Sand devil

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Sand devil
Sand devil.jpg
Level 48
Family Reptilian family creatures
Body Type Quadruped
Classification(s) Living
Area(s) Found Fhorian Village
HP 240
Attack Attributes
Physical Attacks
Claw 273 AS
Misc. Offensive Spells
Sandstorm (914)
Web (118)
Defense Attributes
 ? ASG
Defensive Strength (DS)
Unarmed Defense Factor
Target Defense (TD)
Bard Base 168 - 171
Cleric Base
Empath Base 183 - 185
Paladin Base
Ranger Base
Sorcerer Base 196 - 197
Wizard Base
Minor Elemental
Major Elemental
Minor Spiritual 202
Major Spiritual
Minor Mental
Defensive Spells
Elemental Barrier
Elemental Defense III
Lesser Shroud
Spirit Warding II
Treasure Attributes
Coins Yes
Gems Yes
Magic Items Yes
Boxes Yes
Skin No

Mutiple attack abilities, including a command of many offensive spells, make the sand devil a most dangerous adversary. Its name comes from the appearance of its leathery, yellowish, reptilian head crowned with two long, upright, black horns. The sand devil swirls in and out of areas, constantly rotating to keep the wind and dust whipping around it. This allows its sharp claws to remain hidden, emerging suddenly from the sandstorm to slash at surprised foes.

Hunting strategies

When a sand devil moves into a new room, it takes approximately one round (around 5 seconds) to make a movement, which then automatically casts the spell Sandstorm. This sandstorm takes about two rounds to form, in which time the sand devil may attack or cast spells on itself.

Popular hunting styles include utilizing sandstorm nullifying spells such as Elemental Dispel, or disabling/stunning the sand devil before it can make a move, as the sandstorm does not form until the sand devil makes an action movement. Also, PEERing into other rooms can show you if sandstorms have developed already, so you can avoid those rooms until the sand devil leaves the room, in which case the sandstorm dissipates.

Only one sand storm will be in the room regardless of the amount of sand devils. Killing the sand devil that started the sandstorm will make that sandstorm dissipate. Other sand devils in that room must begin a new sandstorm at that point.


Sorcerer's can handle these with ease. 719 generally gets them with one cast. If it doesn't, finish them with 702.

Other information

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