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Elenlos

New member
שאלה

קודם כל מישהו שמע על או קרא את טרילוגית האלף האפל?(אם כן תמשיך לקרוא) אתם זוכרים את ביעותי הקרסים שדריזט נלחם בהם(ושחברו הפץ הפך לאחד)?? אז אני רוצה להכניס אותם לעולם שלי בתור מפלצות(אלה אם כן אחד השחקנים שלי ירצה אחרת...) והם לא רשומים בספר מפלצות וממש אין לי מושג מאיפה להתחיל אז בבקשה בבקשה עזרו לי!
 

man of war

New member
אני לא קראתי .....

אבל אתה יכול פשוט להמציא להם את הסטטס ...
 

Elenlos

New member
אני רוצה להמציא

אבל אני לא זוכר אותם כל כך טוב ואין לי כרגע גישה אל הספרים ובגלל זה אני מבקש עזרה מאנשים אחרים...
 

Lion_Heart

Well-known member
הנה לך ביעות קרסים מתןך האסופה

ביעות קרסים CLIMATE/TERRAIN : Any/Subterranean FREQUENCY: Rare ORGANIZATION: Clan ACTIVITY CYCLE: Any DIET: Omnivore INTELLIGENCE: Low (5-7) TREASURE: P ALIGNMENT: Neutral NO. APPEARING: 2-12 ARMOR CLASS: 3 MOVEMENT: 9 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-8/1-8/2-12 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (9´ tall) MORALE: Steady (11-12) XP VALUE: 175 The hook horror is a bipedal, underground-dwelling monster that looks like a cross between a vulture and a man with hooks instead of hands. The hook horror stands about nine feet tall and weighs almost 350 pounds. It has a tough, mottled grey exoskeleton, like that of an insect. Its front limbs end in 12-inch-long hooks. Its legs end in feet that have three small hooks, like long, sharp toes. Its head is shaped like that of a vulture, including the hooked beak. Its eyes are multifaceted. It is thought that the hook horror is distantly related to the cockroach or cave cricket. Hook horrors do not have a smell to humans and demihumans, but an animal would detect a dry musty odor. They communicate in a series of clicks and clacks made by the exoskeleton at their throats. In a cave, this eerie sound can echo a long way. They can use this to estimate cavern sizes and distances, much like the sonic radar of a bat. Combat: Hook horrors have acute hearing and are surprised only on a roll of 1. They always know their territory, and they try to ambush unsuspecting travelers or denizens. Each round they swing with both hooks. If in any round both hit, during that round their beaks hit automatically. They automatically inflict 2d6 points of damage each round with the beak until at least one of the hooks is dislodged. The eyesight of the hook horrors is very poor. They are blinded in normal light. They use their extremely acute hearing to track and locate prey. Since their eyesight is so poor anyway, they suffer no combat or movement penalties if blinded or in complete darkness. They attack silenced opponents with the penalties others suffer when attacking blind. Hook horrors are natural climbers, as their hooks give them excellent purchase on rock surfaces. They can move at normal speed up vertical surfaces that are not sheer. Their great weight means that they cannot hang from the ceiling like other insects. Habitat/Society: The obvious penalty for having hooks instead of hands is that hook horrors cannot use weapons or tools. They can only pick up items in their beaks. This severely restricts their ability to amass large treasures. A clan of hook horrors most often lives in caves and underground warrens. The entrance is usually up a vertical or steeply sloped rock wall. Each family unit in the clan has its own small cavern off a central cave area. The clan´s eggs are kept in the safest, most defensible place. The clan is ruled by the eldest female, who never participates in combat. The eldest male, frequently the mate of the clan ruler, takes charge of all hunting or other combat situations and is considered the war chieftain. Members of a clan rarely fight each other. They may quarrel or not cooperate, but they rarely come to blows. Clans sometimes fight each other, but only when there is a bone of contention, such as territorial disputes. It is rare for a clan of hook horrors to want to rule large areas or to conquer other clans. Hook horrors have poor relationships with other races. Although they do not foolishly attack strong parties, generally other creatures are considered to be meat. They retreat when faced with a stronger group. Hook horrors do not recognize indebtedness or gratitude. Their simple language does not even have a term for these concepts. Just because a player character saves the life of a hook horror does not mean that it will feel grateful and return the favor. Ecology: Although hook horrors are basically omnivores, they prefer meat. They can eat just about any cave-dwelling fungus, plants, lichens, or animals. Hook horrors are well acclimated to cave life. They have few natural predators, although anything that managed to catch one would try to eat it. The hook horror´s exoskeleton dries and becomes too brittle for use after a month or so. Index
 

Elenlos

New member
פשששששששש!

