中等负载的为233-466磅,重型负载的为467-700磅.
Surrender and serve me in life, or die and slave for me in death!

TOP

Large Monstrous Humanoid (Centaur)
大型类人怪物(半人马)

Hit Dice:
4d8+8 (26 hp)
生命骰:4d8+8 (26 hp)

Initiative: +2
先攻值:+2

Speed: 50 ft. (10 squares)
速度:50尺(10 格)

Armor Class: 14 (–1 size, +2 Agy, +3 natural), touch 11, flat-footed 12
防御等级:14(-1 体型,+2 敏捷,+3 天生防御),接触 11,措手不及 12

Base Attack/Grapple: +4/+12
基本攻击/擒抱:+4/+12

Attack: Greataxe +7 melee (3d6+6/x3) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)
攻击:巨斧 +7 近战(3d6+6/x3) 复合长弓 远程(+4 力量加成) +5 射程(2d6+4/x3)

Full Attack: Greataxe +7 melee (3d6+6/x3) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)
整轮攻击:巨斧 +7 近战(3d6+6/x3) 与 2 蹄踢 +3 近战(1d6+2); 或 复合长弓 远程(+4 力量加成) +5 射程(2d6+4/x3)

Space/Reach: 10 ft./5 ft.
面宽/触及:10尺/5尺

Special Attacks:
特殊攻击:

Special Qualities: Darkvision 60 ft.
特性:黑暗视觉60尺

Saves: Fort +3, Ref +6, Will +5
豁免:强韧 +3,反射 +6,意志 +5

Abilities: Str 18, Agy 14, Sta 15, Int 8, Spt 13, Cha 11
属性:力量 18,敏捷 14,体质 15,智力 8,感知 13,魅力 11

Skills: Listen +3, Spot +3, Stealth +4 (+0 to hide), Survival +2
技能:聆听 +3,侦察 +3,潜行 +4(+0 躲藏),幸存 +2

Feats: Dodge, Weapon Focus (hoof)
专长:闪避,武器专攻(巨斧)

Environment: Temperate and warm mountains and plains Area The Barrens
环境:温和的山脉与贫瘠之地平原地区

Organization: Solitary, company (5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 khan of 5th–9th level)
组织:单独,连队(5–8), 一群(8–18 外加 1 2-5级的领导者), 部落(20-150 外加 30%非战斗人员 外加 10 3级的警卫队长,5 5级的副官,与1 5-9级的可汗)

Challenge Rating: 3
挑战等级:3

Treasure: Standard
宝藏:标准

Alignment: Usually lawful evil
阵营:通常守制邪恶

Advancement: By character class
进化:依照角色等级

Level Adjustment: +2
等级修正:+2

A great creature charges through the plains, snarling a challenge. He has the upper torso, arms and head of a wild and savage human, emerging from where the head and neck of a great warhorse would be. He bears a massive axe in his hands, while an equally massive bow hangs from his back.
一只巨大的半人马冲过这片草原,咆哮着发出挑战.他拥有类似野蛮人的手臂和头,出现在一只巨大的战马的头和脖子处.他手上拿着一把粗大的斧子,在他的背上挂着一把同样巨大的战弓.


