【D&D 2E】阿尔-米拉吉(独角兔、闪现兔)

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阿尔-米拉吉(闪现兔)
气候/地形:温带森林、丘陵和草原
出现频率:非常罕见
组织:集群
活动周期:白天
食性:草食
智力:动物(1)
宝藏:无
阵营:混乱中立
出现数量:2-20
防御等级:6
移动力:18
生命骰:1
零级命中值:19
攻击次数:1
伤害/攻击:1-4
特殊攻击:无
特殊防御:传送、免疫毒素
魔法抗力:25%
体型:小型(肩高3英尺)
士气:狂热(17-18)
经验价值:普通 65,灵能 420
阿尔-米拉吉是种相当愚蠢的生物,但他们难以预测的天性却潜藏着危险。它们外形类似大只的兔子,有着长而柔软的毛皮。它们额上长着一只一到两尺长的黑角,这根角像独角兽一样呈螺旋状突出。大部分闪现兔皮毛为黄色,不过也有白色、粉色,甚至浅绿色的样本被目击到。
虽然阿尔-米拉吉来源不明,且在很多世界都有出没,但它们实际上可能是克莱恩侏儒某个失败“科研”项目产出的样品。侏儒经常将它们作为宠物饲养,且在某个古老侏儒方言中“阿尔-米拉吉”意为“七十二号实验。”
战斗:与普通兔子一样,阿尔-米拉吉非常顽皮。然而,在遭到威胁时,它们不会像普通兔子一样逃走,而是会变得好斗且凶残。它们会跃向入侵者,用角来刺杀他们。
阿尔-米拉吉还能够进行短距传送,因此它们有了个“闪现兔”的绰号。它们会无规律地来回闪现来躲避敌人的攻击。阿尔-米拉吉会出现在离敌人大约3英尺的位置,并立即跃动攻击。骰一次d6,只要结果大于等于4,阿尔-米拉吉就会进行传送。骰一次d8来决定阿尔-米拉吉出现的位置,骰1出现在敌人前方,骰2出现在左前方,骰3出现在左方,骰4出现在左后方,骰5出现在正后方,骰6出现在右后方,骰7出现在右方,骰8出现在右前方。
由于它们繁衍中的某种突变,少数(大约10%)成年的阿尔-米拉吉拥有心灵异能能力。如果在面对敌人时坐着不动,而非跃起攻击,那么这只闪现兔肯定有灵能能力。这些生物几乎都是按同一个顺序使用它们的心灵异能能力,顺序如下:操控光亮使天空变暗,操控风力使风吹起,漂浮使自己跃入空中,分子搅动使周围物品发热燃烧。随后它们会使用心灵遥控来投掷石块,操控火焰来移动火苗,以及引爆来使敌人的武器和盔甲爆炸。在漂浮起来后,它们会使用操控风力飞来飞去,它们的眼睛还会发出红光来骚扰敌人。如果受到物理攻击,它们就会闪现跑路。
阿尔-米拉吉对毒素免疫。
心灵异能摘要:
等级 3,能系/理念/信念 1/2/3,攻击/防御 心灵戳刺/心灵空白,灵能点 10,灵能池 250
心灵异能能力:
·心灵遥控系理念:引爆、心灵遥控。信念:操控火焰、操控光亮、操控风力、漂浮、分子搅动。
栖息地/社会:只要不被打扰,阿尔-米拉吉生性相当平和。它们会在牧场与林地上游荡,吃各种植物。它们的巢穴通常是用毛皮、草和树枝搭建的地上巢穴。同一兽群的阿尔-米拉吉一般会将巢穴建在一起。
在春天的交配季节,雄性阿尔-米拉吉会用额头上的角“比武”求偶来争夺雌性的青睐。在交配大约2个月后,雌性会诞下一窝2-12只可爱的兔宝宝,这些兔宝宝额头上会有小疙瘩状的突起,就是长大后长角的地方。从兔宝宝到完全成熟需要一年左右的时间。
那些拥有灵能能力的阿尔-米拉吉,有时会被称为“深渊兔”,它们的能力在成年后才会显现。除非所在兽群受到攻击,这些阿尔-米拉吉各方面的表现都与普通的阿尔-米拉吉没有区别。
生态:由于阿尔-米拉吉的繁殖速度非常快,在没有它们天敌的地区会成为一个自然问题。因为它们会破坏自然植被,或是摧毁整片农田。同时它们的筑巢区也会变得非常危险,普通人无法通行。它们用树枝搭建的巢穴会使行动变得困难,而保护幼崽的大量“闪现兔”也是一个巨大障碍。
阿尔-米拉吉可以说浑身都是宝:它们的皮毛柔软且温暖,它们的肉质鲜美,它们的角在治疗毒素上效果很好。某些侏儒社群相信阿尔-米拉吉的后脚会给自己带来好运,虽然这些侏儒不再随身携带它们,但一些家庭仍然会用阿尔-米拉吉的兔脚作为装饰。
如果在很小的时候被捕捉,阿尔-米拉吉会展现出惊人的驯养潜力——除了那些灵能阿尔-米拉吉,它们不幸地会喜欢引爆驯养者的财产。这些生物在对敌时的无畏精神使它们可以成为有用的动物伙伴。
Al-Mi’raj
CLIMATE/TERRAIN: Temperate forests, hills, and grasslands
FREQUENCY: Very rare
ORGANIZATION: Herd
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLILGENCE: Animal(1)
TREASURE: Nil
ALIGNMENT: Chaotic Neutral
NO. APPEARING: 2-20
ARMOR CLASS: 6
MOVEMENT: 18
HIT DICE: 1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Teleportation, immunity to poison
MAGIC RESISTANCE: 25%
SIZE: S(3’ at shoulder)
MORALE: Fanatic (17-18)
XP VALUE: Normal 65, Psionic 420
Al-mi’raj are rather stupid creatures, but are potentially dangerous because of their unpredictable nature. They resemble large rabbits with long, soft fur. A single black horn, one to two feet long and spiraled like that of a unicorn, protrudes from the forehead. Although most al-mi’raj have yellow fur, white, pink, and even light green specimens have been seen.