תודה רבה רבה! ותודה עוד יותר על הפירוט הנרחב!! אבל רק כמה דברים לא מובנים: Special attak: nil??? וגם הspecial defense שזה אותו דבר (Nil)...
 

Gilgam69

New member
הציטוט (הנחמד מאוד ../images/Emo8.gif) הוא ממוד"מ

מהדורה שניה, אסופת המפלצות, שם לכל יצור היה סעיף של התקפות מיוחדות והגנות מיוחדות. במידה ולא היה ליצור התקפות או הגנות מיוחדות היה כתוב להם Nil בסעיפים אלה. Nil היא מילה באנגלית שמשמעותה כלום, אין, נדה... כלומר אין ל-Hook Horror התקפות או הגנות מיוחדות.
 

Elenlos

New member
אוקיי

אבל עוד דבר אחד קטן לא אמור להיות להם התקפה מיוחדת?? - מעיכה... כי אני זוכר שככה נקשן(הפץ) הרג את הקוסם שהפך אותו לביעות קרסים וככה גם ביעות קרסים אחר הרג את הילד הקטן(שחשבו שהוא ילדה מבית באינר...) וככה ביעותי הקרסים ניסו להרוג את דריזט מספר פעמים בקרב הנ"ל... אבל נורא את זה אני יכול כבר להמציא ותודה רבה על כל העזרה!
 

הלדין

New member
המממפ...

ביעות קרסים הם מפלצות בגודל טנק, כך הבנתי. מתקפת המעיכה שלהם היא פונקציה של גודלם ומסתם הגדולים. מתקפה מיוחדת היא מתקפה שאינה נובעת מנתוניו הטבעיים של היצור או לפחות כך אני מבין.
 

shanto

New member
תגובה בקשר לביעותי הקרסים

ביעותי קרסים ב- drow of the underdark (כל מי שקרא את האךף האפל להוריד- ספר אדיר) שונים ממה שתואר (לדוגמא- יש large, huge, giant) אבל יהיה לי קשה להביא את זה כי זה באקרובט רידר. בכל מקרה רק אוסיף: הספר נכתב ע"י אד גרינווד, ממציא ממלכות נשכחות, ובספר מתוארים גם האלים של האלפים האפלים, בניהם ליות´, לחשי כהנות האלפים האפלים (בניהם זין-קרלה, ע"ע גלות, הספר השני בסדרת האלף האפל), וגם כמובן חפצי קסם, רעיונות להרפתקות בעולם התת-קרקעי, ומבחר מפלצות, בניהן "ביעותי הקרסים", הרות´ (למי שקרא- מן כבשים שיש בעולם התת-קרקעי שדריזט גידל), דרקון המעמקים, ו- familiers שונים למכשפים. אז זה בקיצור. דרך אגב, שמם של ביעותי הספרים בספר- pedepalp.
 