Description 描述
Night elves claim that centaur are the bastard children of the demigod Cenarius. Despite their origins, these primitive, barbaric horsemen are the embodiment of savagery. Centaur tribes terrorize the Barrens of Kalimdor and ransack the indigenous peoples’ villages and cities. They have an especially violent hatred of tauren, who return the racial animosity with fervor.
暗夜精灵们声称半人马是半神塞纳留斯的私生子。任凭他们的出生如何,这些古老的,野蛮的人马是残暴的化身。半人马部落恐怖地统治着卡利姆多的贫瘠之地,并且劫掠当地人的村庄和城市。他们特别仇视牛头人,这个带有热情地回击种族间仇恨的种族。
Centaur have little in common with their cousins, dryads and keepers of the grove. While it is unknown how these creatures came to be, centaur prove to be a thorn in both night elf and tauren sides.
半人马和他们的表亲,树妖和丛林守护者有着很大的不同。虽然不知道半人马是如何到来的,但他们确实是暗夜精灵和牛头人之间共同的苦恼。
Centaur live in rough tribal groupings. While not quite as stupid as ogres, centaur are not ranked as the wisest of the races of Azeroth, and few provide true crafts of their own. Their establishments tend toward crude mudand- thatch huts, built to look more like stables than real homes.
半人马生活在粗略的部落群中。虽然不像兽人那样愚蠢,但半人马绝对不会是艾泽拉斯最睿智的种族,并且他们很少自己制作手工制作东西。他们的住宅更接近于原始—茅草木屋,瞧起来更像是马厩而不是真正的家。
While centaur are accomplished bowyers and fletchers, they haven’t quite mastered the arts of working metal; thus, most metal weapons and armor among centaur are stolen from other races. Melee weapons consist of heavy and powerful weapons such as clubs or axes, though many centaur utilize lances due to their body makeup.
虽然半人马是熟练的制弓匠和造箭手, 他们还没有完全掌握冶炼金属的技术;因此,半人马大多数的金属武器和铠甲都是从其他种族那里盗取的。近战武器包括重型和强大的武器,如棍棒或斧头,尽管许多半人马由于其体格而使用长矛。
Centaur are organized into several tribes, scattered across the Barrens. A khan, the eldest and most powerful centaur in the territory, rules each tribe, delineating a strict hierarchy of power underneath him, and enforcing the laws of his tribe. Strength is power among the centaur, and the easiest way to earn respect among centaur is to prove your power. While stupid, centaur are strongwilled and cunning, and mental wits impress them just as much as physical prowess. Like most primitive societies, females are viewed as little better than baby-makers, but occasionally a female proves strong enough to earn some respect.
半人马被组织成了几个部落,散落在贫瘠之地。可汗的长子和最强大的半人马在其领土内,控制着每个部落,在他的权利之下划定了严格的等级制度,和执行他部落的法律。在半人马之间力量就是权力,并且以这个在半人马之间赢得尊重的最简单的方式来证明你的力量。虽然愚蠢,但半人马是意志坚强和狡猾的,智慧和精神只能像物理威力一样打动他们。像最原始的社会里一样,女性仅被视为略优于婴儿制造者,但有的女性证明自己强大到足以赢得一些尊重。
Like all of Cenarius’s children, centaur favor druidism over other divine arts. However, centaur druids are not in the least respectable. Rather than striving for a balance with nature, centaur druids control nature, using it to further their own ambitions. If an animal or plant refuses to subject itself to the centaur’s rule, then the creature finds itself either enslaved or, more commonly, destroyed. It takes weeks for night elf or tauren druids to correct the damage a centaur druid inflicts on any territory it comes across.
和塞纳留斯所有的孩子一样,半人马喜欢德鲁伊教超过其他神奇技艺。然而,半人马德鲁伊并不可敬。半人马德鲁伊支配自然,用它来促进他们自己的野心,而不是追求一种平衡与自然。如果某个动物或植物拒绝屈服于半人马的统治,那么这个生物会发现自己要么被奴役,或更常见的是,被摧毁。修复一个半人马德鲁伊在任何领土带来的损害,将花费暗夜精灵或是牛头人德鲁伊数周的时间。
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
一个半人马如同一只笨重的马一般大,但身高和略有加重。一只半人马约7英尺高,体重约2,100磅。

Centaur speak Low Common.
半人马说下等通用语.