Though the origin of the al-mi’raj is unknown, they may be an example of a failed “science” project conducted by Krynnish gnomes, though the creatures are found on many worlds. They are often kept as pets by gnomes, and “al-mi’raj,” in an ancient gnomish dialect, means “experiment seventy-two.”
Combat: Like normal rabbits, al-mi’raj are rather nervoius creatures. Rather than hopping away when threatened, however, al-mi’raj become aggressive and vicious. They leap at the offending intruder, attempting to stab with their horns.
Al-mi’raj are also able to teleport short distances, giving them the nickname “blink bunnies.” They blink to and fro seemingly without pattern, attempting to avoid attack. The al-mi’raj appears about 3’ from its opponent and immediately hops to the attack. Al-mi’raj teleport on a roll of 4 or better on a 6-slided die. To determine where the creature appears, roll an 8-ssided die: 1 = in front of opponent, 2 = left front, 3= left, 4 = left rear, 5 = directly behind, 6 = right rear, 7 = right, 8 = right front.
Because of a quirk in their breeding, a few adults, about 10%, have psionic abilities. If an al-mi’raj sits still instead of jumping to attack an opponent, it is sure to be psionically endowed. It will almost always use its powers in the following order: control light to cause the sky to darken, control wind to cause the wind to blow, leviation to rise into the air, and molecular agitation to cause items to heat and burn. Then it will use telekinesis to throw rocks, control flame to move fire about, and detonation to cause weapons and armor to explode. After it levitates, it uses control winds to fly about, its eyes glowing redly, as it harasses its opponents. If attacked physically, it will try to blink away.
Al-mi’raj are immune to poison.
Psionics Summary:
Level 3, Dis/Sci/Dev 1/2/3, Attack/Defense MT/M-, Score 10, PSPs 250
Powers:
·Psychokinesis-Sciences: detonate, telekinesis. Devotions: control flames, control light, control winds, levitation, molecular agitation.
Habitat/Society: Al-mi’raj live fairly peaceful lives as long as they are left to themselves. They roam about pastures and woodlands, eating all manner of plants. Their lairs are usually above-ground nests composed of fur, grass, and twigs. Al-mi’raj of the same herd tend to build nests close together.
During the spring mating season, the males “joust” with their horns, competing for the favors of the females. About two months after mating, the female gives birth to a litter of 2-12 cute, cuddly babies with nubs where their horns will later grow. It takes an al-mi’raj about a year to reach full growth.
Psionic al-mi’raj, sometimes known as “bunnies of the Abyss,” develop their powers as adults. Except when the herd is attacked, they act in all respects like normal al-mi’raj.
Ecology: Because they breed rather quickly, al-mi’raj can become a problem in any area where there are few natural predators. They can decimate natural vegetation or destroy entire fields of crops. Their nesting areas can also become dangerously impassable. The conglomeration of twiggy nests makes movement difficult, and the large number of “blink bunnies” defending their young is a formidable obstacle.
The bodies of al-mi’raj are very useful: their fur is soft and warm, their meat is tasty, and their horns are useful in cures for poison. Some gnomish communities have a superstitious belief that an al-mi’raj’s hind feet bring good luck, and although gnomes have stopped the practice of carrying them around, some homes are still decorated with al-mi’raj feet.
If captured when very young, al-mi’raj show a surprising aptitude for training-except for the psionic variety, which have an unfortunate tendency to detonate the possessions of their trainers. The al-mi’raj’s fearlessness can make them useful companions.

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