shanto

New member
הנה זה

Pedipalp Large (Schizomida) Huge (Amblypygus) Giant (Uropygus) CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: Rare All except arctic/all except tundra Rare Very rare Solitary or hunting packs ACTIVITY CYCLE: DIET: INTELLIGENCE: Any (most active in darkness) Carnivore Non (2) TREASURE: ALIGNMENT: M, Qx2 Qx4, T Neutral I NO. APPEARING: ARMOR CLASS: MOVEMENT: 1-4 1-4 1-2 7 4 2 12 12 6 HIT DICE: 1+1 2+2 4+4 THAC0: 19 NO. OF ATTACKS: 1 3 3 DAMAGE/ATTACK: 1-8 1-6/1-6/1-8 1-8/1-8/2-8 SPECIAL ATTACKS: Nil Grip Grip, poison gas SPECIAL DEFENSES: Poison immunity MAGIC RESISTANCE: SIZE: MORALE: X.P. VALUE: S (up to 4™ long) Average (9) Nil M (4™-6™) Steady (11) 35 175 L (8™-12™) Elite (13) 650 Pedipalpi, also known as iswhip scorpions,l) are found on various worlds. They vary somewhat in powers and habits; those of Toril are described here. Pedipalpi resemble a cross between a spider and a scorpion, and can be found in many colors. Brown and tan are the most common, but russet and bottle-green individ- uals are also numerous. All pedipalpi are immune to all sorts of poisons and corrosives (including acids and noxious vapors). They are often used by drow (cf. i俘Elf, Drowls in Volume 2 of the Monstrous Compendium) as household guardians, pets, and as the equivalent of hunting dogs. Pedipalpi of Toril mate once every eight months or so, the female producing a cluster of 2d20 soft-shelled eggs. These are injected into the body of a creature disabled (typically pinned under rocks, and/or with joints broken) by the pedipalp couple, and when they hatch, eat their way to freedom. Large Pedipalp These scuttling creatures are common in the Underdark of Toril, where they dine on rats, worms, and other small prey. Equipped with two grasping arms and fearsome- looking mandibles, the schizomidae are incapable of grasping prey larger than themselves. ihLargele pedipalpi (which may be as little as a foot long, when fully grown) lack the distinctive whip-like feelers of their larger cousins. Huge Pedipalp These creatures have developed two 8™-long, whip-like feelers (which they use to probe possible traps, fissures, and other unseen areas) in place of one pair of legs. Another pair of legs (the two foremost, closest to the 1-8-damage mandibles) have developed spiny pincers on the ends. Besides biting in combat, huge pedipalpi (or amblypygi) use these pincers to strike. After a successful (1-6 points of damage) hit, the pedipalp automatically applies a crushing grip, unless the victim makes a successful bend bars/lift gates roll. The grip causes 2-12 damage on the second round, and on every round thereafter, until the victim breaks free (with a successful bend bars roll; one is allowed each round) or the pedipalp is slain. The pedipalp may use its bite on others during this time, if it can reach other prey. If it elects to bite the creature it is gripping, it attacks at +6 to hit. (The grip requires the use of both the pedipalp™s pincers: if they elect to attack another being, the grip is broken.) Giant Pedipalp The uropygi have whip-like feelers and spiny pincers like the smaller amblypygi. They also have dangerous-looking, whip-like tails, that rather resemble the stings of scorpi- ons when held aloft. The tail actually serves only as a feeler; these pedipalpi attack with two pincers and a bite. After a uropygus scores a pincer hit (1-8 points of damage), it has the option of abandoning its other pincer hit that round in favor of a gripping attack. If it does so, the victim is allowed a bend bars/lift gates roll. If this roll fails, the pedipalp establishes a grip. On the following round, it automatically bites (for 2-8 points of damage), and crushes (for 2-16 points of damage). This damage is repeated each round until the uropygus is slain, breaks its grip to face another opponent (each attack from another creature has only a 1 in 2 chance of causing this; 2 in 12 if the attack hits), or one of the two bone-armored, spined gripping pincers is severed. A pincer will take 20 hit points of damage before being severed (consider these points separately from the pedipalp™s true hp total), and has an effective armor class of 0. Giant pedipalpi can also discharge a noxious vapor three times a day. This acrid, irritating, wet yellow gas expands in a single round, to affect a 20™-radius sphere centered on the pedipalp, before dissipating harmlessly. All non- pedipalpi creatures in this area must save versus poison, or be affected with twitching muscular tremors and spasms for 1-6 rounds (forcing them to fight at -3 on all attack rolls). Habitat/Society: Pedipalpi of Toril are far-wandering hunters, who roam fearlessly in search of food, establish- ing no territories and heedless of foes. They will team up to face prey or opponents larger than themselves, but otherwise hunt alone or (if weak or young) in pairs. Pedipalpi never fight or hunt other pedipalpi, or other arachnids of any kind. Ecology: Pedipalpi poison-sacks (which resemble fist- sized, flexible walnuts) are valued by all who deal in poisons: a strong disabling poison can be distilled from them. The spined foreleg-pincers of pedipalpi serve many goblinkin as maces, and the feelers of a pedipalp can be used in battle as a whip (1d2 damage, 1 vs. L), for 3d4 days after the creature is slain. Thereafter, the feelers dry out too much, and crumble into useless fragility. No other parts of pedipalpi are safe or palatable eating for most creatures. מצטער שלא הצלחתי להעתיק תמונה
 

Gilgam69

New member
אני חושש ששנטו טועה ובגדול

עד כמה שאני יודע אכן היצור שדיברת עליו הוא ה-HOOK HORROR ולא מה ששנטו כתב.
 
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