Combat 战斗
Centaur are cruel and vicious in combat. They accept no surrender, and they rarely retreat from battle. Under the proper leaders, a group of centaur armed with greataxes and longbows would make short work of those ill equipped to defend themselves.
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does. Centaur also are considered to have the feat Mounted Combat for purposes of feat and prestige class prerequisites.
在战斗中半人马是残忍而恶毒的。他们不接受投降,并且他们也很少从战场上撤退。在正确的领导人的指挥下,一群武装有巨斧和长弓的半人马将使那些软弱的造物无力保护自己。
一个半人马在它突击的时候造成一个贯通双倍伤害,就像一个在坐骑上的骑手那样。半人马也被视为拥有乘骑战斗专长的威望等级先决条件。
引用:
The ancient and wizened tauren sat in front of the fire, warming his old bones. Around him sat several young calves, eager for their elder to begin storytelling. One, however, was too impatient, and asked a question of the elder. “Elder, what are centaur?”
年迈干瘪的牛头人坐在火前,温暖着自己的老骨头。他身边坐着几位年轻牛犊,渴望他们的长老开始讲故事。可是,他们中的一个过于急躁,并向长老提出了一个问题。“长老,什么是半人马?”
The old tauren laughed and reached over to pat the young child. “This was told to me once by a wandering night elf, long ago, little children. Long ago, the kaldorei god Cenarius bore three children: the centaur, the dryad and the keeper of the grove. However, one son, the centaur, grew to despise his beautiful siblings, then all other creatures of the world, and challenged Cenarius. The centaur believed that he was the strongest of the three children, and that Cenarius refused to love him and instead doted on his other children.
老牛头人笑起并伸手拍了拍这个年轻的孩子。“孩子,这是很久以前一个迷路的暗夜精灵告诉我的。很久以前,卡多雷之神塞纳留斯生有三个孩子:半人马,树妖以及丛林守护者。然而,其中一个孩子,半人马嫉妒他漂亮的兄妹,于是这个世界其他所有的半人马,质问塞纳留斯。半人马相信他是三个孩子中最强壮的,但塞纳留斯拒绝来爱他,而去溺爱他其他的孩子。
“In embracing his hatred and savagery, he struck his father in a blind rage, trying to force his father to love him above all other creatures. In retort, the god cursed the centaur, stripping him of his beauty and powers, leaving him only with his hatred and anger. The centaur fled in rage, and swore a blood feud on all the creatures of the world. He reserved most of his hatred for Cenarius’ favored children, and thus the night elves drew his ire as well. We too drew his anger, as he was jealous of our strength and power with the world, the same power he lost.
“带着他的仇恨和残暴,他在一次失去理智的愤怒中伤害了他的父亲,试图迫使他的父亲爱他以及所有其他的生物。在反击,神诅咒了半人马,剥夺了他美丽和力量,留给他的只有他的仇恨和愤怒。半人马座带着愤怒逃离了,并发誓要血清世上所有的生物。他保留了对塞纳留斯所爱的孩子的仇恨,并且因此暗夜精灵也提起他的愤怒。我们也提起他的愤怒,因为他嫉妒我们同世界的能力和力量,他所失去的力量。
“His children carry his anger, and destroy everything they touch, bearing their father’s hatred of all things of the world.” The children nodded, then smiled, as the elder turned the subject to something more pleasant.
“他的子孙带着他的愤怒,并破坏他们接触到的一切,带给他们父亲仇恨的世界上的一切。”孩子们点点头,然后微笑着,因为长老把话题转移到其他更有趣的事去了。



[ 本帖最后由 dslove 于 2008-11-10 18:59 编辑 ]
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Kodo
科多兽

                           Kodo Beast                                                            Kodo, Riding
                           Huge Animal                                                           Large Animal
Hit Dice:             11d8+58 (107 hp)                                                   8d8+40 (76 hp)
Initiative:             +0                                                                           +1
Speed:                 40 ft. (8 squares)                                                  60 ft. (10 squares)
Armor Class: 16 (–2 size, +8 natural), touch 8, flat-footed 16         17 (–1 size, +1 Agy, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+26                                                            +6/+18
Attack: Gore +16 melee (2d6+15) or bite +16 melee (2d6+15)         Gore +13 melee (2d6+12)
Full Attack: Gore +16 melee (2d6+15) or bite +16 melee (2d6+15)   Gore +13 melee (2d6+12)
Space/Reach:   15 ft./10 ft.                                                                10 ft./5 ft.
Special Attacks: Improved grab, powerful charge,                           Improved grab, powerful charge,
                           swallow whole, trample 2d6+15 (DC 25)               swallow whole
Special Qualities: Low-light vision, scent                                          Low-light vision, scent
Saves:               Fort +12, Ref +7, Will +5                                         Fort +11, Ref +7, Will +4
Abilities: Str 30, Agy 10, Sta 21, Int 2, Spt 15, Cha 7      Str 26, Agy 12, Sta 21, Int 2, Spt 15, Cha 7
Skills:                 Listen +11, Spot +11                                              Listen +10, Spot +9
Feats: Endurance, Skilled (Spot and Listen), Snatch, Toughness    Endurance, Skilled (Spot and Listen), Improved Natural Attack‡ (gore)
Environment: Temperate and warm plains                                         Temperate and warm plains
Area:                 Central Kalimdor                                                       Mulgore
Organization: Solitary, pair, or herd (5–50 plus 50% young plus 1   Solitary or herd (4–16)
                     Gargantuan kodo per 10 adults)
Challenge Rating: 7                                                                           4
Treasure:             None                                                                      None
Alignment:            Always neutral                                                      Always neutral
Advancement: 12–16 HD (Huge); 17–28 HD (Gargantuan)        9–12 (Large); 13–24 HD (Huge)
Level Adjustment: —                                                                         —

The ground trembles with each step that the massive reptilian beast takes. Its gray hide is covered in the dust that it kicks up as it grazes with a horned snout across the plains.
引用:
“The kodo is our life, children,” began the elder tauren, smiling at the young faces across him in the firelight, “and in turn, our life is theirs. Long ago, the tauren wandered Kalimdor, lost and hungry, and they called to the Earth Mother for respite. The world was new, just Sundered, and the tauren lost everything in the great quakes that followed.
“The Earth Mother granted their wishes, and created the kodo from her own strength and spirit. She came to us, pained from the making, and spoke unto us the following words: ‘I have heard your pain, and I have felt it too. This world is new, but you shall never be alone. I give you the kodo, and tie you to the great beasts as they are tied to you. The kodo shall be your food, your friends, your shelter, and your power. As long as you respect the kodo, honor the kodo, and love the kodo, it shall always be there for you.’
“She then set the kodo to wander the plains, to test the power of the tauren race, and to prove her love for us. To this day, we still honor and protect the great beasts of the plains. The kodo gives us everything we need: meat, clothing, weapons, armor, shelter. Nothing goes to waste; to do so would be to dishonor the Earth Mother’s sacrifice. And still we remember the great gift our Mother gave unto us, and offer our thanks in prayer.”
Description
Giant quadrupedal reptiles, the kodo beasts wander the plains in thunderous herds. Kodos are warm-blooded herbivores, similar to the dinosaurs of the Un’Goro Crater, or native raptors. They graze primarily on quick-growing grasses, but eat the leaves of shrubs and trees they encounter
as well. Kodos occasionally eat insects, small mammals and eggs, but these items are a limited part of their diet.
Kodos are key to tauren culture. Tauren hunt and use every part of kodos for their equipment, clothing and food. Kodos can be trained and are used as beasts of burden by the tauren and as mounts for both orcs and tauren. Kodos are a symbol of vigor and power among the
tauren, and hunting them is an important rite of passage for young warriors. The warriors’ bravery, strength and ability to work together are tested.
Like many herd animals, kodo beast groups are composed of mothers and young, led by a single powerful male or female. A few younger males may be present, but they are eventually driven out to establish their own herds. During mating season, typically in early spring, kodos make loud bellowing sounds to guard their territories. Kodo beasts are dangerous at this time, as males are on the watch for rivals and become territorial. Mothers become dangerous later, protecting their nests.

Combat
Though terrifyingly large and powerful, kodo beasts are by nature quiet, lumbering animals. They are content simply to wander away from potential threats. One notable exception is when they are protecting eggs or yearlings, which are small enough to be threatened by most predators. Kodo beasts form rings around the young, barring attack with simple mass. Sufficiently annoying opponents are charged and swallowed whole. More significant threats, particularly those too large to swallow, are run down. Spooked kodo herds stampede. During mating or nesting seasons, kodos are more aggressive, particularly if startled or surprised. They leave small annoyances alone, though they make mock charges to scare off persistent annoyances.

Improved Grab (Ex): To use this ability, a kodo beast must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round (see below).

Powerful Charge (Ex): A kodo beast deals 4d6+30 points of damage when it makes a charge.

Stampede (Ex): A frightened herd of kodos flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five kodos in the herd (Reflex DC 25 half). The save DC is Strength-based.
Swallow Whole (Ex): A kodo can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+5 points of bludgeoning damage and 3 points of acid damage per round from the kodo’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 11 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge kodo’s gizzard can hold 2 Medium, 8 Small or Tiny, 32 Diminutive, or 128 Fine creatures.

Kodo Mounts/Riding Kodo
A kodo beast is rarely trained as a mount, being too big and feisty to be trained as a typical mount. However, tauren breed smaller riding kodos, which lack much of their larger cousin’s strength. Riding kodos are quicker, however, and easier to train. This training requires a successful Handle Animal check (DC 21 for a young riding kodo, DC 28 for an adult) and that the kodo is willing to be trained. The training takes approximately 1 year.
Theft of kodo eggs is punishable by death, but a poacher can sell riding kodo eggs for upwards of 1,400 gp. Fully-trained riding kodos are rarely sold, but their market price is about 2,000 gp.

Powerful Charge (Ex): A riding kodo deals 4d6+24 points of damage when it makes a charge.

Stampede (Ex): Reflex half DC 20. The save DC is Strength-based.

Swallow Whole (Ex): A riding kodo can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d8+4 points of bludgeoning damage and 2 points of acid damage per round from the kodo’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 8 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Large kodo’s gizzard can hold a single Small creature.

Carrying Capacity: A light load for a riding kodo is 918 pounds, a medium load 919–1,851 pounds, and a heavy load 1,852–2,760 pounds.
引用:

Howdahs

A howdah is a seat or box, usually with a canopy and railing, placed on the back of a Huge or larger creature, such as a kodo beast or elephant. Four Medium riders can fit on a howdah. Many creatures, especially orcs and tauren, build ornate and elaborate howdahs as symbols of prestige, or open-aired and spiked howdahs for military applications. In addition to being well out of infantry’s range, howdahs grant their occupants cover.
Cost: 200 gp; Weight: 100 lbs.
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Ogre
食人魔

Large Monstrous Humanoid (Ogre)

Hit Dice: 4d8+11 (29 hp)

Initiative: –1

Speed: 20 ft. in hide armor (4 squares); base speed 30 ft.

Armor Class: 16 (–1 size, –1 Agy, +5 natural, +3 hide armor), touch 8, flat-footed 16

Base Attack/Grapple: +4/+13

Attack: Greatclub +9 melee (2d8+7) or javelin +3 ranged (1d8+5)

Full Attack: Greatclub +9 melee (2d8+7) or javelin +3 ranged (1d8+5)

Space/Reach: 10 ft./10 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., low-light vision

Saves: Fort +3, Ref +3, Will +4

Abilities: Str 21, Agy 8, Sta 15, Int 6, Spt 10, Cha 7

Skills: Listen +2, Spot +2, Survival +5

Feats: Toughness, Weapon Focus (greatclub)

Environment: Temperate and warm land

Area: Alterac, Arathi Highlands, Badlands,

Blasted Lands, Burning Steppes, Dire Maul,Duskwood, Feralas, Loch Modan, Tanaris Organization: Solitary, pair, gang (3–4), or band (5–8)

Challenge Rating: 3

Treasure: Standard

Alignment: Often chaotic evil

Advancement: By character class

Level Adjustment: +2

This flabby humanoid is large and smooth-skinned. Its two heads stare down, one with an expression of anger, the other of confusion. A horn sprouts above a cyclopic eye on one head. The creature looks exceedingly stupid, but the way it hefts a massive club proves that it is still dangerous.

Description
Ogres are large, strong and dim-witted humanoids with a clannish social system. Though they may seem stupid and lazy — and, in fact, are stupid and lazy — they are capable of dealing incredible damage and, under a strong leader, organizing into a respectable fighting force.
Ogres are not indigenous to Azeroth; rather, the orc warlock Gul’dan brought them through the Dark Portal from Draenor during the First War. Gul’dan used the ogres as enforcers to keep a modicum of peace between the feuding orc tribes. The ogres fought with the orcs in the First and Second Wars, but by the time the Third War rolled around, the ogres had scattered across Azeroth. They took to the land well, thriving particularly in places reminiscent of their homes on Draenor — arid and rocky land, such as Dire Maul and the Badlands.
Even though ogres are undeniably dumb, they are not as disorganized as they once were. In the years since the Second War, several ogre chieftains rose to prominence, bludgeoning their lessers into worthy clans. Ogres are now a danger in the wilds, as they tend to cooperate and use tactics. Also, many ogres hire themselves as mercenaries. Goblins in particular are fond of both their great physical strength and their dim intelligence.
Recently, the Horde hero and half-ogre Rexxar approached one of these organized ogre clans — the Stonemauls — and asked them for assistance. The ogres refused, so Rexxar defeated their leader and took command of the clan. In this way, a handful of ogres rejoined the Horde. Some ogres have two heads. Some scholars believe that two - headed ogres are a natural occurrence, while others believe that Gul’dan created them in an attempt to make them more intelligent. If this latter theory is true, then Gul’dan failed, for the heads have a tendency to bicker and fight rather than work together. Two-headed ogres often have compound names, which are actually the names of their two heads. For example, the famed ogre mage Cho’gall has two heads — Cho and Gall.
Ogres dwell in ogre mounds: rough collections of wood, dirt, and stone huts and caves. An explorer can tell he’s approaching an ogre mound by the detritus and excrement nearby. In their mounds, ogres train by heaving and crushing large rocks and by pounding on each other.
The ogre race includes much physical variability. Some ogres are small, barely larger than 6 or 7 feet, while others tower above these runts at 15 feet. Their skin comes in many colors; brown and yellow are common, as is peach, orange and black.
Ogres speak Low Common. Some of the more intelligent ones may speak Common or Orcish.

Combat
Ogres love melee combat — “clobberin’ time.” Their preferred method is to approach their enemies — which are hopefully smaller and softer than them — and bash the tar out of them. Ogres under a skilled leader are capable of more advanced tactics, such as ambushes, flanking maneuvers, and ranged attacks.

Skills: Ogres have a +2 racial bonus on Survival checks.
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Ogre Mage
食人魔法师

Ogre magi are intelligent, spell-wielding ogres.

In the Second War, the orc warlock Gul’dan and a group of ogres captured the elven runestone at Caer Darrow. The runestone held great power, and Gul’dan had the ogres hew it into slabs. From these slabs Gul’dan created altars of storms, which harnessed old dark magic to transform normal ogres into intelligent spellcasters. The most famous ogre mage was Cho’gall, Gul’dan’s apprentice.
Altars of storms appeared in many orc camps in the Second War, but the Alliance destroyed most of them in the time since. A few altars of storms are still scattered about in desolate places, and their evil magic draws dangerous beasts. Perhaps a powerful warlock could make use of one of these altars to create more ogre magi.

Ogre magi are less chaotic than their brethren. their intellect creates an awareness of power structures and allows them to understand political machinations. Ogre magi respect power; thus
they served Gul’dan in the Second War. Most ogre magi are ambitious and seek to secure both political and magic power. In addition to gaining intelligence, a newly created ogre mage’s skin turns blue.

Creating an Ogre Mage
“Ogre mage” is an acquired template that can be added to any ogre (referred to hereafter as the base creature). An ogre mage uses all the base creature’s statistics and special abilities except as noted here.

Special Attacks: An ogre mage retains all the special attacks of the base creature and gains those described below.

Spellcaster:  An ogre mage casts spells as a member of a specific healer or arcanist path he chooses (or his master chooses) when he gains this template. He casts spells as a member of
that class equal to his ogre racial Hit Dice. (Which usually means 4th level.) As with all monsters that cast spells, these levels stack with actual class levels to determine the ogre mage’s spellcasting ability.

Spells: Ogre magi have certain spells that are inherent to their natures: spells that Gul’dan considered important for his purposes. Therefore, no matter what the ogre mage’s spellcasting class, he adds the following spells to his spell list at the indicated levels: bloodlust (3rd), eye of Kilrogg (4th), and rune trap (3rd; see Chapter 4: Magic and Faith).

Abilities: Increase from the base creature as follows: Int +6, Spt +2, Cha +4.

Skills: Ogre magi have a +2 racial bonus on Knowledge (arcana) and Spellcraft checks. Otherwise same as the base creature.

Environment: Same as base creature. Organization: Solitary or band (1 plus 3–6 ogres).

Challenge Rating: Same as the base creature +1.

Treasure: Double standard.

Alignment: Usually lawful evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +1.

Example Ogre Mage
食人魔法师范例


Male Ogre Mage 4th-Level Warlock

Large Monstrous Humanoid (Ogre)

Hit Dice: 4d8+4d6+19 (51 hp)

Initiative: +2

Speed: 30 ft. (6 squares)

Armor Class: 12 (–1 size, –2 Agy, +5 natural), touch 7, flat-footed 12

Base Attack/Grapple: +6/+16

Attack: Greatclub +12 melee (2d8+9) or javelin +3 ranged (1d8+6)

Full Attack: Greatclub +12/+7 melee (2d8+9) or javelin +3 ranged (1d8+6)

Space/Reach: 10 ft./10 ft.

Special Attacks: Spells

Special Qualities: Darkvision 60 ft., low-light vision, fel companion (imp)

Saves: Fort +3, Ref +2, Will +9

Abilities: Str 22, Agy 6, Sta 14, Int 19, Spt 15, Cha 14

Skills: Concentration +10, Knowledge (arcana) +16, Listen +4, Spellcraft +16, Spot +4,
Survival +7

Feats: Improved Initiative, Scribe Scroll, Toughness,

Weapon Focus (greatclub)

Environment: Temperate and warm land

Area: Alterac, Arathi Highlands, Badlands,Blasted Lands, Burning Steppes, Dire Maul,Duskwood, Feralas, Loch Modan, Tanaris

Organization: Solitary or band (1 plus 3–6 ogres)

Challenge Rating: 9

Treasure: Standard

Alignment: Usually lawful evil

Advancement: By character class

Level Adjustment: +3

This blue-skinned ogre has dark designs painted on his body.

Description
This ogre mage studies as a warlock and is more than willing to support his clan with conjured monsters and blasts of shadow.

Combat
Ogre magi usually remain out of the front lines, using their magic to enhance their allies or hamper their foes. When they run out of powerful spells, though, they have no problem wading in and engaging in some quality clobberin’ time. Unlike other ogres, ogre magi are smart enough to retreat when the fight turns sour.

Spells: This ogre mage is a 4th-level warlock. Combined with his ogre mage template, this means he casts spells as an 8th-level warlock.

Warlock Spells (5/6/5/5/3; DC 14 + spell level): The ogre mage’s high Intellect and his ranks in
Spellcraft allow him to prepare 13 spells per level; he can prepare most of the spells on the warlock
spell list. Note that he has only three 4th-level spell slots per day (instead of four) because his
imp fel companion requires one of them (see the Monster Guide).
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Quilbeast
豪猪
   
                   Quilbeast                                            Dire Quilbeast  
                   Medium Animal                                    Large Animal
Hit Dice:       4d8+15 (33 hp)                                8d8+24 (60 hp)
Initiative:     +1                                                    +1
Speed:         40 ft. (8 squares)                            40 ft. (8 squares)
Armor Class: 17 (+1 Agy, +6 natural),                16 (–1 size, +1 Agy, +6 natural),     touch 11, flat-footed 16               touch 10, flat-footed 15
Base Attack/Grapple: +3/+5                                +6/+18
Attack:    Gore +5 melee (1d8+3) or quill +4 ranged (1d6+2/19–20)